+
+ return true;
+}
+
+
+static void QW_TranslateEffects(entity_state_t *s, int qweffects)
+{
+ s->effects = 0;
+ s->internaleffects = 0;
+ if (qweffects & QW_EF_BRIGHTFIELD)
+ s->effects |= EF_BRIGHTFIELD;
+ if (qweffects & QW_EF_MUZZLEFLASH)
+ s->effects |= EF_MUZZLEFLASH;
+ if (qweffects & QW_EF_FLAG1)
+ {
+ // mimic FTEQW's interpretation of EF_FLAG1 as EF_NODRAW on non-player entities
+ if (s->number > cl.maxclients)
+ s->effects |= EF_NODRAW;
+ else
+ s->internaleffects |= INTEF_FLAG1QW;
+ }
+ if (qweffects & QW_EF_FLAG2)
+ {
+ // mimic FTEQW's interpretation of EF_FLAG2 as EF_ADDITIVE on non-player entities
+ if (s->number > cl.maxclients)
+ s->effects |= EF_ADDITIVE;
+ else
+ s->internaleffects |= INTEF_FLAG2QW;
+ }
+ if (qweffects & QW_EF_RED)
+ {
+ if (qweffects & QW_EF_BLUE)
+ s->effects |= EF_RED | EF_BLUE;
+ else
+ s->effects |= EF_RED;
+ }
+ else if (qweffects & QW_EF_BLUE)
+ s->effects |= EF_BLUE;
+ else if (qweffects & QW_EF_BRIGHTLIGHT)
+ s->effects |= EF_BRIGHTLIGHT;
+ else if (qweffects & QW_EF_DIMLIGHT)
+ s->effects |= EF_DIMLIGHT;
+}
+
+void EntityStateQW_ReadPlayerUpdate(void)
+{
+ int slot = MSG_ReadByte();
+ int enumber = slot + 1;
+ int weaponframe;
+ int msec;
+ int playerflags;
+ int bits;
+ entity_state_t *s;
+ // look up the entity
+ entity_t *ent = cl.entities + enumber;
+ vec3_t viewangles;
+ vec3_t velocity;
+
+ // slide the current state into the previous
+ ent->state_previous = ent->state_current;
+
+ // read the update
+ s = &ent->state_current;
+ *s = defaultstate;
+ s->active = ACTIVE_NETWORK;
+ s->number = enumber;
+ s->colormap = enumber;
+ playerflags = MSG_ReadShort();
+ MSG_ReadVector(s->origin, cls.protocol);
+ s->frame = MSG_ReadByte();
+
+ VectorClear(viewangles);
+ VectorClear(velocity);
+
+ if (playerflags & QW_PF_MSEC)
+ {
+ // time difference between last update this player sent to the server,
+ // and last input we sent to the server (this packet is in response to
+ // our input, so msec is how long ago the last update of this player
+ // entity occurred, compared to our input being received)
+ msec = MSG_ReadByte();
+ }
+ else
+ msec = 0;
+ if (playerflags & QW_PF_COMMAND)
+ {
+ bits = MSG_ReadByte();
+ if (bits & QW_CM_ANGLE1)
+ viewangles[0] = MSG_ReadAngle16i(); // cmd->angles[0]
+ if (bits & QW_CM_ANGLE2)
+ viewangles[1] = MSG_ReadAngle16i(); // cmd->angles[1]
+ if (bits & QW_CM_ANGLE3)
+ viewangles[2] = MSG_ReadAngle16i(); // cmd->angles[2]
+ if (bits & QW_CM_FORWARD)
+ MSG_ReadShort(); // cmd->forwardmove
+ if (bits & QW_CM_SIDE)
+ MSG_ReadShort(); // cmd->sidemove
+ if (bits & QW_CM_UP)
+ MSG_ReadShort(); // cmd->upmove
+ if (bits & QW_CM_BUTTONS)
+ MSG_ReadByte(); // cmd->buttons
+ if (bits & QW_CM_IMPULSE)
+ MSG_ReadByte(); // cmd->impulse
+ MSG_ReadByte(); // cmd->msec
+ }
+ if (playerflags & QW_PF_VELOCITY1)
+ velocity[0] = MSG_ReadShort();
+ if (playerflags & QW_PF_VELOCITY2)
+ velocity[1] = MSG_ReadShort();
+ if (playerflags & QW_PF_VELOCITY3)
+ velocity[2] = MSG_ReadShort();
+ if (playerflags & QW_PF_MODEL)
+ s->modelindex = MSG_ReadByte();
+ else
+ s->modelindex = cl.qw_modelindex_player;
+ if (playerflags & QW_PF_SKINNUM)
+ s->skin = MSG_ReadByte();
+ if (playerflags & QW_PF_EFFECTS)
+ QW_TranslateEffects(s, MSG_ReadByte());
+ if (playerflags & QW_PF_WEAPONFRAME)
+ weaponframe = MSG_ReadByte();
+ else
+ weaponframe = 0;
+
+ if (enumber == cl.playerentity)
+ {
+ // if this is an update on our player, update the angles
+ VectorCopy(cl.viewangles, viewangles);
+ }
+
+ // calculate the entity angles from the viewangles
+ s->angles[0] = viewangles[0] * -0.0333;
+ s->angles[1] = viewangles[1];
+ s->angles[2] = 0;
+ s->angles[2] = V_CalcRoll(s->angles, velocity)*4;
+
+ // if this is an update on our player, update interpolation state
+ if (enumber == cl.playerentity)
+ {
+ VectorCopy (cl.mpunchangle[0], cl.mpunchangle[1]);
+ VectorCopy (cl.mpunchvector[0], cl.mpunchvector[1]);
+ VectorCopy (cl.mvelocity[0], cl.mvelocity[1]);
+ cl.mviewzoom[1] = cl.mviewzoom[0];
+
+ cl.idealpitch = 0;
+ cl.mpunchangle[0][0] = 0;
+ cl.mpunchangle[0][1] = 0;
+ cl.mpunchangle[0][2] = 0;
+ cl.mpunchvector[0][0] = 0;
+ cl.mpunchvector[0][1] = 0;
+ cl.mpunchvector[0][2] = 0;
+ cl.mvelocity[0][0] = 0;
+ cl.mvelocity[0][1] = 0;
+ cl.mvelocity[0][2] = 0;
+ cl.mviewzoom[0] = 1;
+
+ VectorCopy(velocity, cl.mvelocity[0]);
+ cl.stats[STAT_WEAPONFRAME] = weaponframe;
+ if (playerflags & QW_PF_GIB)
+ cl.stats[STAT_VIEWHEIGHT] = 8;
+ else if (playerflags & QW_PF_DEAD)
+ cl.stats[STAT_VIEWHEIGHT] = -16;
+ else
+ cl.stats[STAT_VIEWHEIGHT] = 22;
+ }
+
+ // set the cl.entities_active flag
+ cl.entities_active[enumber] = (s->active == ACTIVE_NETWORK);
+ // set the update time
+ s->time = cl.mtime[0] - msec * 0.001; // qw has no clock
+ // check if we need to update the lerp stuff
+ if (s->active == ACTIVE_NETWORK)
+ CL_MoveLerpEntityStates(&cl.entities[enumber]);
+}
+
+static void EntityStateQW_ReadEntityUpdate(entity_state_t *s, int bits)
+{
+ int qweffects = 0;
+ s->active = ACTIVE_NETWORK;
+ s->number = bits & 511;
+ bits &= ~511;
+ if (bits & QW_U_MOREBITS)
+ bits |= MSG_ReadByte();
+
+ // store the QW_U_SOLID bit here?
+
+ if (bits & QW_U_MODEL)
+ s->modelindex = MSG_ReadByte();
+ if (bits & QW_U_FRAME)
+ s->frame = MSG_ReadByte();
+ if (bits & QW_U_COLORMAP)
+ s->colormap = MSG_ReadByte();
+ if (bits & QW_U_SKIN)
+ s->skin = MSG_ReadByte();
+ if (bits & QW_U_EFFECTS)
+ QW_TranslateEffects(s, qweffects = MSG_ReadByte());
+ if (bits & QW_U_ORIGIN1)
+ s->origin[0] = MSG_ReadCoord13i();
+ if (bits & QW_U_ANGLE1)
+ s->angles[0] = MSG_ReadAngle8i();
+ if (bits & QW_U_ORIGIN2)
+ s->origin[1] = MSG_ReadCoord13i();
+ if (bits & QW_U_ANGLE2)
+ s->angles[1] = MSG_ReadAngle8i();
+ if (bits & QW_U_ORIGIN3)
+ s->origin[2] = MSG_ReadCoord13i();
+ if (bits & QW_U_ANGLE3)
+ s->angles[2] = MSG_ReadAngle8i();
+
+ if (developer_networkentities.integer >= 2)
+ {
+ Con_Printf("ReadFields e%i", s->number);
+ if (bits & QW_U_MODEL)
+ Con_Printf(" U_MODEL %i", s->modelindex);
+ if (bits & QW_U_FRAME)
+ Con_Printf(" U_FRAME %i", s->frame);
+ if (bits & QW_U_COLORMAP)
+ Con_Printf(" U_COLORMAP %i", s->colormap);
+ if (bits & QW_U_SKIN)
+ Con_Printf(" U_SKIN %i", s->skin);
+ if (bits & QW_U_EFFECTS)
+ Con_Printf(" U_EFFECTS %i", qweffects);
+ if (bits & QW_U_ORIGIN1)
+ Con_Printf(" U_ORIGIN1 %f", s->origin[0]);
+ if (bits & QW_U_ANGLE1)
+ Con_Printf(" U_ANGLE1 %f", s->angles[0]);
+ if (bits & QW_U_ORIGIN2)
+ Con_Printf(" U_ORIGIN2 %f", s->origin[1]);
+ if (bits & QW_U_ANGLE2)
+ Con_Printf(" U_ANGLE2 %f", s->angles[1]);
+ if (bits & QW_U_ORIGIN3)
+ Con_Printf(" U_ORIGIN3 %f", s->origin[2]);
+ if (bits & QW_U_ANGLE3)
+ Con_Printf(" U_ANGLE3 %f", s->angles[2]);
+ if (bits & QW_U_SOLID)
+ Con_Printf(" U_SOLID");
+ Con_Print("\n");
+ }
+}
+
+entityframeqw_database_t *EntityFrameQW_AllocDatabase(mempool_t *pool)
+{
+ entityframeqw_database_t *d;
+ d = (entityframeqw_database_t *)Mem_Alloc(pool, sizeof(*d));
+ return d;
+}
+
+void EntityFrameQW_FreeDatabase(entityframeqw_database_t *d)
+{
+ Mem_Free(d);