//------------------------------------------------------------------------------------- // Purpose : Send even though we don't have a model so spotlight gets proper position // Input : // Output : //------------------------------------------------------------------------------------- int CPointSpotlight::UpdateTransmitState() { if ( m_bEfficientSpotlight ) return SetTransmitState( FL_EDICT_DONTSEND ); return SetTransmitState( FL_EDICT_PVSCHECK ); }
// Smoke grenade particles should always transmitted to clients. If not, a client who // enters the PVS late will see the smoke start billowing from then, allowing better vision. int ParticleSmokeGrenade::UpdateTransmitState( void ) { if ( IsEffectActive( EF_NODRAW ) ) return SetTransmitState( FL_EDICT_DONTSEND ); return SetTransmitState( FL_EDICT_ALWAYS ); }
int CRotorWashEmitter::UpdateTransmitState( void ) { if ( GetParent() ) { return SetTransmitState( FL_EDICT_FULLCHECK ); } return SetTransmitState( FL_EDICT_PVSCHECK ); }
int CBaseViewModel::UpdateTransmitState() { if ( IsEffectActive( EF_NODRAW ) ) { return SetTransmitState( FL_EDICT_DONTSEND ); } return SetTransmitState( FL_EDICT_FULLCHECK ); }
int CTeamTrainWatcher::UpdateTransmitState() { if ( m_bDisabled ) { return SetTransmitState( FL_EDICT_DONTSEND ); } return SetTransmitState( FL_EDICT_ALWAYS ); }
//----------------------------------------------------------------------------- // Purpose: Override ShouldTransmit since we want to be sent even though we don't have a model, etc. // All that matters is if we are in the pvs. //----------------------------------------------------------------------------- int CPointCamera::UpdateTransmitState() { if ( m_bActive ) { return SetTransmitState( FL_EDICT_ALWAYS ); } else { return SetTransmitState( FL_EDICT_DONTSEND ); } }
//----------------------------------------------------------------------------- // Purpose: Since the control zone is a data only class, force it to always be sent ( shouldn't change often so ) // bandwidth usage should be small. // Input : **ppSendTable - // *recipient - // *pvs - // clientArea - // Output : Returns true on success, false on failure. //----------------------------------------------------------------------------- int CControlZone::UpdateTransmitState() { if ( IsEffectActive( EF_NODRAW ) ) { return SetTransmitState( FL_EDICT_DONTSEND ); } else { return SetTransmitState( FL_EDICT_ALWAYS ); } }
int CBaseParticleEntity::UpdateTransmitState( void ) { if ( IsEffectActive( EF_NODRAW ) ) return SetTransmitState( FL_EDICT_DONTSEND ); if ( IsEFlagSet( EFL_IN_SKYBOX ) ) return SetTransmitState( FL_EDICT_ALWAYS ); // cull against PVS return SetTransmitState( FL_EDICT_PVSCHECK ); }
int CASW_Broadcast_Camera::UpdateTransmitState() { // always tranmit if currently used by a monitor if ( m_state == USE_ON ) { return SetTransmitState( FL_EDICT_ALWAYS ); } else { return SetTransmitState( FL_EDICT_DONTSEND ); } }
int CSprite::UpdateTransmitState( void ) { if ( GetMoveParent() ) { // we must call ShouldTransmit() if we have a move parent return SetTransmitState( FL_EDICT_FULLCHECK ); } else { return SetTransmitState( FL_EDICT_ALWAYS ); } }
//----------------------------------------------------------------------------- // Should we transmit it to the client? //----------------------------------------------------------------------------- int CEnvParticleScript::UpdateTransmitState() { if ( IsEffectActive( EF_NODRAW ) ) { return SetTransmitState( FL_EDICT_DONTSEND ); } if ( IsEFlagSet( EFL_IN_SKYBOX ) ) { return SetTransmitState( FL_EDICT_ALWAYS ); } return SetTransmitState( FL_EDICT_PVSCHECK ); }
//----------------------------------------------------------------------------- // Purpose: Always transmitted to clients //----------------------------------------------------------------------------- int CInfoTarget::UpdateTransmitState() { // Spawn flags 2 means we always transmit if ( HasSpawnFlags(0x02) ) return SetTransmitState( FL_EDICT_ALWAYS ); return BaseClass::UpdateTransmitState(); }
int CRopeKeyframe::UpdateTransmitState() { // Certain entities like sprites and ropes are strewn throughout the level and they rarely change. // For these entities, it's more efficient to transmit them once and then always leave them on // the client. Otherwise, the server will have to send big bursts of data with the entity states // as they come in and out of the PVS. return SetTransmitState( FL_EDICT_ALWAYS ); }
int CBeam::UpdateTransmitState( void ) { // we must call ShouldTransmit() if we have a move parent if ( GetMoveParent() ) return SetTransmitState( FL_EDICT_FULLCHECK ); return BaseClass::UpdateTransmitState( ); }
int CCitadelEnergyCore::UpdateTransmitState( void ) { if ( IsViewModelMoveParent( this ) ) { return SetTransmitState( FL_EDICT_FULLCHECK ); } return BaseClass::UpdateTransmitState(); }
//----------------------------------------------------------------------------- // Purpose: Screens attached to view models only go to client if viewmodel is being sent, too. // Input : *recipient - // *pvs - // clientArea - // Output : Returns true on success, false on failure. //----------------------------------------------------------------------------- int CVGuiScreen::UpdateTransmitState() { if ( IsAttachedToViewModel() ) { // only send to the owner, or someone spectating the owner. return SetTransmitState( FL_EDICT_FULLCHECK ); } else if ( GetMoveParent() ) { // Let the parent object trigger the send. This is more efficient than having it call CBaseEntity::ShouldTransmit // for all the vgui screens in the map. return SetTransmitState( FL_EDICT_PVSCHECK ); } else { return BaseClass::UpdateTransmitState(); } }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- int CHL2WarsPlayer::UpdateTransmitState() { if ( GetControlledUnit() ) { return SetTransmitState( FL_EDICT_ALWAYS ); } return BaseClass::UpdateTransmitState(); }
//-------------------------------------------------------------------------------------------------------------- int CEnvDetailController::UpdateTransmitState() { #ifndef CLIENT_DLL // ALWAYS transmit to all clients. return SetTransmitState( FL_EDICT_ALWAYS ); #else return 0; #endif }
int CGameRulesProxy::UpdateTransmitState() { #ifndef CLIENT_DLL // ALWAYS transmit to all clients. return SetTransmitState( FL_EDICT_ALWAYS ); #else return 0; #endif }
//------------------------------------------------------------------------------ // Purpose: //------------------------------------------------------------------------------ int CPlayer_Control::UpdateTransmitState() { if ( m_bActive ) { return SetTransmitState( FL_EDICT_ALWAYS ); } else { return BaseClass::UpdateTransmitState(); } }
//----------------------------------------------------------------------------- // Purpose: Transmit weapon data //----------------------------------------------------------------------------- int CBaseCombatWeapon::UpdateTransmitState( void) { // If the weapon is being carried by a CBaseCombatCharacter, let the combat character do the logic // about whether or not to transmit it. if ( GetOwner() ) { return SetTransmitState( FL_EDICT_PVSCHECK ); } else { // If it's just lying around, then use CBaseEntity's visibility test to see if it should be sent. return BaseClass::UpdateTransmitState(); } }
//----------------------------------------------------------------------------- // Purpose: Always transmitted to clients //----------------------------------------------------------------------------- int CInfoGameEventProxy::UpdateTransmitState() { return SetTransmitState( FL_EDICT_ALWAYS ); }
//----------------------------------------------------------------------------- // Purpose: The objective resource is always transmitted to clients //----------------------------------------------------------------------------- int CBaseTeamObjectiveResource::UpdateTransmitState() { // ALWAYS transmit to all clients. return SetTransmitState( FL_EDICT_ALWAYS ); }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- int CEnvStarfield::UpdateTransmitState() { return SetTransmitState( FL_EDICT_ALWAYS ); }
//----------------------------------------------------------------------------- // Purpose: The Player resource is always transmitted to clients //----------------------------------------------------------------------------- int CPlayerResource::UpdateTransmitState() { // ALWAYS transmit to all clients. return SetTransmitState( FL_EDICT_ALWAYS ); }
int CFire::UpdateTransmitState() { // Don't want to be FL_EDICT_DONTSEND because our fire entity may make us transmit. return SetTransmitState( FL_EDICT_ALWAYS ); }
int CEnvSoundscape::UpdateTransmitState() { // Always transmit all soundscapes to the player. return SetTransmitState( FL_EDICT_ALWAYS ); }
int CEnvProjectedTexture::UpdateTransmitState() { return SetTransmitState( FL_EDICT_ALWAYS ); }
//----------------------------------------------------------------------------- // Purpose: Teams are always transmitted to clients //----------------------------------------------------------------------------- int CTeam::UpdateTransmitState() { return SetTransmitState( FL_EDICT_ALWAYS ); }
//------------------------------------------------------------------------------ // Purpose : Send even though we don't have a model. //------------------------------------------------------------------------------ int CMaterialModifyControl::UpdateTransmitState() { // ALWAYS transmit to all clients. return SetTransmitState( FL_EDICT_FULLCHECK ); }