#pragma once #ifdef CSQC #include #endif 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 origin is available */ // FIXME: it seems sometimes this is false when observing even though observers should be able to know about all players // easily reproducible on heart_v2 or The_Yard with bots - might be because they lack waypoints and bots stand still // it has happened in matches with players and no bots but much more rarely .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 * do any prediction anymore, and you'd have to write the whole * prediction code in CSQC, you want that? :P * Data can depend on gamemode. For now, it serves as GPS entities * in onslaught... YAY ;) */ .entity entcs; bool entcs_send(entity this, entity to, int sf); void entcs_think(entity this); void entcs_attach(entity player); void entcs_detach(entity player); .int m_forceupdate; void entcs_force_origin(entity player); #endif #ifdef CSQC 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 */ .int frags; bool entcs_IsSpectating(int i) { bool unconnected = !playerslots[i].gotscores; entity e = entcs_receiver(i); return unconnected || ((e) ? e.frags : stof(getplayerkeyvalue(i, "frags"))) == FRAGS_SPECTATOR; } /** * @param i zero indexed player */ int entcs_GetClientColors(int i) { entity e = entcs_receiver(i); return e ? e.colormap : stof(getplayerkeyvalue(i, "colors")); } /** * @param i zero indexed player * @returns 0 if not teamplay */ int entcs_GetTeamColor(int i) { return (!teamplay) ? 0 : entcs_GetClientColors(i) & 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) { entity e = entcs_receiver(i); return ColorTranslateRGB(e ? e.netname : 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 : entcs_GetClientColors(e.colormap - 1)) & 15, true) ; } /** * @param i zero indexed player */ bool entcs_IsDead(int i) { entity e = CSQCModel_server2csqc(i); return e ? e.csqcmodel_isdead : false; } #endif