#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)
{ WriteVector(chan, ent.origin); },
{ ent.has_sv_origin = true; vector v = ReadVector(); setorigin(ent, v); })
-#define DEC_FACTOR (360 / 32)
+#define DEC_FACTOR (360 / 64)
ENTCS_PROP_CODED(ANGLES, false, angles_y, angles_y, ENTCS_SET_NORMAL, DEC_FACTOR,
{ WriteByte(chan, ent.angles.y / DEC_FACTOR); },
{ vector v = '0 0 0'; v.y = ReadByte() * DEC_FACTOR; ent.angles = v; })
}
// 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 a teammate isn't in my pvs and their health (or view angle or name
+ // etc...) changes then their tag disappears
if (IS_PLAYER(this.owner))
this.SendFlags |= BIT(ENTCS_PROP_ORIGIN_id);