2 * The point of these entities is to avoid the problems
3 * with clientprediction.
4 * If you add SendEntity to players, the engine will not
5 * do any prediction anymore, and you'd have to write the whole
6 * prediction code in CSQC, you want that? :P
7 * Data can depend on gamemode. For now, it serves as GPS entities
8 * in onslaught... YAY ;)
11 // Beware: do not redefine those in other files
12 // and NO, you cannot use ".version", which already exists (at least
13 // it did when I added this) But you have to use .Version
16 .float(entity to) SendEntity;
23 print("Initializing ClientSide information entities\n");
24 entcs_start = spawn();
25 entcs_start.solid = SOLID_NOT;
26 entcs_start.chain = world;
29 entity(float num) get_entcs_ent =
33 entcs.chain = entcs_start.chain;
34 entcs_start.chain = entcs;
39 float(entity to) entcs_send =
41 if(to == self.owner || self.team != to.team)
43 if(self.owner.classname == "observer" || to.classname == "observer")
46 WriteByte(MSG_ENTITY, ENT_CLIENT_ENTCS);
47 WriteByte(MSG_ENTITY, self.health); // serves as entitynumber
48 WriteCoord(MSG_ENTITY, self.owner.origin_x);
49 WriteCoord(MSG_ENTITY, self.owner.origin_y);
50 WriteCoord(MSG_ENTITY, self.owner.angles_y);
51 // write health maybe?
57 self.team = self.owner.team;
59 setorigin(self, self.owner.origin);
60 self.nextthink = time + 0.1;
68 print("Attaching ENTCS entity\n");
70 num = num_for_edict(self);
71 ent = get_entcs_ent(num);
73 ent.classname = "entcs_sender";
75 setorigin(ent, self.origin);
77 ent.think = entcs_think;
79 ent.effects = EF_NODEPTHTEST | EF_LOWPRECISION;
80 ent.model = "entcs_sender";
82 setsize(ent, '0 0 0', '0 0 0');
84 ent.SendEntity = entcs_send;
91 num = num_for_edict(self);
92 for(ent = entcs_start; ent.chain.owner != self && ent.chain != world; ent = ent.chain);
93 if(ent.chain != world && ent.chain.owner == self)
96 ent.chain = ent.chain.chain;