Rebase player.qc
This commit is contained in:
parent
c545731ac6
commit
095b761a6f
1 changed files with 374 additions and 237 deletions
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@ -1,5 +1,5 @@
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/*
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* Copyright (c) 2016-2023 Marco Cawthorne <marco@icculus.org>
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* Copyright (c) 2016-2021 Marco Cawthorne <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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@ -97,7 +97,7 @@ string g_pbones[] =
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};
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#endif
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/* all potential SendFlags bits we can possibly send */
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/* all custom SendFlags bits we can possibly send */
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enumflags
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{
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PLAYER_TOPFRAME = PLAYER_CUSTOMFIELDSTART,
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@ -112,7 +112,16 @@ enumflags
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class player:NSClientPlayer
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{
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/* Weapon specific */
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void(void) player;
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/* animation */
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PREDICTED_INT(anim_top)
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PREDICTED_FLOAT(anim_top_time)
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PREDICTED_FLOAT(anim_top_delay)
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PREDICTED_INT(anim_bottom)
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PREDICTED_FLOAT(anim_bottom_time)
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/* ammo 1 */
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PREDICTED_INT(glock_mag)
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PREDICTED_INT(mp5_mag)
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PREDICTED_INT(python_mag)
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@ -122,6 +131,7 @@ class player:NSClientPlayer
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PREDICTED_INT(satchel_chg)
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PREDICTED_INT(cannon_mag)
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/* ammo 2 */
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PREDICTED_INT(ammo_9mm)
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PREDICTED_INT(ammo_357)
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PREDICTED_INT(ammo_buckshot)
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@ -134,44 +144,45 @@ class player:NSClientPlayer
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PREDICTED_INT(ammo_snark)
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PREDICTED_INT(ammo_hornet)
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/* ammo 3 */
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PREDICTED_INT(ammo_m203_grenade)
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PREDICTED_INT(ammo_shotgun_state)
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PREDICTED_INT(ammo_gauss_state)
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PREDICTED_INT(ammo_gauss_volume)
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PREDICTED_INT(ammo_egon_state)
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PREDICTED_INT(ammo_rpg_state)
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PREDICTED_INT(mode_tempstate)
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PREDICTED_INT(ammo_chainsaw_state)
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PREDICTED_INT(ammo_hammer_state)
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/* insanity */
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PREDICTED_FLOAT(sh_insanetime)
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PREDICTED_FLOAT(sh_insaneactive)
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PREDICTED_FLOAT(anim_top)
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PREDICTED_FLOAT(anim_top_time)
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PREDICTED_FLOAT(anim_top_delay)
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PREDICTED_FLOAT(anim_bottom)
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PREDICTED_FLOAT(anim_bottom_time)
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virtual void Physics_Jump(void);
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virtual void UpdatePlayerAnimation(float);
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/* insanity overrides */
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virtual float Physics_MaxSpeed(void);
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virtual void Physics_InputPreMove(void);
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virtual void Physics_InputPostMove(void);
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#ifdef CLIENT
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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 UpdatePlayerAttachments(bool);
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virtual void(float,float) ReceiveEntity;
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virtual void(void) PredictPreFrame;
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virtual void(void) PredictPostFrame;
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virtual void ReceiveEntity(float,float);
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virtual void PredictPreFrame(void);
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virtual void PredictPostFrame(void);
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virtual void UpdateAliveCam(void);
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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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virtual void EvaluateEntity(void);
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virtual float SendEntity(entity, float);
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virtual void Save(float);
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virtual void Restore(string,string);
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int sh_insanecount;
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#endif
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};
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void Animation_PlayerUpdate(player);
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void Animation_TimerUpdate(player, float);
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@ -185,6 +196,39 @@ player::UpdatePlayerAnimation(float timelength)
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}
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#ifdef CLIENT
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void Camera_RunPosBob(vector angles, __inout vector camera_pos);
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void Camera_StrafeRoll(__inout vector camera_angle);
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void Shake_Update(NSClientPlayer);
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void
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player::UpdateAliveCam(void)
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{
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vector cam_pos = GetEyePos();
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Camera_RunPosBob(view_angles, cam_pos);
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g_view.SetCameraOrigin(cam_pos);
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Camera_StrafeRoll(view_angles);
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g_view.SetCameraAngle(view_angles);
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if (vehicle) {
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NSVehicle veh = (NSVehicle)vehicle;
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if (veh.UpdateView)
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veh.UpdateView();
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} else if (health) {
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if (autocvar_pm_thirdPerson == TRUE) {
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makevectors(view_angles);
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vector vStart = [pSeat->m_vecPredictedOrigin[0], pSeat->m_vecPredictedOrigin[1], pSeat->m_vecPredictedOrigin[2] + 16] + (v_right * 4);
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vector vEnd = vStart + (v_forward * -48) + [0,0,16] + (v_right * 4);
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traceline(vStart, vEnd, FALSE, this);
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g_view.SetCameraOrigin(trace_endpos + (v_forward * 5));
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}
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}
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Shake_Update(this);
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g_view.AddPunchAngle(punchangle);
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}
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.string oldmodel;
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string Weapons_GetPlayermodel(player, int);
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@ -275,59 +319,47 @@ player::ReceiveEntity
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=================
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*/
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void
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player::ReceiveEntity(float new, float fl)
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player::ReceiveEntity(float new, float flChanged)
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{
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NSClientPlayer::ReceiveEntity(new, fl);
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/* the generic client attributes */
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NSClientPlayer::ReceiveEntity(new, flChanged);
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/* animation */
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if (fl & PLAYER_TOPFRAME) {
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anim_top = readbyte();
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anim_top_time = readfloat();
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anim_top_delay = readfloat();
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}
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if (fl & PLAYER_BOTTOMFRAME) {
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anim_bottom = readbyte();
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anim_bottom_time = readfloat();
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}
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READENTITY_BYTE(anim_top, PLAYER_TOPFRAME)
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READENTITY_FLOAT(anim_top_time, PLAYER_TOPFRAME)
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READENTITY_FLOAT(anim_top_delay, PLAYER_TOPFRAME)
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READENTITY_BYTE(anim_bottom, PLAYER_BOTTOMFRAME)
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READENTITY_FLOAT(anim_bottom_time, PLAYER_BOTTOMFRAME)
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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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READENTITY_BYTE(glock_mag, PLAYER_AMMO1)
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READENTITY_BYTE(mp5_mag, PLAYER_AMMO1)
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READENTITY_BYTE(python_mag, PLAYER_AMMO1)
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READENTITY_BYTE(shotgun_mag, PLAYER_AMMO1)
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READENTITY_BYTE(crossbow_mag, PLAYER_AMMO1)
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READENTITY_BYTE(rpg_mag, PLAYER_AMMO1)
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READENTITY_BYTE(satchel_chg, PLAYER_AMMO1)
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READENTITY_BYTE(cannon_mag, PLAYER_AMMO1)
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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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READENTITY_BYTE(ammo_9mm, PLAYER_AMMO2)
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READENTITY_BYTE(ammo_357, PLAYER_AMMO2)
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READENTITY_BYTE(ammo_buckshot, PLAYER_AMMO2)
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READENTITY_BYTE(ammo_bolt, PLAYER_AMMO2)
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READENTITY_BYTE(ammo_rocket, PLAYER_AMMO2)
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READENTITY_BYTE(ammo_uranium, PLAYER_AMMO2)
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READENTITY_BYTE(ammo_handgrenade, PLAYER_AMMO2)
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READENTITY_BYTE(ammo_satchel, PLAYER_AMMO2)
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READENTITY_BYTE(ammo_tripmine, PLAYER_AMMO2)
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READENTITY_BYTE(ammo_snark, PLAYER_AMMO2)
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READENTITY_BYTE(ammo_hornet, PLAYER_AMMO2)
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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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sh_insanetime = readfloat();
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sh_insaneactive = readfloat();
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}
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READENTITY_BYTE(ammo_m203_grenade, PLAYER_AMMO3)
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READENTITY_BYTE(ammo_gauss_volume, PLAYER_AMMO3)
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READENTITY_BYTE(ammo_rpg_state, PLAYER_AMMO3)
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READENTITY_BYTE(mode_tempstate, PLAYER_AMMO3)
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READENTITY_BYTE(ammo_chainsaw_state, PLAYER_AMMO3)
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READENTITY_BYTE(ammo_hammer_state, PLAYER_AMMO3)
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READENTITY_FLOAT(sh_insanetime, PLAYER_AMMO3)
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READENTITY_FLOAT(sh_insaneactive, PLAYER_AMMO3)
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setorigin(this, origin);
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@ -337,15 +369,15 @@ player::ReceiveEntity(float new, float fl)
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return;
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/* do not notify us of updates when spawning initially */
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if (fl == UPDATE_ALL)
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if (flChanged == UPDATE_ALL)
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PredictPreFrame();
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if (fl & PLAYER_AMMO1 || fl & PLAYER_AMMO2 || fl & PLAYER_AMMO3) {
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if (flChanged & PLAYER_AMMO1 || flChanged & PLAYER_AMMO2 || flChanged & PLAYER_AMMO3) {
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Weapons_AmmoUpdate(this);
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HUD_AmmoNotify_Check(this);
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}
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if (fl & PLAYER_ITEMS || fl & PLAYER_HEALTH)
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if (flChanged & PLAYER_ITEMS || flChanged & PLAYER_HEALTH)
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HUD_ItemNotify_Check(this);
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}
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@ -360,8 +392,15 @@ so we can roll them back later.
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void
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player::PredictPreFrame(void)
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{
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/* the generic client attributes */
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NSClientPlayer::PredictPreFrame();
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SAVE_STATE(anim_top)
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SAVE_STATE(anim_top_delay)
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SAVE_STATE(anim_top_time)
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SAVE_STATE(anim_bottom)
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SAVE_STATE(anim_bottom_time)
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SAVE_STATE(glock_mag)
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SAVE_STATE(mp5_mag)
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SAVE_STATE(python_mag)
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@ -384,20 +423,11 @@ player::PredictPreFrame(void)
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SAVE_STATE(ammo_hornet)
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SAVE_STATE(ammo_m203_grenade)
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SAVE_STATE(ammo_shotgun_state)
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SAVE_STATE(ammo_gauss_state)
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SAVE_STATE(ammo_gauss_volume)
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SAVE_STATE(ammo_egon_state)
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SAVE_STATE(ammo_rpg_state)
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SAVE_STATE(mode_tempstate)
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SAVE_STATE(ammo_chainsaw_state)
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SAVE_STATE(ammo_hammer_state)
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SAVE_STATE(anim_top)
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SAVE_STATE(anim_top_time)
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SAVE_STATE(anim_top_delay)
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SAVE_STATE(anim_bottom)
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SAVE_STATE(anim_bottom_time)
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}
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/*
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@ -410,8 +440,15 @@ Where we roll back our values to the ones last sent/verified by the server.
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void
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player::PredictPostFrame(void)
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{
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/* the generic client attributes */
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NSClientPlayer::PredictPostFrame();
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ROLL_BACK(anim_top)
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ROLL_BACK(anim_top_delay)
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ROLL_BACK(anim_top_time)
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ROLL_BACK(anim_bottom)
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ROLL_BACK(anim_bottom_time)
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ROLL_BACK(glock_mag)
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ROLL_BACK(mp5_mag)
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ROLL_BACK(python_mag)
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ROLL_BACK(ammo_9mm)
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ROLL_BACK(ammo_357)
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ROLL_BACK(ammo_buckshot)
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ROLL_BACK(ammo_m203_grenade)
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ROLL_BACK(ammo_bolt)
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ROLL_BACK(ammo_rocket)
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ROLL_BACK(ammo_uranium)
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ROLL_BACK(ammo_hornet)
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ROLL_BACK(ammo_m203_grenade)
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ROLL_BACK(ammo_shotgun_state)
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ROLL_BACK(ammo_gauss_state)
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ROLL_BACK(ammo_gauss_volume)
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ROLL_BACK(ammo_egon_state)
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ROLL_BACK(ammo_rpg_state)
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ROLL_BACK(mode_tempstate)
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ROLL_BACK(ammo_chainsaw_state)
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ROLL_BACK(ammo_hammer_state)
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ROLL_BACK(anim_top)
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ROLL_BACK(anim_top_time)
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ROLL_BACK(anim_top_delay)
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ROLL_BACK(anim_bottom)
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ROLL_BACK(anim_bottom_time)
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}
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#else
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void
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player::Save(float handle)
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{
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super::Save(handle);
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SaveInt(handle, "anim_top", anim_top);
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SaveFloat(handle, "anim_top_time", anim_top_time);
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SaveFloat(handle, "anim_top_delay", anim_top_delay);
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SaveInt(handle, "anim_bottom", anim_bottom);
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SaveFloat(handle, "anim_bottom_time", anim_bottom_time);
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/* ammo 1 */
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SaveInt(handle, "glock_mag", glock_mag);
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SaveInt(handle, "mp5_mag", mp5_mag);
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SaveInt(handle, "python_mag", python_mag);
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SaveInt(handle, "shotgun_mag", shotgun_mag);
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SaveInt(handle, "crossbow_mag", crossbow_mag);
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SaveInt(handle, "rpg_mag", rpg_mag);
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SaveInt(handle, "satchel_chg", satchel_chg);
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SaveInt(handle, "cannon_mag", satchel_chg);
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/* ammo 2 */
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SaveInt(handle, "ammo_9mm", ammo_9mm);
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SaveInt(handle, "ammo_357", ammo_357);
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SaveInt(handle, "ammo_buckshot", ammo_buckshot);
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SaveInt(handle, "ammo_bolt", ammo_bolt);
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SaveInt(handle, "ammo_rocket", ammo_rocket);
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SaveInt(handle, "ammo_uranium", ammo_uranium);
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SaveInt(handle, "ammo_handgrenade", ammo_handgrenade);
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SaveInt(handle, "ammo_satchel", ammo_satchel);
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SaveInt(handle, "ammo_tripmine", ammo_tripmine);
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SaveInt(handle, "ammo_snark", ammo_snark);
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SaveInt(handle, "ammo_hornet", ammo_hornet);
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/* ammo 3 */
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SaveInt(handle, "ammo_m203_grenade", ammo_m203_grenade);
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SaveInt(handle, "ammo_gauss_volume", ammo_gauss_volume);
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SaveInt(handle, "ammo_rpg_state", ammo_rpg_state);
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SaveInt(handle, "mode_tempstate", mode_tempstate);
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SaveInt(handle, "ammo_chainsaw_state", ammo_chainsaw_state);
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SaveInt(handle, "ammo_hammer_state", ammo_hammer_state);
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/* insanity */
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SaveFloat(handle, "sh_insanetime", sh_insanetime);
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SaveFloat(handle, "sh_insaneactive", sh_insaneactive);
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}
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void
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player::Restore(string strKey, string strValue)
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{
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switch (strKey) {
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case "anim_top":
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anim_top = ReadInt(strValue);
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break;
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case "anim_top_time":
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anim_top_time = ReadFloat(strValue);
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break;
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case "anim_top_delay":
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anim_top_delay = ReadFloat(strValue);
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break;
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case "anim_bottom":
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anim_bottom = ReadInt(strValue);
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break;
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case "anim_bottom_time":
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anim_bottom_time = ReadFloat(strValue);
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break;
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/* AMMO 1 */
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case "glock_mag":
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glock_mag = ReadInt(strValue);
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break;
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case "mp5_mag":
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mp5_mag = ReadInt(strValue);
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break;
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case "python_mag":
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python_mag = ReadInt(strValue);
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break;
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case "shotgun_mag":
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shotgun_mag = ReadInt(strValue);
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break;
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case "crossbow_mag":
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crossbow_mag = ReadInt(strValue);
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break;
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case "rpg_mag":
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rpg_mag = ReadInt(strValue);
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break;
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case "satchel_chg":
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satchel_chg = ReadInt(strValue);
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break;
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case "cannon_mag":
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satchel_chg = ReadInt(strValue);
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break;
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/* AMMO 2 */
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case "ammo_9mm":
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ammo_9mm = ReadInt(strValue);
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break;
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case "ammo_357":
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ammo_357 = ReadInt(strValue);
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break;
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case "ammo_buckshot":
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ammo_buckshot = ReadInt(strValue);
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break;
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case "ammo_bolt":
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ammo_bolt = ReadInt(strValue);
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break;
|
||||
case "ammo_rocket":
|
||||
ammo_rocket = ReadInt(strValue);
|
||||
break;
|
||||
case "ammo_uranium":
|
||||
ammo_uranium = ReadInt(strValue);
|
||||
break;
|
||||
case "ammo_handgrenade":
|
||||
ammo_handgrenade = ReadInt(strValue);
|
||||
break;
|
||||
case "ammo_satchel":
|
||||
ammo_satchel = ReadInt(strValue);
|
||||
break;
|
||||
case "ammo_tripmine":
|
||||
ammo_tripmine = ReadInt(strValue);
|
||||
break;
|
||||
case "ammo_snark":
|
||||
ammo_snark = ReadInt(strValue);
|
||||
break;
|
||||
case "ammo_hornet":
|
||||
ammo_hornet = ReadInt(strValue);
|
||||
break;
|
||||
/* AMMO 3 */
|
||||
case "ammo_m203_grenade":
|
||||
ammo_m203_grenade = ReadInt(strValue);
|
||||
break;
|
||||
case "ammo_gauss_volume":
|
||||
ammo_gauss_volume = ReadInt(strValue);
|
||||
break;
|
||||
case "ammo_rpg_state":
|
||||
ammo_rpg_state = ReadInt(strValue);
|
||||
break;
|
||||
case "mode_tempstate":
|
||||
mode_tempstate = ReadInt(strValue);
|
||||
break;
|
||||
case "ammo_chainsaw_state":
|
||||
ammo_chainsaw_state = ReadInt(strValue);
|
||||
break;
|
||||
case "ammo_hammer_state":
|
||||
ammo_hammer_state = ReadInt(strValue);
|
||||
break;
|
||||
case "sh_insanetime":
|
||||
sh_insanetime = ReadFloat(strValue);
|
||||
break;
|
||||
case "sh_insaneactive":
|
||||
sh_insaneactive = ReadFloat(strValue);
|
||||
break;
|
||||
default:
|
||||
super::Restore(strKey, strValue);
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
player::EvaluateEntity(void)
|
||||
{
|
||||
/* the generic client attributes */
|
||||
NSClientPlayer::EvaluateEntity();
|
||||
|
||||
/* animation */
|
||||
if (anim_bottom_net != anim_bottom || anim_bottom_time != anim_bottom_time_net)
|
||||
SendFlags |= PLAYER_BOTTOMFRAME;
|
||||
if (anim_top_net != anim_top || anim_top_time != anim_top_time_net || anim_top_delay != anim_top_delay_net)
|
||||
SendFlags |= PLAYER_TOPFRAME;
|
||||
EVALUATE_FIELD(anim_top, PLAYER_TOPFRAME)
|
||||
EVALUATE_FIELD(anim_top_time, PLAYER_TOPFRAME)
|
||||
EVALUATE_FIELD(anim_top_delay, PLAYER_TOPFRAME)
|
||||
EVALUATE_FIELD(anim_bottom, PLAYER_BOTTOMFRAME)
|
||||
EVALUATE_FIELD(anim_bottom_time, PLAYER_BOTTOMFRAME)
|
||||
|
||||
/* ammo 1 type updates */
|
||||
if (ATTR_CHANGED(glock_mag))
|
||||
SendFlags |= PLAYER_AMMO1;
|
||||
else if (ATTR_CHANGED(mp5_mag))
|
||||
SendFlags |= PLAYER_AMMO1;
|
||||
else if (ATTR_CHANGED(python_mag))
|
||||
SendFlags |= PLAYER_AMMO1;
|
||||
else if (ATTR_CHANGED(shotgun_mag))
|
||||
SendFlags |= PLAYER_AMMO1;
|
||||
else if (ATTR_CHANGED(crossbow_mag))
|
||||
SendFlags |= PLAYER_AMMO1;
|
||||
else if (ATTR_CHANGED(rpg_mag))
|
||||
SendFlags |= PLAYER_AMMO1;
|
||||
else if (ATTR_CHANGED(satchel_chg))
|
||||
SendFlags |= PLAYER_AMMO1;
|
||||
else if (ATTR_CHANGED(cannon_mag))
|
||||
SendFlags |= PLAYER_AMMO1;
|
||||
EVALUATE_FIELD(glock_mag, PLAYER_AMMO1)
|
||||
EVALUATE_FIELD(mp5_mag, PLAYER_AMMO1)
|
||||
EVALUATE_FIELD(python_mag, PLAYER_AMMO1)
|
||||
EVALUATE_FIELD(shotgun_mag, PLAYER_AMMO1)
|
||||
EVALUATE_FIELD(crossbow_mag, PLAYER_AMMO1)
|
||||
EVALUATE_FIELD(rpg_mag, PLAYER_AMMO1)
|
||||
EVALUATE_FIELD(satchel_chg, PLAYER_AMMO1)
|
||||
EVALUATE_FIELD(cannon_mag, PLAYER_AMMO1)
|
||||
|
||||
/* ammo 2 type updates */
|
||||
if (ATTR_CHANGED(ammo_9mm))
|
||||
SendFlags |= PLAYER_AMMO2;
|
||||
else if (ATTR_CHANGED(ammo_357))
|
||||
SendFlags |= PLAYER_AMMO2;
|
||||
else if (ATTR_CHANGED(ammo_buckshot))
|
||||
SendFlags |= PLAYER_AMMO2;
|
||||
else if (ATTR_CHANGED(ammo_bolt))
|
||||
SendFlags |= PLAYER_AMMO2;
|
||||
else if (ATTR_CHANGED(ammo_rocket))
|
||||
SendFlags |= PLAYER_AMMO2;
|
||||
else if (ATTR_CHANGED(ammo_uranium))
|
||||
SendFlags |= PLAYER_AMMO2;
|
||||
else if (ATTR_CHANGED(ammo_handgrenade))
|
||||
SendFlags |= PLAYER_AMMO2;
|
||||
else if (ATTR_CHANGED(ammo_satchel))
|
||||
SendFlags |= PLAYER_AMMO2;
|
||||
else if (ATTR_CHANGED(ammo_tripmine))
|
||||
SendFlags |= PLAYER_AMMO2;
|
||||
else if (ATTR_CHANGED(ammo_snark))
|
||||
SendFlags |= PLAYER_AMMO2;
|
||||
else if (ATTR_CHANGED(ammo_hornet))
|
||||
SendFlags |= PLAYER_AMMO2;
|
||||
EVALUATE_FIELD(ammo_9mm, PLAYER_AMMO2)
|
||||
EVALUATE_FIELD(ammo_357, PLAYER_AMMO2)
|
||||
EVALUATE_FIELD(ammo_buckshot, PLAYER_AMMO2)
|
||||
EVALUATE_FIELD(ammo_bolt, PLAYER_AMMO2)
|
||||
EVALUATE_FIELD(ammo_rocket, PLAYER_AMMO2)
|
||||
EVALUATE_FIELD(ammo_uranium, PLAYER_AMMO2)
|
||||
EVALUATE_FIELD(ammo_handgrenade, PLAYER_AMMO2)
|
||||
EVALUATE_FIELD(ammo_satchel, PLAYER_AMMO2)
|
||||
EVALUATE_FIELD(ammo_tripmine, PLAYER_AMMO2)
|
||||
EVALUATE_FIELD(ammo_snark, PLAYER_AMMO2)
|
||||
EVALUATE_FIELD(ammo_hornet, PLAYER_AMMO2)
|
||||
|
||||
/* ammo 3 type updates */
|
||||
if (ATTR_CHANGED(ammo_m203_grenade))
|
||||
SendFlags |= PLAYER_AMMO3;
|
||||
else if (ATTR_CHANGED(ammo_shotgun_state))
|
||||
SendFlags |= PLAYER_AMMO3;
|
||||
else if (ATTR_CHANGED(ammo_gauss_state))
|
||||
SendFlags |= PLAYER_AMMO3;
|
||||
else if (ATTR_CHANGED(ammo_gauss_volume))
|
||||
SendFlags |= PLAYER_AMMO3;
|
||||
else if (ATTR_CHANGED(ammo_egon_state))
|
||||
SendFlags |= PLAYER_AMMO3;
|
||||
else if (ATTR_CHANGED(ammo_rpg_state))
|
||||
SendFlags |= PLAYER_AMMO3;
|
||||
else if (ATTR_CHANGED(mode_tempstate))
|
||||
SendFlags |= PLAYER_AMMO3;
|
||||
else if (ATTR_CHANGED(ammo_chainsaw_state))
|
||||
SendFlags |= PLAYER_AMMO3;
|
||||
else if (ATTR_CHANGED(ammo_hammer_state))
|
||||
SendFlags |= PLAYER_AMMO3;
|
||||
else if (ATTR_CHANGED(sh_insanetime))
|
||||
SendFlags |= PLAYER_AMMO3;
|
||||
else if (ATTR_CHANGED(sh_insaneactive))
|
||||
SendFlags |= PLAYER_AMMO3;
|
||||
|
||||
SAVE_STATE(glock_mag)
|
||||
SAVE_STATE(mp5_mag)
|
||||
SAVE_STATE(python_mag)
|
||||
SAVE_STATE(shotgun_mag)
|
||||
SAVE_STATE(crossbow_mag)
|
||||
SAVE_STATE(rpg_mag)
|
||||
SAVE_STATE(satchel_chg)
|
||||
SAVE_STATE(cannon_mag)
|
||||
|
||||
SAVE_STATE(ammo_9mm)
|
||||
SAVE_STATE(ammo_357)
|
||||
SAVE_STATE(ammo_buckshot)
|
||||
SAVE_STATE(ammo_bolt)
|
||||
SAVE_STATE(ammo_rocket)
|
||||
SAVE_STATE(ammo_uranium)
|
||||
SAVE_STATE(ammo_handgrenade)
|
||||
SAVE_STATE(ammo_satchel)
|
||||
SAVE_STATE(ammo_tripmine)
|
||||
SAVE_STATE(ammo_snark)
|
||||
SAVE_STATE(ammo_hornet)
|
||||
|
||||
SAVE_STATE(ammo_m203_grenade)
|
||||
SAVE_STATE(ammo_shotgun_state)
|
||||
SAVE_STATE(ammo_gauss_state)
|
||||
SAVE_STATE(ammo_gauss_volume)
|
||||
SAVE_STATE(ammo_egon_state)
|
||||
SAVE_STATE(ammo_rpg_state)
|
||||
SAVE_STATE(mode_tempstate)
|
||||
SAVE_STATE(ammo_chainsaw_state)
|
||||
SAVE_STATE(ammo_hammer_state)
|
||||
|
||||
SAVE_STATE(anim_top)
|
||||
SAVE_STATE(anim_top_time)
|
||||
SAVE_STATE(anim_top_delay)
|
||||
SAVE_STATE(anim_bottom)
|
||||
SAVE_STATE(anim_bottom_time)
|
||||
EVALUATE_FIELD(ammo_m203_grenade, PLAYER_AMMO3)
|
||||
EVALUATE_FIELD(ammo_gauss_volume, PLAYER_AMMO3)
|
||||
EVALUATE_FIELD(ammo_rpg_state, PLAYER_AMMO3)
|
||||
EVALUATE_FIELD(mode_tempstate, PLAYER_AMMO3)
|
||||
EVALUATE_FIELD(ammo_chainsaw_state, PLAYER_AMMO3)
|
||||
EVALUATE_FIELD(ammo_hammer_state, PLAYER_AMMO3)
|
||||
EVALUATE_FIELD(sh_insanetime, PLAYER_AMMO3)
|
||||
EVALUATE_FIELD(sh_insaneactive, PLAYER_AMMO3)
|
||||
}
|
||||
|
||||
/*
|
||||
|
@ -585,57 +697,82 @@ player::SendEntity(entity ePEnt, float flChanged)
|
|||
WriteByte(MSG_ENTITY, ENT_PLAYER);
|
||||
WriteFloat(MSG_ENTITY, flChanged);
|
||||
|
||||
/* the generic client attributes */
|
||||
NSClientPlayer::SendEntity(ePEnt, flChanged);
|
||||
|
||||
if (flChanged & PLAYER_TOPFRAME) {
|
||||
WriteByte(MSG_ENTITY, anim_top);
|
||||
WriteFloat(MSG_ENTITY, anim_top_time);
|
||||
WriteFloat(MSG_ENTITY, anim_top_delay);
|
||||
}
|
||||
if (flChanged & PLAYER_BOTTOMFRAME) {
|
||||
WriteByte(MSG_ENTITY, anim_bottom);
|
||||
WriteFloat(MSG_ENTITY, anim_bottom_time);
|
||||
}
|
||||
SENDENTITY_BYTE(anim_top, PLAYER_TOPFRAME)
|
||||
SENDENTITY_FLOAT(anim_top_time, PLAYER_TOPFRAME)
|
||||
SENDENTITY_FLOAT(anim_top_delay, PLAYER_TOPFRAME)
|
||||
SENDENTITY_BYTE(anim_bottom, PLAYER_BOTTOMFRAME)
|
||||
SENDENTITY_FLOAT(anim_bottom_time, PLAYER_BOTTOMFRAME)
|
||||
|
||||
if (flChanged & 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);
|
||||
}
|
||||
SENDENTITY_BYTE(glock_mag, PLAYER_AMMO1)
|
||||
SENDENTITY_BYTE(mp5_mag, PLAYER_AMMO1)
|
||||
SENDENTITY_BYTE(python_mag, PLAYER_AMMO1)
|
||||
SENDENTITY_BYTE(shotgun_mag, PLAYER_AMMO1)
|
||||
SENDENTITY_BYTE(crossbow_mag, PLAYER_AMMO1)
|
||||
SENDENTITY_BYTE(rpg_mag, PLAYER_AMMO1)
|
||||
SENDENTITY_BYTE(satchel_chg, PLAYER_AMMO1)
|
||||
SENDENTITY_BYTE(cannon_mag, PLAYER_AMMO1)
|
||||
|
||||
if (flChanged & 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);
|
||||
}
|
||||
SENDENTITY_BYTE(ammo_9mm, PLAYER_AMMO2)
|
||||
SENDENTITY_BYTE(ammo_357, PLAYER_AMMO2)
|
||||
SENDENTITY_BYTE(ammo_buckshot, PLAYER_AMMO2)
|
||||
SENDENTITY_BYTE(ammo_bolt, PLAYER_AMMO2)
|
||||
SENDENTITY_BYTE(ammo_rocket, PLAYER_AMMO2)
|
||||
SENDENTITY_BYTE(ammo_uranium, PLAYER_AMMO2)
|
||||
SENDENTITY_BYTE(ammo_handgrenade, PLAYER_AMMO2)
|
||||
SENDENTITY_BYTE(ammo_satchel, PLAYER_AMMO2)
|
||||
SENDENTITY_BYTE(ammo_tripmine, PLAYER_AMMO2)
|
||||
SENDENTITY_BYTE(ammo_snark, PLAYER_AMMO2)
|
||||
SENDENTITY_BYTE(ammo_hornet, PLAYER_AMMO2)
|
||||
|
||||
if (flChanged & 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);
|
||||
WriteFloat(MSG_ENTITY, sh_insanetime);
|
||||
WriteFloat(MSG_ENTITY, sh_insaneactive);
|
||||
}
|
||||
SENDENTITY_BYTE(ammo_m203_grenade, PLAYER_AMMO3)
|
||||
SENDENTITY_BYTE(ammo_gauss_volume, PLAYER_AMMO3)
|
||||
SENDENTITY_BYTE(ammo_rpg_state, PLAYER_AMMO3)
|
||||
SENDENTITY_BYTE(mode_tempstate, PLAYER_AMMO3)
|
||||
SENDENTITY_BYTE(ammo_chainsaw_state, PLAYER_AMMO3)
|
||||
SENDENTITY_BYTE(ammo_hammer_state, PLAYER_AMMO3)
|
||||
SENDENTITY_FLOAT(sh_insanetime, PLAYER_AMMO3)
|
||||
SENDENTITY_FLOAT(sh_insaneactive, PLAYER_AMMO3)
|
||||
|
||||
return (1);
|
||||
}
|
||||
#endif
|
||||
|
||||
void
|
||||
player::player(void)
|
||||
{
|
||||
anim_top = 0;
|
||||
anim_top_time = 0;
|
||||
anim_top_delay = 0;
|
||||
anim_bottom = 0;
|
||||
anim_bottom_time = 0;
|
||||
glock_mag = 0;
|
||||
mp5_mag = 0;
|
||||
python_mag = 0;
|
||||
shotgun_mag = 0;
|
||||
crossbow_mag = 0;
|
||||
rpg_mag = 0;
|
||||
satchel_chg = 0;
|
||||
cannon_mag = 0;
|
||||
ammo_9mm = 0;
|
||||
ammo_357 = 0;
|
||||
ammo_buckshot = 0;
|
||||
ammo_bolt = 0;
|
||||
ammo_rocket = 0;
|
||||
ammo_uranium = 0;
|
||||
ammo_handgrenade = 0;
|
||||
ammo_satchel = 0;
|
||||
ammo_tripmine = 0;
|
||||
ammo_snark = 0;
|
||||
ammo_hornet = 0;
|
||||
ammo_m203_grenade = 0;
|
||||
ammo_gauss_volume = 0;
|
||||
ammo_rpg_state = 0;
|
||||
mode_tempstate = 0;
|
||||
ammo_chainsaw_state = 0;
|
||||
ammo_hammer_state = 0;
|
||||
sh_insanetime = 0;
|
||||
sh_insaneactive = 0;
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue