// max lights shining on one entity
#define MAXENTLIGHTS 128
+// flags for rtlight rendering
+#define LIGHTFLAG_NORMALMODE 1
+#define LIGHTFLAG_REALTIMEMODE 2
+
extern int cl_max_entities;
extern int cl_max_static_entities;
extern int cl_max_temp_entities;
vec_t radius;
// light filter
char cubemapname[64];
+ // light style to monitor for brightness
+ int style;
// whether light should render shadows
int shadow;
// intensity of corona to render
vec_t corona;
- // light style to monitor for brightness
- int style;
+ // radius scale of corona to render (1.0 means same as light radius)
+ vec_t coronasizescale;
+ // ambient intensity to render
+ vec_t ambientscale;
+ // diffuse intensity to render
+ vec_t diffusescale;
+ // specular intensity to render
+ vec_t specularscale;
+ // LIGHTFLAG_* flags
+ int flags;
// generated properties
// used only for shadow volumes
// corona intensity
// (worldlight: saved to .rtlights file)
vec_t corona;
+ // radius scale of corona to render (1.0 means same as light radius)
+ // (worldlight: saved to .rtlights file)
+ vec_t coronasizescale;
+ // ambient intensity to render
+ // (worldlight: saved to .rtlights file)
+ vec_t ambientscale;
+ // diffuse intensity to render
+ // (worldlight: saved to .rtlights file)
+ vec_t diffusescale;
+ // specular intensity to render
+ // (worldlight: saved to .rtlights file)
+ vec_t specularscale;
+ // LIGHTFLAG_* flags
+ // (worldlight: saved to .rtlights file)
+ int flags;
// linked list of world lights
// (worldlight only)
struct dlight_s *next;
// render flags
int flags;
+ // colormod tinting of models
+ float colormod[3];
+
// interpolated animation
// frame that the model is interpolating from
float forwardmove;
float sidemove;
float upmove;
+
+ vec3_t cursor_screen;
+ vec3_t cursor_start;
+ vec3_t cursor_end;
+ vec3_t cursor_impact;
+ vec3_t cursor_normal;
+ vec_t cursor_fraction;
+ int cursor_entitynumber;
} usercmd_t;
typedef struct
// send a clc_nop periodically until connected
float sendnoptime;
- // last command sent to the server
+ // current input to send to the server
usercmd_t cmd;
// information for local display
// health, etc
int stats[MAX_CL_STATS];
- // inventory bit flags
- int items;
+ // last known inventory bit flags, for blinking
+ int olditems;
// cl.time of acquiring item, for blinking
float item_gettime[32];
+ // last known STAT_ACTIVEWEAPON
+ int activeweapon;
// cl.time of changing STAT_ACTIVEWEAPON
float weapontime;
// use pain anim frame if cl.time < this
float driftmove;
double laststop;
- float viewheight;
// local amount for smoothing stepups
//float crouch;
int protocol;
// entity database stuff
- entity_database_t entitydatabase;
- entity_database4_t *entitydatabase4;
+ // latest received entity frame numbers
+#define LATESTFRAMENUMS 3
+ int latestframenums[LATESTFRAMENUMS];
+ entityframe_database_t *entitydatabase;
+ entityframe4_database_t *entitydatabase4;
}
client_state_t;
extern cvar_t cl_color;
extern cvar_t cl_rate;
extern cvar_t cl_pmodel;
+extern cvar_t cl_playermodel;
+extern cvar_t cl_playerskin;
extern cvar_t cl_upspeed;
extern cvar_t cl_forwardspeed;
extern cvar_t r_draweffects;
-extern cvar_t cl_explosions;
+extern cvar_t cl_explosions_alpha_start;
+extern cvar_t cl_explosions_alpha_end;
+extern cvar_t cl_explosions_size_start;
+extern cvar_t cl_explosions_size_end;
+extern cvar_t cl_explosions_lifetime;
extern cvar_t cl_stainmaps;
+extern cvar_t cl_stainmaps_clearonload;
+
+extern cvar_t cl_prydoncursor;
// these are updated by CL_ClearState
extern int cl_num_entities;
extern int cl_num_temp_entities;
extern int cl_num_brushmodel_entities;
+extern mempool_t *cl_entities_mempool;
extern entity_t *cl_entities;
extern qbyte *cl_entities_active;
extern entity_t *cl_static_entities;
extern client_state_t cl;
-extern void CL_AllocDlight (entity_render_t *ent, matrix4x4_t *matrix, float radius, float red, float green, float blue, float decay, float lifetime, int cubemapnum, int style, int shadowenable, vec_t corona);
+extern void CL_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);
extern void CL_DecayLights (void);
//=============================================================================
// cl_main
//
+void CL_Shutdown (void);
void CL_Init (void);
void CL_EstablishConnection(const char *host);
extern kbutton_t in_speed;
void CL_InitInput (void);
-void CL_SendCmd (usercmd_t *cmd);
-void CL_SendMove (usercmd_t *cmd);
+void CL_SendCmd (void);
+void CL_SendMove (void);
+void CL_ValidateState(entity_state_t *s);
+void CL_MoveLerpEntityStates(entity_t *ent);
void CL_LerpUpdate(entity_t *e);
void CL_ParseTEnt (void);
void CL_RelinkBeams (void);
int CL_ReadFromServer (void);
-void CL_WriteToServer (usercmd_t *cmd);
-void CL_BaseMove (usercmd_t *cmd);
+void CL_WriteToServer (void);
+void CL_BaseMove (void);
float CL_KeyState (kbutton_t *key);
const char *Key_KeynumToString (int keynum);
+int Key_StringToKeynum (const char *str);
//
// cl_demo.c
// cl_part
//
+extern cvar_t cl_particles;
+extern cvar_t cl_particles_quality;
+extern cvar_t cl_particles_size;
+extern cvar_t cl_particles_bloodshowers;
+extern cvar_t cl_particles_blood;
+extern cvar_t cl_particles_blood_alpha;
+extern cvar_t cl_particles_blood_bloodhack;
+extern cvar_t cl_particles_bulletimpacts;
+extern cvar_t cl_particles_explosions_bubbles;
+extern cvar_t cl_particles_explosions_smoke;
+extern cvar_t cl_particles_explosions_sparks;
+extern cvar_t cl_particles_explosions_shell;
+extern cvar_t cl_particles_smoke;
+extern cvar_t cl_particles_smoke_alpha;
+extern cvar_t cl_particles_smoke_alphafade;
+extern cvar_t cl_particles_sparks;
+extern cvar_t cl_particles_bubbles;
+extern cvar_t cl_decals;
+extern cvar_t cl_decals_time;
+extern cvar_t cl_decals_fadetime;
+
void CL_Particles_Clear(void);
void CL_Particles_Init(void);
void CL_ParseParticleEffect (void);
void CL_RunParticleEffect (vec3_t org, vec3_t dir, int color, int count);
-void CL_RocketTrail (vec3_t start, vec3_t end, int type, entity_t *ent);
-void CL_RocketTrail2 (vec3_t start, vec3_t end, int color, entity_t *ent);
-void CL_SparkShower (vec3_t org, vec3_t dir, int count);
+void CL_RocketTrail (vec3_t start, vec3_t end, int type, int color, entity_t *ent);
+void CL_SparkShower (vec3_t org, vec3_t dir, int count, vec_t gravityscale);
+void CL_Smoke (vec3_t org, vec3_t dir, int count);
+void CL_BulletMark (vec3_t org);
void CL_PlasmaBurn (vec3_t org);
void CL_BloodPuff (vec3_t org, vec3_t vel, int count);
void CL_Stardust (vec3_t mins, vec3_t maxs, int count);
int x, y, width, height;
float fov_x, fov_y;
+ // these are set for water warping before
+ // fov_x/fov_y are calculated
+ float fovscale_x, fovscale_y;
+
// view transform
matrix4x4_t viewentitymatrix;
+ // which color components to allow (for anaglyph glasses)
+ int colormask[4];
+
// fullscreen color blend
float viewblend[4];
+ // whether to call S_ExtraUpdate during render to reduce sound chop
+ qboolean extraupdate;
+
+ // client gameworld time for rendering time based effects
+ double time;
+
+ // the world
+ entity_render_t *worldentity;
+
+ // same as worldentity->model
+ model_t *worldmodel;
+
+ // renderable entities (excluding world)
entity_render_t **entities;
int numentities;
int maxentities;
+ // 2D art drawing queue
+ // TODO: get rid of this
qbyte *drawqueue;
int drawqueuesize;
int maxdrawqueuesize;