// 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"};
-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_progsize = {CVAR_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 = {0, "csqc_usedemoprogs","1","use csprogs stored in demos"};
+cvar_t csqc_progname = {CVAR_CLIENT | CVAR_SERVER, "csqc_progname","csprogs.dat","name of csprogs.dat file to load"};
+cvar_t csqc_progcrc = {CVAR_CLIENT | 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_progsize = {CVAR_CLIENT | CVAR_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 = {CVAR_CLIENT, "csqc_usedemoprogs","1","use csprogs stored in demos"};
-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_lerpexcess = {0, "cl_lerpexcess", "0","maximum allowed lerp excess (hides, not fixes, some packet loss)"};
-cvar_t cl_lerpanim_maxdelta_server = {0, "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 = {0, "cl_lerpanim_maxdelta_framegroups", "0.1","maximum frame delta for smoothing between framegroups (when 0, one network frame)"};
+cvar_t cl_shownet = {CVAR_CLIENT, "cl_shownet","0","1 = print packet size, 2 = print packet message list"};
+cvar_t cl_nolerp = {CVAR_CLIENT, "cl_nolerp", "0","network update smoothing"};
+cvar_t cl_lerpexcess = {CVAR_CLIENT, "cl_lerpexcess", "0","maximum allowed lerp excess (hides, not fixes, some packet loss)"};
+cvar_t cl_lerpanim_maxdelta_server = {CVAR_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 = {CVAR_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 = {CVAR_CLIENT, "cl_itembobheight", "0","how much items bob up and down (try 8)"};
+cvar_t cl_itembobspeed = {CVAR_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 = {CVAR_CLIENT | CVAR_SAVE, "lookspring","0","returns pitch to level with the floor when no longer holding a pitch key"};
+cvar_t lookstrafe = {CVAR_CLIENT | CVAR_SAVE, "lookstrafe","0","move instead of turning"};
+cvar_t sensitivity = {CVAR_CLIENT | CVAR_SAVE, "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 = {CVAR_CLIENT | CVAR_SAVE, "m_pitch","0.022","mouse pitch speed multiplier"};
+cvar_t m_yaw = {CVAR_CLIENT | CVAR_SAVE, "m_yaw","0.022","mouse yaw speed multiplier"};
+cvar_t m_forward = {CVAR_CLIENT | CVAR_SAVE, "m_forward","1","mouse forward speed multiplier"};
+cvar_t m_side = {CVAR_CLIENT | CVAR_SAVE, "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 = {CVAR_CLIENT | CVAR_SAVE, "freelook", "1","mouse controls pitch instead of forward/back"};
-cvar_t cl_autodemo = {CVAR_SAVE, "cl_autodemo", "0", "records every game played, using the date/time and map name to name the demo file" };
-cvar_t cl_autodemo_nameformat = {CVAR_SAVE, "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 = {0, "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 cl_autodemo = {CVAR_CLIENT | CVAR_SAVE, "cl_autodemo", "0", "records every game played, using the date/time and map name to name the demo file" };
+cvar_t cl_autodemo_nameformat = {CVAR_CLIENT | CVAR_SAVE, "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 = {CVAR_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 = {0, "r_draweffects", "1","renders temporary sprite effects"};
+cvar_t r_draweffects = {CVAR_CLIENT, "r_draweffects", "1","renders temporary sprite effects"};
-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_explosions_alpha_start = {CVAR_CLIENT | CVAR_SAVE, "cl_explosions_alpha_start", "1.5","starting alpha of an explosion shell"};
+cvar_t cl_explosions_alpha_end = {CVAR_CLIENT | CVAR_SAVE, "cl_explosions_alpha_end", "0","end alpha of an explosion shell (just before it disappears)"};
+cvar_t cl_explosions_size_start = {CVAR_CLIENT | CVAR_SAVE, "cl_explosions_size_start", "16","starting size of an explosion shell"};
+cvar_t cl_explosions_size_end = {CVAR_CLIENT | CVAR_SAVE, "cl_explosions_size_end", "128","ending alpha of an explosion shell (just before it disappears)"};
+cvar_t cl_explosions_lifetime = {CVAR_CLIENT | CVAR_SAVE, "cl_explosions_lifetime", "0.5","how long an explosion shell lasts"};
-cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "0","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_stainmaps = {CVAR_CLIENT | CVAR_SAVE, "cl_stainmaps", "0","stains lightmaps, much faster than decals but blurred"};
+cvar_t cl_stainmaps_clearonload = {CVAR_CLIENT | CVAR_SAVE, "cl_stainmaps_clearonload", "1","clear stainmaps on map restart"};
-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", "0", "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_beams_polygons = {CVAR_CLIENT | CVAR_SAVE, "cl_beams_polygons", "1","use beam polygons instead of models"};
+cvar_t cl_beams_quakepositionhack = {CVAR_CLIENT | 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_CLIENT | CVAR_SAVE, "cl_beams_instantaimhack", "0", "makes your lightning gun aiming update instantly"};
+cvar_t cl_beams_lightatend = {CVAR_CLIENT | CVAR_SAVE, "cl_beams_lightatend", "0", "make a light at the end of the beam"};
-cvar_t cl_deathfade = {CVAR_SAVE, "cl_deathfade", "0", "fade screen to dark red when dead, value represents how fast the fade is (higher is faster)"};
+cvar_t cl_deathfade = {CVAR_CLIENT | CVAR_SAVE, "cl_deathfade", "0", "fade screen to dark red when dead, value represents how fast the fade is (higher is faster)"};
-cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0","hide player shadow"};
+cvar_t cl_noplayershadow = {CVAR_CLIENT | CVAR_SAVE, "cl_noplayershadow", "0","hide player shadow"};
-cvar_t cl_dlights_decayradius = {CVAR_SAVE, "cl_dlights_decayradius", "1", "reduces size of light flashes over time"};
-cvar_t cl_dlights_decaybrightness = {CVAR_SAVE, "cl_dlights_decaybrightness", "1", "reduces brightness of light flashes over time"};
+cvar_t cl_dlights_decayradius = {CVAR_CLIENT | CVAR_SAVE, "cl_dlights_decayradius", "1", "reduces size of light flashes over time"};
+cvar_t cl_dlights_decaybrightness = {CVAR_CLIENT | CVAR_SAVE, "cl_dlights_decaybrightness", "1", "reduces brightness of light flashes over time"};
-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 qport = {CVAR_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 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_prydoncursor_notrace = {0, "cl_prydoncursor_notrace", "0", "disables traceline used in prydon cursor reporting to the game, saving some cpu time"};
+cvar_t cl_prydoncursor = {CVAR_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 = {CVAR_CLIENT, "cl_prydoncursor_notrace", "0", "disables traceline used in prydon cursor reporting to the game, saving some cpu time"};
-cvar_t cl_deathnoviewmodel = {0, "cl_deathnoviewmodel", "1", "hides gun model when dead"};
+cvar_t cl_deathnoviewmodel = {CVAR_CLIENT, "cl_deathnoviewmodel", "1", "hides gun model when dead"};
-cvar_t cl_locs_enable = {CVAR_SAVE, "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 = {0, "locs_show", "0", "shows defined locations for editing purposes"};
-
-extern cvar_t r_equalize_entities_fullbright;
+cvar_t cl_locs_enable = {CVAR_CLIENT | CVAR_SAVE, "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 = {CVAR_CLIENT, "locs_show", "0", "shows defined locations for editing purposes"};
client_static_t cls;
client_state_t cl;
cl.max_lightstyle = MAX_LIGHTSTYLES;
cl.max_brushmodel_entities = MAX_EDICTS;
cl.max_particles = MAX_PARTICLES_INITIAL; // grows dynamically
- cl.max_decals = MAX_DECALS_INITIAL; // grows dynamically
cl.max_showlmps = 0;
cl.num_dlights = 0;
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.decals = (decal_t *) Mem_Alloc(cls.levelmempool, cl.max_decals * sizeof(decal_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;
sizebuf_t buf;
unsigned char bufdata[8];
if (cls.demorecording)
- CL_Stop_f();
+ CL_Stop_f(&cmd_client);
// send disconnect message 3 times to improve chances of server
// receiving it (but it still fails sometimes)
cls.signon = 0;
}
-void CL_Disconnect_f(void)
+void CL_Disconnect_f(cmd_state_t *cmd)
{
CL_Disconnect ();
if (sv.active)
{
int i;
*cls.connect_userinfo = 0;
- for(i = firstarg; i+2 <= Cmd_Argc(); i += 2)
- InfoString_SetValue(cls.connect_userinfo, sizeof(cls.connect_userinfo), Cmd_Argv(i), Cmd_Argv(i+1));
+ for(i = firstarg; i+2 <= Cmd_Argc(&cmd_client); i += 2)
+ InfoString_SetValue(cls.connect_userinfo, sizeof(cls.connect_userinfo), Cmd_Argv(&cmd_client, i), Cmd_Argv(&cmd_client, i+1));
}
else if(firstarg < -1)
{
CL_PrintEntities_f
==============
*/
-static void CL_PrintEntities_f(void)
+static void CL_PrintEntities_f(cmd_state_t *cmd)
{
entity_t *ent;
int i;
List information on all models in the client modelindex
===============
*/
-static void CL_ModelIndexList_f(void)
+static void CL_ModelIndexList_f(cmd_state_t *cmd)
{
int i;
dp_model_t *model;
List all sounds in the client soundindex
===============
*/
-static void CL_SoundIndexList_f(void)
+static void CL_SoundIndexList_f(cmd_state_t *cmd)
{
int i = 1;
if (cl_nettimesyncboundmode.integer == 1)
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)
+ // 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];
{
if (!(e->render.effects & EF_FULLBRIGHT))
e->render.flags |= RENDER_LIGHT;
- else if(r_equalize_entities_fullbright.integer)
- e->render.flags |= RENDER_LIGHT | RENDER_EQUALIZE;
}
// hide player shadow during intermission or nehahra movie
if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST))
// handle particle trails and such effects now that we know where this
// entity is in the world...
trailtype = EFFECT_NONE;
- // LordHavoc: if the entity has no effects, don't check each
+ // 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)
// muzzleflash fades over time
if (e->persistent.muzzleflash > 0)
e->persistent.muzzleflash -= bound(0, cl.time - cl.oldtime, 0.1) * 20;
- // LordHavoc: if the entity has no effects, don't check each
+ // 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_ROCKET;
else if (e->render.effects & EF_GRENADE)
{
- // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
+ // 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)
dlightcolor[0] = 0;
dlightcolor[1] = 0;
dlightcolor[2] = 0;
- // LordHavoc: if the entity has no effects, don't check each
+ // 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)
dlightcolor[1] += 3.00f;
dlightcolor[2] += 3.00f;
}
- // LordHavoc: more effects
+ // LadyHavoc: more effects
if (e->render.effects & EF_RED) // red
{
dlightradius = max(dlightradius, 200);
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++;
}
- // LordHavoc: if the model has no flags, don't check each
+ // 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_ROCKET;
else if (e->render.effects & EF_GRENADE)
{
- // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
+ // 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;
}
- // LordHavoc: customizable glow
+ // LadyHavoc: customizable glow
if (e->state_current.glowsize)
{
// * 4 for the expansion from 0-255 to 0-1023 range,
{
if (!(e->render.effects & EF_FULLBRIGHT))
e->render.flags |= RENDER_LIGHT;
- else if(r_equalize_entities_fullbright.integer)
- e->render.flags |= RENDER_LIGHT | RENDER_EQUALIZE;
}
// hide player shadow during intermission or nehahra movie
if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST)) && (e->render.alpha >= 1))
{
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);
r_refdef.scene.time = cl.time;
}
-// LordHavoc: pausedemo command
-static void CL_PauseDemo_f (void)
+// LadyHavoc: pausedemo command
+static void CL_PauseDemo_f(cmd_state_t *cmd)
{
cls.demopaused = !cls.demopaused;
if (cls.demopaused)
CL_Fog_f
======================
*/
-static void CL_Fog_f (void)
+static void CL_Fog_f(cmd_state_t *cmd)
{
- if (Cmd_Argc () == 1)
+ 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() > 1)
- r_refdef.fog_density = atof(Cmd_Argv(1));
- if(Cmd_Argc() > 2)
- r_refdef.fog_red = atof(Cmd_Argv(2));
- if(Cmd_Argc() > 3)
- r_refdef.fog_green = atof(Cmd_Argv(3));
- if(Cmd_Argc() > 4)
- r_refdef.fog_blue = atof(Cmd_Argv(4));
- if(Cmd_Argc() > 5)
- r_refdef.fog_alpha = atof(Cmd_Argv(5));
- if(Cmd_Argc() > 6)
- r_refdef.fog_start = atof(Cmd_Argv(6));
- if(Cmd_Argc() > 7)
- r_refdef.fog_end = atof(Cmd_Argv(7));
- if(Cmd_Argc() > 8)
- r_refdef.fog_height = atof(Cmd_Argv(8));
- if(Cmd_Argc() > 9)
- r_refdef.fog_fadedepth = atof(Cmd_Argv(9));
+ 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_FogHeightTexture_f
======================
*/
-static void CL_Fog_HeightTexture_f (void)
+static void CL_Fog_HeightTexture_f(cmd_state_t *cmd)
{
- if (Cmd_Argc () < 11)
+ if (Cmd_Argc (cmd) < 11)
{
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;
}
FOG_clear(); // so missing values get good defaults
- 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));
- r_refdef.fog_alpha = atof(Cmd_Argv(5));
- r_refdef.fog_start = atof(Cmd_Argv(6));
- r_refdef.fog_end = atof(Cmd_Argv(7));
- r_refdef.fog_height = atof(Cmd_Argv(8));
- r_refdef.fog_fadedepth = atof(Cmd_Argv(9));
- strlcpy(r_refdef.fog_height_texturename, Cmd_Argv(10), sizeof(r_refdef.fog_height_texturename));
+ 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));
}
For program optimization
====================
*/
-static void CL_TimeRefresh_f (void)
+static void CL_TimeRefresh_f(cmd_state_t *cmd)
{
int i;
double timestart, timedelta;
Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
}
-static void CL_AreaStats_f(void)
+static void CL_AreaStats_f(cmd_state_t *cmd)
{
World_PrintAreaStats(&cl.world, "client");
}
*pointer = node;
}
-static void CL_Locs_Add_f(void)
+static void CL_Locs_Add_f(cmd_state_t *cmd)
{
vec3_t mins, maxs;
- if (Cmd_Argc() != 5 && Cmd_Argc() != 8)
+ if (Cmd_Argc(cmd) != 5 && Cmd_Argc(cmd) != 8)
{
- Con_Printf("usage: %s x y z[ x y z] name\n", Cmd_Argv(0));
+ Con_Printf("usage: %s x y z[ x y z] name\n", Cmd_Argv(cmd, 0));
return;
}
- mins[0] = atof(Cmd_Argv(1));
- mins[1] = atof(Cmd_Argv(2));
- mins[2] = atof(Cmd_Argv(3));
- if (Cmd_Argc() == 8)
+ 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(4));
- maxs[1] = atof(Cmd_Argv(5));
- maxs[2] = atof(Cmd_Argv(6));
- CL_Locs_AddNode(mins, maxs, Cmd_Argv(7));
+ 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(4));
+ CL_Locs_AddNode(mins, mins, Cmd_Argv(cmd, 4));
}
-static void CL_Locs_RemoveNearest_f(void)
+static void CL_Locs_RemoveNearest_f(cmd_state_t *cmd)
{
cl_locnode_t *loc;
loc = CL_Locs_FindNearest(r_refdef.view.origin);
Con_Printf("no loc point or box found for your location\n");
}
-static void CL_Locs_Clear_f(void)
+static void CL_Locs_Clear_f(cmd_state_t *cmd)
{
while (cl.locnodes)
CL_Locs_FreeNode(cl.locnodes);
}
-static void CL_Locs_Save_f(void)
+static void CL_Locs_Save_f(cmd_state_t *cmd)
{
cl_locnode_t *loc;
qfile_t *outfile;
FS_Close(outfile);
}
-void CL_Locs_Reload_f(void)
+void CL_Locs_Reload_f(cmd_state_t *cmd)
{
int i, linenumber, limit, len;
const char *s;
return;
}
- CL_Locs_Clear_f();
+ CL_Locs_Clear_f(cmd);
- // try maps/something.loc first (LordHavoc: where I think they should be)
+ // 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 (LordHavoc: I hate path mangling)
+ // 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)
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);
}
extern cvar_t r_fullbright_directed_ambient;
extern cvar_t r_fullbright_directed_diffuse;
extern cvar_t r_fullbright_directed;
-extern cvar_t r_equalize_entities_minambient;
-extern cvar_t r_equalize_entities_to;
-extern cvar_t r_equalize_entities_by;
extern cvar_t r_hdr_glowintensity;
static void CL_UpdateEntityShading_GetDirectedFullbright(vec3_t ambient, vec3_t diffuse, vec3_t worldspacenormal)
static void CL_UpdateEntityShading_Entity(entity_render_t *ent)
{
- float shadingorigin[3], f, fa, fd, fdd, a[3], c[3], dir[3];
+ float shadingorigin[3], a[3], c[3], dir[3];
int q;
for (q = 0; q < 3; q++)
CL_UpdateEntityShading_GetDirectedFullbright(a, c, dir);
else
R_CompleteLightPoint(a, c, dir, shadingorigin, LP_LIGHTMAP, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
-
- if (ent->flags & RENDER_EQUALIZE)
- {
- // first fix up ambient lighting...
- if (r_equalize_entities_minambient.value > 0)
- {
- fd = 0.299f * ent->render_modellight_diffuse[0] + 0.587f * ent->render_modellight_diffuse[1] + 0.114f * ent->render_modellight_diffuse[2];
- if (fd > 0)
- {
- fa = (0.299f * ent->render_modellight_ambient[0] + 0.587f * ent->render_modellight_ambient[1] + 0.114f * ent->render_modellight_ambient[2]);
- if (fa < r_equalize_entities_minambient.value * fd)
- {
- // solve:
- // fa'/fd' = minambient
- // fa'+0.25*fd' = fa+0.25*fd
- // ...
- // fa' = fd' * minambient
- // fd'*(0.25+minambient) = fa+0.25*fd
- // ...
- // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
- // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
- // ...
- fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
- f = fdd / fd; // f>0 because all this is additive; f<1 because fdd<fd because this follows from fa < r_equalize_entities_minambient.value * fd
- for (q = 0; q < 3; q++)
- {
- a[q] = (1 - f)*0.25f * c[q];
- c[q] *= f;
- }
- }
- }
- }
-
- if (r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
- {
- fa = 0.299f * a[0] + 0.587f * a[1] + 0.114f * a[2];
- fd = 0.299f * c[0] + 0.587f * c[1] + 0.114f * c[2];
- f = fa + 0.25 * fd;
- if (f > 0)
- {
- // adjust brightness and saturation to target
- float l2 = r_equalize_entities_by.value, l1 = 1 - l2;
- for (q = 0; q < 3; q++)
- {
- a[q] = l1 * a[q] + l2 * (fa / f);
- c[q] = l1 * c[q] + l2 * (fd / f);
- }
- }
- }
- }
}
for (q = 0; q < 3; q++)
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");
+ Cmd_AddCommand(&cmd_client, "entities", CL_PrintEntities_f, "print information on network entities known to client");
+ Cmd_AddCommand(&cmd_client, "disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
+ Cmd_AddCommand(&cmd_client, "record", CL_Record_f, "record a demo");
+ Cmd_AddCommand(&cmd_client, "stop", CL_Stop_f, "stop recording or playing a demo");
+ Cmd_AddCommand(&cmd_client, "playdemo", CL_PlayDemo_f, "watch a demo file");
+ Cmd_AddCommand(&cmd_client, "timedemo", CL_TimeDemo_f, "play back a demo as fast as possible and save statistics to benchmark.log");
// Support Client-side Model Index List
- Cmd_AddCommand ("cl_modelindexlist", CL_ModelIndexList_f, "list information on all models in the client modelindex");
+ Cmd_AddCommand(&cmd_client, "cl_modelindexlist", CL_ModelIndexList_f, "list information on all models in the client modelindex");
// Support Client-side Sound Index List
- Cmd_AddCommand ("cl_soundindexlist", CL_SoundIndexList_f, "list all sounds in the client soundindex");
+ Cmd_AddCommand(&cmd_client, "cl_soundindexlist", CL_SoundIndexList_f, "list all sounds in the client soundindex");
Cvar_RegisterVariable (&cl_autodemo);
Cvar_RegisterVariable (&cl_autodemo_nameformat);
Cvar_RegisterVariable (&cl_autodemo_delete);
- Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue [alpha [mindist [maxdist [top [fadedepth]]]]])");
- Cmd_AddCommand ("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(&cmd_client, "fog", CL_Fog_f, "set global fog parameters (density red green blue [alpha [mindist [maxdist [top [fadedepth]]]]])");
+ Cmd_AddCommand(&cmd_client, "fog_heighttexture", CL_Fog_HeightTexture_f, "set global fog parameters (density red green blue alpha mindist maxdist top depth textures/mapname/fogheight.tga)");
- // 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)");
+ // LadyHavoc: added pausedemo
+ Cmd_AddCommand(&cmd_client, "pausedemo", CL_PauseDemo_f, "pause demo playback (can also safely pause demo recording if using QUAKE, QUAKEDP or NEHAHRAMOVIE protocol, useful for making movies)");
- Cmd_AddCommand ("cl_areastats", CL_AreaStats_f, "prints statistics on entity culling during collision traces");
+ Cmd_AddCommand(&cmd_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(&qport);
Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff);
- Cmd_AddCommand("timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
+ Cmd_AddCommand(&cmd_client, "timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
Cvar_RegisterVariable(&cl_locs_enable);
Cvar_RegisterVariable(&cl_locs_show);
- Cmd_AddCommand("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("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("locs_clear", CL_Locs_Clear_f, "remove all loc points/boxes");
- Cmd_AddCommand("locs_reload", CL_Locs_Reload_f, "reload .loc file for this map");
- Cmd_AddCommand("locs_save", CL_Locs_Save_f, "save .loc file for this map containing currently defined points and boxes");
+ Cmd_AddCommand(&cmd_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(&cmd_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(&cmd_client, "locs_clear", CL_Locs_Clear_f, "remove all loc points/boxes");
+ Cmd_AddCommand(&cmd_client, "locs_reload", CL_Locs_Reload_f, "reload .loc file for this map");
+ Cmd_AddCommand(&cmd_client, "locs_save", CL_Locs_Save_f, "save .loc file for this map containing currently defined points and boxes");
CL_Parse_Init();
CL_Particles_Init();