2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #include "pr_comp.h" // defs shared with qcc
25 #define ENTITYGRIDAREAS 16
26 #define MAX_ENTITYCLUSTERS 16
28 typedef struct edict_engineprivate_s
30 // true if this edict is unused
32 // sv.time when the object was freed (to prevent early reuse which could
33 // mess up client interpolation or obscure severe QuakeC bugs)
35 // initially false to prevent projectiles from moving on their first frame
36 // (even if they were spawned by an synchronous client think)
39 // cached cluster links for quick stationary object visibility checking
40 vec3_t cullmins, cullmaxs;
42 int pvs_clusterlist[MAX_ENTITYCLUSTERS];
44 // physics grid areas this edict is linked into
45 link_t areagrid[ENTITYGRIDAREAS];
46 // since the areagrid can have multiple references to one entity,
47 // we should avoid extensive checking on entities already encountered
48 int areagridmarknumber;
49 // mins/maxs passed to World_LinkEdict
50 vec3_t areamins, areamaxs;
52 // PROTOCOL_QUAKE, PROTOCOL_QUAKEDP, PROTOCOL_NEHAHRAMOVIE, PROTOCOL_QUAKEWORLD
54 entity_state_t baseline;
56 // LordHavoc: gross hack to make floating items still work
57 int suspendedinairflag;
59 // cached position to avoid redundant SV_CheckWaterTransition calls on monsters
60 qboolean waterposition_forceupdate; // force an update on this entity (set by SV_PushMove code for moving water entities)
61 vec3_t waterposition_origin; // updates whenever this changes
63 // used by PushMove to keep track of where objects were before they were
64 // moved, in case they need to be moved back
66 vec3_t moved_fromangles;
68 edict_engineprivate_t;