#include "csprogs.h"
#include "r_shadow.h"
#include "libcurl.h"
+#include "snd_main.h"
+#include "cdaudio.h"
// we need to declare some mouse variables here, because the menu system
// references them even when on a unix system.
-cvar_t csqc_progname = {0, "csqc_progname","csprogs.dat","name of csprogs.dat file to load"}; //[515]: csqc crc check and right csprogs name according to progs.dat
-cvar_t csqc_progcrc = {CVAR_READONLY, "csqc_progcrc","-1","CRC of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"};
+cvar_t csqc_progname = {CF_CLIENT | CF_SERVER, "csqc_progname","csprogs.dat","name of csprogs.dat file to load"};
+cvar_t csqc_progcrc = {CF_CLIENT | CF_READONLY, "csqc_progcrc","-1","CRC of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"};
+cvar_t csqc_progsize = {CF_CLIENT | CF_READONLY, "csqc_progsize","-1","file size of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"};
+cvar_t csqc_usedemoprogs = {CF_CLIENT, "csqc_usedemoprogs","1","use csprogs stored in demos"};
+cvar_t csqc_polygons_defaultmaterial_nocullface = {CF_CLIENT, "csqc_polygons_defaultmaterial_nocullface", "0", "use 'cull none' behavior in the default shader for rendering R_PolygonBegin - warning: enabling this is not consistent with FTEQW behavior on this feature"};
-cvar_t cl_shownet = {0, "cl_shownet","0","1 = print packet size, 2 = print packet message list"};
-cvar_t cl_nolerp = {0, "cl_nolerp", "0","network update smoothing"};
+cvar_t cl_shownet = {CF_CLIENT, "cl_shownet","0","1 = print packet size, 2 = print packet message list"};
+cvar_t cl_nolerp = {CF_CLIENT, "cl_nolerp", "0","network update smoothing"};
+cvar_t cl_lerpexcess = {CF_CLIENT, "cl_lerpexcess", "0","maximum allowed lerp excess (hides, not fixes, some packet loss)"};
+cvar_t cl_lerpanim_maxdelta_server = {CF_CLIENT, "cl_lerpanim_maxdelta_server", "0.1","maximum frame delta for smoothing between server-controlled animation frames (when 0, one network frame)"};
+cvar_t cl_lerpanim_maxdelta_framegroups = {CF_CLIENT, "cl_lerpanim_maxdelta_framegroups", "0.1","maximum frame delta for smoothing between framegroups (when 0, one network frame)"};
-cvar_t cl_itembobheight = {0, "cl_itembobheight", "0","how much items bob up and down (try 8)"};
-cvar_t cl_itembobspeed = {0, "cl_itembobspeed", "0.5","how frequently items bob up and down"};
+cvar_t cl_itembobheight = {CF_CLIENT, "cl_itembobheight", "0","how much items bob up and down (try 8)"};
+cvar_t cl_itembobspeed = {CF_CLIENT, "cl_itembobspeed", "0.5","how frequently items bob up and down"};
-cvar_t lookspring = {CVAR_SAVE, "lookspring","0","returns pitch to level with the floor when no longer holding a pitch key"};
-cvar_t lookstrafe = {CVAR_SAVE, "lookstrafe","0","move instead of turning"};
-cvar_t sensitivity = {CVAR_SAVE, "sensitivity","3","mouse speed multiplier"};
+cvar_t lookspring = {CF_CLIENT | CF_ARCHIVE, "lookspring","0","returns pitch to level with the floor when no longer holding a pitch key"};
+cvar_t lookstrafe = {CF_CLIENT | CF_ARCHIVE, "lookstrafe","0","move instead of turning"};
+cvar_t sensitivity = {CF_CLIENT | CF_ARCHIVE, "sensitivity","3","mouse speed multiplier"};
-cvar_t m_pitch = {CVAR_SAVE, "m_pitch","0.022","mouse pitch speed multiplier"};
-cvar_t m_yaw = {CVAR_SAVE, "m_yaw","0.022","mouse yaw speed multiplier"};
-cvar_t m_forward = {CVAR_SAVE, "m_forward","1","mouse forward speed multiplier"};
-cvar_t m_side = {CVAR_SAVE, "m_side","0.8","mouse side speed multiplier"};
+cvar_t m_pitch = {CF_CLIENT | CF_ARCHIVE, "m_pitch","0.022","mouse pitch speed multiplier"};
+cvar_t m_yaw = {CF_CLIENT | CF_ARCHIVE, "m_yaw","0.022","mouse yaw speed multiplier"};
+cvar_t m_forward = {CF_CLIENT | CF_ARCHIVE, "m_forward","1","mouse forward speed multiplier"};
+cvar_t m_side = {CF_CLIENT | CF_ARCHIVE, "m_side","0.8","mouse side speed multiplier"};
-cvar_t freelook = {CVAR_SAVE, "freelook", "1","mouse controls pitch instead of forward/back"};
+cvar_t freelook = {CF_CLIENT | CF_ARCHIVE, "freelook", "1","mouse controls pitch instead of forward/back"};
-#ifdef AUTODEMO_BROKEN
-cvar_t cl_autodemo = {0, "cl_autodemo", "0", "records every game played, using the date/time and map name to name the demo file" };
-cvar_t cl_autodemo_nameformat = {0, "cl_autodemo_nameformat", "%Y-%m-%d_%H-%M", "The format of the cl_autodemo filename, followed by the map name" };
-#endif
+cvar_t cl_autodemo = {CF_CLIENT | CF_ARCHIVE, "cl_autodemo", "0", "records every game played, using the date/time and map name to name the demo file" };
+cvar_t cl_autodemo_nameformat = {CF_CLIENT | CF_ARCHIVE, "cl_autodemo_nameformat", "autodemos/%Y-%m-%d_%H-%M", "The format of the cl_autodemo filename, followed by the map name (the date is encoded using strftime escapes)" };
+cvar_t cl_autodemo_delete = {CF_CLIENT, "cl_autodemo_delete", "0", "Delete demos after recording. This is a bitmask, bit 1 gives the default, bit 0 the value for the current demo. Thus, the values are: 0 = disabled; 1 = delete current demo only; 2 = delete all demos except the current demo; 3 = delete all demos from now on" };
+
+cvar_t r_draweffects = {CF_CLIENT, "r_draweffects", "1","renders temporary sprite effects"};
+
+cvar_t cl_explosions_alpha_start = {CF_CLIENT | CF_ARCHIVE, "cl_explosions_alpha_start", "1.5","starting alpha of an explosion shell"};
+cvar_t cl_explosions_alpha_end = {CF_CLIENT | CF_ARCHIVE, "cl_explosions_alpha_end", "0","end alpha of an explosion shell (just before it disappears)"};
+cvar_t cl_explosions_size_start = {CF_CLIENT | CF_ARCHIVE, "cl_explosions_size_start", "16","starting size of an explosion shell"};
+cvar_t cl_explosions_size_end = {CF_CLIENT | CF_ARCHIVE, "cl_explosions_size_end", "128","ending alpha of an explosion shell (just before it disappears)"};
+cvar_t cl_explosions_lifetime = {CF_CLIENT | CF_ARCHIVE, "cl_explosions_lifetime", "0.5","how long an explosion shell lasts"};
+
+cvar_t cl_stainmaps = {CF_CLIENT | CF_ARCHIVE, "cl_stainmaps", "0","stains lightmaps, much faster than decals but blurred"};
+cvar_t cl_stainmaps_clearonload = {CF_CLIENT | CF_ARCHIVE, "cl_stainmaps_clearonload", "1","clear stainmaps on map restart"};
-cvar_t r_draweffects = {0, "r_draweffects", "1","renders temporary sprite effects"};
+cvar_t cl_beams_polygons = {CF_CLIENT | CF_ARCHIVE, "cl_beams_polygons", "1","use beam polygons instead of models"};
+cvar_t cl_beams_quakepositionhack = {CF_CLIENT | CF_ARCHIVE, "cl_beams_quakepositionhack", "1", "makes your lightning gun appear to fire from your waist (as in Quake and QuakeWorld)"};
+cvar_t cl_beams_instantaimhack = {CF_CLIENT | CF_ARCHIVE, "cl_beams_instantaimhack", "0", "makes your lightning gun aiming update instantly"};
+cvar_t cl_beams_lightatend = {CF_CLIENT | CF_ARCHIVE, "cl_beams_lightatend", "0", "make a light at the end of the beam"};
-cvar_t cl_explosions_alpha_start = {CVAR_SAVE, "cl_explosions_alpha_start", "1.5","starting alpha of an explosion shell"};
-cvar_t cl_explosions_alpha_end = {CVAR_SAVE, "cl_explosions_alpha_end", "0","end alpha of an explosion shell (just before it disappears)"};
-cvar_t cl_explosions_size_start = {CVAR_SAVE, "cl_explosions_size_start", "16","starting size of an explosion shell"};
-cvar_t cl_explosions_size_end = {CVAR_SAVE, "cl_explosions_size_end", "128","ending alpha of an explosion shell (just before it disappears)"};
-cvar_t cl_explosions_lifetime = {CVAR_SAVE, "cl_explosions_lifetime", "0.5","how long an explosion shell lasts"};
+cvar_t cl_deathfade = {CF_CLIENT | CF_ARCHIVE, "cl_deathfade", "0", "fade screen to dark red when dead, value represents how fast the fade is (higher is faster)"};
-cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "1","stains lightmaps, much faster than decals but blurred"};
-cvar_t cl_stainmaps_clearonload = {CVAR_SAVE, "cl_stainmaps_clearonload", "1","clear stainmaps on map restart"};
+cvar_t cl_noplayershadow = {CF_CLIENT | CF_ARCHIVE, "cl_noplayershadow", "0","hide player shadow"};
-cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1","use beam polygons instead of models"};
-cvar_t cl_beams_quakepositionhack = {CVAR_SAVE, "cl_beams_quakepositionhack", "1", "makes your lightning gun appear to fire from your waist (as in Quake and QuakeWorld)"};
-cvar_t cl_beams_instantaimhack = {CVAR_SAVE, "cl_beams_instantaimhack", "1", "makes your lightning gun aiming update instantly"};
-cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0", "make a light at the end of the beam"};
+cvar_t cl_dlights_decayradius = {CF_CLIENT | CF_ARCHIVE, "cl_dlights_decayradius", "1", "reduces size of light flashes over time"};
+cvar_t cl_dlights_decaybrightness = {CF_CLIENT | CF_ARCHIVE, "cl_dlights_decaybrightness", "1", "reduces brightness of light flashes over time"};
-cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0","hide player shadow"};
+cvar_t qport = {CF_CLIENT, "qport", "0", "identification key for playing on qw servers (allows you to maintain a connection to a quakeworld server even if your port changes)"};
-cvar_t qport = {0, "qport", "0", "identification key for playing on qw servers (allows you to maintain a connection to a quakeworld server even if your port changes)"};
+cvar_t cl_prydoncursor = {CF_CLIENT, "cl_prydoncursor", "0", "enables a mouse pointer which is able to click on entities in the world, useful for point and click mods, see PRYDON_CLIENTCURSOR extension in dpextensions.qc"};
+cvar_t cl_prydoncursor_notrace = {CF_CLIENT, "cl_prydoncursor_notrace", "0", "disables traceline used in prydon cursor reporting to the game, saving some cpu time"};
-cvar_t cl_prydoncursor = {0, "cl_prydoncursor", "0", "enables a mouse pointer which is able to click on entities in the world, useful for point and click mods, see PRYDON_CLIENTCURSOR extension in dpextensions.qc"};
+cvar_t cl_deathnoviewmodel = {CF_CLIENT, "cl_deathnoviewmodel", "1", "hides gun model when dead"};
-cvar_t cl_deathnoviewmodel = {0, "cl_deathnoviewmodel", "1", "hides gun model when dead"};
+cvar_t cl_locs_enable = {CF_CLIENT | CF_ARCHIVE, "locs_enable", "1", "enables replacement of certain % codes in chat messages: %l (location), %d (last death location), %h (health), %a (armor), %x (rockets), %c (cells), %r (rocket launcher status), %p (powerup status), %w (weapon status), %t (current time in level)"};
+cvar_t cl_locs_show = {CF_CLIENT, "locs_show", "0", "shows defined locations for editing purposes"};
+
+cvar_t cl_minfps = {CF_CLIENT | CF_ARCHIVE, "cl_minfps", "40", "minimum fps target - while the rendering performance is below this, it will drift toward lower quality"};
+cvar_t cl_minfps_fade = {CF_CLIENT | CF_ARCHIVE, "cl_minfps_fade", "1", "how fast the quality adapts to varying framerate"};
+cvar_t cl_minfps_qualitymax = {CF_CLIENT | CF_ARCHIVE, "cl_minfps_qualitymax", "1", "highest allowed drawdistance multiplier"};
+cvar_t cl_minfps_qualitymin = {CF_CLIENT | CF_ARCHIVE, "cl_minfps_qualitymin", "0.25", "lowest allowed drawdistance multiplier"};
+cvar_t cl_minfps_qualitymultiply = {CF_CLIENT | CF_ARCHIVE, "cl_minfps_qualitymultiply", "0.2", "multiplier for quality changes in quality change per second render time (1 assumes linearity of quality and render time)"};
+cvar_t cl_minfps_qualityhysteresis = {CF_CLIENT | CF_ARCHIVE, "cl_minfps_qualityhysteresis", "0.05", "reduce all quality increments by this to reduce flickering"};
+cvar_t cl_minfps_qualitystepmax = {CF_CLIENT | CF_ARCHIVE, "cl_minfps_qualitystepmax", "0.1", "maximum quality change in a single frame"};
+cvar_t cl_minfps_force = {CF_CLIENT, "cl_minfps_force", "0", "also apply quality reductions in timedemo/capturevideo"};
+cvar_t cl_maxfps = {CF_CLIENT | CF_ARCHIVE, "cl_maxfps", "0", "maximum fps cap, 0 = unlimited, if game is running faster than this it will wait before running another frame (useful to make cpu time available to other programs)"};
+cvar_t cl_maxfps_alwayssleep = {CF_CLIENT | CF_ARCHIVE, "cl_maxfps_alwayssleep","1", "gives up some processing time to other applications each frame, value in milliseconds, disabled if cl_maxfps is 0"};
+cvar_t cl_maxidlefps = {CF_CLIENT | CF_ARCHIVE, "cl_maxidlefps", "20", "maximum fps cap when the game is not the active window (makes cpu time available to other programs"};
client_static_t cls;
client_state_t cl;
-#define MAX_PARTICLES 32768 // default max # of particles at one time
-#define ABSOLUTE_MIN_PARTICLES 512 // no fewer than this no matter what's on the command line
-
/*
=====================
CL_ClearState
int i;
entity_t *ent;
+ CL_VM_ShutDown();
+
// wipe the entire cl structure
Mem_EmptyPool(cls.levelmempool);
memset (&cl, 0, sizeof(cl));
// reset the view zoom interpolation
cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
+ cl.sensitivityscale = 1.0f;
+
+ // enable rendering of the world and such
+ cl.csqc_vidvars.drawworld = r_drawworld.integer != 0;
+ cl.csqc_vidvars.drawenginesbar = true;
+ cl.csqc_vidvars.drawcrosshair = true;
+
+ // set up the float version of the stats array for easier access to float stats
+ cl.statsf = (float *)cl.stats;
cl.num_entities = 0;
- cl.num_csqcentities = 0; //[515]: csqc
cl.num_static_entities = 0;
- cl.num_temp_entities = 0;
cl.num_brushmodel_entities = 0;
// tweak these if the game runs out
- cl.max_entities = 256;
- cl.max_csqcentities = 256; //[515]: csqc
- cl.max_static_entities = 256;
- cl.max_temp_entities = 512;
- cl.max_effects = 256;
- cl.max_beams = 256;
+ cl.max_csqcrenderentities = 0;
+ cl.max_entities = MAX_ENTITIES_INITIAL;
+ cl.max_static_entities = MAX_STATICENTITIES;
+ cl.max_effects = MAX_EFFECTS;
+ cl.max_beams = MAX_BEAMS;
cl.max_dlights = MAX_DLIGHTS;
cl.max_lightstyle = MAX_LIGHTSTYLES;
cl.max_brushmodel_entities = MAX_EDICTS;
- cl.max_particles = MAX_PARTICLES;
-
-// COMMANDLINEOPTION: Client: -particles <number> changes maximum number of particles at once, default 32768
- i = COM_CheckParm ("-particles");
- if (i && i < com_argc - 1)
- {
- cl.max_particles = (int)(atoi(com_argv[i+1]));
- if (cl.max_particles < ABSOLUTE_MIN_PARTICLES)
- cl.max_particles = ABSOLUTE_MIN_PARTICLES;
- }
+ cl.max_particles = MAX_PARTICLES_INITIAL; // grows dynamically
+ cl.max_showlmps = 0;
cl.num_dlights = 0;
cl.num_effects = 0;
cl.num_beams = 0;
+ cl.csqcrenderentities = NULL;
cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
- cl.csqcentities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_csqcentities * sizeof(entity_t)); //[515]: csqc
cl.entities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));
- cl.csqcentities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char)); //[515]: csqc
cl.static_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_static_entities * sizeof(entity_t));
- cl.temp_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_temp_entities * sizeof(entity_t));
cl.effects = (cl_effect_t *)Mem_Alloc(cls.levelmempool, cl.max_effects * sizeof(cl_effect_t));
cl.beams = (beam_t *)Mem_Alloc(cls.levelmempool, cl.max_beams * sizeof(beam_t));
cl.dlights = (dlight_t *)Mem_Alloc(cls.levelmempool, cl.max_dlights * sizeof(dlight_t));
cl.lightstyle = (lightstyle_t *)Mem_Alloc(cls.levelmempool, cl.max_lightstyle * sizeof(lightstyle_t));
cl.brushmodel_entities = (int *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(int));
cl.particles = (particle_t *) Mem_Alloc(cls.levelmempool, cl.max_particles * sizeof(particle_t));
+ cl.showlmps = NULL;
- // LordHavoc: have to set up the baseline info for alpha and other stuff
+ // LadyHavoc: have to set up the baseline info for alpha and other stuff
for (i = 0;i < cl.max_entities;i++)
{
cl.entities[i].state_baseline = defaultstate;
cl.entities[i].state_current = defaultstate;
}
- for (i = 0;i < cl.max_csqcentities;i++)
- {
- cl.csqcentities[i].state_baseline = defaultstate; //[515]: csqc
- cl.csqcentities[i].state_previous = defaultstate; //[515]: csqc
- cl.csqcentities[i].state_current = defaultstate; //[515]: csqc
- cl.csqcentities[i].csqc = true;
- cl.csqcentities[i].state_current.number = -i;
- }
-
- if (gamemode == GAME_NEXUIZ)
+ if (IS_NEXUIZ_DERIVED(gamemode))
{
VectorSet(cl.playerstandmins, -16, -16, -24);
VectorSet(cl.playerstandmaxs, 16, 16, 45);
ent->state_current.active = true;
ent->render.model = cl.worldmodel = NULL; // no world model yet
ent->render.alpha = 1;
- ent->render.colormap = -1; // no special coloring
ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1);
+ ent->render.allowdecals = true;
CL_UpdateRenderEntity(&ent->render);
// noclip is turned off at start
// mark all frames invalid for delta
memset(cl.qw_deltasequence, -1, sizeof(cl.qw_deltasequence));
+ // set bestweapon data back to Quake data
+ IN_BestWeapon_ResetData();
+
CL_Screen_NewMap();
}
-void CL_SetInfo(const char *key, const char *value, qboolean send, qboolean allowstarkey, qboolean allowmodel, qboolean quiet)
+extern cvar_t cl_topcolor;
+extern cvar_t cl_bottomcolor;
+
+void CL_SetInfo(const char *key, const char *value, qbool send, qbool allowstarkey, qbool allowmodel, qbool quiet)
{
- if (strchr(key, '\"') || strchr(value, '\"') || (!allowstarkey && key[0] == '*') || (!allowmodel && (!strcasecmp(key, "pmodel") || !strcasecmp(key, "emodel"))))
+ int i;
+ qbool fail = false;
+ char vabuf[1024];
+ if (!allowstarkey && key[0] == '*')
+ fail = true;
+ if (!allowmodel && (!strcasecmp(key, "pmodel") || !strcasecmp(key, "emodel")))
+ fail = true;
+ for (i = 0;key[i];i++)
+ if (ISWHITESPACE(key[i]) || key[i] == '\"')
+ fail = true;
+ for (i = 0;value[i];i++)
+ if (value[i] == '\r' || value[i] == '\n' || value[i] == '\"')
+ fail = true;
+ if (fail)
{
if (!quiet)
Con_Printf("Can't setinfo \"%s\" \"%s\"\n", key, value);
if (cls.protocol == PROTOCOL_QUAKEWORLD)
{
MSG_WriteByte(&cls.netcon->message, qw_clc_stringcmd);
- MSG_WriteString(&cls.netcon->message, va("setinfo \"%s\" \"%s\"", key, value));
+ MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "setinfo \"%s\" \"%s\"", key, value));
}
else if (!strcasecmp(key, "name"))
{
MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
- MSG_WriteString(&cls.netcon->message, va("name \"%s\"", value));
+ MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "name \"%s\"", value));
}
else if (!strcasecmp(key, "playermodel"))
{
MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
- MSG_WriteString(&cls.netcon->message, va("playermodel \"%s\"", value));
+ MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "playermodel \"%s\"", value));
}
else if (!strcasecmp(key, "playerskin"))
{
MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
- MSG_WriteString(&cls.netcon->message, va("playerskin \"%s\"", value));
+ MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "playerskin \"%s\"", value));
}
else if (!strcasecmp(key, "topcolor"))
{
- // don't send anything, the combined color code will be updated manually
+ MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
+ MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "color %i %i", atoi(value), cl_bottomcolor.integer));
}
else if (!strcasecmp(key, "bottomcolor"))
{
- // don't send anything, the combined color code will be updated manually
+ MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
+ MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "color %i %i", cl_topcolor.integer, atoi(value)));
}
else if (!strcasecmp(key, "rate"))
{
MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
- MSG_WriteString(&cls.netcon->message, va("rate \"%s\"", value));
+ MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "rate \"%s\"", value));
+ }
+ else if (!strcasecmp(key, "rate_burstsize"))
+ {
+ MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
+ MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "rate_burstsize \"%s\"", value));
}
}
}
}
}
-void CL_ExpandCSQCEntities(int num)
+void CL_ExpandCSQCRenderEntities(int num)
{
- int i, oldmaxentities;
- entity_t *oldentities;
- if (num >= cl.max_csqcentities)
+ int i;
+ int oldmaxcsqcrenderentities;
+ entity_render_t *oldcsqcrenderentities;
+ if (num >= cl.max_csqcrenderentities)
{
- if (!cl.csqcentities)
- Sys_Error("CL_ExpandCSQCEntities: cl.csqcentities not initialized\n");
if (num >= MAX_EDICTS)
- Host_Error("CL_ExpandCSQCEntities: num %i >= %i\n", num, MAX_EDICTS);
- oldmaxentities = cl.max_csqcentities;
- oldentities = cl.csqcentities;
- cl.max_csqcentities = (num & ~255) + 256;
- cl.csqcentities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_csqcentities * sizeof(entity_t));
- memcpy(cl.csqcentities, oldentities, oldmaxentities * sizeof(entity_t));
- Mem_Free(oldentities);
- for (i = oldmaxentities;i < cl.max_csqcentities;i++)
+ Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
+ oldmaxcsqcrenderentities = cl.max_csqcrenderentities;
+ oldcsqcrenderentities = cl.csqcrenderentities;
+ cl.max_csqcrenderentities = (num & ~255) + 256;
+ cl.csqcrenderentities = (entity_render_t *)Mem_Alloc(cls.levelmempool, cl.max_csqcrenderentities * sizeof(entity_render_t));
+ if (oldcsqcrenderentities)
{
- cl.csqcentities[i].state_baseline = defaultstate;
- cl.csqcentities[i].state_previous = defaultstate;
- cl.csqcentities[i].state_current = defaultstate;
- cl.csqcentities[i].csqc = true;
- cl.csqcentities[i].state_current.number = -i;
+ memcpy(cl.csqcrenderentities, oldcsqcrenderentities, oldmaxcsqcrenderentities * sizeof(entity_render_t));
+ for (i = 0;i < r_refdef.scene.numentities;i++)
+ if(r_refdef.scene.entities[i] >= oldcsqcrenderentities && r_refdef.scene.entities[i] < (oldcsqcrenderentities + oldmaxcsqcrenderentities))
+ r_refdef.scene.entities[i] = cl.csqcrenderentities + (r_refdef.scene.entities[i] - oldcsqcrenderentities);
+ Mem_Free(oldcsqcrenderentities);
}
}
}
-void CL_VM_ShutDown (void);
+static void CL_ToggleMenu_Hook(void)
+{
+#ifdef CONFIG_MENU
+ // remove menu
+ if (key_dest == key_menu || key_dest == key_menu_grabbed)
+ MR_ToggleMenu(0);
+#endif
+ key_dest = key_game;
+}
+
+extern cvar_t rcon_secure;
+
/*
=====================
CL_Disconnect
if (cls.state == ca_dedicated)
return;
+ if (Sys_CheckParm("-profilegameonly"))
+ Sys_AllowProfiling(false);
+
+ Curl_Clear_forthismap();
+
Con_DPrintf("CL_Disconnect\n");
+ Cvar_SetValueQuick(&csqc_progcrc, -1);
+ Cvar_SetValueQuick(&csqc_progsize, -1);
CL_VM_ShutDown();
// stop sounds (especially looping!)
S_StopAllSounds ();
sizebuf_t buf;
unsigned char bufdata[8];
if (cls.demorecording)
- CL_Stop_f();
+ CL_Stop_f(cmd_local);
// send disconnect message 3 times to improve chances of server
// receiving it (but it still fails sometimes)
Con_DPrint("Sending clc_disconnect\n");
MSG_WriteByte(&buf, clc_disconnect);
}
- NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
- NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
- NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
+ NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, 0, false);
+ NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, 0, false);
+ NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, 0, false);
NetConn_Close(cls.netcon);
cls.netcon = NULL;
+ Con_Printf("Disconnected\n");
}
cls.state = ca_disconnected;
+ cl.islocalgame = false;
- cls.demoplayback = cls.timedemo = false;
+ cls.demoplayback = cls.timedemo = host.restless = false;
cls.signon = 0;
+
+ Cvar_Callback(&cl_netport);
+
+ // If we're dropped mid-connection attempt, it won't clear otherwise.
+ SCR_ClearLoadingScreen(false);
+
+ if(host.hook.SV_Shutdown)
+ host.hook.SV_Shutdown();
+}
+
+/*
+==================
+CL_Reconnect_f
+
+This command causes the client to wait for the signon messages again.
+This is sent just before a server changes levels
+==================
+*/
+static void CL_Reconnect_f(cmd_state_t *cmd)
+{
+ char temp[128];
+ // if not connected, reconnect to the most recent server
+ if (!cls.netcon)
+ {
+ // if we have connected to a server recently, the userinfo
+ // will still contain its IP address, so get the address...
+ InfoString_GetValue(cls.userinfo, "*ip", temp, sizeof(temp));
+ if (temp[0])
+ CL_EstablishConnection(temp, -1);
+ else
+ Con_Printf("Reconnect to what server? (you have not connected to a server yet)\n");
+ return;
+ }
+ // if connected, do something based on protocol
+ if (cls.protocol == PROTOCOL_QUAKEWORLD)
+ {
+ // quakeworld can just re-login
+ if (cls.qw_downloadmemory) // don't change when downloading
+ return;
+
+ S_StopAllSounds();
+
+ if (cls.state == ca_connected)
+ {
+ Con_Printf("Server is changing level...\n");
+ MSG_WriteChar(&cls.netcon->message, qw_clc_stringcmd);
+ MSG_WriteString(&cls.netcon->message, "new");
+ }
+ }
+ else
+ {
+ // netquake uses reconnect on level changes (silly)
+ if (Cmd_Argc(cmd) != 1)
+ {
+ Con_Print("reconnect : wait for signon messages again\n");
+ return;
+ }
+ if (!cls.signon)
+ {
+ Con_Print("reconnect: no signon, ignoring reconnect\n");
+ return;
+ }
+ cls.signon = 0; // need new connection messages
+ }
+}
+
+/*
+=====================
+CL_Connect_f
+
+User command to connect to server
+=====================
+*/
+static void CL_Connect_f(cmd_state_t *cmd)
+{
+ if (Cmd_Argc(cmd) < 2)
+ {
+ Con_Print("connect <serveraddress> [<key> <value> ...]: connect to a multiplayer game\n");
+ return;
+ }
+ // clear the rcon password, to prevent vulnerability by stuffcmd-ing a connect command
+ if(rcon_secure.integer <= 0)
+ Cvar_SetQuick(&rcon_password, "");
+ CL_EstablishConnection(Cmd_Argv(cmd, 1), 2);
}
-void CL_Disconnect_f(void)
+void CL_Disconnect_f(cmd_state_t *cmd)
{
- CL_Disconnect ();
- if (sv.active)
- Host_ShutdownServer ();
+ CL_Disconnect();
}
Host should be either "local" or a net address
=====================
*/
-void CL_EstablishConnection(const char *host)
+void CL_EstablishConnection(const char *address, int firstarg)
{
if (cls.state == ca_dedicated)
return;
+ // don't connect to a server if we're benchmarking a demo
+ if (Sys_CheckParm("-benchmark"))
+ return;
+
// clear menu's connect error message
+#ifdef CONFIG_MENU
M_Update_Return_Reason("");
- cls.demonum = -1;
-
- // stop demo loop in case this fails
- CL_Disconnect();
-
- // if downloads are running, cancel their finishing action
- Curl_Clear_forthismap();
+#endif
// make sure the client ports are open before attempting to connect
NetConn_UpdateSockets();
- // run a network frame
- //NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
-
- if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
+ if (LHNETADDRESS_FromString(&cls.connect_address, address, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
{
cls.connect_trying = true;
cls.connect_remainingtries = 3;
cls.connect_nextsendtime = 0;
+
+ // only NOW, set connect_userinfo
+ if(firstarg >= 0)
+ {
+ int i;
+ *cls.connect_userinfo = 0;
+ for(i = firstarg; i+2 <= Cmd_Argc(cmd_local); i += 2)
+ InfoString_SetValue(cls.connect_userinfo, sizeof(cls.connect_userinfo), Cmd_Argv(cmd_local, i), Cmd_Argv(cmd_local, i+1));
+ }
+ else if(firstarg < -1)
+ {
+ // -1: keep as is (reconnect)
+ // -2: clear
+ *cls.connect_userinfo = 0;
+ }
+
+#ifdef CONFIG_MENU
M_Update_Return_Reason("Trying to connect...");
- // run several network frames to jump into the game quickly
- //if (sv.active)
- //{
- // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
- // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
- // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
- // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
- //}
+#endif
}
else
{
Con_Print("Unable to find a suitable network socket to connect to server.\n");
+#ifdef CONFIG_MENU
M_Update_Return_Reason("No network");
+#endif
}
}
+static void CL_EstablishConnection_Local(void)
+{
+ if(cls.state == ca_disconnected)
+ CL_EstablishConnection("local:1", -2);
+}
+
+static qbool CL_Intermission(void)
+{
+ return cl.intermission;
+}
+
/*
==============
CL_PrintEntities_f
==============
*/
-static void CL_PrintEntities_f(void)
+static void CL_PrintEntities_f(cmd_state_t *cmd)
{
entity_t *ent;
- int i, j;
- char name[32];
+ int i;
for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++)
{
modelname = ent->render.model->name;
else
modelname = "--no model--";
- strlcpy(name, modelname, 25);
- for (j = (int)strlen(name);j < 25;j++)
- name[j] = ' ';
- Con_Printf("%3i: %s:%4i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", i, name, ent->render.frame, (int) ent->state_current.origin[0], (int) ent->state_current.origin[1], (int) ent->state_current.origin[2], (int) ent->state_current.angles[0] % 360, (int) ent->state_current.angles[1] % 360, (int) ent->state_current.angles[2] % 360, ent->render.scale, ent->render.alpha);
+ Con_Printf("%3i: %-25s:%4i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", i, modelname, ent->render.framegroupblend[0].frame, (int) ent->state_current.origin[0], (int) ent->state_current.origin[1], (int) ent->state_current.origin[2], (int) ent->state_current.angles[0] % 360, (int) ent->state_current.angles[1] % 360, (int) ent->state_current.angles[2] % 360, ent->render.scale, ent->render.alpha);
+ }
+}
+
+/*
+===============
+CL_ModelIndexList_f
+
+List information on all models in the client modelindex
+===============
+*/
+static void CL_ModelIndexList_f(cmd_state_t *cmd)
+{
+ int i;
+ model_t *model;
+
+ // Print Header
+ Con_Printf("%3s: %-30s %-8s %-8s\n", "ID", "Name", "Type", "Triangles");
+
+ for (i = -MAX_MODELS;i < MAX_MODELS;i++)
+ {
+ model = CL_GetModelByIndex(i);
+ if (!model)
+ continue;
+ if(model->loaded || i == 1)
+ Con_Printf("%3i: %-30s %-8s %-10i\n", i, model->name, model->modeldatatypestring, model->surfmesh.num_triangles);
+ else
+ Con_Printf("%3i: %-30s %-30s\n", i, model->name, "--no local model found--");
+ i++;
+ }
+}
+
+/*
+===============
+CL_SoundIndexList_f
+
+List all sounds in the client soundindex
+===============
+*/
+static void CL_SoundIndexList_f(cmd_state_t *cmd)
+{
+ int i = 1;
+
+ while(cl.sound_precache[i] && i != MAX_SOUNDS)
+ { // Valid Sound
+ Con_Printf("%i : %s\n", i, cl.sound_precache[i]->name);
+ i++;
}
}
-//static const vec3_t nomodelmins = {-16, -16, -16};
-//static const vec3_t nomodelmaxs = {16, 16, 16};
+/*
+===============
+CL_UpdateRenderEntity
+
+Updates inversematrix, animation interpolation factors, scale, and mins/maxs
+===============
+*/
void CL_UpdateRenderEntity(entity_render_t *ent)
{
vec3_t org;
// update the inverse matrix for the renderer
Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
// update the animation blend state
- R_LerpAnimation(ent);
+ VM_FrameBlendFromFrameGroupBlend(ent->frameblend, ent->framegroupblend, ent->model, cl.time);
// we need the matrix origin to center the box
Matrix4x4_OriginFromMatrix(&ent->matrix, org);
// update entity->render.scale because the renderer needs it
{
float f;
- // dropped packet, or start of demo
- if (cl.mtime[1] < cl.mtime[0] - 0.1)
- cl.mtime[1] = cl.mtime[0] - 0.1;
+ if (cl_nettimesyncboundmode.integer == 1)
+ cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
- cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
-
- // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
- f = cl.mtime[0] - cl.mtime[1];
- if (!f || cl_nolerp.integer || cls.timedemo || (cl.islocalgame && !sv_fixedframeratesingleplayer.integer))
+ // LadyHavoc: lerp in listen games as the server is being capped below the client (usually)
+ if (cl.mtime[0] <= cl.mtime[1])
{
cl.time = cl.mtime[0];
return 1;
}
- f = (cl.time - cl.mtime[1]) / f;
- return bound(0, f, 1);
+ f = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
+ return bound(0, f, 1 + cl_lerpexcess.value);
}
void CL_ClearTempEntities (void)
{
- cl.num_temp_entities = 0;
+ r_refdef.scene.numtempentities = 0;
+ // grow tempentities buffer on request
+ if (r_refdef.scene.expandtempentities)
+ {
+ Con_Printf("CL_NewTempEntity: grow maxtempentities from %i to %i\n", r_refdef.scene.maxtempentities, r_refdef.scene.maxtempentities * 2);
+ r_refdef.scene.maxtempentities *= 2;
+ r_refdef.scene.tempentities = (entity_render_t *)Mem_Realloc(cls.permanentmempool, r_refdef.scene.tempentities, sizeof(entity_render_t) * r_refdef.scene.maxtempentities);
+ r_refdef.scene.expandtempentities = false;
+ }
}
-entity_t *CL_NewTempEntity(void)
+entity_render_t *CL_NewTempEntity(double shadertime)
{
- entity_t *ent;
+ entity_render_t *render;
- if (r_refdef.numentities >= r_refdef.maxentities)
+ if (r_refdef.scene.numentities >= r_refdef.scene.maxentities)
return NULL;
- if (cl.num_temp_entities >= cl.max_temp_entities)
+ if (r_refdef.scene.numtempentities >= r_refdef.scene.maxtempentities)
+ {
+ r_refdef.scene.expandtempentities = true; // will be reallocated next frame since current frame may have pointers set already
return NULL;
- ent = &cl.temp_entities[cl.num_temp_entities++];
- memset (ent, 0, sizeof(*ent));
- r_refdef.entities[r_refdef.numentities++] = &ent->render;
-
- ent->render.colormap = -1; // no special coloring
- ent->render.alpha = 1;
- VectorSet(ent->render.colormod, 1, 1, 1);
- return ent;
+ }
+ render = &r_refdef.scene.tempentities[r_refdef.scene.numtempentities++];
+ memset (render, 0, sizeof(*render));
+ r_refdef.scene.entities[r_refdef.scene.numentities++] = render;
+
+ render->shadertime = shadertime;
+ render->alpha = 1;
+ VectorSet(render->colormod, 1, 1, 1);
+ VectorSet(render->glowmod, 1, 1, 1);
+ return render;
}
-void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
+void CL_Effect(vec3_t org, model_t *model, int startframe, int framecount, float framerate)
{
int i;
cl_effect_t *e;
- if (!modelindex) // sanity check
+ if (!model) // sanity check
return;
if (framerate < 1)
{
continue;
e->active = true;
VectorCopy(org, e->origin);
- e->modelindex = modelindex;
+ e->model = model;
e->starttime = cl.time;
e->startframe = startframe;
e->endframe = startframe + framecount;
}
}
-void CL_AllocDlight(entity_render_t *ent, matrix4x4_t *matrix, float radius, float red, float green, float blue, float decay, float lifetime, int cubemapnum, int style, int shadowenable, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
+void CL_AllocLightFlash(entity_render_t *ent, matrix4x4_t *matrix, float radius, float red, float green, float blue, float decay, float lifetime, char *cubemapname, int style, int shadowenable, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
{
int i;
dlight_t *dl;
- /*
-// first look for an exact key match
- if (ent)
- {
- dl = cl.dlights;
- for (i = 0;i < cl.num_dlights;i++, dl++)
- if (dl->ent == ent)
- goto dlightsetup;
- }
- */
-
// then look for anything else
dl = cl.dlights;
- for (i = 0;i < cl.num_dlights;i++, dl++)
+ for (i = 0;i < cl.max_dlights;i++, dl++)
if (!dl->radius)
- goto dlightsetup;
- // if we hit the end of the active dlights and found no gaps, add a new one
- if (i < MAX_DLIGHTS)
- {
- cl.num_dlights = i + 1;
- goto dlightsetup;
- }
+ break;
// unable to find one
- return;
+ if (i == cl.max_dlights)
+ return;
-dlightsetup:
//Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
memset (dl, 0, sizeof(*dl));
+ cl.num_dlights = max(cl.num_dlights, i + 1);
Matrix4x4_Normalize(&dl->matrix, matrix);
dl->ent = ent;
Matrix4x4_OriginFromMatrix(&dl->matrix, dl->origin);
dl->color[0] = red;
dl->color[1] = green;
dl->color[2] = blue;
- dl->decay = decay;
+ dl->initialradius = radius;
+ dl->initialcolor[0] = red;
+ dl->initialcolor[1] = green;
+ dl->initialcolor[2] = blue;
+ dl->decay = decay / radius; // changed decay to be a percentage decrease
+ dl->intensity = 1; // this is what gets decayed
if (lifetime)
dl->die = cl.time + lifetime;
else
dl->die = 0;
- dl->cubemapnum = cubemapnum;
+ dl->cubemapname[0] = 0;
+ if (cubemapname && cubemapname[0])
+ strlcpy(dl->cubemapname, cubemapname, sizeof(dl->cubemapname));
dl->style = style;
dl->shadow = shadowenable;
dl->corona = corona;
dl->specularscale = specularscale;
}
-// called before entity relinking
-void CL_DecayLights(void)
+static void CL_DecayLightFlashes(void)
{
int i, oldmax;
dlight_t *dl;
- float time, f;
+ float time;
time = bound(0, cl.time - cl.oldtime, 0.1);
oldmax = cl.num_dlights;
{
if (dl->radius)
{
- f = dl->radius - time * dl->decay;
- if (cl.time < dl->die && f > 0)
+ dl->intensity -= time * dl->decay;
+ if (cl.time < dl->die && dl->intensity > 0)
{
- dl->radius = dl->radius - time * dl->decay;
+ if (cl_dlights_decayradius.integer)
+ dl->radius = dl->initialradius * dl->intensity;
+ else
+ dl->radius = dl->initialradius;
+ if (cl_dlights_decaybrightness.integer)
+ VectorScale(dl->initialcolor, dl->intensity, dl->color);
+ else
+ VectorCopy(dl->initialcolor, dl->color);
cl.num_dlights = i + 1;
}
else
}
}
-// called after entity relinking
-void CL_UpdateLights(void)
+// called before entity relinking
+void CL_RelinkLightFlashes(void)
{
int i, j, k, l;
dlight_t *dl;
float frac, f;
+ matrix4x4_t tempmatrix;
- r_refdef.numlights = 0;
if (r_dynamic.integer)
{
- for (i = 0, dl = cl.dlights;i < cl.num_dlights;i++, dl++)
+ for (i = 0, dl = cl.dlights;i < cl.num_dlights && r_refdef.scene.numlights < MAX_DLIGHTS;i++, dl++)
{
if (dl->radius)
{
- R_RTLight_Update(dl, false);
- r_refdef.lights[r_refdef.numlights++] = dl;
+ tempmatrix = dl->matrix;
+ Matrix4x4_Scale(&tempmatrix, dl->radius, 1);
+ // we need the corona fading to be persistent
+ R_RTLight_Update(&dl->rtlight, false, &tempmatrix, dl->color, dl->style, dl->cubemapname, dl->shadow, dl->corona, dl->coronasizescale, dl->ambientscale, dl->diffusescale, dl->specularscale, dl->flags);
+ r_refdef.scene.lights[r_refdef.scene.numlights++] = &dl->rtlight;
}
}
}
+ if (!cl.lightstyle)
+ {
+ for (j = 0;j < cl.max_lightstyle;j++)
+ {
+ r_refdef.scene.rtlightstylevalue[j] = 1;
+ r_refdef.scene.lightstylevalue[j] = 256;
+ }
+ return;
+ }
+
// light animations
// 'm' is normal light, 'a' is no light, 'z' is double bright
f = cl.time * 10;
frac = f - i;
for (j = 0;j < cl.max_lightstyle;j++)
{
- if (!cl.lightstyle || !cl.lightstyle[j].length)
+ if (!cl.lightstyle[j].length)
+ {
+ r_refdef.scene.rtlightstylevalue[j] = 1;
+ r_refdef.scene.lightstylevalue[j] = 256;
+ continue;
+ }
+ // static lightstyle "=value"
+ if (cl.lightstyle[j].map[0] == '=')
{
- r_refdef.lightstylevalue[j] = 256;
+ r_refdef.scene.rtlightstylevalue[j] = atof(cl.lightstyle[j].map + 1);
+ if ( r_lerplightstyles.integer || ((int)f - f) < 0.01)
+ r_refdef.scene.lightstylevalue[j] = r_refdef.scene.rtlightstylevalue[j];
continue;
}
k = i % cl.lightstyle[j].length;
l = (i-1) % cl.lightstyle[j].length;
k = cl.lightstyle[j].map[k] - 'a';
l = cl.lightstyle[j].map[l] - 'a';
- r_refdef.lightstylevalue[j] = (unsigned short)(((k*frac)+(l*(1-frac)))*22);
+ // rtlightstylevalue is always interpolated because it has no bad
+ // consequences for performance
+ // lightstylevalue is subject to a cvar for performance reasons;
+ // skipping lightmap updates on most rendered frames substantially
+ // improves framerates (but makes light fades look bad)
+ r_refdef.scene.rtlightstylevalue[j] = ((k*frac)+(l*(1-frac)))*(22/256.0f);
+ r_refdef.scene.lightstylevalue[j] = r_lerplightstyles.integer ? (unsigned short)(((k*frac)+(l*(1-frac)))*22) : k*22;
}
}
-void CL_AddQWCTFFlagModel(entity_t *player, int skin)
+static void CL_AddQWCTFFlagModel(entity_t *player, int skin)
{
+ int frame = player->render.framegroupblend[0].frame;
float f;
- entity_t *flag;
+ entity_render_t *flagrender;
matrix4x4_t flagmatrix;
// this code taken from QuakeWorld
f = 14;
- if (player->render.frame2 >= 29 && player->render.frame2 <= 40)
+ if (frame >= 29 && frame <= 40)
{
- if (player->render.frame2 >= 29 && player->render.frame2 <= 34)
+ if (frame >= 29 && frame <= 34)
{ //axpain
- if (player->render.frame2 == 29) f = f + 2;
- else if (player->render.frame2 == 30) f = f + 8;
- else if (player->render.frame2 == 31) f = f + 12;
- else if (player->render.frame2 == 32) f = f + 11;
- else if (player->render.frame2 == 33) f = f + 10;
- else if (player->render.frame2 == 34) f = f + 4;
- }
- else if (player->render.frame2 >= 35 && player->render.frame2 <= 40)
+ if (frame == 29) f = f + 2;
+ else if (frame == 30) f = f + 8;
+ else if (frame == 31) f = f + 12;
+ else if (frame == 32) f = f + 11;
+ else if (frame == 33) f = f + 10;
+ else if (frame == 34) f = f + 4;
+ }
+ else if (frame >= 35 && frame <= 40)
{ // pain
- if (player->render.frame2 == 35) f = f + 2;
- else if (player->render.frame2 == 36) f = f + 10;
- else if (player->render.frame2 == 37) f = f + 10;
- else if (player->render.frame2 == 38) f = f + 8;
- else if (player->render.frame2 == 39) f = f + 4;
- else if (player->render.frame2 == 40) f = f + 2;
+ if (frame == 35) f = f + 2;
+ else if (frame == 36) f = f + 10;
+ else if (frame == 37) f = f + 10;
+ else if (frame == 38) f = f + 8;
+ else if (frame == 39) f = f + 4;
+ else if (frame == 40) f = f + 2;
}
}
- else if (player->render.frame2 >= 103 && player->render.frame2 <= 118)
+ else if (frame >= 103 && frame <= 118)
{
- if (player->render.frame2 >= 103 && player->render.frame2 <= 104) f = f + 6; //nailattack
- else if (player->render.frame2 >= 105 && player->render.frame2 <= 106) f = f + 6; //light
- else if (player->render.frame2 >= 107 && player->render.frame2 <= 112) f = f + 7; //rocketattack
- else if (player->render.frame2 >= 112 && player->render.frame2 <= 118) f = f + 7; //shotattack
+ if (frame >= 103 && frame <= 104) f = f + 6; //nailattack
+ else if (frame >= 105 && frame <= 106) f = f + 6; //light
+ else if (frame >= 107 && frame <= 112) f = f + 7; //rocketattack
+ else if (frame >= 112 && frame <= 118) f = f + 7; //shotattack
}
// end of code taken from QuakeWorld
- flag = CL_NewTempEntity();
- if (!flag)
+ flagrender = CL_NewTempEntity(player->render.shadertime);
+ if (!flagrender)
return;
- flag->render.model = cl.model_precache[cl.qw_modelindex_flag];
- flag->render.skinnum = skin;
- flag->render.colormap = -1; // no special coloring
- flag->render.alpha = 1;
- VectorSet(flag->render.colormod, 1, 1, 1);
+ flagrender->model = CL_GetModelByIndex(cl.qw_modelindex_flag);
+ flagrender->skinnum = skin;
+ flagrender->alpha = 1;
+ VectorSet(flagrender->colormod, 1, 1, 1);
+ VectorSet(flagrender->glowmod, 1, 1, 1);
// attach the flag to the player matrix
Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
- Matrix4x4_Concat(&flag->render.matrix, &player->render.matrix, &flagmatrix);
- CL_UpdateRenderEntity(&flag->render);
+ Matrix4x4_Concat(&flagrender->matrix, &player->render.matrix, &flagmatrix);
+ CL_UpdateRenderEntity(flagrender);
}
-#define MAXVIEWMODELS 32
-entity_t *viewmodels[MAXVIEWMODELS];
-int numviewmodels;
-
-matrix4x4_t viewmodelmatrix;
-
-static int entitylinkframenumber;
+matrix4x4_t viewmodelmatrix_withbob;
+matrix4x4_t viewmodelmatrix_nobob;
static const vec3_t muzzleflashorigin = {18, 0, 0};
-extern void V_DriftPitch(void);
-extern void V_FadeViewFlashs(void);
-extern void V_CalcViewBlend(void);
+void CL_SetEntityColormapColors(entity_render_t *ent, int colormap)
+{
+ const unsigned char *cbcolor;
+ if (colormap >= 0)
+ {
+ cbcolor = palette_rgb_pantscolormap[colormap & 0xF];
+ VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_pantscolor);
+ cbcolor = palette_rgb_shirtcolormap[(colormap & 0xF0) >> 4];
+ VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_shirtcolor);
+ }
+ else
+ {
+ VectorClear(ent->colormap_pantscolor);
+ VectorClear(ent->colormap_shirtcolor);
+ }
+}
-extern void V_CalcRefdef(void);
-// note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
-void CL_UpdateNetworkEntity(entity_t *e)
+// note this is a recursive function, recursionlimit should be 32 or so on the initial call
+static void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qbool interpolate)
{
- matrix4x4_t *matrix, blendmatrix, tempmatrix, matrix2;
- //matrix4x4_t dlightmatrix;
- int j, k, l;
- effectnameindex_t trailtype;
- float origin[3], angles[3], delta[3], lerp, dlightcolor[3], dlightradius, v2[3], d;
+ const matrix4x4_t *matrix;
+ matrix4x4_t blendmatrix, tempmatrix, matrix2;
+ int frame;
+ vec_t origin[3], angles[3], lerp;
entity_t *t;
- model_t *model;
- trace_t trace;
+ entity_render_t *r;
//entity_persistent_t *p = &e->persistent;
//entity_render_t *r = &e->render;
- if (e->persistent.linkframe != entitylinkframenumber)
+ // skip inactive entities and world
+ if (!e->state_current.active || e == cl.entities)
+ return;
+ if (recursionlimit < 1)
+ return;
+ e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
+ e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
+ e->render.flags = e->state_current.flags;
+ e->render.effects = e->state_current.effects;
+ VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
+ VectorScale(e->state_current.glowmod, (1.0f / 32.0f), e->render.glowmod);
+ if(e >= cl.entities && e < cl.entities + cl.num_entities)
+ e->render.entitynumber = e - cl.entities;
+ else
+ e->render.entitynumber = 0;
+ if (e->state_current.flags & RENDER_COLORMAPPED)
+ CL_SetEntityColormapColors(&e->render, e->state_current.colormap);
+ else if (e->state_current.colormap > 0 && e->state_current.colormap <= cl.maxclients && cl.scores != NULL)
+ CL_SetEntityColormapColors(&e->render, cl.scores[e->state_current.colormap-1].colors);
+ else
+ CL_SetEntityColormapColors(&e->render, -1);
+ e->render.skinnum = e->state_current.skin;
+ if (e->state_current.tagentity)
{
- e->persistent.linkframe = entitylinkframenumber;
- // skip inactive entities and world
- if (!e->state_current.active || e == cl.entities || e == cl.csqcentities)
+ // attached entity (gun held in player model's hand, etc)
+ // if the tag entity is currently impossible, skip it
+ if (e->state_current.tagentity >= cl.num_entities)
return;
- e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
- e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
- e->render.flags = e->state_current.flags;
- e->render.effects = e->state_current.effects;
- VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
- if (e->state_current.flags & RENDER_COLORMAPPED)
- {
- int cb;
- unsigned char *cbcolor;
- e->render.colormap = e->state_current.colormap;
- cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
- cbcolor = (unsigned char *) (&palette_complete[cb]);
- e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
- e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
- e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
- cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
- cbcolor = (unsigned char *) (&palette_complete[cb]);
- e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
- e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
- e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
- }
- else if (e->state_current.colormap && cl.scores != NULL)
- {
- int cb;
- unsigned char *cbcolor;
- e->render.colormap = cl.scores[e->state_current.colormap - 1].colors; // color it
- cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
- cbcolor = (unsigned char *) (&palette_complete[cb]);
- e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
- e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
- e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
- cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
- cbcolor = (unsigned char *) (&palette_complete[cb]);
- e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
- e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
- e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
- }
- else
+ t = cl.entities + e->state_current.tagentity;
+ // if the tag entity is inactive, skip it
+ if (t->state_current.active)
{
- e->render.colormap = -1; // no special coloring
- VectorClear(e->render.colormap_pantscolor);
- VectorClear(e->render.colormap_shirtcolor);
+ // update the parent first
+ CL_UpdateNetworkEntity(t, recursionlimit - 1, interpolate);
+ r = &t->render;
}
- e->render.skinnum = e->state_current.skin;
- if (e->render.flags & RENDER_VIEWMODEL && !e->state_current.tagentity)
+ else
{
- if (!r_drawviewmodel.integer || chase_active.integer || r_refdef.envmap)// || csqc_loaded)
+ // it may still be a CSQC entity... trying to use its
+ // info from last render frame (better than nothing)
+ if(!cl.csqc_server2csqcentitynumber[e->state_current.tagentity])
return;
- if (!e->csqc)
- {
- if (cl.viewentity)
- CL_UpdateNetworkEntity(cl.entities + cl.viewentity);
- if (e == &cl.viewent && cl.entities[cl.viewentity].state_current.active)
- {
- e->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
- e->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_REFLECTIVE | EF_FULLBRIGHT | EF_NODEPTHTEST));
- }
- }
- matrix = &viewmodelmatrix;
+ r = cl.csqcrenderentities + cl.csqc_server2csqcentitynumber[e->state_current.tagentity];
+ if(!r->entitynumber)
+ return; // neither CSQC nor legacy entity... can't attach
}
- else
+ // make relative to the entity
+ matrix = &r->matrix;
+ // some properties of the tag entity carry over
+ e->render.flags |= r->flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
+ // if a valid tagindex is used, make it relative to that tag instead
+ if (e->state_current.tagentity && e->state_current.tagindex >= 1 && r->model)
{
- // if the tag entity is currently impossible, skip it
- if (!e->csqc)
- {
- if (e->state_current.tagentity >= cl.num_entities)
- return;
- t = cl.entities + e->state_current.tagentity;
- }
- else
- {
- if (e->state_current.tagentity >= cl.num_csqcentities)
- return;
- t = cl.csqcentities + e->state_current.tagentity;
- }
- // if the tag entity is inactive, skip it
- if (!t->state_current.active)
- return;
- // note: this can link to world
- CL_UpdateNetworkEntity(t);
- // make relative to the entity
- matrix = &t->render.matrix;
- // some properties of the tag entity carry over
- e->render.flags |= t->render.flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
- // if a valid tagindex is used, make it relative to that tag instead
- // FIXME: use a model function to get tag info (need to handle skeletal)
- if (e->state_current.tagentity && e->state_current.tagindex >= 1 && (model = t->render.model))
+ if(!Mod_Alias_GetTagMatrix(r->model, r->frameblend, r->skeleton, e->state_current.tagindex - 1, &blendmatrix)) // i.e. no error
{
- // blend the matrices
- memset(&blendmatrix, 0, sizeof(blendmatrix));
- for (j = 0;j < 4 && t->render.frameblend[j].lerp > 0;j++)
- {
- matrix4x4_t tagmatrix;
- Mod_Alias_GetTagMatrix(model, t->render.frameblend[j].frame, e->state_current.tagindex - 1, &tagmatrix);
- d = t->render.frameblend[j].lerp;
- for (l = 0;l < 4;l++)
- for (k = 0;k < 4;k++)
- blendmatrix.m[l][k] += d * tagmatrix.m[l][k];
- }
// concat the tag matrices onto the entity matrix
- Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix);
+ Matrix4x4_Concat(&tempmatrix, &r->matrix, &blendmatrix);
// use the constructed tag matrix
matrix = &tempmatrix;
}
}
-
- // movement lerp
- // if it's the player entity, update according to client movement
- if (e == cl.entities + cl.playerentity && cl.movement_predicted)// && !e->csqc)
- {
- lerp = (cl.time - cl.movement_time[1]) / (cl.movement_time[0] - cl.movement_time[1]);
- lerp = bound(0, lerp, 1);
- VectorLerp(cl.movement_oldorigin, lerp, cl.movement_origin, origin);
- VectorSet(angles, 0, cl.viewangles[1], 0);
- }
- else if (e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
- {
- // interpolate the origin and angles
- VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
- VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
- if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
- if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
- if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
- VectorMA(e->persistent.oldangles, lerp, delta, angles);
- }
+ }
+ else if (e->render.flags & RENDER_VIEWMODEL)
+ {
+ // view-relative entity (guns and such)
+ if (e->render.effects & EF_NOGUNBOB)
+ matrix = &viewmodelmatrix_nobob; // really attached to view
else
- {
- // no interpolation
- VectorCopy(e->persistent.neworigin, origin);
- VectorCopy(e->persistent.newangles, angles);
- }
+ matrix = &viewmodelmatrix_withbob; // attached to gun bob matrix
+ }
+ else
+ {
+ // world-relative entity (the normal kind)
+ matrix = &identitymatrix;
+ }
- // model setup and some modelflags
- if(e->state_current.modelindex < MAX_MODELS)
- e->render.model = cl.model_precache[e->state_current.modelindex];
- else
- e->render.model = cl.csqc_model_precache[65536-e->state_current.modelindex];
- if (e->render.model)
+ // movement lerp
+ // if it's the predicted player entity, update according to client movement
+ // but don't lerp if going through a teleporter as it causes a bad lerp
+ // also don't use the predicted location if fixangle was set on both of
+ // the most recent server messages, as that cause means you are spectating
+ // someone or watching a cutscene of some sort
+ if (cl_nolerp.integer || cls.timedemo)
+ interpolate = false;
+ if (e == cl.entities + cl.playerentity && cl.movement_predicted && (!cl.fixangle[1] || !cl.fixangle[0]))
+ {
+ VectorCopy(cl.movement_origin, origin);
+ VectorSet(angles, 0, cl.viewangles[1], 0);
+ }
+ else if (interpolate && e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1 + cl_lerpexcess.value)
+ {
+ // interpolate the origin and angles
+ lerp = max(0, lerp);
+ VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
+#if 0
+ // this fails at the singularity of euler angles
+ VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
+ if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
+ if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
+ if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
+ VectorMA(e->persistent.oldangles, lerp, delta, angles);
+#else
{
- // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
- if (e->render.model->type == mod_alias)
- angles[0] = -angles[0];
- if ((e->render.model->flags & EF_ROTATE) && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
- {
- angles[1] = ANGLEMOD(100*cl.time);
- if (cl_itembobheight.value)
- origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
- }
- // transfer certain model flags to effects
- e->render.effects |= e->render.model->flags2 & (EF_FULLBRIGHT | EF_ADDITIVE);
- if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
- VectorScale(e->render.colormod, 2, e->render.colormod);
+ vec3_t f0, u0, f1, u1;
+ AngleVectors(e->persistent.oldangles, f0, NULL, u0);
+ AngleVectors(e->persistent.newangles, f1, NULL, u1);
+ VectorMAM(1-lerp, f0, lerp, f1, f0);
+ VectorMAM(1-lerp, u0, lerp, u1, u0);
+ AnglesFromVectors(angles, f0, u0, false);
}
+#endif
+ }
+ else
+ {
+ // no interpolation
+ VectorCopy(e->persistent.neworigin, origin);
+ VectorCopy(e->persistent.newangles, angles);
+ }
+
+ // model setup and some modelflags
+ frame = e->state_current.frame;
+ e->render.model = CL_GetModelByIndex(e->state_current.modelindex);
+ if (e->render.model)
+ {
+ if (e->render.skinnum >= e->render.model->numskins)
+ e->render.skinnum = 0;
+ if (frame >= e->render.model->numframes)
+ frame = 0;
+ // models can set flags such as EF_ROCKET
+ // this 0xFF800000 mask is EF_NOMODELFLAGS plus all the higher EF_ flags such as EF_ROCKET
+ if (!(e->render.effects & 0xFF800000))
+ e->render.effects |= e->render.model->effects;
// if model is alias or this is a tenebrae-like dlight, reverse pitch direction
- else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
+ if (e->render.model->type == mod_alias)
angles[0] = -angles[0];
-
- // animation lerp
- if (e->render.frame2 == e->state_current.frame)
+ if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
{
- // update frame lerp fraction
- e->render.framelerp = 1;
- if (e->render.frame2time > e->render.frame1time)
- {
- // make sure frame lerp won't last longer than 100ms
- // (this mainly helps with models that use framegroups and
- // switch between them infrequently)
- e->render.framelerp = (cl.time - e->render.frame2time) / min(e->render.frame2time - e->render.frame1time, 0.1);
- e->render.framelerp = bound(0, e->render.framelerp, 1);
- }
+ VectorScale(e->render.colormod, 2, e->render.colormod);
+ VectorScale(e->render.glowmod, 2, e->render.glowmod);
}
- else
+ }
+ // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
+ else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
+ angles[0] = -angles[0];
+ // NOTE: this must be synced to SV_GetPitchSign!
+
+ if ((e->render.effects & EF_ROTATE) && !(e->render.flags & RENDER_VIEWMODEL))
+ {
+ angles[1] = ANGLEMOD(100*cl.time);
+ if (cl_itembobheight.value)
+ origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
+ }
+
+ // animation lerp
+ e->render.skeleton = NULL;
+ if (e->render.flags & RENDER_COMPLEXANIMATION)
+ {
+ e->render.framegroupblend[0] = e->state_current.framegroupblend[0];
+ e->render.framegroupblend[1] = e->state_current.framegroupblend[1];
+ e->render.framegroupblend[2] = e->state_current.framegroupblend[2];
+ e->render.framegroupblend[3] = e->state_current.framegroupblend[3];
+ if (e->state_current.skeletonobject.model && e->state_current.skeletonobject.relativetransforms)
+ e->render.skeleton = &e->state_current.skeletonobject;
+ }
+ else if (e->render.framegroupblend[0].frame == frame)
+ {
+ // update frame lerp fraction
+ e->render.framegroupblend[0].lerp = 1;
+ e->render.framegroupblend[1].lerp = 0;
+ if (e->render.framegroupblend[0].start > e->render.framegroupblend[1].start)
{
- // begin a new frame lerp
- e->render.frame1 = e->render.frame2;
- e->render.frame1time = e->render.frame2time;
- e->render.frame = e->render.frame2 = e->state_current.frame;
- e->render.frame2time = cl.time;
- e->render.framelerp = 0;
+ // make sure frame lerp won't last longer than 100ms
+ // (this mainly helps with models that use framegroups and
+ // switch between them infrequently)
+ float maxdelta = cl_lerpanim_maxdelta_server.value;
+ if(e->render.model)
+ if(e->render.model->animscenes)
+ if(e->render.model->animscenes[e->render.framegroupblend[0].frame].framecount > 1 || e->render.model->animscenes[e->render.framegroupblend[1].frame].framecount > 1)
+ maxdelta = cl_lerpanim_maxdelta_framegroups.value;
+ maxdelta = max(maxdelta, cl.mtime[0] - cl.mtime[1]);
+ e->render.framegroupblend[0].lerp = (cl.time - e->render.framegroupblend[0].start) / min(e->render.framegroupblend[0].start - e->render.framegroupblend[1].start, maxdelta);
+ e->render.framegroupblend[0].lerp = bound(0, e->render.framegroupblend[0].lerp, 1);
+ e->render.framegroupblend[1].lerp = 1 - e->render.framegroupblend[0].lerp;
}
+ }
+ else
+ {
+ // begin a new frame lerp
+ e->render.framegroupblend[1] = e->render.framegroupblend[0];
+ e->render.framegroupblend[1].lerp = 1;
+ e->render.framegroupblend[0].frame = frame;
+ e->render.framegroupblend[0].start = cl.time;
+ e->render.framegroupblend[0].lerp = 0;
+ }
- // set up the render matrix
+ // set up the render matrix
+ if (matrix)
+ {
+ // attached entity, this requires a matrix multiply (concat)
// FIXME: e->render.scale should go away
Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
// concat the matrices to make the entity relative to its tag
Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
- // make the other useful stuff
- CL_UpdateRenderEntity(&e->render);
+ // get the origin from the new matrix
+ Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
+ }
+ else
+ {
+ // unattached entities are faster to process
+ Matrix4x4_CreateFromQuakeEntity(&e->render.matrix, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
+ }
+
+ // tenebrae's sprites are all additive mode (weird)
+ if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
+ e->render.flags |= RENDER_ADDITIVE;
+ // player model is only shown with chase_active on
+ if (e->state_current.number == cl.viewentity)
+ e->render.flags |= RENDER_EXTERIORMODEL;
+ // either fullbright or lit
+ if(!r_fullbright.integer)
+ {
+ if (!(e->render.effects & EF_FULLBRIGHT))
+ e->render.flags |= RENDER_LIGHT;
+ }
+ // hide player shadow during intermission or nehahra movie
+ if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST))
+ && (e->render.alpha >= 1)
+ && !(e->render.flags & RENDER_VIEWMODEL)
+ && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
+ e->render.flags |= RENDER_SHADOW;
+ if (e->render.flags & RENDER_VIEWMODEL)
+ e->render.flags |= RENDER_NOSELFSHADOW;
+ if (e->render.effects & EF_NOSELFSHADOW)
+ e->render.flags |= RENDER_NOSELFSHADOW;
+ if (e->render.effects & EF_NODEPTHTEST)
+ e->render.flags |= RENDER_NODEPTHTEST;
+ if (e->render.effects & EF_ADDITIVE)
+ e->render.flags |= RENDER_ADDITIVE;
+ if (e->render.effects & EF_DOUBLESIDED)
+ e->render.flags |= RENDER_DOUBLESIDED;
+ if (e->render.effects & EF_DYNAMICMODELLIGHT)
+ e->render.flags |= RENDER_DYNAMICMODELLIGHT;
+
+ // make the other useful stuff
+ e->render.allowdecals = true;
+ CL_UpdateRenderEntity(&e->render);
+}
- // handle effects now that we know where this entity is in the world...
- if (e->render.model && e->render.model->soundfromcenter)
+// creates light and trails from an entity
+static void CL_UpdateNetworkEntityTrail(entity_t *e)
+{
+ effectnameindex_t trailtype;
+ vec3_t origin;
+
+ // bmodels are treated specially since their origin is usually '0 0 0' and
+ // their actual geometry is far from '0 0 0'
+ if (e->render.model && e->render.model->soundfromcenter)
+ {
+ vec3_t o;
+ VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
+ Matrix4x4_Transform(&e->render.matrix, o, origin);
+ }
+ else
+ Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
+
+ // handle particle trails and such effects now that we know where this
+ // entity is in the world...
+ trailtype = EFFECT_NONE;
+ // LadyHavoc: if the entity has no effects, don't check each
+ if (e->render.effects & (EF_BRIGHTFIELD | EF_FLAME | EF_STARDUST))
+ {
+ if (e->render.effects & EF_BRIGHTFIELD)
{
- // bmodels are treated specially since their origin is usually '0 0 0'
- vec3_t o;
- VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
- Matrix4x4_Transform(&e->render.matrix, o, origin);
+ if (IS_NEXUIZ_DERIVED(gamemode))
+ trailtype = EFFECT_TR_NEXUIZPLASMA;
+ else
+ CL_EntityParticles(e);
}
- else
- Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
- trailtype = EFFECT_NONE;
- dlightradius = 0;
- dlightcolor[0] = 0;
- dlightcolor[1] = 0;
- dlightcolor[2] = 0;
- // LordHavoc: if the entity has no effects, don't check each
- if (e->render.effects)
- {
- if (e->render.effects & EF_BRIGHTFIELD)
- {
- if (gamemode == GAME_NEXUIZ)
- trailtype = EFFECT_TR_NEXUIZPLASMA;
- else
- CL_EntityParticles(e);
- }
- if (e->render.effects & EF_MUZZLEFLASH)
- e->persistent.muzzleflash = 1.0f;
- if (e->render.effects & EF_DIMLIGHT)
- {
- dlightradius = max(dlightradius, 200);
- dlightcolor[0] += 1.50f;
- dlightcolor[1] += 1.50f;
- dlightcolor[2] += 1.50f;
- }
- if (e->render.effects & EF_BRIGHTLIGHT)
- {
- dlightradius = max(dlightradius, 400);
- dlightcolor[0] += 3.00f;
- dlightcolor[1] += 3.00f;
- dlightcolor[2] += 3.00f;
- }
- // LordHavoc: more effects
- if (e->render.effects & EF_RED) // red
- {
- dlightradius = max(dlightradius, 200);
- dlightcolor[0] += 1.50f;
- dlightcolor[1] += 0.15f;
- dlightcolor[2] += 0.15f;
- }
- if (e->render.effects & EF_BLUE) // blue
- {
- dlightradius = max(dlightradius, 200);
- dlightcolor[0] += 0.15f;
- dlightcolor[1] += 0.15f;
- dlightcolor[2] += 1.50f;
- }
- if (e->render.effects & EF_FLAME)
- CL_ParticleEffect(EFFECT_EF_FLAME, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0);
- if (e->render.effects & EF_STARDUST)
- CL_ParticleEffect(EFFECT_EF_STARDUST, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0);
- if (e->render.effects & (EF_FLAG1QW | EF_FLAG2QW))
- {
- // these are only set on player entities
- CL_AddQWCTFFlagModel(e, (e->render.effects & EF_FLAG2QW) != 0);
- }
+ if (e->render.effects & EF_FLAME)
+ CL_ParticleTrail(EFFECT_EF_FLAME, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true, NULL, NULL, 1);
+ if (e->render.effects & EF_STARDUST)
+ CL_ParticleTrail(EFFECT_EF_STARDUST, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true, NULL, NULL, 1);
+ }
+ if (e->render.internaleffects & (INTEF_FLAG1QW | INTEF_FLAG2QW))
+ {
+ // these are only set on player entities
+ CL_AddQWCTFFlagModel(e, (e->render.internaleffects & INTEF_FLAG2QW) != 0);
+ }
+ // muzzleflash fades over time
+ if (e->persistent.muzzleflash > 0)
+ e->persistent.muzzleflash -= bound(0, cl.time - cl.oldtime, 0.1) * 20;
+ // LadyHavoc: if the entity has no effects, don't check each
+ if (e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
+ {
+ if (e->render.effects & EF_GIB)
+ trailtype = EFFECT_TR_BLOOD;
+ else if (e->render.effects & EF_ZOMGIB)
+ trailtype = EFFECT_TR_SLIGHTBLOOD;
+ else if (e->render.effects & EF_TRACER)
+ trailtype = EFFECT_TR_WIZSPIKE;
+ else if (e->render.effects & EF_TRACER2)
+ trailtype = EFFECT_TR_KNIGHTSPIKE;
+ else if (e->render.effects & EF_ROCKET)
+ trailtype = EFFECT_TR_ROCKET;
+ else if (e->render.effects & EF_GRENADE)
+ {
+ // LadyHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
+ trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
+ }
+ else if (e->render.effects & EF_TRACER3)
+ trailtype = EFFECT_TR_VORESPIKE;
+ }
+ // do trails
+ if (e->render.flags & RENDER_GLOWTRAIL)
+ trailtype = EFFECT_TR_GLOWTRAIL;
+ if (e->state_current.traileffectnum)
+ trailtype = (effectnameindex_t)e->state_current.traileffectnum;
+ // check if a trail is allowed (it is not after a teleport for example)
+ if (trailtype && e->persistent.trail_allowed)
+ {
+ float len;
+ vec3_t vel;
+ VectorSubtract(e->state_current.origin, e->state_previous.origin, vel);
+ len = e->state_current.time - e->state_previous.time;
+ if (len > 0)
+ len = 1.0f / len;
+ VectorScale(vel, len, vel);
+ // pass time as count so that trails that are time based (such as an emitter) will emit properly as long as they don't use trailspacing
+ CL_ParticleTrail(trailtype, bound(0, cl.time - cl.oldtime, 0.1), e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor, false, true, NULL, NULL, 1);
+ }
+ // now that the entity has survived one trail update it is allowed to
+ // leave a real trail on later frames
+ e->persistent.trail_allowed = true;
+ VectorCopy(origin, e->persistent.trail_origin);
+}
+
+
+/*
+===============
+CL_UpdateViewEntities
+===============
+*/
+void CL_UpdateViewEntities(void)
+{
+ int i;
+ // update any RENDER_VIEWMODEL entities to use the new view matrix
+ for (i = 1;i < cl.num_entities;i++)
+ {
+ if (cl.entities_active[i])
+ {
+ entity_t *ent = cl.entities + i;
+ if ((ent->render.flags & RENDER_VIEWMODEL) || ent->state_current.tagentity)
+ CL_UpdateNetworkEntity(ent, 32, true);
}
- // muzzleflash fades over time, and is offset a bit
- if (e->persistent.muzzleflash > 0)
- {
- Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
- trace = CL_TraceBox(origin, vec3_origin, vec3_origin, v2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, false);
- tempmatrix = e->render.matrix;
- Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], trace.endpos[2]);
- CL_AllocDlight(NULL, &tempmatrix, 100, e->persistent.muzzleflash, e->persistent.muzzleflash, e->persistent.muzzleflash, 0, 0, 0, -1, true, 0, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
- e->persistent.muzzleflash -= bound(0, cl.time - cl.oldtime, 0.1) * 10;
- }
- // LordHavoc: if the model has no flags, don't check each
- if (e->render.model && e->render.model->flags && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
- {
- if (e->render.model->flags & EF_GIB)
- trailtype = EFFECT_TR_BLOOD;
- else if (e->render.model->flags & EF_ZOMGIB)
- trailtype = EFFECT_TR_SLIGHTBLOOD;
- else if (e->render.model->flags & EF_TRACER)
- trailtype = EFFECT_TR_WIZSPIKE;
- else if (e->render.model->flags & EF_TRACER2)
- trailtype = EFFECT_TR_KNIGHTSPIKE;
- else if (e->render.model->flags & EF_ROCKET)
- trailtype = EFFECT_TR_ROCKET;
- else if (e->render.model->flags & EF_GRENADE)
+ }
+ // and of course the engine viewmodel needs updating as well
+ CL_UpdateNetworkEntity(&cl.viewent, 32, true);
+}
+
+/*
+===============
+CL_UpdateNetworkCollisionEntities
+===============
+*/
+static void CL_UpdateNetworkCollisionEntities(void)
+{
+ entity_t *ent;
+ int i;
+
+ // start on the entity after the world
+ cl.num_brushmodel_entities = 0;
+ for (i = cl.maxclients + 1;i < cl.num_entities;i++)
+ {
+ if (cl.entities_active[i])
+ {
+ ent = cl.entities + i;
+ if (ent->state_current.active && ent->render.model && ent->render.model->name[0] == '*' && ent->render.model->TraceBox)
{
- // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
- trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
+ // do not interpolate the bmodels for this
+ CL_UpdateNetworkEntity(ent, 32, false);
+ cl.brushmodel_entities[cl.num_brushmodel_entities++] = i;
}
- else if (e->render.model->flags & EF_TRACER3)
- trailtype = EFFECT_TR_VORESPIKE;
- }
- // LordHavoc: customizable glow
- if (e->state_current.glowsize)
- {
- // * 4 for the expansion from 0-255 to 0-1023 range,
- // / 255 to scale down byte colors
- dlightradius = max(dlightradius, e->state_current.glowsize * 4);
- VectorMA(dlightcolor, (1.0f / 255.0f), (unsigned char *)&palette_complete[e->state_current.glowcolor], dlightcolor);
- }
- // make the glow dlight
- if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL))
- {
- //dlightmatrix = e->render.matrix;
- // hack to make glowing player light shine on their gun
- //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
- // Matrix4x4_AdjustOrigin(&dlightmatrix, 0, 0, 30);
- CL_AllocDlight(&e->render, &e->render.matrix, dlightradius, dlightcolor[0], dlightcolor[1], dlightcolor[2], 0, 0, 0, -1, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
- }
- // custom rtlight
- if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
- {
- float light[4];
- VectorScale(e->state_current.light, (1.0f / 256.0f), light);
- light[3] = e->state_current.light[3];
- if (light[0] == 0 && light[1] == 0 && light[2] == 0)
- VectorSet(light, 1, 1, 1);
- if (light[3] == 0)
- light[3] = 350;
- // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
- CL_AllocDlight(&e->render, &e->render.matrix, light[3], light[0], light[1], light[2], 0, 0, e->state_current.skin, e->state_current.lightstyle, !(e->state_current.lightpflags & PFLAGS_NOSHADOW), (e->state_current.lightpflags & PFLAGS_CORONA) != 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
- }
- // do trails
- if (e->render.flags & RENDER_GLOWTRAIL)
- trailtype = EFFECT_TR_GLOWTRAIL;
- if (trailtype)
- {
- float len;
- vec3_t vel;
- VectorSubtract(e->state_current.origin, e->state_previous.origin, vel);
- len = e->state_current.time - e->state_previous.time;
- if (len > 0)
- len = 1.0f / len;
- VectorScale(vel, len, vel);
- CL_ParticleEffect(trailtype, 1, e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor);
- }
- VectorCopy(origin, e->persistent.trail_origin);
- // tenebrae's sprites are all additive mode (weird)
- if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
- e->render.effects |= EF_ADDITIVE;
- // player model is only shown with chase_active on
- if (!e->csqc)
- if (e->state_current.number == cl.viewentity)
- e->render.flags |= RENDER_EXTERIORMODEL;
- // transparent stuff can't be lit during the opaque stage
- if (e->render.effects & (EF_ADDITIVE | EF_NODEPTHTEST) || e->render.alpha < 1)
- e->render.flags |= RENDER_TRANSPARENT;
- // double sided rendering mode causes backfaces to be visible
- // (mostly useful on transparent stuff)
- if (e->render.effects & EF_DOUBLESIDED)
- e->render.flags |= RENDER_NOCULLFACE;
- // either fullbright or lit
- if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
- e->render.flags |= RENDER_LIGHT;
- // hide player shadow during intermission or nehahra movie
- if (!(e->render.effects & EF_NOSHADOW)
- && !(e->render.flags & (RENDER_VIEWMODEL | RENDER_TRANSPARENT))
- && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
- e->render.flags |= RENDER_SHADOW;
- if (e->render.model && e->render.model->name[0] == '*' && e->render.model->TraceBox)
- cl.brushmodel_entities[cl.num_brushmodel_entities++] = e->state_current.number;
- // because the player may be attached to another entity, V_CalcRefdef must be deferred until here...
- if (e->state_current.number == cl.viewentity)
- V_CalcRefdef();
+ }
}
}
-
/*
===============
-CL_UpdateEntities
+CL_UpdateNetworkEntities
===============
*/
-static void CL_UpdateEntities(void)
+static void CL_UpdateNetworkEntities(void)
{
entity_t *ent;
int i;
+ // start on the entity after the world
+ for (i = 1;i < cl.num_entities;i++)
+ {
+ if (cl.entities_active[i])
+ {
+ ent = cl.entities + i;
+ if (ent->state_current.active)
+ {
+ CL_UpdateNetworkEntity(ent, 32, true);
+ // view models should never create light/trails
+ if (!(ent->render.flags & RENDER_VIEWMODEL))
+ CL_UpdateNetworkEntityTrail(ent);
+ }
+ else
+ {
+ R_DecalSystem_Reset(&ent->render.decalsystem);
+ cl.entities_active[i] = false;
+ }
+ }
+ }
+}
+
+static void CL_UpdateViewModel(void)
+{
+ entity_t *ent;
ent = &cl.viewent;
ent->state_previous = ent->state_current;
ent->state_current = defaultstate;
ent->state_current.time = cl.time;
- ent->state_current.number = -1;
+ ent->state_current.number = (unsigned short)-1;
ent->state_current.active = true;
ent->state_current.modelindex = cl.stats[STAT_WEAPON];
ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
else
ent->state_current.modelindex = 0;
}
+ ent->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
+ ent->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB));
// reset animation interpolation on weaponmodel if model changed
if (ent->state_previous.modelindex != ent->state_current.modelindex)
{
- ent->render.frame = ent->render.frame1 = ent->render.frame2 = ent->state_current.frame;
- ent->render.frame1time = ent->render.frame2time = cl.time;
- ent->render.framelerp = 1;
- }
-
- // start on the entity after the world
- entitylinkframenumber++;
- for (i = 1;i < cl.num_entities;i++)
- {
- if (cl.entities_active[i])
- {
- ent = cl.entities + i;
- if (ent->state_current.active)
- CL_UpdateNetworkEntity(ent);
- else
- cl.entities_active[i] = false;
- }
+ ent->render.framegroupblend[0].frame = ent->render.framegroupblend[1].frame = ent->state_current.frame;
+ ent->render.framegroupblend[0].start = ent->render.framegroupblend[1].start = cl.time;
+ ent->render.framegroupblend[0].lerp = 1;ent->render.framegroupblend[1].lerp = 0;
}
- CL_UpdateNetworkEntity(&cl.viewent);
+ CL_UpdateNetworkEntity(ent, 32, true);
}
// note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
-void CL_LinkNetworkEntity(entity_t *e)
+static void CL_LinkNetworkEntity(entity_t *e)
{
- entity_t *t;
- if (e->persistent.linkframe != entitylinkframenumber)
+ effectnameindex_t trailtype;
+ vec3_t origin;
+ vec3_t dlightcolor;
+ vec_t dlightradius;
+ char vabuf[1024];
+
+ // skip inactive entities and world
+ if (!e->state_current.active || e == cl.entities)
+ return;
+ if (e->state_current.tagentity)
{
- e->persistent.linkframe = entitylinkframenumber;
- // skip inactive entities and world
- if (!e->state_current.active || e == cl.entities || e == cl.csqcentities)
+ // if the tag entity is currently impossible, skip it
+ if (e->state_current.tagentity >= cl.num_entities)
return;
- if (e->render.flags & RENDER_VIEWMODEL && !e->state_current.tagentity)
+ // if the tag entity is inactive, skip it
+ if (!cl.entities[e->state_current.tagentity].state_current.active)
{
- if (!r_drawviewmodel.integer || chase_active.integer || r_refdef.envmap)
+ if(!cl.csqc_server2csqcentitynumber[e->state_current.tagentity])
return;
- if (!e->csqc)
- if (cl.viewentity)
- CL_LinkNetworkEntity(cl.entities + cl.viewentity);
- }
- else
- {
- // if the tag entity is currently impossible, skip it
- if (!e->csqc)
- {
- if (e->state_current.tagentity >= cl.num_entities)
- return;
- t = cl.entities + e->state_current.tagentity;
- }
- else
- {
- if (e->state_current.tagentity >= cl.num_csqcentities)
- return;
- t = cl.csqcentities + e->state_current.tagentity;
- }
- // if the tag entity is inactive, skip it
- if (!t->state_current.active)
+ if(!cl.csqcrenderentities[cl.csqc_server2csqcentitynumber[e->state_current.tagentity]].entitynumber)
return;
- // note: this can link to world
- CL_LinkNetworkEntity(t);
+ // if we get here, it's properly csqc networked and attached
}
+ }
- // don't show entities with no modelindex (note: this still shows
- // entities which have a modelindex that resolved to a NULL model)
- if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.numentities < r_refdef.maxentities)
- r_refdef.entities[r_refdef.numentities++] = &e->render;
- //if (cl.viewentity && e->state_current.number == cl.viewentity)
- // Matrix4x4_Print(&e->render.matrix);
+ // create entity dlights associated with this entity
+ if (e->render.model && e->render.model->soundfromcenter)
+ {
+ // bmodels are treated specially since their origin is usually '0 0 0'
+ vec3_t o;
+ VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
+ Matrix4x4_Transform(&e->render.matrix, o, origin);
+ }
+ else
+ Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
+ trailtype = EFFECT_NONE;
+ dlightradius = 0;
+ dlightcolor[0] = 0;
+ dlightcolor[1] = 0;
+ dlightcolor[2] = 0;
+ // LadyHavoc: if the entity has no effects, don't check each
+ if (e->render.effects & (EF_BRIGHTFIELD | EF_DIMLIGHT | EF_BRIGHTLIGHT | EF_RED | EF_BLUE | EF_FLAME | EF_STARDUST))
+ {
+ if (e->render.effects & EF_BRIGHTFIELD)
+ {
+ if (IS_NEXUIZ_DERIVED(gamemode))
+ trailtype = EFFECT_TR_NEXUIZPLASMA;
+ }
+ if (e->render.effects & EF_DIMLIGHT)
+ {
+ dlightradius = max(dlightradius, 200);
+ dlightcolor[0] += 1.50f;
+ dlightcolor[1] += 1.50f;
+ dlightcolor[2] += 1.50f;
+ }
+ if (e->render.effects & EF_BRIGHTLIGHT)
+ {
+ dlightradius = max(dlightradius, 400);
+ dlightcolor[0] += 3.00f;
+ dlightcolor[1] += 3.00f;
+ dlightcolor[2] += 3.00f;
+ }
+ // LadyHavoc: more effects
+ if (e->render.effects & EF_RED) // red
+ {
+ dlightradius = max(dlightradius, 200);
+ dlightcolor[0] += 1.50f;
+ dlightcolor[1] += 0.15f;
+ dlightcolor[2] += 0.15f;
+ }
+ if (e->render.effects & EF_BLUE) // blue
+ {
+ dlightradius = max(dlightradius, 200);
+ dlightcolor[0] += 0.15f;
+ dlightcolor[1] += 0.15f;
+ dlightcolor[2] += 1.50f;
+ }
+ if (e->render.effects & EF_FLAME)
+ CL_ParticleTrail(EFFECT_EF_FLAME, 1, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false, NULL, NULL, 1);
+ if (e->render.effects & EF_STARDUST)
+ CL_ParticleTrail(EFFECT_EF_STARDUST, 1, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false, NULL, NULL, 1);
+ }
+ // muzzleflash fades over time, and is offset a bit
+ if (e->persistent.muzzleflash > 0 && r_refdef.scene.numlights < MAX_DLIGHTS)
+ {
+ vec3_t v2;
+ vec3_t color;
+ trace_t trace;
+ matrix4x4_t tempmatrix;
+ Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
+ trace = CL_TraceLine(origin, v2, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, 0, collision_extendmovelength.value, true, false, NULL, false, false);
+ Matrix4x4_Normalize(&tempmatrix, &e->render.matrix);
+ Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], trace.endpos[2]);
+ Matrix4x4_Scale(&tempmatrix, 150, 1);
+ VectorSet(color, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f);
+ R_RTLight_Update(&r_refdef.scene.templights[r_refdef.scene.numlights], false, &tempmatrix, color, -1, NULL, true, 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+ r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
+ }
+ // LadyHavoc: if the model has no flags, don't check each
+ if (e->render.model && e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
+ {
+ if (e->render.effects & EF_GIB)
+ trailtype = EFFECT_TR_BLOOD;
+ else if (e->render.effects & EF_ZOMGIB)
+ trailtype = EFFECT_TR_SLIGHTBLOOD;
+ else if (e->render.effects & EF_TRACER)
+ trailtype = EFFECT_TR_WIZSPIKE;
+ else if (e->render.effects & EF_TRACER2)
+ trailtype = EFFECT_TR_KNIGHTSPIKE;
+ else if (e->render.effects & EF_ROCKET)
+ trailtype = EFFECT_TR_ROCKET;
+ else if (e->render.effects & EF_GRENADE)
+ {
+ // LadyHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
+ trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
+ }
+ else if (e->render.effects & EF_TRACER3)
+ trailtype = EFFECT_TR_VORESPIKE;
+ }
+ // LadyHavoc: customizable glow
+ if (e->state_current.glowsize)
+ {
+ // * 4 for the expansion from 0-255 to 0-1023 range,
+ // / 255 to scale down byte colors
+ dlightradius = max(dlightradius, e->state_current.glowsize * 4);
+ VectorMA(dlightcolor, (1.0f / 255.0f), palette_rgb[e->state_current.glowcolor], dlightcolor);
}
+ // custom rtlight
+ if ((e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) && r_refdef.scene.numlights < MAX_DLIGHTS)
+ {
+ matrix4x4_t dlightmatrix;
+ vec4_t light;
+ VectorScale(e->state_current.light, (1.0f / 256.0f), light);
+ light[3] = e->state_current.light[3];
+ if (light[0] == 0 && light[1] == 0 && light[2] == 0)
+ VectorSet(light, 1, 1, 1);
+ if (light[3] == 0)
+ light[3] = 350;
+ // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
+ Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
+ Matrix4x4_Scale(&dlightmatrix, light[3], 1);
+ R_RTLight_Update(&r_refdef.scene.templights[r_refdef.scene.numlights], false, &dlightmatrix, light, e->state_current.lightstyle, e->state_current.skin > 0 ? va(vabuf, sizeof(vabuf), "cubemaps/%i", e->state_current.skin) : NULL, !(e->state_current.lightpflags & PFLAGS_NOSHADOW), (e->state_current.lightpflags & PFLAGS_CORONA) != 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+ r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
+ }
+ // make the glow dlight
+ else if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL) && r_refdef.scene.numlights < MAX_DLIGHTS)
+ {
+ matrix4x4_t dlightmatrix;
+ Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
+ // hack to make glowing player light shine on their gun
+ //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
+ // Matrix4x4_AdjustOrigin(&dlightmatrix, 0, 0, 30);
+ Matrix4x4_Scale(&dlightmatrix, dlightradius, 1);
+ R_RTLight_Update(&r_refdef.scene.templights[r_refdef.scene.numlights], false, &dlightmatrix, dlightcolor, -1, NULL, true, 1, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+ r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
+ }
+ // do trail light
+ if (e->render.flags & RENDER_GLOWTRAIL)
+ trailtype = EFFECT_TR_GLOWTRAIL;
+ if (e->state_current.traileffectnum)
+ trailtype = (effectnameindex_t)e->state_current.traileffectnum;
+ if (trailtype)
+ CL_ParticleTrail(trailtype, 1, origin, origin, vec3_origin, vec3_origin, NULL, e->state_current.glowcolor, true, false, NULL, NULL, 1);
+
+ // don't show entities with no modelindex (note: this still shows
+ // entities which have a modelindex that resolved to a NULL model)
+ if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.scene.numentities < r_refdef.scene.maxentities)
+ r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
+ //if (cl.viewentity && e->state_current.number == cl.viewentity)
+ // Matrix4x4_Print(&e->render.matrix);
}
-void CL_RelinkWorld(void)
+static void CL_RelinkWorld(void)
{
entity_t *ent = &cl.entities[0];
- cl.brushmodel_entities[cl.num_brushmodel_entities++] = 0;
// FIXME: this should be done at load
ent->render.matrix = identitymatrix;
- CL_UpdateRenderEntity(&ent->render);
ent->render.flags = RENDER_SHADOW;
if (!r_fullbright.integer)
ent->render.flags |= RENDER_LIGHT;
VectorSet(ent->render.colormod, 1, 1, 1);
- r_refdef.worldentity = &ent->render;
- r_refdef.worldmodel = cl.worldmodel;
+ VectorSet(ent->render.glowmod, 1, 1, 1);
+ ent->render.allowdecals = true;
+ CL_UpdateRenderEntity(&ent->render);
+ r_refdef.scene.worldentity = &ent->render;
+ r_refdef.scene.worldmodel = cl.worldmodel;
+
+ // if the world is q2bsp, animate the textures
+ if (ent->render.model && ent->render.model->brush.isq2bsp)
+ ent->render.framegroupblend[0].frame = (int)(cl.time * 2.0f);
}
static void CL_RelinkStaticEntities(void)
{
int i;
entity_t *e;
- for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++, e++)
+ for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.scene.numentities < r_refdef.scene.maxentities;i++, e++)
{
e->render.flags = 0;
// if the model was not loaded when the static entity was created we
// need to re-fetch the model pointer
- e->render.model = cl.model_precache[e->state_baseline.modelindex];
- // transparent stuff can't be lit during the opaque stage
- if (e->render.effects & (EF_ADDITIVE | EF_NODEPTHTEST) || e->render.alpha < 1)
- e->render.flags |= RENDER_TRANSPARENT;
+ e->render.model = CL_GetModelByIndex(e->state_baseline.modelindex);
// either fullbright or lit
- if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
- e->render.flags |= RENDER_LIGHT;
+ if(!r_fullbright.integer)
+ {
+ if (!(e->render.effects & EF_FULLBRIGHT))
+ e->render.flags |= RENDER_LIGHT;
+ }
// hide player shadow during intermission or nehahra movie
- if (!(e->render.effects & EF_NOSHADOW) && !(e->render.flags & RENDER_TRANSPARENT))
+ if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST)) && (e->render.alpha >= 1))
e->render.flags |= RENDER_SHADOW;
VectorSet(e->render.colormod, 1, 1, 1);
- R_LerpAnimation(&e->render);
- r_refdef.entities[r_refdef.numentities++] = &e->render;
+ VectorSet(e->render.glowmod, 1, 1, 1);
+ VM_FrameBlendFromFrameGroupBlend(e->render.frameblend, e->render.framegroupblend, e->render.model, cl.time);
+ e->render.allowdecals = true;
+ CL_UpdateRenderEntity(&e->render);
+ r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
}
}
{
int i, intframe;
cl_effect_t *e;
- entity_t *ent;
+ entity_render_t *entrender;
float frame;
for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++)
// if we're drawing effects, get a new temp entity
// (NewTempEntity adds it to the render entities list for us)
- if (r_draweffects.integer && (ent = CL_NewTempEntity()))
+ if (r_draweffects.integer && (entrender = CL_NewTempEntity(e->starttime)))
{
// interpolation stuff
- ent->render.frame1 = intframe;
- ent->render.frame2 = intframe + 1;
- if (ent->render.frame2 >= e->endframe)
- ent->render.frame2 = -1; // disappear
- ent->render.framelerp = frame - intframe;
- ent->render.frame1time = e->frame1time;
- ent->render.frame2time = e->frame2time;
+ entrender->framegroupblend[0].frame = intframe;
+ entrender->framegroupblend[0].lerp = 1 - frame - intframe;
+ entrender->framegroupblend[0].start = e->frame1time;
+ if (intframe + 1 >= e->endframe)
+ {
+ entrender->framegroupblend[1].frame = 0; // disappear
+ entrender->framegroupblend[1].lerp = 0;
+ entrender->framegroupblend[1].start = 0;
+ }
+ else
+ {
+ entrender->framegroupblend[1].frame = intframe + 1;
+ entrender->framegroupblend[1].lerp = frame - intframe;
+ entrender->framegroupblend[1].start = e->frame2time;
+ }
// normal stuff
- if(e->modelindex < MAX_MODELS)
- ent->render.model = cl.model_precache[e->modelindex];
- else
- ent->render.model = cl.csqc_model_precache[65536-e->modelindex];
- ent->render.frame = ent->render.frame2;
- ent->render.colormap = -1; // no special coloring
- ent->render.alpha = 1;
- VectorSet(ent->render.colormod, 1, 1, 1);
-
- Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
- CL_UpdateRenderEntity(&ent->render);
+ entrender->model = e->model;
+ entrender->alpha = 1;
+ VectorSet(entrender->colormod, 1, 1, 1);
+ VectorSet(entrender->glowmod, 1, 1, 1);
+
+ Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
+ CL_UpdateRenderEntity(entrender);
}
}
}
{
if (cl_beams_quakepositionhack.integer && !chase_active.integer)
{
- // LordHavoc: this is a stupid hack from Quake that makes your
+ // LadyHavoc: this is a stupid hack from Quake that makes your
// lightning appear to come from your waist and cover less of your
// view
// in Quake this hack was applied to all players (causing the
{
vec3_t dir, localend;
vec_t len;
- // LordHavoc: this updates the beam direction to match your
+ // LadyHavoc: this updates the beam direction to match your
// viewangles
VectorSubtract(end, start, dir);
len = VectorLength(dir);
VectorNormalize(dir);
VectorSet(localend, len, 0, 0);
- Matrix4x4_Transform(&r_view.matrix, localend, end);
+ Matrix4x4_Transform(&r_refdef.view.matrix, localend, end);
}
}
}
beam_t *b;
vec3_t dist, org, start, end;
float d;
- entity_t *ent;
- float yaw, pitch;
+ entity_render_t *entrender;
+ double yaw, pitch;
float forward;
matrix4x4_t tempmatrix;
if (b->lightning)
{
- if (cl_beams_lightatend.integer)
+ if (cl_beams_lightatend.integer && r_refdef.scene.numlights < MAX_DLIGHTS)
{
// FIXME: create a matrix from the beam start/end orientation
- Matrix4x4_CreateTranslate(&tempmatrix, end[0], end[1], end[2]);
- CL_AllocDlight (NULL, &tempmatrix, 200, 0.3, 0.7, 1, 0, 0, 0, -1, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+ vec3_t dlightcolor;
+ VectorSet(dlightcolor, 0.3, 0.7, 1);
+ Matrix4x4_CreateFromQuakeEntity(&tempmatrix, end[0], end[1], end[2], 0, 0, 0, 200);
+ R_RTLight_Update(&r_refdef.scene.templights[r_refdef.scene.numlights], false, &tempmatrix, dlightcolor, -1, NULL, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+ r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
}
if (cl_beams_polygons.integer)
+ {
+ CL_Beam_AddPolygons(b);
continue;
+ }
}
// calculate pitch and yaw
}
else
{
- yaw = (int) (atan2(dist[1], dist[0]) * 180 / M_PI);
+ yaw = atan2(dist[1], dist[0]) * 180 / M_PI;
if (yaw < 0)
yaw += 360;
forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
- pitch = (int) (atan2(dist[2], forward) * 180 / M_PI);
+ pitch = atan2(dist[2], forward) * 180 / M_PI;
if (pitch < 0)
pitch += 360;
}
d = VectorNormalizeLength(dist);
while (d > 0)
{
- ent = CL_NewTempEntity ();
- if (!ent)
+ entrender = CL_NewTempEntity (0);
+ if (!entrender)
return;
- //VectorCopy (org, ent->render.origin);
- ent->render.model = b->model;
- //ent->render.effects = EF_FULLBRIGHT;
- //ent->render.angles[0] = pitch;
- //ent->render.angles[1] = yaw;
- //ent->render.angles[2] = rand()%360;
- Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
- CL_UpdateRenderEntity(&ent->render);
+ entrender->model = b->model;
+ Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
+ CL_UpdateRenderEntity(entrender);
VectorMA(org, 30, dist, org);
d -= 30;
}
{
int i;
vec_t *v;
- entity_t *ent;
+ entity_render_t *entrender;
for (i = 0;i < cl.qw_num_nails;i++)
{
// if we're drawing effects, get a new temp entity
// (NewTempEntity adds it to the render entities list for us)
- if (!(ent = CL_NewTempEntity()))
+ if (!(entrender = CL_NewTempEntity(0)))
continue;
// normal stuff
- ent->render.model = cl.model_precache[cl.qw_modelindex_spike];
- ent->render.colormap = -1; // no special coloring
- ent->render.alpha = 1;
- VectorSet(ent->render.colormod, 1, 1, 1);
+ entrender->model = CL_GetModelByIndex(cl.qw_modelindex_spike);
+ entrender->alpha = 1;
+ VectorSet(entrender->colormod, 1, 1, 1);
+ VectorSet(entrender->glowmod, 1, 1, 1);
- Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
- CL_UpdateRenderEntity(&ent->render);
+ Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
+ CL_UpdateRenderEntity(entrender);
}
}
-void CL_LerpPlayer(float frac)
+static void CL_LerpPlayer(float frac)
{
int i;
cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
}
+
+ // interpolate the angles if playing a demo or spectating someone
+ if (cls.demoplayback || cl.fixangle[0])
+ {
+ for (i = 0;i < 3;i++)
+ {
+ float d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
+ if (d > 180)
+ d -= 360;
+ else if (d < -180)
+ d += 360;
+ cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
+ }
+ }
}
void CSQC_RelinkAllEntities (int drawmask)
{
- // process network entities (note: this sets up the view!)
- cl.num_brushmodel_entities = 0;
- CL_UpdateEntities();
-
- entitylinkframenumber++;
// link stuff
CL_RelinkWorld();
+ // the scene mesh is added first for easier debugging (consistent spot in render entities list)
+ CL_MeshEntities_Scene_AddRenderEntity();
CL_RelinkStaticEntities();
CL_RelinkBeams();
CL_RelinkEffects();
+ CL_RelinkLightFlashes();
// link stuff
if (drawmask & ENTMASK_ENGINE)
{
CL_RelinkNetworkEntities();
+ if (drawmask & ENTMASK_ENGINEVIEWMODELS)
+ CL_LinkNetworkEntity(&cl.viewent); // link gun model
CL_RelinkQWNails();
}
- if (drawmask & ENTMASK_ENGINEVIEWMODELS)
- CL_LinkNetworkEntity(&cl.viewent); // link gun model
-
// update view blend
V_CalcViewBlend();
}
/*
===============
-CL_ReadFromServer
+CL_UpdateWorld
-Read all incoming data from the server
+Update client game world for a new frame
===============
*/
-extern void CL_ClientMovement_Replay(void);
-extern void CL_StairSmoothing(void);//view.c
-
-int CL_ReadFromServer(void)
+void CL_UpdateWorld(void)
{
- CL_ReadDemoMessage();
- CL_SendMove();
-
- r_refdef.time = cl.time;
- r_refdef.extraupdate = !r_speeds.integer;
- r_refdef.numentities = 0;
- r_view.matrix = identitymatrix;
+ r_refdef.scene.extraupdate = !r_speeds.integer;
+ r_refdef.scene.numentities = 0;
+ r_refdef.scene.numlights = 0;
+ r_refdef.view.matrix = identitymatrix;
+ r_refdef.view.quality = 1;
+
+ cl.num_brushmodel_entities = 0;
if (cls.state == ca_connected && cls.signon == SIGNONS)
{
// prepare for a new frame
CL_LerpPlayer(CL_LerpPoint());
- CL_DecayLights();
+ CL_DecayLightFlashes();
CL_ClearTempEntities();
V_DriftPitch();
V_FadeViewFlashs();
- // move particles
- CL_MoveParticles();
- R_MoveExplosions();
+ // if prediction is enabled we have to update all the collidable
+ // network entities before the prediction code can be run
+ CL_UpdateNetworkCollisionEntities();
- // predict current player location
+ // now update the player prediction
CL_ClientMovement_Replay();
- // now that the player entity has been updated we can call V_CalcRefdef
- V_CalcRefdef();
+ // update the player entity (which may be predicted)
+ CL_UpdateNetworkEntity(cl.entities + cl.viewentity, 32, true);
- if(!csqc_loaded) //[515]: csqc
- {
- // process network entities (note: this sets up the view!)
- cl.num_brushmodel_entities = 0;
- CL_UpdateEntities();
+ // now update the view (which depends on that player entity)
+ V_CalcRefdef();
- entitylinkframenumber++;
- // link stuff
- CL_RelinkWorld();
- CL_RelinkStaticEntities();
- CL_RelinkBeams();
- CL_RelinkEffects();
+ // now update all the network entities and create particle trails
+ // (some entities may depend on the view)
+ CL_UpdateNetworkEntities();
- CL_RelinkNetworkEntities();
- CL_LinkNetworkEntity(&cl.viewent); // link gun model
- CL_RelinkQWNails();
+ // update the engine-based viewmodel
+ CL_UpdateViewModel();
- // update view blend
- V_CalcViewBlend();
+ // when csqc is loaded, it will call this in CSQC_UpdateView
+ if (!cl.csqc_loaded)
+ {
+ // clear the CL_Mesh_Scene() used for some engine effects
+ CL_MeshEntities_Scene_Clear();
+ // add engine entities and effects
+ CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS);
}
- else
- csqc_frame = true;
- CL_UpdateLights();
- CL_StairSmoothing();
-
- // update the r_refdef time again because cl.time may have changed
- r_refdef.time = cl.time;
+ // decals, particles, and explosions will be updated during rneder
}
- return 0;
+ r_refdef.scene.time = cl.time;
}
-// LordHavoc: pausedemo command
-static void CL_PauseDemo_f (void)
+/*
+======================
+CL_Fog_f
+======================
+*/
+static void CL_Fog_f(cmd_state_t *cmd)
{
- cls.demopaused = !cls.demopaused;
- if (cls.demopaused)
- Con_Print("Demo paused\n");
- else
- Con_Print("Demo unpaused\n");
+ if (Cmd_Argc (cmd) == 1)
+ {
+ Con_Printf("\"fog\" is \"%f %f %f %f %f %f %f %f %f\"\n", r_refdef.fog_density, r_refdef.fog_red, r_refdef.fog_green, r_refdef.fog_blue, r_refdef.fog_alpha, r_refdef.fog_start, r_refdef.fog_end, r_refdef.fog_height, r_refdef.fog_fadedepth);
+ return;
+ }
+ FOG_clear(); // so missing values get good defaults
+ if(Cmd_Argc(cmd) > 1)
+ r_refdef.fog_density = atof(Cmd_Argv(cmd, 1));
+ if(Cmd_Argc(cmd) > 2)
+ r_refdef.fog_red = atof(Cmd_Argv(cmd, 2));
+ if(Cmd_Argc(cmd) > 3)
+ r_refdef.fog_green = atof(Cmd_Argv(cmd, 3));
+ if(Cmd_Argc(cmd) > 4)
+ r_refdef.fog_blue = atof(Cmd_Argv(cmd, 4));
+ if(Cmd_Argc(cmd) > 5)
+ r_refdef.fog_alpha = atof(Cmd_Argv(cmd, 5));
+ if(Cmd_Argc(cmd) > 6)
+ r_refdef.fog_start = atof(Cmd_Argv(cmd, 6));
+ if(Cmd_Argc(cmd) > 7)
+ r_refdef.fog_end = atof(Cmd_Argv(cmd, 7));
+ if(Cmd_Argc(cmd) > 8)
+ r_refdef.fog_height = atof(Cmd_Argv(cmd, 8));
+ if(Cmd_Argc(cmd) > 9)
+ r_refdef.fog_fadedepth = atof(Cmd_Argv(cmd, 9));
}
/*
======================
-CL_Fog_f
+CL_FogHeightTexture_f
======================
*/
-static void CL_Fog_f (void)
+static void CL_Fog_HeightTexture_f(cmd_state_t *cmd)
{
- if (Cmd_Argc () == 1)
+ if (Cmd_Argc (cmd) < 11)
{
- Con_Printf("\"fog\" is \"%f %f %f %f\"\n", r_refdef.fog_density, r_refdef.fog_red, r_refdef.fog_green, r_refdef.fog_blue);
+ Con_Printf("\"fog_heighttexture\" is \"%f %f %f %f %f %f %f %f %f %s\"\n", r_refdef.fog_density, r_refdef.fog_red, r_refdef.fog_green, r_refdef.fog_blue, r_refdef.fog_alpha, r_refdef.fog_start, r_refdef.fog_end, r_refdef.fog_height, r_refdef.fog_fadedepth, r_refdef.fog_height_texturename);
return;
}
- r_refdef.fog_density = atof(Cmd_Argv(1));
- r_refdef.fog_red = atof(Cmd_Argv(2));
- r_refdef.fog_green = atof(Cmd_Argv(3));
- r_refdef.fog_blue = atof(Cmd_Argv(4));
+ FOG_clear(); // so missing values get good defaults
+ r_refdef.fog_density = atof(Cmd_Argv(cmd, 1));
+ r_refdef.fog_red = atof(Cmd_Argv(cmd, 2));
+ r_refdef.fog_green = atof(Cmd_Argv(cmd, 3));
+ r_refdef.fog_blue = atof(Cmd_Argv(cmd, 4));
+ r_refdef.fog_alpha = atof(Cmd_Argv(cmd, 5));
+ r_refdef.fog_start = atof(Cmd_Argv(cmd, 6));
+ r_refdef.fog_end = atof(Cmd_Argv(cmd, 7));
+ r_refdef.fog_height = atof(Cmd_Argv(cmd, 8));
+ r_refdef.fog_fadedepth = atof(Cmd_Argv(cmd, 9));
+ strlcpy(r_refdef.fog_height_texturename, Cmd_Argv(cmd, 10), sizeof(r_refdef.fog_height_texturename));
}
+
/*
====================
CL_TimeRefresh_f
For program optimization
====================
*/
-static void CL_TimeRefresh_f (void)
+static void CL_TimeRefresh_f(cmd_state_t *cmd)
{
int i;
- float timestart, timedelta, oldangles[3];
+ double timestart, timedelta;
- r_refdef.extraupdate = false;
- VectorCopy(cl.viewangles, oldangles);
- VectorClear(cl.viewangles);
+ r_refdef.scene.extraupdate = false;
- timestart = Sys_DoubleTime();
+ timestart = Sys_DirtyTime();
for (i = 0;i < 128;i++)
{
- Matrix4x4_CreateFromQuakeEntity(&r_view.matrix, r_view.origin[0], r_view.origin[1], r_view.origin[2], 0, i / 128.0 * 360.0, 0, 1);
+ Matrix4x4_CreateFromQuakeEntity(&r_refdef.view.matrix, r_refdef.view.origin[0], r_refdef.view.origin[1], r_refdef.view.origin[2], 0, i / 128.0 * 360.0, 0, 1);
+ r_refdef.view.quality = 1;
CL_UpdateScreen();
}
- timedelta = Sys_DoubleTime() - timestart;
+ timedelta = Sys_DirtyTime() - timestart;
- VectorCopy(oldangles, cl.viewangles);
Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
}
+static void CL_AreaStats_f(cmd_state_t *cmd)
+{
+ World_PrintAreaStats(&cl.world, "client");
+}
+
+cl_locnode_t *CL_Locs_FindNearest(const vec3_t point)
+{
+ int i;
+ cl_locnode_t *loc;
+ cl_locnode_t *best;
+ vec3_t nearestpoint;
+ vec_t dist, bestdist;
+ best = NULL;
+ bestdist = 0;
+ for (loc = cl.locnodes;loc;loc = loc->next)
+ {
+ for (i = 0;i < 3;i++)
+ nearestpoint[i] = bound(loc->mins[i], point[i], loc->maxs[i]);
+ dist = VectorDistance2(nearestpoint, point);
+ if (bestdist > dist || !best)
+ {
+ bestdist = dist;
+ best = loc;
+ if (bestdist < 1)
+ break;
+ }
+ }
+ return best;
+}
+
+void CL_Locs_FindLocationName(char *buffer, size_t buffersize, vec3_t point)
+{
+ cl_locnode_t *loc;
+ loc = CL_Locs_FindNearest(point);
+ if (loc)
+ strlcpy(buffer, loc->name, buffersize);
+ else
+ dpsnprintf(buffer, buffersize, "LOC=%.0f:%.0f:%.0f", point[0], point[1], point[2]);
+}
+
+static void CL_Locs_FreeNode(cl_locnode_t *node)
+{
+ cl_locnode_t **pointer, **next;
+ for (pointer = &cl.locnodes;*pointer;pointer = next)
+ {
+ next = &(*pointer)->next;
+ if (*pointer == node)
+ {
+ *pointer = node->next;
+ Mem_Free(node);
+ return;
+ }
+ }
+ Con_Printf("CL_Locs_FreeNode: no such node! (%p)\n", (void *)node);
+}
+
+static void CL_Locs_AddNode(vec3_t mins, vec3_t maxs, const char *name)
+{
+ cl_locnode_t *node, **pointer;
+ int namelen;
+ if (!name)
+ name = "";
+ namelen = (int)strlen(name);
+ node = (cl_locnode_t *) Mem_Alloc(cls.levelmempool, sizeof(cl_locnode_t) + namelen + 1);
+ VectorSet(node->mins, min(mins[0], maxs[0]), min(mins[1], maxs[1]), min(mins[2], maxs[2]));
+ VectorSet(node->maxs, max(mins[0], maxs[0]), max(mins[1], maxs[1]), max(mins[2], maxs[2]));
+ node->name = (char *)(node + 1);
+ memcpy(node->name, name, namelen);
+ node->name[namelen] = 0;
+ // link it into the tail of the list to preserve the order
+ for (pointer = &cl.locnodes;*pointer;pointer = &(*pointer)->next)
+ ;
+ *pointer = node;
+}
+
+static void CL_Locs_Add_f(cmd_state_t *cmd)
+{
+ vec3_t mins, maxs;
+ if (Cmd_Argc(cmd) != 5 && Cmd_Argc(cmd) != 8)
+ {
+ Con_Printf("usage: %s x y z[ x y z] name\n", Cmd_Argv(cmd, 0));
+ return;
+ }
+ mins[0] = atof(Cmd_Argv(cmd, 1));
+ mins[1] = atof(Cmd_Argv(cmd, 2));
+ mins[2] = atof(Cmd_Argv(cmd, 3));
+ if (Cmd_Argc(cmd) == 8)
+ {
+ maxs[0] = atof(Cmd_Argv(cmd, 4));
+ maxs[1] = atof(Cmd_Argv(cmd, 5));
+ maxs[2] = atof(Cmd_Argv(cmd, 6));
+ CL_Locs_AddNode(mins, maxs, Cmd_Argv(cmd, 7));
+ }
+ else
+ CL_Locs_AddNode(mins, mins, Cmd_Argv(cmd, 4));
+}
+
+static void CL_Locs_RemoveNearest_f(cmd_state_t *cmd)
+{
+ cl_locnode_t *loc;
+ loc = CL_Locs_FindNearest(r_refdef.view.origin);
+ if (loc)
+ CL_Locs_FreeNode(loc);
+ else
+ Con_Printf("no loc point or box found for your location\n");
+}
+
+static void CL_Locs_Clear_f(cmd_state_t *cmd)
+{
+ while (cl.locnodes)
+ CL_Locs_FreeNode(cl.locnodes);
+}
+
+static void CL_Locs_Save_f(cmd_state_t *cmd)
+{
+ cl_locnode_t *loc;
+ qfile_t *outfile;
+ char locfilename[MAX_QPATH];
+ if (!cl.locnodes)
+ {
+ Con_Printf("No loc points/boxes exist!\n");
+ return;
+ }
+ if (cls.state != ca_connected || !cl.worldmodel)
+ {
+ Con_Printf("No level loaded!\n");
+ return;
+ }
+ dpsnprintf(locfilename, sizeof(locfilename), "%s.loc", cl.worldnamenoextension);
+
+ outfile = FS_OpenRealFile(locfilename, "w", false);
+ if (!outfile)
+ return;
+ // if any boxes are used then this is a proquake-format loc file, which
+ // allows comments, so add some relevant information at the start
+ for (loc = cl.locnodes;loc;loc = loc->next)
+ if (!VectorCompare(loc->mins, loc->maxs))
+ break;
+ if (loc)
+ {
+ FS_Printf(outfile, "// %s %s saved by %s\n// x,y,z,x,y,z,\"name\"\n\n", locfilename, Sys_TimeString("%Y-%m-%d"), engineversion);
+ for (loc = cl.locnodes;loc;loc = loc->next)
+ if (VectorCompare(loc->mins, loc->maxs))
+ break;
+ if (loc)
+ Con_Printf(CON_WARN "Warning: writing loc file containing a mixture of qizmo-style points and proquake-style boxes may not work in qizmo or proquake!\n");
+ }
+ for (loc = cl.locnodes;loc;loc = loc->next)
+ {
+ if (VectorCompare(loc->mins, loc->maxs))
+ {
+ int len;
+ const char *s;
+ const char *in = loc->name;
+ char name[MAX_INPUTLINE];
+ for (len = 0;len < (int)sizeof(name) - 1 && *in;)
+ {
+ if (*in == ' ') {s = "$loc_name_separator";in++;}
+ else if (!strncmp(in, "SSG", 3)) {s = "$loc_name_ssg";in += 3;}
+ else if (!strncmp(in, "NG", 2)) {s = "$loc_name_ng";in += 2;}
+ else if (!strncmp(in, "SNG", 3)) {s = "$loc_name_sng";in += 3;}
+ else if (!strncmp(in, "GL", 2)) {s = "$loc_name_gl";in += 2;}
+ else if (!strncmp(in, "RL", 2)) {s = "$loc_name_rl";in += 2;}
+ else if (!strncmp(in, "LG", 2)) {s = "$loc_name_lg";in += 2;}
+ else if (!strncmp(in, "GA", 2)) {s = "$loc_name_ga";in += 2;}
+ else if (!strncmp(in, "YA", 2)) {s = "$loc_name_ya";in += 2;}
+ else if (!strncmp(in, "RA", 2)) {s = "$loc_name_ra";in += 2;}
+ else if (!strncmp(in, "MEGA", 4)) {s = "$loc_name_mh";in += 4;}
+ else s = NULL;
+ if (s)
+ {
+ while (len < (int)sizeof(name) - 1 && *s)
+ name[len++] = *s++;
+ continue;
+ }
+ name[len++] = *in++;
+ }
+ name[len] = 0;
+ FS_Printf(outfile, "%.0f %.0f %.0f %s\n", loc->mins[0]*8, loc->mins[1]*8, loc->mins[2]*8, name);
+ }
+ else
+ FS_Printf(outfile, "%.1f,%.1f,%.1f,%.1f,%.1f,%.1f,\"%s\"\n", loc->mins[0], loc->mins[1], loc->mins[2], loc->maxs[0], loc->maxs[1], loc->maxs[2], loc->name);
+ }
+ FS_Close(outfile);
+}
+
+void CL_Locs_Reload_f(cmd_state_t *cmd)
+{
+ int i, linenumber, limit, len;
+ const char *s;
+ char *filedata, *text, *textend, *linestart, *linetext, *lineend;
+ fs_offset_t filesize;
+ vec3_t mins, maxs;
+ char locfilename[MAX_QPATH];
+ char name[MAX_INPUTLINE];
+
+ if (cls.state != ca_connected || !cl.worldmodel)
+ {
+ Con_Printf("No level loaded!\n");
+ return;
+ }
+
+ CL_Locs_Clear_f(cmd);
+
+ // try maps/something.loc first (LadyHavoc: where I think they should be)
+ dpsnprintf(locfilename, sizeof(locfilename), "%s.loc", cl.worldnamenoextension);
+ filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
+ if (!filedata)
+ {
+ // try proquake name as well (LadyHavoc: I hate path mangling)
+ dpsnprintf(locfilename, sizeof(locfilename), "locs/%s.loc", cl.worldbasename);
+ filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
+ if (!filedata)
+ return;
+ }
+ text = filedata;
+ textend = filedata + filesize;
+ for (linenumber = 1;text < textend;linenumber++)
+ {
+ linestart = text;
+ for (;text < textend && *text != '\r' && *text != '\n';text++)
+ ;
+ lineend = text;
+ if (text + 1 < textend && *text == '\r' && text[1] == '\n')
+ text++;
+ if (text < textend)
+ text++;
+ // trim trailing whitespace
+ while (lineend > linestart && ISWHITESPACE(lineend[-1]))
+ lineend--;
+ // trim leading whitespace
+ while (linestart < lineend && ISWHITESPACE(*linestart))
+ linestart++;
+ // check if this is a comment
+ if (linestart + 2 <= lineend && !strncmp(linestart, "//", 2))
+ continue;
+ linetext = linestart;
+ limit = 3;
+ for (i = 0;i < limit;i++)
+ {
+ if (linetext >= lineend)
+ break;
+ // note: a missing number is interpreted as 0
+ if (i < 3)
+ mins[i] = atof(linetext);
+ else
+ maxs[i - 3] = atof(linetext);
+ // now advance past the number
+ while (linetext < lineend && !ISWHITESPACE(*linetext) && *linetext != ',')
+ linetext++;
+ // advance through whitespace
+ if (linetext < lineend)
+ {
+ if (*linetext == ',')
+ {
+ linetext++;
+ limit = 6;
+ // note: comma can be followed by whitespace
+ }
+ if (ISWHITESPACE(*linetext))
+ {
+ // skip whitespace
+ while (linetext < lineend && ISWHITESPACE(*linetext))
+ linetext++;
+ }
+ }
+ }
+ // if this is a quoted name, remove the quotes
+ if (i == 6)
+ {
+ if (linetext >= lineend || *linetext != '"')
+ continue; // proquake location names are always quoted
+ lineend--;
+ linetext++;
+ len = min(lineend - linetext, (int)sizeof(name) - 1);
+ memcpy(name, linetext, len);
+ name[len] = 0;
+ // add the box to the list
+ CL_Locs_AddNode(mins, maxs, name);
+ }
+ // if a point was parsed, it needs to be scaled down by 8 (since
+ // point-based loc files were invented by a proxy which dealt
+ // directly with quake protocol coordinates, which are *8), turn
+ // it into a box
+ else if (i == 3)
+ {
+ // interpret silly fuhquake macros
+ for (len = 0;len < (int)sizeof(name) - 1 && linetext < lineend;)
+ {
+ if (*linetext == '$')
+ {
+ if (linetext + 18 <= lineend && !strncmp(linetext, "$loc_name_separator", 19)) {s = " ";linetext += 19;}
+ else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_ssg", 13)) {s = "SSG";linetext += 13;}
+ else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ng", 12)) {s = "NG";linetext += 12;}
+ else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_sng", 13)) {s = "SNG";linetext += 13;}
+ else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_gl", 12)) {s = "GL";linetext += 12;}
+ else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_rl", 12)) {s = "RL";linetext += 12;}
+ else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_lg", 12)) {s = "LG";linetext += 12;}
+ else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ga", 12)) {s = "GA";linetext += 12;}
+ else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ya", 12)) {s = "YA";linetext += 12;}
+ else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ra", 12)) {s = "RA";linetext += 12;}
+ else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_mh", 12)) {s = "MEGA";linetext += 12;}
+ else s = NULL;
+ if (s)
+ {
+ while (len < (int)sizeof(name) - 1 && *s)
+ name[len++] = *s++;
+ continue;
+ }
+ }
+ name[len++] = *linetext++;
+ }
+ name[len] = 0;
+ // add the point to the list
+ VectorScale(mins, (1.0 / 8.0), mins);
+ CL_Locs_AddNode(mins, mins, name);
+ }
+ else
+ continue;
+ }
+}
+
+entity_t cl_meshentities[NUM_MESHENTITIES];
+model_t cl_meshentitymodels[NUM_MESHENTITIES];
+const char *cl_meshentitynames[NUM_MESHENTITIES] =
+{
+ "MESH_SCENE",
+ "MESH_UI",
+};
+
+static void CL_MeshEntities_Restart(void)
+{
+ int i;
+ entity_t *ent;
+ for (i = 0; i < NUM_MESHENTITIES; i++)
+ {
+ ent = cl_meshentities + i;
+ Mod_Mesh_Destroy(ent->render.model);
+ Mod_Mesh_Create(ent->render.model, cl_meshentitynames[i]);
+ }
+}
+
+static void CL_MeshEntities_Init(void)
+{
+ int i;
+ entity_t *ent;
+ for (i = 0; i < NUM_MESHENTITIES; i++)
+ {
+ ent = cl_meshentities + i;
+ ent->state_current.active = true;
+ ent->render.model = cl_meshentitymodels + i;
+ Mod_Mesh_Create(ent->render.model, cl_meshentitynames[i]);
+ ent->render.alpha = 1;
+ ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
+ ent->render.framegroupblend[0].lerp = 1;
+ ent->render.frameblend[0].lerp = 1;
+ VectorSet(ent->render.colormod, 1, 1, 1);
+ VectorSet(ent->render.glowmod, 1, 1, 1);
+ VectorSet(ent->render.custommodellight_ambient, 1, 1, 1);
+ VectorSet(ent->render.custommodellight_diffuse, 0, 0, 0);
+ VectorSet(ent->render.custommodellight_lightdir, 0, 0, 1);
+ VectorSet(ent->render.render_fullbright, 1, 1, 1);
+ VectorSet(ent->render.render_glowmod, 0, 0, 0);
+ VectorSet(ent->render.render_modellight_ambient, 1, 1, 1);
+ VectorSet(ent->render.render_modellight_diffuse, 0, 0, 0);
+ VectorSet(ent->render.render_modellight_specular, 0, 0, 0);
+ VectorSet(ent->render.render_modellight_lightdir_world, 0, 0, 1);
+ VectorSet(ent->render.render_modellight_lightdir_local, 0, 0, 1); // local doesn't matter because no diffuse/specular color
+ VectorSet(ent->render.render_lightmap_ambient, 0, 0, 0);
+ VectorSet(ent->render.render_lightmap_diffuse, 1, 1, 1);
+ VectorSet(ent->render.render_lightmap_specular, 1, 1, 1);
+ VectorSet(ent->render.render_rtlight_diffuse, 1, 1, 1);
+ VectorSet(ent->render.render_rtlight_specular, 1, 1, 1);
+
+ Matrix4x4_CreateIdentity(&ent->render.matrix);
+ CL_UpdateRenderEntity(&ent->render);
+ }
+ cl_meshentities[MESH_UI].render.flags = RENDER_NOSELFSHADOW;
+ R_RegisterModule("cl_meshentities", CL_MeshEntities_Restart, CL_MeshEntities_Restart, CL_MeshEntities_Restart, CL_MeshEntities_Restart, CL_MeshEntities_Restart);
+}
+
+void CL_MeshEntities_Scene_Clear(void)
+{
+ Mod_Mesh_Reset(CL_Mesh_Scene());
+}
+
+void CL_MeshEntities_Scene_AddRenderEntity(void)
+{
+ entity_t* ent = &cl_meshentities[MESH_SCENE];
+ r_refdef.scene.entities[r_refdef.scene.numentities++] = &ent->render;
+}
+
+void CL_MeshEntities_Scene_FinalizeRenderEntity(void)
+{
+ entity_t *ent = &cl_meshentities[MESH_SCENE];
+ Mod_Mesh_Finalize(ent->render.model);
+ VectorCopy(ent->render.model->normalmins, ent->render.mins);
+ VectorCopy(ent->render.model->normalmaxs, ent->render.maxs);
+}
+
+static void CL_MeshEntities_Shutdown(void)
+{
+}
+
+extern cvar_t r_overheadsprites_pushback;
+extern cvar_t r_fullbright_directed_pitch_relative;
+extern cvar_t r_fullbright_directed_pitch;
+extern cvar_t r_fullbright_directed_ambient;
+extern cvar_t r_fullbright_directed_diffuse;
+extern cvar_t r_fullbright_directed;
+extern cvar_t r_hdr_glowintensity;
+
+static void CL_UpdateEntityShading_GetDirectedFullbright(vec3_t ambient, vec3_t diffuse, vec3_t worldspacenormal)
+{
+ vec3_t angles;
+
+ VectorSet(ambient, r_fullbright_directed_ambient.value, r_fullbright_directed_ambient.value, r_fullbright_directed_ambient.value);
+ VectorSet(diffuse, r_fullbright_directed_diffuse.value, r_fullbright_directed_diffuse.value, r_fullbright_directed_diffuse.value);
+
+ // Use cl.viewangles and not r_refdef.view.forward here so it is the
+ // same for all stereo views, and to better handle pitches outside
+ // [-90, 90] (in_pitch_* cvars allow that).
+ VectorCopy(cl.viewangles, angles);
+ if (r_fullbright_directed_pitch_relative.integer) {
+ angles[PITCH] += r_fullbright_directed_pitch.value;
+ }
+ else {
+ angles[PITCH] = r_fullbright_directed_pitch.value;
+ }
+ AngleVectors(angles, worldspacenormal, NULL, NULL);
+ VectorNegate(worldspacenormal, worldspacenormal);
+}
+
+static void CL_UpdateEntityShading_Entity(entity_render_t *ent)
+{
+ float shadingorigin[3], a[3], c[3], dir[3];
+ int q;
+
+ for (q = 0; q < 3; q++)
+ a[q] = c[q] = dir[q] = 0;
+
+ ent->render_lightgrid = false;
+ ent->render_modellight_forced = false;
+ ent->render_rtlight_disabled = false;
+
+ // pick an appropriate value for render_modellight_origin - if this is an
+ // attachment we want to use the parent's render_modellight_origin so that
+ // shading is the same (also important for r_shadows to cast shadows in the
+ // same direction)
+ if (VectorLength2(ent->custommodellight_origin))
+ {
+ // CSQC entities always provide this (via CL_GetTagMatrix)
+ for (q = 0; q < 3; q++)
+ shadingorigin[q] = ent->custommodellight_origin[q];
+ }
+ else if (ent->entitynumber > 0 && ent->entitynumber < cl.num_entities)
+ {
+ // network entity - follow attachment chain back to a root entity,
+ int entnum = ent->entitynumber, recursion;
+ for (recursion = 32; recursion > 0; --recursion)
+ {
+ int parentnum = cl.entities[entnum].state_current.tagentity;
+ if (parentnum < 1 || parentnum >= cl.num_entities || !cl.entities_active[parentnum])
+ break;
+ entnum = parentnum;
+ }
+ // grab the root entity's origin
+ Matrix4x4_OriginFromMatrix(&cl.entities[entnum].render.matrix, shadingorigin);
+ }
+ else
+ {
+ // not a CSQC entity (which sets custommodellight_origin), not a network
+ // entity - so it's probably not attached to anything
+ Matrix4x4_OriginFromMatrix(&ent->matrix, shadingorigin);
+ }
+
+ if (!(ent->flags & RENDER_LIGHT) || r_fullbright.integer)
+ {
+ // intentionally EF_FULLBRIGHT entity
+ // the only type that is not scaled by r_refdef.scene.lightmapintensity
+ // CSQC can still provide its own customized modellight values
+ ent->render_rtlight_disabled = true;
+ ent->render_modellight_forced = true;
+ if (ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
+ {
+ // custom colors provided by CSQC
+ for (q = 0; q < 3; q++)
+ {
+ a[q] = ent->custommodellight_ambient[q];
+ c[q] = ent->custommodellight_diffuse[q];
+ dir[q] = ent->custommodellight_lightdir[q];
+ }
+ }
+ else if (r_fullbright_directed.integer)
+ CL_UpdateEntityShading_GetDirectedFullbright(a, c, dir);
+ else
+ for (q = 0; q < 3; q++)
+ a[q] = 1;
+ }
+ else
+ {
+ // fetch the lighting from the worldmodel data
+
+ // CSQC can provide its own customized modellight values
+ if (ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
+ {
+ ent->render_modellight_forced = true;
+ for (q = 0; q < 3; q++)
+ {
+ a[q] = ent->custommodellight_ambient[q];
+ c[q] = ent->custommodellight_diffuse[q];
+ dir[q] = ent->custommodellight_lightdir[q];
+ }
+ }
+ else if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT))
+ {
+ if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
+ shadingorigin[2] = shadingorigin[2] + r_overheadsprites_pushback.value;
+ R_CompleteLightPoint(a, c, dir, shadingorigin, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
+ ent->render_modellight_forced = true;
+ ent->render_rtlight_disabled = true;
+ }
+ else if (((ent->model && !ent->model->lit) || (ent->model == r_refdef.scene.worldmodel ? mod_q3bsp_lightgrid_world_surfaces.integer : mod_q3bsp_lightgrid_bsp_surfaces.integer))
+ && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brushq3.lightgridtexture && mod_q3bsp_lightgrid_texture.integer)
+ {
+ ent->render_lightgrid = true;
+ // no need to call R_CompleteLightPoint as we base it on render_lightmap_*
+ }
+ else if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
+ R_CompleteLightPoint(a, c, dir, shadingorigin, LP_LIGHTMAP, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
+ else if (r_fullbright_directed.integer)
+ CL_UpdateEntityShading_GetDirectedFullbright(a, c, dir);
+ else
+ R_CompleteLightPoint(a, c, dir, shadingorigin, LP_LIGHTMAP, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
+ }
+
+ for (q = 0; q < 3; q++)
+ {
+ ent->render_fullbright[q] = ent->colormod[q];
+ ent->render_glowmod[q] = ent->glowmod[q] * r_hdr_glowintensity.value;
+ ent->render_modellight_ambient[q] = a[q] * ent->colormod[q];
+ ent->render_modellight_diffuse[q] = c[q] * ent->colormod[q];
+ ent->render_modellight_specular[q] = c[q];
+ ent->render_modellight_lightdir_world[q] = dir[q];
+ ent->render_lightmap_ambient[q] = ent->colormod[q] * r_refdef.scene.ambientintensity;
+ ent->render_lightmap_diffuse[q] = ent->colormod[q] * r_refdef.scene.lightmapintensity;
+ ent->render_lightmap_specular[q] = r_refdef.scene.lightmapintensity;
+ ent->render_rtlight_diffuse[q] = ent->colormod[q];
+ ent->render_rtlight_specular[q] = 1;
+ }
+
+ // these flags disable code paths, make sure it's obvious if they're ignored by storing 0 1 2
+ if (ent->render_modellight_forced)
+ for (q = 0; q < 3; q++)
+ ent->render_lightmap_ambient[q] = ent->render_lightmap_diffuse[q] = ent->render_lightmap_specular[q] = q;
+ if (ent->render_rtlight_disabled)
+ for (q = 0; q < 3; q++)
+ ent->render_rtlight_diffuse[q] = ent->render_rtlight_specular[q] = q;
+
+ if (VectorLength2(ent->render_modellight_lightdir_world) == 0)
+ VectorSet(ent->render_modellight_lightdir_world, 0, 0, 1); // have to set SOME valid vector here
+ VectorNormalize(ent->render_modellight_lightdir_world);
+ // transform into local space for the entity as well
+ Matrix4x4_Transform3x3(&ent->inversematrix, ent->render_modellight_lightdir_world, ent->render_modellight_lightdir_local);
+ VectorNormalize(ent->render_modellight_lightdir_local);
+}
+
+
+void CL_UpdateEntityShading(void)
+{
+ int i;
+ CL_UpdateEntityShading_Entity(r_refdef.scene.worldentity);
+ for (i = 0; i < r_refdef.scene.numentities; i++)
+ CL_UpdateEntityShading_Entity(r_refdef.scene.entities[i]);
+}
+
+qbool vid_opened = false;
+void CL_StartVideo(void)
+{
+ if (!vid_opened && cls.state != ca_dedicated)
+ {
+ vid_opened = true;
+#ifdef WIN32
+ // make sure we open sockets before opening video because the Windows Firewall "unblock?" dialog can screw up the graphics context on some graphics drivers
+ NetConn_UpdateSockets();
+#endif
+ VID_Start();
+ CDAudio_Startup();
+ }
+}
+
+extern cvar_t host_framerate;
+extern cvar_t host_speeds;
+
+double CL_Frame (double time)
+{
+ static double clframetime;
+ static double cl_timer = 0;
+ static double time1 = 0, time2 = 0, time3 = 0;
+ int pass1, pass2, pass3;
+
+ CL_VM_PreventInformationLeaks();
+
+ // get new key events
+ Key_EventQueue_Unblock();
+ SndSys_SendKeyEvents();
+ Sys_SendKeyEvents();
+
+ if((cl_timer += time) < 0)
+ return cl_timer;
+
+ // limit the frametime steps to no more than 100ms each
+ if (cl_timer > 0.1)
+ cl_timer = 0.1;
+
+ if (cls.state != ca_dedicated && (cl_timer > 0 || cls.timedemo || ((vid_activewindow ? cl_maxfps : cl_maxidlefps).value < 1)))
+ {
+ R_TimeReport("---");
+ Collision_Cache_NewFrame();
+ R_TimeReport("photoncache");
+#ifdef CONFIG_VIDEO_CAPTURE
+ // decide the simulation time
+ if (cls.capturevideo.active)
+ {
+ //***
+ if (cls.capturevideo.realtime)
+ clframetime = cl.realframetime = max(time, 1.0 / cls.capturevideo.framerate);
+ else
+ {
+ clframetime = 1.0 / cls.capturevideo.framerate;
+ cl.realframetime = max(time, clframetime);
+ }
+ }
+ else if (vid_activewindow && cl_maxfps.value >= 1 && !cls.timedemo)
+
+#else
+ if (vid_activewindow && cl_maxfps.value >= 1 && !cls.timedemo)
+#endif
+ {
+ clframetime = cl.realframetime = max(cl_timer, 1.0 / cl_maxfps.value);
+ // when running slow, we need to sleep to keep input responsive
+ if (cl_maxfps_alwayssleep.value > 0)
+ Sys_Sleep((int)bound(0, cl_maxfps_alwayssleep.value * 1000, 100000));
+ }
+ else if (!vid_activewindow && cl_maxidlefps.value >= 1 && !cls.timedemo)
+ clframetime = cl.realframetime = max(cl_timer, 1.0 / cl_maxidlefps.value);
+ else
+ clframetime = cl.realframetime = cl_timer;
+
+ // apply slowmo scaling
+ clframetime *= cl.movevars_timescale;
+ // scale playback speed of demos by slowmo cvar
+ if (cls.demoplayback)
+ {
+ clframetime *= host_timescale.value;
+ // if demo playback is paused, don't advance time at all
+ if (cls.demopaused)
+ clframetime = 0;
+ }
+ else
+ {
+ // host_framerate overrides all else
+ if (host_framerate.value)
+ clframetime = host_framerate.value;
+
+ if (cl.paused || host.paused)
+ clframetime = 0;
+ }
+
+ if (cls.timedemo)
+ clframetime = cl.realframetime = cl_timer;
+
+ // deduct the frame time from the accumulator
+ cl_timer -= cl.realframetime;
+
+ cl.oldtime = cl.time;
+ cl.time += clframetime;
+
+ // update video
+ if (host_speeds.integer)
+ time1 = Sys_DirtyTime();
+ R_TimeReport("pre-input");
+
+ // Collect input into cmd
+ CL_Input();
+
+ R_TimeReport("input");
+
+ // check for new packets
+ NetConn_ClientFrame();
+
+ // read a new frame from a demo if needed
+ CL_ReadDemoMessage();
+ R_TimeReport("clientnetwork");
+
+ // now that packets have been read, send input to server
+ CL_SendMove();
+ R_TimeReport("sendmove");
+
+ // update client world (interpolate entities, create trails, etc)
+ CL_UpdateWorld();
+ R_TimeReport("lerpworld");
+
+ CL_Video_Frame();
+
+ R_TimeReport("client");
+
+ CL_UpdateScreen();
+ R_TimeReport("render");
+
+ if (host_speeds.integer)
+ time2 = Sys_DirtyTime();
+
+ // update audio
+ if(cl.csqc_usecsqclistener)
+ {
+ S_Update(&cl.csqc_listenermatrix);
+ cl.csqc_usecsqclistener = false;
+ }
+ else
+ S_Update(&r_refdef.view.matrix);
+
+ CDAudio_Update();
+ R_TimeReport("audio");
+
+ // reset gathering of mouse input
+ in_mouse_x = in_mouse_y = 0;
+
+ if (host_speeds.integer)
+ {
+ pass1 = (int)((time1 - time3)*1000000);
+ time3 = Sys_DirtyTime();
+ pass2 = (int)((time2 - time1)*1000000);
+ pass3 = (int)((time3 - time2)*1000000);
+ Con_Printf("%6ius total %6ius server %6ius gfx %6ius snd\n",
+ pass1+pass2+pass3, pass1, pass2, pass3);
+ }
+ }
+ // if there is some time remaining from this frame, reset the timer
+ return cl_timer >= 0 ? 0 : cl_timer;
+}
+
/*
===========
CL_Shutdown
*/
void CL_Shutdown (void)
{
+ // be quiet while shutting down
+ S_StopAllSounds();
+
+ // disconnect client from server if active
+ CL_Disconnect();
+
+ CL_Video_Shutdown();
+
+#ifdef CONFIG_MENU
+ // Shutdown menu
+ if(MR_Shutdown)
+ MR_Shutdown();
+#endif
+
+ CDAudio_Shutdown ();
+ S_Terminate ();
+
+ R_Modules_Shutdown();
+ VID_Shutdown();
+
+ CL_Screen_Shutdown();
CL_Particles_Shutdown();
CL_Parse_Shutdown();
+ CL_MeshEntities_Shutdown();
+
+ Key_Shutdown();
+ S_Shutdown();
Mem_FreePool (&cls.permanentmempool);
Mem_FreePool (&cls.levelmempool);
*/
void CL_Init (void)
{
- cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL);
- cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL);
-
- memset(&r_refdef, 0, sizeof(r_refdef));
- // max entities sent to renderer per frame
- r_refdef.maxentities = MAX_EDICTS + 256 + 512;
- r_refdef.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.maxentities);
-
- CL_InitInput ();
-
-//
-// register our commands
-//
- Cvar_RegisterVariable (&cl_upspeed);
- Cvar_RegisterVariable (&cl_forwardspeed);
- Cvar_RegisterVariable (&cl_backspeed);
- Cvar_RegisterVariable (&cl_sidespeed);
- Cvar_RegisterVariable (&cl_movespeedkey);
- Cvar_RegisterVariable (&cl_yawspeed);
- Cvar_RegisterVariable (&cl_pitchspeed);
- Cvar_RegisterVariable (&cl_anglespeedkey);
- Cvar_RegisterVariable (&cl_shownet);
- Cvar_RegisterVariable (&cl_nolerp);
- Cvar_RegisterVariable (&lookspring);
- Cvar_RegisterVariable (&lookstrafe);
- Cvar_RegisterVariable (&sensitivity);
- Cvar_RegisterVariable (&freelook);
-
- Cvar_RegisterVariable (&m_pitch);
- Cvar_RegisterVariable (&m_yaw);
- Cvar_RegisterVariable (&m_forward);
- Cvar_RegisterVariable (&m_side);
-
- Cvar_RegisterVariable (&cl_itembobspeed);
- Cvar_RegisterVariable (&cl_itembobheight);
-
- Cmd_AddCommand ("entities", CL_PrintEntities_f, "print information on network entities known to client");
- Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
- Cmd_AddCommand ("record", CL_Record_f, "record a demo");
- Cmd_AddCommand ("stop", CL_Stop_f, "stop recording or playing a demo");
- Cmd_AddCommand ("playdemo", CL_PlayDemo_f, "watch a demo file");
- Cmd_AddCommand ("timedemo", CL_TimeDemo_f, "play back a demo as fast as possible and save statistics to benchmark.log");
-
-#ifdef AUTODEMO_BROKEN
- Cvar_RegisterVariable (&cl_autodemo);
- Cvar_RegisterVariable (&cl_autodemo_nameformat);
-#endif
-
- Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue)");
-
- // LordHavoc: added pausedemo
- Cmd_AddCommand ("pausedemo", CL_PauseDemo_f, "pause demo playback (can also safely pause demo recording if using QUAKE, QUAKEDP or NEHAHRAMOVIE protocol, useful for making movies)");
-
- Cvar_RegisterVariable(&r_draweffects);
- Cvar_RegisterVariable(&cl_explosions_alpha_start);
- Cvar_RegisterVariable(&cl_explosions_alpha_end);
- Cvar_RegisterVariable(&cl_explosions_size_start);
- Cvar_RegisterVariable(&cl_explosions_size_end);
- Cvar_RegisterVariable(&cl_explosions_lifetime);
- Cvar_RegisterVariable(&cl_stainmaps);
- Cvar_RegisterVariable(&cl_stainmaps_clearonload);
- Cvar_RegisterVariable(&cl_beams_polygons);
- Cvar_RegisterVariable(&cl_beams_quakepositionhack);
- Cvar_RegisterVariable(&cl_beams_instantaimhack);
- Cvar_RegisterVariable(&cl_beams_lightatend);
- Cvar_RegisterVariable(&cl_noplayershadow);
-
- Cvar_RegisterVariable(&cl_prydoncursor);
-
- Cvar_RegisterVariable(&cl_deathnoviewmodel);
-
- // for QW connections
- Cvar_RegisterVariable(&qport);
- Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff);
-
- Cmd_AddCommand("timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
+ if (cls.state == ca_dedicated)
+ {
+ Cmd_AddCommand(CF_SERVER, "disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
+ }
+ else
+ {
+ Con_Printf("Initializing client\n");
- CL_Parse_Init();
- CL_Particles_Init();
- CL_Screen_Init();
+ Cvar_SetValueQuick(&host_isclient, 1);
- CL_Video_Init();
+ R_Modules_Init();
+ Palette_Init();
+#ifdef CONFIG_MENU
+ MR_Init_Commands();
+#endif
+ VID_Shared_Init();
+ VID_Init();
+ Render_Init();
+ S_Init();
+ CDAudio_Init();
+ Key_Init();
+ V_Init();
+
+ cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL);
+ cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL);
+
+ memset(&r_refdef, 0, sizeof(r_refdef));
+ // max entities sent to renderer per frame
+ r_refdef.scene.maxentities = MAX_EDICTS + 256 + 512;
+ r_refdef.scene.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.scene.maxentities);
+
+ // max temp entities
+ r_refdef.scene.maxtempentities = MAX_TEMPENTITIES;
+ r_refdef.scene.tempentities = (entity_render_t *)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t) * r_refdef.scene.maxtempentities);
+
+ CL_InitInput ();
+
+ //
+ // register our commands
+ //
+ CL_InitCommands();
+
+ Cvar_RegisterVariable (&cl_upspeed);
+ Cvar_RegisterVariable (&cl_forwardspeed);
+ Cvar_RegisterVariable (&cl_backspeed);
+ Cvar_RegisterVariable (&cl_sidespeed);
+ Cvar_RegisterVariable (&cl_movespeedkey);
+ Cvar_RegisterVariable (&cl_yawspeed);
+ Cvar_RegisterVariable (&cl_pitchspeed);
+ Cvar_RegisterVariable (&cl_anglespeedkey);
+ Cvar_RegisterVariable (&cl_shownet);
+ Cvar_RegisterVariable (&cl_nolerp);
+ Cvar_RegisterVariable (&cl_lerpexcess);
+ Cvar_RegisterVariable (&cl_lerpanim_maxdelta_server);
+ Cvar_RegisterVariable (&cl_lerpanim_maxdelta_framegroups);
+ Cvar_RegisterVariable (&cl_deathfade);
+ Cvar_RegisterVariable (&lookspring);
+ Cvar_RegisterVariable (&lookstrafe);
+ Cvar_RegisterVariable (&sensitivity);
+ Cvar_RegisterVariable (&freelook);
+
+ Cvar_RegisterVariable (&m_pitch);
+ Cvar_RegisterVariable (&m_yaw);
+ Cvar_RegisterVariable (&m_forward);
+ Cvar_RegisterVariable (&m_side);
+
+ Cvar_RegisterVariable (&cl_itembobspeed);
+ Cvar_RegisterVariable (&cl_itembobheight);
+
+ CL_Demo_Init();
+
+ Cmd_AddCommand(CF_CLIENT, "entities", CL_PrintEntities_f, "print information on network entities known to client");
+ Cmd_AddCommand(CF_CLIENT, "disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
+ Cmd_AddCommand(CF_CLIENT, "connect", CL_Connect_f, "connect to a server by IP address or hostname");
+ Cmd_AddCommand(CF_CLIENT | CF_CLIENT_FROM_SERVER, "reconnect", CL_Reconnect_f, "reconnect to the last server you were on, or resets a quakeworld connection (do not use if currently playing on a netquake server)");
+
+ // Support Client-side Model Index List
+ Cmd_AddCommand(CF_CLIENT, "cl_modelindexlist", CL_ModelIndexList_f, "list information on all models in the client modelindex");
+ // Support Client-side Sound Index List
+ Cmd_AddCommand(CF_CLIENT, "cl_soundindexlist", CL_SoundIndexList_f, "list all sounds in the client soundindex");
+
+ Cmd_AddCommand(CF_CLIENT, "fog", CL_Fog_f, "set global fog parameters (density red green blue [alpha [mindist [maxdist [top [fadedepth]]]]])");
+ Cmd_AddCommand(CF_CLIENT, "fog_heighttexture", CL_Fog_HeightTexture_f, "set global fog parameters (density red green blue alpha mindist maxdist top depth textures/mapname/fogheight.tga)");
+
+ Cmd_AddCommand(CF_CLIENT, "cl_areastats", CL_AreaStats_f, "prints statistics on entity culling during collision traces");
+
+ Cvar_RegisterVariable(&r_draweffects);
+ Cvar_RegisterVariable(&cl_explosions_alpha_start);
+ Cvar_RegisterVariable(&cl_explosions_alpha_end);
+ Cvar_RegisterVariable(&cl_explosions_size_start);
+ Cvar_RegisterVariable(&cl_explosions_size_end);
+ Cvar_RegisterVariable(&cl_explosions_lifetime);
+ Cvar_RegisterVariable(&cl_stainmaps);
+ Cvar_RegisterVariable(&cl_stainmaps_clearonload);
+ Cvar_RegisterVariable(&cl_beams_polygons);
+ Cvar_RegisterVariable(&cl_beams_quakepositionhack);
+ Cvar_RegisterVariable(&cl_beams_instantaimhack);
+ Cvar_RegisterVariable(&cl_beams_lightatend);
+ Cvar_RegisterVariable(&cl_noplayershadow);
+ Cvar_RegisterVariable(&cl_dlights_decayradius);
+ Cvar_RegisterVariable(&cl_dlights_decaybrightness);
+
+ Cvar_RegisterVariable(&cl_prydoncursor);
+ Cvar_RegisterVariable(&cl_prydoncursor_notrace);
+
+ Cvar_RegisterVariable(&cl_deathnoviewmodel);
+
+ // for QW connections
+ Cvar_RegisterVariable(&qport);
+ Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff);
+
+ Cmd_AddCommand(CF_CLIENT, "timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
+
+ Cvar_RegisterVariable(&cl_locs_enable);
+ Cvar_RegisterVariable(&cl_locs_show);
+ Cmd_AddCommand(CF_CLIENT, "locs_add", CL_Locs_Add_f, "add a point or box location (usage: x y z[ x y z] \"name\", if two sets of xyz are supplied it is a box, otherwise point)");
+ Cmd_AddCommand(CF_CLIENT, "locs_removenearest", CL_Locs_RemoveNearest_f, "remove the nearest point or box (note: you need to be very near a box to remove it)");
+ Cmd_AddCommand(CF_CLIENT, "locs_clear", CL_Locs_Clear_f, "remove all loc points/boxes");
+ Cmd_AddCommand(CF_CLIENT, "locs_reload", CL_Locs_Reload_f, "reload .loc file for this map");
+ Cmd_AddCommand(CF_CLIENT, "locs_save", CL_Locs_Save_f, "save .loc file for this map containing currently defined points and boxes");
+
+ Cvar_RegisterVariable(&csqc_polygons_defaultmaterial_nocullface);
+
+ Cvar_RegisterVariable (&cl_minfps);
+ Cvar_RegisterVariable (&cl_minfps_fade);
+ Cvar_RegisterVariable (&cl_minfps_qualitymax);
+ Cvar_RegisterVariable (&cl_minfps_qualitymin);
+ Cvar_RegisterVariable (&cl_minfps_qualitystepmax);
+ Cvar_RegisterVariable (&cl_minfps_qualityhysteresis);
+ Cvar_RegisterVariable (&cl_minfps_qualitymultiply);
+ Cvar_RegisterVariable (&cl_minfps_force);
+ Cvar_RegisterVariable (&cl_maxfps);
+ Cvar_RegisterVariable (&cl_maxfps_alwayssleep);
+ Cvar_RegisterVariable (&cl_maxidlefps);
+
+ CL_Parse_Init();
+ CL_Particles_Init();
+ CL_Screen_Init();
+ CL_MeshEntities_Init();
+
+ CL_Video_Init();
+
+ NetConn_UpdateSockets_Client();
+
+ host.hook.ConnectLocal = CL_EstablishConnection_Local;
+ host.hook.Disconnect = CL_Disconnect;
+ host.hook.CL_Intermission = CL_Intermission;
+ host.hook.ToggleMenu = CL_ToggleMenu_Hook;
+ }
}
-
-
-