711 lines
17 KiB
Plaintext
711 lines
17 KiB
Plaintext
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/*
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* Copyright (c) 2016-2021 Marco Hladik <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_ANGLES_Z,
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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_BASEFRAME,
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PLAYER_FRAME,
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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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/* ammo 1 type updates */
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enumflags
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{
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AMMO1_GLOCK,
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AMMO1_MP5,
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AMMO1_PYTHON,
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AMMO1_SHOTGUN,
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AMMO1_CROSSBOW,
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AMMO1_RPG,
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AMMO1_SATCHEL,
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AMMO1_CANNON
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};
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/* ammo 2 type updates */
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enumflags
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{
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AMMO2_9MM,
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AMMO2_357,
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AMMO2_BUCKSHOT,
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AMMO2_BOLT,
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AMMO2_ROCKET,
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AMMO2_URANIUM,
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AMMO2_HANDGRENADE,
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AMMO2_SATCHEL,
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AMMO2_TRIPMINE,
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AMMO2_SNARK,
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AMMO2_HORNET
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};
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enumflags
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{
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AMMO3_M203_GRENADE,
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AMMO3_SHOTGUN_STATE,
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AMMO3_GAUSS_STATE,
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AMMO3_GAUSS_VOLUME,
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AMMO3_EGON_STATE,
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AMMO3_RPG_STATE,
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AMMO3_HANDGRENADE_STATE,
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AMMO3_CHAINSAW_STATE,
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AMMO3_HAMMER_STATE
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};
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noref int input_sequence;
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class player:base_player
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{
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/* Weapon specific */
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int glock_mag;
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int glock_mag_net;
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int mp5_mag;
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int mp5_mag_net;
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int python_mag;
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int python_mag_net;
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int shotgun_mag;
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int shotgun_mag_net;
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int crossbow_mag;
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int crossbow_mag_net;
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int rpg_mag;
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int rpg_mag_net;
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int satchel_chg;
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int satchel_chg_net;
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int cannon_mag;
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int cannon_mag_net;
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int ammo_9mm;
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int ammo_9mm_net;
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int ammo_357;
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int ammo_357_net;
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int ammo_buckshot;
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int ammo_buckshot_net;
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int ammo_bolt;
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int ammo_bolt_net;
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int ammo_rocket;
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int ammo_rocket_net;
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int ammo_uranium;
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int ammo_uranium_net;
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int ammo_handgrenade;
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int ammo_handgrenade_net;
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int ammo_satchel;
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int ammo_satchel_net;
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int ammo_tripmine;
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int ammo_tripmine_net;
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int ammo_snark;
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int ammo_snark_net;
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int ammo_hornet;
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int ammo_hornet_net;
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int ammo_m203_grenade;
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int ammo_m203_grenade_net;
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int ammo_shotgun_state;
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int ammo_shotgun_state_net;
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int ammo_gauss_state;
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int ammo_gauss_state_net;
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int ammo_gauss_volume;
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int ammo_gauss_volume_net;
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int ammo_egon_state;
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int ammo_egon_state_net;
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int ammo_rpg_state;
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int ammo_rpg_state_net;
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int mode_tempstate;
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int mode_tempstate_net;
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int ammo_chainsaw_state;
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int ammo_chainsaw_state_net;
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int ammo_hammer_state;
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int ammo_hammer_state_net;
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#ifdef CLIENT
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/* External model */
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entity p_model;
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int p_hand_bone;
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int p_model_bone;
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float lastweapon;
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virtual void(void) gun_offset;
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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) 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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int sh_insanecount;
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float sh_insanetime;
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float sh_insaneactive;
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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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/*
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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)
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{
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float fl;
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if (new == FALSE) {
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/* Go through all the physics code between the last received frame
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* and the newest frame and keep the changes this time around instead
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* of rolling back, because we'll apply the new server-verified values
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* right after anyway. */
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/* FIXME: splitscreen */
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if (entnum == player_localentnum) {
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/* FIXME: splitscreen */
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pSeat = &g_seats[0];
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for (int i = sequence+1; i <= servercommandframe; i++) {
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/* ...maybe the input state is too old? */
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if (!getinputstate(i)) {
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break;
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}
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input_sequence = i;
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PMove_Run();
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}
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/* any differences in things that are read below are now
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* officially from prediction misses. */
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}
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}
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/* seed for our prediction table */
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sequence = servercommandframe;
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fl = readfloat();
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/* HACK: we need to make this more reliable */
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if (fl == UPDATE_ALL) {
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/* we respawned */
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gravity = __NULL__;
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}
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if (fl & PLAYER_MODELINDEX)
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modelindex = readshort();
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if (fl & PLAYER_ORIGIN) {
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origin[0] = readcoord();
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origin[1] = readcoord();
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}
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if (fl & PLAYER_ORIGIN_Z)
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origin[2] = readcoord();
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if (fl & PLAYER_ANGLES_X)
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pitch = readfloat();
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if (fl & PLAYER_ANGLES_Y)
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angles[1] = readfloat();
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if (fl & PLAYER_ANGLES_Z)
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angles[2] = readfloat();
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if (fl & PLAYER_VELOCITY) {
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velocity[0] = readcoord();
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velocity[1] = readcoord();
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}
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if (fl & PLAYER_VELOCITY_Z)
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velocity[2] = readcoord();
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if (fl & PLAYER_FLAGS) {
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flags = readfloat();
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gflags = readfloat();
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}
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if (fl & PLAYER_WEAPON)
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activeweapon = readbyte();
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if (fl & PLAYER_ITEMS)
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g_items = (__variant)readfloat();
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if (fl & PLAYER_HEALTH)
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health = readbyte();
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if (fl & PLAYER_ARMOR)
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armor = readbyte();
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if (fl & PLAYER_MOVETYPE)
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movetype = readbyte();
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if (fl & PLAYER_VIEWOFS)
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view_ofs[2] = readfloat();
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if (fl & PLAYER_BASEFRAME)
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baseframe = readbyte();
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if (fl & PLAYER_FRAME) {
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frame = readbyte();
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frame1time = 0.0f;
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frame2time = 0.0f;
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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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cannon_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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}
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if (fl & PLAYER_AMMO3) {
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ammo_m203_grenade = readbyte();
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ammo_shotgun_state = readbyte();
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ammo_gauss_state = readbyte();
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ammo_gauss_volume = readbyte();
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ammo_egon_state = readbyte();
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ammo_rpg_state = readbyte();
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mode_tempstate = readbyte();
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ammo_chainsaw_state = readbyte();
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ammo_hammer_state = readbyte();
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}
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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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setorigin(this, origin);
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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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glock_mag_net = glock_mag;
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mp5_mag_net = mp5_mag;
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python_mag_net = python_mag;
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shotgun_mag_net = shotgun_mag;
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crossbow_mag_net = crossbow_mag;
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rpg_mag_net = rpg_mag;
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satchel_chg_net = satchel_chg;
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cannon_mag_net = cannon_mag;
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ammo_9mm_net = ammo_9mm;
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ammo_357_net = ammo_357;
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ammo_buckshot_net = ammo_buckshot;
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ammo_bolt_net = ammo_bolt;
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ammo_rocket_net = ammo_rocket;
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ammo_uranium_net = ammo_uranium;
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ammo_handgrenade_net = ammo_handgrenade;
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ammo_satchel_net = ammo_satchel;
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ammo_tripmine_net = ammo_tripmine;
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ammo_snark_net = ammo_snark;
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ammo_hornet_net = ammo_hornet;
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ammo_m203_grenade_net = ammo_m203_grenade;
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ammo_shotgun_state_net = ammo_shotgun_state;
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ammo_gauss_state_net = ammo_gauss_state;
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ammo_gauss_volume_net = ammo_gauss_volume;
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ammo_egon_state_net = ammo_egon_state;
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ammo_rpg_state_net = ammo_rpg_state;
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mode_tempstate_net = mode_tempstate;
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ammo_chainsaw_state_net = ammo_chainsaw_state;
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ammo_hammer_state_net = ammo_hammer_state;
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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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glock_mag = glock_mag_net;
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mp5_mag = mp5_mag_net;
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python_mag = python_mag_net;
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shotgun_mag = shotgun_mag_net;
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crossbow_mag = crossbow_mag_net;
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rpg_mag = rpg_mag_net;
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satchel_chg = satchel_chg_net;
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cannon_mag = cannon_mag_net;
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ammo_9mm = ammo_9mm_net;
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ammo_357 = ammo_357_net;
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ammo_buckshot = ammo_buckshot_net;
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ammo_m203_grenade = ammo_m203_grenade_net;
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ammo_bolt = ammo_bolt_net;
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ammo_rocket = ammo_rocket_net;
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ammo_uranium = ammo_uranium_net;
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ammo_handgrenade = ammo_handgrenade_net;
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ammo_satchel = ammo_satchel_net;
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ammo_tripmine = ammo_tripmine_net;
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ammo_snark = ammo_snark_net;
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ammo_hornet = ammo_hornet_net;
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ammo_m203_grenade = ammo_m203_grenade_net;
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ammo_shotgun_state = ammo_shotgun_state_net;
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ammo_gauss_state = ammo_gauss_state_net;
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ammo_gauss_volume = ammo_gauss_volume_net;
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ammo_egon_state = ammo_egon_state_net;
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ammo_rpg_state = ammo_rpg_state_net;
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mode_tempstate = mode_tempstate_net;
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ammo_chainsaw_state = ammo_chainsaw_state_net;
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ammo_hammer_state = ammo_hammer_state_net;
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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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SendFlags |= PLAYER_KEEPALIVE;
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if (old_modelindex != modelindex)
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SendFlags |= PLAYER_MODELINDEX;
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if (old_origin[0] != origin[0])
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SendFlags |= PLAYER_ORIGIN;
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if (old_origin[1] != origin[1])
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SendFlags |= PLAYER_ORIGIN;
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if (old_origin[2] != origin[2])
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SendFlags |= PLAYER_ORIGIN_Z;
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if (old_angles[0] != v_angle[0])
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SendFlags |= PLAYER_ANGLES_X;
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if (old_angles[1] != angles[1])
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SendFlags |= PLAYER_ANGLES_Y;
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if (old_angles[2] != angles[2])
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SendFlags |= PLAYER_ANGLES_Z;
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if (old_velocity[0] != velocity[0])
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SendFlags |= PLAYER_VELOCITY;
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if (old_velocity[1] != velocity[1])
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SendFlags |= PLAYER_VELOCITY;
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if (old_velocity[2] != velocity[2])
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SendFlags |= PLAYER_VELOCITY_Z;
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if (old_flags != flags)
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SendFlags |= PLAYER_FLAGS;
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if (old_gflags != gflags)
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SendFlags |= PLAYER_FLAGS;
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if (old_activeweapon != activeweapon)
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SendFlags |= PLAYER_WEAPON;
|
||
|
|
||
|
if (old_items != g_items)
|
||
|
SendFlags |= PLAYER_ITEMS;
|
||
|
|
||
|
if (old_health != health)
|
||
|
SendFlags |= PLAYER_HEALTH;
|
||
|
|
||
|
if (old_armor != armor)
|
||
|
SendFlags |= PLAYER_ARMOR;
|
||
|
|
||
|
if (old_movetype != movetype)
|
||
|
SendFlags |= PLAYER_MOVETYPE;
|
||
|
|
||
|
if (old_viewofs != view_ofs[2])
|
||
|
SendFlags |= PLAYER_VIEWOFS;
|
||
|
|
||
|
if (old_baseframe != baseframe)
|
||
|
SendFlags |= PLAYER_BASEFRAME;
|
||
|
|
||
|
if (old_frame != frame)
|
||
|
SendFlags |= PLAYER_FRAME;
|
||
|
|
||
|
/* ammo 1 type updates */
|
||
|
if (glock_mag != glock_mag_net) {
|
||
|
SendFlags |= PLAYER_AMMO1;
|
||
|
}
|
||
|
if (mp5_mag != mp5_mag_net) {
|
||
|
SendFlags |= PLAYER_AMMO1;
|
||
|
}
|
||
|
if (python_mag != python_mag_net) {
|
||
|
SendFlags |= PLAYER_AMMO1;
|
||
|
}
|
||
|
if (shotgun_mag != shotgun_mag_net) {
|
||
|
SendFlags |= PLAYER_AMMO1;
|
||
|
}
|
||
|
if (crossbow_mag != crossbow_mag_net) {
|
||
|
SendFlags |= PLAYER_AMMO1;
|
||
|
}
|
||
|
if (rpg_mag != rpg_mag_net) {
|
||
|
SendFlags |= PLAYER_AMMO1;
|
||
|
}
|
||
|
if (satchel_chg != satchel_chg_net) {
|
||
|
SendFlags |= PLAYER_AMMO1;
|
||
|
}
|
||
|
if (cannon_mag != cannon_mag_net) {
|
||
|
SendFlags |= PLAYER_AMMO1;
|
||
|
}
|
||
|
|
||
|
/* ammo 2 type updates */
|
||
|
if (ammo_9mm != ammo_9mm_net) {
|
||
|
SendFlags |= PLAYER_AMMO2;
|
||
|
}
|
||
|
if (ammo_357 != ammo_357_net) {
|
||
|
SendFlags |= PLAYER_AMMO2;
|
||
|
}
|
||
|
if (ammo_buckshot != ammo_buckshot_net) {
|
||
|
SendFlags |= PLAYER_AMMO2;
|
||
|
}
|
||
|
if (ammo_bolt != ammo_bolt_net) {
|
||
|
SendFlags |= PLAYER_AMMO2;
|
||
|
}
|
||
|
if (ammo_rocket != ammo_rocket_net) {
|
||
|
SendFlags |= PLAYER_AMMO2;
|
||
|
}
|
||
|
if (ammo_uranium != ammo_uranium_net) {
|
||
|
SendFlags |= PLAYER_AMMO2;
|
||
|
}
|
||
|
if (ammo_handgrenade != ammo_handgrenade_net) {
|
||
|
SendFlags |= PLAYER_AMMO2;
|
||
|
}
|
||
|
if (ammo_satchel != ammo_satchel_net) {
|
||
|
SendFlags |= PLAYER_AMMO2;
|
||
|
}
|
||
|
if (ammo_tripmine != ammo_tripmine_net) {
|
||
|
SendFlags |= PLAYER_AMMO2;
|
||
|
}
|
||
|
if (ammo_snark != ammo_snark_net) {
|
||
|
SendFlags |= PLAYER_AMMO2;
|
||
|
}
|
||
|
if (ammo_hornet != ammo_hornet_net) {
|
||
|
SendFlags |= PLAYER_AMMO2;
|
||
|
}
|
||
|
|
||
|
if (ammo_m203_grenade != ammo_m203_grenade_net) {
|
||
|
SendFlags |= PLAYER_AMMO3;
|
||
|
}
|
||
|
if (ammo_shotgun_state != ammo_shotgun_state_net) {
|
||
|
SendFlags |= PLAYER_AMMO3;
|
||
|
}
|
||
|
if (ammo_gauss_state != ammo_gauss_state_net) {
|
||
|
SendFlags |= PLAYER_AMMO3;
|
||
|
}
|
||
|
if (ammo_gauss_volume != ammo_gauss_volume_net) {
|
||
|
SendFlags |= PLAYER_AMMO3;
|
||
|
}
|
||
|
if (ammo_egon_state != ammo_egon_state_net) {
|
||
|
SendFlags |= PLAYER_AMMO3;
|
||
|
}
|
||
|
if (ammo_rpg_state != ammo_rpg_state_net) {
|
||
|
SendFlags |= PLAYER_AMMO3;
|
||
|
}
|
||
|
if (mode_tempstate != mode_tempstate_net) {
|
||
|
SendFlags |= PLAYER_AMMO3;
|
||
|
}
|
||
|
if (ammo_chainsaw_state != ammo_chainsaw_state_net) {
|
||
|
SendFlags |= PLAYER_AMMO3;
|
||
|
}
|
||
|
if (ammo_hammer_state != ammo_hammer_state_net) {
|
||
|
SendFlags |= PLAYER_AMMO3;
|
||
|
}
|
||
|
|
||
|
old_modelindex = modelindex;
|
||
|
old_origin = origin;
|
||
|
old_angles = angles;
|
||
|
old_angles[0] = v_angle[0];
|
||
|
old_velocity = velocity;
|
||
|
old_flags = flags;
|
||
|
old_gflags = gflags;
|
||
|
old_activeweapon = activeweapon;
|
||
|
old_items = g_items;
|
||
|
old_health = health;
|
||
|
old_armor = armor;
|
||
|
old_movetype = movetype;
|
||
|
old_viewofs = view_ofs[2];
|
||
|
old_baseframe = baseframe;
|
||
|
old_frame = frame;
|
||
|
|
||
|
glock_mag_net = glock_mag;
|
||
|
mp5_mag_net = mp5_mag;
|
||
|
python_mag_net = python_mag;
|
||
|
shotgun_mag_net = shotgun_mag;
|
||
|
crossbow_mag_net = crossbow_mag;
|
||
|
rpg_mag_net = rpg_mag;
|
||
|
satchel_chg_net = satchel_chg;
|
||
|
cannon_mag_net = cannon_mag;
|
||
|
|
||
|
ammo_9mm_net = ammo_9mm;
|
||
|
ammo_357_net = ammo_357;
|
||
|
ammo_buckshot_net = ammo_buckshot;
|
||
|
ammo_m203_grenade_net = ammo_m203_grenade;
|
||
|
ammo_bolt_net = ammo_bolt;
|
||
|
ammo_rocket_net = ammo_rocket;
|
||
|
ammo_uranium_net = ammo_uranium;
|
||
|
ammo_handgrenade_net = ammo_handgrenade;
|
||
|
ammo_satchel_net = ammo_satchel;
|
||
|
ammo_tripmine_net = ammo_tripmine;
|
||
|
ammo_snark_net = ammo_snark;
|
||
|
ammo_hornet_net = ammo_hornet;
|
||
|
|
||
|
ammo_m203_grenade_net = ammo_m203_grenade;
|
||
|
ammo_shotgun_state_net = ammo_shotgun_state;
|
||
|
ammo_gauss_state_net = ammo_gauss_state;
|
||
|
ammo_gauss_volume_net = ammo_gauss_volume;
|
||
|
ammo_egon_state_net = ammo_egon_state;
|
||
|
ammo_rpg_state_net = ammo_rpg_state;
|
||
|
mode_tempstate_net = mode_tempstate;
|
||
|
ammo_chainsaw_state_net = ammo_chainsaw_state;
|
||
|
ammo_hammer_state_net = ammo_hammer_state;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=================
|
||
|
player::SendEntity
|
||
|
=================
|
||
|
*/
|
||
|
float
|
||
|
player::SendEntity(entity ePEnt, float fChanged)
|
||
|
{
|
||
|
if (health <= 0 && ePEnt != this) {
|
||
|
return FALSE;
|
||
|
}
|
||
|
|
||
|
if (clienttype(ePEnt) != CLIENTTYPE_REAL) {
|
||
|
return FALSE;
|
||
|
}
|
||
|
|
||
|
if (ePEnt != self) {
|
||
|
fChanged &= ~PLAYER_ITEMS;
|
||
|
fChanged &= ~PLAYER_HEALTH;
|
||
|
fChanged &= ~PLAYER_ARMOR;
|
||
|
fChanged &= ~PLAYER_VIEWOFS;
|
||
|
fChanged &= ~PLAYER_AMMO1;
|
||
|
fChanged &= ~PLAYER_AMMO2;
|
||
|
fChanged &= ~PLAYER_AMMO3;
|
||
|
}
|
||
|
|
||
|
WriteByte(MSG_ENTITY, ENT_PLAYER);
|
||
|
WriteFloat(MSG_ENTITY, fChanged);
|
||
|
|
||
|
/* really trying to get our moneys worth with 23 bits of mantissa */
|
||
|
if (fChanged & PLAYER_MODELINDEX)
|
||
|
WriteShort(MSG_ENTITY, modelindex);
|
||
|
if (fChanged & PLAYER_ORIGIN) {
|
||
|
WriteCoord(MSG_ENTITY, origin[0]);
|
||
|
WriteCoord(MSG_ENTITY, origin[1]);
|
||
|
}
|
||
|
if (fChanged & PLAYER_ORIGIN_Z)
|
||
|
WriteCoord(MSG_ENTITY, origin[2]);
|
||
|
if (fChanged & PLAYER_ANGLES_X)
|
||
|
WriteFloat(MSG_ENTITY, v_angle[0]);
|
||
|
if (fChanged & PLAYER_ANGLES_Y)
|
||
|
WriteFloat(MSG_ENTITY, angles[1]);
|
||
|
if (fChanged & PLAYER_ANGLES_Z)
|
||
|
WriteFloat(MSG_ENTITY, angles[2]);
|
||
|
if (fChanged & PLAYER_VELOCITY) {
|
||
|
WriteCoord(MSG_ENTITY, velocity[0]);
|
||
|
WriteCoord(MSG_ENTITY, velocity[1]);
|
||
|
}
|
||
|
if (fChanged & PLAYER_VELOCITY_Z)
|
||
|
WriteCoord(MSG_ENTITY, velocity[2]);
|
||
|
if (fChanged & PLAYER_FLAGS) {
|
||
|
WriteFloat(MSG_ENTITY, flags);
|
||
|
WriteFloat(MSG_ENTITY, gflags);
|
||
|
}
|
||
|
if (fChanged & PLAYER_WEAPON)
|
||
|
WriteByte(MSG_ENTITY, activeweapon);
|
||
|
if (fChanged & PLAYER_ITEMS)
|
||
|
WriteFloat(MSG_ENTITY, (__variant)g_items);
|
||
|
if (fChanged & PLAYER_HEALTH)
|
||
|
WriteByte(MSG_ENTITY, bound(0, health, 255));
|
||
|
if (fChanged & PLAYER_ARMOR)
|
||
|
WriteByte(MSG_ENTITY, armor);
|
||
|
if (fChanged & PLAYER_MOVETYPE)
|
||
|
WriteByte(MSG_ENTITY, movetype);
|
||
|
if (fChanged & PLAYER_VIEWOFS)
|
||
|
WriteFloat(MSG_ENTITY, view_ofs[2]);
|
||
|
if (fChanged & PLAYER_BASEFRAME)
|
||
|
WriteByte(MSG_ENTITY, baseframe);
|
||
|
if (fChanged & PLAYER_FRAME)
|
||
|
WriteByte(MSG_ENTITY, frame);
|
||
|
|
||
|
if (fChanged & PLAYER_AMMO1) {
|
||
|
WriteByte(MSG_ENTITY, glock_mag);
|
||
|
WriteByte(MSG_ENTITY, mp5_mag);
|
||
|
WriteByte(MSG_ENTITY, python_mag);
|
||
|
WriteByte(MSG_ENTITY, shotgun_mag);
|
||
|
WriteByte(MSG_ENTITY, crossbow_mag);
|
||
|
WriteByte(MSG_ENTITY, rpg_mag);
|
||
|
WriteByte(MSG_ENTITY, satchel_chg);
|
||
|
WriteByte(MSG_ENTITY, cannon_mag);
|
||
|
}
|
||
|
|
||
|
if (fChanged & PLAYER_AMMO2) {
|
||
|
WriteByte(MSG_ENTITY, ammo_9mm);
|
||
|
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);
|
||
|
}
|
||
|
|
||
|
if (fChanged & PLAYER_AMMO3) {
|
||
|
WriteByte(MSG_ENTITY, ammo_m203_grenade);
|
||
|
WriteByte(MSG_ENTITY, ammo_shotgun_state);
|
||
|
WriteByte(MSG_ENTITY, ammo_gauss_state);
|
||
|
WriteByte(MSG_ENTITY, ammo_gauss_volume);
|
||
|
WriteByte(MSG_ENTITY, ammo_egon_state);
|
||
|
WriteByte(MSG_ENTITY, ammo_rpg_state);
|
||
|
WriteByte(MSG_ENTITY, mode_tempstate);
|
||
|
WriteByte(MSG_ENTITY, ammo_chainsaw_state);
|
||
|
WriteByte(MSG_ENTITY, ammo_hammer_state);
|
||
|
}
|
||
|
|
||
|
return TRUE;
|
||
|
}
|
||
|
#endif
|