/* ================= Player_SendEntity ================= */ float Player_SendEntity(entity ePEnt, float fChanged) { if (self.health <= 0 && ePEnt != self) { return FALSE; } WriteByte(MSG_ENTITY, ENT_PLAYER); WriteShort(MSG_ENTITY, self.modelindex); WriteCoord(MSG_ENTITY, self.origin[0]); WriteCoord(MSG_ENTITY, self.origin[1]); WriteCoord(MSG_ENTITY, self.origin[2]); WriteCoord(MSG_ENTITY, self.v_angle[0]); WriteCoord(MSG_ENTITY, self.angles[1]); WriteCoord(MSG_ENTITY, self.angles[2]); WriteCoord(MSG_ENTITY, self.velocity[0]); WriteCoord(MSG_ENTITY, self.velocity[1]); WriteCoord(MSG_ENTITY, self.velocity[2]); WriteFloat(MSG_ENTITY, self.flags); WriteFloat(MSG_ENTITY, self.pmove_flags); WriteByte(MSG_ENTITY, self.weapon); WriteByte(MSG_ENTITY, self.health); WriteFloat(MSG_ENTITY, self.movetype); WriteFloat(MSG_ENTITY, self.view_ofs[2]); WriteFloat(MSG_ENTITY, self.viewzoom); return TRUE; }