import "networkbasetypes.proto";

enum EHitGroup {
	EHG_Generic = 0;
	EHG_Head = 1;
	EHG_Chest = 2;
	EHG_Stomach = 3;
	EHG_LeftArm = 4;
	EHG_RightArm = 5;
	EHG_LeftLeg = 6;
	EHG_RightLeg = 7;
	EHG_Gear = 8;
	EHG_Miss = 9;
}

enum ETeam {
	ET_Unknown = 0;
	ET_Spectator = 1;
	ET_Terrorist = 2;
	ET_CT = 3;
}

enum EWeaponType {
	EWT_Knife = 0;
	EWT_Pistol = 1;
	EWT_SubMachineGun = 2;
	EWT_Rifle = 3;
	EWT_Shotgun = 4;
	EWT_SniperRifle = 5;
	EWT_MachineGun = 6;
	EWT_C4 = 7;
	EWT_Grenade = 8;
	EWT_Equipment = 9;
	EWT_StackableItem = 10;
	EWT_Unknown = 11;
}

message MLDict {
	optional string key = 1;
	optional string val_string = 2;
	optional int32 val_int = 3;
	optional float val_float = 4;
}

message MLEvent {
	optional string event_name = 1;
	repeated .MLDict data = 2;
}

message MLMatchState {
	optional string game_mode = 1;
	optional string phase = 2;
	optional int32 round = 3;
	optional int32 score_ct = 4;
	optional int32 score_t = 5;
}

message MLRoundState {
	optional string phase = 1;
	optional .ETeam win_team = 2 [default = ET_Unknown];
	optional string bomb_state = 3;
}

message MLWeaponState {
	optional int32 index = 1;
	optional string name = 2;
	optional .EWeaponType type = 3 [default = EWT_Knife];
	optional int32 ammo_clip = 4;
	optional int32 ammo_clip_max = 5;
	optional int32 ammo_reserve = 6;
	optional string state = 7;
	optional float recoil_index = 8;
}

message MLPlayerState {
	optional int32 account_id = 1;
	optional int32 player_slot = 2 [default = -1];
	optional int32 entindex = 3;
	optional string name = 4;
	optional string clan = 5;
	optional .ETeam team = 6 [default = ET_Unknown];
	optional .CMsgVector abspos = 7;
	optional .CMsgQAngle eyeangle = 8;
	optional .CMsgVector eyeangle_fwd = 9;
	optional int32 health = 10;
	optional int32 armor = 11;
	optional float flashed = 12;
	optional float smoked = 13;
	optional int32 money = 14;
	optional int32 round_kills = 15;
	optional int32 round_killhs = 16;
	optional float burning = 17;
	optional bool helmet = 18;
	optional bool defuse_kit = 19;
	repeated .MLWeaponState weapons = 20;
}

message MLGameState {
	optional .MLMatchState match = 1;
	optional .MLRoundState round = 2;
	repeated .MLPlayerState players = 3;
}

message MLDemoHeader {
	optional string map_name = 1;
	optional int32 tick_rate = 2;
	optional uint32 version = 3;
	optional uint32 steam_universe = 4;
}

message MLTick {
	optional int32 tick_count = 1;
	optional .MLGameState state = 2;
	repeated .MLEvent events = 3;
}

message VacNetShot {
	optional fixed64 steamid_player = 1;
	optional int32 round_number = 2;
	optional int32 hit_type = 3;
	optional int32 weapon_type = 4;
	optional float distance_to_hurt_target = 5;
	repeated float delta_yaw_window = 6;
	repeated float delta_pitch_window = 7;
}
