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; };
IEntitySerialize.h
bool m_bLocalplayer;
!< say if this entity is the entity of the player
bool m_bOffSync;
!<
bool m_bSyncAngles;
!< can be changed dynamically (1 bit)
bool m_bSyncPosition;
!< can be changed dynamically (1 bit)
bool m_bSyncYAngle;
!< can be changed dynamically (1 bit), only used if m_bSyncAngles==true, usually not used by players (roll)
float m_fWriteStepBack;
!<
class CXServerSlot* m_pServerSlot;
!< destination serverslot, 0 if not used
Vec3 m_v3Angles;
!<
EntityCloneState();
! constructor
EntityCloneState(const EntityCloneState& ecs);
! destructor