#define LIGHTFLAG_NORMALMODE 1
#define LIGHTFLAG_REALTIMEMODE 2
-extern int cl_max_entities;
-extern int cl_max_static_entities;
-extern int cl_max_temp_entities;
-extern int cl_max_effects;
-extern int cl_max_beams;
-
typedef struct effect_s
{
int active;
}
cl_effect_t;
-typedef struct
+typedef struct beam_s
{
int entity;
// draw this as lightning polygons, or a model?
// squared cullradius
//vec_t cullradius2;
+ // rendering properties, updated each time a light is rendered
+ // this is rtlight->color * d_lightstylevalue
+ vec3_t currentcolor;
+ // this is R_Shadow_Cubemap(rtlight->cubemapname)
+ rtexture_t *currentcubemap;
+
// lightmap renderer stuff (remove someday!)
// the size of the light
vec_t lightmap_cullradius;
int isstatic;
// true if this is a compiled world light, cleared if the light changes
int compiled;
- // premade shadow volumes and lit surfaces to render for world entity
+ // premade shadow volumes to render for world entity
shadowmesh_t *static_meshchain_shadow;
- shadowmesh_t *static_meshchain_light;
// used for visibility testing (more exact than bbox)
int static_numleafs;
int static_numleafpvsbytes;
int *static_leaflist;
- qbyte *static_leafpvs;
+ unsigned char *static_leafpvs;
// surfaces seen by light
int static_numsurfaces;
int *static_surfacelist;
model_t *model;
// current uninterpolated animation frame (for things which do not use interpolation)
int frame;
- // entity shirt and pants colors
+ // entity shirt and pants colors (-1 if not colormapped)
int colormap;
+ // literal colors for renderer
+ vec3_t colormap_pantscolor;
+ vec3_t colormap_shirtcolor;
// light, particles, etc
int effects;
// for Alias models
typedef struct entity_s
{
+ qboolean csqc;
// baseline state (default values)
entity_state_t state_baseline;
// previous state (interpolating from this)
}
entity_t;
-typedef struct
+typedef struct usercmd_s
{
vec3_t viewangles;
vec3_t cursor_normal;
vec_t cursor_fraction;
int cursor_entitynumber;
+
+ double time;
+ double receivetime;
+ int buttons;
+ int impulse;
+ int sequence;
} usercmd_t;
-typedef struct
+typedef struct lightstyle_s
{
int length;
char map[MAX_STYLESTRING];
} lightstyle_t;
-typedef struct
+typedef struct scoreboard_s
{
char name[MAX_SCOREBOARDNAME];
int frags;
int colors; // two 4 bit fields
} scoreboard_t;
-typedef struct
+typedef struct cshift_s
{
int destcolor[3];
int percent; // 0-256
// the client_static_t structure is persistent through an arbitrary number
// of server connections
//
-typedef struct
+typedef struct client_static_s
{
cactive_t state;
int signon;
// network connection
netconn_t *netcon;
- // writing buffer to send to server
- sizebuf_t message;
- qbyte message_buf[1024];
}
client_static_t;
typedef struct client_movementqueue_s
{
double time;
+ float frametime;
+ int sequence;
float viewangles[3];
float move[3];
qboolean jump;
}
client_movementqueue_t;
+//[515]: csqc
+typedef struct
+{
+ qboolean drawworld;
+ qboolean drawenginesbar;
+ qboolean drawcrosshair;
+}csqc_vidvars_t;
+
//
// the client_state_t structure is wiped completely at every
// server signon
//
-typedef struct
+typedef struct client_state_s
{
// true if playing in a local game and no one else is connected
int islocalgame;
// client movement simulation
// these fields are only updated by CL_ClientMovement (called by CL_SendMove after parsing each network packet)
qboolean movement;
+ // indicates the queue has been updated and should be replayed
+ qboolean movement_replay;
// simulated data (this is valid even if cl.movement is false)
vec3_t movement_origin;
vec3_t movement_oldorigin;
vec3_t movement_velocity;
// queue of proposed moves
int movement_numqueue;
- client_movementqueue_t movement_queue[256];
+ client_movementqueue_t movement_queue[64];
+ int movesequence;
+ int servermovesequence;
// pitch drifting vars
float idealpitch;
float driftmove;
double laststop;
+//[515]: added for csqc purposes
+ float sensitivityscale;
+ csqc_vidvars_t csqc_vidvars; //[515]: these parms must be set to true by default
+ qboolean csqc_wantsmousemove;
+ struct model_s *csqc_model_precache[MAX_MODELS];
+
// local amount for smoothing stepups
//float crouch;
qboolean onground;
qboolean inwater;
+ // used by bob
+ qboolean oldonground;
+ double lastongroundtime;
+ double hitgroundtime;
+
// don't change view angle, full screen, etc
int intermission;
// latched at intermission start
// type of game (deathmatch, coop, singleplayer)
int gametype;
+ // models and sounds used by engine code (particularly cl_parse.c)
+ model_t *model_bolt;
+ model_t *model_bolt2;
+ model_t *model_bolt3;
+ model_t *model_beam;
+ sfx_t *sfx_wizhit;
+ sfx_t *sfx_knighthit;
+ sfx_t *sfx_tink1;
+ sfx_t *sfx_ric1;
+ sfx_t *sfx_ric2;
+ sfx_t *sfx_ric3;
+ sfx_t *sfx_r_exp3;
+
// refresh related state
// cl_entitites[0].model
scoreboard_t *scores;
// protocol version of the server we're connected to
- int protocol;
+ protocolversion_t protocol;
// entity database stuff
// latest received entity frame numbers
extern cvar_t cl_autofire;
+extern cvar_t csqc_progname; //[515]: csqc crc check and right csprogs name according to progs.dat
+extern cvar_t csqc_progcrc;
+
extern cvar_t cl_shownet;
extern cvar_t cl_nolerp;
extern vec3_t cl_playercrouchmins;
extern vec3_t cl_playercrouchmaxs;
-// these are updated by CL_ClearState
-extern int cl_num_entities;
-extern int cl_num_static_entities;
-extern int cl_num_temp_entities;
-extern int cl_num_brushmodel_entities;
-
extern mempool_t *cl_mempool;
+
+extern int cl_max_entities;
+extern int cl_max_csqcentities;
+extern int cl_max_static_entities;
+extern int cl_max_temp_entities;
+extern int cl_max_effects;
+extern int cl_max_beams;
+extern int cl_max_dlights;
+extern int cl_max_lightstyle;
+extern int cl_max_brushmodel_entities;
+extern int cl_activedlights;
+
extern entity_t *cl_entities;
-extern qbyte *cl_entities_active;
+extern entity_t *cl_csqcentities; //[515]: csqc
+extern unsigned char *cl_entities_active;
+extern unsigned char *cl_csqcentities_active; //[515]: csqc
extern entity_t *cl_static_entities;
extern entity_t *cl_temp_entities;
-extern int *cl_brushmodel_entities;
extern cl_effect_t *cl_effects;
extern beam_t *cl_beams;
extern dlight_t *cl_dlights;
extern lightstyle_t *cl_lightstyle;
+extern int *cl_brushmodel_entities;
+
+// these are updated by CL_ClearState
+extern int cl_num_entities;
+extern int cl_num_csqcentities; //[515]: csqc
+extern int cl_num_static_entities;
+extern int cl_num_temp_entities;
+extern int cl_num_brushmodel_entities;
extern client_state_t cl;
extern void CL_AllocDlight (entity_render_t *ent, matrix4x4_t *matrix, float radius, float red, float green, float blue, float decay, float lifetime, int cubemapnum, int style, int shadowenable, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags);
-extern void CL_DecayLights (void);
//=============================================================================
//
// cl_input
//
-typedef struct
+typedef struct kbutton_s
{
int down[2]; // key nums holding it down
int state; // low bit is down state
int CL_ReadFromServer (void);
void CL_WriteToServer (void);
-void CL_BaseMove (void);
+void CL_Move (void);
+extern qboolean cl_ignoremousemove;
float CL_KeyState (kbutton_t *key);
void V_UpdateBlends (void);
void V_ParseDamage (void);
-
-//
-// cl_tent
-//
-void CL_InitTEnts (void);
-
//
// cl_part
//
extern cvar_t cl_particles;
extern cvar_t cl_particles_quality;
extern cvar_t cl_particles_size;
+extern cvar_t cl_particles_quake;
extern cvar_t cl_particles_bloodshowers;
extern cvar_t cl_particles_blood;
extern cvar_t cl_particles_blood_alpha;
#include "cl_screen.h"
-typedef struct
+typedef struct refdef_s
{
// area to render in
int x, y, width, height;
- float fov_x, fov_y;
+ float frustum_x, frustum_y;
// these are set for water warping before
- // fov_x/fov_y are calculated
- float fovscale_x, fovscale_y;
+ // frustum_x/frustum_y are calculated
+ float frustumscale_x, frustumscale_y;
// view transform
matrix4x4_t viewentitymatrix;
int numentities;
int maxentities;
+ // renderable dynamic lights
+ dlight_t *lights[MAX_DLIGHTS];
+ int numlights;
+
+ // 8.8bit fixed point intensities for light styles
+ // controls intensity of dynamic lights and lightmap layers
+ unsigned short lightstylevalue[256]; // 8.8 fraction of base light value
+
// 2D art drawing queue
// TODO: get rid of this
- qbyte *drawqueue;
+ unsigned char *drawqueue;
int drawqueuesize;
int maxdrawqueuesize;
}
refdef_t;
-refdef_t r_refdef;
+extern refdef_t r_refdef;
#include "cgamevm.h"