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Instead of wasting actual entities, I now use the TempEntity method
[divverent/nexuiz.git] / data / qcsrc / server / ent_cs.qc
1 /**
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 ;)
9  */
10
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
14 // Capital V
15
16 .float(entity to) SendEntity;
17 .float Version;
18
19 entity entcs_start;
20
21 void entcs_init()
22 {
23         print("Initializing ClientSide information entities\n");
24         entcs_start = spawn();
25         entcs_start.solid = SOLID_NOT;
26         entcs_start.chain = world;
27 };
28
29 entity get_entcs_ent(float num)
30 {
31         entity entcs;
32         entcs = spawn();
33         entcs.chain = entcs_start.chain;
34         entcs_start.chain = entcs;
35         return entcs;
36 };
37
38 void entcs_ons(entity to)
39 {
40         if(to == self.owner || self.team != to.team)
41                 return;
42         if(self.owner.classname == "observer" || to.classname == "observer")
43                 return;
44         WriteByte(MSG_ENTITY, ENTCS_MSG_ONS);
45         WriteCoord(MSG_ENTITY, self.owner.origin_x);
46         WriteCoord(MSG_ENTITY, self.owner.origin_y);
47         WriteCoord(MSG_ENTITY, self.owner.angles_y);
48 }
49
50 void entcs_common_self()
51 {
52         /*
53         entity pl;
54         if(self.pingtime < time)
55         {
56                 self.pingtime = time + 9; // keep it 1 below the non-ons update intervall
57                 // just to be safe... (blah)
58                 WriteByte(MSG_ENTITY, ENTCS_MSG_PING);
59                 FOR_EACH_REALCLIENT(pl)
60                 {
61                         WriteByte(MSG_ENTITY, num_for_edict(pl));
62                         WriteShort(MSG_ENTITY, pl.ping);
63                 }
64                 WriteByte(MSG_ENTITY, 0);
65         }
66         */
67 }
68
69 float entcs_send(entity to)
70 {
71         WriteByte(MSG_ENTITY, ENT_CLIENT_ENTCS);
72         WriteByte(MSG_ENTITY, self.health); // serves as entitynumber
73         
74         if(to == self.owner)
75         {
76                 entcs_common_self();
77         }
78         
79         if(game == GAME_ONSLAUGHT)
80                 entcs_ons(to);
81         
82         WriteByte(MSG_ENTITY, ENTCS_MSG_END);
83         return TRUE;
84 };
85
86 void entcs_think()
87 {
88         self.team = self.owner.team;
89         self.Version++;
90         setorigin(self, self.owner.origin);
91         if(game == GAME_ONSLAUGHT)
92                 self.nextthink = time + 0.1;
93         else
94                 self.nextthink = time + 10; // update pings every 10 seconds
95 };
96
97 void attach_entcs()
98 {
99         local float num;
100         local entity ent;
101
102         print("Attaching ENTCS entity\n");
103
104         num = num_for_edict(self);
105         ent = get_entcs_ent(num);
106
107         ent.classname = "entcs_sender";
108         ent.health = num;
109         setorigin(ent, self.origin);
110         ent.owner = self;
111         ent.think = entcs_think;
112         ent.nextthink = time;
113         ent.effects = EF_NODEPTHTEST | EF_LOWPRECISION;
114         ent.model = "entcs_sender";
115         ent.modelindex = 1;
116         setsize(ent, '0 0 0', '0 0 0');
117                 
118         ent.SendEntity = entcs_send;
119 };
120
121 void detach_entcs()
122 {
123         local float num;
124         local entity ent;
125         num = num_for_edict(self);
126         for(ent = entcs_start; ent.chain.owner != self && ent.chain != world; ent = ent.chain);
127         if(ent.chain != world && ent.chain.owner == self)
128         {
129                 remove(ent.chain);
130                 ent.chain = ent.chain.chain;
131         }
132 };