GetEdictFieldFloat() 공개 정적인 메소드

public static GetEdictFieldFloat ( edict_t ed, string field, float defValue ) : float
ed edict_t
field string
defValue float
리턴 float
예제 #1
0
        /// <summary>
        /// SV_AddGravity
        /// </summary>
        static void AddGravity(edict_t ent)
        {
            float val = Progs.GetEdictFieldFloat(ent, "gravity");

            if (val == 0)
            {
                val = 1;
            }
            ent.v.velocity.z -= (float)(val * _Gravity.Value * Host.FrameTime);
        }
예제 #2
0
        /// <summary>
        /// SV_WriteClientdataToMessage
        /// </summary>
        public static void WriteClientDataToMessage(edict_t ent, MsgWriter msg)
        {
            //
            // send a damage message
            //
            if (ent.v.dmg_take != 0 || ent.v.dmg_save != 0)
            {
                edict_t other = ProgToEdict(ent.v.dmg_inflictor);
                msg.WriteByte(Protocol.svc_damage);
                msg.WriteByte((int)ent.v.dmg_save);
                msg.WriteByte((int)ent.v.dmg_take);
                msg.WriteCoord(other.v.origin.x + 0.5f * (other.v.mins.x + other.v.maxs.x));
                msg.WriteCoord(other.v.origin.y + 0.5f * (other.v.mins.y + other.v.maxs.y));
                msg.WriteCoord(other.v.origin.z + 0.5f * (other.v.mins.z + other.v.maxs.z));

                ent.v.dmg_take = 0;
                ent.v.dmg_save = 0;
            }

            //
            // send the current viewpos offset from the view entity
            //
            SetIdealPitch();            // how much to look up / down ideally

            // a fixangle might get lost in a dropped packet.  Oh well.
            if (ent.v.fixangle != 0)
            {
                msg.WriteByte(Protocol.svc_setangle);
                msg.WriteAngle(ent.v.angles.x);
                msg.WriteAngle(ent.v.angles.y);
                msg.WriteAngle(ent.v.angles.z);
                ent.v.fixangle = 0;
            }

            int bits = 0;

            if (ent.v.view_ofs.z != Protocol.DEFAULT_VIEWHEIGHT)
            {
                bits |= Protocol.SU_VIEWHEIGHT;
            }

            if (ent.v.idealpitch != 0)
            {
                bits |= Protocol.SU_IDEALPITCH;
            }

            // stuff the sigil bits into the high bits of items for sbar, or else
            // mix in items2
            float val = Progs.GetEdictFieldFloat(ent, "items2", 0);
            int   items;

            if (val != 0)
            {
                items = (int)ent.v.items | ((int)val << 23);
            }
            else
            {
                items = (int)ent.v.items | ((int)Progs.GlobalStruct.serverflags << 28);
            }

            bits |= Protocol.SU_ITEMS;

            if (((int)ent.v.flags & EdictFlags.FL_ONGROUND) != 0)
            {
                bits |= Protocol.SU_ONGROUND;
            }

            if (ent.v.waterlevel >= 2)
            {
                bits |= Protocol.SU_INWATER;
            }

            if (ent.v.punchangle.x != 0)
            {
                bits |= Protocol.SU_PUNCH1;
            }
            if (ent.v.punchangle.y != 0)
            {
                bits |= Protocol.SU_PUNCH2;
            }
            if (ent.v.punchangle.z != 0)
            {
                bits |= Protocol.SU_PUNCH3;
            }

            if (ent.v.velocity.x != 0)
            {
                bits |= Protocol.SU_VELOCITY1;
            }
            if (ent.v.velocity.y != 0)
            {
                bits |= Protocol.SU_VELOCITY2;
            }
            if (ent.v.velocity.z != 0)
            {
                bits |= Protocol.SU_VELOCITY3;
            }

            if (ent.v.weaponframe != 0)
            {
                bits |= Protocol.SU_WEAPONFRAME;
            }

            if (ent.v.armorvalue != 0)
            {
                bits |= Protocol.SU_ARMOR;
            }

            //	if (ent.v.weapon)
            bits |= Protocol.SU_WEAPON;

            // send the data

            msg.WriteByte(Protocol.svc_clientdata);
            msg.WriteShort(bits);

            if ((bits & Protocol.SU_VIEWHEIGHT) != 0)
            {
                msg.WriteChar((int)ent.v.view_ofs.z);
            }

            if ((bits & Protocol.SU_IDEALPITCH) != 0)
            {
                msg.WriteChar((int)ent.v.idealpitch);
            }

            if ((bits & Protocol.SU_PUNCH1) != 0)
            {
                msg.WriteChar((int)ent.v.punchangle.x);
            }
            if ((bits & Protocol.SU_VELOCITY1) != 0)
            {
                msg.WriteChar((int)(ent.v.velocity.x / 16));
            }

            if ((bits & Protocol.SU_PUNCH2) != 0)
            {
                msg.WriteChar((int)ent.v.punchangle.y);
            }
            if ((bits & Protocol.SU_VELOCITY2) != 0)
            {
                msg.WriteChar((int)(ent.v.velocity.y / 16));
            }

            if ((bits & Protocol.SU_PUNCH3) != 0)
            {
                msg.WriteChar((int)ent.v.punchangle.z);
            }
            if ((bits & Protocol.SU_VELOCITY3) != 0)
            {
                msg.WriteChar((int)(ent.v.velocity.z / 16));
            }

            // always sent
            msg.WriteLong(items);

            if ((bits & Protocol.SU_WEAPONFRAME) != 0)
            {
                msg.WriteByte((int)ent.v.weaponframe);
            }
            if ((bits & Protocol.SU_ARMOR) != 0)
            {
                msg.WriteByte((int)ent.v.armorvalue);
            }
            if ((bits & Protocol.SU_WEAPON) != 0)
            {
                msg.WriteByte(ModelIndex(Progs.GetString(ent.v.weaponmodel)));
            }

            msg.WriteShort((int)ent.v.health);
            msg.WriteByte((int)ent.v.currentammo);
            msg.WriteByte((int)ent.v.ammo_shells);
            msg.WriteByte((int)ent.v.ammo_nails);
            msg.WriteByte((int)ent.v.ammo_rockets);
            msg.WriteByte((int)ent.v.ammo_cells);

            if (Common.GameKind == GameKind.StandardQuake)
            {
                msg.WriteByte((int)ent.v.weapon);
            }
            else
            {
                for (int i = 0; i < 32; i++)
                {
                    if ((((int)ent.v.weapon) & (1 << i)) != 0)
                    {
                        msg.WriteByte(i);
                        break;
                    }
                }
            }
        }