self.healthvalue = ReadByte() * 10;
if(sf & 16)
self.armorvalue = ReadByte() * 10;
- if(sf & 128) // same team
- self.sameteam = TRUE;
- else
- self.sameteam = FALSE;
entcs_receiver[self.sv_entnum] = self;
self.entremove = Ent_RemoveEntCS;
{
e.healthvalue = entcs.healthvalue;
e.armorvalue = entcs.armorvalue;
- e.sameteam = (teamplay && (t == myteam));
+ e.sameteam = 1; /* (teamplay && (t == myteam)); */
}
else
{
float entcs_send(entity to, float sf)
{
- // a simple safeguard, should not REALLY be needed
- sf |= 128;
- if(teams_matter && !radar_showennemies)
- if(to.team != self.team)
- sf &~= (8 | 16 | 128); // don't send h/a for enemies
-
WriteByte(MSG_ENTITY, ENT_CLIENT_ENTCS);
WriteByte(MSG_ENTITY, sf);
if(sf & 1)
void entcs_think()
{
- self.nextthink = time;
+ self.nextthink = time + 0.033333333333; // increase this to like 0.15 once the client can do smoothing
entity o;
o = self.owner;