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 68 of file sv_model.qc.

69{
70 // some nice flags for CSQCMODEL_IF
71 noref float isplayer = IS_CLIENT(e);
72 noref float islocalplayer = isplayer; // we set BOTH to 1 here as we need the sendflags
73 noref float isnolocalplayer = isplayer; // we set BOTH to 1 here as we need the sendflags
74
75#if CSQCPLAYER_FORCE_UPDATES
76 if(isplayer && time > e.csqcmodel_nextforcedupdate)
77 {
78 e.SendFlags |= CSQCMODEL_PROPERTY_ORIGIN;
79 e.csqcmodel_nextforcedupdate = time + (1 / (CSQCPLAYER_FORCE_UPDATES)) * (0.5 + random()); // ensure about 4 origin sends per sec
80 }
81#endif
82
83 if(e.effects & EF_RESTARTANIM_BIT)
84 {
85 e.SendFlags |= CSQCMODEL_PROPERTY_FRAME | CSQCMODEL_PROPERTY_FRAME2; // full anim resend please
86 e.effects &= ~EF_RESTARTANIM_BIT;
87 }
88
89 if(e.effects & EF_TELEPORT_BIT)
90 {
91 e.SendFlags |= CSQCMODEL_PROPERTY_TELEPORTED; // no interpolation please
92 e.effects &= ~EF_TELEPORT_BIT;
93 }
94
95#define CSQCMODEL_IF(cond) if(cond) {
96#define CSQCMODEL_ENDIF }
97#define CSQCMODEL_PROPERTY(flag,t,r,w,f) \
98 { \
99 t tmp = e.f; \
100 if(tmp != e.csqcmodel_##f) \
101 { \
102 e.csqcmodel_##f = tmp; \
103 e.SendFlags |= flag; \
104 } \
105 }
106#define CSQCMODEL_PROPERTY_SCALED(flag,t,r,w,f,s,mi,ma) \
107 { \
108 t tmp = rint(bound(mi, s * e.f, ma) - mi); \
109 if(tmp != e.csqcmodel_##f) \
110 { \
111 e.csqcmodel_##f = tmp; \
112 e.SendFlags |= flag; \
113 } \
114 }
116#undef CSQCMODEL_PROPERTY_SCALED
117#undef CSQCMODEL_PROPERTY
118#undef CSQCMODEL_ENDIF
119#undef CSQCMODEL_IF
120}
#define IS_CLIENT(s)
Definition player.qh:242
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
float random(void)

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

Referenced by CSQCModel_LinkEntity().

◆ CSQCModel_LinkEntity()

void CSQCModel_LinkEntity ( entity e)

Definition at line 122 of file sv_model.qc.

123{
125 e.SendFlags = 0xFFFFFF;
127}
#define setSendEntity(e, f)
void CSQCModel_CheckUpdate(entity e)
Definition sv_model.qc:68
bool CSQCModel_Send(entity this, entity to, int sf)
Definition sv_model.qc:28

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

◆ CSQCModel_Send()

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

Definition at line 28 of file sv_model.qc.

29{
30 // some nice flags for CSQCMODEL_IF
31 noref bool isplayer = IS_CLIENT(this);
32 noref bool islocalplayer = (this == to);
33 noref bool isnolocalplayer = (isplayer && (this != to));
34
35 int psf = 0;
36 psf = BITSET(psf, ISPLAYER_CLIENT, isplayer);
37 psf = BITSET(psf, ISPLAYER_LOCAL, islocalplayer);
38 psf = BITSET(psf, ISPLAYER_PLAYER, IS_PLAYER(this));
39
40 WriteHeader(MSG_ENTITY, ENT_CLIENT_MODEL);
41 WriteInt24_t(MSG_ENTITY, sf);
43
44#define CSQCMODEL_IF(cond) if(cond) {
45#define CSQCMODEL_ENDIF }
46#define CSQCMODEL_PROPERTY(flag,t,r,w,f) \
47 if(sf & flag) \
48 { \
49 w(MSG_ENTITY, this.csqcmodel_##f); \
50 }
51#define CSQCMODEL_PROPERTY_SCALED(flag,t,r,w,f,s,mi,ma) \
52 if(sf & flag) \
53 { \
54 w(MSG_ENTITY, this.csqcmodel_##f); \
55 }
57#undef CSQCMODEL_PROPERTY_SCALED
58#undef CSQCMODEL_PROPERTY
59#undef CSQCMODEL_ENDIF
60#undef CSQCMODEL_IF
61
62 return true;
63}
#define BITSET(var, mask, flag)
Definition bits.qh:11
#define IS_PLAYER(s)
Definition player.qh:243
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, entity(), IS_CLIENT, IS_PLAYER, ISPLAYER_CLIENT, ISPLAYER_LOCAL, ISPLAYER_PLAYER, MSG_ENTITY, WriteByte(), and WriteHeader.

Referenced by CSQCModel_LinkEntity().

◆ CSQCModel_UnlinkEntity()

void CSQCModel_UnlinkEntity ( entity e)

Definition at line 129 of file sv_model.qc.

130{
132}
var void func_null()

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

Referenced by Monster_Dead(), and vehicles_enter().