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Rev Author Line No. Line
5131 clevermous 1
 
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{	int	pad[28];
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	int	self;
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	int	other;
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	int	world;
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	float	time;
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	float	frametime;
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	float	force_retouch;
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	string_t	mapname;
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	float	deathmatch;
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	float	coop;
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	float	teamplay;
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	float	serverflags;
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	float	total_secrets;
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	float	total_monsters;
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	float	found_secrets;
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	float	killed_monsters;
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	float	parm1;
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	float	parm2;
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	float	parm3;
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	float	parm4;
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	float	parm5;
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	float	parm6;
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	float	parm7;
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	float	parm8;
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	float	parm9;
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	float	parm10;
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	float	parm11;
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	float	parm12;
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	float	parm13;
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	float	parm14;
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	float	parm15;
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	float	parm16;
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	vec3_t	v_forward;
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	vec3_t	v_up;
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	vec3_t	v_right;
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	float	trace_allsolid;
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	float	trace_startsolid;
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	float	trace_fraction;
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	vec3_t	trace_endpos;
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	vec3_t	trace_plane_normal;
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	float	trace_plane_dist;
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	int	trace_ent;
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	float	trace_inopen;
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	float	trace_inwater;
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	int	msg_entity;
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	func_t	main;
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	func_t	StartFrame;
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	func_t	PlayerPreThink;
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	func_t	PlayerPostThink;
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	func_t	ClientKill;
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	func_t	ClientConnect;
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	func_t	PutClientInServer;
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	func_t	ClientDisconnect;
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	func_t	SetNewParms;
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	func_t	SetChangeParms;
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} globalvars_t;
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{
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	float	modelindex;
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	vec3_t	absmin;
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	vec3_t	absmax;
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	float	ltime;
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	float	movetype;
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	float	solid;
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	vec3_t	origin;
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	vec3_t	oldorigin;
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	vec3_t	velocity;
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	vec3_t	angles;
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	vec3_t	avelocity;
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	vec3_t	punchangle;
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	string_t	classname;
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	string_t	model;
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	float	frame;
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	float	skin;
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	float	effects;
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	vec3_t	mins;
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	vec3_t	maxs;
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	vec3_t	size;
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	func_t	touch;
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	func_t	use;
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	func_t	think;
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	func_t	blocked;
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	float	nextthink;
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	int	groundentity;
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	float	health;
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	float	frags;
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	float	weapon;
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	string_t	weaponmodel;
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	float	weaponframe;
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	float	currentammo;
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	float	ammo_shells;
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	float	ammo_nails;
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	float	ammo_rockets;
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	float	ammo_cells;
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	float	items;
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	float	takedamage;
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	int	chain;
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	float	deadflag;
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	vec3_t	view_ofs;
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	float	button0;
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	float	button1;
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	float	button2;
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	float	impulse;
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	float	fixangle;
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	vec3_t	v_angle;
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	float	idealpitch;
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	string_t	netname;
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	int	enemy;
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	float	flags;
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	float	colormap;
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	float	team;
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	float	max_health;
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	float	teleport_time;
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	float	armortype;
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	float	armorvalue;
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	float	waterlevel;
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	float	watertype;
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	float	ideal_yaw;
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	float	yaw_speed;
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	int	aiment;
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	int	goalentity;
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	float	spawnflags;
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	string_t	target;
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	string_t	targetname;
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	float	dmg_take;
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	float	dmg_save;
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	int	dmg_inflictor;
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	int	owner;
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	vec3_t	movedir;
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	string_t	message;
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	float	sounds;
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	string_t	noise;
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	string_t	noise1;
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	string_t	noise2;
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	string_t	noise3;
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} entvars_t;
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