if (cls.state == ca_dedicated)
return;
+ Curl_Clear_forthismap();
+
Con_DPrintf("CL_Disconnect\n");
CL_VM_ShutDown();
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++)
{
modelname = ent->render.model->name;
else
modelname = "--no model--";
- strlcpy(name, modelname, 25);
- 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->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);
+ 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);
}
}
{
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)
- if (cl.mtime[0] <= cl.mtime[1] || cl_nolerp.integer || cls.timedemo || (cl.islocalgame && !sv_fixedframeratesingleplayer.integer))
+ if (cl.mtime[0] <= cl.mtime[1])
{
cl.time = cl.mtime[0];
return 1;
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_UpdateNetworkEntity(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)
{
const matrix4x4_t *matrix;
matrix4x4_t blendmatrix, tempmatrix, matrix2;
- //matrix4x4_t dlightmatrix;
int j, k, l;
- effectnameindex_t trailtype;
float origin[3], angles[3], delta[3], lerp, d;
entity_t *t;
model_t *model;
// 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;
if (!t->state_current.active)
return;
// update the parent first
- CL_UpdateNetworkEntity(t);
+ CL_UpdateNetworkEntity(t, recursionlimit - 1);
// make relative to the entity
matrix = &t->render.matrix;
// some properties of the tag entity carry over
}
// movement lerp
- // if it's the player entity, update according to client movement
+ // if it's the predicted player entity, update according to client movement
if (e == cl.entities + cl.playerentity && cl.movement_predicted)
{
- lerp = (cl.timenonlerp - cl.movement_time[2]) / (cl.movement_time[0] - cl.movement_time[1]);
+ 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;
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;
+ // 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;
+ // double sided rendering mode causes backfaces to be visible
+ // (mostly useful on transparent stuff)
+ if (e->render.effects & EF_DOUBLESIDED)
+ e->render.flags |= RENDER_NOCULLFACE;
+ // 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 && 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)
VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
Matrix4x4_Transform(&e->render.matrix, o, origin);
}
-
- // make the other useful stuff
- CL_UpdateRenderEntity(&e->render);
+ else
+ Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
// handle particle trails and such effects now that we know where this
// entity is in the world...
CL_ParticleTrail(trailtype, 1, e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor, false, true);
}
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;
- // double sided rendering mode causes backfaces to be visible
- // (mostly useful on transparent stuff)
- if (e->render.effects & EF_DOUBLESIDED)
- e->render.flags |= RENDER_NOCULLFACE;
- // 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 && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
- e->render.flags |= RENDER_SHADOW;
- if (e->render.model && e->render.model->name[0] == '*' && e->render.model->TraceBox)
- cl.brushmodel_entities[cl.num_brushmodel_entities++] = e->state_current.number;
}
// process network entities
// first link the player
- CL_UpdateNetworkEntity(cl.entities + cl.viewentity);
+ CL_UpdateNetworkEntity(cl.entities + cl.viewentity, 32);
// set up the view
V_CalcRefdef();
// skip the player entity because it was already processed
for (i = 1;i < cl.num_entities;i++)
{
- if (cl.entities_active[i] && i != cl.viewentity)
+ if (cl.entities_active[i])
{
ent = cl.entities + i;
if (ent->state_current.active)
- CL_UpdateNetworkEntity(ent);
+ {
+ CL_UpdateNetworkEntity(ent, 32);
+ // view models should never create light/trails
+ if (!(ent->render.flags & RENDER_VIEWMODEL))
+ CL_UpdateNetworkEntityTrail(ent);
+ if (ent->render.model && ent->render.model->name[0] == '*' && ent->render.model->TraceBox)
+ cl.brushmodel_entities[cl.num_brushmodel_entities++] = ent->state_current.number;
+ }
else
cl.entities_active[i] = false;
}
ent->render.frame1time = ent->render.frame2time = cl.time;
ent->render.framelerp = 1;
}
- CL_UpdateNetworkEntity(ent);
+ CL_UpdateNetworkEntity(ent, 32);
}
// note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
trace_t trace;
matrix4x4_t tempmatrix;
Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
- trace = CL_TraceBox(origin, vec3_origin, vec3_origin, v2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, false);
+ 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);
Read all incoming data from the server
===============
*/
-extern void CL_StairSmoothing(void);//view.c
-
int CL_ReadFromServer(void)
{
CL_ReadDemoMessage();
V_DriftPitch();
V_FadeViewFlashs();
- // now update all the network entities
+ // now update all the network entities and the view matrix
CL_UpdateEntities();
CL_RelinkLightFlashes();
CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS);
- CL_StairSmoothing();
-
// move particles
CL_MoveParticles();
R_MoveExplosions();
Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
}
+void CL_AreaStats_f(void)
+{
+ World_PrintAreaStats(&cl.world, "client");
+}
+
/*
===========
CL_Shutdown
// 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)");
+ 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_explosions_alpha_end);