data send to client
This data is sent by server to the client:
Code:
EntityState Constants
enum {
// Fields which are filled in by routines outside of delta compression
ES_EntityType, // int
// Index into cl_entities array for this entity
ES_Number, // int
ES_MsgTime, // float
// Message number last time the player/entity state was updated
ES_MessageNum, // int
// Fields which can be transitted and reconstructed over the network stream
ES_Origin, // float array[3]
ES_Angles, // float array[3]
ES_ModelIndex, // int
ES_Sequence, // int
ES_Frame, // float
ES_ColorMap, // int
ES_Skin, // short
ES_Solid, // short
ES_Effects, // int
ES_Scale, // float
ES_eFlags, // byte
// Render information
ES_RenderMode, // int
ES_RenderAmt, // int
ES_RenderColor, // byte array[3], RGB value
ES_RenderFx, // int
ES_MoveType, // int
ES_AnimTime, // float
ES_FrameRate, // float
ES_Body, // int
ES_Controller, // byte array[4]
ES_Blending, // byte array[4]
ES_Velocity, // float array[3]
// Send bbox down to client for use during prediction
ES_Mins, // float array[3]
ES_Maxs, // float array[3]
ES_AimEnt, // int
// If owned by a player, the index of that player (for projectiles)
ES_Owner, // int
// Friction, for prediction
ES_Friction, // float
// Gravity multiplier
ES_Gravity, // float
// PLAYER SPECIFIC
ES_Team, // int
ES_PlayerClass, // int
ES_Health, // int
ES_Spectator, // bool
ES_WeaponModel, // int
ES_GaitSequence, // int
// If standing on conveyor, e.g.
ES_BaseVelocity, // float array[3]
// Use the crouched hull, or the regular player hull
ES_UseHull, // int
// Latched buttons last time state updated
ES_OldButtons, // int
// -1 = in air, else pmove entity number
ES_OnGround, // int
ES_iStepLeft, // int
// How fast we are falling
ES_flFallVelocity, // float
ES_FOV, // float
ES_WeaponAnim, // int
// Parametric movement overrides
ES_StartPos, // float array[3]
ES_EndPos, // float array[3]
ES_ImpactTime, // float
ES_StartTime, // float
// For mods
ES_iUser1, // int
ES_iUser2, // int
ES_iUser3, // int
ES_iUser4, // int
ES_fUser1, // float
ES_fUser2, // float
ES_fUser3, // float
ES_fUser4, // float
ES_vUser1, // float array[3]
ES_vUser2, // float array[3]
ES_vUser3, // float array[3]
ES_vUser4 // float array[3]
};
Is there any data besides this sent to the client, which fakemeta or any orther module cant intercept or this is all of them? If not, which is sent too? Based on which data sent from server the client decides which class entity is player, weaponbox or whatever? Is there any way of changing this? if yes, please tell me.
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