2002.03.11 ~12 Significance of data structures After tampering with Scheme, Python, and object-oriented programming paradigms, I've taken a different view of the data arrangements in my mod. I've separated out "templated" information from "instantiated" data, otherwise known in C++ parlance as "classes" and "objects". The data type gentity_t describes the base properties of all objects (entities) in the game. Player-specific data go with gclient_t, to reduce space waste. There are 1024 entities, of which the first 64 are the clients (players, bots). I extended gentity_t and gclient_t with unions of instantiation-specific structs. Since an entity can only be of one "type" at a time, a union is quite suitable -- only one of the extended structs makes sense at any time. The CVS repository of FI has been updated with this revised view of data.