591 lines
16 KiB
Plaintext
591 lines
16 KiB
Plaintext
/*
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* Copyright (c) 2016-2021 Marco Cawthorne <marco@icculus.org>
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*
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* Permission to use, copy, modify, and distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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*
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* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
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* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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#include "../../../valve/src/shared/skeleton.h"
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/* all potential SendFlags bits we can possibly send */
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enumflags
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{
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PLAYER_TOPFRAME = PLAYER_CUSTOMFIELDSTART,
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PLAYER_BOTTOMFRAME,
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PLAYER_AMMO1,
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PLAYER_AMMO2,
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PLAYER_AMMO3,
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PLAYER_FLAG,
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PLAYER_UNUSED6,
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PLAYER_UNUSED7
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};
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class player:NSClientPlayer
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{
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/* animation */
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PREDICTED_INT(anim_top)
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PREDICTED_FLOAT(anim_top_time)
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PREDICTED_FLOAT(anim_top_delay)
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PREDICTED_INT(anim_bottom)
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PREDICTED_FLOAT(anim_bottom_time)
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/* ammo 1 */
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PREDICTED_INT(glock_mag)
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PREDICTED_INT(mp5_mag)
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PREDICTED_INT(python_mag)
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PREDICTED_INT(shotgun_mag)
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PREDICTED_INT(crossbow_mag)
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PREDICTED_INT(rpg_mag)
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PREDICTED_INT(satchel_chg)
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/* ammo 2 */
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PREDICTED_INT(ammo_9mm)
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PREDICTED_INT(ammo_357)
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PREDICTED_INT(ammo_buckshot)
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PREDICTED_INT(ammo_bolt)
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PREDICTED_INT(ammo_rocket)
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PREDICTED_INT(ammo_uranium)
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PREDICTED_INT(ammo_handgrenade)
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PREDICTED_INT(ammo_satchel)
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PREDICTED_INT(ammo_tripmine)
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PREDICTED_INT(ammo_snark)
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PREDICTED_INT(ammo_hornet)
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/* ammo 3 */
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PREDICTED_INT(ammo_m203_grenade)
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PREDICTED_INT(ammo_gauss_volume)
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PREDICTED_INT(ammo_rpg_state)
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PREDICTED_INT(mode_tempstate)
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/* gearbox */
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PREDICTED_INT(eagle_mag)
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PREDICTED_INT(sniper_mag)
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PREDICTED_INT(m249_mag)
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PREDICTED_INT(sporelauncher_mag)
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PREDICTED_INT(ammo_556)
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PREDICTED_INT(ammo_762)
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PREDICTED_INT(ammo_spore)
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PREDICTED_INT(ammo_shock)
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PREDICTED_INT(ammo_penguin)
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PREDICTED_INT(mode_displacer)
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PREDICTED_INT(mode_eagle)
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PREDICTED_INT(mode_wrench)
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PREDICTED_INT(mode_sporelauncher)
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PREDICTED_INT(mode_m249)
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PREDICTED_FLOAT(flagmodel)
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PREDICTED_FLOAT(flagskin)
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virtual void(void) Physics_Jump;
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virtual void UpdatePlayerAnimation(float);
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#ifdef CLIENT
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NSRenderableEntity m_eFlag;
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virtual void UpdatePlayerAttachments(bool);
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virtual void(float,float) ReceiveEntity;
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virtual void(void) PredictPreFrame;
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virtual void(void) PredictPostFrame;
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virtual void UpdateAliveCam(void);
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virtual void OnRemoveEntity(void);
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#else
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entity hook;
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float m_flPickUpTime;
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virtual void(void) EvaluateEntity;
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virtual float(entity, float) SendEntity;
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nonvirtual void PowerupThink(void);
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#endif
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};
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void Animation_PlayerUpdate(player);
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void Animation_TimerUpdate(player, float);
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void
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player::UpdatePlayerAnimation(float timelength)
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{
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/* calculate our skeletal progression */
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Animation_PlayerUpdate(this);
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/* advance animation timers */
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Animation_TimerUpdate(this, timelength);
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}
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#ifdef CLIENT
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void Camera_RunPosBob(vector angles, __inout vector camera_pos);
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void Camera_StrafeRoll(__inout vector camera_angle);
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void Shake_Update(NSClientPlayer);
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void
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player::UpdateAliveCam(void)
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{
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vector cam_pos = GetEyePos();
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Camera_RunPosBob(view_angles, cam_pos);
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g_view.SetCameraOrigin(cam_pos);
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Camera_StrafeRoll(view_angles);
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g_view.SetCameraAngle(view_angles);
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if (vehicle) {
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NSVehicle veh = (NSVehicle)vehicle;
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if (veh.UpdateView)
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veh.UpdateView();
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} else if (health) {
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if (autocvar_pm_thirdPerson == TRUE) {
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makevectors(view_angles);
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vector vStart = [pSeat->m_vecPredictedOrigin[0], pSeat->m_vecPredictedOrigin[1], pSeat->m_vecPredictedOrigin[2] + 16] + (v_right * 4);
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vector vEnd = vStart + (v_forward * -48) + [0,0,16] + (v_right * 4);
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traceline(vStart, vEnd, FALSE, this);
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g_view.SetCameraOrigin(trace_endpos + (v_forward * 5));
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}
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}
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Shake_Update(this);
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g_view.AddPunchAngle(punchangle);
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}
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.string oldmodel;
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string Weapons_GetPlayermodel(player, int);
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void
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player::UpdatePlayerAttachments(bool visible)
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{
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if (m_eFlag != world) {
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m_eFlag.SetOrigin(origin);
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m_eFlag.SetAngles([0, angles[1], 0]);
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}
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/* FIXME: this needs to be incorporated and simplified, now that we can handle it all in-class */
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if (!visible)
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return;
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/* what's the current weapon model supposed to be anyway? */
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p_model.oldmodel = Weapons_GetPlayermodel(this, activeweapon);
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/* we changed weapons, update skeletonindex */
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if (p_model.model != p_model.oldmodel) {
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/* free memory */
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if (p_model.skeletonindex)
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skel_delete(p_model.skeletonindex);
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/* set the new model and mark us updated */
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setmodel(p_model, p_model.oldmodel);
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p_model.model = p_model.oldmodel;
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/* set the new skeletonindex */
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p_model.skeletonindex = skel_create(p_model.modelindex);
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/* hack this thing in here FIXME: this should be done when popping in/out of a pvs */
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if (autocvar(cl_himodels, 1, "Use high-quality thisayer models over lower-definition ones"))
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setcustomskin(this, "", "geomset 0 2\n");
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else
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setcustomskin(this, "", "geomset 0 1\n");
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}
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/* follow thisayer at all times */
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setorigin(p_model, origin);
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p_model.angles = angles;
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skel_build(p_model.skeletonindex, p_model, p_model.modelindex,0, 0, -1);
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/* we have to loop through all valid bones of the weapon model and match them
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* to the thisayer one */
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for (float i = 0; i < g_pbones.length; i++) {
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vector bpos;
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float pbone = gettagindex(this, g_pbones[i]);
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float wbone = gettagindex(p_model, g_pbones[i]);
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/* if the bone doesn't ignore in either skeletal mesh, ignore */
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if (wbone <= 0 || pbone <= 0)
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continue;
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bpos = gettaginfo(this, pbone);
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/* the most expensive bit */
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skel_set_bone_world(p_model, wbone, bpos, v_forward, v_right, v_up);
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}
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}
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void Weapons_AmmoUpdate(entity);
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void HUD_AmmoNotify_Check(player pl);
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void HUD_ItemNotify_Check(player pl);
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void
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player::OnRemoveEntity(void)
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{
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super::OnRemoveEntity();
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if (m_eFlag) {
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m_eFlag.Destroy();
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}
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}
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/*
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=================
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player::ReceiveEntity
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=================
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*/
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void
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player::ReceiveEntity(float new, float flChanged)
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{
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/* the generic client attributes */
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NSClientPlayer::ReceiveEntity(new, flChanged);
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/* animation */
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READENTITY_BYTE(anim_top, PLAYER_TOPFRAME)
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READENTITY_FLOAT(anim_top_time, PLAYER_TOPFRAME)
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READENTITY_FLOAT(anim_top_delay, PLAYER_TOPFRAME)
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READENTITY_BYTE(anim_bottom, PLAYER_BOTTOMFRAME)
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READENTITY_FLOAT(anim_bottom_time, PLAYER_BOTTOMFRAME)
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READENTITY_BYTE(glock_mag, PLAYER_AMMO1)
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READENTITY_BYTE(mp5_mag, PLAYER_AMMO1)
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READENTITY_BYTE(python_mag, PLAYER_AMMO1)
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READENTITY_BYTE(shotgun_mag, PLAYER_AMMO1)
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READENTITY_BYTE(crossbow_mag, PLAYER_AMMO1)
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READENTITY_BYTE(rpg_mag, PLAYER_AMMO1)
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READENTITY_BYTE(satchel_chg, PLAYER_AMMO1)
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READENTITY_BYTE(ammo_9mm, PLAYER_AMMO2)
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READENTITY_BYTE(ammo_357, PLAYER_AMMO2)
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READENTITY_BYTE(ammo_buckshot, PLAYER_AMMO2)
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READENTITY_BYTE(ammo_bolt, PLAYER_AMMO2)
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READENTITY_BYTE(ammo_rocket, PLAYER_AMMO2)
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READENTITY_BYTE(ammo_uranium, PLAYER_AMMO2)
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READENTITY_BYTE(ammo_handgrenade, PLAYER_AMMO2)
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READENTITY_BYTE(ammo_satchel, PLAYER_AMMO2)
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READENTITY_BYTE(ammo_tripmine, PLAYER_AMMO2)
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READENTITY_BYTE(ammo_snark, PLAYER_AMMO2)
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READENTITY_BYTE(ammo_hornet, PLAYER_AMMO2)
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READENTITY_BYTE(ammo_m203_grenade, PLAYER_AMMO3)
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READENTITY_BYTE(ammo_gauss_volume, PLAYER_AMMO3)
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READENTITY_BYTE(ammo_rpg_state, PLAYER_AMMO3)
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READENTITY_BYTE(mode_tempstate, PLAYER_AMMO3)
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/* gearbox */
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READENTITY_BYTE(eagle_mag, PLAYER_AMMO1)
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READENTITY_BYTE(sniper_mag, PLAYER_AMMO1)
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READENTITY_BYTE(m249_mag, PLAYER_AMMO1)
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READENTITY_BYTE(sporelauncher_mag, PLAYER_AMMO1)
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READENTITY_BYTE(ammo_556, PLAYER_AMMO2)
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READENTITY_BYTE(ammo_762, PLAYER_AMMO2)
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READENTITY_BYTE(ammo_spore, PLAYER_AMMO2)
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READENTITY_BYTE(ammo_shock, PLAYER_AMMO2)
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READENTITY_BYTE(ammo_penguin, PLAYER_AMMO2)
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READENTITY_BYTE(mode_displacer, PLAYER_AMMO3)
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READENTITY_BYTE(mode_eagle, PLAYER_AMMO3)
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READENTITY_BYTE(mode_wrench, PLAYER_AMMO3)
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READENTITY_BYTE(mode_sporelauncher, PLAYER_AMMO3)
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READENTITY_BYTE(mode_m249, PLAYER_AMMO3)
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READENTITY_FLOAT(flagmodel, PLAYER_FLAG)
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READENTITY_BYTE(flagskin, PLAYER_FLAG)
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setorigin(this, origin);
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/* add/remove flag model */
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if (flagmodel != 0) {
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if (!m_eFlag)
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m_eFlag = spawn(NSRenderableEntity);
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m_eFlag.SetModelindex(flagmodel);
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m_eFlag.SetSkin(flagskin);
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m_eFlag.SetFrame(2);
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} else if (m_eFlag) {
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m_eFlag.Destroy();
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remove(m_eFlag);
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m_eFlag = 0;
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}
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/* these only concern the current player */
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CSQC_UpdateSeat();
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if (this != pSeat->m_ePlayer)
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return;
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/* do not notify us of updates when spawning initially */
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if (flChanged == UPDATE_ALL)
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PredictPreFrame();
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if (flChanged & PLAYER_AMMO1 || flChanged & PLAYER_AMMO2 || flChanged & PLAYER_AMMO3) {
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Weapons_AmmoUpdate(this);
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HUD_AmmoNotify_Check(this);
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}
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if (flChanged & PLAYER_ITEMS || flChanged & PLAYER_HEALTH)
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HUD_ItemNotify_Check(this);
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}
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/*
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=================
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player::PredictPostFrame
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Save the last valid server values away in the _net variants of each field
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so we can roll them back later.
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=================
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*/
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void
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player::PredictPreFrame(void)
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{
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NSClientPlayer::PredictPreFrame();
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SAVE_STATE(anim_top)
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SAVE_STATE(anim_top_delay)
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SAVE_STATE(anim_top_time)
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SAVE_STATE(anim_bottom)
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SAVE_STATE(anim_bottom_time)
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SAVE_STATE(glock_mag)
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SAVE_STATE(mp5_mag)
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SAVE_STATE(python_mag)
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SAVE_STATE(shotgun_mag)
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SAVE_STATE(crossbow_mag)
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SAVE_STATE(rpg_mag)
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SAVE_STATE(satchel_chg)
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SAVE_STATE(ammo_9mm)
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SAVE_STATE(ammo_357)
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SAVE_STATE(ammo_buckshot)
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SAVE_STATE(ammo_bolt)
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SAVE_STATE(ammo_rocket)
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SAVE_STATE(ammo_uranium)
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SAVE_STATE(ammo_handgrenade)
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SAVE_STATE(ammo_satchel)
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SAVE_STATE(ammo_tripmine)
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SAVE_STATE(ammo_snark)
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SAVE_STATE(ammo_hornet)
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SAVE_STATE(ammo_m203_grenade)
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SAVE_STATE(ammo_gauss_volume)
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SAVE_STATE(ammo_rpg_state)
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SAVE_STATE(mode_tempstate)
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/* gearbox */
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SAVE_STATE(eagle_mag)
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SAVE_STATE(sniper_mag)
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SAVE_STATE(m249_mag)
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SAVE_STATE(sporelauncher_mag)
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SAVE_STATE(ammo_556)
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SAVE_STATE(ammo_762)
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SAVE_STATE(ammo_spore)
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SAVE_STATE(ammo_shock)
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SAVE_STATE(ammo_penguin)
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SAVE_STATE(mode_displacer)
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SAVE_STATE(mode_eagle)
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SAVE_STATE(mode_wrench)
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SAVE_STATE(mode_sporelauncher)
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SAVE_STATE(mode_m249)
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SAVE_STATE(flagmodel)
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SAVE_STATE(flagskin)
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}
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/*
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=================
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player::PredictPostFrame
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Where we roll back our values to the ones last sent/verified by the server.
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=================
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*/
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void
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player::PredictPostFrame(void)
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{
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NSClientPlayer::PredictPostFrame();
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ROLL_BACK(anim_top)
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ROLL_BACK(anim_top_delay)
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ROLL_BACK(anim_top_time)
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ROLL_BACK(anim_bottom)
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ROLL_BACK(anim_bottom_time)
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ROLL_BACK(glock_mag)
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ROLL_BACK(mp5_mag)
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ROLL_BACK(python_mag)
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ROLL_BACK(shotgun_mag)
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ROLL_BACK(crossbow_mag)
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ROLL_BACK(rpg_mag)
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ROLL_BACK(satchel_chg)
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ROLL_BACK(ammo_9mm)
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ROLL_BACK(ammo_357)
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ROLL_BACK(ammo_buckshot)
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ROLL_BACK(ammo_bolt)
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ROLL_BACK(ammo_rocket)
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ROLL_BACK(ammo_uranium)
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ROLL_BACK(ammo_handgrenade)
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ROLL_BACK(ammo_satchel)
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ROLL_BACK(ammo_tripmine)
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ROLL_BACK(ammo_snark)
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ROLL_BACK(ammo_hornet)
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ROLL_BACK(ammo_m203_grenade)
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ROLL_BACK(ammo_gauss_volume)
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ROLL_BACK(ammo_rpg_state)
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ROLL_BACK(mode_tempstate)
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/* gearbox */
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ROLL_BACK(eagle_mag)
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ROLL_BACK(sniper_mag)
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ROLL_BACK(m249_mag)
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ROLL_BACK(sporelauncher_mag)
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ROLL_BACK(ammo_556)
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ROLL_BACK(ammo_762)
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ROLL_BACK(ammo_spore)
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ROLL_BACK(ammo_shock)
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ROLL_BACK(ammo_penguin)
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ROLL_BACK(mode_displacer)
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ROLL_BACK(mode_eagle)
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ROLL_BACK(mode_wrench)
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ROLL_BACK(mode_sporelauncher)
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ROLL_BACK(mode_m249)
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ROLL_BACK(flagmodel)
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ROLL_BACK(flagskin)
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}
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#else
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void
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player::EvaluateEntity(void)
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{
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/* the generic client attributes */
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NSClientPlayer::EvaluateEntity();
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PowerupThink();
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EVALUATE_FIELD(anim_top, PLAYER_TOPFRAME)
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EVALUATE_FIELD(anim_top_time, PLAYER_TOPFRAME)
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EVALUATE_FIELD(anim_top_delay, PLAYER_TOPFRAME)
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EVALUATE_FIELD(anim_bottom, PLAYER_BOTTOMFRAME)
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EVALUATE_FIELD(anim_bottom_time, PLAYER_BOTTOMFRAME)
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EVALUATE_FIELD(glock_mag, PLAYER_AMMO1)
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EVALUATE_FIELD(mp5_mag, PLAYER_AMMO1)
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EVALUATE_FIELD(python_mag, PLAYER_AMMO1)
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EVALUATE_FIELD(shotgun_mag, PLAYER_AMMO1)
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EVALUATE_FIELD(crossbow_mag, PLAYER_AMMO1)
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EVALUATE_FIELD(rpg_mag, PLAYER_AMMO1)
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EVALUATE_FIELD(satchel_chg, PLAYER_AMMO1)
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EVALUATE_FIELD(ammo_9mm, PLAYER_AMMO2)
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EVALUATE_FIELD(ammo_357, PLAYER_AMMO2)
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EVALUATE_FIELD(ammo_buckshot, PLAYER_AMMO2)
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EVALUATE_FIELD(ammo_bolt, PLAYER_AMMO2)
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EVALUATE_FIELD(ammo_rocket, PLAYER_AMMO2)
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EVALUATE_FIELD(ammo_uranium, PLAYER_AMMO2)
|
|
EVALUATE_FIELD(ammo_handgrenade, PLAYER_AMMO2)
|
|
EVALUATE_FIELD(ammo_satchel, PLAYER_AMMO2)
|
|
EVALUATE_FIELD(ammo_tripmine, PLAYER_AMMO2)
|
|
EVALUATE_FIELD(ammo_snark, PLAYER_AMMO2)
|
|
EVALUATE_FIELD(ammo_hornet, PLAYER_AMMO2)
|
|
|
|
EVALUATE_FIELD(ammo_m203_grenade, PLAYER_AMMO3)
|
|
EVALUATE_FIELD(ammo_gauss_volume, PLAYER_AMMO3)
|
|
EVALUATE_FIELD(ammo_rpg_state, PLAYER_AMMO3)
|
|
EVALUATE_FIELD(mode_tempstate, PLAYER_AMMO3)
|
|
|
|
/* gearbox */
|
|
EVALUATE_FIELD(eagle_mag, PLAYER_AMMO1)
|
|
EVALUATE_FIELD(sniper_mag, PLAYER_AMMO1)
|
|
EVALUATE_FIELD(m249_mag, PLAYER_AMMO1)
|
|
EVALUATE_FIELD(sporelauncher_mag, PLAYER_AMMO1)
|
|
|
|
EVALUATE_FIELD(ammo_556, PLAYER_AMMO2)
|
|
EVALUATE_FIELD(ammo_762, PLAYER_AMMO2)
|
|
EVALUATE_FIELD(ammo_spore, PLAYER_AMMO2)
|
|
EVALUATE_FIELD(ammo_shock, PLAYER_AMMO2)
|
|
EVALUATE_FIELD(ammo_penguin, PLAYER_AMMO2)
|
|
|
|
EVALUATE_FIELD(mode_displacer, PLAYER_AMMO3)
|
|
EVALUATE_FIELD(mode_eagle, PLAYER_AMMO3)
|
|
EVALUATE_FIELD(mode_wrench, PLAYER_AMMO3)
|
|
EVALUATE_FIELD(mode_sporelauncher, PLAYER_AMMO3)
|
|
EVALUATE_FIELD(mode_m249, PLAYER_AMMO3)
|
|
EVALUATE_FIELD(flagmodel, PLAYER_FLAG)
|
|
EVALUATE_FIELD(flagskin, PLAYER_FLAG)
|
|
}
|
|
|
|
/*
|
|
=================
|
|
player::SendEntity
|
|
=================
|
|
*/
|
|
float
|
|
player::SendEntity(entity ePEnt, float flChanged)
|
|
{
|
|
/* don't broadcast invisible players */
|
|
if (IsFakeSpectator() && ePEnt != this)
|
|
return (0);
|
|
if (!GetModelindex() && ePEnt != this)
|
|
return (0);
|
|
|
|
flChanged = OptimiseChangedFlags(ePEnt, flChanged);
|
|
|
|
WriteByte(MSG_ENTITY, ENT_PLAYER);
|
|
WriteFloat(MSG_ENTITY, flChanged);
|
|
|
|
/* the generic client attributes */
|
|
NSClientPlayer::SendEntity(ePEnt, flChanged);
|
|
|
|
SENDENTITY_BYTE(anim_top, PLAYER_TOPFRAME)
|
|
SENDENTITY_FLOAT(anim_top_time, PLAYER_TOPFRAME)
|
|
SENDENTITY_FLOAT(anim_top_delay, PLAYER_TOPFRAME)
|
|
SENDENTITY_BYTE(anim_bottom, PLAYER_BOTTOMFRAME)
|
|
SENDENTITY_FLOAT(anim_bottom_time, PLAYER_BOTTOMFRAME)
|
|
|
|
SENDENTITY_BYTE(glock_mag, PLAYER_AMMO1)
|
|
SENDENTITY_BYTE(mp5_mag, PLAYER_AMMO1)
|
|
SENDENTITY_BYTE(python_mag, PLAYER_AMMO1)
|
|
SENDENTITY_BYTE(shotgun_mag, PLAYER_AMMO1)
|
|
SENDENTITY_BYTE(crossbow_mag, PLAYER_AMMO1)
|
|
SENDENTITY_BYTE(rpg_mag, PLAYER_AMMO1)
|
|
SENDENTITY_BYTE(satchel_chg, PLAYER_AMMO1)
|
|
|
|
SENDENTITY_BYTE(ammo_9mm, PLAYER_AMMO2)
|
|
SENDENTITY_BYTE(ammo_357, PLAYER_AMMO2)
|
|
SENDENTITY_BYTE(ammo_buckshot, PLAYER_AMMO2)
|
|
SENDENTITY_BYTE(ammo_bolt, PLAYER_AMMO2)
|
|
SENDENTITY_BYTE(ammo_rocket, PLAYER_AMMO2)
|
|
SENDENTITY_BYTE(ammo_uranium, PLAYER_AMMO2)
|
|
SENDENTITY_BYTE(ammo_handgrenade, PLAYER_AMMO2)
|
|
SENDENTITY_BYTE(ammo_satchel, PLAYER_AMMO2)
|
|
SENDENTITY_BYTE(ammo_tripmine, PLAYER_AMMO2)
|
|
SENDENTITY_BYTE(ammo_snark, PLAYER_AMMO2)
|
|
SENDENTITY_BYTE(ammo_hornet, PLAYER_AMMO2)
|
|
|
|
SENDENTITY_BYTE(ammo_m203_grenade, PLAYER_AMMO3)
|
|
SENDENTITY_BYTE(ammo_gauss_volume, PLAYER_AMMO3)
|
|
SENDENTITY_BYTE(ammo_rpg_state, PLAYER_AMMO3)
|
|
SENDENTITY_BYTE(mode_tempstate, PLAYER_AMMO3)
|
|
|
|
/* gearbox */
|
|
SENDENTITY_BYTE(eagle_mag, PLAYER_AMMO1)
|
|
SENDENTITY_BYTE(sniper_mag, PLAYER_AMMO1)
|
|
SENDENTITY_BYTE(m249_mag, PLAYER_AMMO1)
|
|
SENDENTITY_BYTE(sporelauncher_mag, PLAYER_AMMO1)
|
|
|
|
SENDENTITY_BYTE(ammo_556, PLAYER_AMMO2)
|
|
SENDENTITY_BYTE(ammo_762, PLAYER_AMMO2)
|
|
SENDENTITY_BYTE(ammo_spore, PLAYER_AMMO2)
|
|
SENDENTITY_BYTE(ammo_shock, PLAYER_AMMO2)
|
|
SENDENTITY_BYTE(ammo_penguin, PLAYER_AMMO2)
|
|
|
|
SENDENTITY_BYTE(mode_displacer, PLAYER_AMMO3)
|
|
SENDENTITY_BYTE(mode_eagle, PLAYER_AMMO3)
|
|
SENDENTITY_BYTE(mode_wrench, PLAYER_AMMO3)
|
|
SENDENTITY_BYTE(mode_sporelauncher, PLAYER_AMMO3)
|
|
SENDENTITY_BYTE(mode_m249, PLAYER_AMMO3)
|
|
SENDENTITY_FLOAT(flagmodel, PLAYER_FLAG)
|
|
SENDENTITY_BYTE(flagskin, PLAYER_FLAG)
|
|
return (1);
|
|
}
|
|
#endif
|
|
|