X-Git-Url: https://git.xonotic.org/?a=blobdiff_plain;f=cl_parse.c;h=a4fa59a3f66f005894c0a0d7d5a4235a1d59f95c;hb=80d1372b7775a39b60d23b0d16a063f22420c446;hp=4f943c5795c808a96506ed098382a09f307f2557;hpb=9cfa630d4d377072190e50e8badd985a70ff5640;p=xonotic%2Fdarkplaces.git diff --git a/cl_parse.c b/cl_parse.c index 4f943c57..a4fa59a3 100644 --- a/cl_parse.c +++ b/cl_parse.c @@ -164,12 +164,15 @@ cvar_t cl_sound_tink1 = {0, "cl_sound_tink1", "weapons/tink1.wav", "sound to pla cvar_t cl_sound_ric1 = {0, "cl_sound_ric1", "weapons/ric1.wav", "sound to play with 5% chance during TE_SPIKE/TE_SUPERSPIKE (empty cvar disables sound)"}; cvar_t cl_sound_ric2 = {0, "cl_sound_ric2", "weapons/ric2.wav", "sound to play with 5% chance during TE_SPIKE/TE_SUPERSPIKE (empty cvar disables sound)"}; cvar_t cl_sound_ric3 = {0, "cl_sound_ric3", "weapons/ric3.wav", "sound to play with 10% chance during TE_SPIKE/TE_SUPERSPIKE (empty cvar disables sound)"}; + +#define RIC_GUNSHOT 1 +#define RIC_GUNSHOTQUAD 2 cvar_t cl_sound_ric_gunshot = {0, "cl_sound_ric_gunshot", "0", "specifies if and when the related cl_sound_ric and cl_sound_tink sounds apply to TE_GUNSHOT/TE_GUNSHOTQUAD, 0 = no sound, 1 = TE_GUNSHOT, 2 = TE_GUNSHOTQUAD, 3 = TE_GUNSHOT and TE_GUNSHOTQUAD"}; cvar_t cl_sound_r_exp3 = {0, "cl_sound_r_exp3", "weapons/r_exp3.wav", "sound to play during TE_EXPLOSION and related effects (empty cvar disables sound)"}; cvar_t cl_serverextension_download = {0, "cl_serverextension_download", "0", "indicates whether the server supports the download command"}; cvar_t cl_joinbeforedownloadsfinish = {CVAR_SAVE, "cl_joinbeforedownloadsfinish", "1", "if non-zero the game will begin after the map is loaded before other downloads finish"}; cvar_t cl_nettimesyncfactor = {CVAR_SAVE, "cl_nettimesyncfactor", "0", "rate at which client time adapts to match server time, 1 = instantly, 0.125 = slowly, 0 = not at all (bounding still applies)"}; -cvar_t cl_nettimesyncboundmode = {CVAR_SAVE, "cl_nettimesyncboundmode", "4", "method of restricting client time to valid values, 0 = no correction, 1 = tight bounding (jerky with packet loss), 2 = loose bounding (corrects it if out of bounds), 3 = leniant bounding (ignores temporary errors due to varying framerate), 4 = slow adjustment method from Quake3"}; +cvar_t cl_nettimesyncboundmode = {CVAR_SAVE, "cl_nettimesyncboundmode", "6", "method of restricting client time to valid values, 0 = no correction, 1 = tight bounding (jerky with packet loss), 2 = loose bounding (corrects it if out of bounds), 3 = leniant bounding (ignores temporary errors due to varying framerate), 4 = slow adjustment method from Quake3, 5 = slighttly nicer version of Quake3 method, 6 = bounding + Quake3"}; cvar_t cl_nettimesyncboundtolerance = {CVAR_SAVE, "cl_nettimesyncboundtolerance", "0.25", "how much error is tolerated by bounding check, as a fraction of frametime, 0.25 = up to 25% margin of error tolerated, 1 = use only new time, 0 = use only old time (same effect as setting cl_nettimesyncfactor to 1)"}; cvar_t cl_iplog_name = {CVAR_SAVE, "cl_iplog_name", "darkplaces_iplog.txt", "name of iplog file containing player addresses for iplog_list command and automatic ip logging when parsing status command"}; @@ -326,13 +329,13 @@ void CL_ParseEntityLump(char *entdata) data = entdata; if (!data) return; - if (!COM_ParseTokenConsole(&data)) + if (!COM_ParseToken_Simple(&data, false)) return; // error if (com_token[0] != '{') return; // error while (1) { - if (!COM_ParseTokenConsole(&data)) + if (!COM_ParseToken_Simple(&data, false)) return; // error if (com_token[0] == '}') break; // end of worldspawn @@ -342,7 +345,7 @@ void CL_ParseEntityLump(char *entdata) strlcpy (key, com_token, sizeof (key)); while (key[strlen(key)-1] == ' ') // remove trailing spaces key[strlen(key)-1] = 0; - if (!COM_ParseTokenConsole(&data)) + if (!COM_ParseToken_Simple(&data, false)) return; // error strlcpy (value, com_token, sizeof (value)); if (!strcmp("sky", key)) @@ -476,7 +479,8 @@ static void QW_CL_RequestNextDownload(void) // touch all of the precached models that are still loaded so we can free // anything that isn't needed - Mod_ClearUsed(); + if (!sv.active) + Mod_ClearUsed(); for (i = 1;i < MAX_MODELS && cl.model_name[i][0];i++) Mod_FindName(cl.model_name[i]); // precache any models used by the client (this also marks them used) @@ -1414,17 +1418,27 @@ void CL_ParseServerInfo (void) str = MSG_ReadString (); strlcpy (cl.levelname, str, sizeof(cl.levelname)); - // get the movevars - cl.qw_movevars_gravity = MSG_ReadFloat(); - cl.qw_movevars_stopspeed = MSG_ReadFloat(); - cl.qw_movevars_maxspeed = MSG_ReadFloat(); - cl.qw_movevars_spectatormaxspeed = MSG_ReadFloat(); - cl.qw_movevars_accelerate = MSG_ReadFloat(); - cl.qw_movevars_airaccelerate = MSG_ReadFloat(); - cl.qw_movevars_wateraccelerate = MSG_ReadFloat(); - cl.qw_movevars_friction = MSG_ReadFloat(); - cl.qw_movevars_waterfriction = MSG_ReadFloat(); - cl.qw_movevars_entgravity = MSG_ReadFloat(); + // get the movevars that are defined in the qw protocol + cl.movevars_gravity = MSG_ReadFloat(); + cl.movevars_stopspeed = MSG_ReadFloat(); + cl.movevars_maxspeed = MSG_ReadFloat(); + cl.movevars_spectatormaxspeed = MSG_ReadFloat(); + cl.movevars_accelerate = MSG_ReadFloat(); + cl.movevars_airaccelerate = MSG_ReadFloat(); + cl.movevars_wateraccelerate = MSG_ReadFloat(); + cl.movevars_friction = MSG_ReadFloat(); + cl.movevars_waterfriction = MSG_ReadFloat(); + cl.movevars_entgravity = MSG_ReadFloat(); + + // other movevars not in the protocol... + cl.movevars_wallfriction = 0; + cl.movevars_timescale = 1; + cl.movevars_jumpvelocity = 270; + cl.movevars_edgefriction = 2; + cl.movevars_maxairspeed = 30; + cl.movevars_stepheight = 18; + cl.movevars_airaccel_qw = 1; + cl.movevars_airaccel_sideways_friction = 0; // seperate the printfs so the server message can have a color Con_Printf("\n\n\35\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\37\n\n\2%s\n", str); @@ -1500,7 +1514,8 @@ void CL_ParseServerInfo (void) // touch all of the precached models that are still loaded so we can free // anything that isn't needed - Mod_ClearUsed(); + if (!sv.active) + Mod_ClearUsed(); for (i = 1;i < nummodels;i++) Mod_FindName(cl.model_name[i]); // precache any models used by the client (this also marks them used) @@ -1621,7 +1636,7 @@ void CL_MoveLerpEntityStates(entity_t *ent) ent->render.framelerp = 1; // reset various persistent stuff ent->persistent.muzzleflash = 0; - VectorCopy(ent->state_current.origin, ent->persistent.trail_origin); + ent->persistent.trail_allowed = false; } else if (DotProduct(odelta, odelta) > 1000*1000 || (cl.fixangle[0] && !cl.fixangle[1])) { @@ -1634,6 +1649,7 @@ void CL_MoveLerpEntityStates(entity_t *ent) VectorCopy(ent->state_current.angles, ent->persistent.oldangles); VectorCopy(ent->state_current.origin, ent->persistent.neworigin); VectorCopy(ent->state_current.angles, ent->persistent.newangles); + ent->persistent.trail_allowed = false; } else if (ent->state_current.flags & RENDER_STEP) { @@ -2087,7 +2103,7 @@ void CL_ParseTempEntity(void) VectorSet(pos2, pos[0] + radius, pos[1] + radius, pos[2] + radius); VectorSet(pos, pos[0] - radius, pos[1] - radius, pos[2] - radius); CL_ParticleEffect(EFFECT_TE_GUNSHOT, radius, pos, pos2, vec3_origin, vec3_origin, NULL, 0); - if(cl_sound_ric_gunshot.integer == 1 || cl_sound_ric_gunshot.integer == 3) + if(cl_sound_ric_gunshot.integer & RIC_GUNSHOT) { if (rand() % 5) S_StartSound(-1, 0, cl.sfx_tink1, pos, 1, 1); @@ -2293,7 +2309,7 @@ void CL_ParseTempEntity(void) MSG_ReadVector(pos, cls.protocol); CL_FindNonSolidLocation(pos, pos, 4); CL_ParticleEffect(EFFECT_TE_GUNSHOT, 1, pos, pos, vec3_origin, vec3_origin, NULL, 0); - if(cl_sound_ric_gunshot.integer == 1 || cl_sound_ric_gunshot.integer == 3) + if(cl_sound_ric_gunshot.integer & RIC_GUNSHOT) { if (rand() % 5) S_StartSound(-1, 0, cl.sfx_tink1, pos, 1, 1); @@ -2315,7 +2331,7 @@ void CL_ParseTempEntity(void) MSG_ReadVector(pos, cls.protocol); CL_FindNonSolidLocation(pos, pos, 4); CL_ParticleEffect(EFFECT_TE_GUNSHOTQUAD, 1, pos, pos, vec3_origin, vec3_origin, NULL, 0); - if(cl_sound_ric_gunshot.integer >= 2) + if(cl_sound_ric_gunshot.integer & RIC_GUNSHOTQUAD) { if (rand() % 5) S_StartSound(-1, 0, cl.sfx_tink1, pos, 1, 1); @@ -2851,9 +2867,23 @@ static void CL_NetworkTimeReceived(double newtime) else if (fabs(cl.time - cl.mtime[1]) > 0.1) cl.time += 0.5 * (cl.mtime[1] - cl.time); // fast else if (cl.time > cl.mtime[1]) - cl.time -= 0.002 * slowmo.value; // fall into the past by 2ms + cl.time -= 0.002 * cl.movevars_timescale; // fall into the past by 2ms + else + cl.time += 0.001 * cl.movevars_timescale; // creep forward 1ms + } + else if (cl_nettimesyncboundmode.integer == 5) + { + if (fabs(cl.time - cl.mtime[1]) > 0.5) + cl.time = cl.mtime[1]; // reset + else if (fabs(cl.time - cl.mtime[1]) > 0.1) + cl.time += 0.5 * (cl.mtime[1] - cl.time); // fast else - cl.time += 0.001 * slowmo.value; // creep forward 1ms + cl.time = bound(cl.time - 0.002 * cl.movevars_timescale, cl.mtime[1], cl.time + 0.001 * cl.movevars_timescale); + } + else if (cl_nettimesyncboundmode.integer == 6) + { + cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]); + cl.time = bound(cl.time - 0.002 * cl.movevars_timescale, cl.mtime[1], cl.time + 0.001 * cl.movevars_timescale); } } // this packet probably contains a player entity update, so we will need @@ -2886,6 +2916,7 @@ CL_ParseServerMessage ===================== */ int parsingerror = false; +extern void CL_UpdateMoveVars(void); void CL_ParseServerMessage(void) { int cmd; @@ -3235,11 +3266,13 @@ void CL_ParseServerMessage(void) break; case qw_svc_maxspeed: - cl.qw_movevars_maxspeed = MSG_ReadFloat(); + cl.movevars_maxspeed = MSG_ReadFloat(); break; case qw_svc_entgravity: - cl.qw_movevars_entgravity = MSG_ReadFloat(); + cl.movevars_entgravity = MSG_ReadFloat(); + if (!cl.movevars_entgravity) + cl.movevars_entgravity = 1.0f; break; case qw_svc_setpause: @@ -3689,6 +3722,8 @@ void CL_ParseServerMessage(void) EntityFrameQuake_ISeeDeadEntities(); + CL_UpdateMoveVars(); + parsingerror = false; // LordHavoc: this was at the start of the function before cl_autodemo was