3 #define ENTCS_SET_NORMAL(var, x) MACRO_BEGIN \
7 /** the engine player name strings are mutable! */
8 #define ENTCS_SET_MUTABLE_STRING(var, x) MACRO_BEGIN \
9 if (var) strunzone(var); \
13 // #define PROP(public, fld, set, sv, cl)
14 #define ENTCS_NETPROPS(ent, PROP) PROP(false, sv_entnum, ENTCS_SET_NORMAL, {}, {}) /* sentinel */ \
15 PROP(false, origin, ENTCS_SET_NORMAL, \
16 { WriteCoord(chan, ent.origin.x); WriteCoord(chan, ent.origin.y); \
17 WriteCoord(chan, ent.origin.z); }, \
18 { ent.has_sv_origin = true; vector v; v.x = ReadCoord(); v.y = ReadCoord(); v.z = ReadCoord(); setorigin(ent, v); }) \
20 PROP(false, angles_y, ENTCS_SET_NORMAL, \
21 { WriteByte(chan, ent.angles.y / 360 * 256); }, \
22 { vector v = '0 0 0'; v.y = ReadByte() / 256 * 360; ent.angles = v; }) \
24 PROP(false, health, ENTCS_SET_NORMAL, \
25 { WriteByte(chan, bound(0, ent.health / 10, 255)); /* FIXME: use a better scale? */ }, \
26 { ent.healthvalue = ReadByte() * 10; }) \
28 PROP(false, armorvalue, ENTCS_SET_NORMAL, \
29 { WriteByte(chan, bound(0, ent.armorvalue / 10, 255)); /* FIXME: use a better scale? */ }, \
30 { ent.armorvalue = ReadByte() * 10; }) \
32 PROP(true, netname, ENTCS_SET_MUTABLE_STRING, \
33 { WriteString(chan, ent.netname); }, \
34 { if (ent.netname) strunzone(ent.netname); ent.netname = strzone(ReadString()); }) \
36 PROP(true, model, ENTCS_SET_NORMAL, \
37 { WriteString(chan, ent.model); }, \
38 { if (ent.model) strunzone(ent.model); ent.model = strzone(ReadString()); }) \
40 PROP(true, skin, ENTCS_SET_NORMAL, \
41 { WriteByte(chan, ent.skin); }, \
42 { ent.skin = ReadByte(); }) \
44 PROP(true, clientcolors, ENTCS_SET_NORMAL, \
45 { WriteByte(chan, ent.clientcolors); }, \
46 { ent.colormap = ReadByte(); }) \
48 PROP(true, frags, ENTCS_SET_NORMAL, \
49 { WriteShort(chan, ent.frags); }, \
50 { ent.frags = ReadShort(); }) \
56 int ENTCS_PUBLICMASK = 0;
57 STATIC_INIT(ENTCS_PUBLICMASK)
60 #define X(public, fld, set, sv, cl) { \
62 ENTCS_PUBLICMASK |= BIT(i); \
66 ENTCS_NETPROPS(this, X);
68 if (i >= BITS(16 - 1)) LOG_FATAL("Exceeded ENTCS_NETPROPS limit");
71 bool _entcs_send(entity this, entity to, int sf, int chan)
73 entity player = this.owner;
74 sf |= BIT(0); // assume private
76 if (IS_PLAYER(player))
78 if (radar_showennemies) break;
79 if (SAME_TEAM(to, player)) break;
80 if (!(IS_PLAYER(to) || to.caplayer) && time > game_starttime) break;
82 sf &= ENTCS_PUBLICMASK; // no private updates
85 sf |= this.m_forceupdate;
86 this.m_forceupdate = 0;
87 if (chan == MSG_ENTITY)
88 WriteHeader(chan, ENT_CLIENT_ENTCS);
90 WriteHeader(chan, CLIENT_ENTCS);
91 WriteByte(chan, etof(player) - 1);
94 #define X(public, fld, set, sv, cl) { \
100 ENTCS_NETPROPS(this, X);
105 bool entcs_send(entity this, entity to, int sf)
107 return _entcs_send(this, to, sf, MSG_ENTITY);
110 void entcs_think(entity this)
112 this.nextthink = time + 0.033333333333; // TODO: increase this to like 0.15 once the client can do smoothing
113 entity o = this.owner;
115 #define X(public, fld, set, sv, cl) { \
116 if (o.fld != this.fld) { \
117 set(this.fld, o.fld); \
118 this.SendFlags |= BIT(i); \
122 ENTCS_NETPROPS(this, X);
124 setorigin(this, this.origin); // relink
127 void entcs_attach(entity player)
129 entity e = player.entcs = new(entcs_sender);
131 setthink(e, entcs_think);
133 Net_LinkEntity(e, false, 0, entcs_send);
134 if (!IS_REAL_CLIENT(player)) return;
135 FOREACH_CLIENT(true, {
137 _entcs_send(it.entcs, msg_entity = player, BITS(23), MSG_ONE);
141 void entcs_detach(entity player)
143 if (!player.entcs) return;
144 delete(player.entcs);
152 void Ent_RemoveEntCS(entity this)
154 int n = this.sv_entnum;
155 entity e = entcs_receiver(n);
156 entcs_receiver(n, NULL);
157 if (e.netname) strunzone(e.netname);
158 e.netname = string_null;
159 if (e.model) strunzone(e.model);
160 e.model = string_null;
161 if (e != this) delete(e);
164 void entcs_think(entity this)
166 entity e = CSQCModel_server2csqc(this.sv_entnum);
169 this.has_origin = this.has_sv_origin;
172 this.has_origin = true;
173 this.origin = e.origin;
174 // `cl_forceplayermodels 1` sounds will be wrong until the player has been in the PVS, but so be it
175 if (this.model != e.model)
177 if (this.model) strunzone(this.model);
178 this.model = strzone(e.model);
182 bool ReadEntcs(entity this)
185 entity e = entcs_receiver(n);
190 e = new_pure(entcs_receiver);
194 setthink(e, entcs_think);
195 entcs_receiver(n, e);
197 else if (e != this && this)
202 setthink(e, entcs_think);
203 entcs_receiver(n, e);
206 InterpolateOrigin_Undo(e);
208 int sf = ReadShort();
209 e.has_sv_origin = false;
210 e.m_entcs_private = boolean(sf & BIT(0));
212 #define X(public, fld, set, sv, cl) { \
218 ENTCS_NETPROPS(e, X);
220 e.iflags |= IFLAG_ORIGIN;
221 InterpolateOrigin_Note(e);
226 NET_HANDLE(ENT_CLIENT_ENTCS, bool isnew)
231 this.classname = "entcs_receiver";
232 this.entremove = Ent_RemoveEntCS;
234 return ReadEntcs(this);
237 NET_HANDLE(CLIENT_ENTCS, bool isnew)
239 return ReadEntcs(NULL);