+#include "_all.qh"
+
+#include "defs.qh"
+#include "mutators/mutators_include.qh"
+
/**
* The point of these entities is to avoid the problems
* with clientprediction.
entity o;
o = self.owner;
if(o.deadflag != DEAD_NO)
- return FALSE;
- if not(IS_PLAYER(o))
- return FALSE;
+ return false;
+ if (!IS_PLAYER(o))
+ return false;
if(other == o)
- return FALSE;
+ return false;
if((IS_PLAYER(other)) || other.caplayer)
if(!teamplay || o.team != other.team)
- if not (radar_showennemies)
- return FALSE;
- return TRUE;
+ if (!radar_showennemies)
+ return false;
+ return true;
}
-float entcs_send(entity to, float sf)
+float entcs_send(entity to, int sf)
{
WriteByte(MSG_ENTITY, ENT_CLIENT_ENTCS);
WriteByte(MSG_ENTITY, sf);
WriteByte(MSG_ENTITY, num_for_edict(self.owner)-1);
if(sf & 2)
{
- WriteShort(MSG_ENTITY, self.origin_x);
- WriteShort(MSG_ENTITY, self.origin_y);
- WriteShort(MSG_ENTITY, self.origin_z);
+ WriteShort(MSG_ENTITY, self.origin.x);
+ WriteShort(MSG_ENTITY, self.origin.y);
+ WriteShort(MSG_ENTITY, self.origin.z);
}
if(sf & 4)
- WriteByte(MSG_ENTITY, self.angles_y * 256.0 / 360);
+ WriteByte(MSG_ENTITY, self.angles.y * 256.0 / 360);
if(sf & 8)
WriteByte(MSG_ENTITY, self.health / 10); // FIXME use a better scale?
if(sf & 16)
WriteByte(MSG_ENTITY, self.armorvalue / 10); // FIXME use a better scale?
- return TRUE;
+ return true;
}
void entcs_think()
setorigin(self, o.origin);
self.SendFlags |= 2;
}
- if(o.angles_y != self.angles_y)
+ if(o.angles.y != self.angles.y)
{
self.angles = o.angles;
self.SendFlags |= 4;
ent.think = entcs_think;
ent.nextthink = time;
- Net_LinkEntity(ent, FALSE, 0, entcs_send);
+ Net_LinkEntity(ent, false, 0, entcs_send);
ent.customizeentityforclient = entcs_customize;
self.entcs = ent;