cvar_t cl_maxfps_alwayssleep = {CF_CLIENT | CF_ARCHIVE, "cl_maxfps_alwayssleep","1", "gives up some processing time to other applications each frame, value in milliseconds, disabled if cl_maxfps is 0"};
cvar_t cl_maxidlefps = {CF_CLIENT | CF_ARCHIVE, "cl_maxidlefps", "20", "maximum fps cap when the game is not the active window (makes cpu time available to other programs"};
+cvar_t cl_areagrid_link_SOLID_NOT = {CF_CLIENT, "cl_areagrid_link_SOLID_NOT", "1", "set to 0 to prevent SOLID_NOT entities from being linked to the area grid, and unlink any that are already linked (in the code paths that would otherwise link them), for better performance"};
+cvar_t cl_gameplayfix_nudgeoutofsolid_separation = {CF_CLIENT, "cl_gameplayfix_nudgeoutofsolid_separation", "0.03125", "keep objects this distance apart to prevent collision issues on seams"};
+
+
client_static_t cls;
client_state_t cl;
Con_DPrintf("CL_Disconnect\n");
- Cvar_SetValueQuick(&csqc_progcrc, -1);
+ Cvar_SetValueQuick(&csqc_progcrc, -1);
Cvar_SetValueQuick(&csqc_progsize, -1);
CL_VM_ShutDown();
-// stop sounds (especially looping!)
- S_StopAllSounds ();
+ // stop sounds (especially looping!)
+ S_StopAllSounds();
+ // prevent dlcache assets from this server from interfering with the next one
+ FS_UnloadPacks_dlcache();
cl.parsingtextexpectingpingforscores = 0; // just in case no reply has come yet
#ifdef CONFIG_MENU
M_Update_Return_Reason("Trying to connect...");
#endif
+ SCR_BeginLoadingPlaque(false);
}
else
{
}
}
-static void CL_MeshEntities_Init(void)
+void CL_MeshEntities_Init(void)
{
int i;
entity_t *ent;
CL_UpdateRenderEntity(&ent->render);
}
cl_meshentities[MESH_UI].render.flags = RENDER_NOSELFSHADOW;
- R_RegisterModule("cl_meshentities", CL_MeshEntities_Start, CL_MeshEntities_Shutdown, CL_MeshEntities_Restart, CL_MeshEntities_Restart, CL_MeshEntities_Restart);
+ R_RegisterModule("CL_MeshEntities", CL_MeshEntities_Start, CL_MeshEntities_Shutdown, CL_MeshEntities_Restart, CL_MeshEntities_Restart, CL_MeshEntities_Restart);
}
void CL_MeshEntities_Scene_Clear(void)
CL_VM_PreventInformationLeaks();
- // get new key events
- Key_EventQueue_Unblock();
- SndSys_SendKeyEvents();
- Sys_SendKeyEvents();
-
+ /*
+ * If the accumulator hasn't become positive, don't
+ * run the frame. Everything that happens before this
+ * point will happen even if we're sleeping this frame.
+ */
if((cl_timer += time) < 0)
return cl_timer;
Cvar_RegisterVariable (&cl_maxfps_alwayssleep);
Cvar_RegisterVariable (&cl_maxidlefps);
+ Cvar_RegisterVariable (&cl_areagrid_link_SOLID_NOT);
+ Cvar_RegisterVariable (&cl_gameplayfix_nudgeoutofsolid_separation);
+
CL_Parse_Init();
CL_Particles_Init();
CL_Screen_Init();
- CL_MeshEntities_Init();
CL_Video_Init();
- NetConn_UpdateSockets_Client();
+ Cvar_Callback(&cl_netport);
host.hook.ConnectLocal = CL_EstablishConnection_Local;
host.hook.Disconnect = CL_DisconnectEx;