d_ticcmd.h (2142B)
1 /* 2 =========================================================================== 3 4 Doom 3 BFG Edition GPL Source Code 5 Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. 6 7 This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code"). 8 9 Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify 10 it under the terms of the GNU General Public License as published by 11 the Free Software Foundation, either version 3 of the License, or 12 (at your option) any later version. 13 14 Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful, 15 but WITHOUT ANY WARRANTY; without even the implied warranty of 16 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 17 GNU General Public License for more details. 18 19 You should have received a copy of the GNU General Public License 20 along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>. 21 22 In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below. 23 24 If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. 25 26 =========================================================================== 27 */ 28 29 #ifndef __D_TICCMD__ 30 #define __D_TICCMD__ 31 32 #include "doomtype.h" 33 34 #ifdef __GNUG__ 35 #pragma interface 36 #endif 37 38 // The data sampled per tick (single player) 39 // and transmitted to other peers (multiplayer). 40 // Mainly movements/button commands per game tick, 41 // plus a checksum for internal state consistency. 42 typedef struct 43 { 44 char forwardmove; // *2048 for move 45 char sidemove; // *2048 for move 46 short angleturn; // <<16 for angle delta 47 short consistancy; // checks for net game 48 byte buttons; 49 byte nextPrevWeapon; 50 } ticcmd_t; 51 52 53 54 #endif 55