/* ================ sdPhysics_Linear::WriteNetworkState ================ */ void sdPhysics_Linear::WriteNetworkState( networkStateMode_t mode, const sdEntityStateNetworkData& baseState, sdEntityStateNetworkData& newState, idBitMsg& msg ) const { if ( mode == NSM_BROADCAST ) { NET_GET_STATES( sdPhysicsLinearBroadcastData ); // update state newData.atRest = current.atRest; newData.localOrigin = current.localOrigin; newData.baseSpeed = current.linearExtrapolation.GetBaseSpeed(); newData.duration = SEC2MS( current.linearExtrapolation.GetDuration() ); newData.extrapolationType = current.linearExtrapolation.GetExtrapolationType(); newData.speed = current.linearExtrapolation.GetSpeed(); newData.startTime = SEC2MS( current.linearExtrapolation.GetStartTime() ); newData.startValue = current.linearExtrapolation.GetStartValue(); // write state msg.WriteDeltaLong( baseData.atRest, newData.atRest ); msg.WriteDeltaVector( baseData.localOrigin, newData.localOrigin ); msg.WriteDeltaVector( baseData.baseSpeed, newData.baseSpeed ); msg.WriteDeltaLong( baseData.duration, newData.duration ); msg.WriteDelta( baseData.extrapolationType, newData.extrapolationType, 8 ); msg.WriteDeltaVector( baseData.speed, newData.speed ); msg.WriteDeltaLong( baseData.startTime, newData.startTime ); msg.WriteDeltaVector( baseData.startValue, newData.startValue ); return; } }
/* ================ idScriptObject::WriteNetworkState ================ */ void idScriptObject::WriteNetworkState( networkStateMode_t mode, const sdEntityStateNetworkData& baseState, sdEntityStateNetworkData& newState, idBitMsg& msg ) const { NET_GET_STATES( sdScriptObjectNetworkData ); SetupStateData( mode, newData ); baseData.Reset(); newData.Reset(); for ( int i = 0; i < networkFields[ mode ].fields.Num(); i++ ) { const networkFieldSync_t& value = networkFields[ mode ].fields[ i ]; switch( value.type ) { case ev_object: { idScriptObject* object = gameLocal.program->GetScriptObject( *reinterpret_cast< int* >( value.data ) ); int id = 0; if ( object ) { idEntity* ent = object->GetClass()->Cast< idEntity >(); id = gameLocal.GetSpawnId( ent ); } const int& oldBase = baseData.GetInt(); int& newBase = newData.GetInt(); newBase = id; msg.WriteDeltaLong( oldBase, newBase ); break; } case ev_vector: { const idVec3& oldBase = baseData.GetVector(); idVec3& newBase = newData.GetVector(); newBase = *reinterpret_cast< idVec3* >( value.data ); msg.WriteDeltaVector( oldBase, newBase ); break; } case ev_float: { const float& oldBase = baseData.GetFloat(); float& newBase = newData.GetFloat(); newBase = *reinterpret_cast< float* >( value.data ); msg.WriteDeltaFloat( oldBase, newBase ); break; } case ev_boolean: { const int& oldBase = baseData.GetInt(); int& newBase = newData.GetInt(); newBase = *reinterpret_cast< int* >( value.data ) != 0; msg.WriteBits( newBase, 1 ); break; } } } }