#include "quakedef.h"
#include "cl_collision.h"
+#include "cl_gecko.h"
#include "cl_video.h"
#include "image.h"
#include "csprogs.h"
#include "r_shadow.h"
#include "libcurl.h"
+#include "snd_main.h"
// we need to declare some mouse variables here, because the menu system
// references them even when on a unix system.
cvar_t freelook = {CVAR_SAVE, "freelook", "1","mouse controls pitch instead of forward/back"};
cvar_t cl_autodemo = {CVAR_SAVE, "cl_autodemo", "0", "records every game played, using the date/time and map name to name the demo file" };
-cvar_t cl_autodemo_nameformat = {CVAR_SAVE, "cl_autodemo_nameformat", "%Y-%m-%d_%H-%M", "The format of the cl_autodemo filename, followed by the map name" };
+cvar_t cl_autodemo_nameformat = {CVAR_SAVE, "cl_autodemo_nameformat", "autodemos/%Y-%m-%d_%H-%M", "The format of the cl_autodemo filename, followed by the map name" };
cvar_t r_draweffects = {0, "r_draweffects", "1","renders temporary sprite effects"};
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_stainmaps = {CVAR_SAVE, "cl_stainmaps", "1","stains lightmaps, much faster than decals but blurred"};
+cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "0","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_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1","use beam polygons instead of models"};
cvar_t cl_beams_quakepositionhack = {CVAR_SAVE, "cl_beams_quakepositionhack", "1", "makes your lightning gun appear to fire from your waist (as in Quake and QuakeWorld)"};
-cvar_t cl_beams_instantaimhack = {CVAR_SAVE, "cl_beams_instantaimhack", "1", "makes your lightning gun aiming update instantly"};
+cvar_t cl_beams_instantaimhack = {CVAR_SAVE, "cl_beams_instantaimhack", "0", "makes your lightning gun aiming update instantly"};
cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0", "make a light at the end of the beam"};
cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0","hide player shadow"};
client_state_t cl;
#define MAX_PARTICLES 32768 // default max # of particles at one time
+#define MAX_DECALS 32768 // default max # of decals at one time
#define ABSOLUTE_MIN_PARTICLES 512 // no fewer than this no matter what's on the command line
/*
// reset the view zoom interpolation
cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
+ cl.sensitivityscale = 1.0f;
+
+ // enable rendering of the world and such
+ cl.csqc_vidvars.drawworld = true;
+ cl.csqc_vidvars.drawenginesbar = true;
+ cl.csqc_vidvars.drawcrosshair = true;
+
+ // set up the float version of the stats array for easier access to float stats
+ cl.statsf = (float *)cl.stats;
cl.num_entities = 0;
cl.num_static_entities = 0;
cl.max_lightstyle = MAX_LIGHTSTYLES;
cl.max_brushmodel_entities = MAX_EDICTS;
cl.max_particles = MAX_PARTICLES;
+ cl.max_decals = MAX_DECALS;
+ cl.max_showlmps = 0;
// COMMANDLINEOPTION: Client: -particles <number> changes maximum number of particles at once, default 32768
i = COM_CheckParm ("-particles");
cl.lightstyle = (lightstyle_t *)Mem_Alloc(cls.levelmempool, cl.max_lightstyle * sizeof(lightstyle_t));
cl.brushmodel_entities = (int *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(int));
cl.particles = (particle_t *) Mem_Alloc(cls.levelmempool, cl.max_particles * sizeof(particle_t));
+ cl.decals = (decal_t *) Mem_Alloc(cls.levelmempool, cl.max_decals * sizeof(decal_t));
+ cl.showlmps = NULL;
// LordHavoc: have to set up the baseline info for alpha and other stuff
for (i = 0;i < cl.max_entities;i++)
ent->state_current.active = true;
ent->render.model = cl.worldmodel = NULL; // no world model yet
ent->render.alpha = 1;
- ent->render.colormap = -1; // no special coloring
ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1);
CL_UpdateRenderEntity(&ent->render);
// mark all frames invalid for delta
memset(cl.qw_deltasequence, -1, sizeof(cl.qw_deltasequence));
+ // set bestweapon data back to Quake data
+ IN_BestWeapon_ResetData();
+
CL_Screen_NewMap();
}
Con_DPrint("Sending clc_disconnect\n");
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_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
+ NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
+ NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
NetConn_Close(cls.netcon);
cls.netcon = NULL;
}
modelname = ent->render.model->name;
else
modelname = "--no model--";
- 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);
+ Con_Printf("%3i: %-25s:%4i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", i, modelname, ent->render.frame2, (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);
}
}
+/*
+===============
+CL_ModelIndexList_f
+
+List information on all models in the client modelindex
+===============
+*/
+static void CL_ModelIndexList_f(void)
+{
+ int i = 1;
+
+ // Print Header
+ Con_Printf("%3s: %-30s %-8s %-8s\n", "ID", "Name", "Type", "Triangles");
+
+ while(cl.model_precache[i] && i != MAX_MODELS)
+ { // Valid Model
+ if(cl.model_precache[i]->loaded || cl.model_precache[i]->isworldmodel)
+ Con_Printf("%3i: %-30s %-8s %-10i\n", i, cl.model_precache[i]->name, cl.model_precache[i]->modeldatatypestring, cl.model_precache[i]->surfmesh.num_triangles);
+ else
+ Con_Printf("%3i: %-30s %-30s\n", i, cl.model_precache[i]->name, "--no local model found--");
+ i++;
+ }
+}
+
+/*
+===============
+CL_SoundIndexList_f
+
+List all sounds in the client soundindex
+===============
+*/
+static void CL_SoundIndexList_f(void)
+{
+ int i = 1;
+
+ while(cl.sound_precache[i] && i != MAX_SOUNDS)
+ { // Valid Sound
+ Con_Printf("%i : %s\n", i, cl.sound_precache[i]->name);
+ i++;
+ }
+}
+
+static void CL_UpdateRenderEntity_Lighting(entity_render_t *ent)
+{
+ vec3_t tempdiffusenormal;
+
+ // fetch the lighting from the worldmodel data
+ VectorSet(ent->modellight_ambient, r_ambient.value * (2.0f / 128.0f), r_ambient.value * (2.0f / 128.0f), r_ambient.value * (2.0f / 128.0f));
+ VectorClear(ent->modellight_diffuse);
+ VectorClear(tempdiffusenormal);
+ if ((ent->flags & RENDER_LIGHT) && cl.worldmodel && cl.worldmodel->brush.LightPoint)
+ {
+ vec3_t org;
+ Matrix4x4_OriginFromMatrix(&ent->matrix, org);
+ cl.worldmodel->brush.LightPoint(cl.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
+ }
+ else // highly rare
+ VectorSet(ent->modellight_ambient, 1, 1, 1);
+
+ // move the light direction into modelspace coordinates for lighting code
+ Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
+ if(VectorLength2(ent->modellight_lightdir) <= 0)
+ VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
+ VectorNormalize(ent->modellight_lightdir);
+}
+
//static const vec3_t nomodelmins = {-16, -16, -16};
//static const vec3_t nomodelmaxs = {16, 16, 16};
void CL_UpdateRenderEntity(entity_render_t *ent)
ent->maxs[1] = org[1] + 16;
ent->maxs[2] = org[2] + 16;
}
+ CL_UpdateRenderEntity_Lighting(ent);
}
/*
{
float f;
- if (cl_nettimesyncmode.integer == 3)
+ if (cl_nettimesyncboundmode.integer == 1)
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)
memset (ent, 0, sizeof(*ent));
r_refdef.entities[r_refdef.numentities++] = &ent->render;
- ent->render.colormap = -1; // no special coloring
ent->render.alpha = 1;
VectorSet(ent->render.colormod, 1, 1, 1);
return ent;
{
if (!cl.lightstyle || !cl.lightstyle[j].length)
{
+ r_refdef.rtlightstylevalue[j] = 1;
r_refdef.lightstylevalue[j] = 256;
continue;
}
l = (i-1) % cl.lightstyle[j].length;
k = cl.lightstyle[j].map[k] - 'a';
l = cl.lightstyle[j].map[l] - 'a';
- r_refdef.lightstylevalue[j] = (unsigned short)(((k*frac)+(l*(1-frac)))*22);
+ // rtlightstylevalue is always interpolated because it has no bad
+ // consequences for performance
+ // lightstylevalue is subject to a cvar for performance reasons;
+ // skipping lightmap updates on most rendered frames substantially
+ // improves framerates (but makes light fades look bad)
+ r_refdef.rtlightstylevalue[j] = ((k*frac)+(l*(1-frac)))*(22/256.0f);
+ r_refdef.lightstylevalue[j] = r_lerplightstyles.integer ? (unsigned short)(((k*frac)+(l*(1-frac)))*22) : k*22;
}
}
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
extern void V_CalcViewBlend(void);
extern void V_CalcRefdef(void);
+void CL_SetEntityColormapColors(entity_render_t *ent, int colormap)
+{
+ const unsigned char *cbcolor;
+ if (colormap >= 0)
+ {
+ cbcolor = palette_rgb_pantscolormap[colormap & 0xF];
+ VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_pantscolor);
+ cbcolor = palette_rgb_shirtcolormap[(colormap & 0xF0) >> 4];
+ VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_shirtcolor);
+ }
+ else
+ {
+ VectorClear(ent->colormap_pantscolor);
+ VectorClear(ent->colormap_shirtcolor);
+ }
+}
+
// note this is a recursive function, recursionlimit should be 32 or so on the initial call
void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolate)
{
const matrix4x4_t *matrix;
matrix4x4_t blendmatrix, tempmatrix, matrix2;
- int j, k, l;
+ int j, k, l, frame;
float origin[3], angles[3], delta[3], lerp, d;
entity_t *t;
model_t *model;
e->render.flags = e->state_current.flags;
e->render.effects = e->state_current.effects;
VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
+ e->render.entitynumber = e - cl.entities;
if (e->state_current.flags & RENDER_COLORMAPPED)
- {
- int cb;
- unsigned char *cbcolor;
- 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.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.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)
- {
- int cb;
- unsigned char *cbcolor;
- 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.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.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
- e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
- }
+ CL_SetEntityColormapColors(&e->render, e->state_current.colormap);
+ else if (e->state_current.colormap > 0 && e->state_current.colormap <= cl.maxclients && cl.scores != NULL)
+ CL_SetEntityColormapColors(&e->render, cl.scores[e->state_current.colormap-1].colors);
else
- {
- e->render.colormap = -1; // no special coloring
- VectorClear(e->render.colormap_pantscolor);
- VectorClear(e->render.colormap_shirtcolor);
- }
+ CL_SetEntityColormapColors(&e->render, -1);
e->render.skinnum = e->state_current.skin;
if (e->state_current.tagentity)
{
else if (e->render.flags & RENDER_VIEWMODEL)
{
// view-relative entity (guns and such)
- matrix = &viewmodelmatrix;
+ if (e->render.effects & EF_NOGUNBOB)
+ matrix = &r_view.matrix; // really attached to view
+ else
+ matrix = &viewmodelmatrix; // attached to gun bob matrix
}
else
{
// also don't use the predicted location if fixangle was set on both of
// the most recent server messages, as that cause means you are spectating
// someone or watching a cutscene of some sort
+ if (cl_nolerp.integer || cls.timedemo)
+ interpolate = false;
if (e == cl.entities + cl.playerentity && cl.movement_predicted && (!cl.fixangle[1] || !cl.fixangle[0]))
{
lerp = (cl.time - cl.movement_time[2]) / (cl.movement_time[0] - cl.movement_time[1]);
lerp = bound(0, lerp, 1);
- if (!interpolate || cl_nolerp.integer || cl.fixangle[0])
+ if (!interpolate)
lerp = 1;
VectorLerp(cl.movement_oldorigin, lerp, cl.movement_origin, origin);
VectorSet(angles, 0, cl.viewangles[1], 0);
}
// model setup and some modelflags
- if(e->state_current.modelindex < MAX_MODELS)
+ frame = e->state_current.frame;
+ if (e->state_current.modelindex < MAX_MODELS)
e->render.model = cl.model_precache[e->state_current.modelindex];
+ else
+ e->render.model = NULL;
if (e->render.model)
{
+ if (e->render.skinnum >= e->render.model->numskins)
+ e->render.skinnum = 0;
+ if (frame >= e->render.model->numframes)
+ frame = 0;
+ // models can set flags such as EF_ROCKET
+ // this 0xFF800000 mask is EF_NOMODELFLAGS plus all the higher EF_ flags such as EF_ROCKET
+ if (!(e->render.effects & 0xFF800000))
+ e->render.effects |= e->render.model->effects;
// if model is alias or this is a tenebrae-like dlight, reverse pitch direction
if (e->render.model->type == mod_alias)
angles[0] = -angles[0];
- if ((e->render.model->flags & EF_ROTATE) && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
- {
- angles[1] = ANGLEMOD(100*cl.time);
- if (cl_itembobheight.value)
- origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
- }
- // transfer certain model flags to effects
- e->render.effects |= e->render.model->flags2 & (EF_FULLBRIGHT | EF_ADDITIVE);
if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
VectorScale(e->render.colormod, 2, e->render.colormod);
}
else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
angles[0] = -angles[0];
+ if ((e->render.effects & EF_ROTATE) && !(e->render.flags & RENDER_VIEWMODEL))
+ {
+ angles[1] = ANGLEMOD(100*cl.time);
+ if (cl_itembobheight.value)
+ origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
+ }
+
// animation lerp
- if (e->render.frame2 == e->state_current.frame)
+ if (e->render.frame2 == frame)
{
// update frame lerp fraction
e->render.framelerp = 1;
// begin a new frame lerp
e->render.frame1 = e->render.frame2;
e->render.frame1time = e->render.frame2time;
- e->render.frame = e->render.frame2 = e->state_current.frame;
+ e->render.frame2 = frame;
e->render.frame2time = cl.time;
e->render.framelerp = 0;
}
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;
&& !(e->render.flags & RENDER_VIEWMODEL)
&& (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
e->render.flags |= RENDER_SHADOW;
+ if (e->render.flags & RENDER_VIEWMODEL)
+ e->render.flags |= RENDER_NOSELFSHADOW;
+
+ // make the other useful stuff
+ CL_UpdateRenderEntity(&e->render);
}
// creates light and trails from an entity
// entity is in the world...
trailtype = EFFECT_NONE;
// LordHavoc: if the entity has no effects, don't check each
- if (e->render.effects & (EF_BRIGHTFIELD | EF_FLAME | EF_STARDUST | EF_FLAG1QW | EF_FLAG2QW))
+ if (e->render.effects & (EF_BRIGHTFIELD | EF_FLAME | EF_STARDUST))
{
if (e->render.effects & EF_BRIGHTFIELD)
{
CL_ParticleTrail(EFFECT_EF_FLAME, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true);
if (e->render.effects & EF_STARDUST)
CL_ParticleTrail(EFFECT_EF_STARDUST, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true);
- if (e->render.effects & (EF_FLAG1QW | EF_FLAG2QW))
- {
- // these are only set on player entities
- CL_AddQWCTFFlagModel(e, (e->render.effects & EF_FLAG2QW) != 0);
- }
+ }
+ if (e->render.internaleffects & (INTEF_FLAG1QW | INTEF_FLAG2QW))
+ {
+ // these are only set on player entities
+ CL_AddQWCTFFlagModel(e, (e->render.internaleffects & INTEF_FLAG2QW) != 0);
}
// muzzleflash fades over time
if (e->persistent.muzzleflash > 0)
e->persistent.muzzleflash -= bound(0, cl.time - cl.oldtime, 0.1) * 20;
- // LordHavoc: if the model has no flags, don't check each
- if (e->render.model && e->render.model->flags && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
+ // LordHavoc: if the entity has no effects, don't check each
+ if (e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
{
- if (e->render.model->flags & EF_GIB)
+ if (e->render.effects & EF_GIB)
trailtype = EFFECT_TR_BLOOD;
- else if (e->render.model->flags & EF_ZOMGIB)
+ else if (e->render.effects & EF_ZOMGIB)
trailtype = EFFECT_TR_SLIGHTBLOOD;
- else if (e->render.model->flags & EF_TRACER)
+ else if (e->render.effects & EF_TRACER)
trailtype = EFFECT_TR_WIZSPIKE;
- else if (e->render.model->flags & EF_TRACER2)
+ else if (e->render.effects & EF_TRACER2)
trailtype = EFFECT_TR_KNIGHTSPIKE;
- else if (e->render.model->flags & EF_ROCKET)
+ else if (e->render.effects & EF_ROCKET)
trailtype = EFFECT_TR_ROCKET;
- else if (e->render.model->flags & EF_GRENADE)
+ else if (e->render.effects & EF_GRENADE)
{
// LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
}
- else if (e->render.model->flags & EF_TRACER3)
+ else if (e->render.effects & EF_TRACER3)
trailtype = EFFECT_TR_VORESPIKE;
}
// do trails
if (e->render.flags & RENDER_GLOWTRAIL)
trailtype = EFFECT_TR_GLOWTRAIL;
- if (trailtype)
+ // check if a trail is allowed (it is not after a teleport for example)
+ if (trailtype && e->persistent.trail_allowed)
{
float len;
vec3_t vel;
VectorScale(vel, len, vel);
CL_ParticleTrail(trailtype, 1, e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor, false, true);
}
+ // now that the entity has survived one trail update it is allowed to
+ // leave a real trail on later frames
+ e->persistent.trail_allowed = true;
VectorCopy(origin, e->persistent.trail_origin);
}
// start on the entity after the world
cl.num_brushmodel_entities = 0;
- for (i = 1;i < cl.num_entities;i++)
+ for (i = cl.maxclients + 1;i < cl.num_entities;i++)
{
if (cl.entities_active[i])
{
{
// do not interpolate the bmodels for this
CL_UpdateNetworkEntity(ent, 32, false);
- cl.brushmodel_entities[cl.num_brushmodel_entities++] = ent->state_current.number;
+ cl.brushmodel_entities[cl.num_brushmodel_entities++] = i;
}
}
}
ent->state_current.modelindex = 0;
}
ent->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
- ent->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_REFLECTIVE | EF_FULLBRIGHT | EF_NODEPTHTEST));
+ ent->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB));
// 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.frame1 = ent->render.frame2 = ent->state_current.frame;
ent->render.frame1time = ent->render.frame2time = cl.time;
ent->render.framelerp = 1;
}
// skip inactive entities and world
if (!e->state_current.active || e == cl.entities)
return;
- if (e->render.flags & RENDER_VIEWMODEL && !e->state_current.tagentity)
- {
- if (!r_drawviewmodel.integer || chase_active.integer || r_refdef.envmap)
- return;
- }
- else
+ if (e->state_current.tagentity)
{
// if the tag entity is currently impossible, skip it
if (e->state_current.tagentity >= cl.num_entities)
R_RTLight_Update(&r_refdef.lights[r_refdef.numlights++], false, &tempmatrix, color, -1, NULL, true, 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
}
// LordHavoc: if the model has no flags, don't check each
- if (e->render.model && e->render.model->flags && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
+ if (e->render.model && e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
{
- if (e->render.model->flags & EF_GIB)
+ if (e->render.effects & EF_GIB)
trailtype = EFFECT_TR_BLOOD;
- else if (e->render.model->flags & EF_ZOMGIB)
+ else if (e->render.effects & EF_ZOMGIB)
trailtype = EFFECT_TR_SLIGHTBLOOD;
- else if (e->render.model->flags & EF_TRACER)
+ else if (e->render.effects & EF_TRACER)
trailtype = EFFECT_TR_WIZSPIKE;
- else if (e->render.model->flags & EF_TRACER2)
+ else if (e->render.effects & EF_TRACER2)
trailtype = EFFECT_TR_KNIGHTSPIKE;
- else if (e->render.model->flags & EF_ROCKET)
+ else if (e->render.effects & EF_ROCKET)
trailtype = EFFECT_TR_ROCKET;
- else if (e->render.model->flags & EF_GRENADE)
+ else if (e->render.effects & EF_GRENADE)
{
// LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
}
- else if (e->render.model->flags & EF_TRACER3)
+ else if (e->render.effects & EF_TRACER3)
trailtype = EFFECT_TR_VORESPIKE;
}
// LordHavoc: customizable glow
// * 4 for the expansion from 0-255 to 0-1023 range,
// / 255 to scale down byte colors
dlightradius = max(dlightradius, e->state_current.glowsize * 4);
- VectorMA(dlightcolor, (1.0f / 255.0f), (unsigned char *)&palette_complete[e->state_current.glowcolor], dlightcolor);
+ VectorMA(dlightcolor, (1.0f / 255.0f), palette_rgb[e->state_current.glowcolor], dlightcolor);
}
// make the glow dlight
if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL) && r_refdef.numlights < MAX_DLIGHTS)
if (trailtype)
CL_ParticleTrail(trailtype, 0, origin, origin, vec3_origin, vec3_origin, NULL, e->state_current.glowcolor, true, false);
+ // don't show viewmodels in certain situations
+ if (e->render.flags & RENDER_VIEWMODEL)
+ if (!r_drawviewmodel.integer || chase_active.integer || r_refdef.envmap)
+ return;
// don't show entities with no modelindex (note: this still shows
// entities which have a modelindex that resolved to a NULL model)
if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.numentities < r_refdef.maxentities)
void CL_RelinkWorld(void)
{
entity_t *ent = &cl.entities[0];
- cl.brushmodel_entities[cl.num_brushmodel_entities++] = 0;
// FIXME: this should be done at load
ent->render.matrix = identitymatrix;
- CL_UpdateRenderEntity(&ent->render);
ent->render.flags = RENDER_SHADOW;
if (!r_fullbright.integer)
ent->render.flags |= RENDER_LIGHT;
VectorSet(ent->render.colormod, 1, 1, 1);
+ CL_UpdateRenderEntity(&ent->render);
r_refdef.worldentity = &ent->render;
r_refdef.worldmodel = cl.worldmodel;
}
// if the model was not loaded when the static entity was created we
// need to re-fetch the model pointer
e->render.model = cl.model_precache[e->state_baseline.modelindex];
- CL_UpdateRenderEntity(&e->render);
// either fullbright or lit
if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
e->render.flags |= RENDER_LIGHT;
e->render.flags |= RENDER_SHADOW;
VectorSet(e->render.colormod, 1, 1, 1);
R_LerpAnimation(&e->render);
+ CL_UpdateRenderEntity(&e->render);
r_refdef.entities[r_refdef.numentities++] = &e->render;
}
}
ent->render.model = cl.model_precache[e->modelindex];
else
ent->render.model = cl.csqc_model_precache[-(e->modelindex+1)];
- ent->render.frame = ent->render.frame2;
- ent->render.colormap = -1; // no special coloring
ent->render.alpha = 1;
VectorSet(ent->render.colormod, 1, 1, 1);
vec3_t dist, org, start, end;
float d;
entity_t *ent;
- float yaw, pitch;
+ double yaw, pitch;
float forward;
matrix4x4_t tempmatrix;
}
else
{
- yaw = (int) (atan2(dist[1], dist[0]) * 180 / M_PI);
+ yaw = atan2(dist[1], dist[0]) * 180 / M_PI;
if (yaw < 0)
yaw += 360;
forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
- pitch = (int) (atan2(dist[2], forward) * 180 / M_PI);
+ pitch = atan2(dist[2], forward) * 180 / M_PI;
if (pitch < 0)
pitch += 360;
}
// 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);
/*
===============
-CL_ReadFromServer
+CL_UpdateWorld
-Read all incoming data from the server
+Update client game world for a new frame
===============
*/
-int CL_ReadFromServer(void)
+void CL_UpdateWorld(void)
{
- CL_ReadDemoMessage();
- CL_SendMove();
-
- r_refdef.time = cl.time;
r_refdef.extraupdate = !r_speeds.integer;
r_refdef.numentities = 0;
r_refdef.numlights = 0;
V_DriftPitch();
V_FadeViewFlashs();
- if (cl.movement_predicted)
- {
- // if prediction is enabled we have to update all the collidable
- // network entities before the prediction code can be run
- CL_UpdateNetworkCollisionEntities();
- }
+ // if prediction is enabled we have to update all the collidable
+ // network entities before the prediction code can be run
+ CL_UpdateNetworkCollisionEntities();
// now update the player prediction
CL_ClientMovement_Replay();
CL_RelinkLightFlashes();
CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS);
- // move particles
+ // move decals, particles, and any other effects
+ CL_MoveDecals();
CL_MoveParticles();
R_MoveExplosions();
-
- // update the r_refdef time again because cl.time may have changed in
- // CL_LerpPoint()
- r_refdef.time = cl.time;
}
- return 0;
+ r_refdef.time = cl.time;
}
// LordHavoc: pausedemo command
{
if (Cmd_Argc () == 1)
{
- Con_Printf("\"fog\" is \"%f %f %f %f\"\n", r_refdef.fog_density, r_refdef.fog_red, r_refdef.fog_green, r_refdef.fog_blue);
+ Con_Printf("\"fog\" is \"%f %f %f %f %f %f %f\"\n", r_refdef.fog_density, r_refdef.fog_red, r_refdef.fog_green, r_refdef.fog_blue, r_refdef.fog_alpha, r_refdef.fog_start, r_refdef.fog_end);
return;
}
- r_refdef.fog_density = atof(Cmd_Argv(1));
- r_refdef.fog_red = atof(Cmd_Argv(2));
- r_refdef.fog_green = atof(Cmd_Argv(3));
- r_refdef.fog_blue = atof(Cmd_Argv(4));
+ r_refdef.fog_start = 0;
+ r_refdef.fog_end = 16384;
+ r_refdef.fog_alpha = 1;
+ if(Cmd_Argc() > 1)
+ r_refdef.fog_density = atof(Cmd_Argv(1));
+ if(Cmd_Argc() > 2)
+ r_refdef.fog_red = atof(Cmd_Argv(2));
+ if(Cmd_Argc() > 3)
+ r_refdef.fog_green = atof(Cmd_Argv(3));
+ if(Cmd_Argc() > 4)
+ r_refdef.fog_blue = atof(Cmd_Argv(4));
+ if(Cmd_Argc() > 5)
+ r_refdef.fog_alpha = atof(Cmd_Argv(5));
+ if(Cmd_Argc() > 6)
+ r_refdef.fog_start = atof(Cmd_Argv(6));
+ if(Cmd_Argc() > 7)
+ r_refdef.fog_end = atof(Cmd_Argv(7));
}
/*
static void CL_TimeRefresh_f (void)
{
int i;
- float timestart, timedelta, oldangles[3];
+ float timestart, timedelta;
r_refdef.extraupdate = false;
- VectorCopy(cl.viewangles, oldangles);
- VectorClear(cl.viewangles);
timestart = Sys_DoubleTime();
for (i = 0;i < 128;i++)
}
timedelta = Sys_DoubleTime() - timestart;
- VectorCopy(oldangles, cl.viewangles);
Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
}
*/
void CL_Shutdown (void)
{
+ CL_Screen_Shutdown();
CL_Particles_Shutdown();
CL_Parse_Shutdown();
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");
+ // Support Client-side Model Index List
+ Cmd_AddCommand ("cl_modelindexlist", CL_ModelIndexList_f, "list information on all models in the client modelindex");
+ // Support Client-side Sound Index List
+ Cmd_AddCommand ("cl_soundindexlist", CL_SoundIndexList_f, "list all sounds in the client soundindex");
+
Cvar_RegisterVariable (&cl_autodemo);
Cvar_RegisterVariable (&cl_autodemo_nameformat);
- Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue)");
+ Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue [alpha [mindist maxdist]])");
// 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)");
CL_Screen_Init();
CL_Video_Init();
+#ifdef SUPPORT_GECKO
+ CL_Gecko_Init();
+#endif
}