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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