1 .float csqcprojectile_type;
3 float CSQCProjectile_SendEntity(entity to, float sf)
7 if(self.csqcprojectile_clientanimate)
8 sf |= 0x80; // client animated, not interpolated
10 WriteByte(MSG_ENTITY, ENT_CLIENT_PROJECTILE);
11 WriteByte(MSG_ENTITY, sf);
15 WriteCoord(MSG_ENTITY, self.origin_x);
16 WriteCoord(MSG_ENTITY, self.origin_y);
17 WriteCoord(MSG_ENTITY, self.origin_z);
21 WriteCoord(MSG_ENTITY, self.velocity_x);
22 WriteCoord(MSG_ENTITY, self.velocity_y);
23 WriteCoord(MSG_ENTITY, self.velocity_z);
24 WriteCoord(MSG_ENTITY, self.gravity);
29 WriteByte(MSG_ENTITY, self.csqcprojectile_type); // TODO maybe put this into sf?
34 void CSQCProjectile(entity e, float clientanimate, float type, float docull)
36 Net_LinkEntity(e, docull, 0, CSQCProjectile_SendEntity);
38 e.csqcprojectile_clientanimate = clientanimate;
40 if(e.movetype == MOVETYPE_TOSS || e.movetype == MOVETYPE_BOUNCE)
48 e.csqcprojectile_type = type;
51 void UpdateCSQCProjectile(entity e)
53 if(e.SendEntity == CSQCProjectile_SendEntity)
54 e.SendFlags |= 1; // send new origin data