]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/ent_cs.qc
Merge branch 'master' into Mario/survival
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / ent_cs.qc
index d5815c01ef07ebaacba4a3cb91a563c8562279d6..9ec68acb8155053aba99d89db8fe155ff71737de 100644 (file)
@@ -2,12 +2,12 @@
 
 #if defined(CSQC)
        #include <common/gamemodes/_mod.qh>
-       #include <common/resources.qh>
+       #include <common/resources/resources.qh>
 #elif defined(MENUQC)
 #elif defined(SVQC)
        #include <common/gamemodes/_mod.qh>
-       #include <common/resources.qh>
-       #include <server/resources.qh>
+       #include <common/resources/resources.qh>
+       #include <common/resources/sv_resources.qh>
 #endif
 
 REGISTRY(EntCSProps, BITS(16) - 1)
@@ -157,6 +157,11 @@ ENTCS_PROP(SOLID, true, sv_solid, solid, ENTCS_SET_NORMAL,
        { WriteByte(chan, ent.sv_solid); },
        { ent.sv_solid = ReadByte(); })
 
+// gamemode specific player survival status (independent of score and frags)
+ENTCS_PROP(SURVIVAL_STATUS, true, survival_status, survival_status, ENTCS_SET_NORMAL,
+       { WriteShort(chan, ent.survival_status); },
+       { ent.survival_status = ReadShort(); })
+
 #ifdef SVQC
 
        int ENTCS_PUBLICMASK = 0, ENTCS_PRIVATEMASK = 0;
@@ -188,7 +193,7 @@ ENTCS_PROP(SOLID, true, sv_solid, solid, ENTCS_SET_NORMAL,
                        {
                                if (radar_showenemies) break;
                                if (SAME_TEAM(to, player)) break;
-                               if (!(IS_PLAYER(to) || to.caplayer)) break;
+                               if (!(IS_PLAYER(to) || INGAME(to))) break;
                        }
                        sf &= ENTCS_PUBLICMASK; // no private updates
                } while (0);
@@ -235,12 +240,13 @@ ENTCS_PROP(SOLID, true, sv_solid, solid, ENTCS_SET_NORMAL,
                if (IS_PLAYER(this.owner))
                        this.SendFlags |= BIT(ENTCS_PROP_ORIGIN_id);
 
-               setorigin(this, this.origin); // relink
+               // not needed, origin is just data to be sent
+               //setorigin(this, this.origin); // relink
        }
 
        void entcs_attach(entity player)
        {
-               entity e = CS(player).entcs = new(entcs_sender);
+               entity e = CS(player).entcs = new_pure(entcs_sender);
                e.owner = player;
                setthink(e, entcs_think);
                e.nextthink = time;
@@ -281,11 +287,17 @@ ENTCS_PROP(SOLID, true, sv_solid, solid, ENTCS_SET_NORMAL,
                entity e = CSQCModel_server2csqc(this.sv_entnum);
                if (e == NULL)
                {
+                       // player model is NOT in client's PVS
+                       InterpolateOrigin_Do(this);
                        this.has_origin = this.has_sv_origin;
                        return;
                }
                this.has_origin = true;
+               // when a player model is in client's PVS we use its origin directly
+               // (entcs networked origin is overriden)
                this.origin = e.origin;
+               InterpolateOrigin_Reset(this);
+               setorigin(this, this.origin);
                // `cl_forceplayermodels 1` sounds will be wrong until the player has been in the PVS, but so be it
                if (this.model != e.model)
                {