#include "cl_collision.h"
#include "cl_video.h"
#include "image.h"
+#include "csprogs.h"
#include "r_shadow.h"
// we need to declare some mouse variables here, because the menu system
// references them even when on a unix system.
-cvar_t cl_shownet = {0, "cl_shownet","0"};
-cvar_t cl_nolerp = {0, "cl_nolerp", "0"};
+cvar_t csqc_progname = {0, "csqc_progname","csprogs.dat","name of csprogs.dat file to load"}; //[515]: csqc crc check and right csprogs name according to progs.dat
+cvar_t csqc_progcrc = {CVAR_READONLY, "csqc_progcrc","0","CRC of csprogs.dat file to load"};
-cvar_t cl_itembobheight = {0, "cl_itembobheight", "0"}; // try 8
-cvar_t cl_itembobspeed = {0, "cl_itembobspeed", "0.5"};
+cvar_t cl_shownet = {0, "cl_shownet","0","1 = print packet size, 2 = print packet message list"};
+cvar_t cl_nolerp = {0, "cl_nolerp", "0","network update smoothing"};
-cvar_t lookspring = {CVAR_SAVE, "lookspring","0"};
-cvar_t lookstrafe = {CVAR_SAVE, "lookstrafe","0"};
-cvar_t sensitivity = {CVAR_SAVE, "sensitivity","3", 1, 30};
+cvar_t cl_itembobheight = {0, "cl_itembobheight", "0","how much items bob up and down (try 8)"};
+cvar_t cl_itembobspeed = {0, "cl_itembobspeed", "0.5","how frequently items bob up and down"};
-cvar_t m_pitch = {CVAR_SAVE, "m_pitch","0.022"};
-cvar_t m_yaw = {CVAR_SAVE, "m_yaw","0.022"};
-cvar_t m_forward = {CVAR_SAVE, "m_forward","1"};
-cvar_t m_side = {CVAR_SAVE, "m_side","0.8"};
+cvar_t lookspring = {CVAR_SAVE, "lookspring","0","returns pitch to level with the floor when no longer holding a pitch key"};
+cvar_t lookstrafe = {CVAR_SAVE, "lookstrafe","0","move instead of turning"};
+cvar_t sensitivity = {CVAR_SAVE, "sensitivity","3","mouse speed multiplier"};
-cvar_t freelook = {CVAR_SAVE, "freelook", "1"};
+cvar_t m_pitch = {CVAR_SAVE, "m_pitch","0.022","mouse pitch speed multiplier"};
+cvar_t m_yaw = {CVAR_SAVE, "m_yaw","0.022","mouse yaw speed multiplier"};
+cvar_t m_forward = {CVAR_SAVE, "m_forward","1","mouse forward speed multiplier"};
+cvar_t m_side = {CVAR_SAVE, "m_side","0.8","mouse side speed multiplier"};
-cvar_t r_draweffects = {0, "r_draweffects", "1"};
+cvar_t freelook = {CVAR_SAVE, "freelook", "1","mouse controls pitch instead of forward/back"};
-cvar_t cl_explosions_alpha_start = {CVAR_SAVE, "cl_explosions_alpha_start", "1.5"};
-cvar_t cl_explosions_alpha_end = {CVAR_SAVE, "cl_explosions_alpha_end", "0"};
-cvar_t cl_explosions_size_start = {CVAR_SAVE, "cl_explosions_size_start", "16"};
-cvar_t cl_explosions_size_end = {CVAR_SAVE, "cl_explosions_size_end", "128"};
-cvar_t cl_explosions_lifetime = {CVAR_SAVE, "cl_explosions_lifetime", "0.5"};
+cvar_t r_draweffects = {0, "r_draweffects", "1","renders temporary sprite effects"};
-cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "1"};
-cvar_t cl_stainmaps_clearonload = {CVAR_SAVE, "cl_stainmaps_clearonload", "1"};
+cvar_t cl_explosions_alpha_start = {CVAR_SAVE, "cl_explosions_alpha_start", "1.5","starting alpha of an explosion shell"};
+cvar_t cl_explosions_alpha_end = {CVAR_SAVE, "cl_explosions_alpha_end", "0","end alpha of an explosion shell (just before it disappears)"};
+cvar_t cl_explosions_size_start = {CVAR_SAVE, "cl_explosions_size_start", "16","starting size of an explosion shell"};
+cvar_t cl_explosions_size_end = {CVAR_SAVE, "cl_explosions_size_end", "128","ending alpha of an explosion shell (just before it disappears)"};
+cvar_t cl_explosions_lifetime = {CVAR_SAVE, "cl_explosions_lifetime", "0.5","how long an explosion shell lasts"};
-cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1"};
-cvar_t cl_beams_relative = {CVAR_SAVE, "cl_beams_relative", "1"};
-cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0"};
+cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "1","stains lightmaps, much faster than decals but blurred"};
+cvar_t cl_stainmaps_clearonload = {CVAR_SAVE, "cl_stainmaps_clearonload", "1","clear stainmaps on map restart"};
-cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0"};
+cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1","use beam polygons instead of models"};
+cvar_t cl_beams_relative = {CVAR_SAVE, "cl_beams_relative", "1","beams are relative to owner (smooth sweeps)"};
+cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0","make a light at the end of the beam"};
-cvar_t cl_prydoncursor = {0, "cl_prydoncursor", "0"};
+cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0","hide player shadow"};
-cvar_t cl_deathnoviewmodel = {0, "cl_deathnoviewmodel", "1"};
+cvar_t qport = {0, "qport", "0", "identification key for playing on qw servers (allows you to maintain a connection to a quakeworld server even if your port changes)"};
+
+cvar_t cl_prydoncursor = {0, "cl_prydoncursor", "0", "enables a mouse pointer which is able to click on entities in the world, useful for point and click mods, see PRYDON_CLIENTCURSOR extension in dpextensions.qc"};
+
+cvar_t cl_deathnoviewmodel = {0, "cl_deathnoviewmodel", "1", "hides gun model when dead"};
vec3_t cl_playerstandmins;
vec3_t cl_playerstandmaxs;
client_state_t cl;
int cl_max_entities;
+int cl_max_csqcentities;
int cl_max_static_entities;
int cl_max_temp_entities;
int cl_max_effects;
int cl_activedlights;
entity_t *cl_entities;
+entity_t *cl_csqcentities; //[515]: csqc
unsigned char *cl_entities_active;
+unsigned char *cl_csqcentities_active; //[515]: csqc
entity_t *cl_static_entities;
entity_t *cl_temp_entities;
cl_effect_t *cl_effects;
int *cl_brushmodel_entities;
int cl_num_entities;
+int cl_num_csqcentities; //[515]: csqc
int cl_num_static_entities;
int cl_num_temp_entities;
int cl_num_brushmodel_entities;
int i;
if (cl_entities) Mem_Free(cl_entities);cl_entities = NULL;
+ if (cl_csqcentities) Mem_Free(cl_csqcentities);cl_csqcentities = NULL; //[515]: csqc
if (cl_entities_active) Mem_Free(cl_entities_active);cl_entities_active = NULL;
+ if (cl_csqcentities_active) Mem_Free(cl_csqcentities_active);cl_csqcentities_active = NULL; //[515]: csqc
if (cl_static_entities) Mem_Free(cl_static_entities);cl_static_entities = NULL;
if (cl_temp_entities) Mem_Free(cl_temp_entities);cl_temp_entities = NULL;
if (cl_effects) Mem_Free(cl_effects);cl_effects = NULL;
// reset the view zoom interpolation
cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
- SZ_Clear (&cls.message);
-
cl_num_entities = 0;
+ cl_num_csqcentities = 0; //[515]: csqc
cl_num_static_entities = 0;
cl_num_temp_entities = 0;
cl_num_brushmodel_entities = 0;
// tweak these if the game runs out
cl_max_entities = 256;
+ cl_max_csqcentities = 256; //[515]: csqc
cl_max_static_entities = 256;
cl_max_temp_entities = 512;
cl_max_effects = 256;
cl_activedlights = 0;
cl_entities = (entity_t *)Mem_Alloc(cl_mempool, cl_max_entities * sizeof(entity_t));
+ cl_csqcentities = (entity_t *)Mem_Alloc(cl_mempool, cl_max_csqcentities * sizeof(entity_t)); //[515]: csqc
cl_entities_active = (unsigned char *)Mem_Alloc(cl_mempool, cl_max_brushmodel_entities * sizeof(unsigned char));
+ cl_csqcentities_active = (unsigned char *)Mem_Alloc(cl_mempool, cl_max_brushmodel_entities * sizeof(unsigned char)); //[515]: csqc
cl_static_entities = (entity_t *)Mem_Alloc(cl_mempool, cl_max_static_entities * sizeof(entity_t));
cl_temp_entities = (entity_t *)Mem_Alloc(cl_mempool, cl_max_temp_entities * sizeof(entity_t));
cl_effects = (cl_effect_t *)Mem_Alloc(cl_mempool, cl_max_effects * sizeof(cl_effect_t));
cl_entities[i].state_current = defaultstate;
}
+ for (i = 0;i < cl_max_csqcentities;i++)
+ {
+ cl_csqcentities[i].state_baseline = defaultstate; //[515]: csqc
+ cl_csqcentities[i].state_previous = defaultstate; //[515]: csqc
+ cl_csqcentities[i].state_current = defaultstate; //[515]: csqc
+ cl_csqcentities[i].csqc = true;
+ cl_csqcentities[i].state_current.number = -i;
+ }
+
if (gamemode == GAME_NEXUIZ)
{
VectorSet(cl_playerstandmins, -16, -16, -24);
}
}
+void CL_ExpandCSQCEntities(int num)
+{
+ int i, oldmaxentities;
+ entity_t *oldentities;
+ if (num >= cl_max_csqcentities)
+ {
+ if (!cl_csqcentities)
+ Sys_Error("CL_ExpandCSQCEntities: cl_csqcentities not initialized\n");
+ if (num >= MAX_EDICTS)
+ Host_Error("CL_ExpandCSQCEntities: num %i >= %i\n", num, MAX_EDICTS);
+ oldmaxentities = cl_max_csqcentities;
+ oldentities = cl_csqcentities;
+ cl_max_csqcentities = (num & ~255) + 256;
+ cl_csqcentities = Mem_Alloc(cl_mempool, cl_max_csqcentities * sizeof(entity_t));
+ memcpy(cl_csqcentities, oldentities, oldmaxentities * sizeof(entity_t));
+ Mem_Free(oldentities);
+ for (i = oldmaxentities;i < cl_max_csqcentities;i++)
+ {
+ cl_csqcentities[i].state_baseline = defaultstate;
+ cl_csqcentities[i].state_previous = defaultstate;
+ cl_csqcentities[i].state_current = defaultstate;
+ cl_csqcentities[i].csqc = true;
+ cl_csqcentities[i].state_current.number = -i;
+ }
+ }
+}
+
+void CL_VM_ShutDown (void);
/*
=====================
CL_Disconnect
Con_DPrintf("CL_Disconnect\n");
+ CL_VM_ShutDown();
// stop sounds (especially looping!)
S_StopAllSounds ();
CL_StopPlayback();
else if (cls.netcon)
{
+ sizebuf_t buf;
+ unsigned char bufdata[8];
if (cls.demorecording)
CL_Stop_f();
+ // send clc_disconnect 3 times to improve chances of server receiving
+ // it (but it still fails sometimes)
Con_DPrint("Sending clc_disconnect\n");
- SZ_Clear(&cls.message);
- MSG_WriteByte(&cls.message, clc_disconnect);
- NetConn_SendUnreliableMessage(cls.netcon, &cls.message);
- SZ_Clear(&cls.message);
+ memset(&buf, 0, sizeof(buf));
+ buf.data = bufdata;
+ buf.maxsize = sizeof(bufdata);
+ MSG_WriteByte(&buf, clc_disconnect);
+ NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
+ NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
+ NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
NetConn_Close(cls.netcon);
cls.netcon = NULL;
}
{
CL_Disconnect ();
if (sv.active)
- Host_ShutdownServer (false);
+ Host_ShutdownServer ();
}
// stop demo loop in case this fails
CL_Disconnect();
+ // make sure the client ports are open before attempting to connect
+ NetConn_UpdateSockets();
+
// run a network frame
//NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
f = cl.time * 10;
i = (int)floor(f);
frac = f - i;
- for (j = 0;j < MAX_LIGHTSTYLES;j++)
+ for (j = 0;j < cl_max_lightstyle;j++)
{
if (!cl_lightstyle || !cl_lightstyle[j].length)
{
}
}
+void CL_AddQWCTFFlagModel(entity_t *player, int skin)
+{
+ float f;
+ entity_t *flag;
+ matrix4x4_t flagmatrix;
+
+ // this code taken from QuakeWorld
+ f = 14;
+ if (player->render.frame2 >= 29 && player->render.frame2 <= 40)
+ {
+ if (player->render.frame2 >= 29 && player->render.frame2 <= 34)
+ { //axpain
+ if (player->render.frame2 == 29) f = f + 2;
+ else if (player->render.frame2 == 30) f = f + 8;
+ else if (player->render.frame2 == 31) f = f + 12;
+ else if (player->render.frame2 == 32) f = f + 11;
+ else if (player->render.frame2 == 33) f = f + 10;
+ else if (player->render.frame2 == 34) f = f + 4;
+ }
+ else if (player->render.frame2 >= 35 && player->render.frame2 <= 40)
+ { // pain
+ if (player->render.frame2 == 35) f = f + 2;
+ else if (player->render.frame2 == 36) f = f + 10;
+ else if (player->render.frame2 == 37) f = f + 10;
+ else if (player->render.frame2 == 38) f = f + 8;
+ else if (player->render.frame2 == 39) f = f + 4;
+ else if (player->render.frame2 == 40) f = f + 2;
+ }
+ }
+ else if (player->render.frame2 >= 103 && player->render.frame2 <= 118)
+ {
+ if (player->render.frame2 >= 103 && player->render.frame2 <= 104) f = f + 6; //nailattack
+ else if (player->render.frame2 >= 105 && player->render.frame2 <= 106) f = f + 6; //light
+ else if (player->render.frame2 >= 107 && player->render.frame2 <= 112) f = f + 7; //rocketattack
+ else if (player->render.frame2 >= 112 && player->render.frame2 <= 118) f = f + 7; //shotattack
+ }
+ // end of code taken from QuakeWorld
+
+ flag = CL_NewTempEntity();
+ if (!flag)
+ return;
+
+ flag->render.model = cl.model_precache[cl.qw_modelindex_flag];
+ flag->render.skinnum = skin;
+ flag->render.colormap = -1; // no special coloring
+ flag->render.alpha = 1;
+ VectorSet(flag->render.colormod, 1, 1, 1);
+ // attach the flag to the player matrix
+ Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
+ Matrix4x4_Concat(&flag->render.matrix, &flagmatrix, &player->render.matrix);
+ Matrix4x4_Invert_Simple(&flag->render.inversematrix, &flag->render.matrix);
+ R_LerpAnimation(&flag->render);
+ CL_BoundingBoxForEntity(&flag->render);
+}
+
#define MAXVIEWMODELS 32
entity_t *viewmodels[MAXVIEWMODELS];
int numviewmodels;
{
e->persistent.linkframe = entitylinkframenumber;
// skip inactive entities and world
- if (!e->state_current.active || e == cl_entities)
+ if (!e->state_current.active || e == cl_entities || e == cl_csqcentities)
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.colormap = e->state_current.colormap;
cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
cbcolor = (unsigned char *) (&palette_complete[cb]);
- e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f) * e->render.colormod[0];
- e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f) * e->render.colormod[1];
- e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f) * e->render.colormod[2];
+ e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
+ e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
+ e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
cbcolor = (unsigned char *) (&palette_complete[cb]);
- e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f) * e->render.colormod[0];
- e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f) * e->render.colormod[1];
- e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f) * e->render.colormod[2];
+ e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
+ e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
+ e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
}
else if (e->state_current.colormap && cl.scores != NULL)
{
e->render.colormap = cl.scores[e->state_current.colormap - 1].colors; // color it
cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
cbcolor = (unsigned char *) (&palette_complete[cb]);
- e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f) * e->render.colormod[0];
- e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f) * e->render.colormod[1];
- e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f) * e->render.colormod[2];
+ e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
+ e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
+ e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
cbcolor = (unsigned char *) (&palette_complete[cb]);
- e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f) * e->render.colormod[0];
- e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f) * e->render.colormod[1];
- e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f) * e->render.colormod[2];
+ e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
+ e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
+ e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
}
else
{
e->render.skinnum = e->state_current.skin;
if (e->render.flags & RENDER_VIEWMODEL && !e->state_current.tagentity)
{
- if (!r_drawviewmodel.integer || chase_active.integer || envmap)
+ if (!r_drawviewmodel.integer || chase_active.integer || envmap)// || csqc_loaded)
return;
- if (cl.viewentity)
- CL_LinkNetworkEntity(cl_entities + cl.viewentity);
- matrix = &viewmodelmatrix;
- if (e == &cl.viewent && cl_entities[cl.viewentity].state_current.active)
+ if (!e->csqc)
{
- e->state_current.alpha = cl_entities[cl.viewentity].state_current.alpha;
- e->state_current.effects = EF_NOSHADOW | (cl_entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_REFLECTIVE | EF_FULLBRIGHT | EF_NODEPTHTEST));
+ if (cl.viewentity)
+ CL_LinkNetworkEntity(cl_entities + cl.viewentity);
+ if (e == &cl.viewent && cl_entities[cl.viewentity].state_current.active)
+ {
+ e->state_current.alpha = cl_entities[cl.viewentity].state_current.alpha;
+ e->state_current.effects = EF_NOSHADOW | (cl_entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_REFLECTIVE | EF_FULLBRIGHT | EF_NODEPTHTEST));
+ }
}
+ matrix = &viewmodelmatrix;
}
else
{
// if the tag entity is currently impossible, skip it
- if (e->state_current.tagentity >= cl_num_entities)
- return;
- t = cl_entities + e->state_current.tagentity;
+ if (!e->csqc)
+ {
+ if (e->state_current.tagentity >= cl_num_entities)
+ return;
+ t = cl_entities + e->state_current.tagentity;
+ }
+ else
+ {
+ if (e->state_current.tagentity >= cl_num_csqcentities)
+ return;
+ t = cl_csqcentities + e->state_current.tagentity;
+ }
// if the tag entity is inactive, skip it
if (!t->state_current.active)
return;
// movement lerp
// if it's the player entity, update according to client movement
- if (e == cl_entities + cl.playerentity && cl.movement)
+ if (e == cl_entities + cl.playerentity && cl.movement)// && !e->csqc)
{
lerp = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
lerp = bound(0, lerp, 1);
}
// model setup and some modelflags
- e->render.model = cl.model_precache[e->state_current.modelindex];
+ if(e->state_current.modelindex < MAX_MODELS)
+ e->render.model = cl.model_precache[e->state_current.modelindex];
+ else
+ e->render.model = cl.csqc_model_precache[65536-e->state_current.modelindex];
if (e->render.model)
{
// if model is alias or this is a tenebrae-like dlight, reverse pitch direction
dlightcolor[1] += 0.7f;
dlightcolor[2] += 0.3f;
}
+ if (e->render.effects & (EF_FLAG1QW | EF_FLAG2QW))
+ {
+ // these are only set on player entities
+ CL_AddQWCTFFlagModel(e, (e->render.effects & EF_FLAG2QW) != 0);
+ }
}
// muzzleflash fades over time, and is offset a bit
if (e->persistent.muzzleflash > 0)
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->csqc)
if (e->state_current.number == cl.viewentity)
e->render.flags |= RENDER_EXTERIORMODEL;
// transparent stuff can't be lit during the opaque stage
// 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 && cl.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
+ && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
e->render.flags |= RENDER_SHADOW;
// as soon as player is known we can call V_CalcRefDef
+ if (!csqc_loaded)
if (e->state_current.number == cl.viewentity)
V_CalcRefdef();
if (e->render.model && e->render.model->name[0] == '*' && e->render.model->TraceBox)
r_refdef.worldmodel = cl.worldmodel;
}
+void CL_RelinkCSQCWorld(void) //[515]: csqc
+{
+ entity_t *ent = &cl_csqcentities[0];
+ if(!csqc_loaded)
+ return;
+// cl_brushmodel_entities[cl_num_brushmodel_entities++] = 0;
+ // FIXME: this should be done at load
+ Matrix4x4_CreateIdentity(&ent->render.matrix);
+ Matrix4x4_CreateIdentity(&ent->render.inversematrix);
+ R_LerpAnimation(&ent->render);
+ CL_BoundingBoxForEntity(&ent->render);
+ ent->render.flags = RENDER_SHADOW;
+ if (!r_fullbright.integer)
+ ent->render.flags |= RENDER_LIGHT;
+ VectorSet(ent->render.colormod, 1, 1, 1);
+// r_refdef.worldentity = &ent->render;
+// r_refdef.worldmodel = cl.worldmodel;
+}
+
static void CL_RelinkStaticEntities(void)
{
int i;
CL_RelinkEntities
===============
*/
-static void CL_RelinkNetworkEntities(void)
+static void CL_RelinkNetworkEntities(int drawmask)
{
entity_t *ent;
- int i;
+ int i, k;
- ent = &cl.viewent;
- ent->state_previous = ent->state_current;
- ent->state_current = defaultstate;
- ent->state_current.time = cl.time;
- ent->state_current.number = -1;
- ent->state_current.active = true;
- ent->state_current.modelindex = cl.stats[STAT_WEAPON];
- ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
- ent->state_current.flags = RENDER_VIEWMODEL;
- if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
- ent->state_current.modelindex = 0;
- else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
+ if(!csqc_loaded)
{
- if (gamemode == GAME_TRANSFUSION)
- ent->state_current.alpha = 128;
- else
+ ent = &cl.viewent;
+ ent->state_previous = ent->state_current;
+ ent->state_current = defaultstate;
+ ent->state_current.time = cl.time;
+ ent->state_current.number = -1;
+ ent->state_current.active = true;
+ ent->state_current.modelindex = cl.stats[STAT_WEAPON];
+ ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
+ ent->state_current.flags = RENDER_VIEWMODEL;
+ if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
ent->state_current.modelindex = 0;
- }
+ else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
+ {
+ if (gamemode == GAME_TRANSFUSION)
+ ent->state_current.alpha = 128;
+ else
+ ent->state_current.modelindex = 0;
+ }
- // reset animation interpolation on weaponmodel if model changed
- if (ent->state_previous.modelindex != ent->state_current.modelindex)
- {
- ent->render.frame = ent->render.frame1 = ent->render.frame2 = ent->state_current.frame;
- ent->render.frame1time = ent->render.frame2time = cl.time;
- ent->render.framelerp = 1;
+ // reset animation interpolation on weaponmodel if model changed
+ if (ent->state_previous.modelindex != ent->state_current.modelindex)
+ {
+ ent->render.frame = ent->render.frame1 = ent->render.frame2 = ent->state_current.frame;
+ ent->render.frame1time = ent->render.frame2time = cl.time;
+ ent->render.framelerp = 1;
+ }
}
// start on the entity after the world
entitylinkframenumber++;
- for (i = 1;i < cl_num_entities;i++)
+ if(drawmask & ENTMASK_ENGINE || !csqc_loaded)
{
- if (cl_entities_active[i])
+ for (i = 1;i < cl_num_entities;i++)
{
- ent = cl_entities + i;
- if (ent->state_current.active)
- CL_LinkNetworkEntity(ent);
- else
- cl_entities_active[i] = false;
+ if (cl_entities_active[i])
+ {
+ ent = cl_entities + i;
+ if (!(drawmask & ENTMASK_ENGINEVIEWMODELS))
+ if (ent->state_current.flags & RENDER_VIEWMODEL) //[515]: csqc drawmask
+ {
+ cl_entities_active[i] = false;
+ continue;
+ }
+ if (ent->state_current.active)
+ CL_LinkNetworkEntity(ent);
+ else
+ cl_entities_active[i] = false;
+ }
+ }
+ }
+
+ //[515]: csqc
+ if(csqc_loaded)
+ {
+ for (i=1,k=cl_num_csqcentities;k;i++)
+ {
+ if (cl_csqcentities_active[i])
+ {
+ --k;
+ ent = cl_csqcentities + i;
+ if (ent->state_current.active)
+ CL_LinkNetworkEntity(ent);
+ else
+ cl_csqcentities_active[i] = false;
+ }
}
}
- CL_LinkNetworkEntity(&cl.viewent);
+ else
+ CL_LinkNetworkEntity(&cl.viewent);
}
static void CL_RelinkEffects(void)
ent->render.frame2time = e->frame2time;
// normal stuff
- ent->render.model = cl.model_precache[e->modelindex];
+ if(e->modelindex < MAX_MODELS)
+ ent->render.model = cl.model_precache[e->modelindex];
+ else
+ ent->render.model = cl.csqc_model_precache[65536-e->modelindex];
ent->render.frame = ent->render.frame2;
ent->render.colormap = -1; // no special coloring
ent->render.alpha = 1;
}
}
+static void CL_RelinkQWNails(void)
+{
+ int i;
+ vec_t *v;
+ entity_t *ent;
+
+ for (i = 0;i < cl.qw_num_nails;i++)
+ {
+ v = cl.qw_nails[i];
+
+ // if we're drawing effects, get a new temp entity
+ // (NewTempEntity adds it to the render entities list for us)
+ if (!(ent = CL_NewTempEntity()))
+ continue;
+
+ // normal stuff
+ ent->render.model = cl.model_precache[cl.qw_modelindex_spike];
+ ent->render.colormap = -1; // no special coloring
+ ent->render.alpha = 1;
+ VectorSet(ent->render.colormod, 1, 1, 1);
+
+ Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
+ Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
+ R_LerpAnimation(&ent->render);
+ CL_BoundingBoxForEntity(&ent->render);
+ }
+}
+
void CL_LerpPlayer(float frac)
{
int i;
}
}
+void CSQC_RelinkAllEntities (int drawmask)
+{
+ CL_RelinkNetworkEntities(drawmask);
+ if(drawmask & ENTMASK_ENGINE)
+ {
+ // move particles
+ CL_MoveParticles();
+ R_MoveExplosions();
+ }
+
+ // link stuff
+ CL_RelinkWorld();
+ CL_RelinkCSQCWorld(); //[515]: csqc
+ if(drawmask & ENTMASK_ENGINE)
+ {
+ CL_RelinkStaticEntities();
+ CL_RelinkBeams();
+ CL_RelinkEffects();
+ CL_RelinkQWNails();
+ }
+}
+
/*
===============
CL_ReadFromServer
===============
*/
extern void CL_ClientMovement_Replay();
+
int CL_ReadFromServer(void)
{
CL_ReadDemoMessage();
+ CL_SendMove();
r_refdef.time = cl.time;
r_refdef.extraupdate = !r_speeds.integer;
// relink network entities (note: this sets up the view!)
CL_ClientMovement_Replay();
- CL_RelinkNetworkEntities();
-
- // move particles
- CL_MoveParticles();
- R_MoveExplosions();
-
- // link stuff
- CL_RelinkWorld();
- CL_RelinkStaticEntities();
- CL_RelinkBeams();
- CL_RelinkEffects();
+ if(!csqc_loaded) //[515]: csqc
+ {
+ CL_RelinkNetworkEntities(65535);
+
+ // move particles
+ CL_MoveParticles();
+ R_MoveExplosions();
+
+ // link stuff
+ CL_RelinkWorld();
+ CL_RelinkCSQCWorld(); //[515]: csqc
+ CL_RelinkStaticEntities();
+ CL_RelinkBeams();
+ CL_RelinkEffects();
+ }
+ else
+ csqc_frame = true;
// run cgame code (which can add more entities)
CL_CGVM_Frame();
return 0;
}
-/*
-=================
-CL_SendCmd
-=================
-*/
-void CL_UpdatePrydonCursor(void);
-void CL_SendCmd(void)
-{
- if (cls.demoplayback)
- {
- SZ_Clear(&cls.message);
- return;
- }
-
- // send the reliable message (forwarded commands) if there is one
- if (cls.message.cursize && NetConn_CanSendMessage(cls.netcon))
- {
- if (developer.integer)
- {
- Con_Print("CL_SendCmd: sending reliable message:\n");
- SZ_HexDumpToConsole(&cls.message);
- }
- if (NetConn_SendReliableMessage(cls.netcon, &cls.message) == -1)
- Host_Error("CL_WriteToServer: lost server connection");
- SZ_Clear(&cls.message);
- }
-}
-
// LordHavoc: pausedemo command
static void CL_PauseDemo_f (void)
{
r_refdef.maxdrawqueuesize = 256 * 1024;
r_refdef.drawqueue = (unsigned char *)Mem_Alloc(cl_mempool, r_refdef.maxdrawqueuesize);
- cls.message.data = cls.message_buf;
- cls.message.maxsize = sizeof(cls.message_buf);
- cls.message.cursize = 0;
-
CL_InitInput ();
//
// register our commands
//
+ Cvar_RegisterVariable (&csqc_progname);
+ Cvar_RegisterVariable (&csqc_progcrc);
+
Cvar_RegisterVariable (&cl_upspeed);
Cvar_RegisterVariable (&cl_forwardspeed);
Cvar_RegisterVariable (&cl_backspeed);
Cvar_RegisterVariable (&cl_itembobspeed);
Cvar_RegisterVariable (&cl_itembobheight);
- Cmd_AddCommand ("entities", CL_PrintEntities_f);
- Cmd_AddCommand ("disconnect", CL_Disconnect_f);
- Cmd_AddCommand ("record", CL_Record_f);
- Cmd_AddCommand ("stop", CL_Stop_f);
- Cmd_AddCommand ("playdemo", CL_PlayDemo_f);
- Cmd_AddCommand ("timedemo", CL_TimeDemo_f);
+ Cmd_AddCommand ("entities", CL_PrintEntities_f, "print information on network entities known to client");
+ Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
+ Cmd_AddCommand ("record", CL_Record_f, "record a demo");
+ Cmd_AddCommand ("stop", CL_Stop_f, "stop recording or playing a demo");
+ Cmd_AddCommand ("playdemo", CL_PlayDemo_f, "watch a demo file");
+ Cmd_AddCommand ("timedemo", CL_TimeDemo_f, "play back a demo as fast as possible and save statistics to benchmark.log");
- Cmd_AddCommand ("fog", CL_Fog_f);
+ Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue)");
// LordHavoc: added pausedemo
- Cmd_AddCommand ("pausedemo", CL_PauseDemo_f);
+ 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)");
Cvar_RegisterVariable(&r_draweffects);
Cvar_RegisterVariable(&cl_explosions_alpha_start);
Cvar_RegisterVariable(&cl_deathnoviewmodel);
- Cmd_AddCommand("timerefresh", CL_TimeRefresh_f);
+ // for QW connections
+ Cvar_RegisterVariable(&qport);
+ Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff);
+
+ Cmd_AddCommand("timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
CL_Parse_Init();
CL_Particles_Init();