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 get_entcs_ent(float num)
33 entcs.chain = entcs_start.chain;
34 entcs_start.chain = entcs;
38 void entcs_ons(entity to)
40 if(to == self.owner || self.team != to.team)
42 if(self.owner.classname == "observer" || to.classname == "observer")
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);
50 void entcs_common_self()
54 if(self.pingtime < time)
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)
61 WriteByte(MSG_ENTITY, num_for_edict(pl));
62 WriteShort(MSG_ENTITY, pl.ping);
64 WriteByte(MSG_ENTITY, 0);
69 float entcs_send(entity to)
71 WriteByte(MSG_ENTITY, ENT_CLIENT_ENTCS);
72 WriteByte(MSG_ENTITY, self.health); // serves as entitynumber
79 if(game == GAME_ONSLAUGHT)
82 WriteByte(MSG_ENTITY, ENTCS_MSG_END);
88 self.team = self.owner.team;
90 setorigin(self, self.owner.origin);
91 if(game == GAME_ONSLAUGHT)
92 self.nextthink = time + 0.1;
94 self.nextthink = time + 10; // update pings every 10 seconds
102 print("Attaching ENTCS entity\n");
104 num = num_for_edict(self);
105 ent = get_entcs_ent(num);
107 ent.classname = "entcs_sender";
109 setorigin(ent, self.origin);
111 ent.think = entcs_think;
112 ent.nextthink = time;
113 ent.effects = EF_NODEPTHTEST | EF_LOWPRECISION;
114 ent.model = "entcs_sender";
116 setsize(ent, '0 0 0', '0 0 0');
118 ent.SendEntity = entcs_send;
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)
130 ent.chain = ent.chain.chain;