#pragma once
#ifdef CSQC
-#include <client/defs.qh>
+#include <client/csqcmodel_hooks.qh>
#endif
REGISTER_NET_LINKED(ENT_CLIENT_ENTCS)
REGISTER_NET_TEMP(CLIENT_ENTCS)
+#ifdef CSQC
/** True when private information such as origin is available */
.bool m_entcs_private;
/** True when origin is available */
-// FIXME: it seems sometimes this is false when observing even though observers should be able to know about all players
-// easily reproducible on heart_v2 or The_Yard with bots - might be because they lack waypoints and bots stand still
-// it has happened in matches with players and no bots but much more rarely
.bool has_origin;
/** True when a recent server sent origin has been received */
.bool has_sv_origin;
+#endif
+.int sv_solid;
#ifdef SVQC
/*
void entcs_force_origin(entity player);
+ void entcs_update_players(entity player);
+
+ bool radar_showenemies;
+
#endif
#ifdef CSQC
{
bool unconnected = !playerslots[i].gotscores;
entity e = entcs_receiver(i);
- int fr = ((e) ? e.frags : stof(getplayerkeyvalue(i, "frags")));
+ int fr = ((e) ? e.frags : 0);
if (unconnected || fr == FRAGS_SPECTATOR)
return ENTCS_SPEC_PURE;
- int sol = ((e) ? e.solid : SOLID_NOT);
+ int sol = ((e) ? e.sv_solid : SOLID_NOT);
if (fr == FRAGS_PLAYER_OUT_OF_GAME && sol == SOLID_NOT)
return ENTCS_SPEC_IN_SCOREBOARD;
return 0;
int entcs_GetClientColors(int i)
{
entity e = entcs_receiver(i);
- return e ? e.colormap : stof(getplayerkeyvalue(i, "colors"));
+ return e ? e.colormap : 0;
}
/**
string entcs_GetName(int i)
{
entity e = entcs_receiver(i);
- return ColorTranslateRGB(e ? e.netname : getplayerkeyvalue(i, "name"));
+ return e ? ColorTranslateRGB(e.netname) : "";
}
/**