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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PLAYER_KEEPALIVE,
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PLAYER_MODELINDEX,
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PLAYER_ORIGIN,
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PLAYER_ORIGIN_Z,
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PLAYER_ANGLES_X,
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PLAYER_ANGLES_Y,
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PLAYER_COLORMAP,
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PLAYER_VELOCITY,
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PLAYER_VELOCITY_Z,
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PLAYER_FLAGS,
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PLAYER_WEAPON,
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PLAYER_ITEMS,
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PLAYER_HEALTH,
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PLAYER_ARMOR,
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PLAYER_MOVETYPE,
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PLAYER_VIEWOFS,
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PLAYER_TOPFRAME,
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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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PLAYER_UNUSED1,
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PLAYER_UNUSED2
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};
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class player:base_player
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{
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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(mag_sbs);
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PREDICTED_INT(mag_dbs);
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PREDICTED_INT(mag_rpg);
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/* ammo 2 */
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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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/* ammo 3 */
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PREDICTED_INT(mode_tempstate);
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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(float,float) ReceiveEntity;
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virtual void(void) PredictPreFrame;
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virtual void(void) PredictPostFrame;
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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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virtual void(void) EvaluateEntity;
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virtual float(entity, float) SendEntity;
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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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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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base_player::ReceiveEntity(new, fl);
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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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}
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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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}
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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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2021-12-18 02:23:33 +00:00
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if (fl & PLAYER_ITEMS || fl & PLAYER_HEALTH || fl & PLAYER_ARMOR)
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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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base_player::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(mag_sbs);
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SAVE_STATE(mag_dbs);
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SAVE_STATE(mag_rpg);
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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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}
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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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base_player::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(mag_sbs);
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ROLL_BACK(mag_dbs);
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ROLL_BACK(mag_rpg);
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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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}
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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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base_player::EvaluateEntity();
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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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/* 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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SAVE_STATE(mag_sbs);
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SAVE_STATE(mag_dbs);
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SAVE_STATE(mag_rpg);
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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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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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}
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/*
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=================
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player::SendEntity
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=================
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*/
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float
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player::SendEntity(entity ePEnt, float fChanged)
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{
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/* remove our entity to other clients if we're dead */
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if (health <= 0 && ePEnt != this) {
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return (0);
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}
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/* target client isn't real, they have no client-side. abandon */
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if (clienttype(ePEnt) != CLIENTTYPE_REAL) {
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return (0);
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}
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/* other players don't need to know about these attributes */
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if (ePEnt != self) {
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fChanged &= ~PLAYER_ITEMS;
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fChanged &= ~PLAYER_HEALTH;
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fChanged &= ~PLAYER_ARMOR;
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fChanged &= ~PLAYER_VIEWOFS;
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fChanged &= ~PLAYER_AMMO1;
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fChanged &= ~PLAYER_AMMO2;
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fChanged &= ~PLAYER_AMMO3;
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}
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WriteByte(MSG_ENTITY, ENT_PLAYER);
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WriteFloat(MSG_ENTITY, fChanged);
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/* the generic client attributes */
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base_player::SendEntity(ePEnt, fChanged);
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if (fChanged & PLAYER_TOPFRAME) {
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WriteByte(MSG_ENTITY, anim_top);
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WriteFloat(MSG_ENTITY, anim_top_time);
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WriteFloat(MSG_ENTITY, anim_top_delay);
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}
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if (fChanged & PLAYER_BOTTOMFRAME) {
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WriteByte(MSG_ENTITY, anim_bottom);
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WriteFloat(MSG_ENTITY, anim_bottom_time);
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}
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if (fChanged & PLAYER_AMMO1) {
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WriteByte(MSG_ENTITY, mag_sbs);
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WriteByte(MSG_ENTITY, mag_dbs);
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WriteByte(MSG_ENTITY, mag_rpg);
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}
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if (fChanged & PLAYER_AMMO2) {
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WriteByte(MSG_ENTITY, m_iAmmoRockets);
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WriteByte(MSG_ENTITY, m_iAmmoNails);
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WriteByte(MSG_ENTITY, m_iAmmoCells);
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WriteByte(MSG_ENTITY, m_iAmmoShells);
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WriteByte(MSG_ENTITY, m_iAmmoDetpack);
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WriteByte(MSG_ENTITY, m_iAmmoMedikit);
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}
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if (fChanged & PLAYER_AMMO3) {
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WriteByte(MSG_ENTITY, mode_tempstate);
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}
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return (1);
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}
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#endif
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