entity_state_t

attributes here are referenced by 'entity_name->s.attribute'

Name

Type

Notes

angles

vec3_t

angles of the entity :...angles[0] = pitch..angles[1] = yaw...angles[2] = roll (not really used)

frame

int

current frame

effects

int

special effects to apply to entity can be one or more of:

  • EF_ROTATE-rotates (bonus items)

  • EF_GIB-leave a blood trail
  • EF_BLASTER-coloured light + trail
  • EF_ROCKET-coloured light + trail
  • EF_GRENADE-smoke trail?
  • EF_HYPERBLASTER-light + trail
  • EF_BFG-light + particles?
  • EF_COLOR_SHELL-coloured glow around the entity
  • EF_POWERSCREEN-green screen
  • EF_ANIM01-automatically cycle between frames 0 and 1 at 2 hz
  • EF_ANIM23-automatically cycle between frames 2 and 3 at 2 hz
  • EF_ANIM_ALL-automatically cycle through all frames at 2hz
  • EF_ANIM_ALLFAST-automatically cycle through all frames at 10hz
  • EF_FLIES-flies effect
  • EF_QUAD-quad damage 'glow'
  • EF_PENT-invincibility 'glow'

event

int

effects that last one frame :

  • EV_NONE-no effect

  • EV_ITEM_RESPAWN-item respawning
  • EV_FOOTSTEP-footstep noise
  • EV_FALLSHORT-noise from small fall
  • EV_MALE_FALL-noise from male falling
  • EV_MALE_FALLFAR-noise from male falling a long way
  • EV_FEMALE_FALL-noise from female falling
  • EV_FEMALE_FALLFAR-noise from female falling a long way
  • EV_PLAYER_TELEPORT-teleportation effects

modelindex

int

index of precached model

modelindex2

int

for when one modelindex just isn't enough ;). Used with the final 2-stage boss (oops, sorry if that's a spolier) and to show separate player weapons

modelindex3,4

int

not used

number

int

entity index number

old_origin

vec3_t

last position of entity (used in a few odd places)

origin

vec3_t

origin of the entity

renderfx

int

various drawing effects :

  • RF_MINLIGHT-can always see the entity

  • RF_VIEWERMODEL-don't let the player see this (himself)
  • RF_WEAPONMODEL-only let the current player see this
  • RF_FULLBRIGHT-entity always fully lit
  • RF_DEPTHHACK-for view weapon Z crunching	(?!)
  • RF_TRANSLUCENT-entity is see through
  • RF_FRAMELERP-? used by monsters and bodies
  • RF_BEAM-laser beam
  • RF_CUSTOMSKIN-skin is an index in image_precache
  • RF_GLOW-pulse lighting for bonus items
  • RF_SHELL_RED-red glow, when monsters are resurrecting
  • RF_SHELL_GREEN-green glow, from power shield
  • RF_SHELL_BLUE-blue glow, not currently used

skinnum

int

current skin number

solid

int

set by gi.linkentity, for client-side prediction

sound

int

to gaurantee shut-off of looping sounds