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Figure out; Change Entity system in some way, I don't know! #3
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Looking at JUST a simple server-side entity (as source has a... "robust" separation of client/server) of my own, there seems to be macro hell. Entities seem to have a "DATADESC" about them, as referenced by Sauerbraten's (less intuitive) entity definitions are... Practically non-existent, it seems. This may be an EVEN BIGGER task of reinventing the wheel and making an entity system. |
Gonna be a case of rewriting the entity system. Whee! |
Note to self: Stop going to the deep end of the pool! Learn the engine before making such brash decisions! Entities do not appear to get updated, however monsters do. It may be possible to move the update function to entities on their own, but my tired brain doesn't understand this fully. It appears to loop over all monsters and call a function? Monsters seem to be treated as players... and there's no plain and simple "Moveables" also get updated in this loop, but their code doesn't seem quite as useful. |
After a quick round of "search around the repo for 'ent'", I've discovered the following structs(!!) that relate to entities.
For the actual in-game entities, we'd be looking at
Interestingly, there is no "player" entity. Players are simply an fpsent. Seems my initial suspicion of monsters just being fancy players was true. It's not a bad way of doing it, Monsters in Cube 2 appear to just be glorified bots. - Similarly, the bots appear to be glorified NPCs. However, consideration must be taken for the This change will however require that we build some compatibility stuff into the engine!, The header should be changed (and the map version lowered possibly?), and then the engine should detect that it's loading a sauerbraten map, fling it through the usual, and then convert the entities. Also spit some nice warnings to console to taste! |
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