void entcs_init()
{
print("Initializing ClientSide information entities\n");
-};
+}
float entcs_customize()
{
entity o;
o = self.owner;
if(o.deadflag != DEAD_NO)
- return FALSE;
- if(o.classname != "player")
- return FALSE;
+ return false;
+ if (!IS_PLAYER(o))
+ return false;
if(other == o)
- return FALSE;
- if((other.classname == "player") || other.caplayer)
+ return false;
+ if((IS_PLAYER(other)) || other.caplayer)
if(!teamplay || o.team != other.team)
- if not (radar_showennemies)
- return FALSE;
- return TRUE;
+ if (!radar_showennemies)
+ return false;
+ return true;
}
float entcs_send(entity to, float sf)
WriteByte(MSG_ENTITY, num_for_edict(self.owner)-1);
if(sf & 2)
{
- WriteShort(MSG_ENTITY, self.origin_x);
- WriteShort(MSG_ENTITY, self.origin_y);
- WriteShort(MSG_ENTITY, self.origin_z);
+ WriteShort(MSG_ENTITY, self.origin.x);
+ WriteShort(MSG_ENTITY, self.origin.y);
+ WriteShort(MSG_ENTITY, self.origin.z);
}
if(sf & 4)
- WriteByte(MSG_ENTITY, self.angles_y * 256.0 / 360);
+ WriteByte(MSG_ENTITY, self.angles.y * 256.0 / 360);
if(sf & 8)
WriteByte(MSG_ENTITY, self.health / 10); // FIXME use a better scale?
if(sf & 16)
WriteByte(MSG_ENTITY, self.armorvalue / 10); // FIXME use a better scale?
- return TRUE;
-};
+ return true;
+}
void entcs_think()
{
setorigin(self, o.origin);
self.SendFlags |= 2;
}
- if(o.angles_y != self.angles_y)
+ if(o.angles.y != self.angles.y)
{
self.angles = o.angles;
self.SendFlags |= 4;
self.armorvalue = o.armorvalue;
self.SendFlags |= 16;
}
-};
+}
entity attach_entcs()
{
- local entity ent;
+ entity ent;
ent = spawn();
ent.classname = "entcs_sender_v2";
ent.think = entcs_think;
ent.nextthink = time;
- Net_LinkEntity(ent, FALSE, 0, entcs_send);
+ Net_LinkEntity(ent, false, 0, entcs_send);
ent.customizeentityforclient = entcs_customize;
self.entcs = ent;
return ent;
-};
+}
void detach_entcs()
{
remove(self.entcs);
self.entcs = world;
-};
+}