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@ -14,6 +14,8 @@
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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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@ -65,74 +67,198 @@ class player:NSClientPlayer
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PREDICTED_INT(menu_active)
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PREDICTED_INT(dml_state)
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virtual void UpdatePlayerAnimation(float);
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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 UpdatePlayerAttachments(bool);
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virtual void ReceiveEntity(float,float);
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virtual void PredictPreFrame(void);
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virtual void PredictPostFrame(void);
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virtual void UpdateAliveCam(void);
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#endif
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#ifdef SERVER
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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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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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/* draw the flashlight */
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if (gflags & GF_FLASHLIGHT) {
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vector src;
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vector ang;
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if (entnum != player_localentnum) {
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src = origin + view_ofs;
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ang = v_angle;
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} else {
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src = pSeat->m_vecPredictedOrigin + [0,0,-8];
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ang = view_angles;
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}
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makevectors(ang);
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traceline(src, src + (v_forward * 8096), MOVE_NORMAL, this);
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if (serverkeyfloat("*bspversion") == BSPVER_HL) {
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dynamiclight_add(trace_endpos + (v_forward * -2), 128, [1,1,1]);
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} else {
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float p = dynamiclight_add(src, 512, [1,1,1], 0, "textures/flashlight");
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dynamiclight_set(p, LFIELD_ANGLES, ang);
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dynamiclight_set(p, LFIELD_FLAGS, 3);
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}
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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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/*
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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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player::ReceiveEntity(float new, float flChanged)
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{
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NSClientPlayer::ReceiveEntity(new, fl);
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NSClientPlayer::ReceiveEntity(new, flChanged);
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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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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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if (fl & PLAYER_AMMO1) {
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ammo_battery = readbyte();
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ammo_chem = readbyte();
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ammo_rocket = readbyte();
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ammo_gauss = readbyte();
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ammo_minigun = readbyte();
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ammo_buckshot = readbyte();
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fist_mode = readbyte();
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gauss_mode = readbyte();
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shotgun_shells = readbyte();
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shotgun_spread = readbyte();
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}
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if (fl & PLAYER_AMMO2) {
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dml_launch = readbyte();
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dml_flightpath = readbyte();
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dml_detonate = readbyte();
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dml_payload = readbyte();
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chem_acid = readbyte();
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chem_neutral = readbyte();
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chem_base = readbyte();
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chem_pressure = readbyte();
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}
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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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if (fl & PLAYER_AMMO3) {
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beam_range = readbyte();
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beam_poweracc = readbyte();
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beam_lightning = readbyte();
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gren_detonate = readbyte();
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gren_payload = readbyte();
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menu_active = readbyte();
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dml_state = readbyte();
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}
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READENTITY_BYTE(ammo_battery, PLAYER_AMMO1);
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READENTITY_BYTE(ammo_chem, PLAYER_AMMO1);
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READENTITY_BYTE(ammo_rocket, PLAYER_AMMO1);
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READENTITY_BYTE(ammo_gauss, PLAYER_AMMO1);
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READENTITY_BYTE(ammo_minigun, PLAYER_AMMO1);
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READENTITY_BYTE(ammo_buckshot, PLAYER_AMMO1);
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READENTITY_BYTE(fist_mode, PLAYER_AMMO1);
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READENTITY_BYTE(gauss_mode, PLAYER_AMMO1);
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READENTITY_BYTE(shotgun_shells, PLAYER_AMMO1);
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READENTITY_BYTE(shotgun_spread, PLAYER_AMMO1);
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if (fl & PLAYER_AMMO1 || fl & PLAYER_AMMO2 || fl & PLAYER_AMMO3)
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READENTITY_BYTE(dml_launch, PLAYER_AMMO2);
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READENTITY_BYTE(dml_flightpath, PLAYER_AMMO2);
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READENTITY_BYTE(dml_detonate, PLAYER_AMMO2);
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READENTITY_BYTE(dml_payload, PLAYER_AMMO2);
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READENTITY_BYTE(chem_acid, PLAYER_AMMO2);
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READENTITY_BYTE(chem_neutral, PLAYER_AMMO2);
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READENTITY_BYTE(chem_base, PLAYER_AMMO2);
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READENTITY_BYTE(chem_pressure, PLAYER_AMMO2);
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READENTITY_BYTE(beam_range, PLAYER_AMMO3);
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READENTITY_BYTE(beam_poweracc, PLAYER_AMMO3);
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READENTITY_BYTE(beam_lightning, PLAYER_AMMO3);
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READENTITY_BYTE(gren_detonate, PLAYER_AMMO3);
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READENTITY_BYTE(gren_payload, PLAYER_AMMO3);
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READENTITY_BYTE(menu_active, PLAYER_AMMO3);
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READENTITY_BYTE(dml_state, PLAYER_AMMO3);
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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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setorigin(this, origin);
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@ -151,40 +277,40 @@ 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(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(ammo_battery);
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SAVE_STATE(ammo_chem);
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SAVE_STATE(ammo_rocket);
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SAVE_STATE(ammo_gauss);
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SAVE_STATE(ammo_minigun);
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SAVE_STATE(ammo_buckshot);
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SAVE_STATE(fist_mode);
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SAVE_STATE(gauss_mode);
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SAVE_STATE(shotgun_shells);
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SAVE_STATE(shotgun_spread);
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SAVE_STATE(ammo_battery)
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SAVE_STATE(ammo_chem)
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SAVE_STATE(ammo_rocket)
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SAVE_STATE(ammo_gauss)
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SAVE_STATE(ammo_minigun)
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SAVE_STATE(ammo_buckshot)
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SAVE_STATE(fist_mode)
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SAVE_STATE(gauss_mode)
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SAVE_STATE(shotgun_shells)
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SAVE_STATE(shotgun_spread)
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SAVE_STATE(dml_launch);
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SAVE_STATE(dml_flightpath);
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SAVE_STATE(dml_detonate);
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SAVE_STATE(dml_payload);
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SAVE_STATE(chem_acid);
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SAVE_STATE(chem_neutral);
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SAVE_STATE(chem_base);
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SAVE_STATE(chem_pressure);
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SAVE_STATE(dml_launch)
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SAVE_STATE(dml_flightpath)
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SAVE_STATE(dml_detonate)
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SAVE_STATE(dml_payload)
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SAVE_STATE(chem_acid)
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SAVE_STATE(chem_neutral)
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SAVE_STATE(chem_base)
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SAVE_STATE(chem_pressure)
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SAVE_STATE(beam_range);
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SAVE_STATE(beam_poweracc);
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SAVE_STATE(beam_lightning);
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SAVE_STATE(gren_detonate);
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SAVE_STATE(gren_payload);
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SAVE_STATE(beam_range)
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SAVE_STATE(beam_poweracc)
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SAVE_STATE(beam_lightning)
|
|
|
|
|
SAVE_STATE(gren_detonate)
|
|
|
|
|
SAVE_STATE(gren_payload)
|
|
|
|
|
|
|
|
|
|
SAVE_STATE(menu_active);
|
|
|
|
|
SAVE_STATE(dml_state);
|
|
|
|
|
SAVE_STATE(menu_active)
|
|
|
|
|
SAVE_STATE(dml_state)
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
@ -199,40 +325,40 @@ player::PredictPostFrame(void)
|
|
|
|
|
{
|
|
|
|
|
NSClientPlayer::PredictPostFrame();
|
|
|
|
|
|
|
|
|
|
ROLL_BACK(anim_top);
|
|
|
|
|
ROLL_BACK(anim_top_time);
|
|
|
|
|
ROLL_BACK(anim_top_delay);
|
|
|
|
|
ROLL_BACK(anim_bottom);
|
|
|
|
|
ROLL_BACK(anim_bottom_time);
|
|
|
|
|
ROLL_BACK(anim_top)
|
|
|
|
|
ROLL_BACK(anim_top_time)
|
|
|
|
|
ROLL_BACK(anim_top_delay)
|
|
|
|
|
ROLL_BACK(anim_bottom)
|
|
|
|
|
ROLL_BACK(anim_bottom_time)
|
|
|
|
|
|
|
|
|
|
ROLL_BACK(ammo_battery);
|
|
|
|
|
ROLL_BACK(ammo_chem);
|
|
|
|
|
ROLL_BACK(ammo_rocket);
|
|
|
|
|
ROLL_BACK(ammo_gauss);
|
|
|
|
|
ROLL_BACK(ammo_minigun);
|
|
|
|
|
ROLL_BACK(ammo_buckshot);
|
|
|
|
|
ROLL_BACK(fist_mode);
|
|
|
|
|
ROLL_BACK(gauss_mode);
|
|
|
|
|
ROLL_BACK(shotgun_shells);
|
|
|
|
|
ROLL_BACK(shotgun_spread);
|
|
|
|
|
ROLL_BACK(ammo_battery)
|
|
|
|
|
ROLL_BACK(ammo_chem)
|
|
|
|
|
ROLL_BACK(ammo_rocket)
|
|
|
|
|
ROLL_BACK(ammo_gauss)
|
|
|
|
|
ROLL_BACK(ammo_minigun)
|
|
|
|
|
ROLL_BACK(ammo_buckshot)
|
|
|
|
|
ROLL_BACK(fist_mode)
|
|
|
|
|
ROLL_BACK(gauss_mode)
|
|
|
|
|
ROLL_BACK(shotgun_shells)
|
|
|
|
|
ROLL_BACK(shotgun_spread)
|
|
|
|
|
|
|
|
|
|
ROLL_BACK(dml_launch);
|
|
|
|
|
ROLL_BACK(dml_flightpath);
|
|
|
|
|
ROLL_BACK(dml_detonate);
|
|
|
|
|
ROLL_BACK(dml_payload);
|
|
|
|
|
ROLL_BACK(chem_acid);
|
|
|
|
|
ROLL_BACK(chem_neutral);
|
|
|
|
|
ROLL_BACK(chem_base);
|
|
|
|
|
ROLL_BACK(chem_pressure);
|
|
|
|
|
ROLL_BACK(dml_launch)
|
|
|
|
|
ROLL_BACK(dml_flightpath)
|
|
|
|
|
ROLL_BACK(dml_detonate)
|
|
|
|
|
ROLL_BACK(dml_payload)
|
|
|
|
|
ROLL_BACK(chem_acid)
|
|
|
|
|
ROLL_BACK(chem_neutral)
|
|
|
|
|
ROLL_BACK(chem_base)
|
|
|
|
|
ROLL_BACK(chem_pressure)
|
|
|
|
|
|
|
|
|
|
ROLL_BACK(beam_range);
|
|
|
|
|
ROLL_BACK(beam_poweracc);
|
|
|
|
|
ROLL_BACK(beam_lightning);
|
|
|
|
|
ROLL_BACK(gren_detonate);
|
|
|
|
|
ROLL_BACK(gren_payload);
|
|
|
|
|
ROLL_BACK(beam_range)
|
|
|
|
|
ROLL_BACK(beam_poweracc)
|
|
|
|
|
ROLL_BACK(beam_lightning)
|
|
|
|
|
ROLL_BACK(gren_detonate)
|
|
|
|
|
ROLL_BACK(gren_payload)
|
|
|
|
|
|
|
|
|
|
ROLL_BACK(menu_active);
|
|
|
|
|
ROLL_BACK(dml_state);
|
|
|
|
|
ROLL_BACK(menu_active)
|
|
|
|
|
ROLL_BACK(dml_state)
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
#else
|
|
|
|
@ -241,100 +367,40 @@ player::EvaluateEntity(void)
|
|
|
|
|
{
|
|
|
|
|
NSClientPlayer::EvaluateEntity();
|
|
|
|
|
|
|
|
|
|
/* animation */
|
|
|
|
|
if (ATTR_CHANGED(anim_bottom) || ATTR_CHANGED(anim_bottom_time))
|
|
|
|
|
SendFlags |= PLAYER_BOTTOMFRAME;
|
|
|
|
|
if (ATTR_CHANGED(anim_top) || ATTR_CHANGED(anim_top_time) || ATTR_CHANGED(anim_top_delay))
|
|
|
|
|
SendFlags |= PLAYER_TOPFRAME;
|
|
|
|
|
EVALUATE_FIELD(anim_top, PLAYER_TOPFRAME);
|
|
|
|
|
EVALUATE_FIELD(anim_top_time, PLAYER_TOPFRAME);
|
|
|
|
|
EVALUATE_FIELD(anim_top_delay, PLAYER_TOPFRAME);
|
|
|
|
|
|
|
|
|
|
/* ammo 1 type updates */
|
|
|
|
|
if (ATTR_CHANGED(ammo_battery))
|
|
|
|
|
SendFlags |= PLAYER_AMMO1;
|
|
|
|
|
if (ATTR_CHANGED(ammo_chem))
|
|
|
|
|
SendFlags |= PLAYER_AMMO1;
|
|
|
|
|
if (ATTR_CHANGED(ammo_rocket))
|
|
|
|
|
SendFlags |= PLAYER_AMMO1;
|
|
|
|
|
if (ATTR_CHANGED(ammo_gauss))
|
|
|
|
|
SendFlags |= PLAYER_AMMO1;
|
|
|
|
|
if (ATTR_CHANGED(ammo_minigun))
|
|
|
|
|
SendFlags |= PLAYER_AMMO1;
|
|
|
|
|
if (ATTR_CHANGED(ammo_buckshot))
|
|
|
|
|
SendFlags |= PLAYER_AMMO1;
|
|
|
|
|
if (ATTR_CHANGED(fist_mode))
|
|
|
|
|
SendFlags |= PLAYER_AMMO1;
|
|
|
|
|
if (ATTR_CHANGED(gauss_mode))
|
|
|
|
|
SendFlags |= PLAYER_AMMO1;
|
|
|
|
|
if (ATTR_CHANGED(shotgun_shells))
|
|
|
|
|
SendFlags |= PLAYER_AMMO1;
|
|
|
|
|
if (ATTR_CHANGED(shotgun_spread))
|
|
|
|
|
SendFlags |= PLAYER_AMMO1;
|
|
|
|
|
EVALUATE_FIELD(anim_bottom, PLAYER_BOTTOMFRAME);
|
|
|
|
|
EVALUATE_FIELD(anim_bottom_time, PLAYER_BOTTOMFRAME);
|
|
|
|
|
|
|
|
|
|
if (ATTR_CHANGED(dml_launch))
|
|
|
|
|
SendFlags |= PLAYER_AMMO2;
|
|
|
|
|
if (ATTR_CHANGED(dml_flightpath))
|
|
|
|
|
SendFlags |= PLAYER_AMMO2;
|
|
|
|
|
if (ATTR_CHANGED(dml_detonate))
|
|
|
|
|
SendFlags |= PLAYER_AMMO2;
|
|
|
|
|
if (ATTR_CHANGED(dml_payload))
|
|
|
|
|
SendFlags |= PLAYER_AMMO2;
|
|
|
|
|
if (ATTR_CHANGED(chem_acid))
|
|
|
|
|
SendFlags |= PLAYER_AMMO2;
|
|
|
|
|
if (ATTR_CHANGED(chem_neutral))
|
|
|
|
|
SendFlags |= PLAYER_AMMO2;
|
|
|
|
|
if (ATTR_CHANGED(chem_base))
|
|
|
|
|
SendFlags |= PLAYER_AMMO2;
|
|
|
|
|
if (ATTR_CHANGED(chem_pressure))
|
|
|
|
|
SendFlags |= PLAYER_AMMO2;
|
|
|
|
|
EVALUATE_FIELD(ammo_battery, PLAYER_AMMO1);
|
|
|
|
|
EVALUATE_FIELD(ammo_chem, PLAYER_AMMO1);
|
|
|
|
|
EVALUATE_FIELD(ammo_rocket, PLAYER_AMMO1);
|
|
|
|
|
EVALUATE_FIELD(ammo_gauss, PLAYER_AMMO1);
|
|
|
|
|
EVALUATE_FIELD(ammo_minigun, PLAYER_AMMO1);
|
|
|
|
|
EVALUATE_FIELD(ammo_buckshot, PLAYER_AMMO1);
|
|
|
|
|
EVALUATE_FIELD(fist_mode, PLAYER_AMMO1);
|
|
|
|
|
EVALUATE_FIELD(gauss_mode, PLAYER_AMMO1);
|
|
|
|
|
EVALUATE_FIELD(shotgun_shells, PLAYER_AMMO1);
|
|
|
|
|
EVALUATE_FIELD(shotgun_spread, PLAYER_AMMO1);
|
|
|
|
|
|
|
|
|
|
if (ATTR_CHANGED(beam_range))
|
|
|
|
|
SendFlags |= PLAYER_AMMO3;
|
|
|
|
|
if (ATTR_CHANGED(beam_poweracc))
|
|
|
|
|
SendFlags |= PLAYER_AMMO3;
|
|
|
|
|
if (ATTR_CHANGED(beam_lightning))
|
|
|
|
|
SendFlags |= PLAYER_AMMO3;
|
|
|
|
|
if (ATTR_CHANGED(gren_detonate))
|
|
|
|
|
SendFlags |= PLAYER_AMMO3;
|
|
|
|
|
if (ATTR_CHANGED(gren_payload))
|
|
|
|
|
SendFlags |= PLAYER_AMMO3;
|
|
|
|
|
if (ATTR_CHANGED(menu_active))
|
|
|
|
|
SendFlags |= PLAYER_AMMO3;
|
|
|
|
|
if (ATTR_CHANGED(dml_state))
|
|
|
|
|
SendFlags |= PLAYER_AMMO3;
|
|
|
|
|
EVALUATE_FIELD(dml_launch, PLAYER_AMMO2);
|
|
|
|
|
EVALUATE_FIELD(dml_flightpath, PLAYER_AMMO2);
|
|
|
|
|
EVALUATE_FIELD(dml_detonate, PLAYER_AMMO2);
|
|
|
|
|
EVALUATE_FIELD(dml_payload, PLAYER_AMMO2);
|
|
|
|
|
EVALUATE_FIELD(chem_acid, PLAYER_AMMO2);
|
|
|
|
|
EVALUATE_FIELD(chem_neutral, PLAYER_AMMO2);
|
|
|
|
|
EVALUATE_FIELD(chem_base, PLAYER_AMMO2);
|
|
|
|
|
EVALUATE_FIELD(chem_pressure, PLAYER_AMMO2);
|
|
|
|
|
|
|
|
|
|
SAVE_STATE(anim_top);
|
|
|
|
|
SAVE_STATE(anim_top_time);
|
|
|
|
|
SAVE_STATE(anim_top_delay);
|
|
|
|
|
SAVE_STATE(anim_bottom);
|
|
|
|
|
SAVE_STATE(anim_bottom_time);
|
|
|
|
|
|
|
|
|
|
SAVE_STATE(ammo_battery);
|
|
|
|
|
SAVE_STATE(ammo_chem);
|
|
|
|
|
SAVE_STATE(ammo_rocket);
|
|
|
|
|
SAVE_STATE(ammo_gauss);
|
|
|
|
|
SAVE_STATE(ammo_minigun);
|
|
|
|
|
SAVE_STATE(ammo_buckshot);
|
|
|
|
|
SAVE_STATE(fist_mode);
|
|
|
|
|
SAVE_STATE(gauss_mode);
|
|
|
|
|
SAVE_STATE(shotgun_shells);
|
|
|
|
|
SAVE_STATE(shotgun_spread);
|
|
|
|
|
|
|
|
|
|
SAVE_STATE(dml_launch);
|
|
|
|
|
SAVE_STATE(dml_flightpath);
|
|
|
|
|
SAVE_STATE(dml_detonate);
|
|
|
|
|
SAVE_STATE(dml_payload);
|
|
|
|
|
SAVE_STATE(chem_acid);
|
|
|
|
|
SAVE_STATE(chem_neutral);
|
|
|
|
|
SAVE_STATE(chem_base);
|
|
|
|
|
SAVE_STATE(chem_pressure);
|
|
|
|
|
|
|
|
|
|
SAVE_STATE(beam_range);
|
|
|
|
|
SAVE_STATE(beam_poweracc);
|
|
|
|
|
SAVE_STATE(beam_lightning);
|
|
|
|
|
SAVE_STATE(gren_detonate);
|
|
|
|
|
SAVE_STATE(gren_payload);
|
|
|
|
|
|
|
|
|
|
SAVE_STATE(menu_active);
|
|
|
|
|
SAVE_STATE(dml_state);
|
|
|
|
|
EVALUATE_FIELD(beam_range, PLAYER_AMMO3);
|
|
|
|
|
EVALUATE_FIELD(beam_poweracc, PLAYER_AMMO3);
|
|
|
|
|
EVALUATE_FIELD(beam_lightning, PLAYER_AMMO3);
|
|
|
|
|
EVALUATE_FIELD(gren_detonate, PLAYER_AMMO3);
|
|
|
|
|
EVALUATE_FIELD(gren_payload, PLAYER_AMMO3);
|
|
|
|
|
EVALUATE_FIELD(menu_active, PLAYER_AMMO3);
|
|
|
|
|
EVALUATE_FIELD(dml_state, PLAYER_AMMO3);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
@ -356,51 +422,43 @@ player::SendEntity(entity ePEnt, float flChanged)
|
|
|
|
|
WriteByte(MSG_ENTITY, ENT_PLAYER);
|
|
|
|
|
WriteFloat(MSG_ENTITY, flChanged);
|
|
|
|
|
|
|
|
|
|
/* the generic client attributes */
|
|
|
|
|
NSClientPlayer::SendEntity(ePEnt, flChanged);
|
|
|
|
|
|
|
|
|
|
if (flChanged & PLAYER_TOPFRAME) {
|
|
|
|
|
WriteByte(MSG_ENTITY, anim_top);
|
|
|
|
|
WriteFloat(MSG_ENTITY, anim_top_time);
|
|
|
|
|
WriteFloat(MSG_ENTITY, anim_top_delay);
|
|
|
|
|
}
|
|
|
|
|
if (flChanged & PLAYER_BOTTOMFRAME) {
|
|
|
|
|
WriteByte(MSG_ENTITY, anim_bottom);
|
|
|
|
|
WriteFloat(MSG_ENTITY, anim_bottom_time);
|
|
|
|
|
}
|
|
|
|
|
SENDENTITY_BYTE(anim_top, PLAYER_TOPFRAME);
|
|
|
|
|
SENDENTITY_FLOAT(anim_top_time, PLAYER_TOPFRAME);
|
|
|
|
|
SENDENTITY_FLOAT(anim_top_delay, PLAYER_TOPFRAME);
|
|
|
|
|
|
|
|
|
|
if (flChanged & PLAYER_AMMO1) {
|
|
|
|
|
WriteByte(MSG_ENTITY, ammo_battery);
|
|
|
|
|
WriteByte(MSG_ENTITY, ammo_chem);
|
|
|
|
|
WriteByte(MSG_ENTITY, ammo_rocket);
|
|
|
|
|
WriteByte(MSG_ENTITY, ammo_gauss);
|
|
|
|
|
WriteByte(MSG_ENTITY, ammo_minigun);
|
|
|
|
|
WriteByte(MSG_ENTITY, ammo_buckshot);
|
|
|
|
|
WriteByte(MSG_ENTITY, fist_mode);
|
|
|
|
|
WriteByte(MSG_ENTITY, gauss_mode);
|
|
|
|
|
WriteByte(MSG_ENTITY, shotgun_shells);
|
|
|
|
|
WriteByte(MSG_ENTITY, shotgun_spread);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (flChanged & PLAYER_AMMO2) {
|
|
|
|
|
WriteByte(MSG_ENTITY, dml_launch);
|
|
|
|
|
WriteByte(MSG_ENTITY, dml_flightpath);
|
|
|
|
|
WriteByte(MSG_ENTITY, dml_detonate);
|
|
|
|
|
WriteByte(MSG_ENTITY, dml_payload);
|
|
|
|
|
WriteByte(MSG_ENTITY, chem_acid);
|
|
|
|
|
WriteByte(MSG_ENTITY, chem_neutral);
|
|
|
|
|
WriteByte(MSG_ENTITY, chem_base);
|
|
|
|
|
WriteByte(MSG_ENTITY, chem_pressure);
|
|
|
|
|
}
|
|
|
|
|
SENDENTITY_BYTE(anim_bottom, PLAYER_BOTTOMFRAME);
|
|
|
|
|
SENDENTITY_FLOAT(anim_bottom_time, PLAYER_BOTTOMFRAME);
|
|
|
|
|
|
|
|
|
|
if (flChanged & PLAYER_AMMO3) {
|
|
|
|
|
WriteByte(MSG_ENTITY, beam_range);
|
|
|
|
|
WriteByte(MSG_ENTITY, beam_poweracc);
|
|
|
|
|
WriteByte(MSG_ENTITY, beam_lightning);
|
|
|
|
|
WriteByte(MSG_ENTITY, gren_detonate);
|
|
|
|
|
WriteByte(MSG_ENTITY, gren_payload);
|
|
|
|
|
WriteByte(MSG_ENTITY, menu_active);
|
|
|
|
|
WriteByte(MSG_ENTITY, dml_state);
|
|
|
|
|
}
|
|
|
|
|
SENDENTITY_BYTE(ammo_battery, PLAYER_AMMO1);
|
|
|
|
|
SENDENTITY_BYTE(ammo_chem, PLAYER_AMMO1);
|
|
|
|
|
SENDENTITY_BYTE(ammo_rocket, PLAYER_AMMO1);
|
|
|
|
|
SENDENTITY_BYTE(ammo_gauss, PLAYER_AMMO1);
|
|
|
|
|
SENDENTITY_BYTE(ammo_minigun, PLAYER_AMMO1);
|
|
|
|
|
SENDENTITY_BYTE(ammo_buckshot, PLAYER_AMMO1);
|
|
|
|
|
SENDENTITY_BYTE(fist_mode, PLAYER_AMMO1);
|
|
|
|
|
SENDENTITY_BYTE(gauss_mode, PLAYER_AMMO1);
|
|
|
|
|
SENDENTITY_BYTE(shotgun_shells, PLAYER_AMMO1);
|
|
|
|
|
SENDENTITY_BYTE(shotgun_spread, PLAYER_AMMO1);
|
|
|
|
|
|
|
|
|
|
SENDENTITY_BYTE(dml_launch, PLAYER_AMMO2);
|
|
|
|
|
SENDENTITY_BYTE(dml_flightpath, PLAYER_AMMO2);
|
|
|
|
|
SENDENTITY_BYTE(dml_detonate, PLAYER_AMMO2);
|
|
|
|
|
SENDENTITY_BYTE(dml_payload, PLAYER_AMMO2);
|
|
|
|
|
SENDENTITY_BYTE(chem_acid, PLAYER_AMMO2);
|
|
|
|
|
SENDENTITY_BYTE(chem_neutral, PLAYER_AMMO2);
|
|
|
|
|
SENDENTITY_BYTE(chem_base, PLAYER_AMMO2);
|
|
|
|
|
SENDENTITY_BYTE(chem_pressure, PLAYER_AMMO2);
|
|
|
|
|
|
|
|
|
|
SENDENTITY_BYTE(beam_range, PLAYER_AMMO3);
|
|
|
|
|
SENDENTITY_BYTE(beam_poweracc, PLAYER_AMMO3);
|
|
|
|
|
SENDENTITY_BYTE(beam_lightning, PLAYER_AMMO3);
|
|
|
|
|
SENDENTITY_BYTE(gren_detonate, PLAYER_AMMO3);
|
|
|
|
|
SENDENTITY_BYTE(gren_payload, PLAYER_AMMO3);
|
|
|
|
|
SENDENTITY_BYTE(menu_active, PLAYER_AMMO3);
|
|
|
|
|
SENDENTITY_BYTE(dml_state, PLAYER_AMMO3);
|
|
|
|
|
|
|
|
|
|
return (1);
|
|
|
|
|
}
|
|
|
|
|