#define ENT_CS_H
REGISTER_NET_LINKED(ENT_CLIENT_ENTCS)
+REGISTER_NET_TEMP(CLIENT_ENTCS)
/** True when private information such as origin is available */
.bool m_entcs_private;
-
-/** True when a recent origin is available */
+/** True when origin is available */
.bool has_origin;
+/** True when a recent server sent origin has been received */
+.bool has_sv_origin;
#ifdef SVQC
-/**
+/*
* The point of these entities is to avoid the problems
* with clientprediction.
* If you add SendEntity to players, the engine will not
* in onslaught... YAY ;)
*/
-.entity entcs;
+ .entity entcs;
-bool entcs_send(entity this, entity to, int sf);
+ bool entcs_send(entity this, entity to, int sf);
-void entcs_think();
+ void entcs_think();
-void entcs_attach(entity e);
+ void entcs_attach(entity e);
-void entcs_detach(entity e);
+ void entcs_detach(entity e);
-.int m_forceupdate;
+ .int m_forceupdate;
/** Force an origin update, for player sounds */
-#define entcs_force_origin(e) ((e).entcs.m_forceupdate = BIT(2))
+ #define entcs_force_origin(e) ((e).entcs.m_forceupdate = BIT(2))
#endif
#ifdef CSQC
-entity entcs_receiver[255]; // 255 is the engine limit on maxclients
-#define entcs_is_self(e) ((e).sv_entnum + 1 == player_localentnum)
+ ArrayList _entcs;
+ STATIC_INIT(_entcs)
+ {
+ AL_NEW(_entcs, 255, NULL, e); // 255 is the engine limit on maxclients
+ }
+ SHUTDOWN(_entcs)
+ {
+ AL_DELETE(_entcs);
+ }
+ #define entcs_receiver(...) EVAL_entcs_receiver(OVERLOAD(entcs_receiver, __VA_ARGS__))
+ #define EVAL_entcs_receiver(...) __VA_ARGS__
+ #define entcs_receiver_1(i) AL_gete(_entcs, i)
+ #define entcs_receiver_2(i, v) AL_sete(_entcs, i, v)
+ #define entcs_is_self(e) ((e).sv_entnum == player_localentnum - 1)
+
+ /**
+ * @param i zero indexed player
+ */
+ bool entcs_IsSpectating(int i)
+ {
+ bool unconnected = !playerslots[i].gotscores;
+ return unconnected || stof(getplayerkeyvalue(i, "frags")) == FRAGS_SPECTATOR;
+ }
+
+ /**
+ * @param i zero indexed player
+ * @returns 0 if not teamplay
+ */
+ int entcs_GetTeamColor(int i)
+ {
+ return (!teamplay) ? 0 : stof(getplayerkeyvalue(i, "colors")) & 15;
+ }
+
+ /**
+ * @param i zero indexed player
+ * @returns 0 if not teamplay | NUM_TEAM_##N | NUM_SPECTATOR
+ */
+ int entcs_GetTeam(int i)
+ {
+ return entcs_IsSpectating(i) ? NUM_SPECTATOR : entcs_GetTeamColor(i);
+ }
+
+ /**
+ * Same as `entcs_GetTeam`, but returns -1 for no team in teamplay
+ */
+ int entcs_GetScoreTeam(int i)
+ {
+ int t = entcs_GetTeam(i);
+ if (teamplay && !t) t = -1;
+ return t;
+ }
+
+ /**
+ * @param i zero indexed player
+ */
+ string entcs_GetName(int i)
+ {
+ return ColorTranslateRGB(getplayerkeyvalue(i, "name"));
+ }
+
+ /**
+ * @param i zero indexed player
+ */
+ entity CSQCModel_server2csqc(int i);
+
+ .float alpha;
+
+ /**
+ * @param i zero indexed player
+ */
+ float entcs_GetAlpha(int i)
+ {
+ entity e = CSQCModel_server2csqc(i);
+ return e ? e.alpha : 1;
+ }
+
+ /**
+ * @param i zero indexed player
+ */
+ vector entcs_GetColor(int i)
+ {
+ entity e = CSQCModel_server2csqc(i);
+ return (!e || e.colormap <= 0)
+ ? '1 1 1'
+ : colormapPaletteColor(((e.colormap >= 1024)
+ ? e.colormap
+ : stof(getplayerkeyvalue(e.colormap - 1, "colors"))) & 15, true)
+ ;
+ }
+
+ /**
+ * @param i zero indexed player
+ */
+ bool entcs_IsDead(int i)
+ {
+ entity e = CSQCModel_server2csqc(i);
+ return e ? e.csqcmodel_isdead : false;
+ }
#endif