313 lines
7.2 KiB
Plaintext
313 lines
7.2 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_UNUSED5,
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PLAYER_UNUSED6,
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PLAYER_UNUSED7
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};
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class
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player:NSClientPlayer
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{
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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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PREDICTED_INT(bradnailer_mag)
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PREDICTED_INT(nailgun_mag)
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PREDICTED_INT(shotgun_mag)
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PREDICTED_INT(cmlwbr_mag)
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PREDICTED_INT(xs_mag)
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PREDICTED_INT(satchel_chg)
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PREDICTED_INT(ammo_nail)
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PREDICTED_INT(ammo_buckshot)
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PREDICTED_INT(ammo_bolts)
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PREDICTED_INT(ammo_xencandy)
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PREDICTED_INT(ammo_satchel)
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PREDICTED_INT(mode_tempstate)
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#ifdef CLIENT
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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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NSClientPlayer::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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bradnailer_mag = readbyte();
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nailgun_mag = readbyte();
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shotgun_mag = readbyte();
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cmlwbr_mag = readbyte();
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xs_mag = readbyte();
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satchel_chg = readbyte();
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}
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if (fl & PLAYER_AMMO2) {
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ammo_nail = readbyte();
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ammo_buckshot = readbyte();
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ammo_bolts = readbyte();
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ammo_xencandy = readbyte();
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ammo_satchel = readbyte();
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}
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if (fl & PLAYER_AMMO3) {
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mode_tempstate = 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)
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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_time);
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SAVE_STATE(anim_top_delay);
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SAVE_STATE(anim_bottom);
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SAVE_STATE(anim_bottom_time);
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SAVE_STATE(bradnailer_mag);
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SAVE_STATE(nailgun_mag);
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SAVE_STATE(shotgun_mag);
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SAVE_STATE(cmlwbr_mag);
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SAVE_STATE(xs_mag);
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SAVE_STATE(satchel_chg);
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SAVE_STATE(ammo_nail);
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SAVE_STATE(ammo_buckshot);
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SAVE_STATE(ammo_bolts);
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SAVE_STATE(ammo_xencandy);
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SAVE_STATE(ammo_satchel);
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SAVE_STATE(mode_tempstate);
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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_time);
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ROLL_BACK(anim_top_delay);
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ROLL_BACK(anim_bottom);
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ROLL_BACK(anim_bottom_time);
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ROLL_BACK(bradnailer_mag);
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ROLL_BACK(nailgun_mag);
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ROLL_BACK(shotgun_mag);
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ROLL_BACK(cmlwbr_mag);
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ROLL_BACK(xs_mag);
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ROLL_BACK(satchel_chg);
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ROLL_BACK(ammo_nail);
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ROLL_BACK(ammo_buckshot);
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ROLL_BACK(ammo_bolts);
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ROLL_BACK(ammo_xencandy);
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ROLL_BACK(ammo_satchel);
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ROLL_BACK(mode_tempstate);
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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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NSClientPlayer::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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if (ATTR_CHANGED(bradnailer_mag))
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SendFlags |= PLAYER_AMMO1;
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if (ATTR_CHANGED(nailgun_mag))
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SendFlags |= PLAYER_AMMO1;
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if (ATTR_CHANGED(shotgun_mag))
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SendFlags |= PLAYER_AMMO1;
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if (ATTR_CHANGED(cmlwbr_mag))
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SendFlags |= PLAYER_AMMO1;
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if (ATTR_CHANGED(xs_mag))
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SendFlags |= PLAYER_AMMO1;
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if (ATTR_CHANGED(satchel_chg))
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SendFlags |= PLAYER_AMMO1;
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if (ATTR_CHANGED(ammo_nail))
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SendFlags |= PLAYER_AMMO2;
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if (ATTR_CHANGED(ammo_buckshot))
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SendFlags |= PLAYER_AMMO2;
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if (ATTR_CHANGED(ammo_bolts))
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SendFlags |= PLAYER_AMMO2;
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if (ATTR_CHANGED(ammo_xencandy))
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SendFlags |= PLAYER_AMMO2;
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if (ATTR_CHANGED(ammo_satchel))
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SendFlags |= PLAYER_AMMO2;
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if (ATTR_CHANGED(mode_tempstate))
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SendFlags |= PLAYER_AMMO3;
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SAVE_STATE(anim_top);
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SAVE_STATE(anim_top_time);
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SAVE_STATE(anim_top_delay);
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SAVE_STATE(anim_bottom);
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SAVE_STATE(anim_bottom_time);
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SAVE_STATE(bradnailer_mag);
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SAVE_STATE(nailgun_mag);
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SAVE_STATE(shotgun_mag);
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SAVE_STATE(cmlwbr_mag);
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SAVE_STATE(xs_mag);
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SAVE_STATE(satchel_chg);
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SAVE_STATE(ammo_nail);
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SAVE_STATE(ammo_buckshot);
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SAVE_STATE(ammo_bolts);
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SAVE_STATE(ammo_xencandy);
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SAVE_STATE(ammo_satchel);
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SAVE_STATE(mode_tempstate);
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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 flChanged)
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{
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/* don't broadcast invisible players */
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if (IsFakeSpectator() && ePEnt != this)
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return (0);
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if (!GetModelindex() && ePEnt != this)
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return (0);
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flChanged = OptimiseChangedFlags(ePEnt, flChanged);
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WriteByte(MSG_ENTITY, ENT_PLAYER);
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WriteFloat(MSG_ENTITY, flChanged);
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NSClientPlayer::SendEntity(ePEnt, flChanged);
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if (flChanged & 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 (flChanged & 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 (flChanged & PLAYER_AMMO1) {
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WriteByte(MSG_ENTITY, bradnailer_mag);
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WriteByte(MSG_ENTITY, nailgun_mag);
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WriteByte(MSG_ENTITY, shotgun_mag);
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WriteByte(MSG_ENTITY, cmlwbr_mag);
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WriteByte(MSG_ENTITY, xs_mag);
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WriteByte(MSG_ENTITY, satchel_chg);
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}
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if (flChanged & PLAYER_AMMO2) {
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WriteByte(MSG_ENTITY, ammo_nail);
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WriteByte(MSG_ENTITY, ammo_buckshot);
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WriteByte(MSG_ENTITY, ammo_bolts);
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WriteByte(MSG_ENTITY, ammo_xencandy);
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WriteByte(MSG_ENTITY, ammo_satchel);
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}
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if (flChanged & PLAYER_AMMO3) {
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WriteByte(MSG_ENTITY, mode_tempstate);
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}
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return (1);
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}
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#endif
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