/* * Copyright (c) 2016-2021 Marco Cawthorne * * Permission to use, copy, modify, and distribute this software for any * purpose with or without fee is hereby granted, provided that the above * copyright notice and this permission notice appear in all copies. * * THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES * WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF * MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR * ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES * WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER * IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING * OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE. */ /* all potential SendFlags bits we can possibly send */ enumflags { PLAYER_KEEPALIVE, PLAYER_MODELINDEX, PLAYER_ORIGIN, PLAYER_ORIGIN_Z, PLAYER_ANGLES_X, PLAYER_ANGLES_Y, PLAYER_COLORMAP, PLAYER_VELOCITY, PLAYER_VELOCITY_Z, PLAYER_FLAGS, PLAYER_WEAPON, PLAYER_ITEMS, PLAYER_HEALTH, PLAYER_ARMOR, PLAYER_MOVETYPE, PLAYER_VIEWOFS, PLAYER_UNUSED1, PLAYER_UNUSED2, PLAYER_UNUSED3, PLAYER_UNUSED4, PLAYER_UNUSED5, PLAYER_UNUSED6, PLAYER_UNUSED7 }; class player:NSClientPlayer { PREDICTED_INT(mode_tempstate); #ifdef CLIENT virtual void(void) draw; virtual float() predraw; virtual void(void) postdraw; virtual void(float,float) ReceiveEntity; virtual void(void) PredictPreFrame; virtual void(void) PredictPostFrame; #else virtual void(void) EvaluateEntity; virtual float(entity, float) SendEntity; #endif }; #ifdef CLIENT /* ================= player::ReceiveEntity ================= */ void player::ReceiveEntity(float new, float fl) { NSClientPlayer::ReceiveEntity(new, fl); setorigin(this, origin); } /* ================= player::PredictPostFrame Save the last valid server values away in the _net variants of each field so we can roll them back later. ================= */ void player::PredictPreFrame(void) { NSClientPlayer::PredictPreFrame(); } /* ================= player::PredictPostFrame Where we roll back our values to the ones last sent/verified by the server. ================= */ void player::PredictPostFrame(void) { NSClientPlayer::PredictPostFrame(); } #else void player::EvaluateEntity(void) { NSClientPlayer::EvaluateEntity(); } /* ================= player::SendEntity ================= */ float player::SendEntity(entity ePEnt, float fChanged) { /* don't broadcast invisible players */ if (IsFakeSpectator() && ePEnt != this) return (0); if (!GetModelindex() && ePEnt != this) return (0); /* other players don't need to know about these attributes */ if (ePEnt != self) { fChanged &= ~PLAYER_ITEMS; fChanged &= ~PLAYER_HEALTH; fChanged &= ~PLAYER_ARMOR; fChanged &= ~PLAYER_VIEWOFS; } WriteByte(MSG_ENTITY, ENT_PLAYER); WriteFloat(MSG_ENTITY, fChanged); /* the generic client attributes */ NSClientPlayer::SendEntity(ePEnt, fChanged); return (1); } #endif