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  1. // structure name
  2. // none == no conditional encode routine
  3. // gamedll routine_name : before transmitting data, invoke the named function from the game .dll to reset fields as needed
  4. // clientdll routine_name : same as above, except the routine is called via the client.dll
  5. clientdata_t none
  6. {
  7. DEFINE_DELTA( flTimeStepSound, DT_INTEGER, 10, 1.0 ),
  8. DEFINE_DELTA( origin[0], DT_SIGNED | DT_FLOAT, 21, 128.0 ),
  9. DEFINE_DELTA( origin[1], DT_SIGNED | DT_FLOAT, 21, 128.0 ),
  10. DEFINE_DELTA( velocity[0], DT_SIGNED | DT_FLOAT, 16, 8.0 ),
  11. DEFINE_DELTA( velocity[1], DT_SIGNED | DT_FLOAT, 16, 8.0 ),
  12. DEFINE_DELTA( m_flNextAttack, DT_FLOAT | DT_SIGNED, 22, 1000.0 ),
  13. DEFINE_DELTA( origin[2], DT_SIGNED | DT_FLOAT, 21, 128.0 ),
  14. DEFINE_DELTA( velocity[2], DT_SIGNED | DT_FLOAT, 16, 8.0 ),
  15. DEFINE_DELTA( ammo_nails, DT_SIGNED | DT_INTEGER, 10, 1.0 ),
  16. DEFINE_DELTA( ammo_shells, DT_SIGNED | DT_INTEGER, 10, 1.0 ),
  17. DEFINE_DELTA( ammo_cells, DT_SIGNED | DT_INTEGER, 10, 1.0 ),
  18. DEFINE_DELTA( ammo_rockets, DT_SIGNED | DT_INTEGER, 10, 1.0 ),
  19. DEFINE_DELTA( m_iId, DT_INTEGER, 5, 1.0 ),
  20. DEFINE_DELTA( punchangle[2], DT_SIGNED | DT_FLOAT, 21, 8.0 ),
  21. DEFINE_DELTA( flags, DT_INTEGER, 32, 1.0 ), // Cut to 3 bits?
  22. DEFINE_DELTA( weaponanim, DT_INTEGER, 8, 1.0 ),
  23. DEFINE_DELTA( health, DT_SIGNED | DT_FLOAT, 10, 1.0 ), // Cut # of bits?
  24. DEFINE_DELTA( maxspeed, DT_FLOAT, 16, 10.0 ),
  25. DEFINE_DELTA( flDuckTime, DT_INTEGER, 10, 1.0 ),
  26. DEFINE_DELTA( view_ofs[2], DT_SIGNED | DT_FLOAT, 10, 4.0 ),
  27. DEFINE_DELTA( punchangle[0], DT_SIGNED | DT_FLOAT, 26, 8192.0 ),
  28. DEFINE_DELTA( punchangle[1], DT_SIGNED | DT_FLOAT, 26, 8192.0 ),
  29. DEFINE_DELTA( viewmodel, DT_INTEGER, 10, 1.0 ),
  30. DEFINE_DELTA( weapons, DT_INTEGER, 32, 1.0 ),
  31. DEFINE_DELTA( pushmsec, DT_INTEGER, 11, 1.0 ),
  32. DEFINE_DELTA( deadflag, DT_INTEGER, 3, 1.0 ),
  33. DEFINE_DELTA( fov, DT_FLOAT, 8, 1.0 ),
  34. DEFINE_DELTA( physinfo, DT_STRING, 1, 1.0 ),
  35. DEFINE_DELTA( bInDuck, DT_INTEGER, 1, 1.0 ),
  36. DEFINE_DELTA( flSwimTime, DT_INTEGER, 10, 1.0 ),
  37. DEFINE_DELTA( waterjumptime, DT_INTEGER, 15, 1.0 ),
  38. DEFINE_DELTA( waterlevel, DT_INTEGER, 2, 1.0 ),
  39. DEFINE_DELTA( iuser1, DT_INTEGER, 3, 1.0 ),
  40. DEFINE_DELTA( iuser2, DT_INTEGER, 5, 1.0 ),
  41. DEFINE_DELTA( iuser3, DT_INTEGER, 8, 1.0 ),
  42. DEFINE_DELTA( iuser4, DT_INTEGER, 2, 1.0 ),
  43. DEFINE_DELTA( vuser2[0], DT_FLOAT, 9, 1.0 ),
  44. DEFINE_DELTA( vuser2[1], DT_FLOAT, 9, 1.0 ),
  45. DEFINE_DELTA( vuser2[2], DT_FLOAT, 9, 1.0 ),
  46. DEFINE_DELTA( vuser3[0], DT_FLOAT, 9, 1.0 ),
  47. DEFINE_DELTA( vuser3[1], DT_FLOAT, 9, 1.0 ),
  48. DEFINE_DELTA( vuser3[2], DT_FLOAT, 9, 1.0 ),
  49. DEFINE_DELTA( vuser4[0], DT_FLOAT, 9, 1.0 ),
  50. DEFINE_DELTA( vuser4[1], DT_FLOAT, 9, 1.0 ),
  51. DEFINE_DELTA( fuser2, DT_FLOAT, 14, 1.0 )
  52. }
  53. entity_state_t gamedll Entity_Encode
  54. {
  55. DEFINE_DELTA( animtime, DT_TIMEWINDOW_8, 8, 1.0 ),
  56. DEFINE_DELTA( frame, DT_FLOAT, 8, 1.0 ),
  57. DEFINE_DELTA( origin[0], DT_SIGNED | DT_FLOAT, 16, 8.0 ),
  58. DEFINE_DELTA( angles[0], DT_ANGLE, 16, 1.0 ),
  59. DEFINE_DELTA( angles[1], DT_ANGLE, 16, 1.0 ),
  60. DEFINE_DELTA( origin[1], DT_SIGNED | DT_FLOAT, 16, 8.0 ),
  61. DEFINE_DELTA( origin[2], DT_SIGNED | DT_FLOAT, 16, 8.0 ),
  62. DEFINE_DELTA( sequence, DT_INTEGER, 8, 1.0 ),
  63. DEFINE_DELTA( modelindex, DT_INTEGER, 10, 1.0 ),
  64. DEFINE_DELTA( movetype, DT_INTEGER, 4, 1.0 ),
  65. DEFINE_DELTA( solid, DT_SHORT, 3, 1.0 ),
  66. DEFINE_DELTA( mins[0], DT_SIGNED | DT_FLOAT, 16, 8.0 ),
  67. DEFINE_DELTA( mins[1], DT_SIGNED | DT_FLOAT, 16, 8.0 ),
  68. DEFINE_DELTA( mins[2], DT_SIGNED | DT_FLOAT, 16, 8.0 ),
  69. DEFINE_DELTA( maxs[0], DT_SIGNED | DT_FLOAT, 16, 8.0 ),
  70. DEFINE_DELTA( maxs[1], DT_SIGNED | DT_FLOAT, 16, 8.0 ),
  71. DEFINE_DELTA( maxs[2], DT_SIGNED | DT_FLOAT, 16, 8.0 ),
  72. DEFINE_DELTA( endpos[0], DT_SIGNED | DT_FLOAT, 13, 1.0 ),
  73. DEFINE_DELTA( endpos[1], DT_SIGNED | DT_FLOAT, 13, 1.0 ),
  74. DEFINE_DELTA( endpos[2], DT_SIGNED | DT_FLOAT, 13, 1.0 ),
  75. DEFINE_DELTA( startpos[0], DT_SIGNED | DT_FLOAT, 13, 1.0 ),
  76. DEFINE_DELTA( startpos[1], DT_SIGNED | DT_FLOAT, 13, 1.0 ),
  77. DEFINE_DELTA( startpos[2], DT_SIGNED | DT_FLOAT, 13, 1.0 ),
  78. DEFINE_DELTA( impacttime, DT_TIMEWINDOW_BIG, 13, 100.0 ),
  79. DEFINE_DELTA( starttime, DT_TIMEWINDOW_BIG, 13, 100.0 ),
  80. DEFINE_DELTA( weaponmodel, DT_INTEGER, 10, 1.0 ),
  81. DEFINE_DELTA( owner, DT_INTEGER, 5, 1.0 ),
  82. DEFINE_DELTA( effects, DT_INTEGER, 8, 1.0 ),
  83. DEFINE_DELTA( eflags, DT_INTEGER, 1, 1.0 ),
  84. DEFINE_DELTA( angles[2], DT_ANGLE, 16, 1.0 ),
  85. DEFINE_DELTA( colormap, DT_INTEGER, 16, 1.0 ),
  86. DEFINE_DELTA( framerate, DT_SIGNED | DT_FLOAT, 8, 16.0 ),
  87. DEFINE_DELTA( skin, DT_SHORT | DT_SIGNED, 9, 1.0 ),
  88. DEFINE_DELTA( controller[0], DT_BYTE, 8, 1.0 ),
  89. DEFINE_DELTA( controller[1], DT_BYTE, 8, 1.0 ),
  90. DEFINE_DELTA( controller[2], DT_BYTE, 8, 1.0 ),
  91. DEFINE_DELTA( controller[3], DT_BYTE, 8, 1.0 ),
  92. DEFINE_DELTA( blending[0], DT_BYTE, 8, 1.0 ),
  93. DEFINE_DELTA( blending[1], DT_BYTE, 8, 1.0 ),
  94. DEFINE_DELTA( body, DT_INTEGER, 8, 1.0 ),
  95. DEFINE_DELTA( rendermode, DT_INTEGER, 8, 1.0 ),
  96. DEFINE_DELTA( renderamt, DT_INTEGER, 8, 1.0 ),
  97. DEFINE_DELTA( renderfx, DT_INTEGER, 8, 1.0 ),
  98. DEFINE_DELTA( scale, DT_FLOAT, 16, 256.0 ),
  99. DEFINE_DELTA( rendercolor.r, DT_BYTE, 8, 1.0 ),
  100. DEFINE_DELTA( rendercolor.g, DT_BYTE, 8, 1.0 ),
  101. DEFINE_DELTA( rendercolor.b, DT_BYTE, 8, 1.0 ),
  102. DEFINE_DELTA( aiment, DT_INTEGER, 11, 1.0 ),
  103. DEFINE_DELTA( basevelocity[0], DT_SIGNED | DT_FLOAT, 16, 8.0 ),
  104. DEFINE_DELTA( basevelocity[1], DT_SIGNED | DT_FLOAT, 16, 8.0 ),
  105. DEFINE_DELTA( basevelocity[2], DT_SIGNED | DT_FLOAT, 16, 8.0 ),
  106. DEFINE_DELTA( iuser4, DT_INTEGER, 2, 1.0 )
  107. }
  108. entity_state_player_t gamedll Player_Encode
  109. {
  110. DEFINE_DELTA( animtime, DT_TIMEWINDOW_8, 8, 1.0 ),
  111. DEFINE_DELTA( frame, DT_FLOAT, 8, 1.0 ),
  112. DEFINE_DELTA( origin[0], DT_SIGNED | DT_FLOAT, 18, 32.0 ),
  113. DEFINE_DELTA( angles[0], DT_ANGLE, 16, 1.0 ),
  114. DEFINE_DELTA( angles[1], DT_ANGLE, 16, 1.0 ),
  115. DEFINE_DELTA( origin[1], DT_SIGNED | DT_FLOAT, 18, 32.0 ),
  116. DEFINE_DELTA( origin[2], DT_SIGNED | DT_FLOAT, 18, 32.0 ),
  117. DEFINE_DELTA( gaitsequence, DT_INTEGER, 8, 1.0 ),
  118. DEFINE_DELTA( sequence, DT_INTEGER, 8, 1.0 ),
  119. DEFINE_DELTA( modelindex, DT_INTEGER, 10, 1.0 ),
  120. DEFINE_DELTA( movetype, DT_INTEGER, 4, 1.0 ),
  121. DEFINE_DELTA( solid, DT_SHORT, 3, 1.0 ),
  122. DEFINE_DELTA( mins[0], DT_SIGNED | DT_FLOAT, 16, 8.0 ),
  123. DEFINE_DELTA( mins[1], DT_SIGNED | DT_FLOAT, 16, 8.0 ),
  124. DEFINE_DELTA( mins[2], DT_SIGNED | DT_FLOAT, 16, 8.0 ),
  125. DEFINE_DELTA( maxs[0], DT_SIGNED | DT_FLOAT, 16, 8.0 ),
  126. DEFINE_DELTA( maxs[1], DT_SIGNED | DT_FLOAT, 16, 8.0 ),
  127. DEFINE_DELTA( maxs[2], DT_SIGNED | DT_FLOAT, 16, 8.0 ),
  128. DEFINE_DELTA( weaponmodel, DT_INTEGER, 10, 1.0 ),
  129. // DEFINE_DELTA( team, DT_INTEGER, 4, 1.0 )
  130. // DEFINE_DELTA( playerclass, DT_INTEGER, 4, 1.0 )
  131. DEFINE_DELTA( owner, DT_INTEGER, 5, 1.0 ),
  132. DEFINE_DELTA( effects, DT_INTEGER, 8, 1.0 ),
  133. DEFINE_DELTA( angles[2], DT_ANGLE, 16, 1.0 ),
  134. DEFINE_DELTA( colormap, DT_INTEGER, 16, 1.0 ),
  135. DEFINE_DELTA( framerate, DT_SIGNED | DT_FLOAT, 8, 16.0 ),
  136. DEFINE_DELTA( skin, DT_SHORT | DT_SIGNED, 9, 1.0 ),
  137. DEFINE_DELTA( controller[0], DT_BYTE, 8, 1.0 ),
  138. DEFINE_DELTA( controller[1], DT_BYTE, 8, 1.0 ),
  139. DEFINE_DELTA( controller[2], DT_BYTE, 8, 1.0 ),
  140. DEFINE_DELTA( controller[3], DT_BYTE, 8, 1.0 ),
  141. DEFINE_DELTA( blending[0], DT_BYTE, 8, 1.0 ),
  142. DEFINE_DELTA( blending[1], DT_BYTE, 8, 1.0 ),
  143. DEFINE_DELTA( body, DT_INTEGER, 8, 1.0 ),
  144. DEFINE_DELTA( rendermode, DT_INTEGER, 8, 1.0 ),
  145. DEFINE_DELTA( renderamt, DT_INTEGER, 8, 1.0 ),
  146. DEFINE_DELTA( renderfx, DT_INTEGER, 8, 1.0 ),
  147. DEFINE_DELTA( scale, DT_FLOAT, 16, 256.0 ),
  148. DEFINE_DELTA( rendercolor.r, DT_BYTE, 8, 1.0 ),
  149. DEFINE_DELTA( rendercolor.g, DT_BYTE, 8, 1.0 ),
  150. DEFINE_DELTA( rendercolor.b, DT_BYTE, 8, 1.0 ),
  151. DEFINE_DELTA( friction, DT_SIGNED | DT_FLOAT, 16, 8.0 ),
  152. DEFINE_DELTA( usehull, DT_INTEGER, 1, 1.0 ),
  153. DEFINE_DELTA( gravity, DT_SIGNED | DT_FLOAT, 16, 32.0 ),
  154. DEFINE_DELTA( aiment, DT_INTEGER, 11, 1.0 ),
  155. DEFINE_DELTA( basevelocity[0], DT_SIGNED | DT_FLOAT, 16, 8.0 ),
  156. DEFINE_DELTA( basevelocity[1], DT_SIGNED | DT_FLOAT, 16, 8.0 ),
  157. DEFINE_DELTA( basevelocity[2], DT_SIGNED | DT_FLOAT, 16, 8.0 ),
  158. DEFINE_DELTA( spectator, DT_INTEGER, 1, 1.0 )
  159. DEFINE_DELTA( iuser4, DT_INTEGER, 2, 1.0 )
  160. }
  161. custom_entity_state_t gamedll Custom_Encode
  162. {
  163. DEFINE_DELTA( rendermode, DT_INTEGER, 8, 1.0 ),
  164. DEFINE_DELTA( origin[0], DT_SIGNED | DT_FLOAT, 17, 8.0 ),
  165. DEFINE_DELTA( origin[1], DT_SIGNED | DT_FLOAT, 17, 8.0 ),
  166. DEFINE_DELTA( origin[2], DT_SIGNED | DT_FLOAT, 17, 8.0 ),
  167. DEFINE_DELTA( angles[0], DT_SIGNED | DT_FLOAT, 17, 8.0 ),
  168. DEFINE_DELTA( angles[1], DT_SIGNED | DT_FLOAT, 17, 8.0 ),
  169. DEFINE_DELTA( angles[2], DT_SIGNED | DT_FLOAT, 17, 8.0 ),
  170. DEFINE_DELTA( sequence, DT_INTEGER, 16, 1.0 ),
  171. DEFINE_DELTA( skin, DT_INTEGER, 16, 1.0 ),
  172. DEFINE_DELTA( modelindex, DT_INTEGER, 16, 1.0 ),
  173. DEFINE_DELTA_POST( scale, DT_FLOAT, 8, 1.0, 0.1 ),
  174. DEFINE_DELTA( body, DT_INTEGER, 8, 1.0 ),
  175. DEFINE_DELTA( rendercolor.r, DT_BYTE, 8, 1.0 ),
  176. DEFINE_DELTA( rendercolor.g, DT_BYTE, 8, 1.0 ),
  177. DEFINE_DELTA( rendercolor.b, DT_BYTE, 8, 1.0 ),
  178. DEFINE_DELTA( renderfx, DT_INTEGER, 8, 1.0 ),
  179. DEFINE_DELTA( renderamt, DT_INTEGER, 8, 1.0 ),
  180. DEFINE_DELTA( frame, DT_FLOAT, 8, 1.0 ),
  181. DEFINE_DELTA_POST( animtime, DT_FLOAT, 8, 1.0, 0.1 )
  182. }
  183. usercmd_t none
  184. {
  185. DEFINE_DELTA( lerp_msec, DT_SHORT, 9, 1.0 ),
  186. DEFINE_DELTA( msec, DT_BYTE, 8, 1.0 ),
  187. DEFINE_DELTA( viewangles[1], DT_ANGLE, 16, 1.0 ),
  188. DEFINE_DELTA( viewangles[0], DT_ANGLE, 16, 1.0 ),
  189. DEFINE_DELTA( buttons, DT_SHORT, 16, 1.0 ),
  190. DEFINE_DELTA( forwardmove, DT_SIGNED | DT_FLOAT, 12, 1.0 ),
  191. DEFINE_DELTA( lightlevel, DT_BYTE, 8, 1.0 ),
  192. DEFINE_DELTA( sidemove, DT_SIGNED | DT_FLOAT, 12, 1.0 ),
  193. DEFINE_DELTA( upmove, DT_SIGNED | DT_FLOAT, 12, 1.0 ),
  194. DEFINE_DELTA( impulse, DT_BYTE, 8, 1.0 ),
  195. DEFINE_DELTA( viewangles[2], DT_ANGLE, 16, 1.0 ),
  196. DEFINE_DELTA( impact_index, DT_INTEGER, 6, 1.0 ),
  197. DEFINE_DELTA( impact_position[0], DT_SIGNED | DT_FLOAT, 16, 8.0 ),
  198. DEFINE_DELTA( impact_position[1], DT_SIGNED | DT_FLOAT, 16, 8.0 ),
  199. DEFINE_DELTA( impact_position[2], DT_SIGNED | DT_FLOAT, 16, 8.0 )
  200. }
  201. weapon_data_t none
  202. {
  203. DEFINE_DELTA( m_flTimeWeaponIdle, DT_FLOAT | DT_SIGNED, 22, 1000.0 ),
  204. DEFINE_DELTA( m_flNextPrimaryAttack, DT_FLOAT | DT_SIGNED, 22, 1000.0 ),
  205. DEFINE_DELTA( m_flNextReload, DT_FLOAT | DT_SIGNED, 22, 1000.0 ),
  206. DEFINE_DELTA( m_fNextAimBonus, DT_FLOAT | DT_SIGNED, 22, 1000.0 ),
  207. DEFINE_DELTA( m_flNextSecondaryAttack, DT_FLOAT | DT_SIGNED, 22, 1000.0 ),
  208. DEFINE_DELTA( m_iClip, DT_SIGNED | DT_INTEGER, 10, 1.0 ),
  209. DEFINE_DELTA( m_flPumpTime, DT_FLOAT | DT_SIGNED, 22, 1000.0 ),
  210. DEFINE_DELTA( m_fInSpecialReload, DT_INTEGER, 2, 1.0 ),
  211. DEFINE_DELTA( m_fReloadTime, DT_FLOAT, 16, 100.0 ),
  212. DEFINE_DELTA( m_fInReload, DT_INTEGER, 1, 1.0 ),
  213. DEFINE_DELTA( m_fAimedDamage, DT_FLOAT, 22, 1000.0 ),
  214. DEFINE_DELTA( m_fInZoom, DT_INTEGER, 8, 1.0 ),
  215. DEFINE_DELTA( m_iWeaponState, DT_INTEGER, 7, 1.0 )
  216. DEFINE_DELTA( m_iId, DT_INTEGER, 5, 1.0 )
  217. DEFINE_DELTA( fuser1, DT_SIGNED | DT_FLOAT, 22, 1000.0 ),
  218. DEFINE_DELTA( fuser2, DT_SIGNED | DT_FLOAT, 22, 128.0 ),
  219. DEFINE_DELTA( fuser3, DT_SIGNED | DT_FLOAT, 22, 128.0 ),
  220. DEFINE_DELTA( iuser1, DT_SIGNED | DT_INTEGER, 16, 128.0 )
  221. }
  222. event_t none
  223. {
  224. DEFINE_DELTA( entindex, DT_INTEGER, 10, 1.0 ),
  225. DEFINE_DELTA( bparam1, DT_INTEGER, 1, 1.0 ),
  226. DEFINE_DELTA( bparam2, DT_INTEGER, 1, 1.0 ),
  227. DEFINE_DELTA( origin[0], DT_SIGNED | DT_FLOAT, 26, 8192.0 ),
  228. DEFINE_DELTA( origin[1], DT_SIGNED | DT_FLOAT, 26, 8192.0 ),
  229. DEFINE_DELTA( origin[2], DT_SIGNED | DT_FLOAT, 26, 8192.0 ),
  230. DEFINE_DELTA( fparam1, DT_FLOAT | DT_SIGNED, 20, 100.0 ),
  231. DEFINE_DELTA( fparam2, DT_FLOAT | DT_SIGNED, 20, 100.0 ),
  232. DEFINE_DELTA( iparam1, DT_INTEGER | DT_SIGNED, 18, 1.0 ),
  233. DEFINE_DELTA( iparam2, DT_INTEGER | DT_SIGNED, 18, 1.0 ),
  234. DEFINE_DELTA( angles[0], DT_SIGNED | DT_FLOAT, 26, 8192.0 ),
  235. DEFINE_DELTA( angles[1], DT_SIGNED | DT_FLOAT, 26, 8192.0 ),
  236. DEFINE_DELTA( angles[2], DT_SIGNED | DT_FLOAT, 26, 8192.0 ),
  237. DEFINE_DELTA( ducking, DT_INTEGER, 1, 1.0 )
  238. }