Пример #1
0
/**
 * @param[in] team The team looking at the edict (or not)
 * @param[in] check The edict to check the visibility for
 * @param[in] visFlags The flags for the vis check
 * @param[in] playerMask The mask for the players to send the appear/perish events to. If this is @c 0 the events
 * are not sent - we only update the visflags of the edict
 * @param[in] ent The edict that was responsible for letting the check edict appear and is looking
 */
static int G_DoTestVis (const int team, Edict* check, const vischeckflags_t visFlags, playermask_t playerMask, const Edict* ent)
{
	int status = 0;
	const int vis = G_TestVis(team, check, visFlags);

	/* visibility has changed ... */
	if (vis & VS_CHANGE) {
		/* swap the vis mask for the given team */
		const bool appear = (vis & VS_YES) == VS_YES;
		if (playerMask == 0) {
			G_VisFlagsSwap(*check, G_TeamToVisMask(team));
		} else {
			G_AppearPerishEvent(playerMask, appear, *check, ent);
		}

		/* ... to visible */
		if (vis & VS_YES) {
			status |= VIS_APPEAR;
			if (G_VisShouldStop(check))
				status |= VIS_STOP;
		} else {
			status |= VIS_PERISH;
		}
	} else if (vis == 0 && (visFlags & VT_NEW)) {
		if (G_IsActor(check)) {
			G_EventActorAdd(playerMask, *check);
		}
	}
	return status;
}
Пример #2
0
/**
 * @brief This function sends all the actors to the client that are not visible
 * initially - this is needed because an actor can e.g. produce sounds that are
 * send over the net. And the client can only handle them if he knows the
 * @c le_t (local entity) already
 * @note Call this for the first @c G_CheckVis call for every new
 * actor or player
 * @sa G_CheckVis
 * @sa CL_ActorAdd
 */
void G_SendInvisible (const player_t* player)
{
	const int team = player->pers.team;

	assert(team != TEAM_NO_ACTIVE);
	if (level.num_alive[team]) {
		edict_t* ent = NULL;
		/* check visibility */
		while ((ent = G_EdictsGetNextActor(ent))) {
			if (ent->team != team) {
				/* not visible for this team - so add the le only */
				if (!G_IsVisibleForTeam(ent, team)) {
					G_EventActorAdd(G_PlayerToPM(player), ent);
				}
			}
		}
	}
}