4 REGISTER_NET_LINKED(ENT_CLIENT_ENTCS)
6 /** True when private information such as origin is available */
9 /** True when a recent origin is available */
14 * The point of these entities is to avoid the problems
15 * with clientprediction.
16 * If you add SendEntity to players, the engine will not
17 * do any prediction anymore, and you'd have to write the whole
18 * prediction code in CSQC, you want that? :P
19 * Data can depend on gamemode. For now, it serves as GPS entities
20 * in onslaught... YAY ;)
25 bool entcs_send(entity this, entity to, int sf);
29 void entcs_attach(entity e);
31 void entcs_detach(entity e);
35 /** Force an origin update, for player sounds */
36 #define entcs_force_origin(e) ((e).entcs.m_forceupdate = BIT(2))
42 entity entcs_receiver[255]; // 255 is the engine limit on maxclients
43 #define entcs_is_self(e) ((e).sv_entnum + 1 == player_localentnum)