2 * The point of these entities is to avoid the problems
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3 * with clientprediction.
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4 * If you add SendEntity to players, the engine will not
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5 * do any prediction anymore, and you'd have to write the whole
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6 * prediction code in CSQC, you want that? :P
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7 * Data can depend on gamemode. For now, it serves as GPS entities
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8 * in onslaught... YAY ;)
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11 // Beware: do not redefine those in other files
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12 // and NO, you cannot use ".version", which already exists (at least
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13 // it did when I added this) But you have to use .Version
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20 print("Initializing ClientSide information entities\n");
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23 float entcs_customize()
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27 if(o.deadflag != DEAD_NO)
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29 if(o.classname != "player")
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36 float entcs_send(entity to, float sf)
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38 WriteByte(MSG_ENTITY, ENT_CLIENT_ENTCS);
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39 WriteByte(MSG_ENTITY, sf);
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41 WriteByte(MSG_ENTITY, num_for_edict(self.owner)-1);
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44 WriteShort(MSG_ENTITY, self.origin_x);
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45 WriteShort(MSG_ENTITY, self.origin_y);
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46 WriteShort(MSG_ENTITY, self.origin_z);
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49 WriteByte(MSG_ENTITY, self.angles_y * 256.0 / 360);
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51 WriteShort(MSG_ENTITY, self.health);
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53 WriteShort(MSG_ENTITY, self.armorvalue);
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55 WriteByte(MSG_ENTITY, num_for_edict(self.predator));
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61 self.nextthink = time + 0.03;
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66 if(o.origin != self.origin)
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68 setorigin(self, o.origin);
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69 self.SendFlags |= 2;
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71 if(o.angles_y != self.angles_y)
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73 self.angles = o.angles;
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74 self.SendFlags |= 4;
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76 if(o.health != self.health)
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78 self.health = o.health;
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79 self.SendFlags |= 8;
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81 if(o.armorvalue != self.armorvalue)
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83 self.armorvalue = o.armorvalue;
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84 self.SendFlags |= 16;
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86 if(o.predator != self.predator)
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88 self.predator = o.predator;
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89 self.SendFlags |= 32;
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93 entity attach_entcs()
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98 ent.classname = "entcs_sender_v2";
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100 ent.think = entcs_think;
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101 ent.nextthink = time;
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103 Net_LinkEntity(ent, FALSE, 0, entcs_send);
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104 ent.customizeentityforclient = entcs_customize;
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111 void detach_entcs()
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113 remove(self.entcs);
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114 self.entcs = world;
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