X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=cl_main.c;h=387dd63377e4c0f2de70910d2750fef2d9432ccf;hb=5ff9dbf2dc269135dd6cf59e93b50da73536f35b;hp=88151231be0e70853d265a5d6b69e7ef58b8cc1b;hpb=ea4fc545e8444f579d88d8f096b054dcd7bc482f;p=xonotic%2Fdarkplaces.git diff --git a/cl_main.c b/cl_main.c index 88151231..387dd633 100644 --- a/cl_main.c +++ b/cl_main.c @@ -53,7 +53,7 @@ cvar_t cl_explosions_size_end = {CVAR_SAVE, "cl_explosions_size_end", "128"}; cvar_t cl_explosions_lifetime = {CVAR_SAVE, "cl_explosions_lifetime", "0.5"}; cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "1"}; -cvar_t cl_stainmapsclearonload = {CVAR_SAVE, "cl_stainmapsclearonload", "0"}; +cvar_t cl_stainmaps_clearonload = {CVAR_SAVE, "cl_stainmaps_clearonload", "1"}; cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1"}; cvar_t cl_beams_relative = {CVAR_SAVE, "cl_beams_relative", "1"}; @@ -61,6 +61,8 @@ cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0"}; cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0"}; +cvar_t cl_prydoncursor = {0, "cl_prydoncursor", "0"}; + mempool_t *cl_refdef_mempool; mempool_t *cl_entities_mempool; @@ -110,7 +112,7 @@ void CL_ClearState(void) // wipe the entire cl structure memset (&cl, 0, sizeof(cl)); // reset the view zoom interpolation - cl.viewzoomold = cl.viewzoomnew = 1; + cl.mviewzoom[0] = cl.mviewzoom[1] = 1; SZ_Clear (&cls.message); @@ -170,7 +172,7 @@ void CL_Disconnect(void) Con_DPrintf("CL_Disconnect\n"); // stop sounds (especially looping!) - S_StopAllSounds (true); + S_StopAllSounds (); // clear contents blends cl.cshifts[0].percent = 0; @@ -224,19 +226,20 @@ void CL_EstablishConnection(const char *host) return; // clear menu's connect error message - m_return_reason[0] = 0; + M_Update_Return_Reason(""); cls.demonum = -1; // stop demo loop in case this fails CL_Disconnect(); NetConn_ClientFrame(); NetConn_ServerFrame(); - + if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address))) { cls.connect_trying = true; cls.connect_remainingtries = 3; cls.connect_nextsendtime = 0; + M_Update_Return_Reason("Trying to connect..."); if (sv.active) { NetConn_ClientFrame(); @@ -252,7 +255,7 @@ void CL_EstablishConnection(const char *host) else { Con_Print("Unable to find a suitable network socket to connect to server.\n"); - strcpy(m_return_reason, "No network"); + M_Update_Return_Reason("No network"); } } @@ -389,6 +392,7 @@ entity_t *CL_NewTempEntity(void) ent->render.colormap = -1; // no special coloring ent->render.scale = 1; ent->render.alpha = 1; + VectorSet(ent->render.colormod, 1, 1, 1); return ent; } @@ -417,7 +421,7 @@ void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float } } -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) +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) { int i; dlight_t *dl; @@ -467,6 +471,11 @@ dlightsetup: dl->style = style; dl->shadow = shadowenable; dl->corona = corona; + dl->flags = flags; + dl->coronasizescale = coronasizescale; + dl->ambientscale = ambientscale; + dl->diffusescale = diffusescale; + dl->specularscale = specularscale; } void CL_DecayLights(void) @@ -524,6 +533,7 @@ void CL_LinkNetworkEntity(entity_t *e) else e->render.colormap = -1; // no special coloring e->render.skinnum = e->state_current.skin; + VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod); if (e->render.flags & RENDER_VIEWMODEL) { if (!r_drawviewmodel.integer || chase_active.integer || envmap) @@ -534,7 +544,7 @@ void CL_LinkNetworkEntity(entity_t *e) 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)); + e->state_current.effects = EF_NOSHADOW | (cl_entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_REFLECTIVE | EF_FULLBRIGHT | EF_NODEPTHTEST)); } } else @@ -568,61 +578,26 @@ void CL_LinkNetworkEntity(entity_t *e) matrix = &tempmatrix; } } - // 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) { - // 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) - { - e->render.framelerp = (cl.time - e->render.frame2time) / (e->render.frame2time - e->render.frame1time); - e->render.framelerp = bound(0, e->render.framelerp, 1); - } - } - 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; - // 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.frame1time = max(e->render.frame1time, e->render.frame2time - 0.1f); - } + // 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); - 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; } + // model setup and some modelflags e->render.model = cl.model_precache[e->state_current.modelindex]; if (e->render.model) { @@ -639,10 +614,36 @@ void CL_LinkNetworkEntity(entity_t *e) // transfer certain model flags to effects if (e->render.model->flags2 & EF_FULLBRIGHT) e->render.effects |= EF_FULLBRIGHT; + if (cl_prydoncursor.integer && (e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e - cl_entities) + VectorScale(e->render.colormod, 2, e->render.colormod); } + // 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) + { + // 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); + } + } + 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; + } R_LerpAnimation(&e->render); + // set up the render matrix // 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 @@ -750,7 +751,7 @@ void CL_LinkNetworkEntity(entity_t *e) tempmatrix.m[0][3] = v[0]; tempmatrix.m[1][3] = v[1]; tempmatrix.m[2][3] = v[2]; - CL_AllocDlight(NULL, &tempmatrix, 100, e->persistent.muzzleflash, e->persistent.muzzleflash, e->persistent.muzzleflash, 0, 0, 0, 0, true, 0); + CL_AllocDlight(NULL, &tempmatrix, 100, e->persistent.muzzleflash, e->persistent.muzzleflash, e->persistent.muzzleflash, 0, 0, 0, -1, true, 0, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE); e->persistent.muzzleflash -= cl.frametime * 10; } // LordHavoc: if the model has no flags, don't check each @@ -823,7 +824,7 @@ void CL_LinkNetworkEntity(entity_t *e) // hack to make glowing player light shine on their gun //if ((e - cl_entities) == cl.viewentity/* && !chase_active.integer*/) // dlightmatrix.m[2][3] += 30; - CL_AllocDlight(&e->render, &e->render.matrix, dlightradius, dlightcolor[0], dlightcolor[1], dlightcolor[2], 0, 0, 0, 0, true, 1); + CL_AllocDlight(&e->render, &e->render.matrix, dlightradius, dlightcolor[0], dlightcolor[1], dlightcolor[2], 0, 0, 0, -1, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE); } // custom rtlight if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) @@ -835,16 +836,14 @@ void CL_LinkNetworkEntity(entity_t *e) VectorSet(light, 1, 1, 1); if (light[3] == 0) light[3] = 350; - CL_AllocDlight(&e->render, &e->render.matrix, light[3], light[0], light[1], light[2], 0, 0, e->state_current.skin, e->state_current.lightstyle, !(e->state_current.lightpflags & PFLAGS_NOSHADOW), (e->state_current.lightpflags & PFLAGS_CORONA) != 0); - } - // trails need the previous frame - if (e->state_previous.active && e->state_previous.modelindex == e->state_current.modelindex) - { - if (e->render.flags & RENDER_GLOWTRAIL) - trailtype = 9; - if (trailtype >= 0) - CL_RocketTrail(e->persistent.trail_origin, origin, trailtype, e->state_current.glowcolor, e); + // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS? + CL_AllocDlight(&e->render, &e->render.matrix, light[3], light[0], light[1], light[2], 0, 0, e->state_current.skin, e->state_current.lightstyle, !(e->state_current.lightpflags & PFLAGS_NOSHADOW), (e->state_current.lightpflags & PFLAGS_CORONA) != 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE); } + // do trails + if (e->render.flags & RENDER_GLOWTRAIL) + trailtype = 9; + if (trailtype >= 0) + CL_RocketTrail(e->persistent.trail_origin, origin, trailtype, e->state_current.glowcolor, e); VectorCopy(origin, e->persistent.trail_origin); // tenebrae's sprites are all additive mode (weird) if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite) @@ -853,7 +852,7 @@ void CL_LinkNetworkEntity(entity_t *e) if (e - cl_entities == cl.viewentity) e->render.flags |= RENDER_EXTERIORMODEL; // transparent stuff can't be lit during the opaque stage - if (e->render.effects & (EF_ADDITIVE) || e->render.alpha < 1) + if (e->render.effects & (EF_ADDITIVE | EF_NODEPTHTEST) || e->render.alpha < 1) e->render.flags |= RENDER_TRANSPARENT; // either fullbright or lit if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer) @@ -888,16 +887,36 @@ void CL_RelinkWorld(void) // FIXME: this should be done at load Matrix4x4_CreateIdentity(&ent->render.matrix); Matrix4x4_CreateIdentity(&ent->render.inversematrix); + R_LerpAnimation(&ent->render); CL_BoundingBoxForEntity(&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; } static void CL_RelinkStaticEntities(void) { int i; - for (i = 0;i < cl_num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++) + entity_t *e; + for (i = 0, e = cl_static_entities;i < cl_num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++, e++) { - Mod_CheckLoaded(cl_static_entities[i].render.model); - r_refdef.entities[r_refdef.numentities++] = &cl_static_entities[i].render; + Mod_CheckLoaded(e->render.model); + e->render.flags = 0; + // transparent stuff can't be lit during the opaque stage + if (e->render.effects & (EF_ADDITIVE | EF_NODEPTHTEST) || e->render.alpha < 1) + e->render.flags |= RENDER_TRANSPARENT; + // either fullbright or lit + if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer) + e->render.flags |= RENDER_LIGHT; + // hide player shadow during intermission or nehahra movie + if (!(e->render.effects & EF_NOSHADOW) && !(e->render.flags & RENDER_TRANSPARENT)) + e->render.flags |= RENDER_SHADOW; + VectorSet(e->render.colormod, 1, 1, 1); + R_LerpAnimation(&e->render); + r_refdef.entities[r_refdef.numentities++] = &e->render; } } @@ -922,7 +941,7 @@ static void CL_RelinkNetworkEntities(void) ent->state_current.flags = RENDER_VIEWMODEL; if (cl.stats[STAT_HEALTH] <= 0 || cl.intermission) ent->state_current.modelindex = 0; - else if (cl.items & IT_INVISIBILITY) + else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY) { if (gamemode == GAME_TRANSFUSION) ent->state_current.alpha = 128; @@ -930,12 +949,21 @@ static void CL_RelinkNetworkEntities(void) ent->state_current.modelindex = 0; } + // 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; + } + // start on the entity after the world entitylinkframenumber++; - for (i = 1, ent = cl_entities + 1;i < MAX_EDICTS;i++, ent++) + for (i = 1;i < MAX_EDICTS;i++) { if (cl_entities_active[i]) { + ent = cl_entities + i; if (ent->state_current.active) CL_LinkNetworkEntity(ent); else @@ -989,9 +1017,11 @@ static void CL_RelinkEffects(void) 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); Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix); + R_LerpAnimation(&ent->render); CL_BoundingBoxForEntity(&ent->render); } } @@ -1058,7 +1088,7 @@ void CL_RelinkBeams(void) { // FIXME: create a matrix from the beam start/end orientation Matrix4x4_CreateTranslate(&tempmatrix, b->end[0], b->end[1], b->end[2]); - CL_AllocDlight (NULL, &tempmatrix, 200, 0.3, 0.7, 1, 0, 0, 0, 0, true, 1); + CL_AllocDlight (NULL, &tempmatrix, 200, 0.3, 0.7, 1, 0, 0, 0, -1, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE); } if (cl_beams_polygons.integer) continue; @@ -1103,6 +1133,7 @@ void CL_RelinkBeams(void) //ent->render.angles[2] = rand()%360; Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1); Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix); + R_LerpAnimation(&ent->render); CL_BoundingBoxForEntity(&ent->render); VectorMA(org, 30, dist, org); d -= 30; @@ -1115,10 +1146,13 @@ void CL_LerpPlayer(float frac) int i; float d; - cl.viewzoom = cl.viewzoomold + frac * (cl.viewzoomnew - cl.viewzoomold); - + cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]); for (i = 0;i < 3;i++) + { + cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]); + cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]); cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]); + } if (cls.demoplayback) { @@ -1146,6 +1180,8 @@ int CL_ReadFromServer(void) { CL_ReadDemoMessage(); + r_refdef.time = cl.time; + r_refdef.extraupdate = !r_speeds.integer; r_refdef.numentities = 0; cl_num_entities = 0; cl_num_brushmodel_entities = 0; @@ -1187,10 +1223,10 @@ int CL_ReadFromServer(void) CL_SendCmd ================= */ -void CL_SendCmd(usercmd_t *cmd) +void CL_SendCmd(void) { if (cls.signon == SIGNONS) - CL_SendMove(cmd); + CL_SendMove(); if (cls.demoplayback) { @@ -1240,37 +1276,56 @@ static void CL_Fog_f (void) fog_blue = atof(Cmd_Argv(4)); } +/* +==================== +CL_TimeRefresh_f + +For program optimization +==================== +*/ +static void CL_TimeRefresh_f (void) +{ + int i; + float timestart, timedelta, oldangles[3]; + + r_refdef.extraupdate = false; + VectorCopy(cl.viewangles, oldangles); + VectorClear(cl.viewangles); + + timestart = Sys_DoubleTime(); + for (i = 0;i < 128;i++) + { + Matrix4x4_CreateFromQuakeEntity(&r_refdef.viewentitymatrix, r_vieworigin[0], r_vieworigin[1], r_vieworigin[2], 0, i / 128.0 * 360.0, 0, 1); + CL_UpdateScreen(); + } + timedelta = Sys_DoubleTime() - timestart; + + VectorCopy(oldangles, cl.viewangles); + Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta); +} + +/* +=========== +CL_Shutdown +=========== +*/ +void CL_Shutdown (void) +{ + CL_CGVM_Shutdown(); + CL_Particles_Shutdown(); + CL_Parse_Shutdown(); + + SZ_Free (&cls.message); + + Mem_FreePool (&cl_entities_mempool); + Mem_FreePool (&cl_refdef_mempool); +} + /* ================= CL_Init ================= */ -//VorteX: cvars for GAME_NETHERWORLD -cvar_t cl_playermodel = {CVAR_SAVE, "cl_playermodel", "ranger"}; -cvar_t cl_footsteps = {CVAR_SAVE, "cl_footsteps", "1"}; -cvar_t cl_weapon_ofs = {CVAR_SAVE, "cl_weapon_ofs", "0 0 0"}; -cvar_t cl_weapon_bstep = {CVAR_SAVE, "cl_weapon_bstep", "100 0 0"}; -cvar_t cl_weapon_bborder = {CVAR_SAVE, "cl_weapon_bborder", "2 0 0"}; -cvar_t cl_weapon_bphase = {CVAR_SAVE, "cl_weapon_bphase", "0 0 0"}; -cvar_t cl_weapon_bphasescale = {CVAR_SAVE, "cl_weapon_bphasescale", "1 1 1"}; -cvar_t cl_weapon_bphasescissor = {CVAR_SAVE, "cl_weapon_bphasescissor", "-1 -1 -1 1 1 1"}; -cvar_t cl_deathcam = {CVAR_SAVE, "cl_deathcam", "0"}; -cvar_t cl_askonresave = {CVAR_SAVE, "cl_askonresave", "1"}; //Asking on saving to full saveslot in savegame menu -cvar_t sv_corpses_solid = {CVAR_SAVE, "sv_corpses_solid", "1"}; -cvar_t sv_corpses_removetime = {CVAR_SAVE, "sv_corpses_removetime", "0"}; -cvar_t sv_monsters_healthscale = {CVAR_SAVE, "sv_monsters_healthscale", "1"}; -cvar_t sv_monsters_damagescale = {CVAR_SAVE, "sv_monsters_damagescale", "1"}; -cvar_t sv_monsters_multiply = {CVAR_SAVE, "sv_monsters_multiply", "1"}; -cvar_t sv_monsters_randomize = {CVAR_SAVE, "sv_monsters_randomize", "0"}; -cvar_t sv_monsters_multiply_radius = {CVAR_SAVE, "sv_monsters_multiply_radius", "5"}; -cvar_t sv_monsters_ai_skillmod = {CVAR_SAVE, "sv_monsters_ai_skillmod", "1"}; -cvar_t sv_monsters_ai_agrmod = {CVAR_SAVE, "sv_monsters_ai_agrmod", "1"}; -cvar_t sv_monsters_ai_dexmod = {CVAR_SAVE, "sv_monsters_ai_dexmod", "1"}; -cvar_t sv_monsters_deathmatch = {CVAR_SAVE, "sv_monsters_deathmatch", "0"}; -cvar_t sv_monsters_deathmatch_maxnum = {CVAR_SAVE, "sv_monsters_deathmatch_maxnum", "20"}; -cvar_t sv_monsters_deathmatch_spawntime = {CVAR_SAVE, "sv_monsters_deathmatch_spawntime", "5"}; -cvar_t sv_monsters_deathmatch_fragpermonster = {CVAR_SAVE, "sv_monsters_deathmatch_fragpermonster", "0"}; - void CL_Init (void) { cl_entities_mempool = Mem_AllocPool("client entities", 0, NULL); @@ -1287,7 +1342,6 @@ void CL_Init (void) SZ_Alloc (&cls.message, 1024, "cls.message"); CL_InitInput (); - CL_InitTEnts (); // // register our commands @@ -1334,39 +1388,15 @@ void CL_Init (void) Cvar_RegisterVariable(&cl_explosions_size_end); Cvar_RegisterVariable(&cl_explosions_lifetime); Cvar_RegisterVariable(&cl_stainmaps); - Cvar_RegisterVariable(&cl_stainmapsclearonload); + Cvar_RegisterVariable(&cl_stainmaps_clearonload); Cvar_RegisterVariable(&cl_beams_polygons); Cvar_RegisterVariable(&cl_beams_relative); Cvar_RegisterVariable(&cl_beams_lightatend); Cvar_RegisterVariable(&cl_noplayershadow); - if (gamemode == GAME_NETHERWORLD) - { - Cvar_RegisterVariable (&cl_playermodel); - Cvar_RegisterVariable (&cl_footsteps); - Cvar_RegisterVariable (&cl_weapon_ofs); - Cvar_RegisterVariable (&cl_weapon_bstep); - Cvar_RegisterVariable (&cl_weapon_bborder); - Cvar_RegisterVariable (&cl_weapon_bphase); - Cvar_RegisterVariable (&cl_weapon_bphasescale); - Cvar_RegisterVariable (&cl_weapon_bphasescissor); - Cvar_RegisterVariable (&cl_deathcam); //Hack for q3-style death - Cvar_RegisterVariable (&cl_askonresave); //Every time ask if saving to "full" saveslot - //This must be server-side cvars, after complete finishing of subsystems whitch uses this, they must be moved to server-side - Cvar_RegisterVariable (&sv_monsters_healthscale); - Cvar_RegisterVariable (&sv_monsters_damagescale); - Cvar_RegisterVariable (&sv_monsters_randomize); - Cvar_RegisterVariable (&sv_monsters_multiply); - Cvar_RegisterVariable (&sv_monsters_multiply_radius); - Cvar_RegisterVariable (&sv_monsters_ai_skillmod); - Cvar_RegisterVariable (&sv_monsters_ai_agrmod); - Cvar_RegisterVariable (&sv_monsters_ai_dexmod); - Cvar_RegisterVariable (&sv_monsters_deathmatch); //Keeping RPG mod - Cvar_RegisterVariable (&sv_monsters_deathmatch_maxnum); - Cvar_RegisterVariable (&sv_monsters_deathmatch_spawntime); - Cvar_RegisterVariable (&sv_monsters_deathmatch_fragpermonster); - Cvar_RegisterVariable (&sv_corpses_solid); - } + Cvar_RegisterVariable(&cl_prydoncursor); + + Cmd_AddCommand("timerefresh", CL_TimeRefresh_f); CL_Parse_Init(); CL_Particles_Init();