// location
vec3_t origin;
// stop lighting after this time
- float die;
+ vec_t die;
// color of light
vec3_t color;
// brightness (not really radius anymore)
- float radius;
+ vec_t radius;
// drop this each second
- float decay;
+ vec_t decay;
// the entity that owns this light (can be NULL)
struct entity_render_s *ent;
+ // orientation/scaling/location
+ matrix4x4_t matrix;
+ // cubemap number to use on this light
+ int cubemapnum;
+ // light style which controls intensity of this light
+ int style;
+ // cast shadows
+ int shadow;
+ // corona intensity
+ vec_t corona;
}
dlight_t;
}
frameblend_t;
-// LordHavoc: disregard the following warning, entlights stuff is semi-persistent...
-// LordHavoc: nothing in this structure is persistent, it may be overwritten by the client every frame, for persistent data use entity_lerp_t.
+// LordHavoc: this struct is intended for the renderer but some fields are
+// used by the client.
typedef struct entity_render_s
{
// location
// render flags
int flags;
- // these are copied from the persistent data
+ // interpolated animation
// frame that the model is interpolating from
int frame1;
// frame that the model is interpolating to
int frame2;
// interpolation factor, usually computed from frame2time
- double framelerp;
+ float framelerp;
// time frame1 began playing (for framegroup animations)
double frame1time;
// time frame2 began playing (for framegroup animations)
typedef struct entity_persistent_s
{
- // particles
+ int linkframe;
- // trail rendering
vec3_t trail_origin;
- float trail_time;
- // effects
+ // particle trail
+ float trail_time;
// muzzleflash fading
float muzzleflash;
float oldangles[3];
float neworigin[3];
float newangles[3];
-
- // interpolated animation
-
- // lerp resets when model changes
- int modelindex;
- // frame that the model is interpolating from
- int frame1;
- // frame that the model is interpolating to
- int frame2;
- // interpolation factor, usually computed from frame2time
- double framelerp;
- // time frame1 began playing (for framegroup animations)
- double frame1time;
- // time frame2 began playing (for framegroup animations)
- double frame2time;
}
entity_persistent_t;
typedef struct
{
char name[MAX_SCOREBOARDNAME];
- float entertime;
int frags;
int colors; // two 4 bit fields
} scoreboard_t;
#define CSHIFT_DAMAGE 1
#define CSHIFT_BONUS 2
#define CSHIFT_POWERUP 3
-#define NUM_CSHIFTS 4
+#define CSHIFT_VCSHIFT 4
+#define NUM_CSHIFTS 5
#define NAME_LENGTH 64
int td_startframe;
// realtime at second frame of timedemo (LordHavoc: changed to double)
double td_starttime;
+ // LordHavoc: for measuring maxfps
+ double td_minframetime;
+ // LordHavoc: for measuring minfps
+ double td_maxframetime;
// LordHavoc: pausedemo
qboolean demopaused;
+ qboolean connect_trying;
+ int connect_remainingtries;
+ double connect_nextsendtime;
+ lhnetsocket_t *connect_mysocket;
+ lhnetaddress_t connect_address;
// connection information
// 0 to SIGNONS
int signon;
- // network socket
- struct qsocket_s *netcon;
+ // network connection
+ netconn_t *netcon;
// writing buffer to send to server
sizebuf_t message;
}
//
typedef struct
{
+ // true if playing in a local game and no one else is connected
+ int islocalgame;
+
// when connecting to the server throw out the first couple move messages
// so the player doesn't accidentally do something the first frame
int movemessages;
int items;
// cl.time of acquiring item, for blinking
float item_gettime[32];
+ // cl.time of changing STAT_ACTIVEWEAPON
+ float weapontime;
// use pain anim frame if cl.time < this
float faceanimtime;
// for interpolation
float viewzoomold, viewzoomnew;
+ // protocol version of the server we're connected to
+ int protocol;
+
// entity database stuff
entity_database_t entitydatabase;
+ entity_database4_t *entitydatabase4;
}
client_state_t;
//
extern cvar_t cl_name;
extern cvar_t cl_color;
+extern cvar_t cl_rate;
extern cvar_t cl_pmodel;
extern cvar_t cl_upspeed;
extern client_state_t cl;
-extern void CL_AllocDlight (entity_render_t *ent, vec3_t org, float radius, float red, float green, float blue, float decay, float lifetime);
+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);
extern void CL_DecayLights (void);
//=============================================================================
void CL_Init (void);
-void CL_EstablishConnection (char *host);
+void CL_EstablishConnection(const char *host);
void CL_Disconnect (void);
void CL_Disconnect_f (void);
void CL_BoundingBoxForEntity(entity_render_t *ent);
+extern cvar_t cl_beams_polygons;
+extern cvar_t cl_beams_relative;
+extern cvar_t cl_beams_lightatend;
+
//
// cl_input
//
extern kbutton_t in_speed;
void CL_InitInput (void);
-void CL_SendCmd (void);
+void CL_SendCmd (usercmd_t *cmd);
void CL_SendMove (usercmd_t *cmd);
void CL_LerpUpdate(entity_t *e);
float CL_KeyState (kbutton_t *key);
-char *Key_KeynumToString (int keynum);
+const char *Key_KeynumToString (int keynum);
//
// cl_demo.c
//
-void CL_StopPlayback (void);
-int CL_GetMessage (void);
+void CL_StopPlayback(void);
+void CL_ReadDemoMessage(void);
+void CL_WriteDemoMessage(void);
-void CL_NextDemo (void);
-void CL_Stop_f (void);
-void CL_Record_f (void);
-void CL_PlayDemo_f (void);
-void CL_TimeDemo_f (void);
+void CL_NextDemo(void);
+void CL_Stop_f(void);
+void CL_Record_f(void);
+void CL_PlayDemo_f(void);
+void CL_TimeDemo_f(void);
//
// cl_parse.c
int x, y, width, height;
float fov_x, fov_y;
- // view point
- vec3_t vieworg;
- vec3_t viewangles;
+ // view transform
+ matrix4x4_t viewentitymatrix;
// fullscreen color blend
float viewblend[4];
#include "cgamevm.h"
-void Host_PerformSpawnServerAndLoadGame(void);
-
#endif