NSClientPlayer: start networking rendermodes (needs to be optimised for network transfer)
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1 changed files with 27 additions and 0 deletions
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@ -494,6 +494,15 @@ NSClientPlayer::ReceiveEntity(float new, float flChanged)
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READENTITY_INT(modelindex, PLAYER_MODELINDEX)
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READENTITY_INT(modelindex, PLAYER_MODELINDEX)
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READENTITY_BYTE(colormap, PLAYER_MODELINDEX)
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READENTITY_BYTE(colormap, PLAYER_MODELINDEX)
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/* crap the render mode updates in here */
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READENTITY_BYTE(m_iRenderMode, PLAYER_MODELINDEX)
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READENTITY_BYTE(m_iRenderFX, PLAYER_MODELINDEX)
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READENTITY_FLOAT(m_vecRenderColor[0], PLAYER_MODELINDEX)
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READENTITY_FLOAT(m_vecRenderColor[1], PLAYER_MODELINDEX)
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READENTITY_FLOAT(m_vecRenderColor[2], PLAYER_MODELINDEX)
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READENTITY_FLOAT(m_flRenderAmt, PLAYER_MODELINDEX)
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READENTITY_COORD(origin[0], PLAYER_ORIGIN)
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READENTITY_COORD(origin[0], PLAYER_ORIGIN)
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READENTITY_COORD(origin[1], PLAYER_ORIGIN)
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READENTITY_COORD(origin[1], PLAYER_ORIGIN)
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READENTITY_COORD(origin[2], PLAYER_ORIGIN)
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READENTITY_COORD(origin[2], PLAYER_ORIGIN)
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@ -889,6 +898,15 @@ NSClientPlayer::EvaluateEntity(void)
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{
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{
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EVALUATE_FIELD(modelindex, PLAYER_MODELINDEX)
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EVALUATE_FIELD(modelindex, PLAYER_MODELINDEX)
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EVALUATE_FIELD(colormap, PLAYER_MODELINDEX)
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EVALUATE_FIELD(colormap, PLAYER_MODELINDEX)
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/* crap the render mode updates in here */
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EVALUATE_FIELD(m_iRenderMode, PLAYER_MODELINDEX)
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EVALUATE_FIELD(m_iRenderFX, PLAYER_MODELINDEX)
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EVALUATE_VECTOR(m_vecRenderColor, 0, PLAYER_MODELINDEX)
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EVALUATE_VECTOR(m_vecRenderColor, 1, PLAYER_MODELINDEX)
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EVALUATE_VECTOR(m_vecRenderColor, 2, PLAYER_MODELINDEX)
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EVALUATE_FIELD(m_flRenderAmt, PLAYER_MODELINDEX)
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EVALUATE_VECTOR(origin, 0, PLAYER_ORIGIN)
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EVALUATE_VECTOR(origin, 0, PLAYER_ORIGIN)
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EVALUATE_VECTOR(origin, 1, PLAYER_ORIGIN)
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EVALUATE_VECTOR(origin, 1, PLAYER_ORIGIN)
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EVALUATE_VECTOR(origin, 2, PLAYER_ORIGIN)
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EVALUATE_VECTOR(origin, 2, PLAYER_ORIGIN)
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@ -949,6 +967,15 @@ NSClientPlayer::SendEntity(entity ePEnt, float flChanged)
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{
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{
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SENDENTITY_INT(modelindex, PLAYER_MODELINDEX)
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SENDENTITY_INT(modelindex, PLAYER_MODELINDEX)
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SENDENTITY_BYTE(colormap, PLAYER_MODELINDEX)
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SENDENTITY_BYTE(colormap, PLAYER_MODELINDEX)
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/* crap the render mode updates in here */
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SENDENTITY_BYTE(m_iRenderMode, PLAYER_MODELINDEX)
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SENDENTITY_BYTE(m_iRenderFX, PLAYER_MODELINDEX)
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SENDENTITY_FLOAT(m_vecRenderColor[0], PLAYER_MODELINDEX)
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SENDENTITY_FLOAT(m_vecRenderColor[1], PLAYER_MODELINDEX)
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SENDENTITY_FLOAT(m_vecRenderColor[2], PLAYER_MODELINDEX)
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SENDENTITY_FLOAT(m_flRenderAmt, PLAYER_MODELINDEX)
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SENDENTITY_COORD(origin[0], PLAYER_ORIGIN)
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SENDENTITY_COORD(origin[0], PLAYER_ORIGIN)
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SENDENTITY_COORD(origin[1], PLAYER_ORIGIN)
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SENDENTITY_COORD(origin[1], PLAYER_ORIGIN)
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SENDENTITY_COORD(origin[2], PLAYER_ORIGIN)
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SENDENTITY_COORD(origin[2], PLAYER_ORIGIN)
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