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use libc::{c_int, c_char, c_float, c_long, c_short};
#[repr(C)]
pub struct achievement_earned_local {
pub achievement: c_short,
}
#[repr(C)]
pub struct achievement_earned {
pub player: c_short,
pub achievement: c_short,
}
#[repr(C)]
pub struct air_dash {
pub player: c_short,
}
#[repr(C)]
pub struct arena_match_maxstreak {
pub team: c_short,
pub streak: c_short,
}
#[repr(C)]
pub struct arena_player_notification {
pub player: c_short,
pub message: c_char,
}
#[repr(C)]
pub struct arena_win_panel {
pub panel_style: c_short,
pub winning_team: c_short,
pub winreason: c_char,
pub cappers: c_char,
pub flagcaplimit: c_short,
pub blue_score: c_short,
pub red_score: c_short,
pub blue_score_prev: c_short,
pub red_score_prev: c_short,
pub round_complete: c_short,
pub player_1: c_short,
pub player_1_damage: c_short,
pub player_1_healing: c_short,
pub player_1_lifetime: c_short,
pub player_1_kills: c_short,
pub player_2: c_short,
pub player_2_damage: c_short,
pub player_2_healing: c_short,
pub player_2_lifetime: c_short,
pub player_2_kills: c_short,
pub player_3: c_short,
pub player_3_damage: c_short,
pub player_3_healing: c_short,
pub player_3_lifetime: c_short,
pub player_3_kills: c_short,
pub player_4: c_short,
pub player_4_damage: c_short,
pub player_4_healing: c_short,
pub player_4_lifetime: c_short,
pub player_4_kills: c_short,
pub player_5: c_short,
pub player_5_damage: c_short,
pub player_5_healing: c_short,
pub player_5_lifetime: c_short,
pub player_5_kills: c_short,
pub player_6: c_short,
pub player_6_damage: c_short,
pub player_6_healing: c_short,
pub player_6_lifetime: c_short,
pub player_6_kills: c_short,
}
#[repr(C)]
pub struct arrow_impact {
pub attachedEntity: c_short,
pub shooter: c_short,
pub boneIndexAttached: c_short,
pub bonePositionX: c_float,
pub bonePositionY: c_float,
pub bonePositionZ: c_float,
pub boneAnglesX: c_float,
pub boneAnglesY: c_float,
pub boneAnglesZ: c_float,
pub projectileType: c_short,
pub isCrit: bool,
}
#[repr(C)]
pub struct building_healed {
pub building: c_short,
pub healer: c_short,
pub amount: c_short,
}
#[repr(C)]
pub struct building_info_changed {
pub building_type: c_short,
pub object_mode : c_short,
pub remove: c_short,
}
#[repr(C)]
pub struct capper_killed {
pub blocker: c_short,
pub victim: c_short,
}
#[repr(C)]
pub struct christmas_gift_grab {
pub userid: c_short,
}
#[repr(C)]
pub struct cl_drawline {
pub player: c_short,
pub panel: c_short,
pub line: c_short,
pub x: c_float,
pub y: c_float,
}
#[repr(C)]
pub struct competitivetats_update {
pub index: c_short,
pub kills_rank: c_short,
pub score_rank: c_short,
pub damage_rank: c_short,
pub healing_rank: c_short,
pub support_rank: c_short,
}
#[repr(C)]
pub struct conga_kill {
pub index: c_short,
}
#[repr(C)]
pub struct controlpoint_endtouch {
pub player: c_short,
pub area: c_short,
}
#[repr(C)]
pub struct controlpoint_fake_capture {
pub player: c_short,
pub int_data: c_short,
}
#[repr(C)]
pub struct controlpoint_fake_capture_mult {
pub player: c_short,
pub int_data: c_short,
}
#[repr(C)]
pub struct controlpoint_pulse_element {
pub player: c_short,
}
#[repr(C)]
pub struct controlpoint_starttouch {
pub player: c_short,
pub area: c_short,
}
#[repr(C)]
pub struct controlpoint_timer_updated {
pub entindex: c_short,
pub time: c_float,
}
#[repr(C)]
pub struct controlpoint_unlock_updated {
pub index: c_short,
pub time: c_float,
}
#[repr(C)]
pub struct controlpoint_updatecapping {
pub index: c_short,
}
#[repr(C)]
pub struct controlpoint_updateimages {
pub index: c_short,
}
#[repr(C)]
pub struct controlpoint_updatelayout {
pub index: c_short,
}
#[repr(C)]
pub struct controlpoint_updateowner {
pub index: c_short,
}
#[repr(C)]
pub struct cross_spectral_bridge {
pub player: c_short,
}
#[repr(C)]
pub struct crossbow_heal {
pub healer: c_short,
pub target: c_short,
pub amount: c_short,
}
#[repr(C)]
pub struct ctf_flag_captured {
pub capping_team: c_short,
pub capping_team_score : c_short,
}
#[repr(C)]
pub struct damage_mitigated {
pub mitigator: c_short,
pub damaged: c_short,
pub amount: c_short,
pub itemdefindex: c_short,
}
#[repr(C)]
pub struct damage_prevented {
pub preventor: c_short,
pub victim: c_short,
pub amount: c_short,
pub condition: c_short,
}
#[repr(C)]
pub struct damage_resisted {
pub entindex: c_short,
}
#[repr(C)]
pub struct deadringer_cheat_death {
pub spy: c_short,
pub attacker: c_short,
}
#[repr(C)]
pub struct demoman_det_stickies {
pub player: c_short,
}
#[repr(C)]
pub struct deploy_buff_banner {
pub buff_type: c_short,
pub buff_owner: c_short,
}
#[repr(C)]
pub struct doomsday_rocket_open {
pub team: c_short,
}
#[repr(C)]
pub struct duel_status {
pub killer: c_short,
pub score_type: c_short,
pub initiator: c_short,
pub target: c_short,
pub initiator_score: c_short,
pub target_score: c_short,
}
#[repr(C)]
pub struct environmental_death {
pub killer: c_short,
pub victim: c_short,
}
#[repr(C)]
pub struct escaped_hell {
pub player: c_short,
}
#[repr(C)]
pub struct escaped_loot_island {
pub player: c_short,
}
#[repr(C)]
pub struct escort_progress {
pub team: c_short,
pub progress: c_float,
pub reset: bool,
}
#[repr(C)]
pub struct escort_recede {
pub team: c_short,
pub recedetime: c_float,
}
#[repr(C)]
pub struct escort_speed {
pub team: c_short,
pub speed: c_char,
pub players: c_short,
}
#[repr(C)]
pub struct eyeball_boss_escape_imminent {
pub level: c_short,
pub time_remaining: c_char,
}
#[repr(C)]
pub struct eyeball_boss_escaped {
pub level: c_short,
}
#[repr(C)]
pub struct eyeball_boss_killed {
pub level: c_long,
}
#[repr(C)]
pub struct eyeball_boss_killer {
pub level: c_short,
pub player_entindex: c_long,
}
#[repr(C)]
pub struct eyeball_boss_stunned {
pub level: c_short,
pub player_entindex: c_long,
}
#[repr(C)]
pub struct fish_notice {
pub userid: c_short,
pub victim_entindex: c_long,
pub inflictor_entindex: c_long,
pub attacker: c_short,
pub weapon: c_char,
pub weaponid: c_short,
pub damagebits: c_long,
pub customkill: c_short,
pub assister: c_short,
pub weapon_logclassname: c_char,
pub stun_flags: c_short,
pub death_flags: c_short,
pub silent_kill: bool,
pub assister_fallback: c_char,
}
#[repr(C)]
pub struct flagstatus_update {
pub userid: c_short,
pub entindex: c_long,
}
#[repr(C)]
pub struct gas_doused_player_ignited {
pub igniter: c_short,
pub douser: c_short,
pub victim: c_short,
}
#[repr(C)]
pub struct halloween_boss_killed {
pub boss: c_short,
pub killer: c_short,
}
#[repr(C)]
pub struct halloween_duck_collected {
pub collector: c_short,
}
#[repr(C)]
pub struct halloween_pumpkin_grab {
pub userid: c_short,
}
#[repr(C)]
pub struct halloween_skeleton_killed {
pub player: c_short,
}
#[repr(C)]
pub struct halloween_soul_collected {
pub intended_target: c_short,
pub collecting_player: c_short,
pub soul_count: c_short,
}
#[repr(C)]
pub struct hide_annotation {
pub id: c_long,
}
#[repr(C)]
pub struct intro_finish {
pub player: c_short,
}
#[repr(C)]
pub struct intro_nextcamera {
pub player: c_short,
}
#[repr(C)]
pub struct item_found {
pub player: c_short,
pub quality: c_short,
pub method: c_short,
pub itemdef: c_long,
pub isstrange: c_short,
pub isunusual: c_short,
pub wear: c_float,
}
#[repr(C)]
pub struct item_pickup {
pub userid: c_short,
pub item: c_char,
}
#[repr(C)]
pub struct kill_in_hell {
pub killer: c_short,
pub victim: c_short,
}
#[repr(C)]
pub struct kill_refills_meter {
pub index: c_short,
}
#[repr(C)]
pub struct killed_capping_player {
pub cp: c_short,
pub killer: c_short,
pub victim: c_short,
pub assister: c_short,
}
#[repr(C)]
pub struct landed {
pub player: c_short,
}
#[repr(C)]
pub struct localplayer_changedisguise {
pub disguised: bool,
}
#[repr(C)]
pub struct localplayer_healed {
pub amount: c_short,
}
#[repr(C)]
pub struct localplayer_score_changed {
pub score: c_short,
}
#[repr(C)]
pub struct medic_death {
pub userid: c_short,
pub attacker: c_short,
pub healing: c_short,
pub charged: bool,
}
#[repr(C)]
pub struct medic_defended {
pub userid: c_short,
pub medic: c_short,
}
#[repr(C)]
pub struct medigun_shield_blocked_damage {
pub userid: c_short,
pub damage: c_float,
}
#[repr(C)]
pub struct merasmus_escape_warning {
pub level: c_short,
pub time_remaining: c_char,
}
#[repr(C)]
pub struct merasmus_escaped {
pub level: c_short,
}
#[repr(C)]
pub struct merasmus_prop_found {
pub player: c_short,
}
#[repr(C)]
pub struct merasmus_stunned {
pub player: c_short,
}
#[repr(C)]
pub struct minigame_win {
pub team: c_short,
pub types: c_short,
}
#[repr(C)]
pub struct minigame_won {
pub player: c_short,
pub game: c_short,
}
#[repr(C)]
pub struct mvm_adv_wave_complete_no_gates {
pub index: c_short,
}
#[repr(C)]
pub struct mvm_begin_wave {
pub wave_index: c_short,
pub max_waves: c_short,
pub advanced: c_short,
}
#[repr(C)]
pub struct mvm_bomb_carrier_killed {
pub level: c_short,
}
#[repr(C)]
pub struct mvm_bomb_deploy_reset_by_player {
pub player: c_short,
}
#[repr(C)]
pub struct mvm_bomb_reset_by_player {
pub player: c_short,
}
#[repr(C)]
pub struct mvm_kill_robot_delivering_bomb {
pub player: c_short,
}
#[repr(C)]
pub struct mvm_medic_powerup_shared {
pub player: c_short,
}
#[repr(C)]
pub struct mvm_mission_complete {
pub mission: c_char,
}
#[repr(C)]
pub struct mvm_mission_update {
pub class : c_short,
pub count: c_short,
}
#[repr(C)]
pub struct mvm_pickup_currency {
pub player: c_short,
pub currency: c_short,
}
#[repr(C)]
pub struct mvm_quick_sentry_upgrade {
pub player: c_short,
}
#[repr(C)]
pub struct mvm_scout_marked_for_death {
pub player: c_short,
}
#[repr(C)]
pub struct mvm_sentrybuster_detonate {
pub player: c_short,
pub det_x: c_float,
pub det_y: c_float,
pub det_z: c_float,
}
#[repr(C)]
pub struct mvm_sentrybuster_killed {
pub sentry_buster: c_short,
}
#[repr(C)]
pub struct mvm_sniper_headshot_currency {
pub userid: c_short,
pub currency: c_short,
}
#[repr(C)]
pub struct mvm_wave_complete {
pub advanced: bool,
}
#[repr(C)]
pub struct nav_blocked {
pub area: c_long,
pub blocked: bool,
}
#[repr(C)]
pub struct num_cappers_changed {
pub index: c_short,
pub count: c_int,
}
#[repr(C)]
pub struct object_deflected {
pub userid: c_short,
pub ownerid: c_short,
pub weaponid: c_short,
pub object_entindex: c_long,
}
#[repr(C)]
pub struct object_destroyed {
pub userid: c_short,
pub attacker: c_short,
pub assister: c_short,
pub weapon: c_char,
pub weaponid: c_short,
pub objecttype: c_short,
pub index: c_short,
pub was_building: bool,
}
#[repr(C)]
pub struct object_detonated {
pub userid: c_short,
pub objecttype: c_short,
pub index: c_short,
}
#[repr(C)]
pub struct object_removed {
pub userid: c_short,
pub objecttype: c_short,
pub index: c_short,
}
#[repr(C)]
pub struct parachute_deploy {
pub index: c_short,
}
#[repr(C)]
pub struct parachute_holster {
pub index: c_short,
}
#[repr(C)]
pub struct party_chat {
pub steamid: c_char,
pub text: c_char,
pub types: c_short,
}
#[repr(C)]
pub struct party_member_join {
pub steamid: c_char,
}
#[repr(C)]
pub struct party_member_leave {
pub steamid: c_char,
}
#[repr(C)]
pub struct pass_ball_blocked {
pub owner: c_short,
pub blocker: c_short,
}
#[repr(C)]
pub struct pass_ball_stolen {
pub victim: c_short,
pub attacker: c_short,
}
#[repr(C)]
pub struct pass_free {
pub owner: c_short,
pub attacker: c_short,
}
#[repr(C)]
pub struct pass_get {
pub owner: c_short,
}
#[repr(C)]
pub struct pass_pass_caught {
pub passer: c_short,
pub catcher: c_short,
pub dist: c_float,
pub duration: c_float,
}
#[repr(C)]
pub struct pass_score {
pub scorer: c_short,
pub assister: c_short,
pub points: c_short,
}
#[repr(C)]
pub struct path_track_passed {
pub index: c_short,
}
#[repr(C)]
pub struct payload_pushed {
pub pusher: c_short,
pub distance: c_char,
}
#[repr(C)]
pub struct player_abandoned_match {
pub game_over: bool,
}
#[repr(C)]
pub struct player_account_changed {
pub old_value: c_short,
pub new_value: c_short,
}
#[repr(C)]
pub struct player_askedforball {
pub userid: c_short,
}
#[repr(C)]
pub struct player_bonuspoints {
pub points: c_short,
pub player_entindex: c_short,
pub source_entindex : c_short,
}
#[repr(C)]
pub struct player_buff {
pub userid: c_short,
pub buff_owner: c_short,
pub buff_type: c_short,
}
#[repr(C)]
pub struct player_builtobject {
pub userid: c_short,
pub object: c_short,
pub index: c_short,
}
#[repr(C)]
pub struct player_buyback {
pub player: c_short,
pub cost: c_short,
}
#[repr(C)]
pub struct player_calledformedic {
pub userid : c_short,
}
#[repr(C)]
pub struct player_carryobject {
pub userid: c_short,
pub object: c_short,
pub index: c_short,
}
#[repr(C)]
pub struct player_changeclass {
pub userid: c_short,
pub class: c_short,
}
#[repr(C)]
pub struct player_chargedeployed {
pub userid: c_short,
pub targetid: c_short,
}
#[repr(C)]
pub struct player_currency_changed {
pub currency: c_short,
}
#[repr(C)]
pub struct player_damage_dodged {
pub damage: c_short,
}
#[repr(C)]
pub struct player_damaged {
pub amount: c_short,
pub types: c_long,
}
#[repr(C)]
pub struct player_death {
pub userid: c_short,
pub victim_entindex: c_long,
pub inflictor_entindex: c_long,
pub attacker: c_short,
pub weapon: c_char,
pub weaponid: c_short,
pub damagebits: c_long,
pub customkill: c_short,
pub assister: c_short,
pub weapon_logclassname: c_char,
pub stun_flags: c_short,
pub death_flags: c_short,
pub silent_kill: bool,
pub playerpenetratecount: c_short,
pub assister_fallback: c_char,
pub kill_streak_total: c_short,
pub kill_streak_wep: c_short,
pub kill_streak_assist: c_short,
pub kill_streak_victim: c_short,
pub ducks_streaked: c_short,
pub duck_streak_total: c_short,
pub duck_streak_assist: c_short,
pub duck_streak_victim: c_short,
pub rocket_jump: bool,
pub weapon_def_index: c_short,
pub crit_type: c_short,
}
#[repr(C)]
pub struct player_destroyed_pipebomb {
pub userid: c_short,
}
#[repr(C)]
pub struct player_directhit_stun {
pub attacker: c_short,
pub victim: c_short,
}
#[repr(C)]
pub struct player_domination {
pub dominator: c_short,
pub dominated: c_short,
pub dominations: c_short,
}
#[repr(C)]
pub struct player_dropobject {
pub userid: c_short,
pub object: c_short,
pub index: c_short,
}
#[repr(C)]
pub struct player_escort_score {
pub player: c_short,
pub points: c_short,
}
#[repr(C)]
pub struct player_extinguished {
pub victim: c_short,
pub healer: c_short,
pub itemdefindex: c_short,
}
#[repr(C)]
pub struct player_healed {
pub patient: c_short,
pub healer : c_short,
pub amount: c_short,
}
#[repr(C)]
pub struct player_healedbymedic {
pub medic: c_short,
}
#[repr(C)]
pub struct player_healedmediccall {
pub userid: c_short,
}
#[repr(C)]
pub struct player_healonhit {
pub amount: c_short,
pub entindex: c_long,
}
#[repr(C)]
pub struct player_highfive_cancel {
pub entindex: c_short,
}
#[repr(C)]
pub struct player_highfive_success {
pub initiator_entindex: c_short,
pub partner_entindex : c_short,
}
#[repr(C)]
pub struct player_hurt {
pub userid: c_short,
pub health: c_short,
pub attacker: c_short,
pub damageamount: c_short,
pub custom: c_short,
pub showdisguisedcrit: bool,
pub crit: bool,
pub minicrit: bool,
pub allseecrit: bool,
pub weaponid: c_short,
pub bonuseffect: c_short,
}
#[repr(C)]
pub struct player_ignited_inv {
pub pyro_entindex: c_long,
pub victim_entindex: c_long,
pub medic_entindex: c_long,
}
#[repr(C)]
pub struct player_ignited {
pub pyro_entindex: c_long,
pub victim_entindex: c_long,
pub weaponid: c_int,
}
#[repr(C)]
pub struct player_initial_spawn {
pub index: c_short,
}
#[repr(C)]
pub struct player_invulned {
pub userid: c_short,
pub medic_userid: c_short,
}
#[repr(C)]
pub struct player_jarated_fade {
pub thrower_entindex: c_long,
pub victim_entindex: c_long,
}
#[repr(C)]
pub struct player_jarated {
pub thrower_entindex: c_long,
pub victim_entindex: c_long,
}
#[repr(C)]
pub struct player_killed_achievement_zone {
pub attacker: c_short,
pub victim: c_short,
pub zone_id: c_short,
}
#[repr(C)]
pub struct player_mvp {
pub player: c_short,
}
#[repr(C)]
pub struct player_next_map_vote_change {
pub map_index: c_short,
pub vote: c_short,
}
#[repr(C)]
pub struct player_pinned {
pub pinned: c_short,
}
#[repr(C)]
pub struct player_rocketpack_pushed {
pub pusher: c_short,
pub pushed: c_short,
}
#[repr(C)]
pub struct player_sapped_object {
pub userid: c_short,
pub ownerid: c_short,
pub object: c_short,
pub sapperid: c_short,
}
#[repr(C)]
pub struct player_score_changed {
pub player: c_short,
pub delta: c_short,
}
#[repr(C)]
pub struct player_shield_blocked {
pub attacker_entindex: c_long,
pub blocker_entindex: c_long,
}
#[repr(C)]
pub struct player_spawn {
pub userid: c_short,
pub team: c_int,
pub class: c_short,
}
#[repr(C)]
pub struct player_stats_updated {
pub forceupload: bool,
}
#[repr(C)]
pub struct player_stealsandvich {
pub owner: c_short,
pub target: c_short,
}
#[repr(C)]
pub struct player_stunned {
pub stunner: c_short,
pub victim: c_short,
pub victim_capping : bool,
pub big_stun: bool,
}
#[repr(C)]
pub struct player_teleported {
pub userid: c_short,
pub builderid: c_short,
pub dist: c_float,
}
#[repr(C)]
pub struct player_turned_to_ghost {
pub userid: c_short,
}
#[repr(C)]
pub struct player_upgradedobject {
pub userid: c_short,
pub object: c_short,
pub index: c_short,
pub isbuilder: bool,
}
#[repr(C)]
pub struct player_used_powerup_bottle {
pub player: c_short,
pub types: c_short,
pub time: c_float,
}
#[repr(C)]
pub struct post_inventory_application {
pub userid: c_short,
}
#[repr(C)]
pub struct projectile_direct_hit {
pub attacker: c_short,
pub victim: c_short,
pub weapon_def_index: c_long,
}
#[repr(C)]
pub struct projectile_removed {
pub attacker: c_short,
pub weapon_def_index: c_long,
pub num_hit: c_short,
pub num_direct_hit: c_short,
}
#[repr(C)]
pub struct proto_def_changed {
pub types: c_short,
pub defindex: c_long,
pub created: bool,
pub deleted: bool,
pub erase_history: bool,
}
#[repr(C)]
pub struct pve_win_panel {
pub panel_style: c_short,
pub winning_team: c_short,
pub winreason: c_char,
}
#[repr(C)]
pub struct quest_objective_completed {
pub quest_item_id_low: c_long,
pub quest_item_id_hi: c_long,
pub quest_objective_id: c_long,
pub scorer_user_id: c_long,
}
#[repr(C)]
pub struct quest_progress {
pub owner: c_short,
pub scorer: c_short,
pub types: c_short,
pub completed: bool,
pub quest_defindex: c_long,
}
#[repr(C)]
pub struct quest_request {
pub request: c_long,
pub msg: c_char,
}
#[repr(C)]
pub struct quest_response {
pub request: c_long,
pub success: bool,
pub msg: c_char,
}
#[repr(C)]
pub struct quest_turn_in_state {
pub state: c_short,
}
#[repr(C)]
pub struct rd_robot_impact {
pub entindex: c_short,
pub impulse_x: c_float,
pub impulse_y: c_float,
pub impulse_z: c_float,
}
#[repr(C)]
pub struct rd_robot_killed {
pub userid: c_short,
pub victim_entindex: c_long,
pub inflictor_entindex: c_long,
pub attacker: c_short,
pub weapon: c_char,
pub weaponid: c_short,
pub damagebits: c_long,
pub customkill: c_short,
pub weapon_logclassname: c_char,
}
#[repr(C)]
pub struct rd_team_points_changed {
pub points: c_short,
pub team: c_short,
pub method: c_short,
}
#[repr(C)]
pub struct rematch_vote_period_over {
pub success: bool,
}
#[repr(C)]
pub struct remove_nemesis_relationships {
pub player: c_short,
}
#[repr(C)]
pub struct respawn_ghost {
pub reviver: c_short,
pub ghost: c_short,
}
#[repr(C)]
pub struct restart_timer_time {
pub time: c_char,
}
#[repr(C)]
pub struct revive_player_complete {
pub entindex: c_short,
}
#[repr(C)]
pub struct revive_player_notify {
pub entindex: c_short,
pub marker_entindex: c_short,
}
#[repr(C)]
pub struct revive_player_stopped {
pub entindex: c_short,
}
#[repr(C)]
pub struct rocket_jump_landed {
pub userid: c_short,
}
#[repr(C)]
pub struct rocket_jump {
pub userid: c_short,
pub playsound: bool,
}
#[repr(C)]
pub struct rocketpack_landed {
pub userid: c_short,
}
#[repr(C)]
pub struct rocketpack_launch {
pub userid: c_short,
pub playsound: bool,
}
#[repr(C)]
pub struct rps_taunt_event {
pub winner: c_short,
pub winner_rps: c_short,
pub loser: c_short,
pub loser_rps: c_short,
}
#[repr(C)]
pub struct scout_grand_slam {
pub scout_id: c_short,
pub target_id: c_short,
}
#[repr(C)]
pub struct scout_slamdoll_landed {
pub target_index: c_short,
pub x: c_float,
pub y: c_float,
pub z: c_float,
}
#[repr(C)]
pub struct sentry_on_go_active {
pub index: c_short,
}
#[repr(C)]
pub struct show_annotation {
pub worldPosX: c_float,
pub worldPosY: c_float,
pub worldPosZ: c_float,
pub worldNormalX: c_float,
pub worldNormalY: c_float,
pub worldNormalZ: c_float,
pub id: c_long,
pub text: c_char,
pub lifetime: c_float,
pub visibilityBitfield: c_long,
pub follow_entindex: c_long,
pub show_distance: bool,
pub play_sound: c_char,
pub show_effect: bool,
}
#[repr(C)]
pub struct show_class_layout {
pub show: bool,
}
#[repr(C)]
pub struct show_freezepanel {
pub killer: c_short,
}
#[repr(C)]
pub struct show_vs_panel {
pub show: bool,
}
#[repr(C)]
pub struct special_score {
pub player: c_short,
}
#[repr(C)]
pub struct sticky_jump_landed {
pub userid: c_short,
}
#[repr(C)]
pub struct sticky_jump {
pub userid: c_short,
pub playsound: bool,
}
#[repr(C)]
pub struct tagged_player_as_it {
pub player: c_short,
}
#[repr(C)]
pub struct team_leader_killed {
pub killer: c_short,
pub victim: c_short,
}
#[repr(C)]
pub struct teamplay_alert {
pub alert_type: c_short,
}
#[repr(C)]
pub struct teamplay_broadcast_audio {
pub team: c_short,
pub sound: c_char,
pub additional_flags: c_short,
}
#[repr(C)]
pub struct teamplay_capture_blocked {
pub cp: c_short,
pub cpname: c_char,
pub blocker: c_short,
pub victim: c_short,
}
#[repr(C)]
pub struct teamplay_capture_broken {
pub cp: c_short,
pub cpname: c_char,
pub time_remaining : c_float,
}
#[repr(C)]
pub struct teamplay_flag_event {
pub player: c_short,
pub carrier: c_short,
pub eventtype: c_short,
pub home: c_short,
pub team: c_short,
}
#[repr(C)]
pub struct teamplay_game_over {
pub reason: c_char,
}
#[repr(C)]
pub struct teamplay_map_time_remaining {
pub seconds: c_short,
}
#[repr(C)]
pub struct teamplay_point_captured {
pub cp: c_short,
pub cpname: c_char,
pub team: c_short,
pub cappers: c_char,
}
#[repr(C)]
pub struct teamplay_point_locked {
pub cp: c_short,
pub cpname: c_char,
pub team: c_short,
}
#[repr(C)]
pub struct teamplay_point_startcapture {
pub cp: c_short,
pub cpname: c_char,
pub team: c_short,
pub capteam: c_short,
pub cappers: c_char,
pub captime: c_float,
}
#[repr(C)]
pub struct teamplay_point_unlocked {
pub cp: c_short,
pub cpname: c_char,
pub team: c_short,
}
#[repr(C)]
pub struct teamplay_pre_round_time_left {
pub time: c_short,
}
#[repr(C)]
pub struct teamplay_round_restart_seconds {
pub seconds: c_short,
}
#[repr(C)]
pub struct teamplay_round_selected {
pub round: c_char,
}
#[repr(C)]
pub struct teamplay_round_stalemate {
pub reason: c_char,
}
#[repr(C)]
pub struct teamplay_round_start {
pub full_reset: bool,
}
#[repr(C)]
pub struct teamplay_round_win {
pub team: c_int,
pub winreason: c_int,
pub flagcaplimit: c_short,
pub full_round: bool,
pub round_time: c_float,
pub losing_team_num_caps: c_short,
pub was_sudden_death: bool,
}
#[repr(C)]
pub struct teamplay_team_ready {
pub team: c_int,
}
#[repr(C)]
pub struct teamplay_teambalanced_player {
pub player: c_short,
pub team: c_short,
}
#[repr(C)]
pub struct teamplay_timer_flash {
pub time_remaining: c_short,
}
#[repr(C)]
pub struct teamplay_timer_time_added {
pub timer: c_short,
pub seconds_added: c_short,
}
#[repr(C)]
pub struct teamplay_win_panel {
pub panel_style: c_char,
pub winning_team: c_short,
pub winreason: c_char,
pub cappers: c_char,
pub flagcaplimit: c_short,
pub blue_score: c_short,
pub red_score: c_short,
pub blue_score_prev: c_short,
pub red_score_prev: c_short,
pub round_complete: c_short,
pub rounds_remaining: c_short,
pub player_1: c_short,
pub player_1_points: c_short,
pub player_2: c_short,
pub player_2_points: c_short,
pub player_3: c_short,
pub player_3_points: c_short,
pub killstreak_player_1: c_short,
pub killstreak_player_1_count: c_short,
pub game_over: c_short,
}
#[repr(C)]
pub struct tf_game_over {
pub reason: c_char,
}
#[repr(C)]
pub struct tf_map_time_remaining {
pub seconds: c_long,
}
#[repr(C)]
pub struct tournament_stateupdate {
pub userid: c_short,
pub namechange: bool,
pub readystate: c_short,
pub newname: c_char,
}
#[repr(C)]
pub struct training_complete {
pub next_map: c_char,
pub map: c_char,
pub text: c_char,
}
#[repr(C)]
pub struct update_status_item {
pub index: c_short,
pub object: c_short,
}
#[repr(C)]
pub struct upgrades_file_changed {
pub path: c_char,
}