#if defined(CSQC)
#include <common/gamemodes/_mod.qh>
- #include <common/resources.qh>
+ #include <common/resources/resources.qh>
#elif defined(MENUQC)
#elif defined(SVQC)
#include <common/gamemodes/_mod.qh>
- #include <common/resources.qh>
- #include <server/resources.qh>
+ #include <common/resources/resources.qh>
+ #include <common/resources/sv_resources.qh>
#endif
REGISTRY(EntCSProps, BITS(16) - 1)
#ifdef SVQC
- int ENTCS_PUBLICMASK = 0;
+ int ENTCS_PUBLICMASK = 0, ENTCS_PRIVATEMASK = 0;
STATIC_INIT(ENTCS_PUBLICMASK)
{
- FOREACH(EntCSProps, it.m_public,
+ FOREACH(EntCSProps, true,
{
- ENTCS_PUBLICMASK |= BIT(it.m_id);
+ if (it.m_public)
+ ENTCS_PUBLICMASK |= BIT(it.m_id);
+ else
+ ENTCS_PRIVATEMASK |= BIT(it.m_id);
+ });
+ }
+
+ void entcs_update_players(entity player)
+ {
+ FOREACH_CLIENT(it != player && IS_PLAYER(it),
+ {
+ CS(it).entcs.SendFlags |= ENTCS_PRIVATEMASK;
});
}
{
if (radar_showenemies) break;
if (SAME_TEAM(to, player)) break;
- if (!(IS_PLAYER(to) || to.caplayer) && time > game_starttime) break;
+ if (!(IS_PLAYER(to) || INGAME(to))) break;
}
sf &= ENTCS_PUBLICMASK; // no private updates
} while (0);
it.m_set(this, player);
this.SendFlags |= BIT(it.m_id);
});
+
if (intermission_running)
{
// health is set to special values after the game ends, ignore any change
this.SendFlags &= ~BIT(ENTCS_PROP_HEALTH_id);
}
- setorigin(this, this.origin); // relink
+
+ // always send origin of players even if they stand still otherwise
+ // if a teammate isn't in my pvs and his health (or view angle or name
+ // etc...) changes then his tag disappears
+ if (IS_PLAYER(this.owner))
+ this.SendFlags |= BIT(ENTCS_PROP_ORIGIN_id);
+
+ // not needed, origin is just data to be sent
+ //setorigin(this, this.origin); // relink
}
void entcs_attach(entity player)
{
- entity e = CS(player).entcs = new(entcs_sender);
+ entity e = CS(player).entcs = new_pure(entcs_sender);
e.owner = player;
setthink(e, entcs_think);
e.nextthink = time;
entity e = CSQCModel_server2csqc(this.sv_entnum);
if (e == NULL)
{
+ // player model is NOT in client's PVS
+ InterpolateOrigin_Do(this);
this.has_origin = this.has_sv_origin;
return;
}
this.has_origin = true;
+ // when a player model is in client's PVS we use its origin directly
+ // (entcs networked origin is overriden)
this.origin = e.origin;
+ InterpolateOrigin_Reset(this);
+ setorigin(this, this.origin);
// `cl_forceplayermodels 1` sounds will be wrong until the player has been in the PVS, but so be it
if (this.model != e.model)
{