#include "cl_collision.h"
#include "cl_video.h"
#include "image.h"
+#include "csprogs.h"
#include "r_shadow.h"
+#include "libcurl.h"
// we need to declare some mouse variables here, because the menu system
// references them even when on a unix system.
-cvar_t cl_shownet = {0, "cl_shownet","0"};
-cvar_t cl_nolerp = {0, "cl_nolerp", "0"};
+cvar_t csqc_progname = {0, "csqc_progname","csprogs.dat","name of csprogs.dat file to load"}; //[515]: csqc crc check and right csprogs name according to progs.dat
+cvar_t csqc_progcrc = {CVAR_READONLY, "csqc_progcrc","-1","CRC of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"};
+cvar_t csqc_progsize = {CVAR_READONLY, "csqc_progsize","-1","file size of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"};
-cvar_t cl_itembobheight = {0, "cl_itembobheight", "0"}; // try 8
-cvar_t cl_itembobspeed = {0, "cl_itembobspeed", "0.5"};
+cvar_t cl_shownet = {0, "cl_shownet","0","1 = print packet size, 2 = print packet message list"};
+cvar_t cl_nolerp = {0, "cl_nolerp", "0","network update smoothing"};
-cvar_t lookspring = {CVAR_SAVE, "lookspring","0"};
-cvar_t lookstrafe = {CVAR_SAVE, "lookstrafe","0"};
-cvar_t sensitivity = {CVAR_SAVE, "sensitivity","3", 1, 30};
+cvar_t cl_itembobheight = {0, "cl_itembobheight", "0","how much items bob up and down (try 8)"};
+cvar_t cl_itembobspeed = {0, "cl_itembobspeed", "0.5","how frequently items bob up and down"};
-cvar_t m_pitch = {CVAR_SAVE, "m_pitch","0.022"};
-cvar_t m_yaw = {CVAR_SAVE, "m_yaw","0.022"};
-cvar_t m_forward = {CVAR_SAVE, "m_forward","1"};
-cvar_t m_side = {CVAR_SAVE, "m_side","0.8"};
+cvar_t lookspring = {CVAR_SAVE, "lookspring","0","returns pitch to level with the floor when no longer holding a pitch key"};
+cvar_t lookstrafe = {CVAR_SAVE, "lookstrafe","0","move instead of turning"};
+cvar_t sensitivity = {CVAR_SAVE, "sensitivity","3","mouse speed multiplier"};
-cvar_t freelook = {CVAR_SAVE, "freelook", "1"};
+cvar_t m_pitch = {CVAR_SAVE, "m_pitch","0.022","mouse pitch speed multiplier"};
+cvar_t m_yaw = {CVAR_SAVE, "m_yaw","0.022","mouse yaw speed multiplier"};
+cvar_t m_forward = {CVAR_SAVE, "m_forward","1","mouse forward speed multiplier"};
+cvar_t m_side = {CVAR_SAVE, "m_side","0.8","mouse side speed multiplier"};
-cvar_t r_draweffects = {0, "r_draweffects", "1"};
+cvar_t freelook = {CVAR_SAVE, "freelook", "1","mouse controls pitch instead of forward/back"};
-cvar_t cl_explosions_alpha_start = {CVAR_SAVE, "cl_explosions_alpha_start", "1.5"};
-cvar_t cl_explosions_alpha_end = {CVAR_SAVE, "cl_explosions_alpha_end", "0"};
-cvar_t cl_explosions_size_start = {CVAR_SAVE, "cl_explosions_size_start", "16"};
-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"};
+#ifdef AUTODEMO_BROKEN
+cvar_t cl_autodemo = {0, "cl_autodemo", "0", "records every game played, using the date/time and map name to name the demo file" };
+cvar_t cl_autodemo_nameformat = {0, "cl_autodemo_nameformat", "%Y-%m-%d_%H-%M", "The format of the cl_autodemo filename, followed by the map name" };
+#endif
-cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "1"};
-cvar_t cl_stainmaps_clearonload = {CVAR_SAVE, "cl_stainmaps_clearonload", "1"};
+cvar_t r_draweffects = {0, "r_draweffects", "1","renders temporary sprite effects"};
-cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1"};
-cvar_t cl_beams_relative = {CVAR_SAVE, "cl_beams_relative", "1"};
-cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0"};
+cvar_t cl_explosions_alpha_start = {CVAR_SAVE, "cl_explosions_alpha_start", "1.5","starting alpha of an explosion shell"};
+cvar_t cl_explosions_alpha_end = {CVAR_SAVE, "cl_explosions_alpha_end", "0","end alpha of an explosion shell (just before it disappears)"};
+cvar_t cl_explosions_size_start = {CVAR_SAVE, "cl_explosions_size_start", "16","starting size of an explosion shell"};
+cvar_t cl_explosions_size_end = {CVAR_SAVE, "cl_explosions_size_end", "128","ending alpha of an explosion shell (just before it disappears)"};
+cvar_t cl_explosions_lifetime = {CVAR_SAVE, "cl_explosions_lifetime", "0.5","how long an explosion shell lasts"};
-cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0"};
+cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "1","stains lightmaps, much faster than decals but blurred"};
+cvar_t cl_stainmaps_clearonload = {CVAR_SAVE, "cl_stainmaps_clearonload", "1","clear stainmaps on map restart"};
-cvar_t cl_prydoncursor = {0, "cl_prydoncursor", "0"};
+cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1","use beam polygons instead of models"};
+cvar_t cl_beams_quakepositionhack = {CVAR_SAVE, "cl_beams_quakepositionhack", "1", "makes your lightning gun appear to fire from your waist (as in Quake and QuakeWorld)"};
+cvar_t cl_beams_instantaimhack = {CVAR_SAVE, "cl_beams_instantaimhack", "1", "makes your lightning gun aiming update instantly"};
+cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0", "make a light at the end of the beam"};
-cvar_t cl_deathnoviewmodel = {0, "cl_deathnoviewmodel", "1"};
+cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0","hide player shadow"};
-vec3_t cl_playerstandmins;
-vec3_t cl_playerstandmaxs;
-vec3_t cl_playercrouchmins;
-vec3_t cl_playercrouchmaxs;
+cvar_t cl_dlights_decayradius = {CVAR_SAVE, "cl_dlights_decayradius", "1", "reduces size of light flashes over time"};
+cvar_t cl_dlights_decaybrightness = {CVAR_SAVE, "cl_dlights_decaybrightness", "1", "reduces brightness of light flashes over time"};
-mempool_t *cl_mempool;
+cvar_t qport = {0, "qport", "0", "identification key for playing on qw servers (allows you to maintain a connection to a quakeworld server even if your port changes)"};
+
+cvar_t cl_prydoncursor = {0, "cl_prydoncursor", "0", "enables a mouse pointer which is able to click on entities in the world, useful for point and click mods, see PRYDON_CLIENTCURSOR extension in dpextensions.qc"};
+
+cvar_t cl_deathnoviewmodel = {0, "cl_deathnoviewmodel", "1", "hides gun model when dead"};
+
+cvar_t cl_locs_enable = {CVAR_SAVE, "locs_enable", "1", "enables replacement of certain % codes in chat messages: %l (location), %d (last death location), %h (health), %a (armor), %x (rockets), %c (cells), %r (rocket launcher status), %p (powerup status), %w (weapon status), %t (current time in level)"};
+cvar_t cl_locs_show = {0, "locs_show", "0", "shows defined locations for editing purposes"};
client_static_t cls;
client_state_t cl;
-int cl_max_entities;
-int cl_max_static_entities;
-int cl_max_temp_entities;
-int cl_max_effects;
-int cl_max_beams;
-int cl_max_dlights;
-int cl_max_lightstyle;
-int cl_max_brushmodel_entities;
-int cl_activedlights;
-
-entity_t *cl_entities;
-qbyte *cl_entities_active;
-entity_t *cl_static_entities;
-entity_t *cl_temp_entities;
-cl_effect_t *cl_effects;
-beam_t *cl_beams;
-dlight_t *cl_dlights;
-lightstyle_t *cl_lightstyle;
-int *cl_brushmodel_entities;
-
-int cl_num_entities;
-int cl_num_static_entities;
-int cl_num_temp_entities;
-int cl_num_brushmodel_entities;
-
-// keep track of quake entities because they need to be killed if they get stale
-extern int cl_lastquakeentity;
-extern qbyte cl_isquakeentity[MAX_EDICTS];
+#define MAX_PARTICLES 32768 // default max # of particles at one time
+#define ABSOLUTE_MIN_PARTICLES 512 // no fewer than this no matter what's on the command line
/*
=====================
void CL_ClearState(void)
{
int i;
-
- if (cl_entities) Mem_Free(cl_entities);cl_entities = NULL;
- if (cl_entities_active) Mem_Free(cl_entities_active);cl_entities_active = NULL;
- if (cl_static_entities) Mem_Free(cl_static_entities);cl_static_entities = NULL;
- if (cl_temp_entities) Mem_Free(cl_temp_entities);cl_temp_entities = NULL;
- if (cl_effects) Mem_Free(cl_effects);cl_effects = NULL;
- if (cl_beams) Mem_Free(cl_beams);cl_beams = NULL;
- if (cl_dlights) Mem_Free(cl_dlights);cl_dlights = NULL;
- if (cl_lightstyle) Mem_Free(cl_lightstyle);cl_lightstyle = NULL;
- if (cl_brushmodel_entities) Mem_Free(cl_brushmodel_entities);cl_brushmodel_entities = NULL;
- if (cl.entitydatabase) EntityFrame_FreeDatabase(cl.entitydatabase);cl.entitydatabase = NULL;
- if (cl.entitydatabase4) EntityFrame4_FreeDatabase(cl.entitydatabase4);cl.entitydatabase4 = NULL;
- if (cl.scores) Mem_Free(cl.scores);cl.scores = NULL;
-
- if (!sv.active)
- Host_ClearMemory ();
+ entity_t *ent;
// wipe the entire cl structure
+ Mem_EmptyPool(cls.levelmempool);
memset (&cl, 0, sizeof(cl));
+
+ S_StopAllSounds();
+
// reset the view zoom interpolation
cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
- SZ_Clear (&cls.message);
-
- cl_num_entities = 0;
- cl_num_static_entities = 0;
- cl_num_temp_entities = 0;
- cl_num_brushmodel_entities = 0;
+ cl.num_entities = 0;
+ cl.num_static_entities = 0;
+ cl.num_temp_entities = 0;
+ cl.num_brushmodel_entities = 0;
// tweak these if the game runs out
- cl_max_entities = 256;
- cl_max_static_entities = 256;
- cl_max_temp_entities = 512;
- cl_max_effects = 256;
- cl_max_beams = 256;
- cl_max_dlights = MAX_DLIGHTS;
- cl_max_lightstyle = MAX_LIGHTSTYLES;
- cl_max_brushmodel_entities = MAX_EDICTS;
- cl_activedlights = 0;
-
- cl_entities = (entity_t *)Mem_Alloc(cl_mempool, cl_max_entities * sizeof(entity_t));
- cl_entities_active = (qbyte *)Mem_Alloc(cl_mempool, cl_max_brushmodel_entities * sizeof(qbyte));
- cl_static_entities = (entity_t *)Mem_Alloc(cl_mempool, cl_max_static_entities * sizeof(entity_t));
- cl_temp_entities = (entity_t *)Mem_Alloc(cl_mempool, cl_max_temp_entities * sizeof(entity_t));
- cl_effects = (cl_effect_t *)Mem_Alloc(cl_mempool, cl_max_effects * sizeof(cl_effect_t));
- cl_beams = (beam_t *)Mem_Alloc(cl_mempool, cl_max_beams * sizeof(beam_t));
- cl_dlights = (dlight_t *)Mem_Alloc(cl_mempool, cl_max_dlights * sizeof(dlight_t));
- cl_lightstyle = (lightstyle_t *)Mem_Alloc(cl_mempool, cl_max_lightstyle * sizeof(lightstyle_t));
- cl_brushmodel_entities = (int *)Mem_Alloc(cl_mempool, cl_max_brushmodel_entities * sizeof(int));
-
- cl_lastquakeentity = 0;
- memset(cl_isquakeentity, 0, sizeof(cl_isquakeentity));
+ cl.max_entities = 256;
+ cl.max_static_entities = 256;
+ cl.max_temp_entities = 512;
+ cl.max_effects = 256;
+ cl.max_beams = 256;
+ cl.max_dlights = MAX_DLIGHTS;
+ cl.max_lightstyle = MAX_LIGHTSTYLES;
+ cl.max_brushmodel_entities = MAX_EDICTS;
+ cl.max_particles = MAX_PARTICLES;
+
+// COMMANDLINEOPTION: Client: -particles <number> changes maximum number of particles at once, default 32768
+ i = COM_CheckParm ("-particles");
+ if (i && i < com_argc - 1)
+ {
+ cl.max_particles = (int)(atoi(com_argv[i+1]));
+ if (cl.max_particles < ABSOLUTE_MIN_PARTICLES)
+ cl.max_particles = ABSOLUTE_MIN_PARTICLES;
+ }
+
+ cl.num_dlights = 0;
+ cl.num_effects = 0;
+ cl.num_beams = 0;
+
+ cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
+ cl.entities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));
+ cl.static_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_static_entities * sizeof(entity_t));
+ cl.temp_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_temp_entities * sizeof(entity_t));
+ cl.effects = (cl_effect_t *)Mem_Alloc(cls.levelmempool, cl.max_effects * sizeof(cl_effect_t));
+ cl.beams = (beam_t *)Mem_Alloc(cls.levelmempool, cl.max_beams * sizeof(beam_t));
+ cl.dlights = (dlight_t *)Mem_Alloc(cls.levelmempool, cl.max_dlights * sizeof(dlight_t));
+ cl.lightstyle = (lightstyle_t *)Mem_Alloc(cls.levelmempool, cl.max_lightstyle * sizeof(lightstyle_t));
+ cl.brushmodel_entities = (int *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(int));
+ cl.particles = (particle_t *) Mem_Alloc(cls.levelmempool, cl.max_particles * sizeof(particle_t));
// LordHavoc: have to set up the baseline info for alpha and other stuff
- for (i = 0;i < cl_max_entities;i++)
+ for (i = 0;i < cl.max_entities;i++)
{
- cl_entities[i].state_baseline = defaultstate;
- cl_entities[i].state_previous = defaultstate;
- cl_entities[i].state_current = defaultstate;
+ cl.entities[i].state_baseline = defaultstate;
+ cl.entities[i].state_previous = defaultstate;
+ cl.entities[i].state_current = defaultstate;
}
if (gamemode == GAME_NEXUIZ)
{
- VectorSet(cl_playerstandmins, -16, -16, -24);
- VectorSet(cl_playerstandmaxs, 16, 16, 45);
- VectorSet(cl_playercrouchmins, -16, -16, -24);
- VectorSet(cl_playercrouchmaxs, 16, 16, 25);
+ VectorSet(cl.playerstandmins, -16, -16, -24);
+ VectorSet(cl.playerstandmaxs, 16, 16, 45);
+ VectorSet(cl.playercrouchmins, -16, -16, -24);
+ VectorSet(cl.playercrouchmaxs, 16, 16, 25);
}
else
{
- VectorSet(cl_playerstandmins, -16, -16, -24);
- VectorSet(cl_playerstandmaxs, 16, 16, 24);
- VectorSet(cl_playercrouchmins, -16, -16, -24);
- VectorSet(cl_playercrouchmaxs, 16, 16, 24);
+ VectorSet(cl.playerstandmins, -16, -16, -24);
+ VectorSet(cl.playerstandmaxs, 16, 16, 24);
+ VectorSet(cl.playercrouchmins, -16, -16, -24);
+ VectorSet(cl.playercrouchmaxs, 16, 16, 24);
}
+ // disable until we get textures for it
+ R_ResetSkyBox();
+
+ ent = &cl.entities[0];
+ // entire entity array was cleared, so just fill in a few fields
+ ent->state_current.active = true;
+ ent->render.model = cl.worldmodel = NULL; // no world model yet
+ ent->render.alpha = 1;
+ ent->render.colormap = -1; // no special coloring
+ ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
+ Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1);
+ CL_UpdateRenderEntity(&ent->render);
+
+ // noclip is turned off at start
+ noclip_anglehack = false;
+
+ // mark all frames invalid for delta
+ memset(cl.qw_deltasequence, -1, sizeof(cl.qw_deltasequence));
+
CL_Screen_NewMap();
- CL_Particles_Clear();
- CL_CGVM_Clear();
+}
+
+void CL_SetInfo(const char *key, const char *value, qboolean send, qboolean allowstarkey, qboolean allowmodel, qboolean quiet)
+{
+ int i;
+ qboolean fail = false;
+ if (!allowstarkey && key[0] == '*')
+ fail = true;
+ if (!allowmodel && (!strcasecmp(key, "pmodel") || !strcasecmp(key, "emodel")))
+ fail = true;
+ for (i = 0;key[i];i++)
+ if (key[i] <= ' ' || key[i] == '\"')
+ fail = true;
+ for (i = 0;value[i];i++)
+ if (value[i] == '\r' || value[i] == '\n' || value[i] == '\"')
+ fail = true;
+ if (fail)
+ {
+ if (!quiet)
+ Con_Printf("Can't setinfo \"%s\" \"%s\"\n", key, value);
+ return;
+ }
+ InfoString_SetValue(cls.userinfo, sizeof(cls.userinfo), key, value);
+ if (cls.state == ca_connected && cls.netcon)
+ {
+ if (cls.protocol == PROTOCOL_QUAKEWORLD)
+ {
+ MSG_WriteByte(&cls.netcon->message, qw_clc_stringcmd);
+ MSG_WriteString(&cls.netcon->message, va("setinfo \"%s\" \"%s\"", key, value));
+ }
+ else if (!strcasecmp(key, "name"))
+ {
+ MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
+ MSG_WriteString(&cls.netcon->message, va("name \"%s\"", value));
+ }
+ else if (!strcasecmp(key, "playermodel"))
+ {
+ MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
+ MSG_WriteString(&cls.netcon->message, va("playermodel \"%s\"", value));
+ }
+ else if (!strcasecmp(key, "playerskin"))
+ {
+ MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
+ MSG_WriteString(&cls.netcon->message, va("playerskin \"%s\"", value));
+ }
+ else if (!strcasecmp(key, "topcolor"))
+ {
+ // don't send anything, the combined color code will be updated manually
+ }
+ else if (!strcasecmp(key, "bottomcolor"))
+ {
+ // don't send anything, the combined color code will be updated manually
+ }
+ else if (!strcasecmp(key, "rate"))
+ {
+ MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
+ MSG_WriteString(&cls.netcon->message, va("rate \"%s\"", value));
+ }
+ }
}
void CL_ExpandEntities(int num)
{
int i, oldmaxentities;
entity_t *oldentities;
- if (num >= cl_max_entities)
+ if (num >= cl.max_entities)
{
- if (!cl_entities)
- Sys_Error("CL_ExpandEntities: cl_entities not initialized\n");
+ if (!cl.entities)
+ Sys_Error("CL_ExpandEntities: cl.entities not initialized");
if (num >= MAX_EDICTS)
- Host_Error("CL_ExpandEntities: num %i >= %i\n", num, MAX_EDICTS);
- oldmaxentities = cl_max_entities;
- oldentities = cl_entities;
- cl_max_entities = (num & ~255) + 256;
- cl_entities = (entity_t *)Mem_Alloc(cl_mempool, cl_max_entities * sizeof(entity_t));
- memcpy(cl_entities, oldentities, oldmaxentities * sizeof(entity_t));
+ Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
+ oldmaxentities = cl.max_entities;
+ oldentities = cl.entities;
+ cl.max_entities = (num & ~255) + 256;
+ cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
+ memcpy(cl.entities, oldentities, oldmaxentities * sizeof(entity_t));
Mem_Free(oldentities);
- for (i = oldmaxentities;i < cl_max_entities;i++)
+ for (i = oldmaxentities;i < cl.max_entities;i++)
{
- cl_entities[i].state_baseline = defaultstate;
- cl_entities[i].state_previous = defaultstate;
- cl_entities[i].state_current = defaultstate;
+ cl.entities[i].state_baseline = defaultstate;
+ cl.entities[i].state_previous = defaultstate;
+ cl.entities[i].state_current = defaultstate;
}
}
}
+void CL_VM_ShutDown (void);
/*
=====================
CL_Disconnect
if (cls.state == ca_dedicated)
return;
+ Curl_Clear_forthismap();
+
Con_DPrintf("CL_Disconnect\n");
+ CL_VM_ShutDown();
// stop sounds (especially looping!)
S_StopAllSounds ();
+ cl.parsingtextexpectingpingforscores = 0; // just in case no reply has come yet
+
// clear contents blends
cl.cshifts[0].percent = 0;
cl.cshifts[1].percent = 0;
cl.worldmodel = NULL;
+ CL_Parse_ErrorCleanUp();
+
if (cls.demoplayback)
CL_StopPlayback();
else if (cls.netcon)
{
+ sizebuf_t buf;
+ unsigned char bufdata[8];
if (cls.demorecording)
CL_Stop_f();
- Con_DPrint("Sending clc_disconnect\n");
- SZ_Clear(&cls.message);
- MSG_WriteByte(&cls.message, clc_disconnect);
- NetConn_SendUnreliableMessage(cls.netcon, &cls.message);
- SZ_Clear(&cls.message);
+ // send disconnect message 3 times to improve chances of server
+ // receiving it (but it still fails sometimes)
+ memset(&buf, 0, sizeof(buf));
+ buf.data = bufdata;
+ buf.maxsize = sizeof(bufdata);
+ if (cls.protocol == PROTOCOL_QUAKEWORLD)
+ {
+ Con_DPrint("Sending drop command\n");
+ MSG_WriteByte(&buf, qw_clc_stringcmd);
+ MSG_WriteString(&buf, "drop");
+ }
+ else
+ {
+ Con_DPrint("Sending clc_disconnect\n");
+ MSG_WriteByte(&buf, clc_disconnect);
+ }
+ NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
+ NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
+ NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
NetConn_Close(cls.netcon);
cls.netcon = NULL;
}
{
CL_Disconnect ();
if (sv.active)
- Host_ShutdownServer (false);
+ Host_ShutdownServer ();
}
// stop demo loop in case this fails
CL_Disconnect();
- NetConn_ClientFrame();
- NetConn_ServerFrame();
+
+ // if downloads are running, cancel their finishing action
+ Curl_Clear_forthismap();
+
+ // make sure the client ports are open before attempting to connect
+ NetConn_UpdateSockets();
+
+ // run a network frame
+ //NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
{
cls.connect_remainingtries = 3;
cls.connect_nextsendtime = 0;
M_Update_Return_Reason("Trying to connect...");
- if (sv.active)
- {
- NetConn_ClientFrame();
- NetConn_ServerFrame();
- NetConn_ClientFrame();
- NetConn_ServerFrame();
- NetConn_ClientFrame();
- NetConn_ServerFrame();
- NetConn_ClientFrame();
- NetConn_ServerFrame();
- }
+ // run several network frames to jump into the game quickly
+ //if (sv.active)
+ //{
+ // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
+ // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
+ // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
+ // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
+ //}
}
else
{
static void CL_PrintEntities_f(void)
{
entity_t *ent;
- int i, j;
- char name[32];
+ int i;
- for (i = 0, ent = cl_entities;i < cl_num_entities;i++, ent++)
+ for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++)
{
+ const char* modelname;
+
if (!ent->state_current.active)
continue;
if (ent->render.model)
- strlcpy (name, ent->render.model->name, 25);
+ modelname = ent->render.model->name;
else
- strcpy(name, "--no model--");
- for (j = (int)strlen(name);j < 25;j++)
- name[j] = ' ';
- Con_Printf("%3i: %s:%4i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", i, name, ent->render.frame, (int) ent->render.origin[0], (int) ent->render.origin[1], (int) ent->render.origin[2], (int) ent->render.angles[0] % 360, (int) ent->render.angles[1] % 360, (int) ent->render.angles[2] % 360, ent->render.scale, ent->render.alpha);
+ modelname = "--no model--";
+ Con_Printf("%3i: %-25s:%4i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", i, modelname, ent->render.frame, (int) ent->state_current.origin[0], (int) ent->state_current.origin[1], (int) ent->state_current.origin[2], (int) ent->state_current.angles[0] % 360, (int) ent->state_current.angles[1] % 360, (int) ent->state_current.angles[2] % 360, ent->render.scale, ent->render.alpha);
}
}
//static const vec3_t nomodelmins = {-16, -16, -16};
//static const vec3_t nomodelmaxs = {16, 16, 16};
-void CL_BoundingBoxForEntity(entity_render_t *ent)
+void CL_UpdateRenderEntity(entity_render_t *ent)
{
- if (ent->model)
+ vec3_t org;
+ vec_t scale;
+ model_t *model = ent->model;
+ // update the inverse matrix for the renderer
+ Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
+ // update the animation blend state
+ R_LerpAnimation(ent);
+ // we need the matrix origin to center the box
+ Matrix4x4_OriginFromMatrix(&ent->matrix, org);
+ // update entity->render.scale because the renderer needs it
+ ent->scale = scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
+ if (model)
{
- //if (ent->angles[0] || ent->angles[2])
+ // NOTE: this directly extracts vector components from the matrix, which relies on the matrix orientation!
+#ifdef MATRIX4x4_OPENGLORIENTATION
+ if (ent->matrix.m[0][2] != 0 || ent->matrix.m[1][2] != 0)
+#else
if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
+#endif
{
// pitch or roll
- ent->mins[0] = ent->matrix.m[0][3] + ent->model->rotatedmins[0];
- ent->mins[1] = ent->matrix.m[1][3] + ent->model->rotatedmins[1];
- ent->mins[2] = ent->matrix.m[2][3] + ent->model->rotatedmins[2];
- ent->maxs[0] = ent->matrix.m[0][3] + ent->model->rotatedmaxs[0];
- ent->maxs[1] = ent->matrix.m[1][3] + ent->model->rotatedmaxs[1];
- ent->maxs[2] = ent->matrix.m[2][3] + ent->model->rotatedmaxs[2];
- //VectorAdd(ent->origin, ent->model->rotatedmins, ent->mins);
- //VectorAdd(ent->origin, ent->model->rotatedmaxs, ent->maxs);
+ VectorMA(org, scale, model->rotatedmins, ent->mins);
+ VectorMA(org, scale, model->rotatedmaxs, ent->maxs);
}
- //else if (ent->angles[1])
+#ifdef MATRIX4x4_OPENGLORIENTATION
+ else if (ent->matrix.m[1][0] != 0 || ent->matrix.m[0][1] != 0)
+#else
else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
+#endif
{
// yaw
- ent->mins[0] = ent->matrix.m[0][3] + ent->model->yawmins[0];
- ent->mins[1] = ent->matrix.m[1][3] + ent->model->yawmins[1];
- ent->mins[2] = ent->matrix.m[2][3] + ent->model->yawmins[2];
- ent->maxs[0] = ent->matrix.m[0][3] + ent->model->yawmaxs[0];
- ent->maxs[1] = ent->matrix.m[1][3] + ent->model->yawmaxs[1];
- ent->maxs[2] = ent->matrix.m[2][3] + ent->model->yawmaxs[2];
- //VectorAdd(ent->origin, ent->model->yawmins, ent->mins);
- //VectorAdd(ent->origin, ent->model->yawmaxs, ent->maxs);
+ VectorMA(org, scale, model->yawmins, ent->mins);
+ VectorMA(org, scale, model->yawmaxs, ent->maxs);
}
else
{
- ent->mins[0] = ent->matrix.m[0][3] + ent->model->normalmins[0];
- ent->mins[1] = ent->matrix.m[1][3] + ent->model->normalmins[1];
- ent->mins[2] = ent->matrix.m[2][3] + ent->model->normalmins[2];
- ent->maxs[0] = ent->matrix.m[0][3] + ent->model->normalmaxs[0];
- ent->maxs[1] = ent->matrix.m[1][3] + ent->model->normalmaxs[1];
- ent->maxs[2] = ent->matrix.m[2][3] + ent->model->normalmaxs[2];
- //VectorAdd(ent->origin, ent->model->normalmins, ent->mins);
- //VectorAdd(ent->origin, ent->model->normalmaxs, ent->maxs);
+ VectorMA(org, scale, model->normalmins, ent->mins);
+ VectorMA(org, scale, model->normalmaxs, ent->maxs);
}
}
else
{
- ent->mins[0] = ent->matrix.m[0][3] - 16;
- ent->mins[1] = ent->matrix.m[1][3] - 16;
- ent->mins[2] = ent->matrix.m[2][3] - 16;
- ent->maxs[0] = ent->matrix.m[0][3] + 16;
- ent->maxs[1] = ent->matrix.m[1][3] + 16;
- ent->maxs[2] = ent->matrix.m[2][3] + 16;
- //VectorAdd(ent->origin, nomodelmins, ent->mins);
- //VectorAdd(ent->origin, nomodelmaxs, ent->maxs);
+ ent->mins[0] = org[0] - 16;
+ ent->mins[1] = org[1] - 16;
+ ent->mins[2] = org[2] - 16;
+ ent->maxs[0] = org[0] + 16;
+ ent->maxs[1] = org[1] + 16;
+ ent->maxs[2] = org[2] + 16;
}
}
{
float f;
- // dropped packet, or start of demo
- if (cl.mtime[1] < cl.mtime[0] - 0.1)
- cl.mtime[1] = cl.mtime[0] - 0.1;
-
- cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
+ if (cl_nettimesyncmode.integer == 3)
+ cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
// LordHavoc: lerp in listen games as the server is being capped below the client (usually)
- f = cl.mtime[0] - cl.mtime[1];
- if (!f || cl_nolerp.integer || cls.timedemo || (cl.islocalgame && !sv_fixedframeratesingleplayer.integer))
+ if (cl.mtime[0] <= cl.mtime[1])
{
cl.time = cl.mtime[0];
return 1;
}
- f = (cl.time - cl.mtime[1]) / f;
+ f = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
return bound(0, f, 1);
}
void CL_ClearTempEntities (void)
{
- cl_num_temp_entities = 0;
+ cl.num_temp_entities = 0;
}
entity_t *CL_NewTempEntity(void)
if (r_refdef.numentities >= r_refdef.maxentities)
return NULL;
- if (cl_num_temp_entities >= cl_max_temp_entities)
+ if (cl.num_temp_entities >= cl.max_temp_entities)
return NULL;
- ent = &cl_temp_entities[cl_num_temp_entities++];
+ ent = &cl.temp_entities[cl.num_temp_entities++];
memset (ent, 0, sizeof(*ent));
r_refdef.entities[r_refdef.numentities++] = &ent->render;
ent->render.colormap = -1; // no special coloring
- ent->render.scale = 1;
ent->render.alpha = 1;
VectorSet(ent->render.colormod, 1, 1, 1);
return ent;
cl_effect_t *e;
if (!modelindex) // sanity check
return;
- for (i = 0, e = cl_effects;i < cl_max_effects;i++, e++)
+ if (framerate < 1)
+ {
+ Con_Printf("CL_Effect: framerate %f is < 1\n", framerate);
+ return;
+ }
+ if (framecount < 1)
+ {
+ Con_Printf("CL_Effect: framecount %i is < 1\n", framecount);
+ return;
+ }
+ for (i = 0, e = cl.effects;i < cl.max_effects;i++, e++)
{
if (e->active)
continue;
e->frame = 0;
e->frame1time = cl.time;
e->frame2time = cl.time;
+ cl.num_effects = max(cl.num_effects, i + 1);
break;
}
}
-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)
+void CL_AllocLightFlash(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;
// first look for an exact key match
if (ent)
{
- dl = cl_dlights;
- for (i = 0;i < cl_activedlights;i++, dl++)
+ dl = cl.dlights;
+ for (i = 0;i < cl.num_dlights;i++, dl++)
if (dl->ent == ent)
goto dlightsetup;
}
*/
// then look for anything else
- dl = cl_dlights;
- for (i = 0;i < cl_activedlights;i++, dl++)
+ dl = cl.dlights;
+ for (i = 0;i < cl.num_dlights;i++, dl++)
if (!dl->radius)
goto dlightsetup;
// if we hit the end of the active dlights and found no gaps, add a new one
if (i < MAX_DLIGHTS)
{
- cl_activedlights = i + 1;
+ cl.num_dlights = i + 1;
goto dlightsetup;
}
dlightsetup:
//Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
memset (dl, 0, sizeof(*dl));
- dl->matrix = *matrix;
+ Matrix4x4_Normalize(&dl->matrix, matrix);
dl->ent = ent;
- dl->origin[0] = dl->matrix.m[0][3];
- dl->origin[1] = dl->matrix.m[1][3];
- dl->origin[2] = dl->matrix.m[2][3];
+ Matrix4x4_OriginFromMatrix(&dl->matrix, dl->origin);
CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
- dl->matrix.m[0][3] = dl->origin[0];
- dl->matrix.m[1][3] = dl->origin[1];
- dl->matrix.m[2][3] = dl->origin[2];
+ Matrix4x4_SetOrigin(&dl->matrix, dl->origin[0], dl->origin[1], dl->origin[2]);
dl->radius = radius;
dl->color[0] = red;
dl->color[1] = green;
dl->color[2] = blue;
- dl->decay = decay;
+ dl->initialradius = radius;
+ dl->initialcolor[0] = red;
+ dl->initialcolor[1] = green;
+ dl->initialcolor[2] = blue;
+ dl->decay = decay / radius; // changed decay to be a percentage decrease
+ dl->intensity = 1; // this is what gets decayed
if (lifetime)
dl->die = cl.time + lifetime;
else
dl->die = 0;
- dl->cubemapnum = cubemapnum;
+ if (cubemapnum > 0)
+ dpsnprintf(dl->cubemapname, sizeof(dl->cubemapname), "cubemaps/%i", cubemapnum);
+ else
+ dl->cubemapname[0] = 0;
dl->style = style;
dl->shadow = shadowenable;
dl->corona = corona;
dl->specularscale = specularscale;
}
-// called before entity relinking
-void CL_DecayLights(void)
+void CL_DecayLightFlashes(void)
{
int i, oldmax;
dlight_t *dl;
- float time, f;
+ float time;
- time = cl.time - cl.oldtime;
- oldmax = cl_activedlights;
- cl_activedlights = 0;
- for (i = 0, dl = cl_dlights;i < oldmax;i++, dl++)
+ time = bound(0, cl.time - cl.oldtime, 0.1);
+ oldmax = cl.num_dlights;
+ cl.num_dlights = 0;
+ for (i = 0, dl = cl.dlights;i < oldmax;i++, dl++)
{
if (dl->radius)
{
- f = dl->radius - time * dl->decay;
- if (cl.time < dl->die && f > 0)
+ dl->intensity -= time * dl->decay;
+ if (cl.time < dl->die && dl->intensity > 0)
{
- dl->radius = dl->radius - time * dl->decay;
- cl_activedlights = i + 1;
+ if (cl_dlights_decayradius.integer)
+ dl->radius = dl->initialradius * dl->intensity;
+ else
+ dl->radius = dl->initialradius;
+ if (cl_dlights_decaybrightness.integer)
+ VectorScale(dl->initialcolor, dl->intensity, dl->color);
+ else
+ VectorCopy(dl->initialcolor, dl->color);
+ cl.num_dlights = i + 1;
}
else
dl->radius = 0;
}
}
-// called after entity relinking
-void CL_UpdateLights(void)
+// called before entity relinking
+void CL_RelinkLightFlashes(void)
{
int i, j, k, l;
dlight_t *dl;
float frac, f;
+ matrix4x4_t tempmatrix;
- r_refdef.numlights = 0;
if (r_dynamic.integer)
{
- for (i = 0, dl = cl_dlights;i < cl_activedlights;i++, dl++)
+ for (i = 0, dl = cl.dlights;i < cl.num_dlights && r_refdef.numlights < MAX_DLIGHTS;i++, dl++)
{
if (dl->radius)
{
- R_RTLight_Update(dl, false);
- r_refdef.lights[r_refdef.numlights++] = dl;
+ tempmatrix = dl->matrix;
+ Matrix4x4_Scale(&tempmatrix, dl->radius, 1);
+ R_RTLight_Update(&r_refdef.lights[r_refdef.numlights++], false, &tempmatrix, dl->color, dl->style, dl->cubemapname, dl->shadow, dl->corona, dl->coronasizescale, dl->ambientscale, dl->diffusescale, dl->specularscale, dl->flags);
}
}
}
f = cl.time * 10;
i = (int)floor(f);
frac = f - i;
- for (j = 0;j < MAX_LIGHTSTYLES;j++)
+ for (j = 0;j < cl.max_lightstyle;j++)
{
- if (!cl_lightstyle || !cl_lightstyle[j].length)
+ if (!cl.lightstyle || !cl.lightstyle[j].length)
{
r_refdef.lightstylevalue[j] = 256;
continue;
}
- k = i % cl_lightstyle[j].length;
- l = (i-1) % cl_lightstyle[j].length;
- k = cl_lightstyle[j].map[k] - 'a';
- l = cl_lightstyle[j].map[l] - 'a';
- r_refdef.lightstylevalue[j] = ((k*frac)+(l*(1-frac)))*22;
+ k = i % cl.lightstyle[j].length;
+ l = (i-1) % cl.lightstyle[j].length;
+ k = cl.lightstyle[j].map[k] - 'a';
+ l = cl.lightstyle[j].map[l] - 'a';
+ r_refdef.lightstylevalue[j] = (unsigned short)(((k*frac)+(l*(1-frac)))*22);
}
}
-#define MAXVIEWMODELS 32
-entity_t *viewmodels[MAXVIEWMODELS];
-int numviewmodels;
+void CL_AddQWCTFFlagModel(entity_t *player, int skin)
+{
+ float f;
+ entity_t *flag;
+ matrix4x4_t flagmatrix;
-matrix4x4_t viewmodelmatrix;
+ // this code taken from QuakeWorld
+ f = 14;
+ if (player->render.frame2 >= 29 && player->render.frame2 <= 40)
+ {
+ if (player->render.frame2 >= 29 && player->render.frame2 <= 34)
+ { //axpain
+ if (player->render.frame2 == 29) f = f + 2;
+ else if (player->render.frame2 == 30) f = f + 8;
+ else if (player->render.frame2 == 31) f = f + 12;
+ else if (player->render.frame2 == 32) f = f + 11;
+ else if (player->render.frame2 == 33) f = f + 10;
+ else if (player->render.frame2 == 34) f = f + 4;
+ }
+ else if (player->render.frame2 >= 35 && player->render.frame2 <= 40)
+ { // pain
+ if (player->render.frame2 == 35) f = f + 2;
+ else if (player->render.frame2 == 36) f = f + 10;
+ else if (player->render.frame2 == 37) f = f + 10;
+ else if (player->render.frame2 == 38) f = f + 8;
+ else if (player->render.frame2 == 39) f = f + 4;
+ else if (player->render.frame2 == 40) f = f + 2;
+ }
+ }
+ else if (player->render.frame2 >= 103 && player->render.frame2 <= 118)
+ {
+ if (player->render.frame2 >= 103 && player->render.frame2 <= 104) f = f + 6; //nailattack
+ else if (player->render.frame2 >= 105 && player->render.frame2 <= 106) f = f + 6; //light
+ else if (player->render.frame2 >= 107 && player->render.frame2 <= 112) f = f + 7; //rocketattack
+ else if (player->render.frame2 >= 112 && player->render.frame2 <= 118) f = f + 7; //shotattack
+ }
+ // end of code taken from QuakeWorld
-static int entitylinkframenumber;
+ flag = CL_NewTempEntity();
+ if (!flag)
+ return;
+
+ flag->render.model = cl.model_precache[cl.qw_modelindex_flag];
+ flag->render.skinnum = skin;
+ flag->render.colormap = -1; // no special coloring
+ flag->render.alpha = 1;
+ VectorSet(flag->render.colormod, 1, 1, 1);
+ // attach the flag to the player matrix
+ Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
+ Matrix4x4_Concat(&flag->render.matrix, &player->render.matrix, &flagmatrix);
+ CL_UpdateRenderEntity(&flag->render);
+}
+
+matrix4x4_t viewmodelmatrix;
static const vec3_t muzzleflashorigin = {18, 0, 0};
extern void V_DriftPitch(void);
extern void V_FadeViewFlashs(void);
extern void V_CalcViewBlend(void);
-
extern void V_CalcRefdef(void);
-// note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
-void CL_LinkNetworkEntity(entity_t *e)
+
+// note this is a recursive function, recursionlimit should be 32 or so on the initial call
+void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolate)
{
- matrix4x4_t *matrix, blendmatrix, tempmatrix, matrix2;
- //matrix4x4_t dlightmatrix;
- int j, k, l, trailtype, temp;
- float origin[3], angles[3], delta[3], lerp, dlightcolor[3], dlightradius, mins[3], maxs[3], v2[3], d;
+ const matrix4x4_t *matrix;
+ matrix4x4_t blendmatrix, tempmatrix, matrix2;
+ int j, k, l;
+ float origin[3], angles[3], delta[3], lerp, d;
entity_t *t;
model_t *model;
- trace_t trace;
//entity_persistent_t *p = &e->persistent;
//entity_render_t *r = &e->render;
- if (e->persistent.linkframe != entitylinkframenumber)
+ // skip inactive entities and world
+ if (!e->state_current.active || e == cl.entities)
+ return;
+ if (recursionlimit < 1)
+ return;
+ e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
+ e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
+ e->render.flags = e->state_current.flags;
+ e->render.effects = e->state_current.effects;
+ VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
+ if (e->state_current.flags & RENDER_COLORMAPPED)
+ {
+ int cb;
+ unsigned char *cbcolor;
+ e->render.colormap = e->state_current.colormap;
+ cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
+ cbcolor = (unsigned char *) (&palette_complete[cb]);
+ e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
+ e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
+ e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
+ cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
+ cbcolor = (unsigned char *) (&palette_complete[cb]);
+ e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
+ e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
+ e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
+ }
+ else if (e->state_current.colormap && cl.scores != NULL)
+ {
+ int cb;
+ unsigned char *cbcolor;
+ e->render.colormap = cl.scores[e->state_current.colormap - 1].colors; // color it
+ cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
+ cbcolor = (unsigned char *) (&palette_complete[cb]);
+ e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
+ e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
+ e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
+ cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
+ cbcolor = (unsigned char *) (&palette_complete[cb]);
+ e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
+ e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
+ e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
+ }
+ else
+ {
+ e->render.colormap = -1; // no special coloring
+ VectorClear(e->render.colormap_pantscolor);
+ VectorClear(e->render.colormap_shirtcolor);
+ }
+ e->render.skinnum = e->state_current.skin;
+ if (e->state_current.tagentity)
{
- e->persistent.linkframe = entitylinkframenumber;
- // skip inactive entities and world
- if (!e->state_current.active || e == cl_entities)
+ // attached entity (gun held in player model's hand, etc)
+ // if the tag entity is currently impossible, skip it
+ if (e->state_current.tagentity >= cl.num_entities)
+ return;
+ t = cl.entities + e->state_current.tagentity;
+ // if the tag entity is inactive, skip it
+ if (!t->state_current.active)
return;
- e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
- e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
- e->render.flags = e->state_current.flags;
- e->render.effects = e->state_current.effects;
- VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
- if (e->state_current.flags & RENDER_COLORMAPPED)
+ // update the parent first
+ CL_UpdateNetworkEntity(t, recursionlimit - 1, interpolate);
+ // make relative to the entity
+ matrix = &t->render.matrix;
+ // some properties of the tag entity carry over
+ e->render.flags |= t->render.flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
+ // if a valid tagindex is used, make it relative to that tag instead
+ // FIXME: use a model function to get tag info (need to handle skeletal)
+ if (e->state_current.tagentity && e->state_current.tagindex >= 1 && (model = t->render.model))
{
- int cb;
- qbyte *cbcolor;
- e->render.colormap = e->state_current.colormap;
- cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
- cbcolor = (qbyte *) (&palette_complete[cb]);
- e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f) * e->render.colormod[0];
- e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f) * e->render.colormod[1];
- e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f) * e->render.colormod[2];
- cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
- cbcolor = (qbyte *) (&palette_complete[cb]);
- e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f) * e->render.colormod[0];
- e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f) * e->render.colormod[1];
- e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f) * e->render.colormod[2];
+ // blend the matrices
+ memset(&blendmatrix, 0, sizeof(blendmatrix));
+ for (j = 0;j < 4 && t->render.frameblend[j].lerp > 0;j++)
+ {
+ matrix4x4_t tagmatrix;
+ Mod_Alias_GetTagMatrix(model, t->render.frameblend[j].frame, e->state_current.tagindex - 1, &tagmatrix);
+ d = t->render.frameblend[j].lerp;
+ for (l = 0;l < 4;l++)
+ for (k = 0;k < 4;k++)
+ blendmatrix.m[l][k] += d * tagmatrix.m[l][k];
+ }
+ // concat the tag matrices onto the entity matrix
+ Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix);
+ // use the constructed tag matrix
+ matrix = &tempmatrix;
}
- else if (e->state_current.colormap && cl.scores != NULL)
+ }
+ else if (e->render.flags & RENDER_VIEWMODEL)
+ {
+ // view-relative entity (guns and such)
+ matrix = &viewmodelmatrix;
+ }
+ else
+ {
+ // world-relative entity (the normal kind)
+ matrix = &identitymatrix;
+ }
+
+ // movement lerp
+ // if it's the predicted player entity, update according to client movement
+ if (e == cl.entities + cl.playerentity && cl.movement_predicted)
+ {
+ lerp = (cl.time - cl.movement_time[2]) / (cl.movement_time[0] - cl.movement_time[1]);
+ lerp = bound(0, lerp, 1);
+ if (cl_nolerp.integer)
+ lerp = 1;
+ VectorLerp(cl.movement_oldorigin, lerp, cl.movement_origin, origin);
+ VectorSet(angles, 0, cl.viewangles[1], 0);
+ }
+ else if (interpolate && e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
+ {
+ // interpolate the origin and angles
+ lerp = max(0, lerp);
+ 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);
+ }
+
+ // model setup and some modelflags
+ if(e->state_current.modelindex < MAX_MODELS)
+ e->render.model = cl.model_precache[e->state_current.modelindex];
+ if (e->render.model)
+ {
+ // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
+ if (e->render.model->type == mod_alias)
+ angles[0] = -angles[0];
+ if ((e->render.model->flags & EF_ROTATE) && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
{
- int cb;
- qbyte *cbcolor;
- e->render.colormap = cl.scores[e->state_current.colormap - 1].colors; // color it
- cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
- cbcolor = (qbyte *) (&palette_complete[cb]);
- e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f) * e->render.colormod[0];
- e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f) * e->render.colormod[1];
- e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f) * e->render.colormod[2];
- cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
- cbcolor = (qbyte *) (&palette_complete[cb]);
- e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f) * e->render.colormod[0];
- e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f) * e->render.colormod[1];
- e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f) * e->render.colormod[2];
+ angles[1] = ANGLEMOD(100*cl.time);
+ if (cl_itembobheight.value)
+ origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
}
- else
+ // transfer certain model flags to effects
+ e->render.effects |= e->render.model->flags2 & (EF_FULLBRIGHT | EF_ADDITIVE);
+ if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
+ VectorScale(e->render.colormod, 2, e->render.colormod);
+ }
+ // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
+ else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
+ angles[0] = -angles[0];
+
+ // 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.colormap = -1; // no special coloring
- VectorClear(e->render.colormap_pantscolor);
- VectorClear(e->render.colormap_shirtcolor);
+ // 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);
}
- e->render.skinnum = e->state_current.skin;
- if (e->render.flags & RENDER_VIEWMODEL && !e->state_current.tagentity)
- {
- if (!r_drawviewmodel.integer || chase_active.integer || envmap)
- return;
- if (cl.viewentity)
- CL_LinkNetworkEntity(cl_entities + cl.viewentity);
- matrix = &viewmodelmatrix;
- if (e == &cl.viewent && 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 | EF_NODEPTHTEST));
- }
- }
- else
+ }
+ 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;
+ }
+
+ // set up the render matrix
+ if (matrix)
+ {
+ // attached entity, this requires a matrix multiply (concat)
+ // 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
+ Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
+ // get the origin from the new matrix
+ Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
+ }
+ else
+ {
+ // unattached entities are faster to process
+ Matrix4x4_CreateFromQuakeEntity(&e->render.matrix, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
+ }
+
+ // make the other useful stuff
+ CL_UpdateRenderEntity(&e->render);
+
+ // tenebrae's sprites are all additive mode (weird)
+ if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
+ e->render.effects |= EF_ADDITIVE;
+ // player model is only shown with chase_active on
+ if (e->state_current.number == cl.viewentity)
+ e->render.flags |= RENDER_EXTERIORMODEL;
+ // 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 | EF_ADDITIVE | EF_NODEPTHTEST))
+ && (e->render.alpha >= 1)
+ && !(e->render.flags & RENDER_VIEWMODEL)
+ && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
+ e->render.flags |= RENDER_SHADOW;
+}
+
+// creates light and trails from an entity
+void CL_UpdateNetworkEntityTrail(entity_t *e)
+{
+ effectnameindex_t trailtype;
+ vec3_t origin;
+
+ // bmodels are treated specially since their origin is usually '0 0 0' and
+ // their actual geometry is far from '0 0 0'
+ if (e->render.model && e->render.model->soundfromcenter)
+ {
+ vec3_t o;
+ VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
+ Matrix4x4_Transform(&e->render.matrix, o, origin);
+ }
+ else
+ Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
+
+ // handle particle trails and such effects now that we know where this
+ // entity is in the world...
+ trailtype = EFFECT_NONE;
+ // LordHavoc: if the entity has no effects, don't check each
+ if (e->render.effects & (EF_BRIGHTFIELD | EF_FLAME | EF_STARDUST | EF_FLAG1QW | EF_FLAG2QW))
+ {
+ if (e->render.effects & EF_BRIGHTFIELD)
{
- // if the tag entity is currently impossible, skip it
- if (e->state_current.tagentity >= cl_num_entities)
- return;
- t = cl_entities + e->state_current.tagentity;
- // if the tag entity is inactive, skip it
- if (!t->state_current.active)
- return;
- // note: this can link to world
- CL_LinkNetworkEntity(t);
- // make relative to the entity
- matrix = &t->render.matrix;
- // some properties of the tag entity carry over
- e->render.flags |= t->render.flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
- // if a valid tagindex is used, make it relative to that tag instead
- // FIXME: use a model function to get tag info (need to handle skeletal)
- if (e->state_current.tagentity && e->state_current.tagindex >= 1 && (model = t->render.model))
- {
- // blend the matrices
- memset(&blendmatrix, 0, sizeof(blendmatrix));
- for (j = 0;j < 4 && t->render.frameblend[j].lerp > 0;j++)
- {
- matrix4x4_t tagmatrix;
- Mod_Alias_GetTagMatrix(model, t->render.frameblend[j].frame, e->state_current.tagindex - 1, &tagmatrix);
- d = t->render.frameblend[j].lerp;
- for (l = 0;l < 4;l++)
- for (k = 0;k < 4;k++)
- blendmatrix.m[l][k] += d * tagmatrix.m[l][k];
- }
- // concat the tag matrices onto the entity matrix
- Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix);
- // use the constructed tag matrix
- matrix = &tempmatrix;
- }
+ if (gamemode == GAME_NEXUIZ)
+ trailtype = EFFECT_TR_NEXUIZPLASMA;
+ else
+ CL_EntityParticles(e);
}
-
- // movement lerp
- // if it's the player entity, update according to client movement
- if (e == cl_entities + cl.playerentity && cl.movement)
+ if (e->render.effects & EF_FLAME)
+ CL_ParticleTrail(EFFECT_EF_FLAME, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true);
+ if (e->render.effects & EF_STARDUST)
+ CL_ParticleTrail(EFFECT_EF_STARDUST, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true);
+ if (e->render.effects & (EF_FLAG1QW | EF_FLAG2QW))
{
- lerp = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
- lerp = bound(0, lerp, 1);
- VectorLerp(cl.movement_oldorigin, lerp, cl.movement_origin, origin);
- VectorSet(angles, 0, cl.viewangles[1], 0);
+ // these are only set on player entities
+ CL_AddQWCTFFlagModel(e, (e->render.effects & EF_FLAG2QW) != 0);
}
- else if (e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
+ }
+ // muzzleflash fades over time
+ if (e->persistent.muzzleflash > 0)
+ e->persistent.muzzleflash -= bound(0, cl.time - cl.oldtime, 0.1) * 20;
+ // LordHavoc: if the model has no flags, don't check each
+ if (e->render.model && e->render.model->flags && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
+ {
+ if (e->render.model->flags & EF_GIB)
+ trailtype = EFFECT_TR_BLOOD;
+ else if (e->render.model->flags & EF_ZOMGIB)
+ trailtype = EFFECT_TR_SLIGHTBLOOD;
+ else if (e->render.model->flags & EF_TRACER)
+ trailtype = EFFECT_TR_WIZSPIKE;
+ else if (e->render.model->flags & EF_TRACER2)
+ trailtype = EFFECT_TR_KNIGHTSPIKE;
+ else if (e->render.model->flags & EF_ROCKET)
+ trailtype = EFFECT_TR_ROCKET;
+ else if (e->render.model->flags & EF_GRENADE)
{
- // 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);
+ // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
+ trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
}
- else
+ else if (e->render.model->flags & EF_TRACER3)
+ trailtype = EFFECT_TR_VORESPIKE;
+ }
+ // do trails
+ if (e->render.flags & RENDER_GLOWTRAIL)
+ trailtype = EFFECT_TR_GLOWTRAIL;
+ if (trailtype)
+ {
+ float len;
+ vec3_t vel;
+ VectorSubtract(e->state_current.origin, e->state_previous.origin, vel);
+ len = e->state_current.time - e->state_previous.time;
+ if (len > 0)
+ len = 1.0f / len;
+ VectorScale(vel, len, vel);
+ CL_ParticleTrail(trailtype, 1, e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor, false, true);
+ }
+ VectorCopy(origin, e->persistent.trail_origin);
+}
+
+
+/*
+===============
+CL_UpdateViewEntities
+===============
+*/
+void CL_UpdateViewEntities(void)
+{
+ int i;
+ // update any RENDER_VIEWMODEL entities to use the new view matrix
+ for (i = 1;i < cl.num_entities;i++)
+ {
+ if (cl.entities_active[i])
{
- // no interpolation
- VectorCopy(e->persistent.neworigin, origin);
- VectorCopy(e->persistent.newangles, angles);
+ entity_t *ent = cl.entities + i;
+ if ((ent->render.flags & RENDER_VIEWMODEL) || ent->state_current.tagentity)
+ CL_UpdateNetworkEntity(ent, 32, true);
}
+ }
+ // and of course the engine viewmodel needs updating as well
+ CL_UpdateNetworkEntity(&cl.viewent, 32, true);
+}
- // model setup and some modelflags
- e->render.model = cl.model_precache[e->state_current.modelindex];
- if (e->render.model)
+/*
+===============
+CL_UpdateNetworkCollisionEntities
+===============
+*/
+void CL_UpdateNetworkCollisionEntities(void)
+{
+ entity_t *ent;
+ int i;
+
+ // start on the entity after the world
+ cl.num_brushmodel_entities = 0;
+ for (i = 1;i < cl.num_entities;i++)
+ {
+ if (cl.entities_active[i])
{
- // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
- if (e->render.model->type == mod_alias || (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC))
- angles[0] = -angles[0];
- if ((e->render.model->flags & EF_ROTATE) && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
+ ent = cl.entities + i;
+ if (ent->state_current.active && ent->render.model && ent->render.model->name[0] == '*' && ent->render.model->TraceBox)
{
- angles[1] = ANGLEMOD(100*cl.time);
- if (cl_itembobheight.value)
- origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
+ // do not interpolate the bmodels for this
+ CL_UpdateNetworkEntity(ent, 32, false);
+ cl.brushmodel_entities[cl.num_brushmodel_entities++] = ent->state_current.number;
}
- // transfer certain model flags to effects
- e->render.effects |= e->render.model->flags2 & (EF_FULLBRIGHT | EF_ADDITIVE);
- if (cl_prydoncursor.integer && (e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
- VectorScale(e->render.colormod, 2, e->render.colormod);
}
+ }
+}
+
+/*
+===============
+CL_UpdateNetworkEntities
+===============
+*/
+void CL_UpdateNetworkEntities(void)
+{
+ entity_t *ent;
+ int i;
- // animation lerp
- if (e->render.frame2 == e->state_current.frame)
+ // start on the entity after the world
+ for (i = 1;i < cl.num_entities;i++)
+ {
+ if (cl.entities_active[i])
{
- // update frame lerp fraction
- e->render.framelerp = 1;
- if (e->render.frame2time > e->render.frame1time)
+ ent = cl.entities + i;
+ if (ent->state_current.active)
{
- // 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);
+ CL_UpdateNetworkEntity(ent, 32, true);
+ // view models should never create light/trails
+ if (!(ent->render.flags & RENDER_VIEWMODEL))
+ CL_UpdateNetworkEntityTrail(ent);
}
+ else
+ cl.entities_active[i] = false;
}
+ }
+}
+
+void CL_UpdateViewModel(void)
+{
+ entity_t *ent;
+ ent = &cl.viewent;
+ ent->state_previous = ent->state_current;
+ ent->state_current = defaultstate;
+ ent->state_current.time = cl.time;
+ ent->state_current.number = -1;
+ ent->state_current.active = true;
+ ent->state_current.modelindex = cl.stats[STAT_WEAPON];
+ ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
+ ent->state_current.flags = RENDER_VIEWMODEL;
+ if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
+ ent->state_current.modelindex = 0;
+ else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
+ {
+ if (gamemode == GAME_TRANSFUSION)
+ ent->state_current.alpha = 128;
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);
+ ent->state_current.modelindex = 0;
+ }
+ ent->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
+ ent->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_REFLECTIVE | EF_FULLBRIGHT | EF_NODEPTHTEST));
- // 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
- Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
- // make the other useful stuff
- Matrix4x4_Invert_Simple(&e->render.inversematrix, &e->render.matrix);
- CL_BoundingBoxForEntity(&e->render);
+ // 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;
+ }
+ CL_UpdateNetworkEntity(ent, 32, true);
+}
- // handle effects now that we know where this entity is in the world...
- if (e->render.model && e->render.model->soundfromcenter)
- {
- // bmodels are treated specially since their origin is usually '0 0 0'
- vec3_t o;
- VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
- Matrix4x4_Transform(&e->render.matrix, o, origin);
- }
- else
- {
- origin[0] = e->render.matrix.m[0][3];
- origin[1] = e->render.matrix.m[1][3];
- origin[2] = e->render.matrix.m[2][3];
- }
- trailtype = -1;
- dlightradius = 0;
- dlightcolor[0] = 0;
- dlightcolor[1] = 0;
- dlightcolor[2] = 0;
- // LordHavoc: if the entity has no effects, don't check each
- if (e->render.effects)
+// note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
+void CL_LinkNetworkEntity(entity_t *e)
+{
+ effectnameindex_t trailtype;
+ vec3_t origin;
+ vec3_t dlightcolor;
+ vec_t dlightradius;
+
+ // skip inactive entities and world
+ if (!e->state_current.active || e == cl.entities)
+ return;
+ if (e->render.flags & RENDER_VIEWMODEL && !e->state_current.tagentity)
+ {
+ if (!r_drawviewmodel.integer || chase_active.integer || r_refdef.envmap)
+ return;
+ }
+ else
+ {
+ // if the tag entity is currently impossible, skip it
+ if (e->state_current.tagentity >= cl.num_entities)
+ return;
+ // if the tag entity is inactive, skip it
+ if (!cl.entities[e->state_current.tagentity].state_current.active)
+ return;
+ }
+
+ // create entity dlights associated with this entity
+ if (e->render.model && e->render.model->soundfromcenter)
+ {
+ // bmodels are treated specially since their origin is usually '0 0 0'
+ vec3_t o;
+ VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
+ Matrix4x4_Transform(&e->render.matrix, o, origin);
+ }
+ else
+ Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
+ trailtype = EFFECT_NONE;
+ dlightradius = 0;
+ dlightcolor[0] = 0;
+ dlightcolor[1] = 0;
+ dlightcolor[2] = 0;
+ // LordHavoc: if the entity has no effects, don't check each
+ if (e->render.effects & (EF_BRIGHTFIELD | EF_DIMLIGHT | EF_BRIGHTLIGHT | EF_RED | EF_BLUE | EF_FLAME | EF_STARDUST))
+ {
+ if (e->render.effects & EF_BRIGHTFIELD)
{
- if (e->render.effects & EF_BRIGHTFIELD)
- {
- if (gamemode == GAME_NEXUIZ)
- {
- dlightradius = max(dlightradius, 200);
- dlightcolor[0] += 0.75f;
- dlightcolor[1] += 1.50f;
- dlightcolor[2] += 3.00f;
- trailtype = 8;
- }
- else
- CL_EntityParticles(e);
- }
- if (e->render.effects & EF_MUZZLEFLASH)
- e->persistent.muzzleflash = 1.0f;
- if (e->render.effects & EF_DIMLIGHT)
- {
- dlightradius = max(dlightradius, 200);
- dlightcolor[0] += 1.50f;
- dlightcolor[1] += 1.50f;
- dlightcolor[2] += 1.50f;
- }
- if (e->render.effects & EF_BRIGHTLIGHT)
- {
- dlightradius = max(dlightradius, 400);
- dlightcolor[0] += 3.00f;
- dlightcolor[1] += 3.00f;
- dlightcolor[2] += 3.00f;
- }
- // LordHavoc: more effects
- if (e->render.effects & EF_RED) // red
- {
- dlightradius = max(dlightradius, 200);
- dlightcolor[0] += 1.50f;
- dlightcolor[1] += 0.15f;
- dlightcolor[2] += 0.15f;
- }
- if (e->render.effects & EF_BLUE) // blue
- {
- dlightradius = max(dlightradius, 200);
- dlightcolor[0] += 0.15f;
- dlightcolor[1] += 0.15f;
- dlightcolor[2] += 1.50f;
- }
- if (e->render.effects & EF_FLAME)
- {
- mins[0] = origin[0] - 16.0f;
- mins[1] = origin[1] - 16.0f;
- mins[2] = origin[2] - 16.0f;
- maxs[0] = origin[0] + 16.0f;
- maxs[1] = origin[1] + 16.0f;
- maxs[2] = origin[2] + 16.0f;
- // how many flames to make
- temp = (int) (cl.time * 300) - (int) (cl.oldtime * 300);
- CL_FlameCube(mins, maxs, temp);
- d = lhrandom(0.75f, 1);
- dlightradius = max(dlightradius, 200);
- dlightcolor[0] += d * 2.0f;
- dlightcolor[1] += d * 1.5f;
- dlightcolor[2] += d * 0.5f;
- }
- if (e->render.effects & EF_STARDUST)
- {
- mins[0] = origin[0] - 16.0f;
- mins[1] = origin[1] - 16.0f;
- mins[2] = origin[2] - 16.0f;
- maxs[0] = origin[0] + 16.0f;
- maxs[1] = origin[1] + 16.0f;
- maxs[2] = origin[2] + 16.0f;
- // how many particles to make
- temp = (int) (cl.time * 200) - (int) (cl.oldtime * 200);
- CL_Stardust(mins, maxs, temp);
- dlightradius = max(dlightradius, 200);
- dlightcolor[0] += 1.0f;
- dlightcolor[1] += 0.7f;
- dlightcolor[2] += 0.3f;
- }
+ if (gamemode == GAME_NEXUIZ)
+ trailtype = EFFECT_TR_NEXUIZPLASMA;
}
- // muzzleflash fades over time, and is offset a bit
- if (e->persistent.muzzleflash > 0)
+ if (e->render.effects & EF_DIMLIGHT)
{
- Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
- trace = CL_TraceBox(origin, vec3_origin, vec3_origin, v2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, false);
- tempmatrix = e->render.matrix;
- tempmatrix.m[0][3] = trace.endpos[0];
- tempmatrix.m[1][3] = trace.endpos[1];
- tempmatrix.m[2][3] = trace.endpos[2];
- 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;
+ dlightradius = max(dlightradius, 200);
+ dlightcolor[0] += 1.50f;
+ dlightcolor[1] += 1.50f;
+ dlightcolor[2] += 1.50f;
}
- // LordHavoc: if the model has no flags, don't check each
- if (e->render.model && e->render.model->flags && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
+ if (e->render.effects & EF_BRIGHTLIGHT)
{
- if (e->render.model->flags & EF_GIB)
- trailtype = 2;
- else if (e->render.model->flags & EF_ZOMGIB)
- trailtype = 4;
- else if (e->render.model->flags & EF_TRACER)
- {
- trailtype = 3;
- dlightradius = max(dlightradius, 100);
- dlightcolor[0] += 0.25f;
- dlightcolor[1] += 1.00f;
- dlightcolor[2] += 0.25f;
- }
- else if (e->render.model->flags & EF_TRACER2)
- {
- trailtype = 5;
- dlightradius = max(dlightradius, 100);
- dlightcolor[0] += 1.00f;
- dlightcolor[1] += 0.60f;
- dlightcolor[2] += 0.20f;
- }
- else if (e->render.model->flags & EF_ROCKET)
- {
- trailtype = 0;
- dlightradius = max(dlightradius, 200);
- dlightcolor[0] += 3.00f;
- dlightcolor[1] += 1.50f;
- dlightcolor[2] += 0.50f;
- }
- else if (e->render.model->flags & EF_GRENADE)
- {
- // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
- trailtype = e->render.alpha == -1 ? 7 : 1;
- }
- else if (e->render.model->flags & EF_TRACER3)
- {
- trailtype = 6;
- if (gamemode == GAME_PRYDON)
- {
- dlightradius = max(dlightradius, 100);
- dlightcolor[0] += 0.30f;
- dlightcolor[1] += 0.60f;
- dlightcolor[2] += 1.20f;
- }
- else
- {
- dlightradius = max(dlightradius, 200);
- dlightcolor[0] += 1.20f;
- dlightcolor[1] += 0.50f;
- dlightcolor[2] += 1.00f;
- }
- }
+ dlightradius = max(dlightradius, 400);
+ dlightcolor[0] += 3.00f;
+ dlightcolor[1] += 3.00f;
+ dlightcolor[2] += 3.00f;
}
- // LordHavoc: customizable glow
- if (e->state_current.glowsize)
+ // LordHavoc: more effects
+ if (e->render.effects & EF_RED) // red
{
- // * 4 for the expansion from 0-255 to 0-1023 range,
- // / 255 to scale down byte colors
- dlightradius = max(dlightradius, e->state_current.glowsize * 4);
- VectorMA(dlightcolor, (1.0f / 255.0f), (qbyte *)&palette_complete[e->state_current.glowcolor], dlightcolor);
+ dlightradius = max(dlightradius, 200);
+ dlightcolor[0] += 1.50f;
+ dlightcolor[1] += 0.15f;
+ dlightcolor[2] += 0.15f;
}
- // make the glow dlight
- if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL))
+ if (e->render.effects & EF_BLUE) // blue
{
- //dlightmatrix = e->render.matrix;
- // hack to make glowing player light shine on their gun
- //if (e->state_current.number == 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, -1, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+ dlightradius = max(dlightradius, 200);
+ dlightcolor[0] += 0.15f;
+ dlightcolor[1] += 0.15f;
+ dlightcolor[2] += 1.50f;
}
- // custom rtlight
- if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
+ if (e->render.effects & EF_FLAME)
+ CL_ParticleTrail(EFFECT_EF_FLAME, 0, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false);
+ if (e->render.effects & EF_STARDUST)
+ CL_ParticleTrail(EFFECT_EF_STARDUST, 0, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false);
+ }
+ // muzzleflash fades over time, and is offset a bit
+ if (e->persistent.muzzleflash > 0 && r_refdef.numlights < MAX_DLIGHTS)
+ {
+ vec3_t v2;
+ vec3_t color;
+ trace_t trace;
+ matrix4x4_t tempmatrix;
+ Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
+ trace = CL_Move(origin, vec3_origin, vec3_origin, v2, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, true, false, NULL, false);
+ Matrix4x4_Normalize(&tempmatrix, &e->render.matrix);
+ Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], trace.endpos[2]);
+ Matrix4x4_Scale(&tempmatrix, 150, 1);
+ VectorSet(color, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f);
+ R_RTLight_Update(&r_refdef.lights[r_refdef.numlights++], false, &tempmatrix, color, -1, NULL, true, 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+ }
+ // LordHavoc: if the model has no flags, don't check each
+ if (e->render.model && e->render.model->flags && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
+ {
+ if (e->render.model->flags & EF_GIB)
+ trailtype = EFFECT_TR_BLOOD;
+ else if (e->render.model->flags & EF_ZOMGIB)
+ trailtype = EFFECT_TR_SLIGHTBLOOD;
+ else if (e->render.model->flags & EF_TRACER)
+ trailtype = EFFECT_TR_WIZSPIKE;
+ else if (e->render.model->flags & EF_TRACER2)
+ trailtype = EFFECT_TR_KNIGHTSPIKE;
+ else if (e->render.model->flags & EF_ROCKET)
+ trailtype = EFFECT_TR_ROCKET;
+ else if (e->render.model->flags & EF_GRENADE)
{
- float light[4];
- VectorScale(e->state_current.light, (1.0f / 256.0f), light);
- light[3] = e->state_current.light[3];
- if (light[0] == 0 && light[1] == 0 && light[2] == 0)
- VectorSet(light, 1, 1, 1);
- if (light[3] == 0)
- light[3] = 350;
- // 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);
+ // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
+ trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
}
- // 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)
- e->render.effects |= EF_ADDITIVE;
- // player model is only shown with chase_active on
- if (e->state_current.number == cl.viewentity)
- e->render.flags |= RENDER_EXTERIORMODEL;
- // 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_VIEWMODEL | RENDER_TRANSPARENT))
- && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cl.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
- e->render.flags |= RENDER_SHADOW;
- // as soon as player is known we can call V_CalcRefDef
- if (e->state_current.number == cl.viewentity)
- V_CalcRefdef();
- if (e->render.model && e->render.model->name[0] == '*' && e->render.model->TraceBox)
- cl_brushmodel_entities[cl_num_brushmodel_entities++] = e->state_current.number;
- // don't show entities with no modelindex (note: this still shows
- // entities which have a modelindex that resolved to a NULL model)
- if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.numentities < r_refdef.maxentities)
- r_refdef.entities[r_refdef.numentities++] = &e->render;
- //if (cl.viewentity && e->state_current.number == cl.viewentity)
- // Matrix4x4_Print(&e->render.matrix);
+ else if (e->render.model->flags & EF_TRACER3)
+ trailtype = EFFECT_TR_VORESPIKE;
+ }
+ // LordHavoc: customizable glow
+ if (e->state_current.glowsize)
+ {
+ // * 4 for the expansion from 0-255 to 0-1023 range,
+ // / 255 to scale down byte colors
+ dlightradius = max(dlightradius, e->state_current.glowsize * 4);
+ VectorMA(dlightcolor, (1.0f / 255.0f), (unsigned char *)&palette_complete[e->state_current.glowcolor], dlightcolor);
}
+ // make the glow dlight
+ if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL) && r_refdef.numlights < MAX_DLIGHTS)
+ {
+ matrix4x4_t dlightmatrix;
+ Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
+ // hack to make glowing player light shine on their gun
+ //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
+ // Matrix4x4_AdjustOrigin(&dlightmatrix, 0, 0, 30);
+ Matrix4x4_Scale(&dlightmatrix, dlightradius, 1);
+ R_RTLight_Update(&r_refdef.lights[r_refdef.numlights++], false, &dlightmatrix, dlightcolor, -1, NULL, true, 1, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+ }
+ // custom rtlight
+ if ((e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) && r_refdef.numlights < MAX_DLIGHTS)
+ {
+ matrix4x4_t dlightmatrix;
+ float light[4];
+ VectorScale(e->state_current.light, (1.0f / 256.0f), light);
+ light[3] = e->state_current.light[3];
+ if (light[0] == 0 && light[1] == 0 && light[2] == 0)
+ VectorSet(light, 1, 1, 1);
+ if (light[3] == 0)
+ light[3] = 350;
+ // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
+ Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
+ Matrix4x4_Scale(&dlightmatrix, light[3], 1);
+ R_RTLight_Update(&r_refdef.lights[r_refdef.numlights++], false, &dlightmatrix, light, e->state_current.lightstyle, e->state_current.skin > 0 ? va("cubemaps/%i", e->state_current.skin) : NULL, !(e->state_current.lightpflags & PFLAGS_NOSHADOW), (e->state_current.lightpflags & PFLAGS_CORONA) != 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+ }
+ // do trail light
+ if (e->render.flags & RENDER_GLOWTRAIL)
+ trailtype = EFFECT_TR_GLOWTRAIL;
+ if (trailtype)
+ CL_ParticleTrail(trailtype, 0, origin, origin, vec3_origin, vec3_origin, NULL, e->state_current.glowcolor, true, false);
+
+ // don't show entities with no modelindex (note: this still shows
+ // entities which have a modelindex that resolved to a NULL model)
+ if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.numentities < r_refdef.maxentities)
+ r_refdef.entities[r_refdef.numentities++] = &e->render;
+ //if (cl.viewentity && e->state_current.number == cl.viewentity)
+ // Matrix4x4_Print(&e->render.matrix);
}
void CL_RelinkWorld(void)
{
- entity_t *ent = &cl_entities[0];
- cl_brushmodel_entities[cl_num_brushmodel_entities++] = 0;
+ entity_t *ent = &cl.entities[0];
+ cl.brushmodel_entities[cl.num_brushmodel_entities++] = 0;
// 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.matrix = identitymatrix;
+ CL_UpdateRenderEntity(&ent->render);
ent->render.flags = RENDER_SHADOW;
if (!r_fullbright.integer)
ent->render.flags |= RENDER_LIGHT;
{
int i;
entity_t *e;
- for (i = 0, e = cl_static_entities;i < cl_num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++, e++)
+ for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++, e++)
{
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;
+ // if the model was not loaded when the static entity was created we
+ // need to re-fetch the model pointer
+ e->render.model = cl.model_precache[e->state_baseline.modelindex];
+ CL_UpdateRenderEntity(&e->render);
// 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))
+ if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST)) && (e->render.alpha >= 1))
e->render.flags |= RENDER_SHADOW;
VectorSet(e->render.colormod, 1, 1, 1);
R_LerpAnimation(&e->render);
entity_t *ent;
int i;
- ent = &cl.viewent;
- ent->state_previous = ent->state_current;
- ent->state_current = defaultstate;
- ent->state_current.time = cl.time;
- ent->state_current.number = -1;
- ent->state_current.active = true;
- ent->state_current.modelindex = cl.stats[STAT_WEAPON];
- ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
- ent->state_current.flags = RENDER_VIEWMODEL;
- if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
- ent->state_current.modelindex = 0;
- else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
- {
- if (gamemode == GAME_TRANSFUSION)
- ent->state_current.alpha = 128;
- else
- 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;i < cl_num_entities;i++)
+ for (i = 1;i < cl.num_entities;i++)
{
- if (cl_entities_active[i])
+ if (cl.entities_active[i])
{
- ent = cl_entities + i;
+ ent = cl.entities + i;
if (ent->state_current.active)
CL_LinkNetworkEntity(ent);
else
- cl_entities_active[i] = false;
+ cl.entities_active[i] = false;
}
}
- CL_LinkNetworkEntity(&cl.viewent);
}
static void CL_RelinkEffects(void)
entity_t *ent;
float frame;
- for (i = 0, e = cl_effects;i < cl_max_effects;i++, e++)
+ for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++)
{
if (e->active)
{
frame = (cl.time - e->starttime) * e->framerate + e->startframe;
- intframe = frame;
+ intframe = (int)frame;
if (intframe < 0 || intframe >= e->endframe)
{
memset(e, 0, sizeof(*e));
+ while (cl.num_effects > 0 && !cl.effects[cl.num_effects - 1].active)
+ cl.num_effects--;
continue;
}
ent->render.frame2time = e->frame2time;
// normal stuff
- ent->render.model = cl.model_precache[e->modelindex];
+ if(e->modelindex < MAX_MODELS)
+ ent->render.model = cl.model_precache[e->modelindex];
+ else
+ ent->render.model = cl.csqc_model_precache[-(e->modelindex+1)];
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);
+ CL_UpdateRenderEntity(&ent->render);
}
}
}
}
+void CL_Beam_CalculatePositions(const beam_t *b, vec3_t start, vec3_t end)
+{
+ VectorCopy(b->start, start);
+ VectorCopy(b->end, end);
+
+ // if coming from the player, update the start position
+ if (b->entity == cl.viewentity)
+ {
+ if (cl_beams_quakepositionhack.integer && !chase_active.integer)
+ {
+ // LordHavoc: this is a stupid hack from Quake that makes your
+ // lightning appear to come from your waist and cover less of your
+ // view
+ // in Quake this hack was applied to all players (causing the
+ // infamous crotch-lightning), but in darkplaces and QuakeWorld it
+ // only applies to your own lightning, and only in first person
+ Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, start);
+ }
+ if (cl_beams_instantaimhack.integer)
+ {
+ vec3_t dir, localend;
+ vec_t len;
+ // LordHavoc: this updates the beam direction to match your
+ // viewangles
+ VectorSubtract(end, start, dir);
+ len = VectorLength(dir);
+ VectorNormalize(dir);
+ VectorSet(localend, len, 0, 0);
+ Matrix4x4_Transform(&r_view.matrix, localend, end);
+ }
+ }
+}
+
void CL_RelinkBeams(void)
{
int i;
beam_t *b;
- vec3_t dist, org;
+ vec3_t dist, org, start, end;
float d;
entity_t *ent;
float yaw, pitch;
float forward;
matrix4x4_t tempmatrix;
- for (i = 0, b = cl_beams;i < cl_max_beams;i++, b++)
+ for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++)
{
- if (!b->model || b->endtime < cl.time)
+ if (!b->model)
continue;
-
- // if coming from the player, update the start position
- //if (b->entity == cl.viewentity)
- // VectorCopy (cl_entities[cl.viewentity].render.origin, b->start);
- if (cl_beams_relative.integer && b->entity == cl.viewentity && b->entity && cl_entities[b->entity].state_current.active && b->relativestartvalid)
+ if (b->endtime < cl.time)
{
- entity_state_t *p = &cl_entities[b->entity].state_previous;
- //entity_state_t *c = &cl_entities[b->entity].state_current;
- entity_render_t *r = &cl_entities[b->entity].render;
- matrix4x4_t matrix, imatrix;
- if (b->relativestartvalid == 2)
- {
- // not really valid yet, we need to get the orientation now
- // (ParseBeam flagged this because it is received before
- // entities are received, by now they have been received)
- // note: because players create lightning in their think
- // function (which occurs before movement), they actually
- // have some lag in it's location, so compare to the
- // previous player state, not the latest
- if (b->entity == cl.viewentity)
- Matrix4x4_CreateFromQuakeEntity(&matrix, p->origin[0], p->origin[1], p->origin[2] + 16, cl.viewangles[0], cl.viewangles[1], cl.viewangles[2], 1);
- else
- Matrix4x4_CreateFromQuakeEntity(&matrix, p->origin[0], p->origin[1], p->origin[2] + 16, p->angles[0], p->angles[1], p->angles[2], 1);
- Matrix4x4_Invert_Simple(&imatrix, &matrix);
- Matrix4x4_Transform(&imatrix, b->start, b->relativestart);
- Matrix4x4_Transform(&imatrix, b->end, b->relativeend);
- b->relativestartvalid = 1;
- }
- else
- {
- if (b->entity == cl.viewentity)
- Matrix4x4_CreateFromQuakeEntity(&matrix, r->origin[0], r->origin[1], r->origin[2] + 16, cl.viewangles[0], cl.viewangles[1], cl.viewangles[2], 1);
- else
- Matrix4x4_CreateFromQuakeEntity(&matrix, r->origin[0], r->origin[1], r->origin[2] + 16, r->angles[0], r->angles[1], r->angles[2], 1);
- Matrix4x4_Transform(&matrix, b->relativestart, b->start);
- Matrix4x4_Transform(&matrix, b->relativeend, b->end);
- }
+ b->model = NULL;
+ continue;
}
+ CL_Beam_CalculatePositions(b, start, end);
+
if (b->lightning)
{
- if (cl_beams_lightatend.integer)
+ if (cl_beams_lightatend.integer && r_refdef.numlights < MAX_DLIGHTS)
{
// 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, -1, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+ vec3_t dlightcolor;
+ VectorSet(dlightcolor, 0.3, 0.7, 1);
+ Matrix4x4_CreateFromQuakeEntity(&tempmatrix, end[0], end[1], end[2], 0, 0, 0, 200);
+ R_RTLight_Update(&r_refdef.lights[r_refdef.numlights++], false, &tempmatrix, dlightcolor, -1, NULL, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
}
if (cl_beams_polygons.integer)
continue;
}
// calculate pitch and yaw
- VectorSubtract (b->end, b->start, dist);
-
+ // (this is similar to the QuakeC builtin function vectoangles)
+ VectorSubtract(end, start, dist);
if (dist[1] == 0 && dist[0] == 0)
{
yaw = 0;
}
// add new entities for the lightning
- VectorCopy (b->start, org);
+ VectorCopy (start, org);
d = VectorNormalizeLength(dist);
while (d > 0)
{
//ent->render.angles[1] = yaw;
//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);
+ CL_UpdateRenderEntity(&ent->render);
VectorMA(org, 30, dist, org);
d -= 30;
}
}
+
+ while (cl.num_beams > 0 && !cl.beams[cl.num_beams - 1].model)
+ cl.num_beams--;
+}
+
+static void CL_RelinkQWNails(void)
+{
+ int i;
+ vec_t *v;
+ entity_t *ent;
+
+ for (i = 0;i < cl.qw_num_nails;i++)
+ {
+ v = cl.qw_nails[i];
+
+ // if we're drawing effects, get a new temp entity
+ // (NewTempEntity adds it to the render entities list for us)
+ if (!(ent = CL_NewTempEntity()))
+ continue;
+
+ // normal stuff
+ ent->render.model = cl.model_precache[cl.qw_modelindex_spike];
+ ent->render.colormap = -1; // no special coloring
+ ent->render.alpha = 1;
+ VectorSet(ent->render.colormod, 1, 1, 1);
+
+ Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
+ CL_UpdateRenderEntity(&ent->render);
+ }
}
void CL_LerpPlayer(float frac)
{
int i;
- float d;
cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
for (i = 0;i < 3;i++)
cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
}
- if (cls.demoplayback)
+ // interpolate the angles if playing a demo or spectating someone
+ if (cls.demoplayback || cl.fixangle[0])
{
- // interpolate the angles
for (i = 0;i < 3;i++)
{
- d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
+ float d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
if (d > 180)
d -= 360;
else if (d < -180)
}
}
+void CSQC_RelinkAllEntities (int drawmask)
+{
+ // link stuff
+ CL_RelinkWorld();
+ CL_RelinkStaticEntities();
+ CL_RelinkBeams();
+ CL_RelinkEffects();
+
+ // link stuff
+ if (drawmask & ENTMASK_ENGINE)
+ {
+ CL_RelinkNetworkEntities();
+ if (drawmask & ENTMASK_ENGINEVIEWMODELS)
+ CL_LinkNetworkEntity(&cl.viewent); // link gun model
+ CL_RelinkQWNails();
+ }
+
+ // update view blend
+ V_CalcViewBlend();
+}
+
/*
===============
CL_ReadFromServer
Read all incoming data from the server
===============
*/
-extern void CL_ClientMovement_Replay();
int CL_ReadFromServer(void)
{
CL_ReadDemoMessage();
+ CL_SendMove();
r_refdef.time = cl.time;
r_refdef.extraupdate = !r_speeds.integer;
r_refdef.numentities = 0;
- Matrix4x4_CreateIdentity(&r_refdef.viewentitymatrix);
- cl_num_brushmodel_entities = 0;
+ r_refdef.numlights = 0;
+ r_view.matrix = identitymatrix;
+
+ cl.num_brushmodel_entities = 0;
if (cls.state == ca_connected && cls.signon == SIGNONS)
{
// prepare for a new frame
CL_LerpPlayer(CL_LerpPoint());
- CL_DecayLights();
+ CL_DecayLightFlashes();
CL_ClearTempEntities();
V_DriftPitch();
V_FadeViewFlashs();
- // relink network entities (note: this sets up the view!)
+ if (cl.movement_predicted)
+ {
+ // if prediction is enabled we have to update all the collidable
+ // network entities before the prediction code can be run
+ CL_UpdateNetworkCollisionEntities();
+ }
+
+ // now update the player prediction
CL_ClientMovement_Replay();
- CL_RelinkNetworkEntities();
- // move particles
- CL_MoveParticles();
- R_MoveExplosions();
+ // update the player entity (which may be predicted)
+ CL_UpdateNetworkEntity(cl.entities + cl.viewentity, 32, true);
- // link stuff
- CL_RelinkWorld();
- CL_RelinkStaticEntities();
- CL_RelinkBeams();
- CL_RelinkEffects();
+ // now update the view (which depends on that player entity)
+ V_CalcRefdef();
- // run cgame code (which can add more entities)
- CL_CGVM_Frame();
+ // now update all the network entities and create particle trails
+ // (some entities may depend on the view)
+ CL_UpdateNetworkEntities();
- CL_UpdateLights();
+ // update the engine-based viewmodel
+ CL_UpdateViewModel();
- // update view blend
- V_CalcViewBlend();
- }
+ CL_RelinkLightFlashes();
+ CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS);
- return 0;
-}
+ // move particles
+ CL_MoveParticles();
+ R_MoveExplosions();
-/*
-=================
-CL_SendCmd
-=================
-*/
-void CL_UpdatePrydonCursor(void);
-void CL_SendCmd(void)
-{
- if (cls.demoplayback)
- {
- SZ_Clear(&cls.message);
- return;
+ // update the r_refdef time again because cl.time may have changed in
+ // CL_LerpPoint()
+ r_refdef.time = cl.time;
}
- // send the reliable message (forwarded commands) if there is one
- if (cls.message.cursize && NetConn_CanSendMessage(cls.netcon))
- {
- if (developer.integer)
- {
- Con_Print("CL_SendCmd: sending reliable message:\n");
- SZ_HexDumpToConsole(&cls.message);
- }
- if (NetConn_SendReliableMessage(cls.netcon, &cls.message) == -1)
- Host_Error("CL_WriteToServer: lost server connection");
- SZ_Clear(&cls.message);
- }
+ return 0;
}
// LordHavoc: pausedemo command
{
if (Cmd_Argc () == 1)
{
- Con_Printf("\"fog\" is \"%f %f %f %f\"\n", fog_density, fog_red, fog_green, fog_blue);
+ Con_Printf("\"fog\" is \"%f %f %f %f\"\n", r_refdef.fog_density, r_refdef.fog_red, r_refdef.fog_green, r_refdef.fog_blue);
return;
}
- fog_density = atof(Cmd_Argv(1));
- fog_red = atof(Cmd_Argv(2));
- fog_green = atof(Cmd_Argv(3));
- fog_blue = atof(Cmd_Argv(4));
+ r_refdef.fog_density = atof(Cmd_Argv(1));
+ r_refdef.fog_red = atof(Cmd_Argv(2));
+ r_refdef.fog_green = atof(Cmd_Argv(3));
+ r_refdef.fog_blue = atof(Cmd_Argv(4));
}
/*
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);
+ Matrix4x4_CreateFromQuakeEntity(&r_view.matrix, r_view.origin[0], r_view.origin[1], r_view.origin[2], 0, i / 128.0 * 360.0, 0, 1);
CL_UpdateScreen();
}
timedelta = Sys_DoubleTime() - timestart;
Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
}
+void CL_AreaStats_f(void)
+{
+ World_PrintAreaStats(&cl.world, "client");
+}
+
+cl_locnode_t *CL_Locs_FindNearest(const vec3_t point)
+{
+ int i;
+ cl_locnode_t *loc;
+ cl_locnode_t *best;
+ vec3_t nearestpoint;
+ vec_t dist, bestdist;
+ best = NULL;
+ bestdist = 0;
+ for (loc = cl.locnodes;loc;loc = loc->next)
+ {
+ for (i = 0;i < 3;i++)
+ nearestpoint[i] = bound(loc->mins[i], point[i], loc->maxs[i]);
+ dist = VectorDistance2(nearestpoint, point);
+ if (bestdist > dist || !best)
+ {
+ bestdist = dist;
+ best = loc;
+ if (bestdist < 1)
+ break;
+ }
+ }
+ return best;
+}
+
+void CL_Locs_FindLocationName(char *buffer, size_t buffersize, vec3_t point)
+{
+ cl_locnode_t *loc;
+ loc = CL_Locs_FindNearest(point);
+ if (loc)
+ strlcpy(buffer, loc->name, buffersize);
+ else
+ dpsnprintf(buffer, buffersize, "LOC=%.0f:%.0f:%.0f", point[0], point[1], point[2]);
+}
+
+void CL_Locs_FreeNode(cl_locnode_t *node)
+{
+ cl_locnode_t **pointer, **next;
+ for (pointer = &cl.locnodes;*pointer;pointer = next)
+ {
+ next = &(*pointer)->next;
+ if (*pointer == node)
+ {
+ *pointer = node->next;
+ Mem_Free(node);
+ }
+ }
+ Con_Printf("CL_Locs_FreeNode: no such node! (%p)\n", node);
+}
+
+void CL_Locs_AddNode(vec3_t mins, vec3_t maxs, const char *namestart, const char *nameend)
+{
+ cl_locnode_t *node, **pointer;
+ int namelen = (int)(nameend - namestart);
+ node = Mem_Alloc(cls.levelmempool, sizeof(cl_locnode_t) + namelen + 1);
+ VectorSet(node->mins, min(mins[0], maxs[0]), min(mins[1], maxs[1]), min(mins[2], maxs[2]));
+ VectorSet(node->maxs, max(mins[0], maxs[0]), max(mins[1], maxs[1]), max(mins[2], maxs[2]));
+ node->name = (char *)(node + 1);
+ memcpy(node->name, namestart, namelen);
+ node->name[namelen] = 0;
+ // link it into the tail of the list to preserve the order
+ for (pointer = &cl.locnodes;*pointer;pointer = &(*pointer)->next)
+ ;
+ *pointer = node;
+}
+
+void CL_Locs_Add_f(void)
+{
+ vec3_t mins, maxs;
+ if (Cmd_Argc() != 5 && Cmd_Argc() != 8)
+ {
+ Con_Printf("usage: %s x y z[ x y z] name\n", Cmd_Argv(0));
+ return;
+ }
+ mins[0] = atof(Cmd_Argv(1));
+ mins[1] = atof(Cmd_Argv(2));
+ mins[2] = atof(Cmd_Argv(3));
+ if (Cmd_Argc() == 8)
+ {
+ maxs[0] = atof(Cmd_Argv(4));
+ maxs[1] = atof(Cmd_Argv(5));
+ maxs[2] = atof(Cmd_Argv(6));
+ CL_Locs_AddNode(mins, maxs, Cmd_Argv(7), Cmd_Argv(7) + strlen(Cmd_Argv(7)));
+ }
+ else
+ CL_Locs_AddNode(mins, mins, Cmd_Argv(4), Cmd_Argv(4) + strlen(Cmd_Argv(4)));
+}
+
+void CL_Locs_RemoveNearest_f(void)
+{
+ cl_locnode_t *loc;
+ loc = CL_Locs_FindNearest(r_view.origin);
+ if (loc)
+ CL_Locs_FreeNode(loc);
+ else
+ Con_Printf("no loc point or box found for your location\n");
+}
+
+void CL_Locs_Clear_f(void)
+{
+ while (cl.locnodes)
+ CL_Locs_FreeNode(cl.locnodes);
+}
+
+void CL_Locs_Save_f(void)
+{
+ cl_locnode_t *loc;
+ qfile_t *outfile;
+ char locfilename[MAX_QPATH];
+ if (!cl.locnodes)
+ {
+ Con_Printf("No loc points/boxes exist!\n");
+ return;
+ }
+ if (cls.state != ca_connected || !cl.worldmodel)
+ {
+ Con_Printf("No level loaded!\n");
+ return;
+ }
+ FS_StripExtension(cl.worldmodel->name, locfilename, sizeof(locfilename));
+ strlcat(locfilename, ".loc", sizeof(locfilename));
+
+ outfile = FS_Open(locfilename, "w", false, false);
+ if (!outfile)
+ return;
+ // if any boxes are used then this is a proquake-format loc file, which
+ // allows comments, so add some relevant information at the start
+ for (loc = cl.locnodes;loc;loc = loc->next)
+ if (!VectorCompare(loc->mins, loc->maxs))
+ break;
+ if (loc)
+ {
+ FS_Printf(outfile, "// %s %s saved by %s\n// x,y,z,x,y,z,\"name\"\n\n", locfilename, Sys_TimeString("%Y-%m-%d"), engineversion);
+ for (loc = cl.locnodes;loc;loc = loc->next)
+ if (VectorCompare(loc->mins, loc->maxs))
+ break;
+ if (loc)
+ Con_Printf("Warning: writing loc file containing a mixture of qizmo-style points and proquake-style boxes may not work in qizmo or proquake!\n");
+ }
+ for (loc = cl.locnodes;loc;loc = loc->next)
+ {
+ if (VectorCompare(loc->mins, loc->maxs))
+ FS_Printf(outfile, "%.0f %.0f %.0f %s\n", loc->mins[0]*8, loc->mins[1]*8, loc->mins[2]*8, loc->name);
+ else
+ FS_Printf(outfile, "%.1f,%.1f,%.1f,%.1f,%.1f,%.1f,\"%s\"\n", loc->mins[0], loc->mins[1], loc->mins[2], loc->maxs[0], loc->maxs[1], loc->maxs[2], loc->name);
+ }
+ FS_Close(outfile);
+}
+
+void CL_Locs_Reload_f(void)
+{
+ int i, linenumber, limit;
+ char *filedata, *text, *textend, *linestart, *linetext, *lineend;
+ fs_offset_t filesize;
+ vec3_t mins, maxs;
+ char locfilename[MAX_QPATH];
+
+ if (cls.state != ca_connected || !cl.worldmodel)
+ {
+ Con_Printf("No level loaded!\n");
+ return;
+ }
+ FS_StripExtension(cl.worldmodel->name, locfilename, sizeof(locfilename));
+ strlcat(locfilename, ".loc", sizeof(locfilename));
+
+ CL_Locs_Clear_f();
+
+ filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
+ if (!filedata)
+ return;
+ text = filedata;
+ textend = filedata + filesize;
+ for (linenumber = 1;text < textend;linenumber++)
+ {
+ linestart = text;
+ for (;text < textend && *text != '\r' && *text != '\n';text++)
+ ;
+ lineend = text;
+ if (text + 1 < textend && *text == '\r' && text[1] == '\n')
+ text++;
+ if (text < textend)
+ text++;
+ // trim trailing whitespace
+ while (lineend > linestart && lineend[-1] <= ' ')
+ lineend--;
+ // trim leading whitespace
+ while (linestart < lineend && *linestart <= ' ')
+ linestart++;
+ // check if this is a comment
+ if (linestart + 2 <= lineend && !strncmp(linestart, "//", 2))
+ continue;
+ linetext = linestart;
+ limit = 3;
+ for (i = 0;i < limit;i++)
+ {
+ if (linetext >= lineend)
+ break;
+ // note: a missing number is interpreted as 0
+ if (i < 3)
+ mins[i] = atof(linetext);
+ else
+ maxs[i - 3] = atof(linetext);
+ // now advance past the number
+ while (linetext < lineend && *linetext > ' ' && *linetext != ',')
+ linetext++;
+ // advance through whitespace
+ if (linetext < lineend)
+ {
+ if (*linetext <= ' ')
+ linetext++;
+ else if (*linetext == ',')
+ {
+ linetext++;
+ limit = 6;
+ }
+ }
+ }
+ // if this is a quoted name, remove the quotes
+ if (linetext < lineend && *linetext == '"')
+ {
+ lineend--;
+ linetext++;
+ }
+ // valid line parsed
+ if (i == 3 || i == 6)
+ {
+ // if a point was parsed, it needs to be scaled down by 8 (since
+ // point-based loc files were invented by a proxy which dealt
+ // directly with quake protocol coordinates, which are *8), turn
+ // it into a box
+ if (i == 3)
+ {
+ VectorScale(mins, (1.0 / 8.0), mins);
+ VectorCopy(mins, maxs);
+ }
+ // add the point or box to the list
+ CL_Locs_AddNode(mins, maxs, linetext, lineend);
+ }
+ }
+}
+
/*
===========
CL_Shutdown
*/
void CL_Shutdown (void)
{
- CL_CGVM_Shutdown();
CL_Particles_Shutdown();
CL_Parse_Shutdown();
- Mem_FreePool (&cl_mempool);
+ Mem_FreePool (&cls.permanentmempool);
+ Mem_FreePool (&cls.levelmempool);
}
/*
*/
void CL_Init (void)
{
- cl_mempool = Mem_AllocPool("client", 0, NULL);
+ cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL);
+ cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL);
memset(&r_refdef, 0, sizeof(r_refdef));
// max entities sent to renderer per frame
r_refdef.maxentities = MAX_EDICTS + 256 + 512;
- r_refdef.entities = (entity_render_t **)Mem_Alloc(cl_mempool, sizeof(entity_render_t *) * r_refdef.maxentities);
- // 256k drawqueue buffer
- r_refdef.maxdrawqueuesize = 256 * 1024;
- r_refdef.drawqueue = (qbyte *)Mem_Alloc(cl_mempool, r_refdef.maxdrawqueuesize);
-
- cls.message.data = cls.message_buf;
- cls.message.maxsize = sizeof(cls.message_buf);
- cls.message.cursize = 0;
+ r_refdef.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.maxentities);
CL_InitInput ();
Cvar_RegisterVariable (&cl_itembobspeed);
Cvar_RegisterVariable (&cl_itembobheight);
- Cmd_AddCommand ("entities", CL_PrintEntities_f);
- Cmd_AddCommand ("disconnect", CL_Disconnect_f);
- Cmd_AddCommand ("record", CL_Record_f);
- Cmd_AddCommand ("stop", CL_Stop_f);
- Cmd_AddCommand ("playdemo", CL_PlayDemo_f);
- Cmd_AddCommand ("timedemo", CL_TimeDemo_f);
+ Cmd_AddCommand ("entities", CL_PrintEntities_f, "print information on network entities known to client");
+ Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
+ Cmd_AddCommand ("record", CL_Record_f, "record a demo");
+ Cmd_AddCommand ("stop", CL_Stop_f, "stop recording or playing a demo");
+ Cmd_AddCommand ("playdemo", CL_PlayDemo_f, "watch a demo file");
+ Cmd_AddCommand ("timedemo", CL_TimeDemo_f, "play back a demo as fast as possible and save statistics to benchmark.log");
+
+#ifdef AUTODEMO_BROKEN
+ Cvar_RegisterVariable (&cl_autodemo);
+ Cvar_RegisterVariable (&cl_autodemo_nameformat);
+#endif
- Cmd_AddCommand ("fog", CL_Fog_f);
+ Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue)");
// LordHavoc: added pausedemo
- Cmd_AddCommand ("pausedemo", CL_PauseDemo_f);
+ Cmd_AddCommand ("pausedemo", CL_PauseDemo_f, "pause demo playback (can also safely pause demo recording if using QUAKE, QUAKEDP or NEHAHRAMOVIE protocol, useful for making movies)");
+
+ Cmd_AddCommand ("cl_areastats", CL_AreaStats_f, "prints statistics on entity culling during collision traces");
Cvar_RegisterVariable(&r_draweffects);
Cvar_RegisterVariable(&cl_explosions_alpha_start);
Cvar_RegisterVariable(&cl_stainmaps);
Cvar_RegisterVariable(&cl_stainmaps_clearonload);
Cvar_RegisterVariable(&cl_beams_polygons);
- Cvar_RegisterVariable(&cl_beams_relative);
+ Cvar_RegisterVariable(&cl_beams_quakepositionhack);
+ Cvar_RegisterVariable(&cl_beams_instantaimhack);
Cvar_RegisterVariable(&cl_beams_lightatend);
Cvar_RegisterVariable(&cl_noplayershadow);
+ Cvar_RegisterVariable(&cl_dlights_decayradius);
+ Cvar_RegisterVariable(&cl_dlights_decaybrightness);
Cvar_RegisterVariable(&cl_prydoncursor);
Cvar_RegisterVariable(&cl_deathnoviewmodel);
- Cmd_AddCommand("timerefresh", CL_TimeRefresh_f);
+ // for QW connections
+ Cvar_RegisterVariable(&qport);
+ Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff);
+
+ Cmd_AddCommand("timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
+
+ Cvar_RegisterVariable(&cl_locs_enable);
+ Cvar_RegisterVariable(&cl_locs_show);
+ Cmd_AddCommand("locs_add", CL_Locs_Add_f, "add a point or box location (usage: x y z[ x y z] \"name\", if two sets of xyz are supplied it is a box, otherwise point)");
+ Cmd_AddCommand("locs_removenearest", CL_Locs_RemoveNearest_f, "remove the nearest point or box (note: you need to be very near a box to remove it)");
+ Cmd_AddCommand("locs_clear", CL_Locs_Clear_f, "remove all loc points/boxes");
+ Cmd_AddCommand("locs_reload", CL_Locs_Reload_f, "reload .loc file for this map");
+ Cmd_AddCommand("locs_save", CL_Locs_Save_f, "save .loc file for this map containing currently defined points and boxes");
CL_Parse_Init();
CL_Particles_Init();
CL_Screen_Init();
- CL_CGVM_Init();
CL_Video_Init();
}