EntityCloneState

C++
struct EntityCloneState {
  class CXServerSlot* m_pServerSlot;
  Vec3 m_v3Angles;
  bool m_bLocalplayer;
  bool m_bSyncYAngle;
  bool m_bSyncAngles;
  bool m_bSyncPosition;
  float m_fWriteStepBack;
  bool m_bOffSync;
};
File

IEntitySerialize.h

EntityCloneState::m_bLocalplayer Data Member
C++
bool m_bLocalplayer;
Description

!< say if this entity is the entity of the player

EntityCloneState::m_bOffSync Data Member
C++
bool m_bOffSync;
Description

!<

EntityCloneState::m_bSyncAngles Data Member
C++
bool m_bSyncAngles;
Description

!< can be changed dynamically (1 bit)

EntityCloneState::m_bSyncPosition Data Member
C++
bool m_bSyncPosition;
Description

!< can be changed dynamically (1 bit)

EntityCloneState::m_bSyncYAngle Data Member
C++
bool m_bSyncYAngle;
Description

!< can be changed dynamically (1 bit), only used if m_bSyncAngles==true, usually not used by players (roll)

EntityCloneState::m_fWriteStepBack Data Member
C++
float m_fWriteStepBack;
Description

!<

EntityCloneState::m_pServerSlot Data Member
C++
class CXServerSlot* m_pServerSlot;
Description

!< destination serverslot, 0 if not used

EntityCloneState::m_v3Angles Data Member
C++
Vec3 m_v3Angles;
Description

!<

EntityCloneState::EntityCloneState Constructor ()
C++
EntityCloneState();
Description

! constructor

EntityCloneState::EntityCloneState Constructor (EntityCloneState&)
C++
EntityCloneState(const EntityCloneState& ecs);
Description

! destructor