Fix env_sprite from networking using MSG_ENTITY instead of MSG_MULTICAST when networking once.

This commit is contained in:
Marco Cawthorne 2020-05-31 22:41:57 +02:00
parent 680725f050
commit 76b5ff1879

View file

@ -81,12 +81,12 @@ void env_sprite::NetworkOnce(void)
WriteFloat(MSG_MULTICAST, modelindex);
WriteFloat(MSG_MULTICAST, m_flFramerate);
WriteFloat(MSG_MULTICAST, m_flScale);
WriteByte(MSG_ENTITY, m_iRenderFX);
WriteByte(MSG_ENTITY, m_iRenderMode);
WriteFloat(MSG_ENTITY, m_vecRenderColor[0]);
WriteFloat(MSG_ENTITY, m_vecRenderColor[1]);
WriteFloat(MSG_ENTITY, m_vecRenderColor[2]);
WriteFloat(MSG_ENTITY, m_flRenderAmt);
WriteByte(MSG_MULTICAST, m_iRenderFX);
WriteByte(MSG_MULTICAST, m_iRenderMode);
WriteFloat(MSG_MULTICAST, m_vecRenderColor[0]);
WriteFloat(MSG_MULTICAST, m_vecRenderColor[1]);
WriteFloat(MSG_MULTICAST, m_vecRenderColor[2]);
WriteFloat(MSG_MULTICAST, m_flRenderAmt);
msg_entity = this;
multicast(origin, MULTICAST_PVS);
}