player class: Use parent method OptimiseChangedFlags() to cull some fields from being networked to players other than yourself

master
Marco Cawthorne 2 months ago
parent 365276affe
commit 2d8bfa42df
Signed by: eukara
GPG Key ID: CE2032F0A2882A22
  1. 40
      src/shared/player.qc

@ -510,61 +510,39 @@ player::SendEntity
=================
*/
float
player::SendEntity(entity ePEnt, float fChanged)
player::SendEntity(entity ePEnt, float flChanged)
{
bool is_spec = false;
bool spectarget = false;
/* don't broadcast invisible players */
if (IsFakeSpectator() && ePEnt != this)
return (0);
if (!GetModelindex() && ePEnt != this)
return (0);
/* figure out if we should optimise this player */
if (ePEnt.flags & FL_CLIENT && ePEnt != this) {
NSClientSpectator sp = (NSClientSpectator)ePEnt;
is_spec = (sp.IsFakeSpectator() || sp.IsRealSpectator());
spectarget = (is_spec == true && edict_num(sp.spec_ent) == this);
}
/* if we're a spectator of any type and spectate this player */
if (ePEnt != this && spectarget == false) {
fChanged &= ~PLAYER_ITEMS;
fChanged &= ~PLAYER_HEALTH;
fChanged &= ~PLAYER_TIMINGS;
fChanged &= ~PLAYER_AMMO1;
fChanged &= ~PLAYER_AMMO2;
fChanged &= ~PLAYER_AMMO3;
fChanged &= ~PLAYER_FLAGS;
fChanged &= ~PLAYER_PUNCHANGLE;
fChanged &= ~PLAYER_VIEWZOOM;
fChanged &= ~PLAYER_SPECTATE;
}
flChanged = OptimiseChangedFlags(ePEnt, flChanged);
WriteByte(MSG_ENTITY, ENT_PLAYER);
WriteFloat(MSG_ENTITY, fChanged);
WriteFloat(MSG_ENTITY, flChanged);
/* the generic client attributes */
NSClientPlayer::SendEntity(ePEnt, fChanged);
NSClientPlayer::SendEntity(ePEnt, flChanged);
if (fChanged & PLAYER_TOPFRAME) {
if (flChanged & PLAYER_TOPFRAME) {
WriteByte(MSG_ENTITY, anim_top);
WriteFloat(MSG_ENTITY, anim_top_time);
WriteFloat(MSG_ENTITY, anim_top_delay);
}
if (fChanged & PLAYER_BOTTOMFRAME) {
if (flChanged & PLAYER_BOTTOMFRAME) {
WriteByte(MSG_ENTITY, anim_bottom);
WriteFloat(MSG_ENTITY, anim_bottom_time);
}
if (fChanged & PLAYER_AMMO1) {
if (flChanged & PLAYER_AMMO1) {
WriteByte(MSG_ENTITY, mag_sbs);
WriteByte(MSG_ENTITY, mag_dbs);
WriteByte(MSG_ENTITY, mag_rpg);
}
if (fChanged & PLAYER_AMMO2) {
if (flChanged & PLAYER_AMMO2) {
WriteByte(MSG_ENTITY, m_iAmmoRockets);
WriteByte(MSG_ENTITY, m_iAmmoNails);
WriteByte(MSG_ENTITY, m_iAmmoCells);
@ -573,7 +551,7 @@ player::SendEntity(entity ePEnt, float fChanged)
WriteByte(MSG_ENTITY, m_iAmmoMedikit);
}
if (fChanged & PLAYER_AMMO3) {
if (flChanged & PLAYER_AMMO3) {
WriteByte(MSG_ENTITY, mode_tempstate);
WriteByte(MSG_ENTITY, classtype);
}

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