// #define PROP(public, fld, sv, cl)
#define ENTCS_NETPROPS(PROP) \
PROP(true, sv_entnum, \
- { WriteByte(MSG_ENTITY, etof(player) - 1); }, \
+ { WriteByte(chan, etof(player) - 1); }, \
{ this.sv_entnum = ReadByte(); }) \
\
PROP(false, origin, \
- { WriteShort(MSG_ENTITY, this.origin.x); WriteShort(MSG_ENTITY, this.origin.y); \
- WriteShort(MSG_ENTITY, this.origin.z); }, \
+ { WriteShort(chan, this.origin.x); WriteShort(chan, this.origin.y); \
+ WriteShort(chan, this.origin.z); }, \
{ this.has_sv_origin = true; vector v; v.x = ReadShort(); v.y = ReadShort(); v.z = ReadShort(); setorigin(this, v); }) \
\
PROP(false, angles_y, \
- { WriteByte(MSG_ENTITY, this.angles.y / 360 * 256); }, \
+ { WriteByte(chan, this.angles.y / 360 * 256); }, \
{ vector v = '0 0 0'; v.y = ReadByte() / 256 * 360; this.angles = v; }) \
\
PROP(false, health, \
- { WriteByte(MSG_ENTITY, this.health / 10); /* FIXME: use a better scale? */ }, \
+ { WriteByte(chan, this.health / 10); /* FIXME: use a better scale? */ }, \
{ this.healthvalue = ReadByte() * 10; }) \
\
PROP(false, armorvalue, \
- { WriteByte(MSG_ENTITY, this.armorvalue / 10); /* FIXME: use a better scale? */ }, \
+ { WriteByte(chan, this.armorvalue / 10); /* FIXME: use a better scale? */ }, \
{ this.armorvalue = ReadByte() * 10; }) \
\
PROP(true, netname, \
- { WriteString(MSG_ENTITY, this.netname); }, \
+ { WriteString(chan, this.netname); }, \
{ if (this.netname) strunzone(this.netname); this.netname = strzone(ReadString()); }) \
\
PROP(true, model, \
- { WriteString(MSG_ENTITY, this.model); }, \
+ { WriteString(chan, this.model); }, \
{ if (this.model) strunzone(this.model); this.model = strzone(ReadString()); }) \
\
PROP(true, skin, \
- { WriteByte(MSG_ENTITY, this.skin); }, \
+ { WriteByte(chan, this.skin); }, \
{ this.skin = ReadByte(); }) \
\
/**/
if (i >= BITS(16 - 1)) LOG_FATAL("Exceeded ENTCS_NETPROPS limit");
}
+ bool entcs_send_init;
bool entcs_send(entity this, entity to, int sf)
{
+ int chan = entcs_send_init ? MSG_INIT : MSG_ENTITY;
+ entcs_send_init = false;
entity player = this.owner;
sf |= BIT(0) | BIT(1);
if (IS_PLAYER(to) || to.caplayer) // unless spectating,
this.m_forceupdate = 0;
bool valid =
IS_PLAYER(player) // player must be active
- && player.deadflag == DEAD_NO // player must be alive
|| player == to // player is self
;
if (!valid) sf = 0;
- WriteHeader(MSG_ENTITY, ENT_CLIENT_ENTCS);
- WriteShort(MSG_ENTITY, sf);
+ WriteHeader(chan, ENT_CLIENT_ENTCS);
+ WriteShort(chan, sf);
int i = 1;
#define X(public, fld, sv, cl) { if (sf & BIT(i)) sv; } i += 1;
ENTCS_NETPROPS(X);
e.think = entcs_think;
e.nextthink = time;
Net_LinkEntity(e, false, 0, entcs_send);
+ if (!IS_REAL_CLIENT(player)) return;
+ FOR_EACH_CLIENT(e)
+ {
+ assert(e.entcs);
+ entcs_send_init = true;
+ entcs_send(e.entcs, player, BITS(23));
+ }
}
void entcs_detach(entity player)