=====================
*/
-void CL_ClearState (void)
+void CL_ClearState(void)
{
int i;
if (!sv.active)
Host_ClearMemory ();
+ // note: this also gets rid of the entity database
Mem_EmptyPool(cl_entities_mempool);
// wipe the entire cl structure
cls.signon = 0;
}
-void CL_Disconnect_f (void)
+void CL_Disconnect_f(void)
{
CL_Disconnect ();
if (sv.active)
CL_PrintEntities_f
==============
*/
-static void CL_PrintEntities_f (void)
+static void CL_PrintEntities_f(void)
{
entity_t *ent;
int i, j;
}
}
-void CL_LerpUpdate(entity_t *e)
-{
- entity_persistent_t *p;
- entity_render_t *r;
- p = &e->persistent;
- r = &e->render;
-
- if (p->modelindex != e->state_current.modelindex)
- {
- // reset all interpolation information
- p->modelindex = e->state_current.modelindex;
- p->frame1 = p->frame2 = e->state_current.frame;
- p->frame1time = p->frame2time = cl.time;
- p->framelerp = 1;
- }
- else if (p->frame2 != e->state_current.frame)
- {
- // transition to new frame
- p->frame1 = p->frame2;
- p->frame1time = p->frame2time;
- p->frame2 = e->state_current.frame;
- p->frame2time = cl.time;
- p->framelerp = 0;
- }
- else
- {
- // update transition
- p->framelerp = (cl.time - p->frame2time) * 10;
- p->framelerp = bound(0, p->framelerp, 1);
- }
-
- r->model = cl.model_precache[e->state_current.modelindex];
- Mod_CheckLoaded(r->model);
- r->frame = e->state_current.frame;
- r->frame1 = p->frame1;
- r->frame2 = p->frame2;
- r->framelerp = p->framelerp;
- r->frame1time = p->frame1time;
- r->frame2time = p->frame2time;
-}
-
/*
===============
CL_LerpPoint
should be put at.
===============
*/
-static float CL_LerpPoint (void)
+static float CL_LerpPoint(void)
{
float f;
// LordHavoc: lerp in listen games as the server is being capped below the client (usually)
f = cl.mtime[0] - cl.mtime[1];
- if (!f || cl_nolerp.integer || cls.timedemo || (sv.active && svs.maxclients == 1))
+ if (!f || cl_nolerp.integer || cls.timedemo || cl.islocalgame)
{
cl.time = cl.mtime[0];
return 1;
cl_num_temp_entities = 0;
}
-entity_t *CL_NewTempEntity (void)
+entity_t *CL_NewTempEntity(void)
{
entity_t *ent;
return ent;
}
-void CL_AllocDlight (entity_render_t *ent, vec3_t org, float radius, float red, float green, float blue, float decay, float lifetime)
+void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
+{
+ int i;
+ cl_effect_t *e;
+ if (!modelindex) // sanity check
+ return;
+ for (i = 0, e = cl_effects;i < cl_max_effects;i++, e++)
+ {
+ if (e->active)
+ continue;
+ e->active = true;
+ VectorCopy(org, e->origin);
+ e->modelindex = modelindex;
+ e->starttime = cl.time;
+ e->startframe = startframe;
+ e->endframe = startframe + framecount;
+ e->framerate = framerate;
+
+ e->frame = 0;
+ e->frame1time = cl.time;
+ e->frame2time = cl.time;
+ break;
+ }
+}
+
+void CL_AllocDlight(entity_render_t *ent, vec3_t org, float radius, float red, float green, float blue, float decay, float lifetime)
{
int i;
dlight_t *dl;
//Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
memset (dl, 0, sizeof(*dl));
dl->ent = ent;
- if (cl.worldmodel)
- cl.worldmodel->FindNonSolidLocation(cl.worldmodel, org, dl->origin, 6);
+ CL_FindNonSolidLocation(org, dl->origin, 6);
//VectorCopy(org, dl->origin);
dl->radius = radius;
dl->color[0] = red;
dl->die = 0;
}
-void CL_DecayLights (void)
+void CL_DecayLights(void)
{
int i;
dlight_t *dl;
float time;
time = cl.time - cl.oldtime;
-
- dl = cl_dlights;
- for (i=0 ; i<MAX_DLIGHTS ; i++, dl++)
- {
- if (!dl->radius)
- continue;
- if (dl->die < cl.time)
- {
- dl->radius = 0;
- continue;
- }
-
- dl->radius -= time*dl->decay;
- if (dl->radius < 0)
- dl->radius = 0;
- }
-}
-
-void CL_RelinkWorld (void)
-{
- entity_t *ent = &cl_entities[0];
- if (cl_num_entities < 1)
- cl_num_entities = 1;
- cl_brushmodel_entities[cl_num_brushmodel_entities++] = &ent->render;
- Matrix4x4_CreateIdentity(&ent->render.matrix);
- Matrix4x4_CreateIdentity(&ent->render.inversematrix);
- CL_BoundingBoxForEntity(&ent->render);
-}
-
-static void CL_RelinkStaticEntities(void)
-{
- int i;
- for (i = 0;i < cl_num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++)
- {
- Mod_CheckLoaded(cl_static_entities[i].render.model);
- r_refdef.entities[r_refdef.numentities++] = &cl_static_entities[i].render;
- }
+ for (i = 0, dl = cl_dlights;i < MAX_DLIGHTS;i++, dl++)
+ if (dl->radius)
+ dl->radius = (cl.time < dl->die) ? max(0, dl->radius - time * dl->decay) : 0;
}
-/*
-===============
-CL_RelinkEntities
-===============
-*/
extern qboolean Nehahrademcompatibility;
#define MAXVIEWMODELS 32
entity_t *viewmodels[MAXVIEWMODELS];
int numviewmodels;
-static void CL_RelinkNetworkEntities(void)
-{
- entity_t *ent;
- int i, effects, temp;
- float d, bobjrotate, bobjoffset, lerp;
- vec3_t oldorg, neworg, delta, dlightcolor, v, v2, mins, maxs;
- numviewmodels = 0;
+matrix4x4_t viewmodelmatrix;
- bobjrotate = ANGLEMOD(100*cl.time);
- if (cl_itembobheight.value)
- bobjoffset = (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
- else
- bobjoffset = 0;
+static int entitylinkframenumber;
- // start on the entity after the world
- for (i = 1, ent = cl_entities + 1;i < MAX_EDICTS;i++, ent++)
- {
- // if the object isn't active in the current network frame, skip it
- if (!cl_entities_active[i])
- continue;
- if (!ent->state_current.active)
- {
- cl_entities_active[i] = false;
- continue;
- }
+static const vec3_t muzzleflashorigin = {18, 0, 0};
- VectorCopy(ent->persistent.trail_origin, oldorg);
+extern void V_DriftPitch(void);
+extern void V_FadeViewFlashs(void);
+extern void V_CalcViewBlend(void);
- if (!ent->state_previous.active)
+extern void V_CalcRefdef(void);
+// note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
+void CL_LinkNetworkEntity(entity_t *e)
+{
+ matrix4x4_t *matrix, blendmatrix, tempmatrix, matrix2;
+ int j, k, l, trailtype, temp;
+ float origin[3], angles[3], delta[3], lerp, dlightcolor[3], mins[3], maxs[3], v[3], v2[3], d;
+ entity_t *t;
+ model_t *model;
+ //entity_persistent_t *p = &e->persistent;
+ //entity_render_t *r = &e->render;
+ if (e->persistent.linkframe != entitylinkframenumber)
+ {
+ e->persistent.linkframe = entitylinkframenumber;
+ // skip inactive entities and world
+ if (!e->state_current.active || e == cl_entities)
+ return;
+ if (e->render.flags & RENDER_VIEWMODEL)
{
- // only one state available
- VectorCopy (ent->persistent.neworigin, neworg);
- VectorCopy (ent->persistent.newangles, ent->render.angles);
- VectorCopy (neworg, oldorg);
+ if (cl.stats[STAT_HEALTH] <= 0 || !r_drawviewmodel.integer || chase_active.integer || envmap || (cl.items & IT_INVISIBILITY))
+ return;
+ if (cl.viewentity)
+ CL_LinkNetworkEntity(cl_entities + cl.viewentity);
+ matrix = &viewmodelmatrix;
+ if (e == &cl.viewent && cl.viewentity >= 0 && cl.viewentity < MAX_EDICTS && cl_entities[cl.viewentity].state_current.active)
+ {
+ e->state_current.alpha = cl_entities[cl.viewentity].state_current.alpha;
+ e->state_current.effects = EF_NOSHADOW | (cl_entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_REFLECTIVE | EF_FULLBRIGHT));
+ }
}
else
{
- // if the delta is large, assume a teleport and don't lerp
- VectorSubtract(ent->persistent.neworigin, ent->persistent.oldorigin, delta);
- if (ent->persistent.lerpdeltatime > 0)
+ t = cl_entities + e->state_current.tagentity;
+ if (!t->state_current.active)
+ return;
+ // note: this can link to world
+ CL_LinkNetworkEntity(t);
+ // make relative to the entity
+ matrix = &t->render.matrix;
+ // if a valid tagindex is used, make it relative to that tag instead
+ if (e->state_current.tagentity && e->state_current.tagindex >= 1 && (model = t->render.model) && e->state_current.tagindex <= t->render.model->alias.aliasnum_tags)
{
- lerp = (cl.time - ent->persistent.lerpstarttime) / ent->persistent.lerpdeltatime;
- if (lerp < 1)
+ // blend the matrices
+ memset(&blendmatrix, 0, sizeof(blendmatrix));
+ for (j = 0;j < 4 && t->render.frameblend[j].lerp > 0;j++)
{
- // interpolate the origin and angles
- VectorMA(ent->persistent.oldorigin, lerp, delta, neworg);
- VectorSubtract(ent->persistent.newangles, ent->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(ent->persistent.oldangles, lerp, delta, ent->render.angles);
+ matrix = &t->render.model->alias.aliasdata_tags[t->render.frameblend[j].frame * t->render.model->alias.aliasnum_tags + (e->state_current.tagindex - 1)].matrix;
+ d = t->render.frameblend[j].lerp;
+ for (l = 0;l < 4;l++)
+ for (k = 0;k < 4;k++)
+ blendmatrix.m[l][k] += d * matrix->m[l][k];
}
- else
+ // concat the tag matrices onto the entity matrix
+ Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix);
+ // use the constructed tag matrix
+ matrix = &tempmatrix;
+ }
+ }
+ e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
+ e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
+ e->render.flags = e->state_current.flags;
+ if (e - cl_entities == cl.viewentity)
+ e->render.flags |= RENDER_EXTERIORMODEL;
+ e->render.effects = e->state_current.effects;
+ if (e->state_current.flags & RENDER_COLORMAPPED)
+ e->render.colormap = e->state_current.colormap;
+ else if (cl.scores != NULL && e->state_current.colormap)
+ e->render.colormap = cl.scores[e->state_current.colormap - 1].colors; // color it
+ else
+ e->render.colormap = -1; // no special coloring
+ e->render.skinnum = e->state_current.skin;
+ // set up the render matrix
+ if (e->state_previous.active && e->state_current.modelindex == e->state_previous.modelindex)
+ {
+ // movement lerp
+ if (e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
+ {
+ // interpolate the origin and angles
+ VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
+ 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
+ {
+ // no interpolation
+ VectorCopy(e->persistent.neworigin, origin);
+ VectorCopy(e->persistent.newangles, angles);
+ }
+ // animation lerp
+ if (e->render.frame2 == e->state_current.frame)
+ {
+ // update frame lerp fraction
+ e->render.framelerp = 1;
+ if (e->render.frame2time > e->render.frame1time)
{
- // no interpolation
- VectorCopy (ent->persistent.neworigin, neworg);
- VectorCopy (ent->persistent.newangles, ent->render.angles);
+ e->render.framelerp = (cl.time - e->render.frame2time) / (e->render.frame2time - e->render.frame1time);
+ e->render.framelerp = bound(0, e->render.framelerp, 1);
}
}
else
{
- // no interpolation
- VectorCopy (ent->persistent.neworigin, neworg);
- VectorCopy (ent->persistent.newangles, ent->render.angles);
+ // 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;
}
}
-
- if (!ent->render.model || ent->render.model->type != mod_brush)
- ent->render.angles[0] = -ent->render.angles[0];
-
- VectorCopy (neworg, ent->persistent.trail_origin);
- // persistent.modelindex will be updated by CL_LerpUpdate
- if (ent->state_current.modelindex != ent->persistent.modelindex || !ent->state_previous.active)
- VectorCopy(neworg, oldorg);
-
- VectorCopy (neworg, ent->render.origin);
- ent->render.flags = ent->state_current.flags;
- if (i == cl.viewentity)
- ent->render.flags |= RENDER_EXTERIORMODEL;
- ent->render.effects = effects = ent->state_current.effects;
- if (ent->state_current.flags & RENDER_COLORMAPPED)
- ent->render.colormap = ent->state_current.colormap;
- else if (cl.scores == NULL || !ent->state_current.colormap)
- ent->render.colormap = -1; // no special coloring
else
- ent->render.colormap = cl.scores[ent->state_current.colormap - 1].colors; // color it
- ent->render.skinnum = ent->state_current.skin;
- ent->render.alpha = ent->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
- ent->render.scale = ent->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
-
- if (ent->render.model && ent->render.model->flags & EF_ROTATE)
{
- ent->render.angles[1] = bobjrotate;
- ent->render.origin[2] += bobjoffset;
+ // no interpolation
+ VectorCopy(e->persistent.neworigin, origin);
+ VectorCopy(e->persistent.newangles, angles);
+ e->render.frame = e->render.frame1 = e->render.frame2 = e->state_current.frame;
+ e->render.frame1time = e->render.frame2time = cl.time;
+ e->render.framelerp = 1;
}
- Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, ent->render.origin[0], ent->render.origin[1], ent->render.origin[2], ent->render.angles[0], ent->render.angles[1], ent->render.angles[2], ent->render.scale);
-
- // update interpolation info
- CL_LerpUpdate(ent);
+ e->render.model = cl.model_precache[e->state_current.modelindex];
+ if (e->render.model)
+ {
+ Mod_CheckLoaded(e->render.model);
+ if (e->render.model->type == mod_alias || e->render.model->type == mod_sprite)
+ angles[0] = -angles[0];
+ if (e->render.model->flags & EF_ROTATE)
+ {
+ angles[1] = ANGLEMOD(100*cl.time);
+ if (cl_itembobheight.value)
+ origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
+ }
+ }
- // handle effects now...
+ R_LerpAnimation(&e->render);
+
+ // FIXME: e->render.scale should go away
+ Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
+ // concat the matrices to make the entity relative to its tag
+ Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
+ // make the other useful stuff
+ Matrix4x4_Invert_Simple(&e->render.inversematrix, &e->render.matrix);
+ CL_BoundingBoxForEntity(&e->render);
+
+ // handle effects now that we know where this entity is in the world...
+ origin[0] = e->render.matrix.m[0][3];
+ origin[1] = e->render.matrix.m[1][3];
+ origin[2] = e->render.matrix.m[2][3];
+ trailtype = -1;
dlightcolor[0] = 0;
dlightcolor[1] = 0;
dlightcolor[2] = 0;
-
// LordHavoc: if the entity has no effects, don't check each
- if (effects)
+ if (e->render.effects)
{
- if (effects & EF_BRIGHTFIELD)
+ if (e->render.effects & EF_BRIGHTFIELD)
{
if (gamemode == GAME_NEXUIZ)
{
dlightcolor[0] += 100.0f;
dlightcolor[1] += 200.0f;
dlightcolor[2] += 400.0f;
- // don't do trail if we have no previous location
- if (ent->state_previous.active)
- CL_RocketTrail (oldorg, neworg, 8, ent);
+ trailtype = 8;
}
else
- CL_EntityParticles (ent);
+ CL_EntityParticles(e);
}
- if (effects & EF_MUZZLEFLASH)
- ent->persistent.muzzleflash = 100.0f;
- if (effects & EF_DIMLIGHT)
+ if (e->render.effects & EF_MUZZLEFLASH)
+ e->persistent.muzzleflash = 100.0f;
+ if (e->render.effects & EF_DIMLIGHT)
{
dlightcolor[0] += 200.0f;
dlightcolor[1] += 200.0f;
dlightcolor[2] += 200.0f;
}
- if (effects & EF_BRIGHTLIGHT)
+ if (e->render.effects & EF_BRIGHTLIGHT)
{
dlightcolor[0] += 400.0f;
dlightcolor[1] += 400.0f;
dlightcolor[2] += 400.0f;
}
- // LordHavoc: added EF_RED and EF_BLUE
- if (effects & EF_RED) // red
+ // LordHavoc: more effects
+ if (e->render.effects & EF_RED) // red
{
dlightcolor[0] += 200.0f;
dlightcolor[1] += 20.0f;
dlightcolor[2] += 20.0f;
}
- if (effects & EF_BLUE) // blue
+ if (e->render.effects & EF_BLUE) // blue
{
dlightcolor[0] += 20.0f;
dlightcolor[1] += 20.0f;
dlightcolor[2] += 200.0f;
}
- if (effects & EF_FLAME)
+ if (e->render.effects & EF_FLAME)
{
- if (ent->render.model)
- {
- mins[0] = neworg[0] - 16.0f;
- mins[1] = neworg[1] - 16.0f;
- mins[2] = neworg[2] - 16.0f;
- maxs[0] = neworg[0] + 16.0f;
- maxs[1] = neworg[1] + 16.0f;
- maxs[2] = neworg[2] + 16.0f;
- // how many flames to make
- temp = (int) (cl.time * 300) - (int) (cl.oldtime * 300);
- CL_FlameCube(mins, maxs, temp);
- }
+ mins[0] = origin[0] - 16.0f;
+ mins[1] = origin[1] - 16.0f;
+ mins[2] = origin[2] - 16.0f;
+ maxs[0] = origin[0] + 16.0f;
+ maxs[1] = origin[1] + 16.0f;
+ maxs[2] = origin[2] + 16.0f;
+ // how many flames to make
+ temp = (int) (cl.time * 300) - (int) (cl.oldtime * 300);
+ CL_FlameCube(mins, maxs, temp);
d = lhrandom(200, 250);
dlightcolor[0] += d * 1.0f;
dlightcolor[1] += d * 0.7f;
dlightcolor[2] += d * 0.3f;
}
- if (effects & EF_STARDUST)
+ if (e->render.effects & EF_STARDUST)
{
- if (ent->render.model)
- {
- mins[0] = neworg[0] - 16.0f;
- mins[1] = neworg[1] - 16.0f;
- mins[2] = neworg[2] - 16.0f;
- maxs[0] = neworg[0] + 16.0f;
- maxs[1] = neworg[1] + 16.0f;
- maxs[2] = neworg[2] + 16.0f;
- // how many particles to make
- temp = (int) (cl.time * 200) - (int) (cl.oldtime * 200);
- CL_Stardust(mins, maxs, temp);
- }
+ mins[0] = origin[0] - 16.0f;
+ mins[1] = origin[1] - 16.0f;
+ mins[2] = origin[2] - 16.0f;
+ maxs[0] = origin[0] + 16.0f;
+ maxs[1] = origin[1] + 16.0f;
+ maxs[2] = origin[2] + 16.0f;
+ // how many particles to make
+ temp = (int) (cl.time * 200) - (int) (cl.oldtime * 200);
+ CL_Stardust(mins, maxs, temp);
d = 100;
dlightcolor[0] += d * 1.0f;
dlightcolor[1] += d * 0.7f;
dlightcolor[2] += d * 0.3f;
}
}
-
- if (ent->persistent.muzzleflash > 0)
+ // muzzleflash fades over time, and is offset a bit
+ if (e->persistent.muzzleflash > 0)
{
- v2[0] = ent->render.matrix.m[0][0] * 18 + neworg[0];
- v2[1] = ent->render.matrix.m[0][1] * 18 + neworg[1];
- v2[2] = ent->render.matrix.m[0][2] * 18 + neworg[2] + 16;
- CL_TraceLine(neworg, v2, v, NULL, 0, true, NULL);
-
- CL_AllocDlight (NULL, v, ent->persistent.muzzleflash, 1, 1, 1, 0, 0);
- ent->persistent.muzzleflash -= cl.frametime * 1000;
+ Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
+ CL_TraceLine(origin, v2, v, NULL, 0, true, NULL);
+ CL_AllocDlight(NULL, v, e->persistent.muzzleflash, 1, 1, 1, 0, 0);
+ e->persistent.muzzleflash -= cl.frametime * 1000;
}
-
// LordHavoc: if the model has no flags, don't check each
- if (ent->render.model && ent->render.model->flags)
+ if (e->render.model && e->render.model->flags)
{
- // note: EF_ROTATE handled above, above matrix calculation
- // only do trails if present in the previous frame as well
- if (ent->state_previous.active)
+ if (e->render.model->flags & EF_GIB)
+ trailtype = 2;
+ else if (e->render.model->flags & EF_ZOMGIB)
+ trailtype = 4;
+ else if (e->render.model->flags & EF_TRACER)
{
- if (ent->render.model->flags & EF_GIB)
- CL_RocketTrail (oldorg, neworg, 2, ent);
- else if (ent->render.model->flags & EF_ZOMGIB)
- CL_RocketTrail (oldorg, neworg, 4, ent);
- else if (ent->render.model->flags & EF_TRACER)
- {
- CL_RocketTrail (oldorg, neworg, 3, ent);
- dlightcolor[0] += 0x10;
- dlightcolor[1] += 0x40;
- dlightcolor[2] += 0x10;
- }
- else if (ent->render.model->flags & EF_TRACER2)
- {
- CL_RocketTrail (oldorg, neworg, 5, ent);
- dlightcolor[0] += 0x50;
- dlightcolor[1] += 0x30;
- dlightcolor[2] += 0x10;
- }
- else if (ent->render.model->flags & EF_ROCKET)
- {
- CL_RocketTrail (oldorg, ent->render.origin, 0, ent);
- dlightcolor[0] += 200.0f;
- dlightcolor[1] += 160.0f;
- dlightcolor[2] += 80.0f;
- }
- else if (ent->render.model->flags & EF_GRENADE)
- {
- if (ent->render.alpha == -1) // LordHavoc: Nehahra dem compatibility (cigar smoke)
- CL_RocketTrail (oldorg, neworg, 7, ent);
- else
- CL_RocketTrail (oldorg, neworg, 1, ent);
- }
- else if (ent->render.model->flags & EF_TRACER3)
- {
- CL_RocketTrail (oldorg, neworg, 6, ent);
- dlightcolor[0] += 0x50;
- dlightcolor[1] += 0x20;
- dlightcolor[2] += 0x40;
- }
+ trailtype = 3;
+ dlightcolor[0] += 0x10;
+ dlightcolor[1] += 0x40;
+ dlightcolor[2] += 0x10;
+ }
+ else if (e->render.model->flags & EF_TRACER2)
+ {
+ trailtype = 5;
+ dlightcolor[0] += 0x50;
+ dlightcolor[1] += 0x30;
+ dlightcolor[2] += 0x10;
+ }
+ else if (e->render.model->flags & EF_ROCKET)
+ {
+ trailtype = 0;
+ dlightcolor[0] += 200.0f;
+ dlightcolor[1] += 160.0f;
+ dlightcolor[2] += 80.0f;
+ }
+ else if (e->render.model->flags & EF_GRENADE)
+ {
+ // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
+ trailtype = e->render.alpha == -1 ? 7 : 1;
+ }
+ else if (e->render.model->flags & EF_TRACER3)
+ {
+ trailtype = 6;
+ dlightcolor[0] += 0x50;
+ dlightcolor[1] += 0x20;
+ dlightcolor[2] += 0x40;
}
}
// LordHavoc: customizable glow
- if (ent->state_current.glowsize)
+ if (e->state_current.glowsize)
{
// * 4 for the expansion from 0-255 to 0-1023 range,
// / 255 to scale down byte colors
- VectorMA(dlightcolor, ent->state_current.glowsize * (4.0f / 255.0f), (qbyte *)&palette_complete[ent->state_current.glowcolor], dlightcolor);
+ VectorMA(dlightcolor, e->state_current.glowsize * (4.0f / 255.0f), (qbyte *)&palette_complete[e->state_current.glowcolor], dlightcolor);
}
- // LordHavoc: customizable trail
- if (ent->render.flags & RENDER_GLOWTRAIL)
- CL_RocketTrail2 (oldorg, neworg, ent->state_current.glowcolor, ent);
-
- if (dlightcolor[0] || dlightcolor[1] || dlightcolor[2])
+ // make the dlight
+ if ((dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL) && !e->state_current.tagentity)
{
- VectorCopy(neworg, v);
+ VectorCopy(origin, v);
// hack to make glowing player light shine on their gun
- if (i == cl.viewentity/* && !chase_active.integer*/)
+ if ((e - cl_entities) == cl.viewentity/* && !chase_active.integer*/)
v[2] += 30;
- CL_AllocDlight (&ent->render, v, 1, dlightcolor[0], dlightcolor[1], dlightcolor[2], 0, 0);
+ CL_AllocDlight(&e->render, v, 1, dlightcolor[0], dlightcolor[1], dlightcolor[2], 0, 0);
}
-
- if (chase_active.integer && (ent->render.flags & RENDER_VIEWMODEL))
- continue;
-
- // don't show entities with no modelindex (note: this still shows
- // entities which have a modelindex that resolved to a NULL model)
- if (!ent->state_current.modelindex)
- continue;
- if (effects & EF_NODRAW)
- continue;
-
- // store a list of view-relative entities for later adjustment in view code
- if (ent->render.flags & RENDER_VIEWMODEL)
+ // trails need the previous frame
+ if (e->state_previous.active && e->state_previous.modelindex == e->state_current.modelindex)
{
- if (numviewmodels < MAXVIEWMODELS)
- viewmodels[numviewmodels++] = ent;
- continue;
+ if (e->render.flags & RENDER_GLOWTRAIL)
+ CL_RocketTrail2(e->persistent.trail_origin, origin, e->state_current.glowcolor, e);
+ else if (trailtype >= 0)
+ CL_RocketTrail(e->persistent.trail_origin, origin, trailtype, e);
}
-
- Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
-
- CL_BoundingBoxForEntity(&ent->render);
- if (ent->render.model && ent->render.model->name[0] == '*' && ent->render.model->type == mod_brush)
- cl_brushmodel_entities[cl_num_brushmodel_entities++] = &ent->render;
-
+ VectorCopy(origin, e->persistent.trail_origin);
// note: the cl.viewentity and intermission check is to hide player
// shadow during intermission and during the Nehahra movie and
// Nehahra cinematics
- if (!(ent->state_current.effects & EF_NOSHADOW)
- && !(ent->state_current.effects & EF_ADDITIVE)
- && (ent->state_current.alpha == 255)
- && !(ent->render.flags & RENDER_VIEWMODEL)
- && (i != cl.viewentity || (!cl.intermission && !Nehahrademcompatibility && !cl_noplayershadow.integer)))
- ent->render.flags |= RENDER_SHADOW;
-
- if (r_refdef.numentities < r_refdef.maxentities)
- r_refdef.entities[r_refdef.numentities++] = &ent->render;
-
- if (cl_num_entities < i + 1)
- cl_num_entities = i + 1;
+ if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE))
+ && (e->render.alpha == 1)
+ && !(e->render.flags & RENDER_VIEWMODEL)
+ && ((e - cl_entities) != cl.viewentity || (!cl.intermission && !Nehahrademcompatibility && !cl_noplayershadow.integer)))
+ e->render.flags |= RENDER_SHADOW;
+ // as soon as player is known we can call V_CalcRefDef
+ if ((e - cl_entities) == cl.viewentity)
+ V_CalcRefdef();
+ if (e->render.model && e->render.model->name[0] == '*' && e->render.model->brush.TraceBox)
+ cl_brushmodel_entities[cl_num_brushmodel_entities++] = &e->render;
+ // don't show entities with no modelindex (note: this still shows
+ // entities which have a modelindex that resolved to a NULL model)
+ if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.numentities < r_refdef.maxentities)
+ r_refdef.entities[r_refdef.numentities++] = &e->render;
+ if (cl_num_entities < e->state_current.number + 1)
+ cl_num_entities = e->state_current.number + 1;
}
}
-void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
+void CL_RelinkWorld(void)
+{
+ entity_t *ent = &cl_entities[0];
+ if (cl_num_entities < 1)
+ cl_num_entities = 1;
+ cl_brushmodel_entities[cl_num_brushmodel_entities++] = &ent->render;
+ // FIXME: this should be done at load
+ Matrix4x4_CreateIdentity(&ent->render.matrix);
+ Matrix4x4_CreateIdentity(&ent->render.inversematrix);
+ CL_BoundingBoxForEntity(&ent->render);
+}
+
+static void CL_RelinkStaticEntities(void)
{
int i;
- cl_effect_t *e;
- if (!modelindex) // sanity check
- return;
- for (i = 0, e = cl_effects;i < cl_max_effects;i++, e++)
+ for (i = 0;i < cl_num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++)
{
- if (e->active)
- continue;
- e->active = true;
- VectorCopy(org, e->origin);
- e->modelindex = modelindex;
- e->starttime = cl.time;
- e->startframe = startframe;
- e->endframe = startframe + framecount;
- e->framerate = framerate;
+ Mod_CheckLoaded(cl_static_entities[i].render.model);
+ r_refdef.entities[r_refdef.numentities++] = &cl_static_entities[i].render;
+ }
+}
- e->frame = 0;
- e->frame1time = cl.time;
- e->frame2time = cl.time;
- break;
+/*
+===============
+CL_RelinkEntities
+===============
+*/
+static void CL_RelinkNetworkEntities(void)
+{
+ entity_t *ent;
+ int i;
+
+ ent = &cl.viewent;
+ ent->state_previous = ent->state_current;
+ ClearStateToDefault(&ent->state_current);
+ ent->state_current.time = cl.time;
+ ent->state_current.number = -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.flags = RENDER_VIEWMODEL;
+
+ // start on the entity after the world
+ entitylinkframenumber++;
+ for (i = 1, ent = cl_entities + 1;i < MAX_EDICTS;i++, ent++)
+ {
+ if (cl_entities_active[i])
+ {
+ if (ent->state_current.active)
+ CL_LinkNetworkEntity(ent);
+ else
+ cl_entities_active[i] = false;
+ }
}
+ CL_LinkNetworkEntity(&cl.viewent);
}
static void CL_RelinkEffects(void)
intframe = frame;
if (intframe < 0 || intframe >= e->endframe)
{
- e->active = false;
memset(e, 0, sizeof(*e));
continue;
}
ent->render.frame2time = e->frame2time;
// normal stuff
- //VectorCopy(e->origin, ent->render.origin);
ent->render.model = cl.model_precache[e->modelindex];
ent->render.frame = ent->render.frame2;
ent->render.colormap = -1; // no special coloring
- //ent->render.scale = 1;
ent->render.alpha = 1;
Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
}
}
-void CL_RelinkBeams (void)
+void CL_RelinkBeams(void)
{
int i;
beam_t *b;
}
}
-cvar_t r_lightningbeam_thickness = {CVAR_SAVE, "r_lightningbeam_thickness", "4"};
-cvar_t r_lightningbeam_scroll = {CVAR_SAVE, "r_lightningbeam_scroll", "5"};
-cvar_t r_lightningbeam_repeatdistance = {CVAR_SAVE, "r_lightningbeam_repeatdistance", "1024"};
-cvar_t r_lightningbeam_color_red = {CVAR_SAVE, "r_lightningbeam_color_red", "1"};
-cvar_t r_lightningbeam_color_green = {CVAR_SAVE, "r_lightningbeam_color_green", "1"};
-cvar_t r_lightningbeam_color_blue = {CVAR_SAVE, "r_lightningbeam_color_blue", "1"};
-cvar_t r_lightningbeam_qmbtexture = {CVAR_SAVE, "r_lightningbeam_qmbtexture", "0"};
-
-rtexture_t *r_lightningbeamtexture;
-rtexture_t *r_lightningbeamqmbtexture;
-rtexturepool_t *r_lightningbeamtexturepool;
-
-int r_lightningbeamelements[18] = {0, 1, 2, 0, 2, 3, 4, 5, 6, 4, 6, 7, 8, 9, 10, 8, 10, 11};
-
-void r_lightningbeams_start(void)
-{
- r_lightningbeamtexturepool = R_AllocTexturePool();
- r_lightningbeamtexture = NULL;
- r_lightningbeamqmbtexture = NULL;
-}
-
-void r_lightningbeams_setupqmbtexture(void)
-{
- r_lightningbeamqmbtexture = loadtextureimage(r_lightningbeamtexturepool, "textures/particles/lightning.pcx", 0, 0, false, TEXF_ALPHA | TEXF_PRECACHE);
- if (r_lightningbeamqmbtexture == NULL)
- Cvar_SetValueQuick(&r_lightningbeam_qmbtexture, false);
-}
-
-void r_lightningbeams_setuptexture(void)
-{
-#if 0
-#define BEAMWIDTH 128
-#define BEAMHEIGHT 64
-#define PATHPOINTS 8
- int i, j, px, py, nearestpathindex, imagenumber;
- float particlex, particley, particlexv, particleyv, dx, dy, s, maxpathstrength;
- qbyte *pixels;
- int *image;
- struct {float x, y, strength;} path[PATHPOINTS], temppath;
-
- image = Mem_Alloc(tempmempool, BEAMWIDTH * BEAMHEIGHT * sizeof(int));
- pixels = Mem_Alloc(tempmempool, BEAMWIDTH * BEAMHEIGHT * sizeof(qbyte[4]));
-
- for (imagenumber = 0, maxpathstrength = 0.0339476;maxpathstrength < 0.5;imagenumber++, maxpathstrength += 0.01)
- {
- for (i = 0;i < PATHPOINTS;i++)
- {
- path[i].x = lhrandom(0, 1);
- path[i].y = lhrandom(0.2, 0.8);
- path[i].strength = lhrandom(0, 1);
- }
- for (i = 0;i < PATHPOINTS;i++)
- {
- for (j = i + 1;j < PATHPOINTS;j++)
- {
- if (path[j].x < path[i].x)
- {
- temppath = path[j];
- path[j] = path[i];
- path[i] = temppath;
- }
- }
- }
- particlex = path[0].x;
- particley = path[0].y;
- particlexv = lhrandom(0, 0.02);
- particlexv = lhrandom(-0.02, 0.02);
- memset(image, 0, BEAMWIDTH * BEAMHEIGHT * sizeof(int));
- for (i = 0;i < 65536;i++)
- {
- for (nearestpathindex = 0;nearestpathindex < PATHPOINTS;nearestpathindex++)
- if (path[nearestpathindex].x > particlex)
- break;
- nearestpathindex %= PATHPOINTS;
- dx = path[nearestpathindex].x + lhrandom(-0.01, 0.01);dx = bound(0, dx, 1) - particlex;if (dx < 0) dx += 1;
- dy = path[nearestpathindex].y + lhrandom(-0.01, 0.01);dy = bound(0, dy, 1) - particley;
- s = path[nearestpathindex].strength / sqrt(dx*dx+dy*dy);
- particlexv = particlexv /* (1 - lhrandom(0.08, 0.12))*/ + dx * s;
- particleyv = particleyv /* (1 - lhrandom(0.08, 0.12))*/ + dy * s;
- particlex += particlexv * maxpathstrength;particlex -= (int) particlex;
- particley += particleyv * maxpathstrength;particley = bound(0, particley, 1);
- px = particlex * BEAMWIDTH;
- py = particley * BEAMHEIGHT;
- if (px >= 0 && py >= 0 && px < BEAMWIDTH && py < BEAMHEIGHT)
- image[py*BEAMWIDTH+px] += 16;
- }
-
- for (py = 0;py < BEAMHEIGHT;py++)
- {
- for (px = 0;px < BEAMWIDTH;px++)
- {
- pixels[(py*BEAMWIDTH+px)*4+0] = bound(0, image[py*BEAMWIDTH+px] * 1.0f, 255.0f);
- pixels[(py*BEAMWIDTH+px)*4+1] = bound(0, image[py*BEAMWIDTH+px] * 1.0f, 255.0f);
- pixels[(py*BEAMWIDTH+px)*4+2] = bound(0, image[py*BEAMWIDTH+px] * 1.0f, 255.0f);
- pixels[(py*BEAMWIDTH+px)*4+3] = 255;
- }
- }
-
- Image_WriteTGARGBA(va("lightningbeam%i.tga", imagenumber), BEAMWIDTH, BEAMHEIGHT, pixels);
- }
-
- r_lightningbeamtexture = R_LoadTexture2D(r_lightningbeamtexturepool, "lightningbeam", BEAMWIDTH, BEAMHEIGHT, pixels, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
-
- Mem_Free(pixels);
- Mem_Free(image);
-#else
-#define BEAMWIDTH 64
-#define BEAMHEIGHT 128
- float r, g, b, intensity, fx, width, center;
- int x, y;
- qbyte *data, *noise1, *noise2;
-
- data = Mem_Alloc(tempmempool, BEAMWIDTH * BEAMHEIGHT * 4);
- noise1 = Mem_Alloc(tempmempool, BEAMHEIGHT * BEAMHEIGHT);
- noise2 = Mem_Alloc(tempmempool, BEAMHEIGHT * BEAMHEIGHT);
- fractalnoise(noise1, BEAMHEIGHT, BEAMHEIGHT / 8);
- fractalnoise(noise2, BEAMHEIGHT, BEAMHEIGHT / 16);
-
- for (y = 0;y < BEAMHEIGHT;y++)
- {
- width = 0.15;//((noise1[y * BEAMHEIGHT] * (1.0f / 256.0f)) * 0.1f + 0.1f);
- center = (noise1[y * BEAMHEIGHT + (BEAMHEIGHT / 2)] / 256.0f) * (1.0f - width * 2.0f) + width;
- for (x = 0;x < BEAMWIDTH;x++, fx++)
- {
- fx = (((float) x / BEAMWIDTH) - center) / width;
- intensity = 1.0f - sqrt(fx * fx);
- if (intensity > 0)
- intensity = pow(intensity, 2) * ((noise2[y * BEAMHEIGHT + x] * (1.0f / 256.0f)) * 0.33f + 0.66f);
- intensity = bound(0, intensity, 1);
- r = intensity * 1.0f;
- g = intensity * 1.0f;
- b = intensity * 1.0f;
- data[(y * BEAMWIDTH + x) * 4 + 0] = (qbyte)(bound(0, r, 1) * 255.0f);
- data[(y * BEAMWIDTH + x) * 4 + 1] = (qbyte)(bound(0, g, 1) * 255.0f);
- data[(y * BEAMWIDTH + x) * 4 + 2] = (qbyte)(bound(0, b, 1) * 255.0f);
- data[(y * BEAMWIDTH + x) * 4 + 3] = (qbyte)255;
- }
- }
-
- r_lightningbeamtexture = R_LoadTexture2D(r_lightningbeamtexturepool, "lightningbeam", BEAMWIDTH, BEAMHEIGHT, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
- Mem_Free(noise1);
- Mem_Free(noise2);
- Mem_Free(data);
-#endif
-}
-
-void r_lightningbeams_shutdown(void)
-{
- r_lightningbeamtexture = NULL;
- r_lightningbeamqmbtexture = NULL;
- R_FreeTexturePool(&r_lightningbeamtexturepool);
-}
-
-void r_lightningbeams_newmap(void)
-{
-}
-
-void R_LightningBeams_Init(void)
-{
- Cvar_RegisterVariable(&r_lightningbeam_thickness);
- Cvar_RegisterVariable(&r_lightningbeam_scroll);
- Cvar_RegisterVariable(&r_lightningbeam_repeatdistance);
- Cvar_RegisterVariable(&r_lightningbeam_color_red);
- Cvar_RegisterVariable(&r_lightningbeam_color_green);
- Cvar_RegisterVariable(&r_lightningbeam_color_blue);
- Cvar_RegisterVariable(&r_lightningbeam_qmbtexture);
- R_RegisterModule("R_LightningBeams", r_lightningbeams_start, r_lightningbeams_shutdown, r_lightningbeams_newmap);
-}
-
-void R_CalcLightningBeamPolygonVertex3f(float *v, const float *start, const float *end, const float *offset)
-{
- // near right corner
- VectorAdd (start, offset, (v + 0));
- // near left corner
- VectorSubtract(start, offset, (v + 3));
- // far left corner
- VectorSubtract(end , offset, (v + 6));
- // far right corner
- VectorAdd (end , offset, (v + 9));
-}
-
-void R_CalcLightningBeamPolygonTexCoord2f(float *tc, float t1, float t2)
-{
- if (r_lightningbeam_qmbtexture.integer)
- {
- // near right corner
- tc[0] = t1;tc[1] = 0;
- // near left corner
- tc[2] = t1;tc[3] = 1;
- // far left corner
- tc[4] = t2;tc[5] = 1;
- // far right corner
- tc[6] = t2;tc[7] = 0;
- }
- else
- {
- // near right corner
- tc[0] = 0;tc[1] = t1;
- // near left corner
- tc[2] = 1;tc[3] = t1;
- // far left corner
- tc[4] = 1;tc[5] = t2;
- // far right corner
- tc[6] = 0;tc[7] = t2;
- }
-}
-
-void R_FogLightningBeam_Vertex3f_Color4f(const float *v, float *c, int numverts, float r, float g, float b, float a)
-{
- int i;
- vec3_t fogvec;
- float ifog;
- for (i = 0;i < numverts;i++, v += 3, c += 4)
- {
- VectorSubtract(v, r_origin, fogvec);
- ifog = 1 - exp(fogdensity/DotProduct(fogvec,fogvec));
- c[0] = r * ifog;
- c[1] = g * ifog;
- c[2] = b * ifog;
- c[3] = a;
- }
-}
-
-float beamrepeatscale;
-
-void R_DrawLightningBeamCallback(const void *calldata1, int calldata2)
-{
- const beam_t *b = calldata1;
- rmeshstate_t m;
- vec3_t beamdir, right, up, offset;
- float length, t1, t2;
-
- R_Mesh_Matrix(&r_identitymatrix);
-
- // calculate beam direction (beamdir) vector and beam length
- // get difference vector
- VectorSubtract(b->end, b->start, beamdir);
- // find length of difference vector
- length = sqrt(DotProduct(beamdir, beamdir));
- // calculate scale to make beamdir a unit vector (normalized)
- t1 = 1.0f / length;
- // scale beamdir so it is now normalized
- VectorScale(beamdir, t1, beamdir);
-
- // calculate up vector such that it points toward viewer, and rotates around the beamdir
- // get direction from start of beam to viewer
- VectorSubtract(r_origin, b->start, up);
- // remove the portion of the vector that moves along the beam
- // (this leaves only a vector pointing directly away from the beam)
- t1 = -DotProduct(up, beamdir);
- VectorMA(up, t1, beamdir, up);
- // now we have a vector pointing away from the beam, now we need to normalize it
- VectorNormalizeFast(up);
- // generate right vector from forward and up, the result is already normalized
- // (CrossProduct returns a vector of multiplied length of the two inputs)
- CrossProduct(beamdir, up, right);
-
- // calculate T coordinate scrolling (start and end texcoord along the beam)
- t1 = cl.time * -r_lightningbeam_scroll.value;// + beamrepeatscale * DotProduct(b->start, beamdir);
- t1 = t1 - (int) t1;
- t2 = t1 + beamrepeatscale * length;
-
- // the beam is 3 polygons in this configuration:
- // * 2
- // * *
- // 1******
- // * *
- // * 3
- // they are showing different portions of the beam texture, creating an
- // illusion of a beam that appears to curl around in 3D space
- // (and realize that the whole polygon assembly orients itself to face
- // the viewer)
-
- memset(&m, 0, sizeof(m));
- if (r_lightningbeam_qmbtexture.integer)
- m.tex[0] = R_GetTexture(r_lightningbeamqmbtexture);
- else
- m.tex[0] = R_GetTexture(r_lightningbeamtexture);
- m.pointer_texcoord[0] = varray_texcoord2f[0];
- R_Mesh_State_Texture(&m);
-
- GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
- GL_DepthMask(false);
- GL_DepthTest(true);
- if (r_lightningbeam_qmbtexture.integer && r_lightningbeamqmbtexture == NULL)
- r_lightningbeams_setupqmbtexture();
- if (!r_lightningbeam_qmbtexture.integer && r_lightningbeamtexture == NULL)
- r_lightningbeams_setuptexture();
-
- // polygon 1, verts 0-3
- VectorScale(right, r_lightningbeam_thickness.value, offset);
- R_CalcLightningBeamPolygonVertex3f(varray_vertex3f + 0, b->start, b->end, offset);
- // polygon 2, verts 4-7
- VectorAdd(right, up, offset);
- VectorScale(offset, r_lightningbeam_thickness.value * 0.70710681f, offset);
- R_CalcLightningBeamPolygonVertex3f(varray_vertex3f + 12, b->start, b->end, offset);
- // polygon 3, verts 8-11
- VectorSubtract(right, up, offset);
- VectorScale(offset, r_lightningbeam_thickness.value * 0.70710681f, offset);
- R_CalcLightningBeamPolygonVertex3f(varray_vertex3f + 24, b->start, b->end, offset);
- R_CalcLightningBeamPolygonTexCoord2f(varray_texcoord2f[0] + 0, t1, t2);
- R_CalcLightningBeamPolygonTexCoord2f(varray_texcoord2f[0] + 8, t1 + 0.33, t2 + 0.33);
- R_CalcLightningBeamPolygonTexCoord2f(varray_texcoord2f[0] + 16, t1 + 0.66, t2 + 0.66);
- GL_VertexPointer(varray_vertex3f);
-
- if (fogenabled)
- {
- // per vertex colors if fog is used
- GL_ColorPointer(varray_color4f);
- R_FogLightningBeam_Vertex3f_Color4f(varray_vertex3f, varray_color4f, 12, r_lightningbeam_color_red.value, r_lightningbeam_color_green.value, r_lightningbeam_color_blue.value, 1);
- }
- else
- {
- // solid color if fog is not used
- GL_Color(r_lightningbeam_color_red.value, r_lightningbeam_color_green.value, r_lightningbeam_color_blue.value, 1);
- }
-
- // draw the 3 polygons as one batch of 6 triangles using the 12 vertices
- R_Mesh_Draw(12, 6, r_lightningbeamelements);
-}
-
-void R_DrawLightningBeams (void)
-{
- int i;
- beam_t *b;
- vec3_t org;
-
- if (!cl_beams_polygons.integer)
- return;
-
- beamrepeatscale = 1.0f / r_lightningbeam_repeatdistance.value;
- for (i = 0, b = cl_beams;i < cl_max_beams;i++, b++)
- {
- if (b->model && b->endtime >= cl.time && b->lightning)
- {
- VectorAdd(b->start, b->end, org);
- VectorScale(org, 0.5f, org);
- R_MeshQueue_AddTransparent(org, R_DrawLightningBeamCallback, b, 0);
- }
- }
-}
-
-
void CL_LerpPlayer(float frac)
{
int i;
}
}
-void CL_RelinkEntities (void)
-{
- float frac;
-
- // fraction from previous network update to current
- frac = CL_LerpPoint();
-
- CL_ClearTempEntities();
- CL_DecayLights();
- CL_RelinkWorld();
- CL_RelinkStaticEntities();
- CL_RelinkNetworkEntities();
- CL_RelinkEffects();
- CL_MoveParticles();
-
- CL_LerpPlayer(frac);
-
- CL_RelinkBeams();
-}
-
-
/*
===============
CL_ReadFromServer
if (cls.state == ca_connected && cls.signon == SIGNONS)
{
- CL_RelinkEntities();
+ // prepare for a new frame
+ CL_LerpPlayer(CL_LerpPoint());
+ CL_DecayLights();
+ CL_ClearTempEntities();
+ V_DriftPitch();
+ V_FadeViewFlashs();
+
+ // relink network entities (note: this sets up the view!)
+ CL_RelinkNetworkEntities();
+
+ // move particles
+ CL_MoveParticles();
+
+ // link stuff
+ CL_RelinkWorld();
+ CL_RelinkStaticEntities();
+ CL_RelinkBeams();
+ CL_RelinkEffects();
// run cgame code (which can add more entities)
CL_CGVM_Frame();
+
+ // update view blend
+ V_CalcViewBlend();
}
return 0;
Cvar_RegisterVariable(&cl_beams_lightatend);
Cvar_RegisterVariable(&cl_noplayershadow);
- R_LightningBeams_Init();
-
CL_Parse_Init();
CL_Particles_Init();
CL_Screen_Init();