#ifndef ENT_CS_H #define ENT_CS_H REGISTER_NET_LINKED(ENT_CLIENT_ENTCS) /** True when private information such as origin is available */ .bool m_entcs_private; /** True when origin is available */ .bool has_origin; /** True when a recent server sent origin has been received */ .bool has_sv_origin; #ifdef SVQC /** * The point of these entities is to avoid the problems * with clientprediction. * If you add SendEntity to players, the engine will not * do any prediction anymore, and you'd have to write the whole * prediction code in CSQC, you want that? :P * Data can depend on gamemode. For now, it serves as GPS entities * in onslaught... YAY ;) */ .entity entcs; bool entcs_send(entity this, entity to, int sf); void entcs_think(); void entcs_attach(entity e); void entcs_detach(entity e); .int m_forceupdate; /** Force an origin update, for player sounds */ #define entcs_force_origin(e) ((e).entcs.m_forceupdate = BIT(2)) #endif #ifdef CSQC entity entcs_receiver[255]; // 255 is the engine limit on maxclients #define entcs_is_self(e) ((e).sv_entnum + 1 == player_localentnum) #endif #endif