Example #1
0
int CCitadelEnergyCore::ShouldTransmit( const CCheckTransmitInfo *pInfo )
{
	CBaseViewModel *pViewModel = IsViewModelMoveParent( this );

	if ( pViewModel )
	{
		return pViewModel->ShouldTransmit( pInfo );
	}

	return BaseClass::ShouldTransmit( pInfo );
}
Example #2
0
int CSprite::ShouldTransmit( const CCheckTransmitInfo *pInfo )
{
	// 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.
	
	if ( GetMoveParent() )
	{
		CBaseViewModel *pViewModel = ToBaseViewModel( GetMoveParent() );

		if ( pViewModel )
		{
			return pViewModel->ShouldTransmit( pInfo );
		}
	}
	
	return FL_EDICT_ALWAYS;
}