Do not exclude useful send prop variables
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parent
855547301d
commit
db45d29da3
7 changed files with 3 additions and 68 deletions
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@ -147,11 +147,6 @@ const unsigned int FCLIENTANIM_SEQUENCE_CYCLE = 0x00000001;
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static CUtlVector< clientanimating_t > g_ClientSideAnimationList;
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BEGIN_RECV_TABLE_NOBASE( C_BaseAnimating, DT_ServerAnimationData )
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RecvPropFloat(RECVINFO(m_flCycle)),
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END_RECV_TABLE()
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void RecvProxy_Sequence( const CRecvProxyData *pData, void *pStruct, void *pOut )
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{
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// Have the regular proxy store the data.
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@ -196,7 +191,7 @@ IMPLEMENT_CLIENTCLASS_DT(C_BaseAnimating, DT_BaseAnimating, CBaseAnimating)
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RecvPropEHandle(RECVINFO(m_hLightingOrigin)),
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RecvPropEHandle(RECVINFO(m_hLightingOriginRelative)),
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RecvPropDataTable( "serveranimdata", 0, 0, &REFERENCE_RECV_TABLE( DT_ServerAnimationData ) ),
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RecvPropFloat(RECVINFO(m_flCycle)),
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RecvPropFloat( RECVINFO( m_fadeMinDist ) ),
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RecvPropFloat( RECVINFO( m_fadeMaxDist ) ),
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@ -711,8 +711,6 @@ BEGIN_RECV_TABLE_NOBASE( C_CSPlayer, DT_CSLocalPlayerExclusive )
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RecvPropInt( RECVINFO( m_iShotsFired ) ),
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RecvPropFloat( RECVINFO( m_flVelocityModifier ) ),
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RecvPropVector( RECVINFO_NAME( m_vecNetworkOrigin, m_vecOrigin ) ),
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//=============================================================================
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// HPE_BEGIN:
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// [tj]Set up the receive table for per-client domination data
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@ -727,15 +725,8 @@ BEGIN_RECV_TABLE_NOBASE( C_CSPlayer, DT_CSLocalPlayerExclusive )
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END_RECV_TABLE()
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BEGIN_RECV_TABLE_NOBASE( C_CSPlayer, DT_CSNonLocalPlayerExclusive )
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RecvPropVector( RECVINFO_NAME( m_vecNetworkOrigin, m_vecOrigin ) ),
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END_RECV_TABLE()
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IMPLEMENT_CLIENTCLASS_DT( C_CSPlayer, DT_CSPlayer, CCSPlayer )
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RecvPropDataTable( "cslocaldata", 0, 0, &REFERENCE_RECV_TABLE(DT_CSLocalPlayerExclusive) ),
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RecvPropDataTable( "csnonlocaldata", 0, 0, &REFERENCE_RECV_TABLE(DT_CSNonLocalPlayerExclusive) ),
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RecvPropInt( RECVINFO( m_iAddonBits ) ),
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RecvPropInt( RECVINFO( m_iPrimaryAddon ) ),
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RecvPropInt( RECVINFO( m_iSecondaryAddon ) ),
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@ -217,12 +217,6 @@ BEGIN_DATADESC( CBaseAnimating )
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END_DATADESC()
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// Sendtable for fields we don't want to send to clientside animating entities
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BEGIN_SEND_TABLE_NOBASE( CBaseAnimating, DT_ServerAnimationData )
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// ANIMATION_CYCLE_BITS is defined in shareddefs.h
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SendPropFloat (SENDINFO(m_flCycle), ANIMATION_CYCLE_BITS, SPROP_CHANGES_OFTEN|SPROP_ROUNDDOWN, 0.0f, 1.0f)
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END_SEND_TABLE()
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void *SendProxy_ClientSideAnimation( const SendProp *pProp, const void *pStruct, const void *pVarData, CSendProxyRecipients *pRecipients, int objectID );
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// SendTable stuff.
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@ -254,7 +248,7 @@ IMPLEMENT_SERVERCLASS_ST(CBaseAnimating, DT_BaseAnimating)
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SendPropEHandle( SENDINFO( m_hLightingOrigin ) ),
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SendPropEHandle( SENDINFO( m_hLightingOriginRelative ) ),
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SendPropDataTable( "serveranimdata", 0, &REFERENCE_SEND_TABLE( DT_ServerAnimationData ), SendProxy_ClientSideAnimation ),
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SendPropFloat( SENDINFO(m_flCycle) ),
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// Fading
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SendPropFloat( SENDINFO( m_fadeMinDist ), 0, SPROP_NOSCALE ),
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@ -561,10 +561,6 @@ void SendProxy_FuncRotatingAngle( const SendProp *pProp, const void *pStruct, co
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}
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IMPLEMENT_SERVERCLASS_ST(CFuncRotating, DT_FuncRotating)
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SendPropExclude( "DT_BaseEntity", "m_angRotation" ),
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SendPropExclude( "DT_BaseEntity", "m_vecOrigin" ),
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SendPropExclude( "DT_BaseEntity", "m_flSimulationTime" ),
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SendPropVector(SENDINFO(m_vecOrigin), -1, SPROP_COORD|SPROP_CHANGES_OFTEN, 0.0f, HIGH_DEFAULT, SendProxy_FuncRotatingOrigin ),
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SendPropAngle( SENDINFO_VECTORELEM(m_angRotation, 0), 13, SPROP_CHANGES_OFTEN, SendProxy_FuncRotatingAngle ),
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SendPropAngle( SENDINFO_VECTORELEM(m_angRotation, 1), 13, SPROP_CHANGES_OFTEN, SendProxy_FuncRotatingAngle ),
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@ -309,9 +309,6 @@ BEGIN_SEND_TABLE_NOBASE( CCSPlayer, DT_CSLocalPlayerExclusive )
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SendPropInt( SENDINFO( m_iShotsFired ), 8, SPROP_UNSIGNED ),
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SendPropFloat( SENDINFO( m_flVelocityModifier ), 8, 0, 0, 1 ),
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// send a hi-res origin to the local player for use in prediction
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SendPropVector (SENDINFO(m_vecOrigin), -1, SPROP_NOSCALE|SPROP_CHANGES_OFTEN, 0.0f, HIGH_DEFAULT, SendProxy_Origin ),
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//=============================================================================
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// HPE_BEGIN:
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// [tj]Set up the send table for per-client domination data
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@ -326,33 +323,9 @@ BEGIN_SEND_TABLE_NOBASE( CCSPlayer, DT_CSLocalPlayerExclusive )
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END_SEND_TABLE()
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BEGIN_SEND_TABLE_NOBASE( CCSPlayer, DT_CSNonLocalPlayerExclusive )
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// send a lo-res origin to other players
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SendPropVector (SENDINFO(m_vecOrigin), -1, SPROP_COORD|SPROP_CHANGES_OFTEN, 0.0f, HIGH_DEFAULT, SendProxy_Origin ),
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END_SEND_TABLE()
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IMPLEMENT_SERVERCLASS_ST( CCSPlayer, DT_CSPlayer )
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SendPropExclude( "DT_BaseAnimating", "m_flPoseParameter" ),
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SendPropExclude( "DT_BaseAnimating", "m_flPlaybackRate" ),
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SendPropExclude( "DT_BaseAnimating", "m_nSequence" ),
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SendPropExclude( "DT_BaseAnimating", "m_nNewSequenceParity" ),
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SendPropExclude( "DT_BaseAnimating", "m_nResetEventsParity" ),
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SendPropExclude( "DT_BaseAnimating", "m_nMuzzleFlashParity" ),
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SendPropExclude( "DT_BaseEntity", "m_angRotation" ),
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SendPropExclude( "DT_BaseAnimatingOverlay", "overlay_vars" ),
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// cs_playeranimstate and clientside animation takes care of these on the client
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SendPropExclude( "DT_ServerAnimationData" , "m_flCycle" ),
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SendPropExclude( "DT_AnimTimeMustBeFirst" , "m_flAnimTime" ),
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// We need to send a hi-res origin to the local player to avoid prediction errors sliding along walls
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SendPropExclude( "DT_BaseEntity", "m_vecOrigin" ),
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// Data that only gets sent to the local player.
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SendPropDataTable( "cslocaldata", 0, &REFERENCE_SEND_TABLE(DT_CSLocalPlayerExclusive), SendProxy_SendLocalDataTable ),
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SendPropDataTable( "csnonlocaldata", 0, &REFERENCE_SEND_TABLE(DT_CSNonLocalPlayerExclusive), SendProxy_SendNonLocalDataTable ),
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SendPropInt( SENDINFO( m_iThrowGrenadeCounter ), THROWGRENADE_COUNTER_BITS, SPROP_UNSIGNED ),
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SendPropInt( SENDINFO( m_iAddonBits ), NUM_ADDON_BITS, SPROP_UNSIGNED ),
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@ -83,17 +83,6 @@ END_DATADESC()
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//-----------------------------------------------------------------------------------------------------
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IMPLEMENT_SERVERCLASS_ST( CHostage, DT_CHostage )
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SendPropExclude( "DT_BaseAnimating", "m_flPoseParameter" ),
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SendPropExclude( "DT_BaseAnimating", "m_flPlaybackRate" ),
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SendPropExclude( "DT_BaseAnimating", "m_nSequence" ),
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SendPropExclude( "DT_BaseAnimating", "m_nNewSequenceParity" ),
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SendPropExclude( "DT_BaseAnimating", "m_nResetEventsParity" ),
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SendPropExclude( "DT_BaseAnimatingOverlay", "overlay_vars" ),
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// cs_playeranimstate and clientside animation takes care of these on the client
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SendPropExclude( "DT_ServerAnimationData" , "m_flCycle" ),
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SendPropExclude( "DT_AnimTimeMustBeFirst" , "m_flAnimTime" ),
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SendPropBool( SENDINFO(m_isRescued) ),
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SendPropInt( SENDINFO(m_iHealth), 10 ),
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SendPropInt( SENDINFO(m_iMaxHealth), 10 ),
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@ -274,10 +274,7 @@ IMPLEMENT_NETWORKCLASS_ALIASED( WeaponCSBase, DT_WeaponCSBase )
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BEGIN_NETWORK_TABLE( CWeaponCSBase, DT_WeaponCSBase )
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#if !defined( CLIENT_DLL )
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SendPropInt( SENDINFO( m_weaponMode ), 1, SPROP_UNSIGNED ),
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SendPropFloat(SENDINFO(m_fAccuracyPenalty) ),
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// world weapon models have no aminations
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SendPropExclude( "DT_AnimTimeMustBeFirst", "m_flAnimTime" ),
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SendPropExclude( "DT_BaseAnimating", "m_nSequence" ),
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SendPropFloat(SENDINFO(m_fAccuracyPenalty) )
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// SendPropExclude( "DT_LocalActiveWeaponData", "m_flTimeWeaponIdle" ),
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#else
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RecvPropInt( RECVINFO( m_weaponMode ) ),
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