#include "quakedef.h"
#include "cl_collision.h"
-#include "cl_gecko.h"
#include "cl_video.h"
#include "image.h"
#include "csprogs.h"
cvar_t csqc_progname = {0, "csqc_progname","csprogs.dat","name of csprogs.dat file to load"};
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 csqc_usedemoprogs = {0, "csqc_usedemoprogs","1","use csprogs stored in demos"};
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 cl_lerpexcess = {0, "cl_lerpexcess", "0","maximum allowed lerp excess (hides, not fixes, some packet loss)"};
+cvar_t cl_lerpanim_maxdelta_server = {0, "cl_lerpanim_maxdelta_server", "0.1","maximum frame delta for smoothing between server-controlled animation frames (when 0, one network frame)"};
+cvar_t cl_lerpanim_maxdelta_framegroups = {0, "cl_lerpanim_maxdelta_framegroups", "0.1","maximum frame delta for smoothing between framegroups (when 0, one network frame)"};
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 cl_autodemo = {CVAR_SAVE, "cl_autodemo", "0", "records every game played, using the date/time and map name to name the demo file" };
cvar_t cl_autodemo_nameformat = {CVAR_SAVE, "cl_autodemo_nameformat", "autodemos/%Y-%m-%d_%H-%M", "The format of the cl_autodemo filename, followed by the map name (the date is encoded using strftime escapes)" };
+cvar_t cl_autodemo_delete = {0, "cl_autodemo_delete", "0", "Delete demos after recording. This is a bitmask, bit 1 gives the default, bit 0 the value for the current demo. Thus, the values are: 0 = disabled; 1 = delete current demo only; 2 = delete all demos except the current demo; 3 = delete all demos from now on" };
cvar_t r_draweffects = {0, "r_draweffects", "1","renders temporary sprite effects"};
cvar_t cl_beams_instantaimhack = {CVAR_SAVE, "cl_beams_instantaimhack", "0", "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_deathfade = {CVAR_SAVE, "cl_deathfade", "0", "fade screen to dark red when dead, value = how fast the fade is"};
+cvar_t cl_deathfade = {CVAR_SAVE, "cl_deathfade", "0", "fade screen to dark red when dead, value represents how fast the fade is (higher is faster)"};
cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0","hide player shadow"};
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_prydoncursor_notrace = {0, "cl_prydoncursor_notrace", "0", "disables traceline used in prydon cursor reporting to the game, saving some cpu time"};
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"};
+extern cvar_t r_equalize_entities_fullbright;
+
client_static_t cls;
client_state_t cl;
=====================
*/
-void CL_VM_ShutDown (void);
void CL_ClearState(void)
{
int i;
cl.sensitivityscale = 1.0f;
// enable rendering of the world and such
- cl.csqc_vidvars.drawworld = true;
+ cl.csqc_vidvars.drawworld = r_drawworld.integer != 0;
cl.csqc_vidvars.drawenginesbar = true;
cl.csqc_vidvars.drawcrosshair = true;
cl.num_brushmodel_entities = 0;
// tweak these if the game runs out
- cl.max_entities = 256;
- cl.max_static_entities = 256;
- cl.max_effects = 256;
- cl.max_beams = 256;
+ cl.max_csqcrenderentities = 0;
+ cl.max_entities = MAX_ENITIES_INITIAL;
+ cl.max_static_entities = MAX_STATICENTITIES;
+ cl.max_effects = MAX_EFFECTS;
+ cl.max_beams = MAX_BEAMS;
cl.max_dlights = MAX_DLIGHTS;
cl.max_lightstyle = MAX_LIGHTSTYLES;
cl.max_brushmodel_entities = MAX_EDICTS;
- cl.max_particles = 8192; // grows dynamically
- cl.max_decals = 2048; // grows dynamically
+ cl.max_particles = MAX_PARTICLES_INITIAL; // grows dynamically
+ cl.max_decals = MAX_DECALS_INITIAL; // grows dynamically
cl.max_showlmps = 0;
cl.num_dlights = 0;
cl.num_effects = 0;
cl.num_beams = 0;
+ cl.csqcrenderentities = NULL;
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.entities[i].state_current = defaultstate;
}
- if (gamemode == GAME_NEXUIZ)
+ if (gamemode == GAME_NEXUIZ || gamemode == GAME_XONOTIC)
{
VectorSet(cl.playerstandmins, -16, -16, -24);
VectorSet(cl.playerstandmaxs, 16, 16, 45);
ent->render.alpha = 1;
ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1);
+ ent->render.allowdecals = true;
CL_UpdateRenderEntity(&ent->render);
// noclip is turned off at start
{
int i;
qboolean fail = false;
+ char vabuf[1024];
if (!allowstarkey && key[0] == '*')
fail = true;
if (!allowmodel && (!strcasecmp(key, "pmodel") || !strcasecmp(key, "emodel")))
if (cls.protocol == PROTOCOL_QUAKEWORLD)
{
MSG_WriteByte(&cls.netcon->message, qw_clc_stringcmd);
- MSG_WriteString(&cls.netcon->message, va("setinfo \"%s\" \"%s\"", key, value));
+ MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "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));
+ MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "name \"%s\"", value));
}
else if (!strcasecmp(key, "playermodel"))
{
MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
- MSG_WriteString(&cls.netcon->message, va("playermodel \"%s\"", value));
+ MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "playermodel \"%s\"", value));
}
else if (!strcasecmp(key, "playerskin"))
{
MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
- MSG_WriteString(&cls.netcon->message, va("playerskin \"%s\"", value));
+ MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "playerskin \"%s\"", value));
}
else if (!strcasecmp(key, "topcolor"))
{
else if (!strcasecmp(key, "rate"))
{
MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
- MSG_WriteString(&cls.netcon->message, va("rate \"%s\"", value));
+ MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "rate \"%s\"", value));
}
}
}
}
}
+void CL_ExpandCSQCRenderEntities(int num)
+{
+ int i;
+ int oldmaxcsqcrenderentities;
+ entity_render_t *oldcsqcrenderentities;
+ if (num >= cl.max_csqcrenderentities)
+ {
+ if (num >= MAX_EDICTS)
+ Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
+ oldmaxcsqcrenderentities = cl.max_csqcrenderentities;
+ oldcsqcrenderentities = cl.csqcrenderentities;
+ cl.max_csqcrenderentities = (num & ~255) + 256;
+ cl.csqcrenderentities = (entity_render_t *)Mem_Alloc(cls.levelmempool, cl.max_csqcrenderentities * sizeof(entity_render_t));
+ if (oldcsqcrenderentities)
+ {
+ memcpy(cl.csqcrenderentities, oldcsqcrenderentities, oldmaxcsqcrenderentities * sizeof(entity_render_t));
+ for (i = 0;i < r_refdef.scene.numentities;i++)
+ if(r_refdef.scene.entities[i] >= oldcsqcrenderentities && r_refdef.scene.entities[i] < (oldcsqcrenderentities + oldmaxcsqcrenderentities))
+ r_refdef.scene.entities[i] = cl.csqcrenderentities + (r_refdef.scene.entities[i] - oldcsqcrenderentities);
+ Mem_Free(oldcsqcrenderentities);
+ }
+ }
+}
+
/*
=====================
CL_Disconnect
cls.netcon = NULL;
}
cls.state = ca_disconnected;
+ cl.islocalgame = false;
cls.demoplayback = cls.timedemo = false;
cls.signon = 0;
Host should be either "local" or a net address
=====================
*/
-void CL_EstablishConnection(const char *host)
+void CL_EstablishConnection(const char *host, int firstarg)
{
if (cls.state == ca_dedicated)
return;
+ // don't connect to a server if we're benchmarking a demo
+ if (COM_CheckParm("-benchmark"))
+ return;
+
// clear menu's connect error message
M_Update_Return_Reason("");
cls.demonum = -1;
// 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_trying = true;
cls.connect_remainingtries = 3;
cls.connect_nextsendtime = 0;
+
+ // only NOW, set connect_userinfo
+ if(firstarg >= 0)
+ {
+ int i;
+ *cls.connect_userinfo = 0;
+ for(i = firstarg; i+2 <= Cmd_Argc(); i += 2)
+ InfoString_SetValue(cls.connect_userinfo, sizeof(cls.connect_userinfo), Cmd_Argv(i), Cmd_Argv(i+1));
+ }
+ else if(firstarg < -1)
+ {
+ // -1: keep as is (reconnect)
+ // -2: clear
+ *cls.connect_userinfo = 0;
+ }
+
M_Update_Return_Reason("Trying to connect...");
- // 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_ModelIndexList_f(void)
{
- int i = 1;
+ int i;
+ dp_model_t *model;
// Print Header
Con_Printf("%3s: %-30s %-8s %-8s\n", "ID", "Name", "Type", "Triangles");
- while(cl.model_precache[i] && i != MAX_MODELS)
- { // Valid Model
- if(cl.model_precache[i]->loaded || i == 1)
- Con_Printf("%3i: %-30s %-8s %-10i\n", i, cl.model_precache[i]->name, cl.model_precache[i]->modeldatatypestring, cl.model_precache[i]->surfmesh.num_triangles);
+ for (i = -MAX_MODELS;i < MAX_MODELS;i++)
+ {
+ model = CL_GetModelByIndex(i);
+ if(model->loaded || i == 1)
+ Con_Printf("%3i: %-30s %-8s %-10i\n", i, model->name, model->modeldatatypestring, model->surfmesh.num_triangles);
else
- Con_Printf("%3i: %-30s %-30s\n", i, cl.model_precache[i]->name, "--no local model found--");
+ Con_Printf("%3i: %-30s %-30s\n", i, model->name, "--no local model found--");
i++;
}
}
// update the inverse matrix for the renderer
Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
// update the animation blend state
- R_LerpAnimation(ent);
+ VM_FrameBlendFromFrameGroupBlend(ent->frameblend, ent->framegroupblend, ent->model);
// we need the matrix origin to center the box
Matrix4x4_OriginFromMatrix(&ent->matrix, org);
// update entity->render.scale because the renderer needs it
}
f = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
- return bound(0, f, 1);
+ return bound(0, f, 1 + cl_lerpexcess.value);
}
void CL_ClearTempEntities (void)
{
r_refdef.scene.numtempentities = 0;
+ // grow tempentities buffer on request
+ if (r_refdef.scene.expandtempentities)
+ {
+ Con_Printf("CL_NewTempEntity: grow maxtempentities from %i to %i\n", r_refdef.scene.maxtempentities, r_refdef.scene.maxtempentities * 2);
+ r_refdef.scene.maxtempentities *= 2;
+ r_refdef.scene.tempentities = (entity_render_t *)Mem_Realloc(cls.permanentmempool, r_refdef.scene.tempentities, sizeof(entity_render_t) * r_refdef.scene.maxtempentities);
+ r_refdef.scene.expandtempentities = false;
+ }
}
entity_render_t *CL_NewTempEntity(double shadertime)
if (r_refdef.scene.numentities >= r_refdef.scene.maxentities)
return NULL;
if (r_refdef.scene.numtempentities >= r_refdef.scene.maxtempentities)
+ {
+ r_refdef.scene.expandtempentities = true; // will be reallocated next frame since current frame may have pointers set already
return NULL;
+ }
render = &r_refdef.scene.tempentities[r_refdef.scene.numtempentities++];
memset (render, 0, sizeof(*render));
r_refdef.scene.entities[r_refdef.scene.numentities++] = render;
render->shadertime = shadertime;
render->alpha = 1;
VectorSet(render->colormod, 1, 1, 1);
+ VectorSet(render->glowmod, 1, 1, 1);
return render;
}
dl->specularscale = specularscale;
}
-void CL_DecayLightFlashes(void)
+static void CL_DecayLightFlashes(void)
{
int i, oldmax;
dlight_t *dl;
r_refdef.scene.lightstylevalue[j] = 256;
continue;
}
+ // static lightstyle "=value"
+ if (cl.lightstyle[j].map[0] == '=')
+ {
+ r_refdef.scene.rtlightstylevalue[j] = atof(cl.lightstyle[j].map + 1);
+ if ( r_lerplightstyles.integer || ((int)f - f) < 0.01)
+ r_refdef.scene.lightstylevalue[j] = r_refdef.scene.rtlightstylevalue[j];
+ continue;
+ }
k = i % cl.lightstyle[j].length;
l = (i-1) % cl.lightstyle[j].length;
k = cl.lightstyle[j].map[k] - 'a';
}
}
-void CL_AddQWCTFFlagModel(entity_t *player, int skin)
+static void CL_AddQWCTFFlagModel(entity_t *player, int skin)
{
int frame = player->render.framegroupblend[0].frame;
float f;
if (!flagrender)
return;
- flagrender->model = cl.model_precache[cl.qw_modelindex_flag];
+ flagrender->model = CL_GetModelByIndex(cl.qw_modelindex_flag);
flagrender->skinnum = skin;
flagrender->alpha = 1;
VectorSet(flagrender->colormod, 1, 1, 1);
+ VectorSet(flagrender->glowmod, 1, 1, 1);
// attach the flag to the player matrix
Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
Matrix4x4_Concat(&flagrender->matrix, &player->render.matrix, &flagmatrix);
CL_UpdateRenderEntity(flagrender);
}
-matrix4x4_t viewmodelmatrix;
+matrix4x4_t viewmodelmatrix_withbob;
+matrix4x4_t viewmodelmatrix_nobob;
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);
-
void CL_SetEntityColormapColors(entity_render_t *ent, int colormap)
{
const unsigned char *cbcolor;
}
// 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)
+static void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolate)
{
const matrix4x4_t *matrix;
matrix4x4_t blendmatrix, tempmatrix, matrix2;
- int j, k, l, frame;
- float origin[3], angles[3], delta[3], lerp, d;
+ int frame;
+ float origin[3], angles[3], lerp;
entity_t *t;
- dp_model_t *model;
+ entity_render_t *r;
//entity_persistent_t *p = &e->persistent;
//entity_render_t *r = &e->render;
// skip inactive entities and world
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);
+ VectorScale(e->state_current.glowmod, (1.0f / 32.0f), e->render.glowmod);
if(e >= cl.entities && e < cl.entities + cl.num_entities)
e->render.entitynumber = e - cl.entities;
else
return;
t = cl.entities + e->state_current.tagentity;
// if the tag entity is inactive, skip it
- if (!t->state_current.active)
- return;
- // update the parent first
- CL_UpdateNetworkEntity(t, recursionlimit - 1, interpolate);
+ if (t->state_current.active)
+ {
+ // update the parent first
+ CL_UpdateNetworkEntity(t, recursionlimit - 1, interpolate);
+ r = &t->render;
+ }
+ else
+ {
+ // it may still be a CSQC entity... trying to use its
+ // info from last render frame (better than nothing)
+ if(!cl.csqc_server2csqcentitynumber[e->state_current.tagentity])
+ return;
+ r = cl.csqcrenderentities + cl.csqc_server2csqcentitynumber[e->state_current.tagentity];
+ if(!r->entitynumber)
+ return; // neither CSQC nor legacy entity... can't attach
+ }
// make relative to the entity
- matrix = &t->render.matrix;
+ matrix = &r->matrix;
// some properties of the tag entity carry over
- e->render.flags |= t->render.flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
+ e->render.flags |= r->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))
+ if (e->state_current.tagentity && e->state_current.tagindex >= 1 && r->model)
{
- // blend the matrices
- memset(&blendmatrix, 0, sizeof(blendmatrix));
- for (j = 0;j < MAX_FRAMEBLENDS && t->render.frameblend[j].lerp > 0;j++)
+ if(!Mod_Alias_GetTagMatrix(r->model, r->frameblend, r->skeleton, e->state_current.tagindex - 1, &blendmatrix)) // i.e. no error
{
- matrix4x4_t tagmatrix;
- Mod_Alias_GetTagMatrix(model, t->render.frameblend[j].subframe, 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, &r->matrix, &blendmatrix);
+ // use the constructed tag matrix
+ matrix = &tempmatrix;
}
- // 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->render.flags & RENDER_VIEWMODEL)
{
// view-relative entity (guns and such)
if (e->render.effects & EF_NOGUNBOB)
- matrix = &r_refdef.view.matrix; // really attached to view
+ matrix = &viewmodelmatrix_nobob; // really attached to view
else
- matrix = &viewmodelmatrix; // attached to gun bob matrix
+ matrix = &viewmodelmatrix_withbob; // attached to gun bob matrix
}
else
{
VectorCopy(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)
+ else if (interpolate && e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1 + cl_lerpexcess.value)
{
// interpolate the origin and angles
lerp = max(0, lerp);
VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
+#if 0
+ // this fails at the singularity of euler angles
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
+ {
+ vec3_t f0, u0, f1, u1;
+ AngleVectors(e->persistent.oldangles, f0, NULL, u0);
+ AngleVectors(e->persistent.newangles, f1, NULL, u1);
+ VectorMAM(1-lerp, f0, lerp, f1, f0);
+ VectorMAM(1-lerp, u0, lerp, u1, u0);
+ AnglesFromVectors(angles, f0, u0, false);
+ }
+#endif
}
else
{
// model setup and some modelflags
frame = e->state_current.frame;
- if (e->state_current.modelindex < MAX_MODELS)
- e->render.model = cl.model_precache[e->state_current.modelindex];
- else
- e->render.model = NULL;
+ e->render.model = CL_GetModelByIndex(e->state_current.modelindex);
if (e->render.model)
{
if (e->render.skinnum >= e->render.model->numskins)
if (e->render.model->type == mod_alias)
angles[0] = -angles[0];
if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
+ {
VectorScale(e->render.colormod, 2, e->render.colormod);
+ VectorScale(e->render.glowmod, 2, e->render.glowmod);
+ }
}
// 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];
+ // NOTE: this must be synced to SV_GetPitchSign!
if ((e->render.effects & EF_ROTATE) && !(e->render.flags & RENDER_VIEWMODEL))
{
}
// animation lerp
- if (e->render.framegroupblend[0].frame == frame)
+ e->render.skeleton = NULL;
+ if (e->render.flags & RENDER_COMPLEXANIMATION)
+ {
+ e->render.framegroupblend[0] = e->state_current.framegroupblend[0];
+ e->render.framegroupblend[1] = e->state_current.framegroupblend[1];
+ e->render.framegroupblend[2] = e->state_current.framegroupblend[2];
+ e->render.framegroupblend[3] = e->state_current.framegroupblend[3];
+ if (e->state_current.skeletonobject.model && e->state_current.skeletonobject.relativetransforms)
+ e->render.skeleton = &e->state_current.skeletonobject;
+ }
+ else if (e->render.framegroupblend[0].frame == frame)
{
// update frame lerp fraction
e->render.framegroupblend[0].lerp = 1;
// 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.framegroupblend[0].lerp = (cl.time - e->render.framegroupblend[0].start) / min(e->render.framegroupblend[0].start - e->render.framegroupblend[1].start, 0.1);
+ float maxdelta = cl_lerpanim_maxdelta_server.value;
+ if(e->render.model)
+ if(e->render.model->animscenes)
+ if(e->render.model->animscenes[e->render.framegroupblend[0].frame].framecount > 1 || e->render.model->animscenes[e->render.framegroupblend[1].frame].framecount > 1)
+ maxdelta = cl_lerpanim_maxdelta_framegroups.value;
+ maxdelta = max(maxdelta, cl.mtime[0] - cl.mtime[1]);
+ e->render.framegroupblend[0].lerp = (cl.time - e->render.framegroupblend[0].start) / min(e->render.framegroupblend[0].start - e->render.framegroupblend[1].start, maxdelta);
e->render.framegroupblend[0].lerp = bound(0, e->render.framegroupblend[0].lerp, 1);
e->render.framegroupblend[1].lerp = 1 - e->render.framegroupblend[0].lerp;
}
// 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;
+ e->render.flags |= RENDER_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;
+ if(!r_fullbright.integer)
+ {
+ if (!(e->render.effects & EF_FULLBRIGHT))
+ e->render.flags |= RENDER_LIGHT;
+ else if(r_equalize_entities_fullbright.integer)
+ e->render.flags |= RENDER_LIGHT | RENDER_EQUALIZE;
+ }
// 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_NOSELFSHADOW;
if (e->render.effects & EF_NOSELFSHADOW)
e->render.flags |= RENDER_NOSELFSHADOW;
+ if (e->render.effects & EF_NODEPTHTEST)
+ e->render.flags |= RENDER_NODEPTHTEST;
+ if (e->render.effects & EF_ADDITIVE)
+ e->render.flags |= RENDER_ADDITIVE;
+ if (e->render.effects & EF_DOUBLESIDED)
+ e->render.flags |= RENDER_DOUBLESIDED;
// make the other useful stuff
+ e->render.allowdecals = true;
CL_UpdateRenderEntity(&e->render);
}
// creates light and trails from an entity
-void CL_UpdateNetworkEntityTrail(entity_t *e)
+static void CL_UpdateNetworkEntityTrail(entity_t *e)
{
effectnameindex_t trailtype;
vec3_t origin;
{
if (e->render.effects & EF_BRIGHTFIELD)
{
- if (gamemode == GAME_NEXUIZ)
+ if (gamemode == GAME_NEXUIZ || gamemode == GAME_XONOTIC)
trailtype = EFFECT_TR_NEXUIZPLASMA;
else
CL_EntityParticles(e);
}
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);
+ CL_ParticleTrail(EFFECT_EF_FLAME, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true, NULL, NULL);
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);
+ CL_ParticleTrail(EFFECT_EF_STARDUST, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true, NULL, NULL);
}
if (e->render.internaleffects & (INTEF_FLAG1QW | INTEF_FLAG2QW))
{
// do trails
if (e->render.flags & RENDER_GLOWTRAIL)
trailtype = EFFECT_TR_GLOWTRAIL;
+ if (e->state_current.traileffectnum)
+ trailtype = (effectnameindex_t)e->state_current.traileffectnum;
// check if a trail is allowed (it is not after a teleport for example)
if (trailtype && e->persistent.trail_allowed)
{
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);
+ CL_ParticleTrail(trailtype, 1, e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor, false, true, NULL, NULL);
}
// now that the entity has survived one trail update it is allowed to
// leave a real trail on later frames
CL_UpdateNetworkCollisionEntities
===============
*/
-void CL_UpdateNetworkCollisionEntities(void)
+static void CL_UpdateNetworkCollisionEntities(void)
{
entity_t *ent;
int i;
CL_UpdateNetworkEntities
===============
*/
-void CL_UpdateNetworkEntities(void)
+static void CL_UpdateNetworkEntities(void)
{
entity_t *ent;
int i;
CL_UpdateNetworkEntityTrail(ent);
}
else
+ {
+ R_DecalSystem_Reset(&ent->render.decalsystem);
cl.entities_active[i] = false;
+ }
}
}
}
-void CL_UpdateViewModel(void)
+static void CL_UpdateViewModel(void)
{
entity_t *ent;
ent = &cl.viewent;
}
// 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)
+static void CL_LinkNetworkEntity(entity_t *e)
{
effectnameindex_t trailtype;
vec3_t origin;
vec3_t dlightcolor;
vec_t dlightradius;
+ char vabuf[1024];
// skip inactive entities and world
if (!e->state_current.active || e == cl.entities)
return;
// if the tag entity is inactive, skip it
if (!cl.entities[e->state_current.tagentity].state_current.active)
- return;
+ {
+ if(!cl.csqc_server2csqcentitynumber[e->state_current.tagentity])
+ return;
+ if(!cl.csqcrenderentities[cl.csqc_server2csqcentitynumber[e->state_current.tagentity]].entitynumber)
+ return;
+ // if we get here, it's properly csqc networked and attached
+ }
}
// create entity dlights associated with this entity
{
if (e->render.effects & EF_BRIGHTFIELD)
{
- if (gamemode == GAME_NEXUIZ)
+ if (gamemode == GAME_NEXUIZ || gamemode == GAME_XONOTIC)
trailtype = EFFECT_TR_NEXUIZPLASMA;
}
if (e->render.effects & EF_DIMLIGHT)
dlightcolor[2] += 1.50f;
}
if (e->render.effects & EF_FLAME)
- CL_ParticleTrail(EFFECT_EF_FLAME, 0, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false);
+ CL_ParticleTrail(EFFECT_EF_FLAME, 1, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false, NULL, NULL);
if (e->render.effects & EF_STARDUST)
- CL_ParticleTrail(EFFECT_EF_STARDUST, 0, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false);
+ CL_ParticleTrail(EFFECT_EF_STARDUST, 1, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false, NULL, NULL);
}
// muzzleflash fades over time, and is offset a bit
if (e->persistent.muzzleflash > 0 && r_refdef.scene.numlights < MAX_DLIGHTS)
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);
+ trace = CL_TraceLine(origin, v2, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, true, false, NULL, false, 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.scene.templights[r_refdef.scene.numlights], false, &tempmatrix, color, -1, NULL, true, 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
- r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights++];
+ r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
}
// LordHavoc: if the model has no flags, don't check each
if (e->render.model && e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
// 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.scene.templights[r_refdef.scene.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);
- r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights++];
+ R_RTLight_Update(&r_refdef.scene.templights[r_refdef.scene.numlights], false, &dlightmatrix, light, e->state_current.lightstyle, e->state_current.skin > 0 ? va(vabuf, sizeof(vabuf), "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);
+ r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
}
// make the glow dlight
else if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL) && r_refdef.scene.numlights < MAX_DLIGHTS)
// Matrix4x4_AdjustOrigin(&dlightmatrix, 0, 0, 30);
Matrix4x4_Scale(&dlightmatrix, dlightradius, 1);
R_RTLight_Update(&r_refdef.scene.templights[r_refdef.scene.numlights], false, &dlightmatrix, dlightcolor, -1, NULL, true, 1, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
- r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights++];
+ r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
}
// do trail light
if (e->render.flags & RENDER_GLOWTRAIL)
trailtype = EFFECT_TR_GLOWTRAIL;
+ if (e->state_current.traileffectnum)
+ trailtype = (effectnameindex_t)e->state_current.traileffectnum;
if (trailtype)
- CL_ParticleTrail(trailtype, 0, origin, origin, vec3_origin, vec3_origin, NULL, e->state_current.glowcolor, true, false);
+ CL_ParticleTrail(trailtype, 1, origin, origin, vec3_origin, vec3_origin, NULL, e->state_current.glowcolor, true, false, NULL, NULL);
- // don't show viewmodels in certain situations
- if (e->render.flags & RENDER_VIEWMODEL)
- if (!r_drawviewmodel.integer || chase_active.integer || r_refdef.envmap)
- return;
// 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.scene.numentities < r_refdef.scene.maxentities)
// Matrix4x4_Print(&e->render.matrix);
}
-void CL_RelinkWorld(void)
+static void CL_RelinkWorld(void)
{
entity_t *ent = &cl.entities[0];
// FIXME: this should be done at load
if (!r_fullbright.integer)
ent->render.flags |= RENDER_LIGHT;
VectorSet(ent->render.colormod, 1, 1, 1);
+ VectorSet(ent->render.glowmod, 1, 1, 1);
+ ent->render.allowdecals = true;
CL_UpdateRenderEntity(&ent->render);
r_refdef.scene.worldentity = &ent->render;
r_refdef.scene.worldmodel = cl.worldmodel;
e->render.flags = 0;
// 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];
+ e->render.model = CL_GetModelByIndex(e->state_baseline.modelindex);
// either fullbright or lit
- if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
- e->render.flags |= RENDER_LIGHT;
+ if(!r_fullbright.integer)
+ {
+ if (!(e->render.effects & EF_FULLBRIGHT))
+ e->render.flags |= RENDER_LIGHT;
+ else if(r_equalize_entities_fullbright.integer)
+ e->render.flags |= RENDER_LIGHT | RENDER_EQUALIZE;
+ }
// 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_SHADOW;
VectorSet(e->render.colormod, 1, 1, 1);
- R_LerpAnimation(&e->render);
+ VectorSet(e->render.glowmod, 1, 1, 1);
+ VM_FrameBlendFromFrameGroupBlend(e->render.frameblend, e->render.framegroupblend, e->render.model);
+ e->render.allowdecals = true;
CL_UpdateRenderEntity(&e->render);
r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
}
}
// normal stuff
- if(e->modelindex < MAX_MODELS)
- entrender->model = cl.model_precache[e->modelindex];
- else
- entrender->model = cl.csqc_model_precache[-(e->modelindex+1)];
+ entrender->model = CL_GetModelByIndex(e->modelindex);
entrender->alpha = 1;
VectorSet(entrender->colormod, 1, 1, 1);
+ VectorSet(entrender->glowmod, 1, 1, 1);
Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
CL_UpdateRenderEntity(entrender);
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.scene.templights[r_refdef.scene.numlights], false, &tempmatrix, dlightcolor, -1, NULL, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
- r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights++];
+ r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
}
if (cl_beams_polygons.integer)
continue;
continue;
// normal stuff
- entrender->model = cl.model_precache[cl.qw_modelindex_spike];
+ entrender->model = CL_GetModelByIndex(cl.qw_modelindex_spike);
entrender->alpha = 1;
VectorSet(entrender->colormod, 1, 1, 1);
+ VectorSet(entrender->glowmod, 1, 1, 1);
Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
CL_UpdateRenderEntity(entrender);
}
}
-void CL_LerpPlayer(float frac)
+static void CL_LerpPlayer(float frac)
{
int i;
r_refdef.scene.numlights = 0;
r_refdef.view.matrix = identitymatrix;
r_refdef.view.quality = 1;
-
+
cl.num_brushmodel_entities = 0;
if (cls.state == ca_connected && cls.signon == SIGNONS)
{
if (Cmd_Argc () == 1)
{
- Con_Printf("\"fog\" is \"%f %f %f %f %f %f %f\"\n", r_refdef.fog_density, r_refdef.fog_red, r_refdef.fog_green, r_refdef.fog_blue, r_refdef.fog_alpha, r_refdef.fog_start, r_refdef.fog_end);
+ Con_Printf("\"fog\" is \"%f %f %f %f %f %f %f %f %f\"\n", r_refdef.fog_density, r_refdef.fog_red, r_refdef.fog_green, r_refdef.fog_blue, r_refdef.fog_alpha, r_refdef.fog_start, r_refdef.fog_end, r_refdef.fog_height, r_refdef.fog_fadedepth);
return;
}
- r_refdef.fog_start = 0;
- r_refdef.fog_end = 16384;
- r_refdef.fog_alpha = 1;
+ FOG_clear(); // so missing values get good defaults
if(Cmd_Argc() > 1)
r_refdef.fog_density = atof(Cmd_Argv(1));
if(Cmd_Argc() > 2)
r_refdef.fog_start = atof(Cmd_Argv(6));
if(Cmd_Argc() > 7)
r_refdef.fog_end = atof(Cmd_Argv(7));
+ if(Cmd_Argc() > 8)
+ r_refdef.fog_height = atof(Cmd_Argv(8));
+ if(Cmd_Argc() > 9)
+ r_refdef.fog_fadedepth = atof(Cmd_Argv(9));
}
+/*
+======================
+CL_FogHeightTexture_f
+======================
+*/
+static void CL_Fog_HeightTexture_f (void)
+{
+ if (Cmd_Argc () < 11)
+ {
+ Con_Printf("\"fog_heighttexture\" is \"%f %f %f %f %f %f %f %f %f %s\"\n", r_refdef.fog_density, r_refdef.fog_red, r_refdef.fog_green, r_refdef.fog_blue, r_refdef.fog_alpha, r_refdef.fog_start, r_refdef.fog_end, r_refdef.fog_height, r_refdef.fog_fadedepth, r_refdef.fog_height_texturename);
+ return;
+ }
+ FOG_clear(); // so missing values get good defaults
+ 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));
+ r_refdef.fog_alpha = atof(Cmd_Argv(5));
+ r_refdef.fog_start = atof(Cmd_Argv(6));
+ r_refdef.fog_end = atof(Cmd_Argv(7));
+ r_refdef.fog_height = atof(Cmd_Argv(8));
+ r_refdef.fog_fadedepth = atof(Cmd_Argv(9));
+ strlcpy(r_refdef.fog_height_texturename, Cmd_Argv(10), sizeof(r_refdef.fog_height_texturename));
+}
+
+
/*
====================
CL_TimeRefresh_f
static void CL_TimeRefresh_f (void)
{
int i;
- float timestart, timedelta;
+ double timestart, timedelta;
r_refdef.scene.extraupdate = false;
- timestart = Sys_DoubleTime();
+ timestart = Sys_DirtyTime();
for (i = 0;i < 128;i++)
{
Matrix4x4_CreateFromQuakeEntity(&r_refdef.view.matrix, r_refdef.view.origin[0], r_refdef.view.origin[1], r_refdef.view.origin[2], 0, i / 128.0 * 360.0, 0, 1);
r_refdef.view.quality = 1;
CL_UpdateScreen();
}
- timedelta = Sys_DoubleTime() - timestart;
+ timedelta = Sys_DirtyTime() - timestart;
Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
}
-void CL_AreaStats_f(void)
+static void CL_AreaStats_f(void)
{
World_PrintAreaStats(&cl.world, "client");
}
dpsnprintf(buffer, buffersize, "LOC=%.0f:%.0f:%.0f", point[0], point[1], point[2]);
}
-void CL_Locs_FreeNode(cl_locnode_t *node)
+static void CL_Locs_FreeNode(cl_locnode_t *node)
{
cl_locnode_t **pointer, **next;
for (pointer = &cl.locnodes;*pointer;pointer = next)
Con_Printf("CL_Locs_FreeNode: no such node! (%p)\n", (void *)node);
}
-void CL_Locs_AddNode(vec3_t mins, vec3_t maxs, const char *name)
+static void CL_Locs_AddNode(vec3_t mins, vec3_t maxs, const char *name)
{
cl_locnode_t *node, **pointer;
int namelen;
*pointer = node;
}
-void CL_Locs_Add_f(void)
+static void CL_Locs_Add_f(void)
{
vec3_t mins, maxs;
if (Cmd_Argc() != 5 && Cmd_Argc() != 8)
CL_Locs_AddNode(mins, mins, Cmd_Argv(4));
}
-void CL_Locs_RemoveNearest_f(void)
+static void CL_Locs_RemoveNearest_f(void)
{
cl_locnode_t *loc;
loc = CL_Locs_FindNearest(r_refdef.view.origin);
Con_Printf("no loc point or box found for your location\n");
}
-void CL_Locs_Clear_f(void)
+static void CL_Locs_Clear_f(void)
{
while (cl.locnodes)
CL_Locs_FreeNode(cl.locnodes);
}
-void CL_Locs_Save_f(void)
+static void CL_Locs_Save_f(void)
{
cl_locnode_t *loc;
qfile_t *outfile;
Con_Printf("No level loaded!\n");
return;
}
- FS_StripExtension(cl.worldmodel->name, locfilename, sizeof(locfilename));
- strlcat(locfilename, ".loc", sizeof(locfilename));
+ dpsnprintf(locfilename, sizeof(locfilename), "%s.loc", cl.worldnamenoextension);
outfile = FS_OpenRealFile(locfilename, "w", false);
if (!outfile)
CL_Locs_Clear_f();
// try maps/something.loc first (LordHavoc: where I think they should be)
- FS_StripExtension(cl.worldmodel->name, locfilename, sizeof(locfilename));
- strlcat(locfilename, ".loc", sizeof(locfilename));
+ dpsnprintf(locfilename, sizeof(locfilename), "%s.loc", cl.worldnamenoextension);
filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
if (!filedata)
{
// try proquake name as well (LordHavoc: I hate path mangling)
- FS_StripExtension(va("locs/%s", FS_FileWithoutPath(cl.worldmodel->name)), locfilename, sizeof(locfilename));
- strlcat(locfilename, ".loc", sizeof(locfilename));
+ dpsnprintf(locfilename, sizeof(locfilename), "locs/%s.loc", cl.worldbasename);
filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
if (!filedata)
return;
*/
void CL_Init (void)
{
+
cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL);
cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL);
r_refdef.scene.maxentities = MAX_EDICTS + 256 + 512;
r_refdef.scene.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.scene.maxentities);
- r_refdef.scene.maxtempentities = 4096; // FIXME: make this grow
+ // max temp entities
+ r_refdef.scene.maxtempentities = MAX_TEMPENTITIES;
r_refdef.scene.tempentities = (entity_render_t *)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t) * r_refdef.scene.maxtempentities);
CL_InitInput ();
Cvar_RegisterVariable (&cl_anglespeedkey);
Cvar_RegisterVariable (&cl_shownet);
Cvar_RegisterVariable (&cl_nolerp);
+ Cvar_RegisterVariable (&cl_lerpexcess);
+ Cvar_RegisterVariable (&cl_lerpanim_maxdelta_server);
+ Cvar_RegisterVariable (&cl_lerpanim_maxdelta_framegroups);
Cvar_RegisterVariable (&cl_deathfade);
Cvar_RegisterVariable (&lookspring);
Cvar_RegisterVariable (&lookstrafe);
Cvar_RegisterVariable (&cl_autodemo);
Cvar_RegisterVariable (&cl_autodemo_nameformat);
+ Cvar_RegisterVariable (&cl_autodemo_delete);
- Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue [alpha [mindist maxdist]])");
+ Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue [alpha [mindist [maxdist [top [fadedepth]]]]])");
+ Cmd_AddCommand ("fog_heighttexture", CL_Fog_HeightTexture_f, "set global fog parameters (density red green blue alpha mindist maxdist top depth textures/mapname/fogheight.tga)");
// LordHavoc: added pausedemo
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)");
Cvar_RegisterVariable(&cl_dlights_decaybrightness);
Cvar_RegisterVariable(&cl_prydoncursor);
+ Cvar_RegisterVariable(&cl_prydoncursor_notrace);
Cvar_RegisterVariable(&cl_deathnoviewmodel);
CL_Screen_Init();
CL_Video_Init();
- CL_Gecko_Init();
}