else
startposition = 0;
- channel = CHAN_USER2ENGINE(channel);
-
if (!IS_CHAN(channel))
{
VM_Warning(prog, "VM_CL_sound: channel must be in range 0-127\n");
vec3_t f;
sfx_t *s;
VM_SAFEPARMCOUNT(4, VM_CL_ambientsound);
- s = S_FindName(PRVM_G_STRING(OFS_PARM0));
- VectorCopy(PRVM_G_VECTOR(OFS_PARM1), f);
+ VectorCopy(PRVM_G_VECTOR(OFS_PARM0), f);
+ s = S_FindName(PRVM_G_STRING(OFS_PARM1));
S_StaticSound (s, f, PRVM_G_FLOAT(OFS_PARM2), PRVM_G_FLOAT(OFS_PARM3)*64);
}
static void VM_CL_setpause(prvm_prog_t *prog)
{
VM_SAFEPARMCOUNT(1, VM_CL_setpause);
- if ((int)PRVM_G_FLOAT(OFS_PARM0) != 0)
- cl.csqc_paused = true;
- else
- cl.csqc_paused = false;
+ if(cl.islocalgame)
+ {
+ if ((int)PRVM_G_FLOAT(OFS_PARM0) != 0)
+ host.paused = true;
+ else
+ host.paused = false;
+ }
}
//#343 void(float usecursor) setcursormode (DP_CSQC)
{
VM_SAFEPARMCOUNT(1, VM_CL_registercmd);
if(!Cmd_Exists(&cmd_client, PRVM_G_STRING(OFS_PARM0)))
- Cmd_AddCommand(&cmd_client, PRVM_G_STRING(OFS_PARM0), NULL, "console command created by QuakeC");
+ Cmd_AddCommand(CMD_CLIENT, PRVM_G_STRING(OFS_PARM0), NULL, "console command created by QuakeC");
}
//#360 float() readbyte (EXT_CSQC)
return;
}
memcpy(out->fields.fp, in->fields.fp, prog->entityfields * sizeof(prvm_vec_t));
+
+ if (VectorCompare(PRVM_clientedictvector(out, absmin), PRVM_clientedictvector(out, absmax)))
+ return;
CL_LinkEdict(out);
}
// #404 void(vector org, string modelname, float startframe, float endframe, float framerate) effect (DP_SV_EFFECT)
static void VM_CL_effect (prvm_prog_t *prog)
{
-#if 1
- Con_Printf("WARNING: VM_CL_effect not implemented\n"); // FIXME: this needs to take modelname not modelindex, the csqc defs has it as string and so it shall be
-#else
+ dp_model_t *model;
vec3_t org;
VM_SAFEPARMCOUNT(5, VM_CL_effect);
VectorCopy(PRVM_G_VECTOR(OFS_PARM0), org);
- CL_Effect(org, (int)PRVM_G_FLOAT(OFS_PARM1), (int)PRVM_G_FLOAT(OFS_PARM2), (int)PRVM_G_FLOAT(OFS_PARM3), PRVM_G_FLOAT(OFS_PARM4));
-#endif
+
+ model = Mod_FindName(PRVM_G_STRING(OFS_PARM1), NULL);
+ if(model->loaded)
+ CL_Effect(org, model, (int)PRVM_G_FLOAT(OFS_PARM2), (int)PRVM_G_FLOAT(OFS_PARM3), PRVM_G_FLOAT(OFS_PARM4));
+ else
+ Con_Printf(CON_ERROR "VM_CL_effect: Could not load model '%s'\n", PRVM_G_STRING(OFS_PARM1));
}
// #405 void(vector org, vector velocity, float howmany) te_blood (DP_TE_BLOOD)
CL_FindNonSolidLocation(pos, pos2, 10);
CL_ParticleExplosion(pos2);
Matrix4x4_CreateTranslate(&tempmatrix, pos2[0], pos2[1], pos2[2]);
- CL_AllocLightFlash(NULL, &tempmatrix, 350, PRVM_G_VECTOR(OFS_PARM1)[0], PRVM_G_VECTOR(OFS_PARM1)[1], PRVM_G_VECTOR(OFS_PARM1)[2], 700, 0.5, 0, -1, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+ CL_AllocLightFlash(NULL, &tempmatrix, 350, PRVM_G_VECTOR(OFS_PARM1)[0], PRVM_G_VECTOR(OFS_PARM1)[1], PRVM_G_VECTOR(OFS_PARM1)[2], 700, 0.5, NULL, -1, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
}
// #408 void(vector mincorner, vector maxcorner, vector vel, float howmany, float color, float gravityflag, float randomveljitter) te_particlecube (DP_TE_PARTICLECUBE)
VectorCopy(PRVM_G_VECTOR(OFS_PARM0), pos);
CL_FindNonSolidLocation(pos, pos2, 4);
Matrix4x4_CreateTranslate(&tempmatrix, pos2[0], pos2[1], pos2[2]);
- CL_AllocLightFlash(NULL, &tempmatrix, PRVM_G_FLOAT(OFS_PARM1), PRVM_G_VECTOR(OFS_PARM3)[0], PRVM_G_VECTOR(OFS_PARM3)[1], PRVM_G_VECTOR(OFS_PARM3)[2], PRVM_G_FLOAT(OFS_PARM1) / PRVM_G_FLOAT(OFS_PARM2), PRVM_G_FLOAT(OFS_PARM2), 0, -1, true, 1, 0.25, 1, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+ CL_AllocLightFlash(NULL, &tempmatrix, PRVM_G_FLOAT(OFS_PARM1), PRVM_G_VECTOR(OFS_PARM3)[0], PRVM_G_VECTOR(OFS_PARM3)[1], PRVM_G_VECTOR(OFS_PARM3)[2], PRVM_G_FLOAT(OFS_PARM1) / PRVM_G_FLOAT(OFS_PARM2), PRVM_G_FLOAT(OFS_PARM2), NULL, -1, true, 1, 0.25, 1, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
}
// #418 void(vector org) te_gunshot (DP_TE_STANDARDEFFECTBUILTINS)
color[1] = tempcolor[1] * (2.0f / 255.0f);
color[2] = tempcolor[2] * (2.0f / 255.0f);
Matrix4x4_CreateTranslate(&tempmatrix, pos2[0], pos2[1], pos2[2]);
- CL_AllocLightFlash(NULL, &tempmatrix, 350, color[0], color[1], color[2], 700, 0.5, 0, -1, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+ CL_AllocLightFlash(NULL, &tempmatrix, 350, color[0], color[1], color[2], 700, 0.5, NULL, -1, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
S_StartSound(-1, 0, cl.sfx_r_exp3, pos2, 1, 1);
}
particle_t *part;
int themenum;
- VM_SAFEPARMCOUNTRANGE(2, 3, VM_CL_SpawnParticle2);
+ VM_SAFEPARMCOUNTRANGE(2, 3, VM_CL_SpawnParticle);
if (vmpartspawner.verified == false)
{
VM_Warning(prog, "VM_CL_SpawnParticle: particle spawner not initialized\n");
particle_t *part;
int themenum;
- VM_SAFEPARMCOUNTRANGE(4, 5, VM_CL_SpawnParticle2);
+ VM_SAFEPARMCOUNTRANGE(4, 5, VM_CL_SpawnParticleDelayed);
if (vmpartspawner.verified == false)
{
- VM_Warning(prog, "VM_CL_SpawnParticle: particle spawner not initialized\n");
+ VM_Warning(prog, "VM_CL_SpawnParticleDelayed: particle spawner not initialized\n");
PRVM_G_FLOAT(OFS_RETURN) = 0;
return;
}
themenum = (int)PRVM_G_FLOAT(OFS_PARM4);
if (themenum <= 0 || themenum >= vmpartspawner.max_themes)
{
- VM_Warning(prog, "VM_CL_SpawnParticle: bad theme number %i\n", themenum);
+ VM_Warning(prog, "VM_CL_SpawnParticleDelayed: bad theme number %i\n", themenum);
PRVM_G_FLOAT(OFS_RETURN) = 0;
return;
}
{
int entnum, fieldnum;
vec3_t forward, left, up, org;
- VM_SAFEPARMCOUNT(2, VM_CL_GetEntityVec);
+ VM_SAFEPARMCOUNT(2, VM_CL_GetEntity);
entnum = PRVM_G_FLOAT(OFS_PARM0);
if (entnum < 0 || entnum >= cl.num_entities)
// we need to remember whether this is a 2D or 3D mesh we're adding to
mod = draw2d ? CL_Mesh_UI() : CL_Mesh_Scene();
prog->polygonbegin_model = mod;
+ if (texname == NULL || texname[0] == 0)
+ texname = "$whiteimage";
strlcpy(prog->polygonbegin_texname, texname, sizeof(prog->polygonbegin_texname));
prog->polygonbegin_drawflags = drawflags;
prog->polygonbegin_numvertices = 0;
float *o;
dp_model_t *mod = prog->polygonbegin_model;
msurface_t *surf;
+ texture_t *tex;
+ int materialflags;
VM_SAFEPARMCOUNT(0, VM_CL_R_PolygonEnd);
if (!mod)
}
// create the surface, looking up the best matching texture/shader
- surf = Mod_Mesh_AddSurface(mod, Mod_Mesh_GetTexture(mod, prog->polygonbegin_texname, prog->polygonbegin_drawflags, TEXF_ALPHA, MATERIALFLAG_WALL | (hascolor ? MATERIALFLAG_VERTEXCOLOR : 0) | (hasalpha ? MATERIALFLAG_ALPHAGEN_VERTEX | MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW : 0)), false);
+ materialflags = MATERIALFLAG_WALL;
+ if (csqc_polygons_defaultmaterial_nocullface.integer)
+ materialflags |= MATERIALFLAG_NOCULLFACE;
+ if (hascolor)
+ materialflags |= MATERIALFLAG_VERTEXCOLOR;
+ if (hasalpha)
+ materialflags |= MATERIALFLAG_ALPHAGEN_VERTEX | MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
+ tex = Mod_Mesh_GetTexture(mod, prog->polygonbegin_texname, prog->polygonbegin_drawflags, TEXF_ALPHA, materialflags);
+ surf = Mod_Mesh_AddSurface(mod, tex, false);
// create triangle fan
for (i = 0; i < prog->polygonbegin_numvertices; i++)
{
unsigned char fatpvs[MAX_MAP_LEAFS/8];
#endif
- VM_SAFEPARMCOUNT(2, VM_SV_checkpvs);
+ VM_SAFEPARMCOUNT(2, VM_CL_checkpvs);
VectorCopy(PRVM_G_VECTOR(OFS_PARM0), viewpos);
viewee = PRVM_G_EDICT(OFS_PARM1);
NULL, // #5 void(entity e, vector min, vector max) setabssize (QUAKE)
VM_break, // #6 void() break (QUAKE)
VM_random, // #7 float() random (QUAKE)
-VM_CL_sound, // #8 void(entity e, float chan, string samp) sound (QUAKE)
+VM_CL_sound, // #8 void(entity e, float chan, string samp, float volume, float atten[, float pitchchange[, float flags]]) sound (QUAKE)
VM_normalize, // #9 vector(vector v) normalize (QUAKE)
VM_error, // #10 void(string e) error (QUAKE)
VM_objerror, // #11 void(string e) objerror (QUAKE)