/* generated by hcc, do not modify */ typedef struct { int pad[28]; int self; int other; int world; float time; float frametime; float force_retouch; string_t mapname; string_t startspot; float deathmatch; float randomclass; float coop; float teamplay; float cl_playerclass; float serverflags; float total_secrets; float total_monsters; float found_secrets; float killed_monsters; float chunk_cnt; float done_precache; float parm1; float parm2; float parm4; float parm5; float parm6; float parm7; float parm8; float parm9; float parm10; float parm11; float parm12; float parm13; float parm14; float parm15; float parm16; string_t parm3; vec3_t v_forward; vec3_t v_up; vec3_t v_right; float trace_allsolid; float trace_startsolid; float trace_fraction; vec3_t trace_endpos; vec3_t trace_plane_normal; float trace_plane_dist; int trace_ent; float trace_inopen; float trace_inwater; int msg_entity; float cycle_wrapped; float crouch_cnt; float modelindex_sheep; float num_players; float exp_mult; func_t main; func_t StartFrame; func_t PlayerPreThink; func_t PlayerPostThink; func_t ClientKill; func_t ClientConnect; func_t PutClientInServer; func_t ClientReEnter; func_t ClientDisconnect; func_t ClassChangeWeapon; } globalvars_t; typedef struct { float modelindex; vec3_t absmin; vec3_t absmax; float ltime; float movetype; float solid; vec3_t origin; vec3_t oldorigin; vec3_t velocity; vec3_t angles; vec3_t avelocity; vec3_t punchangle; string_t classname; string_t model; float frame; float skin; float effects; float scale; float drawflags; float abslight; vec3_t mins; vec3_t maxs; vec3_t size; float hull; func_t touch; func_t use; func_t think; func_t blocked; float nextthink; int groundentity; float stats_restored; float frags; float weapon; string_t weaponmodel; float weaponframe; float health; float max_health; float playerclass; float bluemana; float greenmana; float max_mana; float armor_amulet; float armor_bracer; float armor_breastplate; float armor_helmet; float level; float intelligence; float wisdom; float dexterity; float strength; float experience; float ring_flight; float ring_water; float ring_turning; float ring_regeneration; float haste_time; float tome_time; string_t puzzle_inv1; string_t puzzle_inv2; string_t puzzle_inv3; string_t puzzle_inv4; string_t puzzle_inv5; string_t puzzle_inv6; string_t puzzle_inv7; string_t puzzle_inv8; float experience_value; float items; float takedamage; int chain; float deadflag; vec3_t view_ofs; float button0; float button1; float button2; float impulse; float fixangle; vec3_t v_angle; float idealpitch; float idealroll; float hoverz; string_t netname; int enemy; float flags; float flags2; float artifact_flags; float colormap; float team; float light_level; float teleport_time; float armortype; float armorvalue; float waterlevel; float watertype; float friction; float ideal_yaw; float yaw_speed; int goalentity; float spawnflags; string_t target; string_t targetname; float dmg_take; float dmg_save; int dmg_inflictor; int owner; vec3_t movedir; float message; float soundtype; string_t noise; string_t noise1; string_t noise2; string_t noise3; float rings; float rings_active; float rings_low; float artifacts; float artifact_active; float artifact_low; float hasted; float inventory; float cnt_torch; float cnt_h_boost; float cnt_sh_boost; float cnt_mana_boost; float cnt_teleport; float cnt_tome; float cnt_summon; float cnt_invisibility; float cnt_glyph; float cnt_haste; float cnt_blast; float cnt_polymorph; float cnt_flight; float cnt_cubeofforce; float cnt_invincibility; int cameramode; int movechain; func_t chainmoved; float string_index; } entvars_t; #define PROGHEADER_CRC 26905