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@ -127,9 +127,9 @@ TYPEDESCRIPTION CBasePlayer::m_playerSaveData[] =
@@ -127,9 +127,9 @@ TYPEDESCRIPTION CBasePlayer::m_playerSaveData[] =
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//DEFINE_FIELD( CBasePlayer, m_flStopExtraSoundTime, FIELD_TIME ),
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//DEFINE_FIELD( CBasePlayer, m_fKnownItem, FIELD_INTEGER ), // reset to zero on load
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//DEFINE_FIELD( CBasePlayer, m_iPlayerSound, FIELD_INTEGER ), // Don't restore, set in Precache()
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//DEFINE_FIELD( CBasePlayer, m_pentSndLast, FIELD_EDICT ), // Don't restore, client needs reset
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//DEFINE_FIELD( CBasePlayer, m_flSndRoomtype, FIELD_FLOAT ), // Don't restore, client needs reset
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//DEFINE_FIELD( CBasePlayer, m_flSndRange, FIELD_FLOAT ), // Don't restore, client needs reset
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DEFINE_FIELD( CBasePlayer, m_pentSndLast, FIELD_EDICT ), |
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DEFINE_FIELD( CBasePlayer, m_SndRoomtype, FIELD_INTEGER ), |
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DEFINE_FIELD( CBasePlayer, m_flSndRange, FIELD_FLOAT ), |
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//DEFINE_FIELD( CBasePlayer, m_fNewAmmo, FIELD_INTEGER ), // Don't restore, client needs reset
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//DEFINE_FIELD( CBasePlayer, m_flgeigerRange, FIELD_FLOAT ), // Don't restore, reset in Precache()
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//DEFINE_FIELD( CBasePlayer, m_flgeigerDelay, FIELD_FLOAT ), // Don't restore, reset in Precache()
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@ -3019,6 +3019,7 @@ void CBasePlayer::Spawn( void )
@@ -3019,6 +3019,7 @@ void CBasePlayer::Spawn( void )
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pev->fov = m_iFOV = 0;// init field of view.
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m_iClientFOV = -1; // make sure fov reset is sent
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m_ClientSndRoomtype = -1; |
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m_flNextDecalTime = 0;// let this player decal as soon as he spawns.
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@ -3171,6 +3172,8 @@ int CBasePlayer::Restore( CRestore &restore )
@@ -3171,6 +3172,8 @@ int CBasePlayer::Restore( CRestore &restore )
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pev->fixangle = TRUE; // turn this way immediately
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m_ClientSndRoomtype = -1; |
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// Copied from spawn() for now
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m_bloodColor = BLOOD_COLOR_RED; |
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@ -3555,6 +3558,7 @@ void CBasePlayer::ForceClientDllUpdate( void )
@@ -3555,6 +3558,7 @@ void CBasePlayer::ForceClientDllUpdate( void )
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m_iClientBattery = -1; |
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m_iClientHideHUD = -1; // Vit_amiN: forcing to update
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m_iClientFOV = -1; // Vit_amiN: force client weapons to be sent
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m_ClientSndRoomtype = -1; |
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m_iTrain |= TRAIN_NEW; // Force new train message.
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m_fWeapon = FALSE; // Force weapon send
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m_fKnownItem = FALSE; // Force weaponinit messages.
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@ -3563,7 +3567,6 @@ void CBasePlayer::ForceClientDllUpdate( void )
@@ -3563,7 +3567,6 @@ void CBasePlayer::ForceClientDllUpdate( void )
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memset( m_rgAmmoLast, 0, sizeof( m_rgAmmoLast )); // a1ba: Force update AmmoX
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// Now force all the necessary messages
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// to be sent.
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UpdateClientData(); |
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@ -4340,6 +4343,16 @@ void CBasePlayer::UpdateClientData( void )
@@ -4340,6 +4343,16 @@ void CBasePlayer::UpdateClientData( void )
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m_flNextSBarUpdateTime = gpGlobals->time + 0.2f; |
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} |
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// Send new room type to client.
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if (m_ClientSndRoomtype != m_SndRoomtype) |
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{ |
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m_ClientSndRoomtype = m_SndRoomtype; |
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MESSAGE_BEGIN(MSG_ONE, SVC_ROOMTYPE, NULL, edict()); |
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WRITE_SHORT((short)m_SndRoomtype); // sequence number
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MESSAGE_END(); |
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} |
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// Send the current bhopcap state.
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if( !m_bSentBhopcap ) |
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{ |
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