trying to make it a little more robust for omc

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4337 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
Spoike 2013-05-07 02:08:44 +00:00
parent b7db01e3fc
commit 186dd8ab68

View file

@ -2016,6 +2016,91 @@ qboolean Cull_Traceline(edict_t *viewer, edict_t *seen)
return true;
}
void SV_WritePlayersToMVD (client_t *client, client_frame_t *frame, sizebuf_t *msg)
{
int j;
client_t *cl;
edict_t *ent, *vent;
// int pflags;
demo_frame_t *demo_frame;
demo_client_t *dcl;
#define DF_DEAD (1<<8)
#define DF_GIB (1<<9)
demo_frame = &demo.frames[demo.parsecount&DEMO_FRAMES_MASK];
for (j=0,cl=svs.clients, dcl = demo_frame->clients; j<MAX_CLIENTS ; j++,cl++, dcl++)
{
if (cl->state != cs_spawned)
continue;
#ifdef SERVER_DEMO_PLAYBACK
if (sv.demostatevalid)
{
if (client != cl)
continue;
}
#endif
ent = cl->edict;
vent = ent;
if (progstype != PROG_QW)
{
if ((int)ent->v->effects & EF_MUZZLEFLASH)
{
if (needcleanup < (j+1))
{
needcleanup = (j+1);
}
}
}
if (SV_AddCSQCUpdate(client, ent))
continue;
if (cl->spectator)
continue;
dcl->parsecount = demo.parsecount;
VectorCopy(vent->v->origin, dcl->info.origin);
VectorCopy(vent->v->angles, dcl->info.angles);
dcl->info.angles[0] *= -3;
dcl->info.angles[2] = 0; // no roll angle
if (ent->v->health <= 0)
{ // don't show the corpse looking around...
dcl->info.angles[0] = 0;
dcl->info.angles[1] = vent->v->angles[1];
dcl->info.angles[2] = 0;
}
if (ent != vent)
{
dcl->info.model = 0; //invisible.
dcl->info.effects = 0;
}
else
{
dcl->info.skinnum = ent->v->skin;
dcl->info.effects = ent->v->effects;
dcl->info.weaponframe = ent->v->weaponframe;
dcl->info.model = ent->v->modelindex;
}
dcl->sec = sv.time - cl->localtime;
dcl->frame = ent->v->frame;
dcl->flags = 0;
dcl->cmdtime = cl->localtime;
dcl->fixangle = demo.fixangle[j];
demo.fixangle[j] = 0;
if (ent->v->health <= 0)
dcl->flags |= DF_DEAD;
if (ent->v->mins[2] != -24)
dcl->flags |= DF_GIB;
}
}
/*
=============
@ -2031,100 +2116,12 @@ void SV_WritePlayersToClient (client_t *client, client_frame_t *frame, edict_t *
edict_t *ent, *vent;
// int pflags;
demo_frame_t *demo_frame;
demo_client_t *dcl;
#define DF_DEAD (1<<8)
#define DF_GIB (1<<9)
if (client->state < cs_spawned && pvs)
if (client->state < cs_spawned)
{
Con_Printf("SV_WritePlayersToClient: not spawned yet\n", client->namebuf);
return;
}
if (clent == NULL) //write to demo file. (no PVS)
{
demo_frame = &demo.frames[demo.parsecount&DEMO_FRAMES_MASK];
for (j=0,cl=svs.clients, dcl = demo_frame->clients; j<MAX_CLIENTS ; j++,cl++, dcl++)
{
if (cl->state != cs_spawned)
continue;
#ifdef SERVER_DEMO_PLAYBACK
if (sv.demostatevalid)
{
if (client != cl)
continue;
}
#endif
ent = cl->edict;
if (cl->viewent && ent == clent)
vent = EDICT_NUM(svprogfuncs, cl->viewent);
else
vent = ent;
if (progstype != PROG_QW)
{
if ((int)ent->v->effects & EF_MUZZLEFLASH)
{
if (needcleanup < (j+1))
{
needcleanup = (j+1);
}
}
}
if (SV_AddCSQCUpdate(client, ent))
continue;
if (cl->spectator)
continue;
dcl->parsecount = demo.parsecount;
VectorCopy(vent->v->origin, dcl->info.origin);
VectorCopy(vent->v->angles, dcl->info.angles);
dcl->info.angles[0] *= -3;
dcl->info.angles[2] = 0; // no roll angle
if (ent->v->health <= 0)
{ // don't show the corpse looking around...
dcl->info.angles[0] = 0;
dcl->info.angles[1] = vent->v->angles[1];
dcl->info.angles[2] = 0;
}
if (ent != vent)
{
dcl->info.model = 0; //invisible.
dcl->info.effects = 0;
}
else
{
dcl->info.skinnum = ent->v->skin;
dcl->info.effects = ent->v->effects;
dcl->info.weaponframe = ent->v->weaponframe;
dcl->info.model = ent->v->modelindex;
}
dcl->sec = sv.time - cl->localtime;
dcl->frame = ent->v->frame;
dcl->flags = 0;
dcl->cmdtime = cl->localtime;
dcl->fixangle = demo.fixangle[j];
demo.fixangle[j] = 0;
if (ent->v->health <= 0)
dcl->flags |= DF_DEAD;
if (ent->v->mins[2] != -24)
dcl->flags |= DF_GIB;
continue;
}
return;
}
#ifdef NQPROT
if (!ISQWCLIENT(client))
return;
@ -2306,7 +2303,7 @@ void SV_WritePlayersToClient (client_t *client, client_frame_t *frame, edict_t *
continue;
// ignore if not touching a PV leaf
if (!sv.world.worldmodel->funcs.EdictInFatPVS(sv.world.worldmodel, &((wedict_t*)ent)->pvsinfo, pvs))
if (!sv.world.worldmodel->funcs.EdictInFatPVS(sv.world.worldmodel, &ent->pvsinfo, pvs))
continue;
if (!((int)clent->xv->dimension_see & ((int)ent->xv->dimension_seen | (int)ent->xv->dimension_ghost)))
@ -2379,7 +2376,20 @@ void SV_WritePlayersToClient (client_t *client, client_frame_t *frame, edict_t *
clst.spectator = 0;
if (client->spectator)
{
if (client->spec_track)
client_t *s;
if (client->spec_track > 0 && client->spec_track <= sv.allocated_client_slots)
s = &svs.clients[client->spec_track-1];
else if (client->spec_track || !s->state != cs_spawned)
{
Con_Printf("Client was spectating now-invalid entity: %i\n", client->spec_track);
client->spec_track = 0;
s = NULL;
}
else
s = NULL;
if (s)
{
clst.spectator = 2;
clst.mins = svs.clients[client->spec_track-1].edict->v->mins;
@ -3503,7 +3513,12 @@ void SV_WriteEntitiesToClient (client_t *client, sizebuf_t *msg, qboolean ignore
// send over the players in the PVS
if (svs.gametype != GT_HALFLIFE)
SV_WritePlayersToClient (client, frame, clent, pvs, msg);
{
if (client == &demo.recorder)
SV_WritePlayersToMVD(client, frame, msg);
else
SV_WritePlayersToClient (client, frame, clent, pvs, msg);
}
SVQW_EmitPacketEntities (client, pack, msg);
}