#include "ent_cs.qh"
+#include <common/gamemodes/_mod.qh>
+#include <common/resources.qh>
+#ifdef SVQC
+#include <server/resources.qh>
+#endif
REGISTRY(EntCSProps, BITS(16) - 1)
#define EntCSProps_from(i) _EntCSProps_from(i, NULL)
}
#endif
+#ifdef SVQC
+#define ENTCS_PROP_RESOURCE(id, ispublic, checkprop, setprop, svsend, clreceive) \
+ bool id##_check(entity ent, entity player) { return (GetResourceAmount(ent, checkprop) != GetResourceAmount(player, checkprop)); } \
+ void id##_set(entity ent, entity player) { SetResourceAmountExplicit(ent, checkprop, GetResourceAmount(player, checkprop)); } \
+ void id##_send(int chan, entity ent) { LAMBDA(svsend); } \
+ REGISTER(EntCSProps, ENTCS_PROP, id, m_id, new_pure(entcs_prop)) { \
+ this.m_public = ispublic; \
+ this.m_check = id##_check; \
+ this.m_set = id##_set; \
+ this.m_send = id##_send; \
+ }
+#elif defined(CSQC)
+#define ENTCS_PROP_RESOURCE(id, ispublic, checkprop, setprop, svsend, clreceive) \
+ void id##_receive(entity ent) { LAMBDA(clreceive); } \
+ REGISTER(EntCSProps, ENTCS_PROP, id, m_id, new_pure(entcs_prop)) { \
+ this.m_public = ispublic; \
+ this.m_receive = id##_receive; \
+ }
+#endif
+
#define ENTCS_SET_NORMAL(var, x) MACRO_BEGIN \
var = x; \
MACRO_END
/** the engine player name strings are mutable! */
#define ENTCS_SET_MUTABLE_STRING(var, x) MACRO_BEGIN \
- if (var) strunzone(var); \
- var = strzone(x); \
+ strcpy(var, x); \
MACRO_END
ENTCS_PROP(ENTNUM, false, sv_entnum, ENTCS_SET_NORMAL, {}, {}) /* sentinel */
{ WriteByte(chan, ent.angles.y / 360 * 256); },
{ vector v = '0 0 0'; v.y = ReadByte() / 256 * 360; ent.angles = v; })
-ENTCS_PROP(HEALTH, false, health, ENTCS_SET_NORMAL,
- { WriteByte(chan, bound(0, ent.health / 10, 255)); /* FIXME: use a better scale? */ },
+ENTCS_PROP_RESOURCE(HEALTH, false, RESOURCE_HEALTH, ENTCS_SET_NORMAL,
+ { WriteByte(chan, bound(0, GetResourceAmount(ent, RESOURCE_HEALTH) / 10, 255)); /* FIXME: use a better scale? */ },
{ ent.healthvalue = ReadByte() * 10; })
-ENTCS_PROP(ARMOR, false, armorvalue, ENTCS_SET_NORMAL,
- { WriteByte(chan, bound(0, ent.armorvalue / 10, 255)); /* FIXME: use a better scale? */ },
- { ent.armorvalue = ReadByte() * 10; })
+ENTCS_PROP_RESOURCE(ARMOR, false, RESOURCE_ARMOR, ENTCS_SET_NORMAL,
+ { WriteByte(chan, bound(0, GetResourceAmount(ent, RESOURCE_ARMOR) / 10, 255)); /* FIXME: use a better scale? */ },
+ { SetResourceAmountExplicit(ent, RESOURCE_ARMOR, ReadByte() * 10); })
ENTCS_PROP(NAME, true, netname, ENTCS_SET_MUTABLE_STRING,
{ WriteString(chan, ent.netname); },
- { if (ent.netname) strunzone(ent.netname); ent.netname = strzone(ReadString()); })
+ { strcpy(ent.netname, ReadString()); })
ENTCS_PROP(MODEL, true, model, ENTCS_SET_NORMAL,
{ WriteString(chan, ent.model); },
- { if (ent.model) strunzone(ent.model); ent.model = strzone(ReadString()); })
+ { strcpy(ent.model, ReadString()); })
ENTCS_PROP(SKIN, true, skin, ENTCS_SET_NORMAL,
{ WriteByte(chan, ent.skin); },
int n = this.sv_entnum;
entity e = entcs_receiver(n);
entcs_receiver(n, NULL);
- if (e.netname) strunzone(e.netname);
- e.netname = string_null;
- if (e.model) strunzone(e.model);
- e.model = string_null;
+ strfree(e.netname);
+ strfree(e.model);
if (e != this) delete(e);
}
// `cl_forceplayermodels 1` sounds will be wrong until the player has been in the PVS, but so be it
if (this.model != e.model)
{
- if (this.model) strunzone(this.model);
- this.model = strzone(e.model);
+ strcpy(this.model, e.model);
}
}