3 REGISTRY(EntCSProps, BITS(16) - 1)
4 #define EntCSProps_from(i) _EntCSProps_from(i, NULL)
5 REGISTER_REGISTRY(EntCSProps)
6 REGISTRY_SORT(EntCSProps)
7 REGISTRY_CHECK(EntCSProps)
8 STATIC_INIT(RegisterEntCSProps_renumber) { FOREACH(EntCSProps, true, it.m_id = i); }
11 .bool(entity ent, entity player) m_check;
12 .void(entity ent, entity player) m_set;
13 .void(int chan, entity ent) m_send;
14 .void(entity ent) m_receive;
17 #define ENTCS_PROP(id, ispublic, checkprop, setprop, svsend, clreceive) \
18 bool id##_check(entity ent, entity player) { return (ent.(checkprop) != player.(checkprop)); } \
19 void id##_set(entity ent, entity player) { setprop(ent.(checkprop), player.(checkprop)); } \
20 void id##_send(int chan, entity ent) { LAMBDA(svsend); } \
21 REGISTER(EntCSProps, ENTCS_PROP, id, m_id, new_pure(entcs_prop)) { \
22 this.m_public = ispublic; \
23 this.m_check = id##_check; \
24 this.m_set = id##_set; \
25 this.m_send = id##_send; \
28 #define ENTCS_PROP(id, ispublic, checkprop, setprop, svsend, clreceive) \
29 void id##_receive(entity ent) { LAMBDA(clreceive); } \
30 REGISTER(EntCSProps, ENTCS_PROP, id, m_id, new_pure(entcs_prop)) { \
31 this.m_public = ispublic; \
32 this.m_receive = id##_receive; \
36 #define ENTCS_SET_NORMAL(var, x) MACRO_BEGIN \
40 /** the engine player name strings are mutable! */
41 #define ENTCS_SET_MUTABLE_STRING(var, x) MACRO_BEGIN \
45 ENTCS_PROP(ENTNUM, false, sv_entnum, ENTCS_SET_NORMAL, {}, {}) /* sentinel */
47 ENTCS_PROP(ORIGIN, false, origin, ENTCS_SET_NORMAL,
48 { WriteVector(chan, ent.origin); },
49 { ent.has_sv_origin = true; vector v = ReadVector(); setorigin(ent, v); })
51 ENTCS_PROP(ANGLES, false, angles_y, ENTCS_SET_NORMAL,
52 { WriteByte(chan, ent.angles.y / 360 * 256); },
53 { vector v = '0 0 0'; v.y = ReadByte() / 256 * 360; ent.angles = v; })
55 ENTCS_PROP(HEALTH, false, health, ENTCS_SET_NORMAL,
56 { WriteByte(chan, bound(0, ent.health / 10, 255)); /* FIXME: use a better scale? */ },
57 { ent.healthvalue = ReadByte() * 10; })
59 ENTCS_PROP(ARMOR, false, armorvalue, ENTCS_SET_NORMAL,
60 { WriteByte(chan, bound(0, ent.armorvalue / 10, 255)); /* FIXME: use a better scale? */ },
61 { ent.armorvalue = ReadByte() * 10; })
63 ENTCS_PROP(NAME, true, netname, ENTCS_SET_MUTABLE_STRING,
64 { WriteString(chan, ent.netname); },
65 { strcpy(ent.netname, ReadString()); })
67 ENTCS_PROP(MODEL, true, model, ENTCS_SET_NORMAL,
68 { WriteString(chan, ent.model); },
69 { strcpy(ent.model, ReadString()); })
71 ENTCS_PROP(SKIN, true, skin, ENTCS_SET_NORMAL,
72 { WriteByte(chan, ent.skin); },
73 { ent.skin = ReadByte(); })
75 ENTCS_PROP(CLIENTCOLORS, true, clientcolors, ENTCS_SET_NORMAL,
76 { WriteByte(chan, ent.clientcolors); },
77 { ent.colormap = ReadByte(); })
79 ENTCS_PROP(FRAGS, true, frags, ENTCS_SET_NORMAL,
80 { WriteShort(chan, ent.frags); },
81 { ent.frags = ReadShort(); })
85 int ENTCS_PUBLICMASK = 0;
86 STATIC_INIT(ENTCS_PUBLICMASK)
88 FOREACH(EntCSProps, it.m_public,
90 ENTCS_PUBLICMASK |= BIT(it.m_id);
94 bool _entcs_send(entity this, entity to, int sf, int chan)
96 entity player = this.owner;
97 sf |= BIT(0); // assume private
99 if (IS_PLAYER(player))
101 if (radar_showennemies) break;
102 if (SAME_TEAM(to, player)) break;
103 if (!(IS_PLAYER(to) || to.caplayer) && time > game_starttime) break;
105 sf &= ENTCS_PUBLICMASK; // no private updates
108 sf |= this.m_forceupdate;
109 this.m_forceupdate = 0;
110 if (chan == MSG_ENTITY)
111 WriteHeader(chan, ENT_CLIENT_ENTCS);
113 WriteHeader(chan, CLIENT_ENTCS);
114 WriteByte(chan, etof(player) - 1);
115 WriteShort(chan, sf);
116 FOREACH(EntCSProps, sf & BIT(it.m_id),
118 it.m_send(chan, this);
123 bool entcs_send(entity this, entity to, int sf)
125 return _entcs_send(this, to, sf, MSG_ENTITY);
128 void entcs_think(entity this)
130 this.nextthink = time + 0.033333333333; // TODO: increase this to like 0.15 once the client can do smoothing
131 entity o = this.owner;
132 FOREACH(EntCSProps, it.m_check(this, o),
135 this.SendFlags |= BIT(it.m_id);
137 setorigin(this, this.origin); // relink
140 void entcs_attach(entity player)
142 entity e = player.entcs = new(entcs_sender);
144 setthink(e, entcs_think);
146 Net_LinkEntity(e, false, 0, entcs_send);
147 if (!IS_REAL_CLIENT(player)) return;
148 FOREACH_CLIENT(true, {
150 _entcs_send(it.entcs, msg_entity = player, BITS(23), MSG_ONE);
154 void entcs_detach(entity player)
156 if (!player.entcs) return;
157 delete(player.entcs);
165 void Ent_RemoveEntCS(entity this)
167 int n = this.sv_entnum;
168 entity e = entcs_receiver(n);
169 entcs_receiver(n, NULL);
172 if (e != this) delete(e);
175 void entcs_think(entity this)
177 entity e = CSQCModel_server2csqc(this.sv_entnum);
180 this.has_origin = this.has_sv_origin;
183 this.has_origin = true;
184 this.origin = e.origin;
185 // `cl_forceplayermodels 1` sounds will be wrong until the player has been in the PVS, but so be it
186 if (this.model != e.model)
188 strcpy(this.model, e.model);
192 bool ReadEntcs(entity this)
195 entity e = entcs_receiver(n);
200 e = new_pure(entcs_receiver);
204 setthink(e, entcs_think);
205 entcs_receiver(n, e);
207 else if (e != this && this)
212 setthink(e, entcs_think);
213 entcs_receiver(n, e);
216 InterpolateOrigin_Undo(e);
218 int sf = ReadShort();
219 e.has_sv_origin = false;
220 e.m_entcs_private = boolean(sf & BIT(0));
221 FOREACH(EntCSProps, sf & BIT(it.m_id),
225 e.iflags |= IFLAG_ORIGIN;
226 InterpolateOrigin_Note(e);
231 NET_HANDLE(ENT_CLIENT_ENTCS, bool isnew)
236 this.classname = "entcs_receiver";
237 this.entremove = Ent_RemoveEntCS;
239 return ReadEntcs(this);
242 NET_HANDLE(CLIENT_ENTCS, bool isnew)
244 return ReadEntcs(NULL);