X-Git-Url: https://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fent_cs.qc;h=a3691386be379296ae2b494025666e320a13de18;hb=7bffd000c18d2915bc3c127cf060016400274cb8;hp=a6f39e213a79fef4c373dc52304402d2c442afe4;hpb=ac29cc375dd6ac51bce3cec39bffcab2a250785e;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/ent_cs.qc b/qcsrc/common/ent_cs.qc index a6f39e213..a3691386b 100644 --- a/qcsrc/common/ent_cs.qc +++ b/qcsrc/common/ent_cs.qc @@ -159,12 +159,23 @@ ENTCS_PROP(SOLID, true, sv_solid, solid, ENTCS_SET_NORMAL, #ifdef SVQC - int ENTCS_PUBLICMASK = 0; + int ENTCS_PUBLICMASK = 0, ENTCS_PRIVATEMASK = 0; STATIC_INIT(ENTCS_PUBLICMASK) { - FOREACH(EntCSProps, it.m_public, + FOREACH(EntCSProps, true, { - ENTCS_PUBLICMASK |= BIT(it.m_id); + if (it.m_public) + ENTCS_PUBLICMASK |= BIT(it.m_id); + else + ENTCS_PRIVATEMASK |= BIT(it.m_id); + }); + } + + void entcs_update_players(entity player) + { + FOREACH_CLIENT(it != player && IS_PLAYER(it), + { + CS(it).entcs.SendFlags |= ENTCS_PRIVATEMASK; }); } @@ -211,17 +222,26 @@ ENTCS_PROP(SOLID, true, sv_solid, solid, ENTCS_SET_NORMAL, it.m_set(this, player); this.SendFlags |= BIT(it.m_id); }); + if (intermission_running) { // health is set to special values after the game ends, ignore any change this.SendFlags &= ~BIT(ENTCS_PROP_HEALTH_id); } - setorigin(this, this.origin); // relink + + // always send origin of players even if they stand still otherwise + // if a teammate isn't in my pvs and his health (or view angle or name + // etc...) changes then his tag disappears + if (IS_PLAYER(this.owner)) + this.SendFlags |= BIT(ENTCS_PROP_ORIGIN_id); + + // 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; @@ -262,11 +282,17 @@ 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) {