.float csqcprojectile_type; float CSQCProjectile_SendEntity(entity to, float sf) { float ft, fr; // note: flag 0x08 = no trail please (teleport bit) sf = sf & 0x0F; if(self.csqcprojectile_clientanimate) sf |= 0x80; // client animated, not interpolated if(self.flags & FL_ONGROUND) sf |= 0x40; if(self.fade_time != 0 && self.fade_rate != 0) { ft = (self.fade_time - time) / sys_frametime; fr = (1 / self.fade_rate) / sys_frametime; if(ft <= 255 && fr <= 255 && fr >= 1) sf |= 0x20; } if(self.gravity != 0) sf |= 0x10; WriteByte(MSG_ENTITY, ENT_CLIENT_PROJECTILE); WriteByte(MSG_ENTITY, sf); if(sf & 1) { WriteCoord(MSG_ENTITY, self.origin_x); WriteCoord(MSG_ENTITY, self.origin_y); WriteCoord(MSG_ENTITY, self.origin_z); if(sf & 0x80) { WriteCoord(MSG_ENTITY, self.velocity_x); WriteCoord(MSG_ENTITY, self.velocity_y); WriteCoord(MSG_ENTITY, self.velocity_z); if(sf & 0x10) WriteCoord(MSG_ENTITY, self.gravity); } if(sf & 0x20) { WriteByte(MSG_ENTITY, ft); WriteByte(MSG_ENTITY, fr); } } if(sf & 2) WriteByte(MSG_ENTITY, self.csqcprojectile_type); // TODO maybe put this into sf? return 1; } .vector csqcprojectile_oldorigin; void CSQCProjectile_Check(entity e) { if(e.csqcprojectile_clientanimate) if(e.flags & FL_ONGROUND) if(e.origin != e.csqcprojectile_oldorigin) UpdateCSQCProjectile(e); e.csqcprojectile_oldorigin = e.origin; } void CSQCProjectile(entity e, float clientanimate, float type, float docull) { Net_LinkEntity(e, docull, 0, CSQCProjectile_SendEntity); e.csqcprojectile_clientanimate = clientanimate; if(e.movetype == MOVETYPE_TOSS || e.movetype == MOVETYPE_BOUNCE) { if(e.gravity == 0) e.gravity = 1; } else e.gravity = 0; e.csqcprojectile_type = type; if(!sound_allowed(MSG_BROADCAST, e)) type |= 0x80; } void UpdateCSQCProjectile(entity e) { if(e.SendEntity == CSQCProjectile_SendEntity) { // send new origin data e.SendFlags |= 0x01; } } void UpdateCSQCProjectileAfterTeleport(entity e) { if(e.SendEntity == CSQCProjectile_SendEntity) { // send new origin data e.SendFlags |= 0x01; // mark as teleported e.SendFlags |= 0x08; } } .void(void) csqcprojectile_oldthink; .float csqcprojectile_oldnextthink; void CSQCProjectile_Update_Think() { UpdateCSQCProjectile(self); self.think = self.csqcprojectile_oldthink; self.nextthink = max(time, self.csqcprojectile_oldnextthink); } void UpdateCSQCProjectileNextFrame(entity e) { if(e.SendEntity == CSQCProjectile_SendEntity) if(e.think != CSQCProjectile_Update_Think) { e.csqcprojectile_oldthink = e.think; e.csqcprojectile_oldnextthink = e.nextthink; e.think = CSQCProjectile_Update_Think; e.nextthink = time; } }