2021-05-25 06:32:11 +00:00
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/*
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2022-03-13 23:56:32 +00:00
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* Copyright (c) 2016-2021 Marco Cawthorne <marco@icculus.org>
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2021-05-25 06:32:11 +00:00
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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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* copyright notice and this permission notice appear in all copies.
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*
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* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
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* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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/* all potential SendFlags bits we can possibly send */
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enumflags
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{
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2022-08-07 21:13:46 +00:00
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PLAYER_TOPFRAME = PLAYER_CUSTOMFIELDSTART,
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2021-05-25 06:32:11 +00:00
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PLAYER_BOTTOMFRAME,
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PLAYER_AMMO1,
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PLAYER_AMMO2,
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PLAYER_AMMO3,
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2022-08-07 21:13:46 +00:00
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PLAYER_UNUSED5,
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PLAYER_UNUSED6,
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PLAYER_UNUSED7
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2021-05-25 06:32:11 +00:00
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};
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2022-05-11 19:50:59 +00:00
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class player:NSClientPlayer
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2021-05-25 06:32:11 +00:00
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{
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2022-07-09 23:45:52 +00:00
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/* class info */
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2022-11-30 22:31:14 +00:00
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PREDICTED_INT(classtype)
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2022-07-09 23:45:52 +00:00
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2021-05-25 06:32:11 +00:00
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/* animation */
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2022-11-30 22:31:14 +00:00
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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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2021-05-25 06:32:11 +00:00
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/* ammo 1 */
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2022-11-30 22:31:14 +00:00
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PREDICTED_INT(mag_sbs)
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PREDICTED_INT(mag_dbs)
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PREDICTED_INT(mag_rpg)
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2023-01-18 00:12:59 +00:00
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PREDICTED_INT(mag_glauncher)
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2021-05-25 06:32:11 +00:00
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/* ammo 2 */
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2022-11-30 22:31:14 +00:00
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PREDICTED_INT(m_iAmmoRockets)
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PREDICTED_INT(m_iAmmoNails)
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PREDICTED_INT(m_iAmmoCells)
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PREDICTED_INT(m_iAmmoShells)
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PREDICTED_INT(m_iAmmoDetpack)
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PREDICTED_INT(m_iAmmoMedikit)
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2021-05-25 06:32:11 +00:00
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/* ammo 3 */
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2022-11-30 22:31:14 +00:00
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PREDICTED_INT(mode_tempstate)
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2021-05-25 06:32:11 +00:00
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2023-01-18 08:04:49 +00:00
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virtual void Physics_Jump(void);
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virtual float Physics_MaxSpeed(void);
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2022-07-10 00:29:07 +00:00
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2021-05-25 06:32:11 +00:00
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#ifdef CLIENT
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2023-01-18 08:04:49 +00:00
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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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2021-05-25 06:32:11 +00:00
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#else
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int m_iMaxHealth;
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int m_iMaxArmor;
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int m_iMaxShells;
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int m_iMaxNails;
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int m_iMaxRockets;
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int m_iMaxCells;
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int m_iMaxDetpack;
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int m_iMaxMedikit;
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2023-01-18 08:04:49 +00:00
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virtual void EvaluateEntity(void);
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virtual float SendEntity(entity, float);
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virtual void SpawnIntoGame(void);
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virtual void MakeClass(classtype_e);
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2022-07-09 23:45:52 +00:00
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2021-05-25 06:32:11 +00:00
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#endif
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};
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#ifdef CLIENT
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void Weapons_AmmoUpdate(entity);
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2021-12-18 02:23:33 +00:00
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void HUD_AmmoNotify_Check(player pl);
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void HUD_ItemNotify_Check(player pl);
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2023-01-18 08:04:49 +00:00
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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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2021-05-25 06:32:11 +00:00
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/*
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=================
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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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{
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/* the generic client attributes */
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2022-05-11 19:50:59 +00:00
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NSClientPlayer::ReceiveEntity(new, fl);
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2021-05-25 06:32:11 +00:00
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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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if (fl & PLAYER_AMMO1) {
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mag_sbs = readbyte();
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mag_dbs = readbyte();
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mag_rpg = readbyte();
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2023-01-18 00:12:59 +00:00
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mag_glauncher = readbyte();
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2021-05-25 06:32:11 +00:00
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}
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if (fl & PLAYER_AMMO2) {
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m_iAmmoRockets = readbyte();
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m_iAmmoNails = readbyte();
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m_iAmmoCells = readbyte();
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m_iAmmoShells = readbyte();
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m_iAmmoDetpack = readbyte();
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m_iAmmoMedikit = readbyte();
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}
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if (fl & PLAYER_AMMO3) {
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mode_tempstate = readbyte();
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2022-07-09 23:45:52 +00:00
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classtype = readbyte();
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2021-05-25 06:32:11 +00:00
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}
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2021-12-18 02:23:33 +00:00
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setorigin(this, origin);
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/* these only concern the current player */
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CSQC_UpdateSeat();
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if (this != pSeat->m_ePlayer)
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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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PredictPreFrame();
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if (fl & PLAYER_AMMO1 || fl & PLAYER_AMMO2 || fl & PLAYER_AMMO3) {
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2021-05-25 06:32:11 +00:00
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Weapons_AmmoUpdate(this);
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2021-12-18 02:23:33 +00:00
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HUD_AmmoNotify_Check(this);
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}
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2021-05-25 06:32:11 +00:00
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2022-08-07 21:13:46 +00:00
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if (fl & PLAYER_ITEMS || fl & PLAYER_HEALTH)
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2021-12-18 02:23:33 +00:00
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HUD_ItemNotify_Check(this);
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2021-05-25 06:32:11 +00:00
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}
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/*
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=================
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player::PredictPostFrame
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Save the last valid server values away in the _net variants of each field
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so we can roll them back later.
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=================
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*/
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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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2022-05-11 19:50:59 +00:00
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NSClientPlayer::PredictPreFrame();
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2021-05-25 06:32:11 +00:00
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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(mag_sbs);
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SAVE_STATE(mag_dbs);
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SAVE_STATE(mag_rpg);
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2023-01-18 00:12:59 +00:00
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SAVE_STATE(mag_glauncher);
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2021-05-25 06:32:11 +00:00
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SAVE_STATE(m_iAmmoRockets);
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SAVE_STATE(m_iAmmoNails);
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SAVE_STATE(m_iAmmoCells);
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SAVE_STATE(m_iAmmoShells);
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SAVE_STATE(m_iAmmoDetpack);
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SAVE_STATE(m_iAmmoMedikit);
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SAVE_STATE(mode_tempstate);
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2023-01-19 01:04:46 +00:00
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SAVE_STATE(classtype);
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2021-05-25 06:32:11 +00:00
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}
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/*
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=================
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player::PredictPostFrame
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Where we roll back our values to the ones last sent/verified by the server.
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=================
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*/
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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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2022-05-11 19:50:59 +00:00
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NSClientPlayer::PredictPostFrame();
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2021-05-25 06:32:11 +00:00
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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(mag_sbs);
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ROLL_BACK(mag_dbs);
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ROLL_BACK(mag_rpg);
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2023-01-18 00:12:59 +00:00
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ROLL_BACK(mag_glauncher);
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2021-05-25 06:32:11 +00:00
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ROLL_BACK(m_iAmmoRockets);
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ROLL_BACK(m_iAmmoNails);
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ROLL_BACK(m_iAmmoCells);
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ROLL_BACK(m_iAmmoShells);
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ROLL_BACK(m_iAmmoDetpack);
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ROLL_BACK(m_iAmmoMedikit);
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ROLL_BACK(mode_tempstate);
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2023-01-19 01:04:46 +00:00
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ROLL_BACK(classtype);
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2021-05-25 06:32:11 +00:00
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}
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#else
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void
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player::EvaluateEntity(void)
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{
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/* the generic client attributes */
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2022-05-11 19:50:59 +00:00
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NSClientPlayer::EvaluateEntity();
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2021-05-25 06:32:11 +00:00
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/* animation */
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if (ATTR_CHANGED(anim_bottom) || ATTR_CHANGED(anim_bottom_time))
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SendFlags |= PLAYER_BOTTOMFRAME;
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if (ATTR_CHANGED(anim_top) || ATTR_CHANGED(anim_top_time) || ATTR_CHANGED(anim_top_delay))
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SendFlags |= PLAYER_TOPFRAME;
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/* ammo 1 type updates */
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if (ATTR_CHANGED(mag_sbs))
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SendFlags |= PLAYER_AMMO1;
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else if (ATTR_CHANGED(mag_dbs))
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SendFlags |= PLAYER_AMMO1;
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else if (ATTR_CHANGED(mag_rpg))
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SendFlags |= PLAYER_AMMO1;
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2023-01-18 00:12:59 +00:00
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else if (ATTR_CHANGED(mag_glauncher))
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SendFlags |= PLAYER_AMMO1;
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2021-05-25 06:32:11 +00:00
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/* ammo 2 type updates */
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if (ATTR_CHANGED(m_iAmmoRockets))
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SendFlags |= PLAYER_AMMO2;
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else if (ATTR_CHANGED(m_iAmmoNails))
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SendFlags |= PLAYER_AMMO2;
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else if (ATTR_CHANGED(m_iAmmoCells))
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SendFlags |= PLAYER_AMMO2;
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else if (ATTR_CHANGED(m_iAmmoShells))
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SendFlags |= PLAYER_AMMO2;
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else if (ATTR_CHANGED(m_iAmmoDetpack))
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SendFlags |= PLAYER_AMMO2;
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else if (ATTR_CHANGED(m_iAmmoMedikit))
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SendFlags |= PLAYER_AMMO2;
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if (ATTR_CHANGED(mode_tempstate))
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SendFlags |= PLAYER_AMMO3;
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2022-07-09 23:45:52 +00:00
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if (ATTR_CHANGED(classtype))
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SendFlags |= PLAYER_AMMO3;
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2021-05-25 06:32:11 +00:00
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SAVE_STATE(mag_sbs);
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SAVE_STATE(mag_dbs);
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SAVE_STATE(mag_rpg);
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2023-01-18 00:12:59 +00:00
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SAVE_STATE(mag_glauncher);
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2021-05-25 06:32:11 +00:00
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SAVE_STATE(m_iAmmoRockets);
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SAVE_STATE(m_iAmmoNails);
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SAVE_STATE(m_iAmmoCells);
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SAVE_STATE(m_iAmmoShells);
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SAVE_STATE(m_iAmmoDetpack);
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SAVE_STATE(m_iAmmoMedikit);
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SAVE_STATE(mode_tempstate);
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2023-01-19 01:04:46 +00:00
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SAVE_STATE(classtype);
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2021-05-25 06:32:11 +00:00
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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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2022-07-09 23:45:52 +00:00
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}
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void
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player::SpawnIntoGame(void)
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{
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entity spot = world;
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/* spawn into the world */
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switch (team) {
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case 1:
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spot = Spawn_SelectRandom("info_teamspawn_blue");
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break;
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case 2:
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spot = Spawn_SelectRandom("info_teamspawn_red");
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break;
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case 3:
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spot = Spawn_SelectRandom("info_teamspawn_yellow");
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break;
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case 4:
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spot = Spawn_SelectRandom("info_teamspawn_green");
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break;
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}
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setorigin(this, spot.origin);
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angles = spot.angles;
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fixangle = TRUE;
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}
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void
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player::MakeClass(classtype_e class)
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{
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health = self.max_health = 100;
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takedamage = DAMAGE_YES;
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solid = SOLID_SLIDEBOX;
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movetype = MOVETYPE_WALK;
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flags = FL_CLIENT;
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viewzoom = 1.0;
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/* select our class model */
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model = g_teammodels[classtype];
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setmodel(this, model);
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setsize(this, VEC_HULL_MIN, VEC_HULL_MAX);
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velocity = [0,0,0];
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gravity = __NULL__;
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armor = activeweapon = g_items = 0;
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iBleeds = TRUE;
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forceinfokey(this, "*spec", "0");
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forceinfokey(this, "*team", ftos(team));
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switch (classtype) {
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case CLASS_SCOUT:
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Weapons_AddItem(this, WEAPON_CROWBAR, -1);
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Weapons_AddItem(this, WEAPON_SBS, -1);
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Weapons_AddItem(this, WEAPON_NAILGUN, -1);
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m_iAmmoShells = 17;
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m_iAmmoNails = 100;
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m_iMaxHealth = 75;
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m_iMaxArmor = 50;
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health = m_iMaxHealth;
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armor = 25;
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m_iMaxShells = 50;
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m_iMaxNails = 200;
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m_iMaxCells = 100;
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m_iMaxRockets = 25;
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env_message_single(this, "HELP_SCOUT");
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break;
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case CLASS_SNIPER:
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Weapons_AddItem(this, WEAPON_CROWBAR, -1);
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Weapons_AddItem(this, WEAPON_SNIPER, -1);
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Weapons_AddItem(this, WEAPON_AUTORIFLE, -1);
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Weapons_AddItem(this, WEAPON_NAILGUN, -1);
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m_iAmmoShells = 60; /* sniper rifles use shells */
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m_iAmmoNails = 50;
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m_iMaxHealth = 90;
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m_iMaxArmor = 50;
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health = m_iMaxHealth;
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armor = 0;
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m_iMaxShells = 75;
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m_iMaxNails = 100;
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m_iMaxCells = 50;
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m_iMaxRockets = 25;
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env_message_single(this, "HELP_SNIPER");
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break;
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case CLASS_SOLDIER:
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Weapons_AddItem(this, WEAPON_CROWBAR, -1);
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Weapons_AddItem(this, WEAPON_SBS, -1);
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Weapons_AddItem(this, WEAPON_DBS, -1);
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Weapons_AddItem(this, WEAPON_RPG, -1);
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m_iAmmoShells = 26;
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m_iAmmoRockets = 6;
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m_iMaxHealth = 100;
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m_iMaxArmor = 200;
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health = m_iMaxHealth;
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armor = 100;
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m_iMaxShells = 100;
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m_iMaxNails = 100;
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m_iMaxCells = 50;
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m_iMaxRockets = 50;
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env_message_single(this, "HELP_SOLDIER");
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break;
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case CLASS_DEMO:
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Weapons_AddItem(this, WEAPON_CROWBAR, -1);
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Weapons_AddItem(this, WEAPON_SBS, -1);
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Weapons_AddItem(this, WEAPON_GLAUNCHER, -1);
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Weapons_AddItem(this, WEAPON_PIPEBOMB, -1);
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m_iAmmoShells = 22;
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m_iAmmoRockets = 14;
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m_iMaxHealth = 90;
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m_iMaxArmor = 100;
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health = m_iMaxHealth;
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armor = 50;
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m_iMaxShells = 75;
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m_iMaxNails = 50;
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m_iMaxCells = 50;
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m_iMaxRockets = 50;
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env_message_single(this, "HELP_DEMOMAN");
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break;
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case CLASS_MEDIC:
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Weapons_AddItem(this, WEAPON_MEDKIT, -1);
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Weapons_AddItem(this, WEAPON_SBS, -1);
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Weapons_AddItem(this, WEAPON_DBS, -1);
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Weapons_AddItem(this, WEAPON_SUPERNAIL, -1);
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m_iAmmoShells = 26;
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m_iAmmoNails = 50;
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m_iMaxHealth = 90;
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m_iMaxArmor = 100;
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health = m_iMaxHealth;
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armor = 50;
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m_iMaxShells = 75;
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m_iMaxNails = 150;
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m_iMaxCells = 50;
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m_iMaxRockets = 25;
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env_message_single(this, "HELP_MEDIC");
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break;
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case CLASS_HVYWEAPON:
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Weapons_AddItem(this, WEAPON_CROWBAR, -1);
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Weapons_AddItem(this, WEAPON_SBS, -1);
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Weapons_AddItem(this, WEAPON_DBS, -1);
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Weapons_AddItem(this, WEAPON_ASSCAN, -1);
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m_iAmmoShells = 176; /* all of the heavy's weapons use shells */
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m_iMaxHealth = 100;
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m_iMaxArmor = 250;
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health = m_iMaxHealth;
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armor = 150;
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m_iMaxShells = 200;
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m_iMaxNails = 200;
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m_iMaxCells = 50;
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m_iMaxRockets = 25;
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env_message_single(this, "HELP_HWGUY");
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break;
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case CLASS_PYRO:
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Weapons_AddItem(this, WEAPON_CROWBAR, -1);
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Weapons_AddItem(this, WEAPON_SBS, -1);
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Weapons_AddItem(this, WEAPON_FLAMER, -1);
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Weapons_AddItem(this, WEAPON_INCENDIARY, -1);
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m_iAmmoShells = 12;
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m_iAmmoCells = 120;
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m_iAmmoRockets = 5;
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m_iMaxHealth = 100;
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m_iMaxArmor = 150;
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health = m_iMaxHealth;
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armor = 50;
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m_iMaxShells = 40;
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m_iMaxNails = 50;
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m_iMaxCells = 200;
|
2023-01-18 08:04:49 +00:00
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m_iMaxRockets = 60;
|
2022-07-09 23:45:52 +00:00
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env_message_single(this, "HELP_PYRO");
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break;
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case CLASS_SPY:
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Weapons_AddItem(this, WEAPON_KNIFE, -1);
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Weapons_AddItem(this, WEAPON_TRANQUIL, -1);
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Weapons_AddItem(this, WEAPON_DBS, -1);
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Weapons_AddItem(this, WEAPON_NAILGUN, -1);
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m_iAmmoShells = 24; /* tranquil and dbs use shells */
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|
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m_iAmmoNails = 50;
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m_iMaxHealth = 90;
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m_iMaxArmor = 100;
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|
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health = m_iMaxHealth;
|
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|
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armor = 25;
|
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m_iMaxShells = 40;
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|
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m_iMaxNails = 50;
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|
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m_iMaxCells = 30;
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m_iMaxRockets = 15;
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|
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env_message_single(this, "HELP_SPY");
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break;
|
|
|
|
case CLASS_ENGINEER:
|
|
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|
Weapons_AddItem(this, WEAPON_WRENCH, -1);
|
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|
|
Weapons_AddItem(this, WEAPON_RAILGUN, -1);
|
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|
|
Weapons_AddItem(this, WEAPON_DBS, -1);
|
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|
|
m_iAmmoCells = 100;
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|
|
m_iAmmoNails = 25;
|
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|
|
m_iAmmoShells = 4;
|
|
|
|
|
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|
|
m_iMaxHealth = 80;
|
|
|
|
m_iMaxArmor = 50;
|
|
|
|
health = m_iMaxHealth;
|
|
|
|
armor = 25;
|
|
|
|
|
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|
|
m_iMaxShells = 50;
|
|
|
|
m_iMaxNails = 50;
|
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|
|
m_iMaxCells = 200;
|
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|
|
m_iMaxRockets = 30;
|
|
|
|
env_message_single(this, "HELP_ENGINEER");
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
g_items |= ITEM_SUIT;
|
2021-05-25 06:32:11 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
=================
|
|
|
|
player::SendEntity
|
|
|
|
=================
|
|
|
|
*/
|
|
|
|
float
|
2022-08-09 16:31:37 +00:00
|
|
|
player::SendEntity(entity ePEnt, float flChanged)
|
2021-05-25 06:32:11 +00:00
|
|
|
{
|
2022-05-02 00:02:44 +00:00
|
|
|
/* don't broadcast invisible players */
|
|
|
|
if (IsFakeSpectator() && ePEnt != this)
|
2021-05-25 06:32:11 +00:00
|
|
|
return (0);
|
2022-05-02 00:02:44 +00:00
|
|
|
if (!GetModelindex() && ePEnt != this)
|
2021-05-25 06:32:11 +00:00
|
|
|
return (0);
|
|
|
|
|
2022-08-09 16:31:37 +00:00
|
|
|
flChanged = OptimiseChangedFlags(ePEnt, flChanged);
|
2021-05-25 06:32:11 +00:00
|
|
|
|
|
|
|
WriteByte(MSG_ENTITY, ENT_PLAYER);
|
2022-08-09 16:31:37 +00:00
|
|
|
WriteFloat(MSG_ENTITY, flChanged);
|
2021-05-25 06:32:11 +00:00
|
|
|
|
|
|
|
/* the generic client attributes */
|
2022-08-09 16:31:37 +00:00
|
|
|
NSClientPlayer::SendEntity(ePEnt, flChanged);
|
2021-05-25 06:32:11 +00:00
|
|
|
|
2022-08-09 16:31:37 +00:00
|
|
|
if (flChanged & PLAYER_TOPFRAME) {
|
2021-05-25 06:32:11 +00:00
|
|
|
WriteByte(MSG_ENTITY, anim_top);
|
|
|
|
WriteFloat(MSG_ENTITY, anim_top_time);
|
|
|
|
WriteFloat(MSG_ENTITY, anim_top_delay);
|
|
|
|
}
|
2022-08-09 16:31:37 +00:00
|
|
|
if (flChanged & PLAYER_BOTTOMFRAME) {
|
2021-05-25 06:32:11 +00:00
|
|
|
WriteByte(MSG_ENTITY, anim_bottom);
|
|
|
|
WriteFloat(MSG_ENTITY, anim_bottom_time);
|
|
|
|
}
|
|
|
|
|
2022-08-09 16:31:37 +00:00
|
|
|
if (flChanged & PLAYER_AMMO1) {
|
2021-05-25 06:32:11 +00:00
|
|
|
WriteByte(MSG_ENTITY, mag_sbs);
|
|
|
|
WriteByte(MSG_ENTITY, mag_dbs);
|
|
|
|
WriteByte(MSG_ENTITY, mag_rpg);
|
2023-01-18 00:12:59 +00:00
|
|
|
WriteByte(MSG_ENTITY, mag_glauncher);
|
2021-05-25 06:32:11 +00:00
|
|
|
}
|
|
|
|
|
2022-08-09 16:31:37 +00:00
|
|
|
if (flChanged & PLAYER_AMMO2) {
|
2021-05-25 06:32:11 +00:00
|
|
|
WriteByte(MSG_ENTITY, m_iAmmoRockets);
|
|
|
|
WriteByte(MSG_ENTITY, m_iAmmoNails);
|
|
|
|
WriteByte(MSG_ENTITY, m_iAmmoCells);
|
|
|
|
WriteByte(MSG_ENTITY, m_iAmmoShells);
|
|
|
|
WriteByte(MSG_ENTITY, m_iAmmoDetpack);
|
|
|
|
WriteByte(MSG_ENTITY, m_iAmmoMedikit);
|
|
|
|
}
|
|
|
|
|
2022-08-09 16:31:37 +00:00
|
|
|
if (flChanged & PLAYER_AMMO3) {
|
2021-05-25 06:32:11 +00:00
|
|
|
WriteByte(MSG_ENTITY, mode_tempstate);
|
2022-07-09 23:45:52 +00:00
|
|
|
WriteByte(MSG_ENTITY, classtype);
|
2021-05-25 06:32:11 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
return (1);
|
|
|
|
}
|
|
|
|
#endif
|