5 .int Version; // deprecated, use SendFlags
7 .bool(entity to, int sendflags) SendEntity;
8 .bool(entity this, entity to, int sendflags) SendEntity3;
10 bool SendEntity_self(entity to, int sendflags) { return self.SendEntity3(self, to, sendflags); }
12 void Net_LinkEntity(entity e, bool docull, float dt, bool(entity this, entity to, int sendflags) sendfunc)
14 if (e.classname == "") e.classname = "net_linked";
16 if (e.model == "" || self.modelindex == 0)
24 e.SendEntity = SendEntity_self;
25 e.SendEntity3 = sendfunc;
26 e.SendFlags = 0xFFFFFF;
28 if (!docull) e.effects |= EF_NODEPTHTEST;
32 e.nextthink = time + dt;
33 e.think = SUB_Remove_self;
37 .void() uncustomizeentityforclient;
38 .float uncustomizeentityforclient_set;
40 void SetCustomizer(entity e, float() customizer, void() uncustomizer)
42 e.customizeentityforclient = customizer;
43 e.uncustomizeentityforclient = uncustomizer;
44 e.uncustomizeentityforclient_set = !!uncustomizer;
47 void UncustomizeEntitiesRun()
49 for (entity e = NULL; (e = findfloat(e, uncustomizeentityforclient_set, 1)); )
50 WITH(entity, self, e, e.uncustomizeentityforclient());
55 #include "registry.qh"
60 .bool(entity this, bool isNew) m_read;
63 #define Net_Accept(classname) \
66 if (!this) this = new(classname); \
69 #define Net_Reject() \
72 if (this) remove(this); \
75 #define NET_HANDLE(id, param) \
76 bool Net_Handle_##id(entity this, param)
78 #define WriteHeader(to, id) \
81 if (NET_##id##_istemp) WriteByte(to, SVC_TEMPENTITY); \
82 WriteByte(to, NET_##id.m_id); \
88 #define REGISTER_NET_LINKED(id) \
89 [[accumulate]] NET_HANDLE(id, bool isnew) \
92 this.sourceLocFile = __FILE__; \
93 this.sourceLocLine = __LINE__; \
94 if (!this) isnew = true; \
96 REGISTER(LinkedEntities, NET, id, m_id, new(net_linked_packet)) \
100 this.m_read = Net_Handle_##id; \
103 #define REGISTER_NET_LINKED(id) \
104 const bool NET_##id##_istemp = false; \
105 REGISTER(LinkedEntities, NET, id, m_id, new(net_linked_packet)) \
108 this.netname = #id; \
112 REGISTRY(LinkedEntities, BITS(8) - 1)
113 #define LinkedEntities_from(i) _LinkedEntities_from(i, NULL)
114 REGISTER_REGISTRY(LinkedEntities)
115 REGISTRY_SORT(LinkedEntities)
116 REGISTRY_CHECK(LinkedEntities)
117 STATIC_INIT(RegisterLinkedEntities_renumber)
119 for (int i = 0; i < LinkedEntities_COUNT; ++i)
120 LinkedEntities_from(i).m_id = 1 + i;
124 #define REGISTER_NET_TEMP(id) \
125 NET_HANDLE(id, bool); \
126 REGISTER(TempEntities, NET, id, m_id, new(net_temp_packet)) \
129 this.netname = #id; \
130 this.m_read = Net_Handle_##id; \
133 #define REGISTER_NET_TEMP(id) \
134 const bool NET_##id##_istemp = true; \
135 REGISTER(TempEntities, NET, id, m_id, new(net_temp_packet)) \
138 this.netname = #id; \
142 REGISTRY(TempEntities, BITS(8) - 80)
143 #define TempEntities_from(i) _TempEntities_from(i, NULL)
144 REGISTER_REGISTRY(TempEntities)
145 REGISTRY_SORT(TempEntities)
146 REGISTRY_CHECK(TempEntities)
147 STATIC_INIT(RegisterTempEntities_renumber)
149 for (int i = 0; i < TempEntities_COUNT; ++i)
150 TempEntities_from(i).m_id = 80 + i;
154 const float APPROXPASTTIME_ACCURACY_REQUIREMENT = 0.05;
155 #define APPROXPASTTIME_MAX (16384 * APPROXPASTTIME_ACCURACY_REQUIREMENT)
156 #define APPROXPASTTIME_RANGE (64 * APPROXPASTTIME_ACCURACY_REQUIREMENT)
159 entity ReadCSQCEntity()
162 if (f == 0) return world;
163 return findfloat(world, entnum, f);
167 int v = ReadShort() << 8; // note: this is signed
168 v += ReadByte(); // note: this is unsigned
188 #define ReadFloat() ReadCoord()
189 vector ReadVector() { vector v; v.x = ReadFloat(); v_y = ReadFloat(); v.z = ReadFloat(); return v; }
190 vector ReadVector2D() { vector v; v.x = ReadFloat(); v.y = ReadFloat(); v.z = 0; return v; }
192 float ReadApproxPastTime()
194 float dt = ReadByte();
196 // map from range...PPROXPASTTIME_MAX / 256
197 dt = (APPROXPASTTIME_MAX / 256) * (dt / (256 - dt));
199 return servertime - dt;
203 const int MSG_ENTITY = 5;
205 void WriteInt24_t(float dst, float val)
208 WriteShort(dst, (v = floor(val >> 8)));
209 WriteByte(dst, val - (v << 8)); // 0..255
211 void WriteInt48_t(float dst, vector val)
213 WriteInt24_t(dst, val.x);
214 WriteInt24_t(dst, val.y);
216 void WriteInt72_t(float dst, vector val)
218 WriteInt24_t(dst, val.x);
219 WriteInt24_t(dst, val.y);
220 WriteInt24_t(dst, val.z);
223 #define WriteFloat(to, f) WriteCoord(to, f)
224 #define WriteVector(to, v) do { WriteFloat(to, v.x); WriteFloat(to, v.y); WriteFloat(to, v.z); } while (0)
225 #define WriteVector2D(to, v) do { WriteFloat(to, v.x); WriteFloat(to, v.y); } while (0)
227 // this will use the value:
229 // accuracy near zero is APPROXPASTTIME_MAX/(256*255)
230 // accuracy at x is 1/derivative, i.e.
231 // APPROXPASTTIME_MAX * (1 + 256 * (dt / APPROXPASTTIME_MAX))^2 / 65536
232 void WriteApproxPastTime(float dst, float t)
236 // warning: this is approximate; do not resend when you don't have to!
237 // be careful with sendflags here!
238 // we want: 0 -> 0.05, 1 -> 0.1, ..., 255 -> 12.75
241 dt = 256 * (dt / ((APPROXPASTTIME_MAX / 256) + dt));
244 dt = rint(bound(0, dt, 255));
249 // allow writing to also pass through to spectators (like so spectators see the same centerprints as players for example)
250 #define WRITESPECTATABLE_MSG_ONE_VARNAME(varname, statement) \
251 entity varname; varname = msg_entity; \
252 FOR_EACH_REALCLIENT(msg_entity) \
253 if (msg_entity == varname || (msg_entity.classname == STR_SPECTATOR && msg_entity.enemy == varname)) \
254 statement msg_entity = varname
255 #define WRITESPECTATABLE_MSG_ONE(statement) \
258 WRITESPECTATABLE_MSG_ONE_VARNAME(oldmsg_entity, statement); \
261 #define WRITESPECTATABLE(msg, statement) \
262 if (msg == MSG_ONE) WRITESPECTATABLE_MSG_ONE(statement); \
264 statement float WRITESPECTATABLE_workaround = 0