continue;
if (ent->render.model)
- strncpy(name, ent->render.model->name, 25);
+ strlcpy (name, ent->render.model->name, 25);
else
strcpy(name, "--no model--");
- name[25] = 0;
for (j = strlen(name);j < 25;j++)
name[j] = ' ';
Con_Printf ("%3i: %s:%04i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", i, name, ent->render.frame, (int) ent->render.origin[0], (int) ent->render.origin[1], (int) ent->render.origin[2], (int) ent->render.angles[0] % 360, (int) ent->render.angles[1] % 360, (int) ent->render.angles[2] % 360, ent->render.scale, ent->render.alpha);
return;
if (e->render.flags & RENDER_VIEWMODEL)
{
- if (cl.stats[STAT_HEALTH] <= 0 || !r_drawviewmodel.integer || chase_active.integer || envmap || (cl.items & IT_INVISIBILITY))
+ if (!r_drawviewmodel.integer || chase_active.integer || envmap)
return;
if (cl.viewentity)
CL_LinkNetworkEntity(cl_entities + cl.viewentity);
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)
+ e->render.frame1time = max(e->render.frame1time, e->render.frame2time - 0.1f);
}
}
else
Mod_CheckLoaded(e->render.model);
if (e->render.model->type == mod_alias || e->render.model->type == mod_sprite)
angles[0] = -angles[0];
- if (e->render.model->flags & EF_ROTATE)
+ 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)
e->persistent.muzzleflash -= cl.frametime * 1000;
}
// LordHavoc: if the model has no flags, don't check each
- if (e->render.model && e->render.model->flags)
+ 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 = 2;
// as soon as player is known we can call V_CalcRefDef
if ((e - cl_entities) == cl.viewentity)
V_CalcRefdef();
- if (e->render.model && e->render.model->name[0] == '*' && e->render.model->brush.TraceBox)
+ if (e->render.model && e->render.model->name[0] == '*' && e->render.model->TraceBox)
cl_brushmodel_entities[cl_num_brushmodel_entities++] = &e->render;
// don't show entities with no modelindex (note: this still shows
// entities which have a modelindex that resolved to a NULL model)
ent->state_current.modelindex = cl.stats[STAT_WEAPON];
ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
ent->state_current.flags = RENDER_VIEWMODEL;
+ if (cl.stats[STAT_HEALTH] <= 0 || cl.intermission)
+ ent->state_current.modelindex = 0;
+ else if (cl.items & IT_INVISIBILITY)
+ {
+ if (gamemode == GAME_TRANSFUSION)
+ ent->state_current.alpha = 128;
+ else
+ ent->state_current.modelindex = 0;
+ }
// start on the entity after the world
entitylinkframenumber++;
CL_SendCmd
=================
*/
-void CL_SendCmd(void)
+void CL_SendCmd(usercmd_t *cmd)
{
- usercmd_t cmd;
-
if (cls.signon == SIGNONS)
- {
- // get basic movement from keyboard
- CL_BaseMove(&cmd);
-
- // OS independent code
- IN_PreMove();
-
- // allow mice or other external controllers to add to the move
- IN_Move(&cmd);
-
- // OS independent code
- IN_PostMove();
-
- // send the unreliable message
- CL_SendMove(&cmd);
- }
+ CL_SendMove(cmd);
if (cls.demoplayback)
{