func_vehicle: Make it shared/predicted. The smoothest it's ever been!

This commit is contained in:
Marco Cawthorne 2022-08-28 09:20:34 -07:00
parent 1bb1f03167
commit 05eb10904e
Signed by: eukara
GPG Key ID: CE2032F0A2882A22
6 changed files with 487 additions and 154 deletions

View File

@ -45,6 +45,9 @@ Entity_EntityUpdate(float type, float new)
case ENT_VEHICLE:
basevehicle_readentity(new);
break;
case ENT_VEH_BRUSH:
func_vehicle_readentity(new);
break;
case ENT_VEH_TANKMORTAR:
func_tankmortar_readentity(new);
break;

View File

@ -51,7 +51,6 @@ server/func_physbox.qc
server/func_plat.qc
server/func_platrot.qc
server/func_pendulum.qc
server/func_vehicle.qc
server/func_vehiclecontrols.qc
server/light.qc
server/logic_auto.qc

View File

@ -16,6 +16,7 @@ shared/func_monitor.qc
shared/func_illusionary.qc
shared/func_ladder.qc
shared/func_wall.qc
shared/func_vehicle.qc
shared/func_tankmortar.qc
shared/trigger_camera.qc
shared/trigger_gravity.qc

View File

@ -67,16 +67,36 @@ enumflags
FUNCVEH_FWDRIVE,
FUNCVEH_RWDRIVE
};
enumflags
{
FNCVEHNET_DRIVER,
FNCVEHNET_MODELINDEX,
FNCVEHNET_ORIGIN,
FNCVEHNET_ANGLES,
FNCVEHNET_VELOCITY,
FNCVEHNET_TURNING,
FNCVEHNET_SOLIDMOVETYPE,
FNCVEHNET_FLAGS
};
class
func_vehicle_wheel:NSEntity
func_vehicle_wheel
{
void() func_vehicle_wheel;
virtual void(void) Move;
#ifdef CLIENT
vector origin_net;
vector velocity_net;
vector angles_net;
virtual void(void) PredictPreFrame;
virtual void(void) PredictPostFrame;
#endif
virtual void(float) Move;
virtual void(vector) Bounce;
virtual void(float, float m_flTurn) Accel;
virtual void(float) Physics;
virtual void(float, float) Physics;
};
class
@ -91,6 +111,9 @@ func_vehicle:NSVehicle
float m_flSteerFactor;
float m_flStraightenFactor;
vector m_vecGravityDir;
float m_flUseTime;
float m_flTimeLength;
vector m_vecSeatOffest;
func_vehicle_wheel m_wlFL;
func_vehicle_wheel m_wlFR;
@ -101,28 +124,58 @@ func_vehicle:NSVehicle
float m_flHeight;
float m_flWidth;
float m_flLength;
float m_flTurn;
PREDICTED_FLOAT(m_flTurn);
void(void) func_vehicle;
virtual void(void) Spawned;
virtual void(void) Physics;
virtual void(void) RunVehiclePhysics;
virtual void(void) PlayerInput;
virtual void(void) OnRemoveEntity;
#ifdef CLIENT
virtual void(void) PredictPreFrame;
virtual void(void) PredictPostFrame;
virtual void(float, float) ReceiveEntity;
virtual void(void) UpdateView;
#else
virtual void(float) Save;
virtual void(string, string) Restore;
virtual void(string, string) SpawnKey;
virtual void(void) Spawned;
virtual void(void) Respawn;
virtual void(void) OnRemoveEntity;
virtual void(void) customphysics;
virtual void(void) Realign;
virtual void(void) OnPlayerUse;
virtual void(void) EvaluateEntity;
virtual float(entity, float) SendEntity;
#endif
};
void
func_vehicle_wheel::func_vehicle_wheel(void)
{
hitcontentsmaski = CONTENTBIT_SOLID | CONTENTBIT_BODY;
mins = '-8 -8 -8';
maxs = '8 8 8';
mins = [-8,-8,-8];
maxs = [8,8,8];
hitcontentsmaski = CONTENTBIT_BODY | CONTENTBITS_POINTSOLID | CONTENTBIT_VEHICLECLIP;
}
#ifdef CLIENT
void
func_vehicle_wheel::PredictPreFrame(void)
{
SAVE_STATE(angles);
SAVE_STATE(origin);
SAVE_STATE(velocity);
}
void
func_vehicle_wheel::PredictPostFrame(void)
{
ROLL_BACK(angles);
ROLL_BACK(origin);
ROLL_BACK(velocity);
}
#endif
void
func_vehicle_wheel::Bounce(vector normal)
@ -133,7 +186,7 @@ func_vehicle_wheel::Bounce(vector normal)
}
void
func_vehicle_wheel::Move(void)
func_vehicle_wheel::Move(float flTimeLength)
{
vector vecDest;
vector vecSavedNormal;
@ -142,7 +195,7 @@ func_vehicle_wheel::Move(void)
int i;
/* have a few attempts */
for (i = 3, flMovetime = frametime; flMovetime > 0 && i; i--) {
for (i = 3, flMovetime = flTimeLength; flMovetime > 0 && i; i--) {
vecDest = origin + (velocity * flMovetime);
tracebox(origin, mins, maxs, vecDest, MOVE_NOMONSTERS, this);
@ -257,7 +310,7 @@ func_vehicle_wheel::Accel(float flMoveTime, float m_flTurn)
if (flTraction) {
if (eDriver) {
velocity -= v_forward * bound(-1, vehParent.m_eDriver.movement[0] / 400, 1) * vehParent.m_flAcceleration * flMoveTime * flTraction;
velocity -= v_forward * bound(-1, vehParent.m_vecMoveValues[0] / 400, 1) * vehParent.m_flAcceleration * flMoveTime * flTraction;
}
/* nuke sideways velocity. if a wheel is off the ground this probably
@ -267,7 +320,7 @@ func_vehicle_wheel::Accel(float flMoveTime, float m_flTurn)
not slowing as much as the wheel itself (zomg: race conditions!) */
velocity -= (velocity * v_right) * v_right * vehParent.m_flTraction * flMoveTime * flTraction;
if (!eDriver || (eDriver.button2 || eDriver.movement[2] > 0)) {
if (!eDriver || (vehParent.m_iMoveButtons & INPUT_BUTTON2 || vehParent.m_vecMoveValues[2] > 0)) {
vector t;
/* empty cars are assumed to have their brakes on.
@ -300,7 +353,7 @@ func_vehicle_wheel::Accel(float flMoveTime, float m_flTurn)
}
void
func_vehicle_wheel::Physics(float turnrate)
func_vehicle_wheel::Physics(float turnrate, float flTimeLength)
{
vector owner_pos;
@ -309,12 +362,11 @@ func_vehicle_wheel::Physics(float turnrate)
tracebox(owner_pos, mins, maxs, origin, MOVE_NOMONSTERS, owner);
setorigin(this, trace_endpos);
Accel(frametime * 0.5f, turnrate);
Move();
Accel(frametime * 0.5f, turnrate);
Accel(flTimeLength / 2, turnrate);
Move(flTimeLength);
Accel(flTimeLength / 2, turnrate);
}
void
func_vehicle::func_vehicle(void)
{
@ -327,14 +379,68 @@ func_vehicle::func_vehicle(void)
m_flStraightenFactor = 1.0f;
m_vecGravityDir = [0,0,-1];
m_iVehicleFlags |= VHF_FROZEN;
hitcontentsmaski = CONTENTBIT_BODY | CONTENTBITS_POINTSOLID | CONTENTBIT_VEHICLECLIP;
m_flWidth = 40;
m_flLength = 85;
m_flHeight = 32;
if (!m_wlFL)
m_wlFL = spawn(func_vehicle_wheel);
if (!m_wlFR)
m_wlFR = spawn(func_vehicle_wheel);
if (!m_wlBL)
m_wlBL = spawn(func_vehicle_wheel);
if (!m_wlBR)
m_wlBR = spawn(func_vehicle_wheel);
m_wlFL = spawn(func_vehicle_wheel);
m_wlFR = spawn(func_vehicle_wheel);
m_wlBL = spawn(func_vehicle_wheel);
m_wlBR = spawn(func_vehicle_wheel);
m_wlFL.owner = m_wlFR.owner = m_wlBL.owner = m_wlBR.owner = this;
customphysics = Physics;
}
#ifdef CLIENT
void
func_vehicle::UpdateView(void)
{
if (GetDriver() != __NULL__) {
PlayerAlign();
}
}
void
func_vehicle::PredictPreFrame(void)
{
SAVE_STATE(modelindex);
SAVE_STATE(origin);
SAVE_STATE(angles);
SAVE_STATE(velocity);
SAVE_STATE(m_flTurn);
SAVE_STATE(flags);
SAVE_STATE(driver_entnum);
m_wlFL.PredictPreFrame();
m_wlFR.PredictPreFrame();
m_wlBL.PredictPreFrame();
m_wlBR.PredictPreFrame();
}
void
func_vehicle::PredictPostFrame(void)
{
ROLL_BACK(modelindex);
ROLL_BACK(angles);
ROLL_BACK(origin);
ROLL_BACK(velocity);
ROLL_BACK(m_flTurn);
ROLL_BACK(flags);
ROLL_BACK(driver_entnum);
m_wlFL.PredictPostFrame();
m_wlFR.PredictPostFrame();
m_wlBL.PredictPostFrame();
m_wlBR.PredictPostFrame();
}
#else
void
func_vehicle::Save(float handle)
{
@ -476,19 +582,6 @@ func_vehicle::SpawnKey(string strKey, string strValue)
}
}
void
func_vehicle::Spawned(void)
{
super::Spawned();
if (m_flHeight) {
m_wlFL.mins[2] = m_flHeight * -1;
m_wlFR.mins[2] = m_flHeight * -1;
m_wlBL.mins[2] = m_flHeight * -1;
m_wlBR.mins[2] = m_flHeight * -1;
}
}
void
func_vehicle::Respawn(void)
{
@ -496,7 +589,7 @@ func_vehicle::Respawn(void)
SetSolid(SOLID_BSP);
SetModel(GetSpawnModel());
SetOrigin(GetSpawnOrigin());
SetAngles(GetSpawnAngles());
SetAngles([0,0,0]);
ScheduleThink(Realign, 0.0f);
m_wlFL.velocity =
@ -511,120 +604,6 @@ func_vehicle::Respawn(void)
PlayerLeave((NSClientPlayer)m_eDriver);
}
void
func_vehicle::OnRemoveEntity(void)
{
if (m_wlFL)
remove(m_wlFL);
if (m_wlFR)
remove(m_wlFR);
if (m_wlBL)
remove(m_wlBL);
if (m_wlBR)
remove(m_wlBR);
}
void
func_vehicle::customphysics(void)
{
/* eject the dead */
if (m_eDriver && m_eDriver.health <= 0) {
PlayerLeave((NSClientPlayer)m_eDriver);
}
if (m_eDriver) {
float y;
y = m_eDriver.movement[1];
y = bound(-200, y, 200) / 200;
y *= m_flSteerFactor;
if (y) {
if (y < 0 && m_flTurn < 0) {
m_flTurn = 0.0f;
} else if (y > 0 && m_flTurn > 0) {
m_flTurn = 0.0f;
} else {
m_flTurn = bound(-1, m_flTurn - y * frametime, 1);
}
} else {
/* straighten wheels forward over time */
if (m_flTurn < 0) {
m_flTurn = min(0, m_flTurn + frametime * m_flStraightenFactor);
} else if (m_flTurn > 0) {
m_flTurn = max(0, m_flTurn - frametime * m_flStraightenFactor);
}
}
PlayerUpdateFlags();
}
angles[0] = Math_FixDelta(angles[0]);
angles[1] = Math_FixDelta(angles[1]);
angles[2] = Math_FixDelta(angles[2]);
angles[0] = bound(-45, angles[0], 45);
angles[2] = bound(-45, angles[2], 45);
velocity[0] = bound(-1000, velocity[0], 1000);
velocity[1] = bound(-1000, velocity[1], 1000);
velocity[2] = bound(-1000, velocity[2], 1000);
makevectors(angles);
setorigin(m_wlFR, origin + v_right * m_flWidth + v_forward * m_flLength);
setorigin(m_wlFL, origin - v_right * m_flWidth + v_forward * m_flLength);
setorigin(m_wlBR, origin + v_right * m_flWidth - v_forward * m_flLength);
setorigin(m_wlBL, origin - v_right * m_flWidth - v_forward * m_flLength);
if (HasSpawnFlags(FUNCVEH_FWDRIVE)) {
m_wlFL.Physics(0);
m_wlFR.Physics(0);
m_wlBL.Physics(m_flTurn);
m_wlBR.Physics(m_flTurn);
} else if (HasSpawnFlags(FUNCVEH_RWDRIVE)) {
m_wlFL.Physics(-m_flTurn);
m_wlFR.Physics(-m_flTurn);
m_wlBL.Physics(0);
m_wlBR.Physics(0);
} else {
m_wlFL.Physics(-m_flTurn);
m_wlFR.Physics(-m_flTurn);
m_wlBL.Physics(m_flTurn);
m_wlBR.Physics(m_flTurn);
}
velocity = m_wlFL.velocity;
velocity += m_wlFR.velocity;
velocity += m_wlBL.velocity;
velocity += m_wlBR.velocity;
velocity *= 0.25f;
v_right = (m_wlFR.origin - m_wlFL.origin);
v_right += (m_wlBR.origin - m_wlBL.origin);
v_forward = (m_wlFL.origin + m_wlFR.origin);
v_forward -= (m_wlBL.origin + m_wlBR.origin);
v_up = -crossproduct(v_forward, v_right);
angles = vectoangles(v_forward, v_up);
/* figure out the new chassis position */
vector new_origin;
new_origin = m_wlFL.origin;
new_origin += m_wlFR.origin;
new_origin += m_wlBL.origin;
new_origin += m_wlBR.origin;
new_origin *= 0.25f;
SetOrigin(new_origin);
PlayerAlign();
/* support for think/nextthink */
if (think && nextthink > 0.0f) {
if (nextthink < time) {
nextthink = 0.0f;
think();
}
}
}
void
func_vehicle::OnPlayerUse(void)
{
@ -632,6 +611,9 @@ func_vehicle::OnPlayerUse(void)
vector offs;
offs = eActivator.origin - origin;
if (m_flUseTime > time)
return;
makevectors(angles);
matrix[0] = dotproduct(offs, v_forward);
matrix[1] = -dotproduct(offs, v_right);
@ -649,6 +631,8 @@ func_vehicle::OnPlayerUse(void)
} else if (!m_eDriver) {
PlayerEnter((NSClientPlayer)eActivator);
}
m_flUseTime = time + 2.0f;
}
void
@ -698,10 +682,355 @@ func_vehicle::Realign(void)
vector end_pos;
first = (NSEntity)first;
second = (NSEntity)second;
NSLog("func_vehicle angles were: %v\n", angles);
angles = vectoangles(first.origin - second.origin);
NSLog("func_vehicle angles is now: %v\n", angles);
end_pos = first.origin;
end_pos[2] = GetSpawnOrigin()[2] + 64;
end_pos[2] = m_oldOrigin[2] + 64;
setorigin(this, end_pos);
setorigin(m_wlFR, origin + v_right * m_flWidth + v_forward * m_flLength);
setorigin(m_wlFL, origin - v_right * m_flWidth + v_forward * m_flLength);
setorigin(m_wlBR, origin + v_right * m_flWidth - v_forward * m_flLength);
setorigin(m_wlBL, origin - v_right * m_flWidth - v_forward * m_flLength);
}
}
#endif
void
func_vehicle::Spawned(void)
{
super::Spawned();
}
void
func_vehicle::OnRemoveEntity(void)
{
if (m_wlFL)
remove(m_wlFL);
if (m_wlFR)
remove(m_wlFR);
if (m_wlBL)
remove(m_wlBL);
if (m_wlBR)
remove(m_wlBR);
}
void
func_vehicle::Physics(void)
{
#ifdef CLIENT
DriverRelink();
#endif
/* if nobody is in the car, we need to run physics here
* with fake input frames */
if (GetDriver() == __NULL__) {
#ifdef SERVER
m_flTimeLength = frametime;
m_vecMoveValues = [0,0,0];
m_iMoveButtons = 0;
RunVehiclePhysics();
#else
setorigin(this, origin);
#endif
} else {
//crossprint(sprintf("Driver: %s\n", GetDriver().classname));
}
#ifdef SERVER
/* support for think/nextthink */
if (think && nextthink > 0.0f) {
if (nextthink < time) {
nextthink = 0.0f;
think();
}
}
#endif
}
void
func_vehicle::PlayerInput(void)
{
m_vecMoveValues = input_movevalues;
m_iMoveButtons = input_buttons;
m_flTimeLength = input_timelength;
/* prediction frame... */
RunVehiclePhysics();
#ifdef SERVER
/* allow us to exit */
if (m_flUseTime < time) {
if (input_buttons & INPUT_BUTTON5) {
eActivator = m_eDriver;
OnPlayerUse();
input_buttons &= ~INPUT_BUTTON5;
}
}
#endif
//WeaponInput();
/* only allow use key */
input_buttons = (input_buttons & INPUT_BUTTON5);
input_movevalues = [0,0,0];
}
void
func_vehicle::RunVehiclePhysics(void)
{
#ifdef SERVER
/* eject the dead */
if (m_eDriver && m_eDriver.health <= 0) {
PlayerLeave((NSClientPlayer)m_eDriver);
}
#endif
if (m_eDriver) {
float y;
y = m_vecMoveValues[1];
y = bound(-200, y, 200) / 200;
y *= m_flSteerFactor;
if (y) {
if (y < 0 && m_flTurn < 0) {
m_flTurn = 0.0f;
} else if (y > 0 && m_flTurn > 0) {
m_flTurn = 0.0f;
} else {
m_flTurn = bound(-1, m_flTurn - y * m_flTimeLength, 1);
}
} else {
/* straighten wheels forward over time */
if (m_flTurn < 0) {
m_flTurn = min(0, m_flTurn + m_flTimeLength * m_flStraightenFactor);
} else if (m_flTurn > 0) {
m_flTurn = max(0, m_flTurn - m_flTimeLength * m_flStraightenFactor);
}
}
PlayerUpdateFlags();
}
angles[0] = Math_FixDelta(angles[0]);
angles[1] = Math_FixDelta(angles[1]);
angles[2] = Math_FixDelta(angles[2]);
angles[0] = bound (-45, angles[0], 45);
angles[2] = bound (-45, angles[2], 45);
velocity[0] = bound(-1000, velocity[0], 1000);
velocity[1] = bound(-1000, velocity[1], 1000);
velocity[2] = bound(-1000, velocity[2], 1000);
makevectors(angles);
setorigin(m_wlFR, origin + v_right * m_flWidth + v_forward * m_flLength);
setorigin(m_wlFL, origin - v_right * m_flWidth + v_forward * m_flLength);
setorigin(m_wlBR, origin + v_right * m_flWidth - v_forward * m_flLength);
setorigin(m_wlBL, origin - v_right * m_flWidth - v_forward * m_flLength);
m_wlFL.mins[2] = m_flHeight * -1;
m_wlFR.mins[2] = m_flHeight * -1;
m_wlBL.mins[2] = m_flHeight * -1;
m_wlBR.mins[2] = m_flHeight * -1;
if (HasSpawnFlags(FUNCVEH_FWDRIVE)) {
m_wlFL.Physics(0, m_flTimeLength);
m_wlFR.Physics(0, m_flTimeLength);
m_wlBL.Physics(m_flTurn, m_flTimeLength);
m_wlBR.Physics(m_flTurn, m_flTimeLength);
} else if (HasSpawnFlags(FUNCVEH_RWDRIVE)) {
m_wlFL.Physics(-m_flTurn, m_flTimeLength);
m_wlFR.Physics(-m_flTurn, m_flTimeLength);
m_wlBL.Physics(0, m_flTimeLength);
m_wlBR.Physics(0, m_flTimeLength);
} else {
m_wlFL.Physics(-m_flTurn, m_flTimeLength);
m_wlFR.Physics(-m_flTurn, m_flTimeLength);
m_wlBL.Physics(m_flTurn, m_flTimeLength);
m_wlBR.Physics(m_flTurn, m_flTimeLength);
}
velocity = m_wlFL.velocity;
velocity += m_wlFR.velocity;
velocity += m_wlBL.velocity;
velocity += m_wlBR.velocity;
velocity *= 0.25f;
v_right = (m_wlFR.origin - m_wlFL.origin);
v_right += (m_wlBR.origin - m_wlBL.origin);
v_forward = (m_wlFL.origin + m_wlFR.origin);
v_forward -= (m_wlBL.origin + m_wlBR.origin);
v_up = -crossproduct(v_forward, v_right);
angles = vectoangles(v_forward, v_up);
angles[0] = Math_FixDelta(angles[0]);
angles[1] = Math_FixDelta(angles[1]);
angles[2] = Math_FixDelta(angles[2]);
/* figure out the new chassis position */
vector new_origin;
new_origin = m_wlFL.origin;
new_origin += m_wlFR.origin;
new_origin += m_wlBL.origin;
new_origin += m_wlBR.origin;
new_origin *= 0.25f;
SetOrigin(new_origin);
PlayerAlign();
}
#ifdef CLIENT
void
func_vehicle::ReceiveEntity(float flChanged, float flNew)
{
if (flChanged & FNCVEHNET_DRIVER) {
driver_entnum = readentitynum();
DriverRelink();
}
READENTITY_COORD(m_vecPlayerPos[0], FNCVEHNET_DRIVER)
READENTITY_COORD(m_vecPlayerPos[1], FNCVEHNET_DRIVER)
READENTITY_COORD(m_vecPlayerPos[2], FNCVEHNET_DRIVER)
READENTITY_SHORT(modelindex, FNCVEHNET_MODELINDEX)
READENTITY_FLOAT(m_vecSeatOffest[0], FNCVEHNET_MODELINDEX)
READENTITY_FLOAT(m_vecSeatOffest[1], FNCVEHNET_MODELINDEX)
READENTITY_FLOAT(m_vecSeatOffest[2], FNCVEHNET_MODELINDEX)
READENTITY_FLOAT(m_flWidth, FNCVEHNET_MODELINDEX)
READENTITY_FLOAT(m_flLength, FNCVEHNET_MODELINDEX)
READENTITY_COORD(origin[0], FNCVEHNET_ORIGIN)
READENTITY_COORD(origin[1], FNCVEHNET_ORIGIN)
READENTITY_COORD(origin[2], FNCVEHNET_ORIGIN)
READENTITY_ANGLE(angles[0], FNCVEHNET_ANGLES)
READENTITY_ANGLE(angles[1], FNCVEHNET_ANGLES)
READENTITY_ANGLE(angles[2], FNCVEHNET_ANGLES)
READENTITY_COORD(velocity[0], FNCVEHNET_VELOCITY)
READENTITY_COORD(velocity[1], FNCVEHNET_VELOCITY)
READENTITY_COORD(velocity[2], FNCVEHNET_VELOCITY)
READENTITY_INT(flags, FNCVEHNET_FLAGS)
READENTITY_BYTE(solid, FNCVEHNET_SOLIDMOVETYPE)
READENTITY_BYTE(movetype, FNCVEHNET_SOLIDMOVETYPE)
READENTITY_INT(flags, FNCVEHNET_SOLIDMOVETYPE)
READENTITY_COORD(mins[0], FNCVEHNET_SOLIDMOVETYPE)
READENTITY_COORD(mins[1], FNCVEHNET_SOLIDMOVETYPE)
READENTITY_COORD(mins[2], FNCVEHNET_SOLIDMOVETYPE)
READENTITY_COORD(maxs[0], FNCVEHNET_SOLIDMOVETYPE)
READENTITY_COORD(maxs[1], FNCVEHNET_SOLIDMOVETYPE)
READENTITY_COORD(maxs[2], FNCVEHNET_SOLIDMOVETYPE)
if (flChanged & FNCVEHNET_SOLIDMOVETYPE)
setsize(this, mins, maxs);
if (flChanged & FNCVEHNET_DRIVER) {
DriverRelink();
}
if (flChanged & FNCVEHNET_MODELINDEX) {
//setsize( this, [-50,-50,0], [50,50,64]);
}
if (flChanged & FNCVEHNET_ORIGIN) {
setorigin(this, origin);
makevectors(angles);
setorigin(m_wlFR, origin + v_right * m_flWidth + v_forward * m_flLength);
setorigin(m_wlFL, origin - v_right * m_flWidth + v_forward * m_flLength);
setorigin(m_wlBR, origin + v_right * m_flWidth - v_forward * m_flLength);
setorigin(m_wlBL, origin - v_right * m_flWidth - v_forward * m_flLength);
}
if (flNew) {
drawmask = MASK_ENGINE;
SetMovetype(MOVETYPE_NONE);
SetSolid(SOLID_BSP);
m_wlFL.velocity =
m_wlFR.velocity =
m_wlBL.velocity =
m_wlBR.velocity =
velocity = [0,0,0];
RunVehiclePhysics();
customphysics = Physics;
}
PredictPreFrame();
}
#else
void
func_vehicle::EvaluateEntity(void)
{
EVALUATE_FIELD(m_eDriver, FNCVEHNET_DRIVER)
EVALUATE_FIELD(modelindex, FNCVEHNET_MODELINDEX)
EVALUATE_FIELD(origin, FNCVEHNET_ORIGIN)
EVALUATE_FIELD(angles, FNCVEHNET_ANGLES)
EVALUATE_FIELD(velocity, FNCVEHNET_VELOCITY)
EVALUATE_FIELD(m_flTurn, FNCVEHNET_TURNING)
EVALUATE_FIELD(flags, FNCVEHNET_FLAGS)
EVALUATE_FIELD(solid, FNCVEHNET_SOLIDMOVETYPE)
EVALUATE_FIELD(movetype, FNCVEHNET_SOLIDMOVETYPE)
EVALUATE_FIELD(mins, FNCVEHNET_SOLIDMOVETYPE)
EVALUATE_FIELD(maxs, FNCVEHNET_SOLIDMOVETYPE)
}
float
func_vehicle::SendEntity(entity ePEnt, float flChanged)
{
if (!modelindex)
return (0);
if (clienttype(ePEnt) != CLIENTTYPE_REAL)
return (0);
WriteByte(MSG_ENTITY, ENT_VEH_BRUSH);
WriteFloat(MSG_ENTITY, flChanged);
SENDENTITY_ENTITY(m_eDriver, FNCVEHNET_DRIVER)
SENDENTITY_COORD(m_vecPlayerPos[0], FNCVEHNET_DRIVER)
SENDENTITY_COORD(m_vecPlayerPos[1], FNCVEHNET_DRIVER)
SENDENTITY_COORD(m_vecPlayerPos[2], FNCVEHNET_DRIVER)
SENDENTITY_SHORT(modelindex, FNCVEHNET_MODELINDEX)
SENDENTITY_FLOAT(m_vecSeatOffest[0], FNCVEHNET_MODELINDEX)
SENDENTITY_FLOAT(m_vecSeatOffest[1], FNCVEHNET_MODELINDEX)
SENDENTITY_FLOAT(m_vecSeatOffest[2], FNCVEHNET_MODELINDEX)
SENDENTITY_FLOAT(m_flWidth, FNCVEHNET_MODELINDEX)
SENDENTITY_FLOAT(m_flLength, FNCVEHNET_MODELINDEX)
SENDENTITY_COORD(origin[0], FNCVEHNET_ORIGIN)
SENDENTITY_COORD(origin[1], FNCVEHNET_ORIGIN)
SENDENTITY_COORD(origin[2], FNCVEHNET_ORIGIN)
SENDENTITY_ANGLE(angles[0], FNCVEHNET_ANGLES)
SENDENTITY_ANGLE(angles[1], FNCVEHNET_ANGLES)
SENDENTITY_ANGLE(angles[2], FNCVEHNET_ANGLES)
SENDENTITY_COORD(velocity[0], FNCVEHNET_VELOCITY)
SENDENTITY_COORD(velocity[1], FNCVEHNET_VELOCITY)
SENDENTITY_COORD(velocity[2], FNCVEHNET_VELOCITY)
SENDENTITY_INT(flags, FNCVEHNET_FLAGS)
SENDENTITY_BYTE(solid, FNCVEHNET_SOLIDMOVETYPE)
SENDENTITY_BYTE(movetype, FNCVEHNET_SOLIDMOVETYPE)
SENDENTITY_INT(flags, FNCVEHNET_SOLIDMOVETYPE)
SENDENTITY_COORD(mins[0], FNCVEHNET_SOLIDMOVETYPE)
SENDENTITY_COORD(mins[1], FNCVEHNET_SOLIDMOVETYPE)
SENDENTITY_COORD(mins[2], FNCVEHNET_SOLIDMOVETYPE)
SENDENTITY_COORD(maxs[0], FNCVEHNET_SOLIDMOVETYPE)
SENDENTITY_COORD(maxs[1], FNCVEHNET_SOLIDMOVETYPE)
SENDENTITY_COORD(maxs[2], FNCVEHNET_SOLIDMOVETYPE)
return true;
}
#endif
#ifdef CLIENT
void
func_vehicle_readentity(float isnew)
{
func_vehicle veh = (func_vehicle)self;
float flags = readfloat();
if (isnew)
spawnfunc_func_vehicle();
veh.ReceiveEntity(flags, isnew);
}
#endif

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@ -783,7 +783,7 @@ NSClientPlayer::OptimiseChangedFlags(entity ePEnt, float flChanged)
/* if we're a spectator of any type and spectate this player */
if (ePEnt != this && spectarget == false) {
flChanged &= ~PLAYER_ITEMS;
flChanged &= ~PLAYER_HEALTH;
//flChanged &= ~PLAYER_HEALTH;
flChanged &= ~PLAYER_TIMINGS;
flChanged &= ~PLAYER_AMMO1;
flChanged &= ~PLAYER_AMMO2;

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@ -38,6 +38,7 @@ enum
ENT_OLDCAMERA,
ENT_MONITOR,
ENT_VEHICLE,
ENT_VEH_BRUSH,
ENT_VEH_TANKMORTAR,
ENT_VEH_4WHEEL,
ENT_PROPROPE,