struct entity_state_s From q_shared.h
entity_state_s構造体は以下のとおりentity_state_t型として定義され、使用されている。
// entity_state_t is the information conveyed from the server
// in an update message about entities that the client will
// need to render in some way
typedef struct entity_state_s
{
int number; // edict index
vec3_t origin;
vec3_t angles;
vec3_t old_origin; // for lerping
int modelindex;
int modelindex2, modelindex3, modelindex4; // weapons, CTF flags, etc
int frame;
int skinnum;
int effects;
int renderfx;
int solid; // for client side prediction, 8*(bits 0-4) is x/y radius
// 8*(bits 5-9) is z down distance, 8(bits10-15) is z up
// gi.linkentity sets this properly
int sound; // for looping sounds, to guarantee shutoff
int event; // impulse events -- muzzle flashes, footsteps, etc
// events only go out for a single frame, they
// are automatically cleared each frame
} entity_state_t;
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