Libprimis
Imprimis' 3D destroyable world engine
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ents.h File Reference

Static map entities and dynamic entities. More...

Go to the source code of this file.

Classes

struct  entity
 Entity data capable of being saved to disk. More...
 
struct  extentity
 Extended entity data not of the subset which is saved to disk. More...
 
struct  physent
 A base object representing a class. More...
 
struct  modelattach
 An representation of a model attachment (e.g. weapon to player). More...
 
struct  animinfo
 description of a character's animation More...
 
struct  animinterpinfo
 used for animation blending of animated characters More...
 
struct  dynent
 

Enumerations

enum  { Anim_Mapmodel = 0 , Anim_GameSpecific }
 
enum  {
  Anim_All = 0x1FF , Anim_Index = 0x1FF , Anim_Loop = (1 << 9) , Anim_Clamp = (1 << 10) ,
  Anim_Reverse = (1 << 11) , Anim_Start = (Anim_Loop | Anim_Clamp) , Anim_End = (Anim_Loop | Anim_Clamp | Anim_Reverse) , Anim_Dir = 0xE00 ,
  Anim_Secondary = 12 , Anim_Reuse = 0xFFFFFF , Anim_NoSkin = (1 << 24) , Anim_SetTime = (1 << 25) ,
  Anim_FullBright = (1 << 26) , Anim_NoRender = (1 << 27) , Anim_Ragdoll = (1 << 28) , Anim_SetSpeed = (1 << 29) ,
  Anim_NoPitch = (1 << 30) , Anim_Flags = 0xFF000000
}
 
enum  {
  EngineEnt_Empty =0 , EngineEnt_Light , EngineEnt_Mapmodel , EngineEnt_Playerstart ,
  EngineEnt_Particles , EngineEnt_Sound , EngineEnt_Spotlight , EngineEnt_Decal ,
  EngineEnt_GameSpecific
}
 
enum  {
  PhysEntState_Float = 0 , PhysEntState_Fall , PhysEntState_Slide , PhysEntState_Slope ,
  PhysEntState_Floor , PhysEntState_StepUp , PhysEntState_StepDown , PhysEntState_Bounce
}
 

Variables

constexpr int maxents = 10000
 
constexpr int crouchtime = 200
 
constexpr float crouchheight = 0.75f
 
constexpr int maxanimparts = 3
 

Detailed Description

Static map entities and dynamic entities.

The file defines static map entities of type "entity" and dynamic entities of type "dynent" like players or monsters. The gamecode extends these types to add game specific functionality. Note that entities with the prefix "EngineEnt_" are the only static entity types dictated by the engine. The rest are gamecode dependent.