cvar_t freelook = {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", "%Y-%m-%d_%H-%M", "The format of the cl_autodemo filename, followed by the map name" };
+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" };
cvar_t r_draweffects = {0, "r_draweffects", "1","renders temporary sprite effects"};
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);
+ NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000);
+ NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000);
NetConn_Close(cls.netcon);
cls.netcon = NULL;
}
}
}
+/*
+===============
+CL_ModelIndexList_f
+
+List all models in the client modelindex
+===============
+*/
+static void CL_ModelIndexList_f(void)
+{
+ int nModelIndexCnt = 1;
+
+ while(cl.model_precache[nModelIndexCnt] && nModelIndexCnt != MAX_MODELS)
+ { // Valid Model
+ Con_Printf("%i : %s\n", nModelIndexCnt, cl.model_precache[nModelIndexCnt]->name);
+ nModelIndexCnt++;
+ }
+}
+
//static const vec3_t nomodelmins = {-16, -16, -16};
//static const vec3_t nomodelmaxs = {16, 16, 16};
void CL_UpdateRenderEntity(entity_render_t *ent)
{
float f;
- if (cl_nettimesyncmode.integer == 3)
+ 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)
/*
===============
-CL_ReadFromServer
+CL_UpdateWorld
-Read all incoming data from the server
+Update client game world for a new frame
===============
*/
-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_refdef.numlights = 0;
// move particles
CL_MoveParticles();
R_MoveExplosions();
-
- // update the r_refdef time again because cl.time may have changed in
- // CL_LerpPoint()
- r_refdef.time = cl.time;
}
- return 0;
+ r_refdef.time = cl.time;
}
// LordHavoc: pausedemo command
static void CL_TimeRefresh_f (void)
{
int i;
- float timestart, timedelta, oldangles[3];
+ float timestart, timedelta;
r_refdef.extraupdate = false;
- VectorCopy(cl.viewangles, oldangles);
- VectorClear(cl.viewangles);
timestart = Sys_DoubleTime();
for (i = 0;i < 128;i++)
}
timedelta = Sys_DoubleTime() - timestart;
- VectorCopy(oldangles, cl.viewangles);
Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
}
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");
+ // Support Client-side Model Index List
+ Cmd_AddCommand ("cl_modelindexlist", CL_ModelIndexList_f, "list all models in the client modelindex");
+
Cvar_RegisterVariable (&cl_autodemo);
Cvar_RegisterVariable (&cl_autodemo_nameformat);