529 lines
13 KiB
Plaintext
529 lines
13 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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/* all potential SendFlags bits we can possibly send */
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enumflags
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{
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PLAYER_KEEPALIVE,
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PLAYER_MODELINDEX,
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PLAYER_ORIGIN,
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PLAYER_ORIGIN_Z,
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PLAYER_ANGLES_X,
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PLAYER_ANGLES_Y,
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PLAYER_COLORMAP,
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PLAYER_VELOCITY,
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PLAYER_VELOCITY_Z,
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PLAYER_FLAGS,
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PLAYER_WEAPON,
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PLAYER_ITEMS,
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PLAYER_HEALTH,
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PLAYER_ARMOR,
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PLAYER_MOVETYPE,
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PLAYER_VIEWOFS,
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PLAYER_TOPFRAME,
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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_UNUSED1,
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PLAYER_UNUSED2
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};
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class player:base_player
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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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/* hunger */
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PREDICTED_INT(sniper_mag);
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PREDICTED_INT(chaingun_mag);
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PREDICTED_INT(ap9_mag);
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PREDICTED_INT(taurus_mag);
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PREDICTED_INT(ammo_ap9);
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PREDICTED_INT(ammo_taurus);
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PREDICTED_INT(ammo_sniper);
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PREDICTED_INT(ammo_gas);
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PREDICTED_INT(ammo_medkit);
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PREDICTED_INT(mode_silencer);
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#ifdef CLIENT
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virtual void(void) draw;
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virtual float() predraw;
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virtual void(void) postdraw;
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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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#else
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virtual void(void) EvaluateEntity;
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virtual float(entity, float) SendEntity;
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#endif
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};
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#ifdef CLIENT
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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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/*
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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 fl)
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{
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base_player::ReceiveEntity(new, fl);
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/* animation */
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if (fl & PLAYER_TOPFRAME) {
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anim_top = readbyte();
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anim_top_time = readfloat();
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anim_top_delay = readfloat();
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}
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if (fl & PLAYER_BOTTOMFRAME) {
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anim_bottom = readbyte();
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anim_bottom_time = readfloat();
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}
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if (fl & PLAYER_AMMO1) {
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glock_mag = readbyte();
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mp5_mag = readbyte();
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python_mag = readbyte();
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shotgun_mag = readbyte();
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crossbow_mag = readbyte();
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rpg_mag = readbyte();
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satchel_chg = readbyte();
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/* hunger */
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sniper_mag = readbyte();
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chaingun_mag = readbyte();
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ap9_mag = readbyte();
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taurus_mag = readbyte();
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}
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if (fl & PLAYER_AMMO2) {
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ammo_9mm = readbyte();
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ammo_357 = readbyte();
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ammo_buckshot = readbyte();
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ammo_bolt = readbyte();
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ammo_rocket = readbyte();
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ammo_uranium = readbyte();
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ammo_handgrenade = readbyte();
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ammo_satchel = readbyte();
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ammo_tripmine = readbyte();
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ammo_snark = readbyte();
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ammo_hornet = readbyte();
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/* hunger */
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ammo_ap9 = readbyte();
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ammo_taurus = readbyte();
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ammo_sniper = readbyte();
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ammo_gas = readbyte();
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ammo_medkit = readbyte();
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}
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if (fl & PLAYER_AMMO3) {
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ammo_m203_grenade = readbyte();
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ammo_gauss_volume = readbyte();
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ammo_rpg_state = readbyte();
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mode_tempstate = readbyte();
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mode_silencer = readbyte();
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}
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setorigin(this, origin);
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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 (fl == UPDATE_ALL)
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PredictPreFrame();
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if (fl & PLAYER_AMMO1 || fl & PLAYER_AMMO2 || fl & 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 (fl & PLAYER_ITEMS || fl & PLAYER_HEALTH || fl & PLAYER_ARMOR)
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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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base_player::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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/* hunger */
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SAVE_STATE(sniper_mag);
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SAVE_STATE(chaingun_mag);
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SAVE_STATE(ap9_mag);
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SAVE_STATE(taurus_mag);
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SAVE_STATE(ammo_ap9);
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SAVE_STATE(ammo_taurus);
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SAVE_STATE(ammo_sniper);
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SAVE_STATE(ammo_gas);
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SAVE_STATE(ammo_medkit);
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SAVE_STATE(mode_silencer);
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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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base_player::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_m203_grenade);
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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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/* hunger */
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ROLL_BACK(sniper_mag);
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ROLL_BACK(chaingun_mag);
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ROLL_BACK(ap9_mag);
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ROLL_BACK(taurus_mag);
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ROLL_BACK(ammo_ap9);
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ROLL_BACK(ammo_taurus);
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ROLL_BACK(ammo_sniper);
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ROLL_BACK(ammo_gas);
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ROLL_BACK(ammo_medkit);
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ROLL_BACK(mode_silencer);
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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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base_player::EvaluateEntity();
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/* animation */
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if (ATTR_CHANGED(anim_bottom) || ATTR_CHANGED(anim_bottom_time))
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SendFlags |= PLAYER_BOTTOMFRAME;
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if (ATTR_CHANGED(anim_top) || ATTR_CHANGED(anim_top_time) || ATTR_CHANGED(anim_top_delay))
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SendFlags |= PLAYER_TOPFRAME;
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/* ammo 1 type updates */
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if (ATTR_CHANGED(glock_mag))
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SendFlags |= PLAYER_AMMO1;
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else if (ATTR_CHANGED(mp5_mag))
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SendFlags |= PLAYER_AMMO1;
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else if (ATTR_CHANGED(python_mag))
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SendFlags |= PLAYER_AMMO1;
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else if (ATTR_CHANGED(shotgun_mag))
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SendFlags |= PLAYER_AMMO1;
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else if (ATTR_CHANGED(crossbow_mag))
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SendFlags |= PLAYER_AMMO1;
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else if (ATTR_CHANGED(rpg_mag))
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SendFlags |= PLAYER_AMMO1;
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else if (ATTR_CHANGED(satchel_chg))
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SendFlags |= PLAYER_AMMO1;
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else if (ATTR_CHANGED(sniper_mag))
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SendFlags |= PLAYER_AMMO1;
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else if (ATTR_CHANGED(chaingun_mag))
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SendFlags |= PLAYER_AMMO1;
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else if (ATTR_CHANGED(ap9_mag))
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SendFlags |= PLAYER_AMMO1;
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else if (ATTR_CHANGED(taurus_mag))
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SendFlags |= PLAYER_AMMO1;
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/* ammo 2 type updates */
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if (ATTR_CHANGED(ammo_9mm))
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SendFlags |= PLAYER_AMMO2;
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else if (ATTR_CHANGED(ammo_357))
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SendFlags |= PLAYER_AMMO2;
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else if (ATTR_CHANGED(ammo_buckshot))
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SendFlags |= PLAYER_AMMO2;
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else if (ATTR_CHANGED(ammo_bolt))
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SendFlags |= PLAYER_AMMO2;
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else if (ATTR_CHANGED(ammo_rocket))
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SendFlags |= PLAYER_AMMO2;
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else if (ATTR_CHANGED(ammo_uranium))
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SendFlags |= PLAYER_AMMO2;
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else if (ATTR_CHANGED(ammo_handgrenade))
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SendFlags |= PLAYER_AMMO2;
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else if (ATTR_CHANGED(ammo_satchel))
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SendFlags |= PLAYER_AMMO2;
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else if (ATTR_CHANGED(ammo_tripmine))
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SendFlags |= PLAYER_AMMO2;
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else if (ATTR_CHANGED(ammo_snark))
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SendFlags |= PLAYER_AMMO2;
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else if (ATTR_CHANGED(ammo_hornet))
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SendFlags |= PLAYER_AMMO2;
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else if (ATTR_CHANGED(ammo_ap9))
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SendFlags |= PLAYER_AMMO2;
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else if (ATTR_CHANGED(ammo_taurus))
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SendFlags |= PLAYER_AMMO2;
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else if (ATTR_CHANGED(ammo_sniper))
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SendFlags |= PLAYER_AMMO2;
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else if (ATTR_CHANGED(ammo_gas))
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SendFlags |= PLAYER_AMMO2;
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else if (ATTR_CHANGED(ammo_medkit))
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SendFlags |= PLAYER_AMMO2;
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if (ATTR_CHANGED(ammo_m203_grenade))
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SendFlags |= PLAYER_AMMO3;
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else if (ATTR_CHANGED(ammo_gauss_volume))
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SendFlags |= PLAYER_AMMO3;
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else if (ATTR_CHANGED(ammo_rpg_state))
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SendFlags |= PLAYER_AMMO3;
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else if (ATTR_CHANGED(mode_tempstate))
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SendFlags |= PLAYER_AMMO3;
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else if (ATTR_CHANGED(mode_silencer)) /* hunger */
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SendFlags |= PLAYER_AMMO3;
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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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/* hunger */
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SAVE_STATE(sniper_mag);
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SAVE_STATE(chaingun_mag);
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SAVE_STATE(ap9_mag);
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SAVE_STATE(taurus_mag);
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SAVE_STATE(ammo_ap9);
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SAVE_STATE(ammo_taurus);
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SAVE_STATE(ammo_sniper);
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SAVE_STATE(ammo_gas);
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SAVE_STATE(ammo_medkit);
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SAVE_STATE(mode_silencer);
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}
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/*
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=================
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player::SendEntity
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=================
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*/
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float
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player::SendEntity(entity ePEnt, float fChanged)
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{
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if (health <= 0 && ePEnt != this) {
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return (0);
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}
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if (clienttype(ePEnt) != CLIENTTYPE_REAL) {
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return (0);
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}
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if (ePEnt != self) {
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fChanged &= ~PLAYER_ITEMS;
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fChanged &= ~PLAYER_HEALTH;
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fChanged &= ~PLAYER_ARMOR;
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fChanged &= ~PLAYER_VIEWOFS;
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fChanged &= ~PLAYER_AMMO1;
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fChanged &= ~PLAYER_AMMO2;
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fChanged &= ~PLAYER_AMMO3;
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}
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WriteByte(MSG_ENTITY, ENT_PLAYER);
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WriteFloat(MSG_ENTITY, fChanged);
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base_player::SendEntity(ePEnt, fChanged);
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if (fChanged & PLAYER_TOPFRAME) {
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WriteByte(MSG_ENTITY, anim_top);
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WriteFloat(MSG_ENTITY, anim_top_time);
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WriteFloat(MSG_ENTITY, anim_top_delay);
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}
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if (fChanged & PLAYER_BOTTOMFRAME) {
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WriteByte(MSG_ENTITY, anim_bottom);
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WriteFloat(MSG_ENTITY, anim_bottom_time);
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}
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if (fChanged & PLAYER_AMMO1) {
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WriteByte(MSG_ENTITY, glock_mag);
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WriteByte(MSG_ENTITY, mp5_mag);
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WriteByte(MSG_ENTITY, python_mag);
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WriteByte(MSG_ENTITY, shotgun_mag);
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WriteByte(MSG_ENTITY, crossbow_mag);
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WriteByte(MSG_ENTITY, rpg_mag);
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WriteByte(MSG_ENTITY, satchel_chg);
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/* hunger */
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WriteByte(MSG_ENTITY, sniper_mag);
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WriteByte(MSG_ENTITY, chaingun_mag);
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WriteByte(MSG_ENTITY, ap9_mag);
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WriteByte(MSG_ENTITY, taurus_mag);
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}
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if (fChanged & PLAYER_AMMO2) {
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WriteByte(MSG_ENTITY, ammo_9mm);
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WriteByte(MSG_ENTITY, ammo_357);
|
|
WriteByte(MSG_ENTITY, ammo_buckshot);
|
|
WriteByte(MSG_ENTITY, ammo_bolt);
|
|
WriteByte(MSG_ENTITY, ammo_rocket);
|
|
WriteByte(MSG_ENTITY, ammo_uranium);
|
|
WriteByte(MSG_ENTITY, ammo_handgrenade);
|
|
WriteByte(MSG_ENTITY, ammo_satchel);
|
|
WriteByte(MSG_ENTITY, ammo_tripmine);
|
|
WriteByte(MSG_ENTITY, ammo_snark);
|
|
WriteByte(MSG_ENTITY, ammo_hornet);
|
|
|
|
/* hunger */
|
|
WriteByte(MSG_ENTITY, ammo_ap9);
|
|
WriteByte(MSG_ENTITY, ammo_taurus);
|
|
WriteByte(MSG_ENTITY, ammo_sniper);
|
|
WriteByte(MSG_ENTITY, ammo_gas);
|
|
WriteByte(MSG_ENTITY, ammo_medkit);
|
|
}
|
|
|
|
if (fChanged & PLAYER_AMMO3) {
|
|
WriteByte(MSG_ENTITY, ammo_m203_grenade);
|
|
WriteByte(MSG_ENTITY, ammo_gauss_volume);
|
|
WriteByte(MSG_ENTITY, ammo_rpg_state);
|
|
WriteByte(MSG_ENTITY, mode_tempstate);
|
|
WriteByte(MSG_ENTITY, mode_silencer);
|
|
}
|
|
|
|
return (1);
|
|
}
|
|
#endif
|