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 09:31:24 -07:00
parent 6c19e76e78
commit 496116dab3
Signed by: eukara
GPG key ID: CE2032F0A2882A22

View file

@ -385,54 +385,32 @@ 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, glock_mag); WriteByte(MSG_ENTITY, glock_mag);
WriteByte(MSG_ENTITY, mp5_mag); WriteByte(MSG_ENTITY, mp5_mag);
WriteByte(MSG_ENTITY, python_mag); WriteByte(MSG_ENTITY, python_mag);
@ -443,7 +421,7 @@ player::SendEntity(entity ePEnt, float fChanged)
WriteByte(MSG_ENTITY, cannon_mag); WriteByte(MSG_ENTITY, cannon_mag);
} }
if (fChanged & PLAYER_AMMO2) { if (flChanged & PLAYER_AMMO2) {
WriteByte(MSG_ENTITY, ammo_9mm); WriteByte(MSG_ENTITY, ammo_9mm);
WriteByte(MSG_ENTITY, ammo_357); WriteByte(MSG_ENTITY, ammo_357);
WriteByte(MSG_ENTITY, ammo_buckshot); WriteByte(MSG_ENTITY, ammo_buckshot);
@ -457,7 +435,7 @@ player::SendEntity(entity ePEnt, float fChanged)
WriteByte(MSG_ENTITY, ammo_hornet); WriteByte(MSG_ENTITY, ammo_hornet);
} }
if (fChanged & PLAYER_AMMO3) { if (flChanged & PLAYER_AMMO3) {
WriteByte(MSG_ENTITY, ammo_m203_grenade); WriteByte(MSG_ENTITY, ammo_m203_grenade);
WriteByte(MSG_ENTITY, ammo_shotgun_state); WriteByte(MSG_ENTITY, ammo_shotgun_state);
WriteByte(MSG_ENTITY, ammo_gauss_state); WriteByte(MSG_ENTITY, ammo_gauss_state);