]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/ent_cs.qc
Merge branch 'master' into LegendaryGuard/cyber
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / ent_cs.qc
index 777bd417a6d2607a0e252dc3bbc3933b4b9b0462..59f5fae4efa11454965adcf6da034029c53f4507 100644 (file)
@@ -151,20 +151,40 @@ ENTCS_PROP(CLIENTCOLORS, true, clientcolors, clientcolors, ENTCS_SET_NORMAL,
 ENTCS_PROP(FRAGS, true, frags, frags, ENTCS_SET_NORMAL,
        { WriteShort(chan, ent.frags); },
        { ent.frags = ReadShort(); })
+       
+ENTCS_PROP(COUNTRYCODE, true, countrycode, countrycode, ENTCS_SET_NORMAL,
+       { WriteByte(chan, ent.countrycode); },
+       { ent.countrycode = ReadByte(); })
 
 // use sv_solid to avoid changing solidity state of entcs entities
 ENTCS_PROP(SOLID, true, sv_solid, solid, ENTCS_SET_NORMAL,
        { WriteByte(chan, ent.sv_solid); },
        { ent.sv_solid = ReadByte(); })
 
+// z411 weapon
+ENTCS_PROP(ACTIVEWEPID, false, activewepid, activewepid, ENTCS_SET_NORMAL,
+       { WriteByte(chan, ent.activewepid); },
+       { ent.activewepid = ReadByte(); })
+
 #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,
+               {
+                       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),
                {
-                       ENTCS_PUBLICMASK |= BIT(it.m_id);
+                       CS(it).entcs.SendFlags |= ENTCS_PRIVATEMASK;
                });
        }
 
@@ -177,7 +197,7 @@ ENTCS_PROP(SOLID, true, sv_solid, solid, ENTCS_SET_NORMAL,
                        {
                                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);
@@ -211,17 +231,26 @@ ENTCS_PROP(SOLID, true, sv_solid, solid, ENTCS_SET_NORMAL,
                        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;
@@ -262,11 +291,17 @@ ENTCS_PROP(SOLID, true, sv_solid, solid, ENTCS_SET_NORMAL,
                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)
                {