//static qboolean QW_CL_IsUploading(void);
static void QW_CL_StopUpload(void);
void CL_VM_UpdateIntermissionState(int intermission);
-qboolean CL_VM_Event_Sound(int sound_num, int volume, int channel, float attenuation, int ent, vec3_t pos);
+qboolean CL_VM_Event_Sound(int sound_num, float volume, int channel, float attenuation, int ent, vec3_t pos);
/*
==================
{
float time;
static double nextmsg = -1;
+ static double nextupdate = -1;
+#if 0
+ static double lasttime = -1;
+#endif
int oldreadcount;
qboolean oldbadread;
sizebuf_t old;
+ if(cls.state != ca_dedicated)
+ {
+ if((time = Sys_DoubleTime()) >= nextupdate)
+ {
+ SCR_UpdateLoadingScreenIfShown();
+ nextupdate = time + 2;
+ }
+ }
+
// no need if server is local and definitely not if this is a demo
- if (!cls.netcon || cls.protocol == PROTOCOL_QUAKEWORLD)
+ if (!cls.netcon || cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon >= SIGNONS)
return;
if (readmessages)
memcpy(net_message.data, olddata, net_message.cursize);
}
+#if 0
+ if((time = Sys_DoubleTime()) >= lasttime + 1)
+ {
+ Con_Printf("long delta: %f\n", time - lasttime);
+ }
+ lasttime = Sys_DoubleTime();
+#endif
+
if (cls.netcon && (time = Sys_DoubleTime()) >= nextmsg)
{
sizebuf_t msg;
// load or reload .loc file for team chat messages
CL_Locs_Reload_f();
+ // make sure we send enough keepalives
+ CL_KeepaliveMessage(false);
+
// reset particles and other per-level things
R_Modules_NewMap();
+ // make sure we send enough keepalives
+ CL_KeepaliveMessage(false);
+
// load the team chat beep if possible
cl.foundtalk2wav = FS_FileExists("sound/misc/talk2.wav");
if (!sv.active)
Mod_ClearUsed();
for (i = 1;i < MAX_MODELS && cl.model_name[i][0];i++)
- Mod_FindName(cl.model_name[i]);
+ Mod_FindName(cl.model_name[i], cl.model_name[i][0] == '*' ? cl.model_name[1] : NULL);
// precache any models used by the client (this also marks them used)
- cl.model_bolt = Mod_ForName("progs/bolt.mdl", false, false, false);
- cl.model_bolt2 = Mod_ForName("progs/bolt2.mdl", false, false, false);
- cl.model_bolt3 = Mod_ForName("progs/bolt3.mdl", false, false, false);
- cl.model_beam = Mod_ForName("progs/beam.mdl", false, false, false);
- Mod_PurgeUnused();
+ cl.model_bolt = Mod_ForName("progs/bolt.mdl", false, false, NULL);
+ cl.model_bolt2 = Mod_ForName("progs/bolt2.mdl", false, false, NULL);
+ cl.model_bolt3 = Mod_ForName("progs/bolt3.mdl", false, false, NULL);
+ cl.model_beam = Mod_ForName("progs/beam.mdl", false, false, NULL);
+
+ // we purge the models and sounds later in CL_SignonReply
+ //Mod_PurgeUnused();
// now we try to load everything that is new
// world model
- cl.model_precache[1] = Mod_ForName(cl.model_name[1], false, false, true);
+ cl.model_precache[1] = Mod_ForName(cl.model_name[1], false, false, NULL);
if (cl.model_precache[1]->Draw == NULL)
Con_Printf("Map %s could not be found or downloaded\n", cl.model_name[1]);
// normal models
for (i = 2;i < MAX_MODELS && cl.model_name[i][0];i++)
- if ((cl.model_precache[i] = Mod_ForName(cl.model_name[i], false, false, false))->Draw == NULL)
+ if ((cl.model_precache[i] = Mod_ForName(cl.model_name[i], false, false, cl.model_name[i][0] == '*' ? cl.model_name[1] : NULL))->Draw == NULL)
Con_Printf("Model %s could not be found or downloaded\n", cl.model_name[i]);
// check memory integrity
cls.qw_downloadtype = dl_none;
- // load new sounds and unload old ones
- // FIXME: S_ServerSounds does not know about cl.sfx_ sounds
- S_ServerSounds(cl.sound_name, cls.qw_downloadnumber);
+ // clear sound usage flags for purging of unused sounds
+ S_ClearUsed();
// precache any sounds used by the client
cl.sfx_wizhit = S_PrecacheSound(cl_sound_wizardhit.string, false, true);
cl.sfx_ric3 = S_PrecacheSound(cl_sound_ric3.string, false, true);
cl.sfx_r_exp3 = S_PrecacheSound(cl_sound_r_exp3.string, false, true);
- // sounds
+ // sounds used by the game
for (i = 1;i < MAX_SOUNDS && cl.sound_name[i][0];i++)
- {
- // Don't lock the sfx here, S_ServerSounds already did that
- cl.sound_precache[i] = S_PrecacheSound(cl.sound_name[i], true, false);
- }
+ cl.sound_precache[i] = S_PrecacheSound(cl.sound_name[i], true, true);
+
+ // we purge the models and sounds later in CL_SignonReply
+ //S_PurgeUnused();
// check memory integrity
Mem_CheckSentinelsGlobal();
cl.activeweapon = cl.stats[STAT_ACTIVEWEAPON];
}
+#define LOADPROGRESSWEIGHT_SOUND 1.0
+#define LOADPROGRESSWEIGHT_MODEL 4.0
+#define LOADPROGRESSWEIGHT_WORLDMODEL 30.0
+#define LOADPROGRESSWEIGHT_WORLDMODEL_INIT 2.0
+
void CL_BeginDownloads(qboolean aborteddownload)
{
// quakeworld works differently
// if we got here...
// curl is done, so let's start with the business
+ if(!cl.loadbegun)
+ SCR_PushLoadingScreen(false, "Loading precaches", 1);
cl.loadbegun = true;
// if already downloading something from the previous level, don't stop it
&& !FS_FileExists(va("dlcache/%s.%i.%i", csqc_progname.string, csqc_progsize.integer, csqc_progcrc.integer)))
{
Con_Printf("Downloading new CSQC code to dlcache/%s.%i.%i\n", csqc_progname.string, csqc_progsize.integer, csqc_progcrc.integer);
- if(cl_serverextension_download.integer >= 2 && FS_HasZlib())
+ if(cl_serverextension_download.integer == 2 && FS_HasZlib())
Cmd_ForwardStringToServer(va("download %s deflate", csqc_progname.string));
else
Cmd_ForwardStringToServer(va("download %s", csqc_progname.string));
if (cl.loadmodel_current < cl.loadmodel_total)
{
// loading models
-
+ if(cl.loadmodel_current == 1)
+ {
+ // worldmodel counts as 16 models (15 + world model setup), for better progress bar
+ SCR_PushLoadingScreen(false, "Loading precached models",
+ (
+ (cl.loadmodel_total - 1) * LOADPROGRESSWEIGHT_MODEL
+ + LOADPROGRESSWEIGHT_WORLDMODEL
+ + LOADPROGRESSWEIGHT_WORLDMODEL_INIT
+ ) / (
+ (cl.loadmodel_total - 1) * LOADPROGRESSWEIGHT_MODEL
+ + LOADPROGRESSWEIGHT_WORLDMODEL
+ + LOADPROGRESSWEIGHT_WORLDMODEL_INIT
+ + cl.loadsound_total * LOADPROGRESSWEIGHT_SOUND
+ )
+ );
+ SCR_BeginLoadingPlaque();
+ }
for (;cl.loadmodel_current < cl.loadmodel_total;cl.loadmodel_current++)
{
+ SCR_PushLoadingScreen(false, cl.model_name[cl.loadmodel_current],
+ (
+ (cl.loadmodel_current == 1) ? LOADPROGRESSWEIGHT_WORLDMODEL : LOADPROGRESSWEIGHT_MODEL
+ ) / (
+ (cl.loadmodel_total - 1) * LOADPROGRESSWEIGHT_MODEL
+ + LOADPROGRESSWEIGHT_WORLDMODEL
+ + LOADPROGRESSWEIGHT_WORLDMODEL_INIT
+ )
+ );
if (cl.model_precache[cl.loadmodel_current] && cl.model_precache[cl.loadmodel_current]->Draw)
+ {
+ SCR_PopLoadingScreen(false);
+ if(cl.loadmodel_current == 1)
+ {
+ SCR_PushLoadingScreen(false, cl.model_name[cl.loadmodel_current], 1.0 / cl.loadmodel_total);
+ SCR_PopLoadingScreen(false);
+ }
continue;
- if (cls.signon < SIGNONS)
- CL_KeepaliveMessage(true);
- cl.model_precache[cl.loadmodel_current] = Mod_ForName(cl.model_name[cl.loadmodel_current], false, false, cl.loadmodel_current == 1);
+ }
+ CL_KeepaliveMessage(true);
+
+ if(cl.loadmodel_current == 1)
+ {
+ // they'll be soon loaded, but make sure we apply freshly downloaded shaders from a curled pk3
+ Mod_FreeQ3Shaders();
+ }
+
+ cl.model_precache[cl.loadmodel_current] = Mod_ForName(cl.model_name[cl.loadmodel_current], false, false, cl.model_name[cl.loadmodel_current][0] == '*' ? cl.model_name[1] : NULL);
+ SCR_PopLoadingScreen(false);
if (cl.model_precache[cl.loadmodel_current] && cl.model_precache[cl.loadmodel_current]->Draw && cl.loadmodel_current == 1)
{
// we now have the worldmodel so we can set up the game world
+ SCR_PushLoadingScreen(true, "world model setup",
+ (
+ LOADPROGRESSWEIGHT_WORLDMODEL_INIT
+ ) / (
+ (cl.loadmodel_total - 1) * LOADPROGRESSWEIGHT_MODEL
+ + LOADPROGRESSWEIGHT_WORLDMODEL
+ + LOADPROGRESSWEIGHT_WORLDMODEL_INIT
+ )
+ );
CL_SetupWorldModel();
+ SCR_PopLoadingScreen(true);
if (!cl.loadfinished && cl_joinbeforedownloadsfinish.integer)
{
cl.loadfinished = true;
}
}
}
-
+ SCR_PopLoadingScreen(false);
// finished loading models
}
if (cl.loadsound_current < cl.loadsound_total)
{
// loading sounds
-
+ if(cl.loadsound_current == 1)
+ SCR_PushLoadingScreen(false, "Loading precached sounds",
+ (
+ cl.loadsound_total * LOADPROGRESSWEIGHT_SOUND
+ ) / (
+ (cl.loadmodel_total - 1) * LOADPROGRESSWEIGHT_MODEL
+ + LOADPROGRESSWEIGHT_WORLDMODEL
+ + LOADPROGRESSWEIGHT_WORLDMODEL_INIT
+ + cl.loadsound_total * LOADPROGRESSWEIGHT_SOUND
+ )
+ );
for (;cl.loadsound_current < cl.loadsound_total;cl.loadsound_current++)
{
+ SCR_PushLoadingScreen(false, cl.sound_name[cl.loadsound_current], 1.0 / cl.loadsound_total);
if (cl.sound_precache[cl.loadsound_current] && S_IsSoundPrecached(cl.sound_precache[cl.loadsound_current]))
+ {
+ SCR_PopLoadingScreen(false);
continue;
- if (cls.signon < SIGNONS)
- CL_KeepaliveMessage(true);
- // Don't lock the sfx here, S_ServerSounds already did that
- cl.sound_precache[cl.loadsound_current] = S_PrecacheSound(cl.sound_name[cl.loadsound_current], false, false);
+ }
+ CL_KeepaliveMessage(true);
+ cl.sound_precache[cl.loadsound_current] = S_PrecacheSound(cl.sound_name[cl.loadsound_current], false, true);
+ SCR_PopLoadingScreen(false);
}
-
+ SCR_PopLoadingScreen(false);
// finished loading sounds
}
{
if (aborteddownload)
{
+
if (cl.downloadmodel_current == 1)
{
// the worldmodel failed, but we need to set up anyway
+ Mod_FreeQ3Shaders();
CL_SetupWorldModel();
if (!cl.loadfinished && cl_joinbeforedownloadsfinish.integer)
{
}
if (cl.model_precache[cl.downloadmodel_current] && cl.model_precache[cl.downloadmodel_current]->Draw)
continue;
- if (cls.signon < SIGNONS)
- CL_KeepaliveMessage(true);
- if (strcmp(cl.model_name[cl.downloadmodel_current], "null") && !FS_FileExists(cl.model_name[cl.downloadmodel_current]))
+ CL_KeepaliveMessage(true);
+ if (cl.model_name[cl.downloadmodel_current][0] != '*' && strcmp(cl.model_name[cl.downloadmodel_current], "null") && !FS_FileExists(cl.model_name[cl.downloadmodel_current]))
{
if (cl.downloadmodel_current == 1)
Con_Printf("Map %s not found\n", cl.model_name[cl.downloadmodel_current]);
return;
}
}
- cl.model_precache[cl.downloadmodel_current] = Mod_ForName(cl.model_name[cl.downloadmodel_current], false, false, cl.downloadmodel_current == 1);
+
+ if(cl.downloadmodel_current == 1)
+ {
+ // they'll be soon loaded, but make sure we apply freshly downloaded shaders from a curled pk3
+ Mod_FreeQ3Shaders();
+ }
+
+ cl.model_precache[cl.downloadmodel_current] = Mod_ForName(cl.model_name[cl.downloadmodel_current], false, false, cl.model_name[cl.downloadmodel_current][0] == '*' ? cl.model_name[1] : NULL);
if (cl.downloadmodel_current == 1)
{
// we now have the worldmodel so we can set up the game world
}
if (cl.sound_precache[cl.downloadsound_current] && S_IsSoundPrecached(cl.sound_precache[cl.downloadsound_current]))
continue;
- if (cls.signon < SIGNONS)
- CL_KeepaliveMessage(true);
+ CL_KeepaliveMessage(true);
dpsnprintf(soundname, sizeof(soundname), "sound/%s", cl.sound_name[cl.downloadsound_current]);
if (!FS_FileExists(soundname) && !FS_FileExists(cl.sound_name[cl.downloadsound_current]))
{
return;
}
}
- // Don't lock the sfx here, S_ServerSounds already did that
- cl.sound_precache[cl.downloadsound_current] = S_PrecacheSound(cl.sound_name[cl.downloadsound_current], false, false);
+ cl.sound_precache[cl.downloadsound_current] = S_PrecacheSound(cl.sound_name[cl.downloadsound_current], false, true);
}
// finished loading sounds
}
+ SCR_PopLoadingScreen(false);
+
if (!cl.loadfinished)
{
cl.loadfinished = true;
// we're really beginning a download now, so initialize stuff
strlcpy(cls.qw_downloadname, Cmd_Argv(2), sizeof(cls.qw_downloadname));
cls.qw_downloadmemorymaxsize = size;
- cls.qw_downloadmemory = Mem_Alloc(cls.permanentmempool, cls.qw_downloadmemorymaxsize);
+ cls.qw_downloadmemory = (unsigned char *) Mem_Alloc(cls.permanentmempool, cls.qw_downloadmemorymaxsize);
cls.qw_downloadnumber++;
cls.qw_download_deflate = false;
break;
case 4:
+ // after the level has been loaded, we shouldn't need the shaders, and
+ // if they are needed again they will be automatically loaded...
+ // we also don't need the unused models or sounds from the last level
+ Mod_FreeQ3Shaders();
+ Mod_PurgeUnused();
+ S_PurgeUnused();
+
Con_ClearNotify();
if (COM_CheckParm("-profilegameonly"))
Sys_AllowProfiling(true);
{
SCR_BeginLoadingPlaque();
S_StopAllSounds();
+ // free q3 shaders so that any newly downloaded shaders will be active
+ Mod_FreeQ3Shaders();
}
// check memory integrity
cl.movevars_wallfriction = 0;
cl.movevars_timescale = 1;
cl.movevars_jumpvelocity = 270;
- cl.movevars_edgefriction = 2;
+ cl.movevars_edgefriction = 1;
cl.movevars_maxairspeed = 30;
cl.movevars_stepheight = 18;
cl.movevars_airaccel_qw = 1;
if (!sv.active)
Mod_ClearUsed();
for (i = 1;i < nummodels;i++)
- Mod_FindName(cl.model_name[i]);
+ Mod_FindName(cl.model_name[i], cl.model_name[i][0] == '*' ? cl.model_name[1] : NULL);
// precache any models used by the client (this also marks them used)
- cl.model_bolt = Mod_ForName("progs/bolt.mdl", false, false, false);
- cl.model_bolt2 = Mod_ForName("progs/bolt2.mdl", false, false, false);
- cl.model_bolt3 = Mod_ForName("progs/bolt3.mdl", false, false, false);
- cl.model_beam = Mod_ForName("progs/beam.mdl", false, false, false);
- Mod_PurgeUnused();
+ cl.model_bolt = Mod_ForName("progs/bolt.mdl", false, false, NULL);
+ cl.model_bolt2 = Mod_ForName("progs/bolt2.mdl", false, false, NULL);
+ cl.model_bolt3 = Mod_ForName("progs/bolt3.mdl", false, false, NULL);
+ cl.model_beam = Mod_ForName("progs/beam.mdl", false, false, NULL);
- // do the same for sounds
- // FIXME: S_ServerSounds does not know about cl.sfx_ sounds
- S_ServerSounds (cl.sound_name, numsounds);
+ // we purge the models and sounds later in CL_SignonReply
+ //Mod_PurgeUnused();
+ //S_PurgeUnused();
+
+ // clear sound usage flags for purging of unused sounds
+ S_ClearUsed();
// precache any sounds used by the client
cl.sfx_wizhit = S_PrecacheSound(cl_sound_wizardhit.string, false, true);
cl.sfx_ric3 = S_PrecacheSound(cl_sound_ric3.string, false, true);
cl.sfx_r_exp3 = S_PrecacheSound(cl_sound_r_exp3.string, false, true);
+ // sounds used by the game
+ for (i = 1;i < MAX_SOUNDS && cl.sound_name[i][0];i++)
+ cl.sound_precache[i] = S_PrecacheSound(cl.sound_name[i], true, true);
+
// now we try to load everything that is new
cl.loadmodel_current = 1;
cl.downloadmodel_current = 1;
FS_Printf (cls.demofile, "%i\n", cls.forcetrack);
cls.demorecording = true;
strlcpy(cls.demoname, demofile, sizeof(cls.demoname));
+ cls.demo_lastcsprogssize = -1;
+ cls.demo_lastcsprogscrc = -1;
}
else
Con_Print ("ERROR: couldn't open.\n");
// (this used to happen, sometimes affecting skin and frame)
// colormap is client index + 1
- if ((!s->flags & RENDER_COLORMAPPED) && s->colormap > cl.maxclients)
+ if (!(s->flags & RENDER_COLORMAPPED) && s->colormap > cl.maxclients)
Con_DPrintf("CL_ValidateState: colormap (%i) > cl.maxclients (%i)\n", s->colormap, cl.maxclients);
model = cl.model_precache[s->modelindex];
VectorCopy(ent->state_current.origin, ent->persistent.neworigin);
VectorCopy(ent->state_current.angles, ent->persistent.newangles);
// reset animation interpolation as well
- 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;
+ ent->render.shadertime = cl.time;
// reset various persistent stuff
ent->persistent.muzzleflash = 0;
ent->persistent.trail_allowed = false;
}
- else if (DotProduct(odelta, odelta) > 1000*1000 || (cl.fixangle[0] && !cl.fixangle[1]))
+ else if ((ent->state_previous.effects & EF_TELEPORT_BIT) != (ent->state_current.effects & EF_TELEPORT_BIT))
+ {
+ // don't interpolate the move
+ ent->persistent.lerpdeltatime = 0;
+ ent->persistent.lerpstarttime = cl.mtime[1];
+ VectorCopy(ent->state_current.origin, ent->persistent.oldorigin);
+ VectorCopy(ent->state_current.angles, ent->persistent.oldangles);
+ VectorCopy(ent->state_current.origin, ent->persistent.neworigin);
+ VectorCopy(ent->state_current.angles, ent->persistent.newangles);
+ ent->persistent.trail_allowed = false;
+
+ // if(ent->state_current.frame != ent->state_previous.frame)
+ // do this even if we did change the frame
+ // teleport bit is only used if an animation restart, or a jump, is necessary
+ // so it should be always harmless to do this
+ {
+ 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;
+ }
+
+ // note that this case must do everything the following case does too
+ }
+ else if (DotProduct(odelta, odelta) > 1000*1000
+ || (cl.fixangle[0] && !cl.fixangle[1])
+ || (ent->state_previous.tagindex != ent->state_current.tagindex)
+ || (ent->state_previous.tagentity != ent->state_current.tagentity))
{
// don't interpolate the move
// (the fixangle[] check detects teleports, but not constant fixangles
// copy it to the current state
ent->render.model = cl.model_precache[ent->state_baseline.modelindex];
- ent->render.frame1 = ent->render.frame2 = ent->state_baseline.frame;
- ent->render.framelerp = 0;
+ ent->render.framegroupblend[0].frame = ent->state_baseline.frame;
+ ent->render.framegroupblend[0].lerp = 1;
// make torchs play out of sync
- ent->render.frame1time = ent->render.frame2time = lhrandom(-10, -1);
+ ent->render.framegroupblend[0].start = lhrandom(-10, -1);
ent->render.skinnum = ent->state_baseline.skin;
ent->render.effects = ent->state_baseline.effects;
ent->render.alpha = 1;
// LordHavoc: for compatibility with the Nehahra movie...
case TE_LIGHTNING4NEH:
- CL_ParseBeam(Mod_ForName(MSG_ReadString(), true, false, false), false);
+ CL_ParseBeam(Mod_ForName(MSG_ReadString(), true, false, NULL), false);
break;
case TE_LAVASPLASH:
{
cl_iplog_item_t *olditems = cl_iplog_items;
cl_iplog_maxitems = max(1024, cl_iplog_maxitems + 256);
- cl_iplog_items = Mem_Alloc(cls.permanentmempool, cl_iplog_maxitems * sizeof(cl_iplog_item_t));
+ cl_iplog_items = (cl_iplog_item_t *) Mem_Alloc(cls.permanentmempool, cl_iplog_maxitems * sizeof(cl_iplog_item_t));
if (olditems)
{
if (cl_iplog_numitems)
Mem_Free(olditems);
}
}
- cl_iplog_items[cl_iplog_numitems].address = Mem_Alloc(cls.permanentmempool, strlen(address) + 1);
- cl_iplog_items[cl_iplog_numitems].name = Mem_Alloc(cls.permanentmempool, strlen(name) + 1);
+ cl_iplog_items[cl_iplog_numitems].address = (char *) Mem_Alloc(cls.permanentmempool, strlen(address) + 1);
+ cl_iplog_items[cl_iplog_numitems].name = (char *) Mem_Alloc(cls.permanentmempool, strlen(name) + 1);
strlcpy(cl_iplog_items[cl_iplog_numitems].address, address, strlen(address) + 1);
// TODO: maybe it would be better to strip weird characters from name when
// copying it here rather than using a straight strcpy?
}
extern cvar_t slowmo;
+extern void CSQC_UpdateNetworkTimes(double newtime, double oldtime);
static void CL_NetworkTimeReceived(double newtime)
{
double timehigh;
cl.fixangle[0] = false;
if (!cls.demoplayback)
VectorCopy(cl.mviewangles[0], cl.mviewangles[1]);
+ // update the csqc's server timestamps, critical for proper sync
+ CSQC_UpdateNetworkTimes(cl.mtime[0], cl.mtime[1]);
}
#define SHOWNET(x) if(cl_shownet.integer==2)Con_Printf("%3i:%s(%i)\n", msg_readcount-1, x, cmd);
cl.last_received_message = realtime;
- if (cls.netcon && cls.signon < SIGNONS)
- CL_KeepaliveMessage(false);
+ CL_KeepaliveMessage(false);
//
// if recording demos, copy the message out
{
if (i >= 1 && i < MAX_MODELS)
{
- dp_model_t *model = Mod_ForName(s, false, false, i == 1);
+ dp_model_t *model = Mod_ForName(s, false, false, s[0] == '*' ? cl.model_name[1] : NULL);
if (!model)
Con_DPrintf("svc_precache: Mod_ForName(\"%s\") failed\n", s);
cl.model_precache[i] = model;
i -= 32768;
if (i >= 1 && i < MAX_SOUNDS)
{
- sfx_t *sfx = S_PrecacheSound (s, true, false);
+ sfx_t *sfx = S_PrecacheSound (s, true, true);
if (!sfx && snd_initialized.integer)
Con_DPrintf("svc_precache: S_PrecacheSound(\"%s\") failed\n", s);
cl.sound_precache[i] = sfx;