.bool has_sv_origin;
#ifdef SVQC
-/**
+/*
* The point of these entities is to avoid the problems
* with clientprediction.
* If you add SendEntity to players, the engine will not
* in onslaught... YAY ;)
*/
-.entity entcs;
+ .entity entcs;
-bool entcs_send(entity this, entity to, int sf);
+ bool entcs_send(entity this, entity to, int sf);
-void entcs_think();
+ void entcs_think();
-void entcs_attach(entity e);
+ void entcs_attach(entity e);
-void entcs_detach(entity e);
+ void entcs_detach(entity e);
-.int m_forceupdate;
+ .int m_forceupdate;
/** Force an origin update, for player sounds */
-#define entcs_force_origin(e) ((e).entcs.m_forceupdate = BIT(2))
+ #define entcs_force_origin(e) ((e).entcs.m_forceupdate = BIT(2))
#endif
#ifdef CSQC
-AL_declare(_entcs);
-STATIC_INIT(_entcs)
-{
- AL_init(_entcs, 255, NULL, e); // 255 is the engine limit on maxclients
-}
-SHUTDOWN(_entcs)
-{
- AL_delete(_entcs);
-}
-#define entcs_receiver(...) EVAL(OVERLOAD(entcs_receiver, __VA_ARGS__))
-#define entcs_receiver_1(i) AL_gete(_entcs, i)
-#define entcs_receiver_2(i, v) AL_sete(_entcs, i, v)
-#define entcs_is_self(e) ((e).sv_entnum + 1 == player_localentnum)
+ AL_declare(_entcs);
+ STATIC_INIT(_entcs)
+ {
+ AL_init(_entcs, 255, NULL, e); // 255 is the engine limit on maxclients
+ }
+ SHUTDOWN(_entcs)
+ {
+ AL_delete(_entcs);
+ }
+ #define entcs_receiver(...) EVAL(OVERLOAD(entcs_receiver, __VA_ARGS__))
+ #define entcs_receiver_1(i) AL_gete(_entcs, i)
+ #define entcs_receiver_2(i, v) AL_sete(_entcs, i, v)
+ #define entcs_is_self(e) ((e).sv_entnum == player_localentnum - 1)
+
+ /**
+ * @param i zero indexed player
+ * @returns 0 if not teamplay
+ */
+ int GetPlayerColorForce(int i)
+ {
+ return (!teamplay) ? 0 : stof(getplayerkeyvalue(i, "colors")) & 15;
+ }
+
+ /**
+ * @param i zero indexed player
+ * @returns 0 if not teamplay | NUM_TEAM_##N | NUM_SPECTATOR
+ */
+ int GetPlayerColor(int i)
+ {
+ bool unconnected = !playerslots[i].gotscores;
+ bool spec = unconnected || stof(getplayerkeyvalue(i, "frags")) == FRAGS_SPECTATOR;
+ return (spec) ? NUM_SPECTATOR : GetPlayerColorForce(i);
+ }
+
+ /**
+ * @param i zero indexed player
+ */
+ string GetPlayerName(int i)
+ {
+ return ColorTranslateRGB(getplayerkeyvalue(i, "name"));
+ }
+
+ /**
+ * @param i zero indexed player
+ */
+ entity CSQCModel_server2csqc(int i);
+
+ .float alpha;
+
+ /**
+ * @param i zero indexed player
+ */
+ float getplayeralpha(int i)
+ {
+ entity e = CSQCModel_server2csqc(i);
+ return e ? e.alpha : 1;
+ }
+
+ /**
+ * @param i zero indexed player
+ */
+ vector getcsqcplayercolor(int i)
+ {
+ entity e = CSQCModel_server2csqc(i);
+ return (!e || e.colormap <= 0)
+ ? '1 1 1'
+ : colormapPaletteColor(((e.colormap >= 1024)
+ ? e.colormap
+ : stof(getplayerkeyvalue(e.colormap - 1, "colors"))) & 15, true)
+ ;
+ }
+
+ /**
+ * @param i zero indexed player
+ */
+ bool getplayerisdead(int i)
+ {
+ entity e = CSQCModel_server2csqc(i);
+ return e ? e.csqcmodel_isdead : false;
+ }
#endif