/***
*
*	Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*	
*	This product contains software technology licensed from Id 
*	Software, Inc. ("Id Technology").  Id Technology (c) 1996 Id Software, Inc. 
*	All Rights Reserved.
*
*   Use, distribution, and modification of this source code and/or resulting
*   object code is restricted to non-commercial enhancements to products from
*   Valve LLC.  All other use, distribution, or modification is prohibited
*   without written permission from Valve LLC.
*
****/
#ifndef PROGDEFS_H
#define PROGDEFS_H
#ifdef _WIN32
#pragma once
#endif

typedef struct
{	
	float		time;
	float		frametime;
	float		force_retouch;
	string_t	mapname;
	string_t	startspot;
	float		deathmatch;
	float		coop;
	float		teamplay;
	float		serverflags;
	float		found_secrets;
	vec3_t		v_forward;
	vec3_t		v_up;
	vec3_t		v_right;
	float		trace_allsolid;
	float		trace_startsolid;
	float		trace_fraction;
	vec3_t		trace_endpos;
	vec3_t		trace_plane_normal;
	float		trace_plane_dist;
	edict_t		*trace_ent;
	float		trace_inopen;
	float		trace_inwater;
	int			trace_hitgroup;
	int			trace_flags;
	int			msg_entity;
	int			cdAudioTrack;
	int			maxClients;
	int			maxEntities;
	const char	*pStringBase;

	void		*pSaveData;
	vec3_t		vecLandmarkOffset;
} globalvars_t;


typedef struct entvars_s
{
	string_t	classname;
	string_t	globalname;

	vec3_t		origin;
	vec3_t		oldorigin;
	vec3_t		velocity;
	vec3_t		basevelocity;
	vec3_t      clbasevelocity;  // Base velocity that was passed in to server physics so 
							     //  client can predict conveyors correctly.  Server zeroes it, so we need to store here, too.
	vec3_t		movedir;

	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)

	// For parametric entities
	vec3_t		endpos;
	vec3_t		startpos;
	float		impacttime;
	float		starttime;

	int			fixangle;		// 0:nothing, 1:force view angles, 2:add avelocity
	float		idealpitch;
	float		pitch_speed;
	float		ideal_yaw;
	float		yaw_speed;

	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

	float		ltime;
	float		nextthink;

	int			movetype;
	int			solid;

	int			skin;			
	int			body;			// sub-model selection for studiomodels
	int 		effects;
	
	float		gravity;		// % of "normal" gravity
	float		friction;		// inverse elasticity of MOVETYPE_BOUNCE
	
	int			light_level;

	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)

	float		scale;			// sprite rendering scale (0..255)

	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			button;
	int			impulse;

	edict_t		*chain;			// Entity pointer when linked into a linked list
	edict_t		*dmg_inflictor;
	edict_t		*enemy;
	edict_t		*aiment;		// entity pointer when MOVETYPE_FOLLOW
	edict_t		*owner;
	edict_t		*groundentity;

	int			spawnflags;
	int			flags;
	
	int			colormap;		// lowbyte topcolor, highbyte bottomcolor
	int			team;

	float		max_health;
	float		teleport_time;
	float		armortype;
	float		armorvalue;
	int			waterlevel;
	int			watertype;
	
	string_t	target;
	string_t	targetname;
	string_t	netname;
	string_t	message;

	float		dmg_take;
	float		dmg_save;
	float		dmg;
	float		dmgtime;
	
	string_t	noise;
	string_t	noise1;
	string_t	noise2;
	string_t	noise3;
	
	float		speed;
	float		air_finished;
	float		pain_finished;
	float		radsuit_finished;
	
	edict_t		*pContainingEntity;

	int			playerclass;
	float		maxspeed;

	float		fov;
	int			weaponanim;

	int			pushmsec;

	int			bInDuck;
	int			flTimeStepSound;
	int			flSwimTime;
	int			flDuckTime;
	int			iStepLeft;
	float		flFallVelocity;

	int			gamestate;

	int			oldbuttons;

	int			groupinfo;

	// For mods
	int			iuser1;
	int			iuser2;
	int			iuser3;
	int			iuser4;
	float		fuser1;
	float		fuser2;
	float		fuser3;
	float		fuser4;
	vec3_t		vuser1;
	vec3_t		vuser2;
	vec3_t		vuser3;
	vec3_t		vuser4;
	edict_t		*euser1;
	edict_t		*euser2;
	edict_t		*euser3;
	edict_t		*euser4;
} entvars_t;


#endif // PROGDEFS_H