Jeffrey "botman" Broome wrote:
Jay Stelly wrote:


You should let us know what data you are trying to access in your plugins so we can add it to an interface and implement it in HL2DM & CS:S.


That's easy.  EVERYTHING!  Every member variable of every class should
have an interface function to Get and Set it!  :)

No, seriously, stuff from the old entvars_t structure would be nice...

string_t        classname;
vec3_t          origin;
vec3_t          velocity;
vec3_t          angles;         // Model angles
vec3_t          avelocity;      // angle velocity (degrees per second)
vec3_t          punchangle;     // auto-decaying view angle adjustment
vec3_t          v_angle;        // Viewing angle (player only)
int             fixangle;       // 0:nothing, 1:force view angles, 2:add 
avelocity
int             modelindex;
string_t        model;
int             viewmodel;              // player's viewmodel
int             weaponmodel;    // what other players see
vec3_t          absmin;         // BB max translated to world coord
vec3_t          absmax;         // BB max translated to world coord
vec3_t          mins;           // local BB min
vec3_t          maxs;           // local BB max
vec3_t          size;           // maxs - mins
int             movetype;
int             solid;
int             skin;
int             body;                   // sub-model selection for studiomodels
float           gravity;                // % of "normal" gravity
float           friction;               // inverse elasticity of MOVETYPE_BOUNCE

// animation stuff (optional?)
int                     sequence;               // animation sequence
int                     gaitsequence;   // movement animation sequence for 
player (0 for none)
float           frame;                  // % playback position in animation 
sequences (0..255)
float           animtime;               // world time when frame was set
float           framerate;              // animation playback rate (-8x to 8x)
byte            controller[4];  // bone controller setting (0..255)
byte            blending[2];    // blending amount between sub-sequences 
(0..255)

// render effects (would be nice to do glowshell on people! he-he)
int             rendermode;
float           renderamt;
vec3_t          rendercolor;
int             renderfx;

float           health;
float           frags;
int             weapons;  // bit mask for available weapons
float           takedamage;

int             deadflag;
vec3_t          view_ofs;       // eye position

int             spawnflags;
int             flags;

float           max_health;
float           armortype;
float           armorvalue;
int             waterlevel;
int             watertype;

string_t        netname;
float           maxspeed;
float           fov;

int             oldbuttons;


Some of these are already implemented via interfaces, but I didn't want to take the time to go through and weed out the ones that were already available.

--
Jeffrey "botman" Broome

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