#include "ent_cs.qh" // #define PROP(public, fld, sv, cl) #define ENTCS_NETPROPS(PROP) \ PROP(true, sv_entnum, \ { WriteByte(MSG_ENTITY, etof(player) - 1); }, \ { this.sv_entnum = ReadByte(); }) \ \ PROP(false, origin, \ { WriteShort(MSG_ENTITY, this.origin.x); WriteShort(MSG_ENTITY, this.origin.y); \ WriteShort(MSG_ENTITY, this.origin.z); }, \ { this.has_sv_origin = true; vector v; v.x = ReadShort(); v.y = ReadShort(); v.z = ReadShort(); setorigin(this, v); }) \ \ PROP(false, angles_y, \ { WriteByte(MSG_ENTITY, this.angles.y / 360 * 256); }, \ { vector v = '0 0 0'; v.y = ReadByte() / 256 * 360; this.angles = v; }) \ \ PROP(false, health, \ { WriteByte(MSG_ENTITY, this.health / 10); /* FIXME: use a better scale? */ }, \ { this.healthvalue = ReadByte() * 10; }) \ \ PROP(false, armorvalue, \ { WriteByte(MSG_ENTITY, this.armorvalue / 10); /* FIXME: use a better scale? */ }, \ { this.armorvalue = ReadByte() * 10; }) \ \ PROP(true, netname, \ { WriteString(MSG_ENTITY, this.netname); }, \ { if (this.netname) strunzone(this.netname); this.netname = strzone(ReadString()); }) \ \ PROP(true, model, \ { WriteString(MSG_ENTITY, this.model); }, \ { if (this.model) strunzone(this.model); this.model = strzone(ReadString()); }) \ \ PROP(true, skin, \ { WriteByte(MSG_ENTITY, this.skin); }, \ { this.skin = ReadByte(); }) \ \ /**/ #ifdef SVQC int ENTCS_PUBLICMASK = 0; STATIC_INIT(ENTCS_PUBLICMASK) { int i = 1; #define X(public, fld, sv, cl) { if (public) ENTCS_PUBLICMASK |= BIT(i); } i += 1; ENTCS_NETPROPS(X); #undef X if (i >= BITS(16 - 1)) LOG_FATAL("Exceeded ENTCS_NETPROPS limit"); } bool entcs_send(entity this, entity to, int sf) { entity player = this.owner; sf |= BIT(0) | BIT(1); if (IS_PLAYER(to) || to.caplayer) // unless spectating, { bool same_team = (to == player) || (teamplay && player.team == to.team); if (!same_team && !radar_showennemies) sf &= ENTCS_PUBLICMASK; // no private updates } sf |= this.m_forceupdate; this.m_forceupdate = 0; bool valid = IS_PLAYER(player) // player must be active && player.deadflag == DEAD_NO // player must be alive || player == to // player is self ; if (!valid) sf = 0; WriteHeader(MSG_ENTITY, ENT_CLIENT_ENTCS); WriteShort(MSG_ENTITY, sf); int i = 1; #define X(public, fld, sv, cl) { if (sf & BIT(i)) sv; } i += 1; ENTCS_NETPROPS(X); #undef X return true; } void entcs_think() { SELFPARAM(); this.nextthink = time + 0.033333333333; // TODO: increase this to like 0.15 once the client can do smoothing entity o = this.owner; int i = 1; #define X(public, fld, sv, cl) \ if (o.fld != this.fld) \ { \ this.fld = o.fld; \ this.SendFlags |= BIT(i); \ } \ i += 1; ENTCS_NETPROPS(X); #undef X } void entcs_attach(entity player) { entity e = player.entcs = new(entcs_sender); make_pure(e); e.owner = player; e.think = entcs_think; e.nextthink = time; Net_LinkEntity(e, false, 0, entcs_send); } void entcs_detach(entity player) { if (!player.entcs) return; remove(player.entcs); player.entcs = NULL; } #endif #ifdef CSQC void Ent_RemoveEntCS() { SELFPARAM(); entcs_receiver(this.sv_entnum, NULL); } void entcs_think() { SELFPARAM(); this.nextthink = time; entity e = CSQCModel_server2csqc(this.sv_entnum); bool exists = e != NULL; if (exists) { this.has_origin = true; this.origin = e.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) { if (this.model) strunzone(this.model); this.model = strzone(e.model); } } else { this.has_origin = this.has_sv_origin; } } NET_HANDLE(ENT_CLIENT_ENTCS, bool isnew) { if (isnew) { make_pure(this); this.classname = "entcs_receiver"; this.entremove = Ent_RemoveEntCS; this.think = entcs_think; this.nextthink = time; } InterpolateOrigin_Undo(this); int sf = ReadShort(); this.has_sv_origin = false; this.m_entcs_private = boolean(sf & BIT(0)); int i = 1; #define X(public, fld, sv, cl) { if (sf & BIT(i)) cl; } i += 1; ENTCS_NETPROPS(X); #undef X entcs_receiver(this.sv_entnum, this); this.iflags |= IFLAG_ORIGIN; InterpolateOrigin_Note(this); return true; } #endif