Xonotic QuakeC
The free, fast arena FPS with crisp movement and a wide array of weapons
sv_model.qc File Reference
#include "sv_model.qh"
#include "common.qh"
Include dependency graph for sv_model.qc:
This graph shows which files directly or indirectly include this file:

Go to the source code of this file.

Macros

#define CSQCMODEL_ENDIF   }
#define CSQCMODEL_ENDIF   }
#define CSQCMODEL_IF(cond)
#define CSQCMODEL_IF(cond)
#define CSQCMODEL_PROPERTY(flag, t, r, w, f)
#define CSQCMODEL_PROPERTY(flag, t, r, w, f)
#define CSQCMODEL_PROPERTY_SCALED(flag, t, r, w, f, s, mi, ma)
#define CSQCMODEL_PROPERTY_SCALED(flag, t, r, w, f, s, mi, ma)

Functions

void CSQCModel_CheckUpdate (entity e)
void CSQCModel_LinkEntity (entity e)
bool CSQCModel_Send (entity this, entity to, int sf)
void CSQCModel_UnlinkEntity (entity e)

Macro Definition Documentation

◆ CSQCMODEL_ENDIF [1/2]

#define CSQCMODEL_ENDIF   }

◆ CSQCMODEL_ENDIF [2/2]

#define CSQCMODEL_ENDIF   }

◆ CSQCMODEL_IF [1/2]

#define CSQCMODEL_IF ( cond)
Value:
if(cond) {

◆ CSQCMODEL_IF [2/2]

#define CSQCMODEL_IF ( cond)
Value:
if(cond) {

◆ CSQCMODEL_PROPERTY [1/2]

#define CSQCMODEL_PROPERTY ( flag,
t,
r,
w,
f )
Value:
if(sf & flag) \
{ \
w(MSG_ENTITY, this.csqcmodel_##f); \
}
const int MSG_ENTITY
Definition net.qh:115

◆ CSQCMODEL_PROPERTY [2/2]

#define CSQCMODEL_PROPERTY ( flag,
t,
r,
w,
f )
Value:
{ \
t tmp = e.f; \
if(tmp != e.csqcmodel_##f) \
{ \
e.csqcmodel_##f = tmp; \
e.SendFlags |= flag; \
} \
}

◆ CSQCMODEL_PROPERTY_SCALED [1/2]

#define CSQCMODEL_PROPERTY_SCALED ( flag,
t,
r,
w,
f,
s,
mi,
ma )
Value:
if(sf & flag) \
{ \
w(MSG_ENTITY, this.csqcmodel_##f); \
}

◆ CSQCMODEL_PROPERTY_SCALED [2/2]

#define CSQCMODEL_PROPERTY_SCALED ( flag,
t,
r,
w,
f,
s,
mi,
ma )
Value:
{ \
t tmp = rint(bound(mi, s * e.f, ma) - mi); \
if(tmp != e.csqcmodel_##f) \
{ \
e.csqcmodel_##f = tmp; \
e.SendFlags |= flag; \
} \
}
float bound(float min, float value, float max)
float rint(float f)

Function Documentation

◆ CSQCModel_CheckUpdate()

void CSQCModel_CheckUpdate ( entity e)

Definition at line 73 of file sv_model.qc.

74{
75 // some nice flags for CSQCMODEL_IF
76 noref float isplayer = IS_CLIENT(e);
77 noref float islocalplayer = isplayer; // we set BOTH to 1 here as we need the sendflags
78 noref float isnolocalplayer = isplayer; // we set BOTH to 1 here as we need the sendflags
79
80#if CSQCPLAYER_FORCE_UPDATES
81 if (isplayer)
82 {
83 // Ensure at least CSQCPLAYER_FORCE_UPDATES origin sends per sec,
84 float interval = 1 / CSQCPLAYER_FORCE_UPDATES;
85 // reducing the interval as needed to keep e's client well within the limits of its replay buffers.
86 if (e.ping && CS(e).pm_frametime)
87 interval = min(interval, 0.75*CL_MAX_USERCMDS * CS(e).pm_frametime - e.ping*0.001);
88 if (time >= e.csqcmodel_originupdatetime + interval)
89 e.SendFlags |= CSQCMODEL_PROPERTY_ORIGIN;
90 }
91#endif
92
93 if(e.effects & EF_RESTARTANIM_BIT)
94 {
95 e.SendFlags |= CSQCMODEL_PROPERTY_FRAME | CSQCMODEL_PROPERTY_FRAME2; // full anim resend please
96 e.effects &= ~EF_RESTARTANIM_BIT;
97 }
98
99 if(e.effects & EF_TELEPORT_BIT)
100 {
101 e.SendFlags |= CSQCMODEL_PROPERTY_TELEPORTED; // no interpolation please
102 e.effects &= ~EF_TELEPORT_BIT;
103 }
104
105#define CSQCMODEL_IF(cond) if(cond) {
106#define CSQCMODEL_ENDIF }
107#define CSQCMODEL_PROPERTY(flag,t,r,w,f) \
108 { \
109 t tmp = e.f; \
110 if(tmp != e.csqcmodel_##f) \
111 { \
112 e.csqcmodel_##f = tmp; \
113 e.SendFlags |= flag; \
114 } \
115 }
116#define CSQCMODEL_PROPERTY_SCALED(flag,t,r,w,f,s,mi,ma) \
117 { \
118 t tmp = rint(bound(mi, s * e.f, ma) - mi); \
119 if(tmp != e.csqcmodel_##f) \
120 { \
121 e.csqcmodel_##f = tmp; \
122 e.SendFlags |= flag; \
123 } \
124 }
126#undef CSQCMODEL_PROPERTY_SCALED
127#undef CSQCMODEL_PROPERTY
128#undef CSQCMODEL_ENDIF
129#undef CSQCMODEL_IF
130}
#define IS_CLIENT(s)
Definition player.qh:241
float time
const int EF_TELEPORT_BIT
const int EF_RESTARTANIM_BIT
#define CSQCPLAYER_FORCE_UPDATES
const int CSQCMODEL_PROPERTY_FRAME2
Definition common.qh:67
const int CSQCMODEL_PROPERTY_FRAME
Definition common.qh:61
#define ALLPROPERTIES
Definition common.qh:93
const int CSQCMODEL_PROPERTY_ORIGIN
Definition common.qh:64
const int CSQCMODEL_PROPERTY_TELEPORTED
Definition common.qh:62
#define CL_MAX_USERCMDS
Definition common.qh:96
float min(float f,...)
ClientState CS(Client this)
Definition state.qh:47

References ALLPROPERTIES, CL_MAX_USERCMDS, CS(), CSQCMODEL_PROPERTY_FRAME, CSQCMODEL_PROPERTY_FRAME2, CSQCMODEL_PROPERTY_ORIGIN, CSQCMODEL_PROPERTY_TELEPORTED, CSQCPLAYER_FORCE_UPDATES, EF_RESTARTANIM_BIT, EF_TELEPORT_BIT, entity(), IS_CLIENT, min(), and time.

Referenced by CSQCModel_LinkEntity().

◆ CSQCModel_LinkEntity()

void CSQCModel_LinkEntity ( entity e)

Definition at line 132 of file sv_model.qc.

133{
135 e.SendFlags = 0xFFFFFF;
137}
#define setSendEntity(e, f)
void CSQCModel_CheckUpdate(entity e)
Definition sv_model.qc:73
bool CSQCModel_Send(entity this, entity to, int sf)
Definition sv_model.qc:31

References CSQCModel_CheckUpdate(), CSQCModel_Send(), entity(), and setSendEntity.

◆ CSQCModel_Send()

bool CSQCModel_Send ( entity this,
entity to,
int sf )

Definition at line 31 of file sv_model.qc.

32{
33 // some nice flags for CSQCMODEL_IF
34 noref bool isplayer = IS_CLIENT(this);
35 noref bool islocalplayer = (this == to);
36 noref bool isnolocalplayer = (isplayer && (this != to));
37
38 int psf = 0;
39 psf = BITSET(psf, ISPLAYER_CLIENT, isplayer);
40 psf = BITSET(psf, ISPLAYER_LOCAL, islocalplayer);
41 psf = BITSET(psf, ISPLAYER_PLAYER, IS_PLAYER(this));
42
43 WriteHeader(MSG_ENTITY, ENT_CLIENT_MODEL);
44 WriteInt24_t(MSG_ENTITY, sf);
46
47#define CSQCMODEL_IF(cond) if(cond) {
48#define CSQCMODEL_ENDIF }
49#define CSQCMODEL_PROPERTY(flag,t,r,w,f) \
50 if(sf & flag) \
51 { \
52 w(MSG_ENTITY, this.csqcmodel_##f); \
53 }
54#define CSQCMODEL_PROPERTY_SCALED(flag,t,r,w,f,s,mi,ma) \
55 if(sf & flag) \
56 { \
57 w(MSG_ENTITY, this.csqcmodel_##f); \
58 }
60#undef CSQCMODEL_PROPERTY_SCALED
61#undef CSQCMODEL_PROPERTY
62#undef CSQCMODEL_ENDIF
63#undef CSQCMODEL_IF
64
65#if CSQCPLAYER_FORCE_UPDATES
66 if (isplayer && (sf & CSQCMODEL_PROPERTY_ORIGIN))
67 this.csqcmodel_originupdatetime = time;
68#endif
69
70 return true;
71}
#define BITSET(var, mask, flag)
Definition bits.qh:11
#define IS_PLAYER(s)
Definition player.qh:242
const int ISPLAYER_PLAYER
Definition common.qh:59
const int ISPLAYER_LOCAL
Definition common.qh:58
const int ISPLAYER_CLIENT
Definition common.qh:57
#define WriteHeader(to, id)
Definition net.qh:221
void WriteByte(float data, float dest, float desto)

References ALLPROPERTIES, BITSET, CSQCMODEL_PROPERTY_ORIGIN, entity(), IS_CLIENT, IS_PLAYER, ISPLAYER_CLIENT, ISPLAYER_LOCAL, ISPLAYER_PLAYER, MSG_ENTITY, time, WriteByte(), and WriteHeader.

Referenced by CSQCModel_LinkEntity().

◆ CSQCModel_UnlinkEntity()

void CSQCModel_UnlinkEntity ( entity e)

Definition at line 139 of file sv_model.qc.

140{
142}
var void func_null()

References entity(), func_null(), and setSendEntity.

Referenced by Monster_Dead(), and vehicles_enter().