void send_CSQC_teamnagger() {
- WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
- WriteByte(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
+ WriteHeader(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
}
bool ClientData_Send(entity this, entity to, int sf)
if(e.porto_v_angle_held)
sf |= 8; // angles held
- WriteByte(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
+ WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
WriteByte(MSG_ENTITY, sf);
if(sf & 2)
void ClientData_Attach()
{SELFPARAM();
- Net_LinkEntity(self.clientdata = spawn(), false, 0, ClientData_Send);
- self.clientdata.drawonlytoclient = self;
- self.clientdata.owner = self;
+ Net_LinkEntity(this.clientdata = new(clientdata), false, 0, ClientData_Send);
+ make_pure(this.clientdata);
+ self.clientdata.drawonlytoclient = this;
+ self.clientdata.owner = this;
}
void ClientData_Detach()
precache_model(modelname);
_setmodel(e, modelname);
player_setupanimsformodel();
- UpdatePlayerSounds();
+ UpdatePlayerSounds(e);
}
/*
self.event_damage = func_null;
}
+int player_getspecies(entity this)
+{
+ get_model_parameters(this.model, this.skin);
+ int s = get_model_parameters_species;
+ get_model_parameters(string_null, 0);
+ if (s < 0) return SPECIES_HUMAN;
+ return s;
+}
+
.float model_randomizer;
void FixPlayermodel(entity player)
{
if(chmdl || oldskin != player.skin) // model or skin has changed
{
- player.species = player_getspecies(); // update species
- UpdatePlayerSounds(); // update skin sounds
+ player.species = player_getspecies(player); // update species
+ UpdatePlayerSounds(player); // update skin sounds
}
if(!teamplay)
this.revival_time = 0;
this.air_finished = time + 12;
- entity spawnevent = spawn();
+ entity spawnevent = new(spawnevent);
+ make_pure(spawnevent);
spawnevent.owner = this;
Net_LinkEntity(spawnevent, false, 0.5, SpawnEvent_Send);
// changes and just have a console command to update this?
bool ClientInit_SendEntity(entity this, entity to, int sf)
{
- WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
- WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
- WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[0]));
- WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[1]));
- WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[2]));
- WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[3]));
- WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[0]));
- WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[1]));
- WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[2]));
- WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[3]));
+ WriteHeader(MSG_ENTITY, _ENT_CLIENT_INIT);
+ return = true;
+ msg_entity = to;
+ Registry_send_all();
+ int channel = MSG_ONE;
+ WriteHeader(channel, ENT_CLIENT_INIT);
+ WriteByte(channel, g_nexball_meter_period * 32);
+ WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[0]));
+ WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[1]));
+ WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[2]));
+ WriteInt24_t(channel, compressShotOrigin(hook_shotorigin[3]));
+ WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[0]));
+ WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[1]));
+ WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[2]));
+ WriteInt24_t(channel, compressShotOrigin(arc_shotorigin[3]));
if(sv_foginterval && world.fog != "")
- WriteString(MSG_ENTITY, world.fog);
+ WriteString(channel, world.fog);
else
- WriteString(MSG_ENTITY, "");
- WriteByte(MSG_ENTITY, self.count * 255.0); // g_balance_armor_blockpercent
- WriteCoord(MSG_ENTITY, self.bouncefactor); // g_balance_mortar_bouncefactor // WEAPONTODO
- WriteCoord(MSG_ENTITY, self.bouncestop); // g_balance_mortar_bouncestop
- WriteCoord(MSG_ENTITY, self.ebouncefactor); // g_balance_mortar_bouncefactor
- WriteCoord(MSG_ENTITY, self.ebouncestop); // g_balance_mortar_bouncestop
- WriteByte(MSG_ENTITY, WEP_CVAR(vortex, secondary)); // client has to know if it should zoom or not // WEAPONTODO
- WriteByte(MSG_ENTITY, WEP_CVAR(rifle, secondary)); // client has to know if it should zoom or not // WEAPONTODO
- WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not
- WriteByte(MSG_ENTITY, WEP_CVAR(minelayer, limit)); // minelayer max mines // WEAPONTODO
- WriteByte(MSG_ENTITY, WEP_CVAR_SEC(hagar, load_max)); // hagar max loadable rockets // WEAPONTODO
- WriteCoord(MSG_ENTITY, autocvar_g_trueaim_minrange);
- WriteByte(MSG_ENTITY, WEP_CVAR(porto, secondary)); // WEAPONTODO
+ WriteString(channel, "");
+ WriteByte(channel, self.count * 255.0); // g_balance_armor_blockpercent
+ WriteCoord(channel, self.bouncefactor); // g_balance_mortar_bouncefactor // WEAPONTODO
+ WriteCoord(channel, self.bouncestop); // g_balance_mortar_bouncestop
+ WriteCoord(channel, self.ebouncefactor); // g_balance_mortar_bouncefactor
+ WriteCoord(channel, self.ebouncestop); // g_balance_mortar_bouncestop
+ WriteByte(channel, WEP_CVAR(vortex, secondary)); // client has to know if it should zoom or not // WEAPONTODO
+ WriteByte(channel, WEP_CVAR(rifle, secondary)); // client has to know if it should zoom or not // WEAPONTODO
+ WriteByte(channel, serverflags); // client has to know if it should zoom or not
+ WriteByte(channel, WEP_CVAR(minelayer, limit)); // minelayer max mines // WEAPONTODO
+ WriteByte(channel, WEP_CVAR_SEC(hagar, load_max)); // hagar max loadable rockets // WEAPONTODO
+ WriteCoord(channel, autocvar_g_trueaim_minrange);
+ WriteByte(channel, WEP_CVAR(porto, secondary)); // WEAPONTODO
MUTATOR_CALLHOOK(Ent_Init);
- return true;
}
void ClientInit_CheckUpdate()
void ClientInit_Spawn()
{SELFPARAM();
- entity e = spawn();
- e.classname = "clientinit";
+
+ entity e = new(clientinit);
+ make_pure(e);
e.think = ClientInit_CheckUpdate;
Net_LinkEntity(e, false, 0, ClientInit_SendEntity);
SetNewParms
=============
*/
-void SetNewParms (void)
+void SetNewParms ()
{
// initialize parms for a new player
parm1 = -(86400 * 366);
SetChangeParms
=============
*/
-void SetChangeParms (void)
+void SetChangeParms ()
{SELFPARAM();
// save parms for level change
parm1 = self.parm_idlesince - time;
DecodeLevelParms
=============
*/
-void DecodeLevelParms (void)
+void DecodeLevelParms ()
{SELFPARAM();
// load parms
self.parm_idlesince = parm1;
}
-void ClientKill (void)
+void ClientKill ()
{SELFPARAM();
if(gameover) return;
if(self.player_blocked) return;
Called once (not at each match start) when a client begins a connection to the server
=============
*/
-void ClientPreConnect (void)
+void ClientPreConnect ()
{SELFPARAM();
if(autocvar_sv_eventlog)
{
Called when a client connects to the server
=============
*/
-void DecodeLevelParms (void);
-void ClientConnect (void)
+void DecodeLevelParms ();
+void ClientConnect ()
{SELFPARAM();
float t;
*/
.entity chatbubbleentity;
void ReadyCount();
-void ClientDisconnect (void)
+void ClientDisconnect ()
{SELFPARAM();
if(self.vehicle)
vehicles_exit(VHEF_RELEASE);
if(self.weaponorder_byimpulse)
strunzone(self.weaponorder_byimpulse);
- ClearPlayerSounds();
+ ClearPlayerSounds(self);
if(self.personal)
remove(self.personal);
// spawn a chatbubble entity if needed
if (!self.chatbubbleentity)
{
- self.chatbubbleentity = spawn();
+ self.chatbubbleentity = new(chatbubbleentity);
self.chatbubbleentity.owner = self;
self.chatbubbleentity.exteriormodeltoclient = self;
self.chatbubbleentity.think = ChatBubbleThink;
else self.colormod = '1 1 1';
}*/
-void respawn(void)
+void respawn()
{SELFPARAM();
if(self.alpha >= 0 && autocvar_g_respawn_ghosts)
{
_sound (self, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
}
-void player_powerups (void)
+void player_powerups ()
{SELFPARAM();
// add a way to see what the items were BEFORE all of these checks for the mutator hook
int items_prev = self.items;
return current;
}
-void player_regen (void)
+void player_regen ()
{SELFPARAM();
float max_mod, regen_mod, rot_mod, limit_mod;
max_mod = regen_mod = rot_mod = limit_mod = 1;
}
void GetPressedKeys()
-{SELFPARAM();
+{
+ SELFPARAM();
MUTATOR_CALLHOOK(GetPressedKeys);
- #define X(var,bit,flag) (flag ? var |= bit : var &= ~bit)
- X(self.pressedkeys, KEY_FORWARD, self.movement_x > 0);
- X(self.pressedkeys, KEY_BACKWARD, self.movement_x < 0);
- X(self.pressedkeys, KEY_RIGHT, self.movement_y > 0);
- X(self.pressedkeys, KEY_LEFT, self.movement_y < 0);
-
- X(self.pressedkeys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(self));
- X(self.pressedkeys, KEY_CROUCH, PHYS_INPUT_BUTTON_CROUCH(self));
- X(self.pressedkeys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(self));
- X(self.pressedkeys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(self));
- #undef X
+ int keys = this.pressedkeys;
+ keys = BITSET(keys, KEY_FORWARD, this.movement.x > 0);
+ keys = BITSET(keys, KEY_BACKWARD, this.movement.x < 0);
+ keys = BITSET(keys, KEY_RIGHT, this.movement.y > 0);
+ keys = BITSET(keys, KEY_LEFT, this.movement.y < 0);
+
+ keys = BITSET(keys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(this));
+ keys = BITSET(keys, KEY_CROUCH, PHYS_INPUT_BUTTON_CROUCH(this));
+ keys = BITSET(keys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(this));
+ keys = BITSET(keys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(this));
+ this.pressedkeys = keys;
}
/*
if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || (self.wasplayer && autocvar_g_changeteam_banned) || self.team_forced > 0)
{
self.classname = STR_PLAYER;
- nades_RemoveBonus(self);
if(autocvar_g_campaign || autocvar_g_balance_teams)
{ JoinBestTeam(self, false, true); }
MUTATOR_CALLHOOK(PlayerUseKey);
}
-float isInvisibleString(string s)
-{
- float i, n, c;
- s = strdecolorize(s);
- for((i = 0), (n = strlen(s)); i < n; ++i)
- {
- c = str2chr(s, i);
- switch(c)
- {
- case 0:
- case 32: // space
- break;
- case 192: // charmap space
- if (!autocvar_utf8_enable)
- break;
- return false;
- case 160: // space in unicode fonts
- case 0xE000 + 192: // utf8 charmap space
- if (autocvar_utf8_enable)
- break;
- default:
- return false;
- }
- }
- return true;
-}
/*
=============
void() nexball_setstatus;
.float last_vehiclecheck;
.int items_added;
-void PlayerPreThink (void)
+void PlayerPreThink ()
{SELFPARAM();
WarpZone_PlayerPhysics_FixVAngle();
=============
*/
.float idlekick_lasttimeleft;
-void PlayerPostThink (void)
+void PlayerPostThink ()
{SELFPARAM();
if(sv_maxidle > 0 && frametime) // WORKAROUND: only use dropclient in server frames (frametime set). Never use it in cl_movement frames (frametime zero).
if(IS_REAL_CLIENT(self))