int CCitadelEnergyCore::ShouldTransmit( const CCheckTransmitInfo *pInfo ) { CBaseViewModel *pViewModel = IsViewModelMoveParent( this ); if ( pViewModel ) { return pViewModel->ShouldTransmit( pInfo ); } return BaseClass::ShouldTransmit( pInfo ); }
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; }