sv_jumpstep 1 // step up stairs while jumping, makes it easier to reach ledges
set ekg 0 "Throw huge amounts of gibs"
+sv_shownames_cull_distance 1000 "distance after which to not send origin/health/armor of another player"
+
cl_movement 1
cl_movement_track_canjump 0
cl_stairsmoothspeed 200
sf = ReadByte();
the_entnum = ReadByte();
+ print("sendflags: ", ftos(sf), "\n");
if(sf & 1)
{
playerslots[the_entnum].origin_y = ReadShort();
playerslots[the_entnum].origin_z = ReadShort();
print("Updated origin = ", vtos(playerslots[the_entnum].origin), " for player ", GetPlayerName(the_entnum-1), "\n");
+ print("Their health/armor = ", playerslots[the_entnum].health, "/", playerslots[the_entnum].armorvalue, "\n");
}
if(sf & 2)
{
playerslots[the_entnum].health = ReadByte();
playerslots[the_entnum].armorvalue = ReadByte();
- print("Updated health/armor = ", ftos(playerslots[the_entnum].health), "/", ftos(playerslots[the_entnum].health), "\n");
}
/*
float autocvar_welcome_message_time;
float autocvar_sv_gameplayfix_gravityunaffectedbyticrate;
float autocvar_g_trueaim_minrange;
+float autocvar_sv_shownames_cull_distance;
// sendflags use: 1 = origin, 2 = health/armor, 0x80 = same team (includes health)
float SendEntity_ShowNames(entity to, float sendflags)
{
+ if(vlen(to.origin - self.origin) < autocvar_sv_shownames_cull_distance) // distance cull
+ return;
+
WriteByte(MSG_ENTITY, ENT_CLIENT_SHOWNAMES);
//sendflags &= 127;
if(teams_matter && self.team == to.team)