163 lines
2.0 KiB
C
Executable File
163 lines
2.0 KiB
C
Executable File
#ifndef _INCLUDE_PEV_H
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#define _INCLUDE_PEV_H
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#define RETURNTYPE_INT 2
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#define RETURNTYPE_FLOAT 3
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#define RETURNTYPE_VECTOR 3
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#define RETURNTYPE_STRING 4
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#define VALUETYPE_INT 1
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#define VALUETYPE_FLOAT 2
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#define VALUETYPE_VECTOR 3
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#define VALUETYPE_EDICT 4
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#define VALUETYPE_STRING 5
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#define VALUETYPE_BYTE 6
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enum pev_pointers
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{
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pev_string_start = 0,
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classname,
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globalname,
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model,
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target,
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targetname,
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netname,
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message,
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noise,
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noise1,
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noise2,
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noise3,
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pev_string_end,
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pev_edict_start,
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chain,
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dmg_inflictor,
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enemy,
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aiment,
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owner,
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groundentity,
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euser1,
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euser2,
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euser3,
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euser4,
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pev_edict_end,
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pev_float_start,
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impacttime,
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starttime,
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idealpitch,
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ideal_yaw,
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pitch_speed,
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yaw_speed,
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ltime,
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nextthink,
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gravity,
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friction,
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frame,
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animtime,
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framerate,
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scale,
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renderamt,
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health,
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frags,
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takedamage,
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max_health,
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teleport_time,
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armortype,
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armorvalue,
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dmg_take,
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dmg_save,
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dmg,
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dmgtime,
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speed,
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air_finished,
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pain_finished,
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radsuit_finished,
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maxspeed,
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fov,
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flFallVelocity,
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fuser1,
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fuser2,
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fuser3,
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fuser4,
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pev_float_end,
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pev_int_start,
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fixangle,
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modelindex,
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viewmodel,
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weaponmodel,
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movetype,
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solid,
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skin,
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body,
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effects,
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light_level,
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sequence,
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gaitsequence,
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rendermode,
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renderfx,
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weapons,
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deadflag,
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button,
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impulse,
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spawnflags,
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flags,
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colormap,
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team,
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waterlevel,
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watertype,
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playerclass,
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weaponanim,
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pushmsec,
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bInDuck,
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flTimeStepSound,
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flSwimTime,
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flDuckTime,
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iStepLeft,
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gamestate,
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oldbuttons,
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groupinfo,
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iuser1,
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iuser2,
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iuser3,
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iuser4,
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pev_int_end,
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pev_byte_start,
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controller_0,
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controller_1,
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controller_2,
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controller_3,
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blending_0,
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blending_1,
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pev_byte_end,
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pev_bytearray_start,
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controller,
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blending,
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pev_bytearray_end,
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pev_vecarray_start,
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origin,
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oldorigin,
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velocity,
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basevelocity,
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clbasevelocity,
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movedir,
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angles,
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avelocity,
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v_angle,
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endpos,
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startpos,
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absmin,
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absmax,
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mins,
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maxs,
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size,
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rendercolor,
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view_ofs,
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vuser1,
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vuser2,
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vuser3,
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vuser4,
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punchangle,
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pev_vecarray_end
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};
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#endif //_INCLUDE_PEV_H
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