using System;
using OpenTK;

namespace SharpQuake
{
	internal class entity_t
	{
		public void Clear()
		{
			this.forcelink = false;
			this.update_type = 0;
			this.baseline = entity_state_t.Empty;
			this.msgtime = 0.0;
			this.msg_origins[0] = Vector3.Zero;
			this.msg_origins[1] = Vector3.Zero;
			this.origin = Vector3.Zero;
			this.msg_angles[0] = Vector3.Zero;
			this.msg_angles[1] = Vector3.Zero;
			this.angles = Vector3.Zero;
			this.model = null;
			this.efrag = null;
			this.frame = 0;
			this.syncbase = 0f;
			this.colormap = null;
			this.effects = 0;
			this.skinnum = 0;
			this.visframe = 0;
			this.dlightframe = 0;
			this.dlightbits = 0;
			this.trivial_accept = 0;
			this.topnode = null;
		}

		public entity_t()
		{
			this.msg_origins = new Vector3[2];
			this.msg_angles = new Vector3[2];
		}

		public bool forcelink;

		public int update_type;

		public entity_state_t baseline;

		public double msgtime;

		public Vector3[] msg_origins;

		public Vector3 origin;

		public Vector3[] msg_angles;

		public Vector3 angles;

		public model_t model;

		public efrag_t efrag;

		public int frame;

		public float syncbase;

		public byte[] colormap;

		public int effects;

		public int skinnum;

		public int visframe;

		public int dlightframe;

		public int dlightbits;

		public int trivial_accept;

		public mnode_t topnode;
	}
}
