#include "quakedef.h"
#include "cl_collision.h"
+#include "cl_gecko.h"
#include "cl_video.h"
#include "image.h"
#include "csprogs.h"
#include "r_shadow.h"
#include "libcurl.h"
+#include "snd_main.h"
// we need to declare some mouse variables here, because the menu system
// references them even when on a unix system.
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_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_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 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 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 r_draweffects = {0, "r_draweffects", "1","renders temporary sprite effects"};
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_stainmaps = {CVAR_SAVE, "cl_stainmaps", "1","stains lightmaps, much faster than decals but blurred"};
+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_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1","use beam polygons instead of models"};
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 represents how fast the fade is (higher is faster)"};
+
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"};
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 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_deathnoviewmodel = {0, "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;
+
client_static_t cls;
client_state_t cl;
-#define MAX_PARTICLES 32768 // default max # of particles at one time
-#define ABSOLUTE_MIN_PARTICLES 512 // no fewer than this no matter what's on the command line
-
/*
=====================
CL_ClearState
=====================
*/
+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));
// reset the view zoom interpolation
cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
+ cl.sensitivityscale = 1.0f;
+
+ // enable rendering of the world and such
+ cl.csqc_vidvars.drawworld = r_drawworld.integer != 0;
+ cl.csqc_vidvars.drawenginesbar = true;
+ cl.csqc_vidvars.drawcrosshair = true;
+
+ // set up the float version of the stats array for easier access to float stats
+ cl.statsf = (float *)cl.stats;
cl.num_entities = 0;
cl.num_static_entities = 0;
- cl.num_temp_entities = 0;
cl.num_brushmodel_entities = 0;
// tweak these if the game runs out
- cl.max_entities = 256;
- cl.max_static_entities = 256;
- cl.max_temp_entities = 512;
- cl.max_effects = 256;
- cl.max_beams = 256;
+ cl.max_csqcrenderentities = 0;
+ cl.max_entities = MAX_ENITIES_INITIAL;
+ cl.max_static_entities = MAX_STATICENTITIES;
+ cl.max_effects = MAX_EFFECTS;
+ cl.max_beams = MAX_BEAMS;
cl.max_dlights = MAX_DLIGHTS;
cl.max_lightstyle = MAX_LIGHTSTYLES;
cl.max_brushmodel_entities = MAX_EDICTS;
- cl.max_particles = MAX_PARTICLES;
-
-// COMMANDLINEOPTION: Client: -particles <number> changes maximum number of particles at once, default 32768
- i = COM_CheckParm ("-particles");
- if (i && i < com_argc - 1)
- {
- cl.max_particles = (int)(atoi(com_argv[i+1]));
- if (cl.max_particles < ABSOLUTE_MIN_PARTICLES)
- cl.max_particles = ABSOLUTE_MIN_PARTICLES;
- }
+ 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.num_effects = 0;
cl.num_beams = 0;
+ cl.csqcrenderentities = NULL;
cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
cl.entities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));
cl.static_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_static_entities * sizeof(entity_t));
- cl.temp_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_temp_entities * sizeof(entity_t));
cl.effects = (cl_effect_t *)Mem_Alloc(cls.levelmempool, cl.max_effects * sizeof(cl_effect_t));
cl.beams = (beam_t *)Mem_Alloc(cls.levelmempool, cl.max_beams * sizeof(beam_t));
cl.dlights = (dlight_t *)Mem_Alloc(cls.levelmempool, cl.max_dlights * sizeof(dlight_t));
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
for (i = 0;i < cl.max_entities;i++)
cl.entities[i].state_current = defaultstate;
}
- if (gamemode == GAME_NEXUIZ)
+ if (gamemode == GAME_NEXUIZ || gamemode == GAME_XONOTIC)
{
VectorSet(cl.playerstandmins, -16, -16, -24);
VectorSet(cl.playerstandmaxs, 16, 16, 45);
ent->state_current.active = true;
ent->render.model = cl.worldmodel = NULL; // no world model yet
ent->render.alpha = 1;
- ent->render.colormap = -1; // no special coloring
ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1);
+ ent->render.allowdecals = true;
CL_UpdateRenderEntity(&ent->render);
// noclip is turned off at start
// mark all frames invalid for delta
memset(cl.qw_deltasequence, -1, sizeof(cl.qw_deltasequence));
+ // set bestweapon data back to Quake data
+ IN_BestWeapon_ResetData();
+
CL_Screen_NewMap();
}
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);
+void CL_ExpandCSQCRenderEntities(int num)
+{
+ int i;
+ int oldmaxcsqcrenderentities;
+ entity_render_t *oldcsqcrenderentities;
+ if (num >= cl.max_csqcrenderentities)
+ {
+ if (num >= MAX_EDICTS)
+ Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
+ oldmaxcsqcrenderentities = cl.max_csqcrenderentities;
+ oldcsqcrenderentities = cl.csqcrenderentities;
+ cl.max_csqcrenderentities = (num & ~255) + 256;
+ cl.csqcrenderentities = (entity_render_t *)Mem_Alloc(cls.levelmempool, cl.max_csqcrenderentities * sizeof(entity_render_t));
+ if (oldcsqcrenderentities)
+ {
+ memcpy(cl.csqcrenderentities, oldcsqcrenderentities, oldmaxcsqcrenderentities * sizeof(entity_render_t));
+ for (i = 0;i < r_refdef.scene.numentities;i++)
+ if(r_refdef.scene.entities[i] >= oldcsqcrenderentities && r_refdef.scene.entities[i] < (oldcsqcrenderentities + oldmaxcsqcrenderentities))
+ r_refdef.scene.entities[i] = cl.csqcrenderentities + (r_refdef.scene.entities[i] - oldcsqcrenderentities);
+ Mem_Free(oldcsqcrenderentities);
+ }
+ }
+}
+
/*
=====================
CL_Disconnect
if (cls.state == ca_dedicated)
return;
+ if (COM_CheckParm("-profilegameonly"))
+ Sys_AllowProfiling(false);
+
Curl_Clear_forthismap();
Con_DPrintf("CL_Disconnect\n");
+ Cvar_SetValueQuick(&csqc_progcrc, -1);
+ Cvar_SetValueQuick(&csqc_progsize, -1);
CL_VM_ShutDown();
// stop sounds (especially looping!)
S_StopAllSounds ();
Con_DPrint("Sending clc_disconnect\n");
MSG_WriteByte(&buf, clc_disconnect);
}
- 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_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
+ NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
+ NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
NetConn_Close(cls.netcon);
cls.netcon = NULL;
}
Host should be either "local" or a net address
=====================
*/
-void CL_EstablishConnection(const char *host)
+void CL_EstablishConnection(const char *host, int firstarg)
{
if (cls.state == ca_dedicated)
return;
+ // don't connect to a server if we're benchmarking a demo
+ if (COM_CheckParm("-benchmark"))
+ return;
+
// clear menu's connect error message
M_Update_Return_Reason("");
cls.demonum = -1;
cls.connect_trying = true;
cls.connect_remainingtries = 3;
cls.connect_nextsendtime = 0;
+
+ // only NOW, set connect_userinfo
+ if(firstarg >= 0)
+ {
+ 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));
+ }
+ else if(firstarg < -1)
+ {
+ // -1: keep as is (reconnect)
+ // -2: clear
+ *cls.connect_userinfo = 0;
+ }
+
M_Update_Return_Reason("Trying to connect...");
+
// run several network frames to jump into the game quickly
//if (sv.active)
//{
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.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);
+ 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);
}
}
===============
CL_ModelIndexList_f
-List all models in the client modelindex
+List information on all models in the client modelindex
===============
*/
static void CL_ModelIndexList_f(void)
{
- int nModelIndexCnt = 1;
+ int i;
+ dp_model_t *model;
+
+ // Print Header
+ Con_Printf("%3s: %-30s %-8s %-8s\n", "ID", "Name", "Type", "Triangles");
- while(cl.model_precache[nModelIndexCnt] && nModelIndexCnt != MAX_MODELS)
- { // Valid Model
- Con_Printf("%i : %s\n", nModelIndexCnt, cl.model_precache[nModelIndexCnt]->name);
- nModelIndexCnt++;
+ for (i = -MAX_MODELS;i < MAX_MODELS;i++)
+ {
+ model = CL_GetModelByIndex(i);
+ if(model->loaded || i == 1)
+ Con_Printf("%3i: %-30s %-8s %-10i\n", i, model->name, model->modeldatatypestring, model->surfmesh.num_triangles);
+ else
+ Con_Printf("%3i: %-30s %-30s\n", i, model->name, "--no local model found--");
+ i++;
}
}
-//static const vec3_t nomodelmins = {-16, -16, -16};
-//static const vec3_t nomodelmaxs = {16, 16, 16};
+/*
+===============
+CL_SoundIndexList_f
+
+List all sounds in the client soundindex
+===============
+*/
+static void CL_SoundIndexList_f(void)
+{
+ int i = 1;
+
+ while(cl.sound_precache[i] && i != MAX_SOUNDS)
+ { // Valid Sound
+ Con_Printf("%i : %s\n", i, cl.sound_precache[i]->name);
+ i++;
+ }
+}
+
+/*
+===============
+CL_UpdateRenderEntity
+
+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
- R_LerpAnimation(ent);
+ VM_FrameBlendFromFrameGroupBlend(ent->frameblend, ent->framegroupblend, ent->model);
// we need the matrix origin to center the box
Matrix4x4_OriginFromMatrix(&ent->matrix, org);
// update entity->render.scale because the renderer needs it
void CL_ClearTempEntities (void)
{
- cl.num_temp_entities = 0;
+ r_refdef.scene.numtempentities = 0;
+ // grow tempentities buffer on request
+ if (r_refdef.scene.expandtempentities)
+ {
+ Con_Printf("CL_NewTempEntity: grow maxtempentities from %i to %i\n", r_refdef.scene.maxtempentities, r_refdef.scene.maxtempentities * 2);
+ r_refdef.scene.maxtempentities *= 2;
+ r_refdef.scene.tempentities = (entity_render_t *)Mem_Realloc(cls.permanentmempool, r_refdef.scene.tempentities, sizeof(entity_render_t) * r_refdef.scene.maxtempentities);
+ r_refdef.scene.expandtempentities = false;
+ }
}
-entity_t *CL_NewTempEntity(void)
+entity_render_t *CL_NewTempEntity(double shadertime)
{
- entity_t *ent;
+ entity_render_t *render;
- if (r_refdef.numentities >= r_refdef.maxentities)
+ if (r_refdef.scene.numentities >= r_refdef.scene.maxentities)
return NULL;
- if (cl.num_temp_entities >= cl.max_temp_entities)
+ if (r_refdef.scene.numtempentities >= r_refdef.scene.maxtempentities)
+ {
+ r_refdef.scene.expandtempentities = true; // will be reallocated next frame since current frame may have pointers set already
return NULL;
- ent = &cl.temp_entities[cl.num_temp_entities++];
- memset (ent, 0, sizeof(*ent));
- r_refdef.entities[r_refdef.numentities++] = &ent->render;
+ }
+ render = &r_refdef.scene.tempentities[r_refdef.scene.numtempentities++];
+ memset (render, 0, sizeof(*render));
+ r_refdef.scene.entities[r_refdef.scene.numentities++] = render;
- ent->render.colormap = -1; // no special coloring
- ent->render.alpha = 1;
- VectorSet(ent->render.colormod, 1, 1, 1);
- return ent;
+ render->shadertime = shadertime;
+ render->alpha = 1;
+ VectorSet(render->colormod, 1, 1, 1);
+ VectorSet(render->glowmod, 1, 1, 1);
+ return render;
}
void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
int i;
dlight_t *dl;
- /*
-// first look for an exact key match
- if (ent)
- {
- dl = cl.dlights;
- for (i = 0;i < cl.num_dlights;i++, dl++)
- if (dl->ent == ent)
- goto dlightsetup;
- }
- */
-
// then look for anything else
dl = cl.dlights;
- for (i = 0;i < cl.num_dlights;i++, dl++)
+ for (i = 0;i < cl.max_dlights;i++, dl++)
if (!dl->radius)
- goto dlightsetup;
- // if we hit the end of the active dlights and found no gaps, add a new one
- if (i < MAX_DLIGHTS)
- {
- cl.num_dlights = i + 1;
- goto dlightsetup;
- }
+ break;
// unable to find one
- return;
+ if (i == cl.max_dlights)
+ return;
-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));
+ cl.num_dlights = max(cl.num_dlights, i + 1);
Matrix4x4_Normalize(&dl->matrix, matrix);
dl->ent = ent;
Matrix4x4_OriginFromMatrix(&dl->matrix, dl->origin);
if (r_dynamic.integer)
{
- for (i = 0, dl = cl.dlights;i < cl.num_dlights && r_refdef.numlights < MAX_DLIGHTS;i++, dl++)
+ for (i = 0, dl = cl.dlights;i < cl.num_dlights && r_refdef.scene.numlights < MAX_DLIGHTS;i++, dl++)
{
if (dl->radius)
{
tempmatrix = dl->matrix;
Matrix4x4_Scale(&tempmatrix, dl->radius, 1);
- R_RTLight_Update(&r_refdef.lights[r_refdef.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.lightstylevalue[j] = 256;
+ r_refdef.scene.rtlightstylevalue[j] = 1;
+ r_refdef.scene.lightstylevalue[j] = 256;
+ continue;
+ }
+ // static lightstyle "=value"
+ if (cl.lightstyle[j].map[0] == '=')
+ {
+ r_refdef.scene.rtlightstylevalue[j] = atof(cl.lightstyle[j].map + 1);
+ if ( r_lerplightstyles.integer || ((int)f - f) < 0.01)
+ r_refdef.scene.lightstylevalue[j] = r_refdef.scene.rtlightstylevalue[j];
continue;
}
k = i % cl.lightstyle[j].length;
l = (i-1) % cl.lightstyle[j].length;
k = cl.lightstyle[j].map[k] - 'a';
l = cl.lightstyle[j].map[l] - 'a';
- r_refdef.lightstylevalue[j] = (unsigned short)(((k*frac)+(l*(1-frac)))*22);
+ // rtlightstylevalue is always interpolated because it has no bad
+ // consequences for performance
+ // lightstylevalue is subject to a cvar for performance reasons;
+ // skipping lightmap updates on most rendered frames substantially
+ // improves framerates (but makes light fades look bad)
+ r_refdef.scene.rtlightstylevalue[j] = ((k*frac)+(l*(1-frac)))*(22/256.0f);
+ r_refdef.scene.lightstylevalue[j] = r_lerplightstyles.integer ? (unsigned short)(((k*frac)+(l*(1-frac)))*22) : k*22;
}
}
void CL_AddQWCTFFlagModel(entity_t *player, int skin)
{
+ int frame = player->render.framegroupblend[0].frame;
float f;
- entity_t *flag;
+ 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
- flag = CL_NewTempEntity();
- if (!flag)
+ flagrender = CL_NewTempEntity(player->render.shadertime);
+ if (!flagrender)
return;
- flag->render.model = cl.model_precache[cl.qw_modelindex_flag];
- flag->render.skinnum = skin;
- flag->render.colormap = -1; // no special coloring
- flag->render.alpha = 1;
- VectorSet(flag->render.colormod, 1, 1, 1);
+ flagrender->model = CL_GetModelByIndex(cl.qw_modelindex_flag);
+ 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(&flag->render.matrix, &player->render.matrix, &flagmatrix);
- CL_UpdateRenderEntity(&flag->render);
+ Matrix4x4_Concat(&flagrender->matrix, &player->render.matrix, &flagmatrix);
+ CL_UpdateRenderEntity(flagrender);
}
matrix4x4_t viewmodelmatrix;
extern void V_CalcViewBlend(void);
extern void V_CalcRefdef(void);
+void CL_SetEntityColormapColors(entity_render_t *ent, int colormap)
+{
+ const unsigned char *cbcolor;
+ if (colormap >= 0)
+ {
+ cbcolor = palette_rgb_pantscolormap[colormap & 0xF];
+ VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_pantscolor);
+ cbcolor = palette_rgb_shirtcolormap[(colormap & 0xF0) >> 4];
+ VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_shirtcolor);
+ }
+ else
+ {
+ VectorClear(ent->colormap_pantscolor);
+ VectorClear(ent->colormap_shirtcolor);
+ }
+}
+
// note this is a recursive function, recursionlimit should be 32 or so on the initial call
void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolate)
{
const matrix4x4_t *matrix;
matrix4x4_t blendmatrix, tempmatrix, matrix2;
- int j, k, l;
- float origin[3], angles[3], delta[3], lerp, d;
+ int frame;
+ float origin[3], angles[3], lerp;
entity_t *t;
- model_t *model;
+ entity_render_t *r;
//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)
- {
- int cb;
- unsigned char *cbcolor;
- e->render.colormap = e->state_current.colormap;
- cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
- cbcolor = (unsigned char *) (&palette_complete[cb]);
- e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
- e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
- e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
- cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
- cbcolor = (unsigned char *) (&palette_complete[cb]);
- e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
- e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
- e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
- }
- else if (e->state_current.colormap && cl.scores != NULL)
- {
- int cb;
- unsigned char *cbcolor;
- e->render.colormap = cl.scores[e->state_current.colormap - 1].colors; // color it
- cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
- cbcolor = (unsigned char *) (&palette_complete[cb]);
- e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
- e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
- e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
- cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
- cbcolor = (unsigned char *) (&palette_complete[cb]);
- e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
- e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
- e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
- }
+ CL_SetEntityColormapColors(&e->render, e->state_current.colormap);
+ else if (e->state_current.colormap > 0 && e->state_current.colormap <= cl.maxclients && cl.scores != NULL)
+ CL_SetEntityColormapColors(&e->render, cl.scores[e->state_current.colormap-1].colors);
else
- {
- e->render.colormap = -1; // no special coloring
- VectorClear(e->render.colormap_pantscolor);
- VectorClear(e->render.colormap_shirtcolor);
- }
+ CL_SetEntityColormapColors(&e->render, -1);
e->render.skinnum = e->state_current.skin;
if (e->state_current.tagentity)
{
return;
t = cl.entities + e->state_current.tagentity;
// if the tag entity is inactive, skip it
- if (!t->state_current.active)
- return;
- // update the parent first
- CL_UpdateNetworkEntity(t, recursionlimit - 1, interpolate);
+ if (t->state_current.active)
+ {
+ // update the parent first
+ CL_UpdateNetworkEntity(t, recursionlimit - 1, interpolate);
+ r = &t->render;
+ }
+ else
+ {
+ // it may still be a CSQC entity... trying to use its
+ // info from last render frame (better than nothing)
+ if(!cl.csqc_server2csqcentitynumber[e->state_current.tagentity])
+ return;
+ r = cl.csqcrenderentities + cl.csqc_server2csqcentitynumber[e->state_current.tagentity];
+ if(!r->entitynumber)
+ return; // neither CSQC nor legacy entity... can't attach
+ }
// make relative to the entity
- matrix = &t->render.matrix;
+ matrix = &r->matrix;
// some properties of the tag entity carry over
- e->render.flags |= t->render.flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
+ e->render.flags |= r->flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
// if a valid tagindex is used, make it relative to that tag instead
- // FIXME: use a model function to get tag info (need to handle skeletal)
- if (e->state_current.tagentity && e->state_current.tagindex >= 1 && (model = t->render.model))
+ if (e->state_current.tagentity && e->state_current.tagindex >= 1 && r->model)
{
- // blend the matrices
- memset(&blendmatrix, 0, sizeof(blendmatrix));
- for (j = 0;j < 4 && t->render.frameblend[j].lerp > 0;j++)
+ if(!Mod_Alias_GetTagMatrix(r->model, r->frameblend, r->skeleton, e->state_current.tagindex - 1, &blendmatrix)) // i.e. no error
{
- matrix4x4_t tagmatrix;
- Mod_Alias_GetTagMatrix(model, t->render.frameblend[j].frame, e->state_current.tagindex - 1, &tagmatrix);
- d = t->render.frameblend[j].lerp;
- for (l = 0;l < 4;l++)
- for (k = 0;k < 4;k++)
- blendmatrix.m[l][k] += d * tagmatrix.m[l][k];
+ // concat the tag matrices onto the entity matrix
+ Matrix4x4_Concat(&tempmatrix, &r->matrix, &blendmatrix);
+ // use the constructed tag matrix
+ matrix = &tempmatrix;
}
- // concat the tag matrices onto the entity matrix
- Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix);
- // use the constructed tag matrix
- matrix = &tempmatrix;
}
}
else if (e->render.flags & RENDER_VIEWMODEL)
{
// view-relative entity (guns and such)
- matrix = &viewmodelmatrix;
+ if (e->render.effects & EF_NOGUNBOB)
+ matrix = &r_refdef.view.matrix; // really attached to view
+ else
+ matrix = &viewmodelmatrix; // attached to gun bob matrix
}
else
{
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)
// interpolate the origin and angles
lerp = max(0, lerp);
VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
+#if 0
+ // this fails at the singularity of euler angles
VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
VectorMA(e->persistent.oldangles, lerp, delta, angles);
+#else
+ {
+ vec3_t f0, u0, f1, u1;
+ AngleVectors(e->persistent.oldangles, f0, NULL, u0);
+ AngleVectors(e->persistent.newangles, f1, NULL, u1);
+ VectorMAM(1-lerp, f0, lerp, f1, f0);
+ VectorMAM(1-lerp, u0, lerp, u1, u0);
+ AnglesFromVectors(angles, f0, u0, false);
+ }
+#endif
}
else
{
}
// model setup and some modelflags
- if(e->state_current.modelindex < MAX_MODELS)
- e->render.model = cl.model_precache[e->state_current.modelindex];
+ frame = e->state_current.frame;
+ e->render.model = CL_GetModelByIndex(e->state_current.modelindex);
if (e->render.model)
{
+ if (e->render.skinnum >= e->render.model->numskins)
+ e->render.skinnum = 0;
+ if (frame >= e->render.model->numframes)
+ frame = 0;
// models can set flags such as EF_ROCKET
- e->render.effects |= e->render.model->effects;
+ // this 0xFF800000 mask is EF_NOMODELFLAGS plus all the higher EF_ flags such as EF_ROCKET
+ if (!(e->render.effects & 0xFF800000))
+ e->render.effects |= e->render.model->effects;
// if model is alias or this is a tenebrae-like dlight, reverse pitch direction
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)
angles[0] = -angles[0];
+ // NOTE: this must be synced to SV_GetPitchSign!
if ((e->render.effects & EF_ROTATE) && !(e->render.flags & RENDER_VIEWMODEL))
{
}
// animation lerp
- if (e->render.frame2 == e->state_current.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);
+ float maxdelta = cl_lerpanim_maxdelta_server.value;
+ if(e->render.model)
+ if(e->render.model->animscenes)
+ if(e->render.model->animscenes[e->render.framegroupblend[0].frame].framecount > 1 || e->render.model->animscenes[e->render.framegroupblend[1].frame].framecount > 1)
+ maxdelta = cl_lerpanim_maxdelta_framegroups.value;
+ maxdelta = max(maxdelta, cl.mtime[0] - cl.mtime[1]);
+ e->render.framegroupblend[0].lerp = (cl.time - e->render.framegroupblend[0].start) / min(e->render.framegroupblend[0].start - e->render.framegroupblend[1].start, maxdelta);
+ 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.frame = e->render.frame2 = e->state_current.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
Matrix4x4_CreateFromQuakeEntity(&e->render.matrix, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
}
- // make the other useful stuff
- CL_UpdateRenderEntity(&e->render);
-
// tenebrae's sprites are all additive mode (weird)
if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
- e->render.effects |= EF_ADDITIVE;
+ e->render.flags |= RENDER_ADDITIVE;
// player model is only shown with chase_active on
if (e->state_current.number == cl.viewentity)
e->render.flags |= RENDER_EXTERIORMODEL;
// either fullbright or lit
- if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
- e->render.flags |= RENDER_LIGHT;
+ if(!r_fullbright.integer)
+ {
+ 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)
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;
+ if (e->render.effects & EF_NODEPTHTEST)
+ e->render.flags |= RENDER_NODEPTHTEST;
+ if (e->render.effects & EF_ADDITIVE)
+ e->render.flags |= RENDER_ADDITIVE;
+ if (e->render.effects & EF_DOUBLESIDED)
+ e->render.flags |= RENDER_DOUBLESIDED;
+
+ // make the other useful stuff
+ e->render.allowdecals = true;
+ CL_UpdateRenderEntity(&e->render);
}
// creates light and trails from an entity
{
if (e->render.effects & EF_BRIGHTFIELD)
{
- if (gamemode == GAME_NEXUIZ)
+ if (gamemode == GAME_NEXUIZ || gamemode == GAME_XONOTIC)
trailtype = EFFECT_TR_NEXUIZPLASMA;
else
CL_EntityParticles(e);
}
if (e->render.effects & EF_FLAME)
- CL_ParticleTrail(EFFECT_EF_FLAME, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true);
+ CL_ParticleTrail(EFFECT_EF_FLAME, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true, NULL, NULL);
if (e->render.effects & EF_STARDUST)
- CL_ParticleTrail(EFFECT_EF_STARDUST, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true);
+ CL_ParticleTrail(EFFECT_EF_STARDUST, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true, NULL, NULL);
}
if (e->render.internaleffects & (INTEF_FLAG1QW | INTEF_FLAG2QW))
{
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
- if (e->render.model && e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
+ if (e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
{
if (e->render.effects & EF_GIB)
trailtype = EFFECT_TR_BLOOD;
if (len > 0)
len = 1.0f / len;
VectorScale(vel, len, vel);
- CL_ParticleTrail(trailtype, 1, e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor, false, true);
+ CL_ParticleTrail(trailtype, 1, e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor, false, true, NULL, NULL);
}
// now that the entity has survived one trail update it is allowed to
// leave a real trail on later frames
}
}
+extern void R_DecalSystem_Reset(decalsystem_t *decalsystem);
+
/*
===============
CL_UpdateNetworkEntities
CL_UpdateNetworkEntityTrail(ent);
}
else
+ {
+ R_DecalSystem_Reset(&ent->render.decalsystem);
cl.entities_active[i] = false;
+ }
}
}
}
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];
ent->state_current.modelindex = 0;
}
ent->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
- ent->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_FULLBRIGHT | EF_NODEPTHTEST));
+ ent->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB));
// reset animation interpolation on weaponmodel if model changed
if (ent->state_previous.modelindex != ent->state_current.modelindex)
{
- ent->render.frame = 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);
}
return;
// if the tag entity is inactive, skip it
if (!cl.entities[e->state_current.tagentity].state_current.active)
- return;
+ {
+ if(!cl.csqc_server2csqcentitynumber[e->state_current.tagentity])
+ return;
+ if(!cl.csqcrenderentities[cl.csqc_server2csqcentitynumber[e->state_current.tagentity]].entitynumber)
+ return;
+ // if we get here, it's properly csqc networked and attached
+ }
}
// create entity dlights associated with this entity
{
if (e->render.effects & EF_BRIGHTFIELD)
{
- if (gamemode == GAME_NEXUIZ)
+ if (gamemode == GAME_NEXUIZ || gamemode == GAME_XONOTIC)
trailtype = EFFECT_TR_NEXUIZPLASMA;
}
if (e->render.effects & EF_DIMLIGHT)
dlightcolor[2] += 1.50f;
}
if (e->render.effects & EF_FLAME)
- CL_ParticleTrail(EFFECT_EF_FLAME, 0, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false);
+ CL_ParticleTrail(EFFECT_EF_FLAME, 1, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false, NULL, NULL);
if (e->render.effects & EF_STARDUST)
- CL_ParticleTrail(EFFECT_EF_STARDUST, 0, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false);
+ CL_ParticleTrail(EFFECT_EF_STARDUST, 1, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false, NULL, NULL);
}
// muzzleflash fades over time, and is offset a bit
- if (e->persistent.muzzleflash > 0 && r_refdef.numlights < MAX_DLIGHTS)
+ if (e->persistent.muzzleflash > 0 && r_refdef.scene.numlights < MAX_DLIGHTS)
{
vec3_t v2;
vec3_t color;
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, 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.lights[r_refdef.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];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))
// * 4 for the expansion from 0-255 to 0-1023 range,
// / 255 to scale down byte colors
dlightradius = max(dlightradius, e->state_current.glowsize * 4);
- VectorMA(dlightcolor, (1.0f / 255.0f), (unsigned char *)&palette_complete[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.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.lights[r_refdef.numlights++], false, &dlightmatrix, dlightcolor, -1, NULL, true, 1, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+ VectorMA(dlightcolor, (1.0f / 255.0f), palette_rgb[e->state_current.glowcolor], dlightcolor);
}
// custom rtlight
- if ((e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) && r_refdef.numlights < MAX_DLIGHTS)
+ if ((e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) && r_refdef.scene.numlights < MAX_DLIGHTS)
{
matrix4x4_t dlightmatrix;
float light[4];
// 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.lights[r_refdef.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];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];r_refdef.scene.numlights++;
}
// do trail light
if (e->render.flags & RENDER_GLOWTRAIL)
trailtype = EFFECT_TR_GLOWTRAIL;
if (trailtype)
- CL_ParticleTrail(trailtype, 0, origin, origin, vec3_origin, vec3_origin, NULL, e->state_current.glowcolor, true, false);
+ CL_ParticleTrail(trailtype, 1, origin, origin, vec3_origin, vec3_origin, NULL, e->state_current.glowcolor, true, false, NULL, NULL);
- // don't show viewmodels in certain situations
- if (e->render.flags & RENDER_VIEWMODEL)
- if (!r_drawviewmodel.integer || chase_active.integer || r_refdef.envmap)
- return;
// don't show entities with no modelindex (note: this still shows
// entities which have a modelindex that resolved to a NULL model)
- if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.numentities < r_refdef.maxentities)
- r_refdef.entities[r_refdef.numentities++] = &e->render;
+ if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.scene.numentities < r_refdef.scene.maxentities)
+ r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
//if (cl.viewentity && e->state_current.number == cl.viewentity)
// Matrix4x4_Print(&e->render.matrix);
}
entity_t *ent = &cl.entities[0];
// FIXME: this should be done at load
ent->render.matrix = identitymatrix;
- CL_UpdateRenderEntity(&ent->render);
ent->render.flags = RENDER_SHADOW;
if (!r_fullbright.integer)
ent->render.flags |= RENDER_LIGHT;
VectorSet(ent->render.colormod, 1, 1, 1);
- r_refdef.worldentity = &ent->render;
- r_refdef.worldmodel = cl.worldmodel;
+ VectorSet(ent->render.glowmod, 1, 1, 1);
+ ent->render.allowdecals = true;
+ CL_UpdateRenderEntity(&ent->render);
+ r_refdef.scene.worldentity = &ent->render;
+ r_refdef.scene.worldmodel = cl.worldmodel;
}
static void CL_RelinkStaticEntities(void)
{
int i;
entity_t *e;
- for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++, e++)
+ for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.scene.numentities < r_refdef.scene.maxentities;i++, e++)
{
e->render.flags = 0;
// if the model was not loaded when the static entity was created we
// need to re-fetch the model pointer
- e->render.model = cl.model_precache[e->state_baseline.modelindex];
- CL_UpdateRenderEntity(&e->render);
+ e->render.model = CL_GetModelByIndex(e->state_baseline.modelindex);
// either fullbright or lit
- if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
- e->render.flags |= RENDER_LIGHT;
+ if(!r_fullbright.integer)
+ {
+ 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))
e->render.flags |= RENDER_SHADOW;
VectorSet(e->render.colormod, 1, 1, 1);
- R_LerpAnimation(&e->render);
- r_refdef.entities[r_refdef.numentities++] = &e->render;
+ VectorSet(e->render.glowmod, 1, 1, 1);
+ VM_FrameBlendFromFrameGroupBlend(e->render.frameblend, e->render.framegroupblend, e->render.model);
+ e->render.allowdecals = true;
+ CL_UpdateRenderEntity(&e->render);
+ r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
}
}
{
int i, intframe;
cl_effect_t *e;
- entity_t *ent;
+ entity_render_t *entrender;
float frame;
for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++)
// if we're drawing effects, get a new temp entity
// (NewTempEntity adds it to the render entities list for us)
- if (r_draweffects.integer && (ent = CL_NewTempEntity()))
+ if (r_draweffects.integer && (entrender = CL_NewTempEntity(e->starttime)))
{
// interpolation stuff
- ent->render.frame1 = intframe;
- ent->render.frame2 = intframe + 1;
- if (ent->render.frame2 >= e->endframe)
- ent->render.frame2 = -1; // disappear
- ent->render.framelerp = frame - intframe;
- ent->render.frame1time = e->frame1time;
- ent->render.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)
- ent->render.model = cl.model_precache[e->modelindex];
- else
- ent->render.model = cl.csqc_model_precache[-(e->modelindex+1)];
- ent->render.frame = ent->render.frame2;
- ent->render.colormap = -1; // no special coloring
- ent->render.alpha = 1;
- VectorSet(ent->render.colormod, 1, 1, 1);
-
- Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
- CL_UpdateRenderEntity(&ent->render);
+ entrender->model = CL_GetModelByIndex(e->modelindex);
+ 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);
}
}
}
len = VectorLength(dir);
VectorNormalize(dir);
VectorSet(localend, len, 0, 0);
- Matrix4x4_Transform(&r_view.matrix, localend, end);
+ Matrix4x4_Transform(&r_refdef.view.matrix, localend, end);
}
}
}
beam_t *b;
vec3_t dist, org, start, end;
float d;
- entity_t *ent;
- float yaw, pitch;
+ entity_render_t *entrender;
+ double yaw, pitch;
float forward;
matrix4x4_t tempmatrix;
if (b->lightning)
{
- if (cl_beams_lightatend.integer && r_refdef.numlights < MAX_DLIGHTS)
+ if (cl_beams_lightatend.integer && r_refdef.scene.numlights < MAX_DLIGHTS)
{
// FIXME: create a matrix from the beam start/end orientation
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.lights[r_refdef.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];r_refdef.scene.numlights++;
}
if (cl_beams_polygons.integer)
continue;
}
else
{
- yaw = (int) (atan2(dist[1], dist[0]) * 180 / M_PI);
+ yaw = atan2(dist[1], dist[0]) * 180 / M_PI;
if (yaw < 0)
yaw += 360;
forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
- pitch = (int) (atan2(dist[2], forward) * 180 / M_PI);
+ pitch = atan2(dist[2], forward) * 180 / M_PI;
if (pitch < 0)
pitch += 360;
}
d = VectorNormalizeLength(dist);
while (d > 0)
{
- ent = CL_NewTempEntity ();
- if (!ent)
+ entrender = CL_NewTempEntity (0);
+ if (!entrender)
return;
//VectorCopy (org, ent->render.origin);
- ent->render.model = b->model;
+ entrender->model = b->model;
//ent->render.effects = EF_FULLBRIGHT;
//ent->render.angles[0] = pitch;
//ent->render.angles[1] = yaw;
//ent->render.angles[2] = rand()%360;
- Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
- CL_UpdateRenderEntity(&ent->render);
+ Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
+ CL_UpdateRenderEntity(entrender);
VectorMA(org, 30, dist, org);
d -= 30;
}
{
int i;
vec_t *v;
- entity_t *ent;
+ entity_render_t *entrender;
for (i = 0;i < cl.qw_num_nails;i++)
{
// if we're drawing effects, get a new temp entity
// (NewTempEntity adds it to the render entities list for us)
- if (!(ent = CL_NewTempEntity()))
+ if (!(entrender = CL_NewTempEntity(0)))
continue;
// normal stuff
- ent->render.model = cl.model_precache[cl.qw_modelindex_spike];
- ent->render.colormap = -1; // no special coloring
- ent->render.alpha = 1;
- VectorSet(ent->render.colormod, 1, 1, 1);
+ entrender->model = CL_GetModelByIndex(cl.qw_modelindex_spike);
+ entrender->alpha = 1;
+ VectorSet(entrender->colormod, 1, 1, 1);
+ VectorSet(entrender->glowmod, 1, 1, 1);
- Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
- CL_UpdateRenderEntity(&ent->render);
+ Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
+ CL_UpdateRenderEntity(entrender);
}
}
*/
void CL_UpdateWorld(void)
{
- r_refdef.extraupdate = !r_speeds.integer;
- r_refdef.numentities = 0;
- r_refdef.numlights = 0;
- r_view.matrix = identitymatrix;
-
+ r_refdef.scene.extraupdate = !r_speeds.integer;
+ r_refdef.scene.numentities = 0;
+ r_refdef.scene.numlights = 0;
+ r_refdef.view.matrix = identitymatrix;
+ r_refdef.view.quality = 1;
+
cl.num_brushmodel_entities = 0;
if (cls.state == ca_connected && cls.signon == SIGNONS)
CL_RelinkLightFlashes();
CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS);
- // move particles
- CL_MoveParticles();
- R_MoveExplosions();
+ // decals, particles, and explosions will be updated during rneder
}
- r_refdef.time = cl.time;
+ r_refdef.scene.time = cl.time;
}
// LordHavoc: pausedemo command
{
if (Cmd_Argc () == 1)
{
- Con_Printf("\"fog\" is \"%f %f %f %f\"\n", r_refdef.fog_density, r_refdef.fog_red, r_refdef.fog_green, r_refdef.fog_blue);
+ 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));
+}
+
+/*
+======================
+CL_FogHeightTexture_f
+======================
+*/
+static void CL_Fog_HeightTexture_f (void)
+{
+ if (Cmd_Argc () < 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));
}
+
/*
====================
CL_TimeRefresh_f
int i;
float timestart, timedelta;
- r_refdef.extraupdate = false;
+ r_refdef.scene.extraupdate = false;
timestart = Sys_DoubleTime();
for (i = 0;i < 128;i++)
{
- Matrix4x4_CreateFromQuakeEntity(&r_view.matrix, r_view.origin[0], r_view.origin[1], r_view.origin[2], 0, i / 128.0 * 360.0, 0, 1);
+ 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.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);
void CL_Locs_RemoveNearest_f(void)
{
cl_locnode_t *loc;
- loc = CL_Locs_FindNearest(r_view.origin);
+ loc = CL_Locs_FindNearest(r_refdef.view.origin);
if (loc)
CL_Locs_FreeNode(loc);
else
Con_Printf("No level loaded!\n");
return;
}
- FS_StripExtension(cl.worldmodel->name, locfilename, sizeof(locfilename));
- strlcat(locfilename, ".loc", sizeof(locfilename));
+ dpsnprintf(locfilename, sizeof(locfilename), "%s.loc", cl.worldnamenoextension);
- 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
CL_Locs_Clear_f();
// try maps/something.loc first (LordHavoc: where I think they should be)
- FS_StripExtension(cl.worldmodel->name, locfilename, sizeof(locfilename));
- strlcat(locfilename, ".loc", sizeof(locfilename));
+ 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)
- FS_StripExtension(va("locs/%s", FS_FileWithoutPath(cl.worldmodel->name)), locfilename, sizeof(locfilename));
- strlcat(locfilename, ".loc", sizeof(locfilename));
+ dpsnprintf(locfilename, sizeof(locfilename), "locs/%s.loc", cl.worldbasename);
filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
if (!filedata)
return;
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++;
}
}
*/
void CL_Shutdown (void)
{
+ CL_Screen_Shutdown();
CL_Particles_Shutdown();
CL_Parse_Shutdown();
*/
void CL_Init (void)
{
+
cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL);
cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL);
memset(&r_refdef, 0, sizeof(r_refdef));
// max entities sent to renderer per frame
- r_refdef.maxentities = MAX_EDICTS + 256 + 512;
- r_refdef.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.maxentities);
+ 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);
+
+ // max temp entities
+ r_refdef.scene.maxtempentities = MAX_TEMPENTITIES;
+ 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_lerpanim_maxdelta_server);
+ Cvar_RegisterVariable (&cl_lerpanim_maxdelta_framegroups);
+ Cvar_RegisterVariable (&cl_deathfade);
Cvar_RegisterVariable (&lookspring);
Cvar_RegisterVariable (&lookstrafe);
Cvar_RegisterVariable (&sensitivity);
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");
+ Cmd_AddCommand ("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");
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)");
+ 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)");
// 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)");
Cvar_RegisterVariable(&cl_dlights_decaybrightness);
Cvar_RegisterVariable(&cl_prydoncursor);
+ Cvar_RegisterVariable(&cl_prydoncursor_notrace);
Cvar_RegisterVariable(&cl_deathnoviewmodel);
CL_Screen_Init();
CL_Video_Init();
+ CL_Gecko_Init();
}