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", "autodemos/%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 (the date is encoded using strftime escapes)" };
cvar_t r_draweffects = {0, "r_draweffects", "1","renders temporary sprite effects"};
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_deathfade = {CVAR_SAVE, "cl_deathfade", "0", "fade screen to dark red when dead, value = how fast the fade is"};
+
cvar_t cl_noplayershadow = {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"};
=====================
*/
+void CL_VM_ShutDown (void);
void CL_ClearState(void)
{
int i;
entity_t *ent;
+ CL_VM_ShutDown();
+
// wipe the entire cl structure
Mem_EmptyPool(cls.levelmempool);
memset (&cl, 0, sizeof(cl));
if (!allowmodel && (!strcasecmp(key, "pmodel") || !strcasecmp(key, "emodel")))
fail = true;
for (i = 0;key[i];i++)
- if (key[i] <= ' ' || key[i] == '\"')
+ if (ISWHITESPACE(key[i]) || key[i] == '\"')
fail = true;
for (i = 0;value[i];i++)
if (value[i] == '\r' || value[i] == '\n' || value[i] == '\"')
}
}
-void CL_VM_ShutDown (void);
/*
=====================
CL_Disconnect
Con_DPrintf("CL_Disconnect\n");
+ Cvar_SetValueQuick(&csqc_progcrc, -1);
+ Cvar_SetValueQuick(&csqc_progsize, -1);
CL_VM_ShutDown();
// stop sounds (especially looping!)
S_StopAllSounds ();
modelname = ent->render.model->name;
else
modelname = "--no model--";
- Con_Printf("%3i: %-25s:%4i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", i, modelname, ent->render.frame2, (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);
}
}
while(cl.model_precache[i] && i != MAX_MODELS)
{ // Valid Model
- if(cl.model_precache[i]->loaded || cl.model_precache[i]->isworldmodel)
+ if(cl.model_precache[i]->loaded || i == 1)
Con_Printf("%3i: %-30s %-8s %-10i\n", i, cl.model_precache[i]->name, cl.model_precache[i]->modeldatatypestring, cl.model_precache[i]->surfmesh.num_triangles);
else
Con_Printf("%3i: %-30s %-30s\n", i, cl.model_precache[i]->name, "--no local model found--");
}
}
-static void CL_UpdateRenderEntity_Lighting(entity_render_t *ent)
-{
- vec3_t tempdiffusenormal;
-
- // fetch the lighting from the worldmodel data
- VectorSet(ent->modellight_ambient, r_ambient.value * (2.0f / 128.0f), r_ambient.value * (2.0f / 128.0f), r_ambient.value * (2.0f / 128.0f));
- VectorClear(ent->modellight_diffuse);
- VectorClear(tempdiffusenormal);
- if ((ent->flags & RENDER_LIGHT) && cl.worldmodel && cl.worldmodel->brush.LightPoint)
- {
- vec3_t org;
- Matrix4x4_OriginFromMatrix(&ent->matrix, org);
- cl.worldmodel->brush.LightPoint(cl.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
- }
- else // highly rare
- VectorSet(ent->modellight_ambient, 1, 1, 1);
-
- // move the light direction into modelspace coordinates for lighting code
- Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
- if(VectorLength2(ent->modellight_lightdir) <= 0)
- VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
- VectorNormalize(ent->modellight_lightdir);
-}
+/*
+===============
+CL_UpdateRenderEntity
-//static const vec3_t nomodelmins = {-16, -16, -16};
-//static const vec3_t nomodelmaxs = {16, 16, 16};
+Updates inversematrix, animation interpolation factors, scale, and mins/maxs
+===============
+*/
void CL_UpdateRenderEntity(entity_render_t *ent)
{
vec3_t org;
vec_t scale;
- model_t *model = ent->model;
+ dp_model_t *model = ent->model;
// update the inverse matrix for the renderer
Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
// update the animation blend state
ent->maxs[1] = org[1] + 16;
ent->maxs[2] = org[2] + 16;
}
- CL_UpdateRenderEntity_Lighting(ent);
}
/*
r_refdef.scene.numtempentities = 0;
}
-entity_render_t *CL_NewTempEntity(void)
+entity_render_t *CL_NewTempEntity(double shadertime)
{
entity_render_t *render;
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;
}
{
tempmatrix = dl->matrix;
Matrix4x4_Scale(&tempmatrix, dl->radius, 1);
- R_RTLight_Update(&r_refdef.scene.lights[r_refdef.scene.numlights++], false, &tempmatrix, dl->color, dl->style, dl->cubemapname, dl->shadow, dl->corona, dl->coronasizescale, dl->ambientscale, dl->diffusescale, dl->specularscale, dl->flags);
+ // 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;
void CL_AddQWCTFFlagModel(entity_t *player, int skin)
{
+ int frame = player->render.framegroupblend[0].frame;
float f;
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;
+ 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 (player->render.frame2 >= 35 && player->render.frame2 <= 40)
+ 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
- flagrender = CL_NewTempEntity();
+ flagrender = CL_NewTempEntity(player->render.shadertime);
if (!flagrender)
return;
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(&flagrender->matrix, &player->render.matrix, &flagmatrix);
int j, k, l, frame;
float origin[3], angles[3], delta[3], lerp, d;
entity_t *t;
- model_t *model;
+ dp_model_t *model;
//entity_persistent_t *p = &e->persistent;
//entity_render_t *r = &e->render;
// skip inactive entities and world
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);
- e->render.entitynumber = e - cl.entities;
+ 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)
{
// blend the matrices
memset(&blendmatrix, 0, sizeof(blendmatrix));
- for (j = 0;j < 4 && t->render.frameblend[j].lerp > 0;j++)
+ for (j = 0;j < MAX_FRAMEBLENDS && 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);
+ Mod_Alias_GetTagMatrix(model, t->render.frameblend[j].subframe, e->state_current.tagindex - 1, &tagmatrix);
d = t->render.frameblend[j].lerp;
for (l = 0;l < 4;l++)
for (k = 0;k < 4;k++)
interpolate = false;
if (e == cl.entities + cl.playerentity && cl.movement_predicted && (!cl.fixangle[1] || !cl.fixangle[0]))
{
- lerp = (cl.time - cl.movement_time[2]) / (cl.movement_time[0] - cl.movement_time[1]);
- lerp = bound(0, lerp, 1);
- if (!interpolate)
- lerp = 1;
- VectorLerp(cl.movement_oldorigin, lerp, cl.movement_origin, origin);
+ 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)
if (e->render.model->type == mod_alias)
angles[0] = -angles[0];
if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
+ {
VectorScale(e->render.colormod, 2, e->render.colormod);
+ VectorScale(e->render.glowmod, 2, e->render.glowmod);
+ }
}
// if model is alias or this is a tenebrae-like dlight, reverse pitch direction
else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
}
// animation lerp
- if (e->render.frame2 == frame)
+ if (e->render.framegroupblend[0].frame == frame)
{
// update frame lerp fraction
- e->render.framelerp = 1;
- if (e->render.frame2time > e->render.frame1time)
+ e->render.framegroupblend[0].lerp = 1;
+ e->render.framegroupblend[1].lerp = 0;
+ if (e->render.framegroupblend[0].start > e->render.framegroupblend[1].start)
{
// 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);
+ e->render.framegroupblend[0].lerp = (cl.time - e->render.framegroupblend[0].start) / min(e->render.framegroupblend[0].start - e->render.framegroupblend[1].start, 0.1);
+ 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.frame1 = e->render.frame2;
- e->render.frame1time = e->render.frame2time;
- e->render.frame2 = frame;
- e->render.frame2time = cl.time;
- e->render.framelerp = 0;
+ 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
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;
// make the other useful stuff
CL_UpdateRenderEntity(&e->render);
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];
// reset animation interpolation on weaponmodel if model changed
if (ent->state_previous.modelindex != ent->state_current.modelindex)
{
- ent->render.frame1 = ent->render.frame2 = ent->state_current.frame;
- ent->render.frame1time = ent->render.frame2time = cl.time;
- ent->render.framelerp = 1;
+ 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(ent, 32, true);
}
trace_t trace;
matrix4x4_t tempmatrix;
Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
- trace = CL_Move(origin, vec3_origin, vec3_origin, v2, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, true, false, NULL, false);
+ trace = CL_TraceLine(origin, v2, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, true, false, NULL, 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.lights[r_refdef.scene.numlights++], false, &tempmatrix, color, -1, NULL, true, 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+ 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++];
}
// LordHavoc: if the model has no flags, don't check each
if (e->render.model && e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
dlightradius = max(dlightradius, e->state_current.glowsize * 4);
VectorMA(dlightcolor, (1.0f / 255.0f), palette_rgb[e->state_current.glowcolor], dlightcolor);
}
- // make the glow dlight
- 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.lights[r_refdef.scene.numlights++], false, &dlightmatrix, dlightcolor, -1, NULL, true, 1, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
- }
// custom rtlight
if ((e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) && r_refdef.scene.numlights < MAX_DLIGHTS)
{
// 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.lights[r_refdef.scene.numlights++], false, &dlightmatrix, light, e->state_current.lightstyle, e->state_current.skin > 0 ? va("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_RTLight_Update(&r_refdef.scene.templights[r_refdef.scene.numlights], false, &dlightmatrix, light, e->state_current.lightstyle, e->state_current.skin > 0 ? va("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++];
+ }
+ // 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++];
}
// do trail light
if (e->render.flags & RENDER_GLOWTRAIL)
if (!r_fullbright.integer)
ent->render.flags |= RENDER_LIGHT;
VectorSet(ent->render.colormod, 1, 1, 1);
+ VectorSet(ent->render.glowmod, 1, 1, 1);
CL_UpdateRenderEntity(&ent->render);
r_refdef.scene.worldentity = &ent->render;
r_refdef.scene.worldmodel = cl.worldmodel;
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);
+ VectorSet(e->render.glowmod, 1, 1, 1);
R_LerpAnimation(&e->render);
CL_UpdateRenderEntity(&e->render);
r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
// if we're drawing effects, get a new temp entity
// (NewTempEntity adds it to the render entities list for us)
- if (r_draweffects.integer && (entrender = CL_NewTempEntity()))
+ if (r_draweffects.integer && (entrender = CL_NewTempEntity(e->starttime)))
{
// interpolation stuff
- entrender->frame1 = intframe;
- entrender->frame2 = intframe + 1;
- if (entrender->frame2 >= e->endframe)
- entrender->frame2 = -1; // disappear
- entrender->framelerp = frame - intframe;
- entrender->frame1time = e->frame1time;
- entrender->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)
entrender->model = cl.csqc_model_precache[-(e->modelindex+1)];
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);
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.lights[r_refdef.scene.numlights++], false, &tempmatrix, dlightcolor, -1, NULL, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+ 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++];
}
if (cl_beams_polygons.integer)
continue;
d = VectorNormalizeLength(dist);
while (d > 0)
{
- entrender = CL_NewTempEntity ();
+ entrender = CL_NewTempEntity (0);
if (!entrender)
return;
//VectorCopy (org, ent->render.origin);
// if we're drawing effects, get a new temp entity
// (NewTempEntity adds it to the render entities list for us)
- if (!(entrender = CL_NewTempEntity()))
+ if (!(entrender = CL_NewTempEntity(0)))
continue;
// normal stuff
entrender->model = cl.model_precache[cl.qw_modelindex_spike];
entrender->alpha = 1;
VectorSet(entrender->colormod, 1, 1, 1);
+ VectorSet(entrender->glowmod, 1, 1, 1);
Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
CL_UpdateRenderEntity(entrender);
r_refdef.scene.numentities = 0;
r_refdef.scene.numlights = 0;
r_refdef.view.matrix = identitymatrix;
- r_refdef.view.qualityreduction = 0;
+ r_refdef.view.quality = 1;
cl.num_brushmodel_entities = 0;
for (i = 0;i < 128;i++)
{
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.qualityreduction = 0;
+ r_refdef.view.quality = 1;
CL_UpdateScreen();
}
timedelta = Sys_DoubleTime() - timestart;
{
*pointer = node->next;
Mem_Free(node);
+ return;
}
}
- Con_Printf("CL_Locs_FreeNode: no such node! (%p)\n", node);
+ Con_Printf("CL_Locs_FreeNode: no such node! (%p)\n", (void *)node);
}
void CL_Locs_AddNode(vec3_t mins, vec3_t maxs, const char *name)
if (!name)
name = "";
namelen = strlen(name);
- node = Mem_Alloc(cls.levelmempool, sizeof(cl_locnode_t) + namelen + 1);
+ 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);
FS_StripExtension(cl.worldmodel->name, locfilename, sizeof(locfilename));
strlcat(locfilename, ".loc", sizeof(locfilename));
- outfile = FS_Open(locfilename, "w", false, false);
+ outfile = FS_OpenRealFile(locfilename, "w", false);
if (!outfile)
return;
// if any boxes are used then this is a proquake-format loc file, which
if (text < textend)
text++;
// trim trailing whitespace
- while (lineend > linestart && lineend[-1] <= ' ')
+ while (lineend > linestart && ISWHITESPACE(lineend[-1]))
lineend--;
// trim leading whitespace
- while (linestart < lineend && *linestart <= ' ')
+ while (linestart < lineend && ISWHITESPACE(*linestart))
linestart++;
// check if this is a comment
if (linestart + 2 <= lineend && !strncmp(linestart, "//", 2))
else
maxs[i - 3] = atof(linetext);
// now advance past the number
- while (linetext < lineend && *linetext > ' ' && *linetext != ',')
+ while (linetext < lineend && !ISWHITESPACE(*linetext) && *linetext != ',')
linetext++;
// advance through whitespace
if (linetext < lineend)
limit = 6;
// note: comma can be followed by whitespace
}
- if (*linetext <= ' ')
+ if (ISWHITESPACE(*linetext))
{
// skip whitespace
- while (linetext < lineend && *linetext <= ' ')
+ while (linetext < lineend && ISWHITESPACE(*linetext))
linetext++;
}
}
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);
- r_refdef.scene.maxtempentities = 512;
+ r_refdef.scene.maxtempentities = 4096; // FIXME: make this grow
r_refdef.scene.tempentities = (entity_render_t *)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t) * r_refdef.scene.maxtempentities);
CL_InitInput ();
Cvar_RegisterVariable (&cl_anglespeedkey);
Cvar_RegisterVariable (&cl_shownet);
Cvar_RegisterVariable (&cl_nolerp);
+ Cvar_RegisterVariable (&cl_deathfade);
Cvar_RegisterVariable (&lookspring);
Cvar_RegisterVariable (&lookstrafe);
Cvar_RegisterVariable (&sensitivity);