That structures are size fixed, because the Q3/ET Engine carry over network a packed version. And some fields are partially transmit like eFlags (only 24bits carried) and on some 32bits only 16bits are carried too.
I’m trying to add stuff to playerstate_t and keep getting client prediction errors as the documentation suggests. Someone plz help!
Ahah.
Well I’ll give u some infos to do what u want: If u want carry infos from server to client: some fields of playerState_t are carried but not used in game such as ps->holding, ps->holdable (32 bits fields, but 16bits transmitted) if 16 integer are insuficient, u can split the array ammo & ammoclip into 2 shorts. That arrays are 16bits transmitted. Remember too that playerState_t are not resent from the client ot the server.
It remains also in the persistant.stats one or 2 slots available.
In entityState_t u have some multiple usage available fields as effect1Time, effect2Time, effect3Time, and others. In some circunstances u can use it for ur own usage.
In that struct don’t typecast for ur usage an int to a float!!! use origin2/angles2 to carry extras.
msg.c file is a source file of the engine: NOT PUBLIC