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:
|
|
event |
int |
effects that last one frame :
|
|
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 :
|
|
skinnum |
int |
current skin number |
|
solid |
int |
set by gi.linkentity, for client-side prediction |
|
sound |
int |
to gaurantee shut-off of looping sounds |