#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)
{
if (radar_showenemies) break;
if (SAME_TEAM(to, player)) break;
- if (!(IS_PLAYER(to) || to.caplayer)) break;
+ if (!(IS_PLAYER(to) || INGAME(to))) break;
}
sf &= ENTCS_PUBLICMASK; // no private updates
} while (0);
if (IS_PLAYER(this.owner))
this.SendFlags |= BIT(ENTCS_PROP_ORIGIN_id);
- setorigin(this, this.origin); // relink
+ // 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)
{