D:\cygwin\wf_fusion_src_r8\WeaponsFactory\wf_local_edict.h

/*
Copyright (C) 1998-2003 Weapons Factory Software, Inc.

This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  

See the GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.

  Modified code by Keith Pase

*/

//WF - New variables for edict structure


    int       homing_lock;    //0 = not locked, 1 = locked
    edict_t   *lasersight;    //pointer to laser sight
    edict_t   *decoy;         //Pointer to decoy
    edict_t   *creator;       //Who created this (used by decoy)
    edict_t   *missile;    //pointer to laser sight
    int       wf_team;        //team of player,decoy, whatever
    qboolean  noteamdamage; //True if same team can't damage entity

    //Used for item limits
    int     grenade_index;  //if set, this is an index into the active_grenades array
    int     special_index;  //if set, this is an index into the active_special array

    //Used by map entities
    int     bonustype;
    int     bonusvalue;
    edict_t *orig_map_entity;   //points to the spawned map flag return map entity, rather
                                //than the one created in wf_flagcap.c
    //Turret data - Imp was here
    float       turrettime;
    float       turretdie;
    int         turretammo;
    //int           turretsoundcountdown; //Countdown to when next sound is played
    vec3_t      targetdir;
    vec3_t      orig_angles;

    //Disguise
    int disguised;
    int FrameShot;
    int disguising;
    float disguisetime;
    int disguisingteam;
    int disguisedteam;
    int disguiseshots;

    //sentry stuff
    edict_t *selectedsentry;
    edict_t *standowner;

    //Means of Death for this entity
    int mod;

    int superslow;
    int lame;   //reduce speed if they were shot in the leg
    int nospeed;
    float sentrydelay;

    int CanFloat;
    float FloatTime;
    int HitTopOfWater;
    int GoneDown;

    //a different flame thrower
    Flame_Info flameinfo;

    int SniperDamage;
    int disease;
    edict_t *diseased_by;
    edict_t *alarm1;
    edict_t *alarm2;
    edict_t *alarm3;
    float PlasmaDelay;
    int Flames;
    float PlayerSnipingZoom;
    edict_t *sentry;
    edict_t *turret2;
    int ShotNumber;
    edict_t *remotecam;//the remote camera
    edict_t *remote;
    edict_t *supply;
    float DrunkTime;
    int cantmove;   //Set if entity should be frozen
    int Slower;         //for slow grenade and tranquilizer
    float DizzyYaw;
    float DizzyPitch;
    float DizzyRoll;
    vec3_t LockedPosition;
    vec3_t camposition; //Camera viewpoint
    int menutime;
    edict_t *orb;
    int kick;

    // freezer code
    char oldskin[60];
    qboolean frozen;
    qboolean frozenbody;
    int frozentime;
    //WF ACRID 3/99

    float delay2;           // used for second timer