m_return_reason[0] = 0;
cls.demonum = -1;
+ // stop demo loop in case this fails
+ CL_Disconnect();
+ NetConn_ClientFrame();
+ NetConn_ServerFrame();
+
if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
{
- // stop demo loop in case this fails
- CL_Disconnect();
-
cls.connect_trying = true;
cls.connect_remainingtries = 3;
cls.connect_nextsendtime = 0;
}
}
-void CL_AllocDlight(entity_render_t *ent, vec3_t org, float radius, float red, float green, float blue, float decay, float lifetime)
+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)
{
int i;
dlight_t *dl;
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));
+ dl->matrix = *matrix;
dl->ent = ent;
- CL_FindNonSolidLocation(org, dl->origin, 6);
- //VectorCopy(org, dl->origin);
+ dl->origin[0] = dl->matrix.m[0][3];
+ dl->origin[1] = dl->matrix.m[1][3];
+ dl->origin[2] = dl->matrix.m[2][3];
+ CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
+ dl->matrix.m[0][3] = dl->origin[0];
+ dl->matrix.m[1][3] = dl->origin[1];
+ dl->matrix.m[2][3] = dl->origin[2];
dl->radius = radius;
dl->color[0] = red;
dl->color[1] = green;
dl->die = cl.time + lifetime;
else
dl->die = 0;
+ dl->cubemapnum = cubemapnum;
+ dl->style = style;
+ dl->shadow = shadowenable;
+ dl->corona = corona;
}
void CL_DecayLights(void)
// 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)
{
- matrix4x4_t *matrix, blendmatrix, tempmatrix, matrix2;
+ matrix4x4_t *matrix, blendmatrix, tempmatrix, matrix2, dlightmatrix;
int j, k, l, trailtype, temp;
- float origin[3], angles[3], delta[3], lerp, dlightcolor[3], mins[3], maxs[3], v[3], v2[3], d;
+ float origin[3], angles[3], delta[3], lerp, dlightcolor[3], dlightradius, mins[3], maxs[3], v[3], v2[3], d;
entity_t *t;
model_t *model;
//entity_persistent_t *p = &e->persistent;
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)
origin[1] = e->render.matrix.m[1][3];
origin[2] = e->render.matrix.m[2][3];
trailtype = -1;
+ dlightradius = 0;
dlightcolor[0] = 0;
dlightcolor[1] = 0;
dlightcolor[2] = 0;
{
if (gamemode == GAME_NEXUIZ)
{
- dlightcolor[0] += 100.0f;
- dlightcolor[1] += 200.0f;
- dlightcolor[2] += 400.0f;
+ dlightradius = max(dlightradius, 200);
+ dlightcolor[0] += 0.390625f;
+ dlightcolor[1] += 0.781250f;
+ dlightcolor[2] += 1.562500f;
trailtype = 8;
}
else
e->persistent.muzzleflash = 100.0f;
if (e->render.effects & EF_DIMLIGHT)
{
- dlightcolor[0] += 200.0f;
- dlightcolor[1] += 200.0f;
- dlightcolor[2] += 200.0f;
+ dlightradius = max(dlightradius, 200);
+ dlightcolor[0] += 0.781250f;
+ dlightcolor[1] += 0.781250f;
+ dlightcolor[2] += 0.781250f;
}
if (e->render.effects & EF_BRIGHTLIGHT)
{
- dlightcolor[0] += 400.0f;
- dlightcolor[1] += 400.0f;
- dlightcolor[2] += 400.0f;
+ dlightradius = max(dlightradius, 400);
+ dlightcolor[0] += 1.562500f;
+ dlightcolor[1] += 1.562500f;
+ dlightcolor[2] += 1.562500f;
}
// LordHavoc: more effects
if (e->render.effects & EF_RED) // red
{
- dlightcolor[0] += 200.0f;
- dlightcolor[1] += 20.0f;
- dlightcolor[2] += 20.0f;
+ dlightradius = max(dlightradius, 200);
+ dlightcolor[0] += 0.781250f;
+ dlightcolor[1] += 0.078125f;
+ dlightcolor[2] += 0.078125f;
}
if (e->render.effects & EF_BLUE) // blue
{
- dlightcolor[0] += 20.0f;
- dlightcolor[1] += 20.0f;
- dlightcolor[2] += 200.0f;
+ dlightradius = max(dlightradius, 200);
+ dlightcolor[0] += 0.078125f;
+ dlightcolor[1] += 0.078125f;
+ dlightcolor[2] += 0.781250f;
}
if (e->render.effects & EF_FLAME)
{
// how many flames to make
temp = (int) (cl.time * 300) - (int) (cl.oldtime * 300);
CL_FlameCube(mins, maxs, temp);
- d = lhrandom(200, 250);
+ d = lhrandom(0.75f, 1);
+ dlightradius = max(dlightradius, 200);
dlightcolor[0] += d * 1.0f;
dlightcolor[1] += d * 0.7f;
dlightcolor[2] += d * 0.3f;
// how many particles to make
temp = (int) (cl.time * 200) - (int) (cl.oldtime * 200);
CL_Stardust(mins, maxs, temp);
- d = 100;
+ d = 0.390625f;
+ dlightradius = max(dlightradius, 200);
dlightcolor[0] += d * 1.0f;
dlightcolor[1] += d * 0.7f;
dlightcolor[2] += d * 0.3f;
{
Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
CL_TraceLine(origin, v2, v, NULL, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY);
- CL_AllocDlight(NULL, v, e->persistent.muzzleflash, 1, 1, 1, 0, 0);
+ tempmatrix = e->render.matrix;
+ tempmatrix.m[0][3] = v[0];
+ tempmatrix.m[1][3] = v[1];
+ tempmatrix.m[2][3] = v[2];
+ CL_AllocDlight(NULL, &tempmatrix, e->persistent.muzzleflash, 1, 1, 1, 0, 0, 0, 0, true, 1);
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;
else if (e->render.model->flags & EF_TRACER)
{
trailtype = 3;
- dlightcolor[0] += 0x10;
- dlightcolor[1] += 0x40;
- dlightcolor[2] += 0x10;
+ dlightradius = max(dlightradius, 100);
+ dlightcolor[0] += 0.060000f;
+ dlightcolor[1] += 0.250000f;
+ dlightcolor[2] += 0.062500f;
}
else if (e->render.model->flags & EF_TRACER2)
{
trailtype = 5;
- dlightcolor[0] += 0x50;
- dlightcolor[1] += 0x30;
- dlightcolor[2] += 0x10;
+ dlightradius = max(dlightradius, 100);
+ dlightcolor[0] += 0.312500f;
+ dlightcolor[1] += 0.187500f;
+ dlightcolor[2] += 0.062500f;
}
else if (e->render.model->flags & EF_ROCKET)
{
trailtype = 0;
- dlightcolor[0] += 200.0f;
- dlightcolor[1] += 160.0f;
- dlightcolor[2] += 80.0f;
+ dlightradius = max(dlightradius, 200);
+ dlightcolor[0] += 0.781250f;
+ dlightcolor[1] += 0.625000f;
+ dlightcolor[2] += 0.312500f;
}
else if (e->render.model->flags & EF_GRENADE)
{
else if (e->render.model->flags & EF_TRACER3)
{
trailtype = 6;
- dlightcolor[0] += 0x50;
- dlightcolor[1] += 0x20;
- dlightcolor[2] += 0x40;
+ dlightradius = max(dlightradius, 200);
+ dlightcolor[0] += 0.312500f;
+ dlightcolor[1] += 0.125000f;
+ dlightcolor[2] += 0.250000f;
}
}
// LordHavoc: customizable glow
{
// * 4 for the expansion from 0-255 to 0-1023 range,
// / 255 to scale down byte colors
- VectorMA(dlightcolor, e->state_current.glowsize * (4.0f / 255.0f), (qbyte *)&palette_complete[e->state_current.glowcolor], dlightcolor);
+ dlightradius = max(dlightradius, e->state_current.glowsize * 4);
+ VectorMA(dlightcolor, (1.0f / 255.0f), (qbyte *)&palette_complete[e->state_current.glowcolor], dlightcolor);
+ }
+ if (e->state_current.light[3])
+ {
+ dlightradius = max(dlightradius, e->state_current.light[3]);
+ if (VectorLength2(dlightcolor) == 0)
+ (dlightcolor[0] += 1, dlightcolor[1] += 1, dlightcolor[2] += 1);
+ else
+ VectorMA(dlightcolor, (1.0f/256.0f), e->state_current.light, dlightcolor);
}
// make the dlight
- if ((dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL) && !e->state_current.tagentity)
+ if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL))
{
- VectorCopy(origin, v);
+ dlightmatrix = e->render.matrix;
// hack to make glowing player light shine on their gun
if ((e - cl_entities) == cl.viewentity/* && !chase_active.integer*/)
- v[2] += 30;
- CL_AllocDlight(&e->render, v, 1, dlightcolor[0], dlightcolor[1], dlightcolor[2], 0, 0);
+ dlightmatrix.m[2][3] += 30;
+ CL_AllocDlight(&e->render, &dlightmatrix, dlightradius, dlightcolor[0], dlightcolor[1], dlightcolor[2], 0, 0, e->state_current.skin >= 16 ? e->state_current.skin : 0, e->state_current.lightstyle, !(e->state_current.lightpflags & 1), 1);
}
// trails need the previous frame
if (e->state_previous.active && e->state_previous.modelindex == e->state_current.modelindex)
&& !(e->render.flags & RENDER_VIEWMODEL)
&& ((e - cl_entities) != cl.viewentity || (!cl.intermission && cl.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
e->render.flags |= RENDER_SHADOW;
+ if (!(e->render.effects & EF_FULLBRIGHT))
+ e->render.flags |= RENDER_LIGHT;
// 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)
r_refdef.entities[r_refdef.numentities++] = &e->render;
if (cl_num_entities < e->state_current.number + 1)
cl_num_entities = e->state_current.number + 1;
+ //if (cl.viewentity && e - cl_entities == cl.viewentity)
+ // Matrix4x4_Print(&e->render.matrix);
}
}
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++;
entity_t *ent;
float yaw, pitch;
float forward;
+ matrix4x4_t tempmatrix;
for (i = 0, b = cl_beams;i < cl_max_beams;i++, b++)
{
if (b->lightning)
{
if (cl_beams_lightatend.integer)
- CL_AllocDlight (NULL, b->end, 200, 0.3, 0.7, 1, 0, 0);
+ {
+ // FIXME: create a matrix from the beam start/end orientation
+ Matrix4x4_CreateTranslate(&tempmatrix, b->end[0], b->end[1], b->end[2]);
+ CL_AllocDlight (NULL, &tempmatrix, 200, 0.3, 0.7, 1, 0, 0, 0, 0, true, 1);
+ }
if (cl_beams_polygons.integer)
continue;
}
// move particles
CL_MoveParticles();
+ R_MoveExplosions();
// link stuff
CL_RelinkWorld();
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)
{