AMX Mod X API Documentation

Signature
enum EntityState { ES_EntityType, // int // Fields which are filled in by routines outside of delta compression // Index into cl_entities array for this entity ES_Number, // int ES_MsgTime, // float // Message number last time the player/entity state was updated ES_MessageNum, // int // Fields which can be transitted and reconstructed over the network stream ES_Origin, // float array[3] ES_Angles, // float array[3] ES_ModelIndex, // int ES_Sequence, // int ES_Frame, // float ES_ColorMap, // int ES_Skin, // short ES_Solid, // short ES_Effects, // int ES_Scale, // float ES_eFlags, // byte // Render information ES_RenderMode, // int ES_RenderAmt, // int ES_RenderColor, // byte array[3], RGB value ES_RenderFx, // int ES_MoveType, // int ES_AnimTime, // float ES_FrameRate, // float ES_Body, // int ES_Controller, // byte array[4] ES_Blending, // byte array[4] ES_Velocity, // float array[3] // Send bbox down to client for use during prediction ES_Mins, // float array[3] ES_Maxs, // float array[3] ES_AimEnt, // int // If owned by a player, the index of that player (for projectiles) ES_Owner, // int // Friction, for prediction ES_Friction, // float // Gravity multiplier ES_Gravity, // float // PLAYER SPECIFIC ES_Team, // int ES_PlayerClass, // int ES_Health, // int ES_Spectator, // bool ES_WeaponModel, // int ES_GaitSequence, // int // If standing on conveyor, e.g. ES_BaseVelocity, // float array[3] // Use the crouched hull, or the regular player hull ES_UseHull, // int // Latched buttons last time state updated ES_OldButtons, // int // -1 = in air, else pmove entity number ES_OnGround, // int ES_iStepLeft, // int // How fast we are falling ES_flFallVelocity, // float ES_FOV, // float ES_WeaponAnim, // int // Parametric movement overrides ES_StartPos, // float array[3] ES_EndPos, // float array[3] ES_ImpactTime, // float ES_StartTime, // float // For mods ES_iUser1, // int ES_iUser2, // int ES_iUser3, // int ES_iUser4, // int ES_fUser1, // float ES_fUser2, // float ES_fUser3, // float ES_fUser4, // float ES_vUser1, // float array[3] ES_vUser2, // float array[3] ES_vUser3, // float array[3] ES_vUser4 // float array[3] };
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