#ifndef CLIENT_H
#define CLIENT_H
+#include "matrixlib.h"
+
// LordHavoc: 256 dynamic lights
#define MAX_DLIGHTS 256
// LordHavoc: this affects the lighting scale of the whole game
typedef struct
{
int entity;
+ // draw this as lightning polygons, or a model?
+ int lightning;
struct model_s *model;
float endtime;
vec3_t start, end;
+ // if this beam is owned by an entity, this is the beam start relative to
+ // that entity's matrix for per frame start updates
+ vec3_t relativestart;
+ vec3_t relativeend;
+ // indicates whether relativestart is valid
+ int relativestartvalid;
}
beam_t;
float radius;
// drop this each second
float decay;
- // the entity that spawned this light (can be NULL if it will never be replaced)
- //entity_render_t *ent;
+ // the entity that owns this light (can be NULL)
+ struct entity_render_s *ent;
}
dlight_t;
vec3_t origin;
// orientation
vec3_t angles;
+ // transform matrix for model to world
+ matrix4x4_t matrix;
+ // transform matrix for world to model
+ matrix4x4_t inversematrix;
// opacity (alpha) of the model
float alpha;
// size the model is shown
// caching results of static light traces (this is semi-persistent)
double entlightstime;
vec3_t entlightsorigin;
+ int entlightsframe;
int numentlights;
unsigned short entlights[MAXENTLIGHTS];
}
// muzzleflash fading
float muzzleflash;
+ // interpolated movement
+
+ // start time of move
+ float lerpstarttime;
+ // time difference from start to end of move
+ float lerpdeltatime;
+ // the move itself, start and end
+ float oldorigin[3];
+ float oldangles[3];
+ float neworigin[3];
+ float newangles[3];
+
// interpolated animation
// lerp resets when model changes
#define SIGNONS 4 // signon messages to receive before connected
-#define MAX_MAPSTRING 2048
#define MAX_DEMOS 8
#define MAX_DEMONAME 16
{
cactive_t state;
-// personalization data sent to server
- char mapstring[MAX_QPATH];
- // to restart a level
- //char spawnparms[MAX_MAPSTRING];
-
// demo loop control
// -1 = don't play demos
int demonum;
qboolean timedemo;
// -1 = use normal cd track
int forcetrack;
- QFile *demofile;
+ qfile_t *demofile;
// to meter out one message a frame
int td_lastframe;
// host_framecount at start
char levelname[40];
// cl_entitites[cl.viewentity] = player
int viewentity;
+ // the real player entity (normally same as viewentity,
+ // different than viewentity if mod uses chasecam or other tricks)
+ int playerentity;
+ // max players that can be in this game
int maxclients;
+ // type of game (deathmatch, coop, singleplayer)
int gametype;
// refresh related state
extern cvar_t cl_explosions;
extern cvar_t cl_stainmaps;
-// these are updated by
+// 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 entity_t *cl_entities;
+extern qbyte *cl_entities_active;
extern entity_t *cl_static_entities;
extern entity_t *cl_temp_entities;
extern entity_render_t **cl_brushmodel_entities;
void CL_Disconnect (void);
void CL_Disconnect_f (void);
+void CL_BoundingBoxForEntity(entity_render_t *ent);
+
//
// cl_input
//
//
void CL_Parse_Init(void);
void CL_ParseServerMessage(void);
-void CL_BitProfile_f(void);
+void CL_Parse_DumpPacket(void);
//
// view
// cl_part
//
-#define PARTICLE_INVALID 0
-#define PARTICLE_BILLBOARD 1
-#define PARTICLE_UPRIGHT_FACING 2
-#define PARTICLE_ORIENTED_DOUBLESIDED 3
-
void CL_Particles_Clear(void);
void CL_Particles_Init(void);
void CL_ParticleRain (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int colorbase, int type);
void CL_EntityParticles (entity_t *ent);
void CL_BlobExplosion (vec3_t org);
-void CL_ParticleExplosion (vec3_t org, int smoke);
+void CL_ParticleExplosion (vec3_t org);
void CL_ParticleExplosion2 (vec3_t org, int colorStart, int colorLength);
void CL_LavaSplash (vec3_t org);
void CL_TeleportSplash (vec3_t org);
+void CL_BeamParticle (const vec3_t start, const vec3_t end, vec_t radius, float red, float green, float blue, float alpha, float lifetime);
+void CL_Tei_Smoke(const vec3_t pos, const vec3_t dir, int count);
+void CL_Tei_PlasmaHit(const vec3_t pos, const vec3_t dir, int count);
void CL_MoveParticles(void);
void R_MoveExplosions(void);
void R_NewExplosion(vec3_t org);
// fullscreen color blend
float viewblend[4];
- // weapon model
- entity_render_t viewent;
-
entity_render_t **entities;
int numentities;
int maxentities;
#include "cgamevm.h"
+void Host_PerformSpawnServerAndLoadGame(void);
+
#endif