Raised This Month: $ Target: $400
 0% 

data send to client


  
 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
Author Message
grankee
Member
Join Date: Jun 2008
Old 02-16-2009 , 17:49   data send to client
Reply With Quote #1

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.
grankee is offline
 



Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 17:09.


Powered by vBulletin®
Copyright ©2000 - 2024, vBulletin Solutions, Inc.
Theme made by Freecode