4 void ClearStateToDefault(entity_state_t *s)
7 VectorClear(s->origin);
8 VectorClear(s->angles);
22 // (server) clears the database to contain no frames (thus delta compression compresses against nothing)
23 void EntityFrame_ClearDatabase(entity_database_t *d)
25 memset(d, 0, sizeof(*d));
29 // (server) acknowledge a frame as recieved by client (removes old frames from database, will use this new frame for delta compression)
30 void EntityFrame_AckFrame(entity_database_t *d, int frame)
34 // (server) clears frame, to prepare for adding entities
35 void EntityFrame_Clear(entity_frame_t *f)
37 memset(f, 0, sizeof(*f));
40 // (server) allocates an entity slot in frame, returns NULL if full
41 entity_state_t *EntityFrame_NewEntity(entity_frame_t *f, int number)
44 if (f->numentities >= MAX_ENTITY_DATABASE)
46 e = &f->entitydata[f->numentities++];
52 // (server) writes a frame to network stream
53 void EntityFrame_Write(entity_database_t *d, entity_frame_t *f, int deltaframe, int newframe, sizebuf_t *msg)
57 // (client) reads a frame from network stream
58 void EntityFrame_Read(entity_database_t *d, entity_frame_t *f)
62 // (client) fetchs an entity from the database, read with _Read, fills in structs for current and previous state
63 void EntityFrame_FetchEntity(entity_database_t *d, entity_state_t *previous, entity_state_t *current)