vkQuake2 doxygen  1.0 dev
entity_state_s Struct Reference

#include <q_shared.h>

Public Attributes

int number
 
vec3_t origin
 
vec3_t angles
 
vec3_t old_origin
 
int modelindex
 
int modelindex2
 
int modelindex3
 
int modelindex4
 
int frame
 
int skinnum
 
unsigned int effects
 
int renderfx
 
int solid
 
int sound
 
int event
 

Detailed Description

Definition at line 1145 of file q_shared.h.

Member Data Documentation

◆ angles

◆ effects

◆ event

◆ frame

◆ modelindex

◆ modelindex2

◆ modelindex3

int entity_state_s::modelindex3

◆ modelindex4

int entity_state_s::modelindex4

◆ number

◆ old_origin

◆ origin

vec3_t entity_state_s::origin

Definition at line 1149 of file q_shared.h.

Referenced by actor_pain(), ai_run(), barrel_touch(), BeginIntermission(), bfg_explode(), bfg_think(), Blaster_Fire(), CanDamage(), Chaingun_Fire(), CheckPowerArmor(), CL_AddPacketEntities(), CL_ClipMoveToEntities(), CL_DeltaEntity(), CL_EntityEvent(), CL_ParseDelta(), CL_ParseMuzzleFlash(), CL_ParseMuzzleFlash2(), CL_PMpointcontents(), CL_TeleporterParticles(), ClientBegin(), ClientBeginDeathmatch(), ClientDisconnect(), ClientEndServerFrame(), ClientThink(), door_blocked(), door_secret_blocked(), Drop_Item(), droptofloor(), findradius(), FindTarget(), fire_bfg(), fire_blaster(), fire_grenade(), fire_grenade2(), fire_rocket(), func_explosive_explode(), func_train_find(), G_RunFrame(), Grenade_Explode(), hurt_touch(), infront(), jorg_dead(), KillBox(), LookAtKiller(), M_CatagorizePosition(), M_CheckBottom(), M_CheckGround(), M_droptofloor(), M_WorldEffects(), Machinegun_Fire(), makron_die(), MakronSpawn(), MakronToss(), medic_FindDeadMonster(), monster_start_go(), Move_Calc(), MoveClientToIntermission(), MSG_WriteDeltaEntity(), P_DamageFeedback(), P_FallingDamage(), P_WorldEffects(), path_corner_touch(), plat_blocked(), PlayerNoise(), PlayersRangeFromSpot(), PutClientInServer(), range(), rocket_touch(), rotating_blocked(), rotating_touch(), S_AddLoopSounds(), SelectSpawnPoint(), SP_CreateCoopSpots(), SP_FixCoopSpots(), SP_func_button(), SP_func_door(), SP_func_door_rotating(), SP_func_door_secret(), SP_func_plat(), SP_misc_teleporter(), SP_target_changelevel(), SP_target_help(), SP_target_secret(), SP_target_speaker(), SpawnItem(), spectator_respawn(), SV_BuildClientFrame(), SV_CalcBlend(), SV_ClipMoveToEntities(), SV_CreateBaseline(), SV_FlyMove(), SV_LinkEdict(), SV_movestep(), SV_Multicast(), SV_NewChaseDir(), SV_Physics_Noclip(), SV_Physics_Toss(), SV_PointContents(), SV_Push(), SV_PushEntity(), SV_StartSound(), SV_StepDirection(), SV_TestEntityPosition(), T_RadiusDamage(), target_actor_touch(), target_lightramp_use(), teleporter_touch(), ThrowDebris(), ThrowGib(), train_blocked(), train_next(), train_resume(), turret_blocked(), UpdateChaseCam(), Use_Boss3(), use_target_changelevel(), use_target_spawner(), Use_Target_Speaker(), Use_Target_Tent(), visible(), weapon_bfg_fire(), weapon_grenade_fire(), weapon_grenadelauncher_fire(), weapon_railgun_fire(), Weapon_RocketLauncher_Fire(), weapon_shotgun_fire(), and weapon_supershotgun_fire().

◆ renderfx

◆ skinnum

◆ solid

◆ sound