Beispiel #1
0
/*
=================
UpdateClientData

Data sent to current client only
engine sets cd to 0 before calling.
=================
*/
void UpdateClientData ( const struct edict_s *ent, int sendweapons, struct clientdata_s *cd )
{
	cd->flags			= ent->v.flags;
	cd->health			= ent->v.health;

	cd->viewmodel		= MODEL_INDEX( STRING( ent->v.viewmodel ) );
	cd->waterlevel		= ent->v.waterlevel;
	cd->watertype		= ent->v.watertype;
	cd->weapons			= ent->v.weapons;

	// Vectors
	cd->origin			= ent->v.origin;
	cd->velocity		= ent->v.velocity;
	cd->view_ofs		= ent->v.view_ofs;
	cd->punchangle		= ent->v.punchangle;

	cd->bInDuck			= ent->v.bInDuck;
	cd->flTimeStepSound = ent->v.flTimeStepSound;
	cd->flDuckTime		= ent->v.flDuckTime;
	cd->flSwimTime		= ent->v.flSwimTime;
	cd->waterjumptime	= ent->v.teleport_time;

	strcpy( cd->physinfo, ENGINE_GETPHYSINFO( ent ) );

	cd->maxspeed		= ent->v.maxspeed;
	cd->fov				= ent->v.fov;
	cd->weaponanim		= ent->v.weaponanim;

	cd->pushmsec		= ent->v.pushmsec;

	// Spectator
	cd->iuser1			= ent->v.iuser1;
	cd->iuser2			= ent->v.iuser2;

	if ( sendweapons )
	{
		entvars_t *pev = (entvars_t *)&ent->v;
		CBasePlayer *pl = ( CBasePlayer *) CBasePlayer::Instance( pev );

		if ( pl )
		{
			cd->m_flNextAttack	= pl->m_flNextAttack;

			if ( pl->m_pActiveItem )
			{
				CBasePlayerWeapon *gun;
				gun = (CBasePlayerWeapon *)pl->m_pActiveItem->GetWeaponPtr();
				if ( gun && gun->UseDecrement() )
				{
					ItemInfo II;
					memset( &II, 0, sizeof( II ) );
					gun->GetItemInfo( &II );

					cd->m_iId = II.iId;
				}
			}
		}
	}
}
Beispiel #2
0
int GetWeaponData( struct edict_s *player, struct weapon_data_s *info )
{
#if defined( CLIENT_WEAPONS )
	int i;
	weapon_data_t *item;
	entvars_t *pev = &player->v;
	CBasePlayer *pl = ( CBasePlayer *) CBasePlayer::Instance( pev );
	CBasePlayerWeapon *gun;
	
	ItemInfo II;

	memset( info, 0, 32 * sizeof( weapon_data_t ) );

	if ( !pl )
		return 1;

	// go through all of the weapons and make a list of the ones to pack
	for ( i = 0 ; i < MAX_ITEM_TYPES ; i++ )
	{
		if ( pl->m_rgpPlayerItems[ i ] )
		{
			// there's a weapon here. Should I pack it?
			CBasePlayerItem *pPlayerItem = pl->m_rgpPlayerItems[ i ];

			while ( pPlayerItem )
			{
				gun = (CBasePlayerWeapon *)pPlayerItem->GetWeaponPtr();
				if ( gun && gun->UseDecrement() )
				{
					// Get The ID.
					memset( &II, 0, sizeof( II ) );
					gun->GetItemInfo( &II );

					if ( II.iId >= 0 && II.iId < 32 )
					{
						item = &info[ II.iId ];
						
						item->m_iId						= II.iId;
						item->m_iClip					= gun->m_iClip;

						item->m_flTimeWeaponIdle		= max( gun->m_flTimeWeaponIdle, -0.001 );
						item->m_flNextPrimaryAttack		= max( gun->m_flNextPrimaryAttack, -0.001 );
						item->m_flNextSecondaryAttack	= max( gun->m_flNextSecondaryAttack, -0.001 );
						item->m_fInReload				= gun->m_fInReload;
					}
				}
				pPlayerItem = pPlayerItem->m_pNext;
			}
		}
	}
#else
	memset( info, 0, 32 * sizeof( weapon_data_t ) );
#endif
	return 1;
}
Beispiel #3
0
/*
=================
UpdateClientData

Data sent to current client only
engine sets cd to 0 before calling.
=================
*/
void UpdateClientData ( const struct edict_s *ent, int sendweapons, struct clientdata_s *cd )
{
	cd->flags			= ent->v.flags;
	cd->health			= ent->v.health;

	cd->viewmodel		= MODEL_INDEX( STRING( ent->v.viewmodel ) );

	cd->waterlevel		= ent->v.waterlevel;
	cd->watertype		= ent->v.watertype;
	cd->weapons			= ent->v.weapons;

	// Vectors
	cd->origin			= ent->v.origin;
	cd->velocity		= ent->v.velocity;
	cd->view_ofs		= ent->v.view_ofs;
	cd->punchangle		= ent->v.punchangle;

	cd->bInDuck			= ent->v.bInDuck;
	cd->flTimeStepSound = ent->v.flTimeStepSound;
	cd->flDuckTime		= ent->v.flDuckTime;
	cd->flSwimTime		= ent->v.flSwimTime;
	cd->waterjumptime	= ent->v.teleport_time;

	strcpy( cd->physinfo, ENGINE_GETPHYSINFO( ent ) );

	cd->maxspeed		= ent->v.maxspeed;
	cd->fov				= ent->v.fov;
	cd->weaponanim		= ent->v.weaponanim;

	cd->pushmsec		= ent->v.pushmsec;

#if defined( CLIENT_WEAPONS )
	if ( sendweapons )
	{
		entvars_t *pev = (entvars_t *)&ent->v;
		CBasePlayer *pl = ( CBasePlayer *) CBasePlayer::Instance( pev );

		if ( pl )
		{
			cd->m_flNextAttack	= pl->m_flNextAttack;
			cd->fuser2			= pl->m_flNextAmmoBurn;
			cd->fuser3			= pl->m_flAmmoStartCharge;
			cd->vuser1.x		= pl->ammo_9mm;
			cd->vuser1.y		= pl->ammo_357;
			cd->vuser1.z		= pl->ammo_argrens;
			cd->ammo_nails		= pl->ammo_bolts;
			cd->ammo_shells		= pl->ammo_buckshot;
			cd->ammo_rockets	= pl->ammo_rockets;
			cd->ammo_cells		= pl->ammo_uranium;
			cd->vuser2.x		= pl->ammo_hornets;
			

			if ( pl->m_pActiveItem )
			{
				CBasePlayerWeapon *gun;
				gun = (CBasePlayerWeapon *)pl->m_pActiveItem->GetWeaponPtr();
				if ( gun && gun->UseDecrement() )
				{
					ItemInfo II;
					memset( &II, 0, sizeof( II ) );
					gun->GetItemInfo( &II );

					cd->m_iId = II.iId;

					cd->vuser3.z	= gun->m_iSecondaryAmmoType;
					cd->vuser4.x	= gun->m_iPrimaryAmmoType;
					cd->vuser4.y	= pl->m_rgAmmo[gun->m_iPrimaryAmmoType];
					cd->vuser4.z	= pl->m_rgAmmo[gun->m_iSecondaryAmmoType];
					
					if ( pl->m_pActiveItem->m_iId == WEAPON_RPG )
					{
						cd->vuser2.y = ( ( CRpg * )pl->m_pActiveItem)->m_fSpotActive;
						cd->vuser2.z = ( ( CRpg * )pl->m_pActiveItem)->m_cActiveRockets;
					}
				}
			}
		}
	}
#endif
}