pmove_t

Used in ClientThink to convey information about the player's state to the engine. The player entity's player_state_t (ps) contains a pmove_state_t, which is copied right into this structure's s attribute. ClientThink also takes a usercmd_t, which is copied into the cmd attribute. The entity's origin and velocity is copied into the s attribute of this structure. The trace and pointcontents are setup and the structure is passed to the engine by gi.Pmove.

After that several parameters are extracted from this structure and put into the entity and its player state.

Attribute

Type

Into/out of engine

Notes

s

pmove_state_t

in/out

information from the players player_state_t and plmove_state_t

cmd

usercmd_t

in/(out maybe)

 

snapinitial

qboolean

in

if s differs from client->old_pmove

trace

trace_t (*)(vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end)

in

 

pointcontents

int(vec3_t point)

in

 

numtouch

int

out

cardinality of touched objects

touchents

edict_t*[]

out

which entities the player has touched ?. Used to call that objects touch function

viewangles

vec3_t

out

 

viewheight

vec3_t

out

 

mins, maxs

vec3_t

out

bounding box size

groundentity

edict_t*

out

 

watertype

int

out

 

waterlevel

int

out