2 * The point of these entities is to avoid the problems
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3 * with clientprediction.
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4 * If you add SendEntity to players, the engine will not
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5 * do any prediction anymore, and you'd have to write the whole
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6 * prediction code in CSQC, you want that? :P
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7 * Data can depend on gamemode. For now, it serves as GPS entities
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8 * in onslaught... YAY ;)
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11 // Beware: do not redefine those in other files
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12 // and NO, you cannot use ".version", which already exists (at least
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13 // it did when I added this) But you have to use .Version
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20 print("Initializing ClientSide information entities\n");
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23 float entcs_customize()
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27 if(o.deadflag != DEAD_NO)
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29 if(o.classname != "player")
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33 if(other.classname == "player")
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34 if(o.team != other.team)
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35 if not (radar_showennemies)
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40 float entcs_send(entity to, float sf)
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44 WriteByte(MSG_ENTITY, ENT_CLIENT_ENTCS);
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45 WriteByte(MSG_ENTITY, num_for_edict(o));
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46 WriteShort(MSG_ENTITY, o.origin_x);
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47 WriteShort(MSG_ENTITY, o.origin_y);
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48 WriteShort(MSG_ENTITY, o.origin_z);
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49 WriteByte(MSG_ENTITY, o.angles_y * 256.0 / 360);
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55 self.nextthink = time;
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60 if(o.origin != self.origin || o.angles != self.angles)
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62 setorigin(self, o.origin);
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63 self.angles = o.angles;
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64 self.SendFlags |= 1;
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68 entity attach_entcs()
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73 ent.classname = "entcs_sender_v2";
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75 ent.think = entcs_think;
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76 ent.nextthink = time;
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78 Net_LinkEntity(ent, FALSE, 0, entcs_send);
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79 ent.customizeentityforclient = entcs_customize;
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