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

This commit is contained in:
Marco Cawthorne 2022-08-09 09:32:03 -07:00
parent c451f64742
commit a6eece021d
Signed by: eukara
GPG key ID: CE2032F0A2882A22

View file

@ -346,54 +346,32 @@ player::SendEntity
================= =================
*/ */
float 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 */ /* don't broadcast invisible players */
if (IsFakeSpectator() && ePEnt != this) if (IsFakeSpectator() && ePEnt != this)
return (0); return (0);
if (!GetModelindex() && ePEnt != this) if (!GetModelindex() && ePEnt != this)
return (0); return (0);
/* figure out if we should optimise this player */ flChanged = OptimiseChangedFlags(ePEnt, flChanged);
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;
}
WriteByte(MSG_ENTITY, ENT_PLAYER); WriteByte(MSG_ENTITY, ENT_PLAYER);
WriteFloat(MSG_ENTITY, fChanged); WriteFloat(MSG_ENTITY, flChanged);
NSClientPlayer::SendEntity(ePEnt, fChanged); NSClientPlayer::SendEntity(ePEnt, flChanged);
if (fChanged & PLAYER_TOPFRAME) { if (flChanged & PLAYER_TOPFRAME) {
WriteByte(MSG_ENTITY, anim_top); WriteByte(MSG_ENTITY, anim_top);
WriteFloat(MSG_ENTITY, anim_top_time); WriteFloat(MSG_ENTITY, anim_top_time);
WriteFloat(MSG_ENTITY, anim_top_delay); WriteFloat(MSG_ENTITY, anim_top_delay);
} }
if (fChanged & PLAYER_BOTTOMFRAME) { if (flChanged & PLAYER_BOTTOMFRAME) {
WriteByte(MSG_ENTITY, anim_bottom); WriteByte(MSG_ENTITY, anim_bottom);
WriteFloat(MSG_ENTITY, anim_bottom_time); WriteFloat(MSG_ENTITY, anim_bottom_time);
} }
if (fChanged & PLAYER_AMMO1) { if (flChanged & PLAYER_AMMO1) {
WriteByte(MSG_ENTITY, ammo_battery); WriteByte(MSG_ENTITY, ammo_battery);
WriteByte(MSG_ENTITY, ammo_chem); WriteByte(MSG_ENTITY, ammo_chem);
WriteByte(MSG_ENTITY, ammo_rocket); WriteByte(MSG_ENTITY, ammo_rocket);
@ -406,7 +384,7 @@ player::SendEntity(entity ePEnt, float fChanged)
WriteByte(MSG_ENTITY, shotgun_spread); WriteByte(MSG_ENTITY, shotgun_spread);
} }
if (fChanged & PLAYER_AMMO2) { if (flChanged & PLAYER_AMMO2) {
WriteByte(MSG_ENTITY, dml_launch); WriteByte(MSG_ENTITY, dml_launch);
WriteByte(MSG_ENTITY, dml_flightpath); WriteByte(MSG_ENTITY, dml_flightpath);
WriteByte(MSG_ENTITY, dml_detonate); WriteByte(MSG_ENTITY, dml_detonate);
@ -417,7 +395,7 @@ player::SendEntity(entity ePEnt, float fChanged)
WriteByte(MSG_ENTITY, chem_pressure); WriteByte(MSG_ENTITY, chem_pressure);
} }
if (fChanged & PLAYER_AMMO3) { if (flChanged & PLAYER_AMMO3) {
WriteByte(MSG_ENTITY, beam_range); WriteByte(MSG_ENTITY, beam_range);
WriteByte(MSG_ENTITY, beam_poweracc); WriteByte(MSG_ENTITY, beam_poweracc);
WriteByte(MSG_ENTITY, beam_lightning); WriteByte(MSG_ENTITY, beam_lightning);