cvar_t r_draweffects = {0, "r_draweffects", "1"};
-cvar_t cl_explosions = {CVAR_SAVE, "cl_explosions", "1"};
+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 cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "1"};
+cvar_t cl_stainmapsclearonload = {CVAR_SAVE, "cl_stainmapsclearonload", "0"};
cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1"};
cvar_t cl_beams_relative = {CVAR_SAVE, "cl_beams_relative", "1"};
// wipe the entire cl structure
memset (&cl, 0, sizeof(cl));
+ // reset the view zoom interpolation
+ cl.viewzoomold = cl.viewzoomnew = 1;
SZ_Clear (&cls.message);
cl_max_static_entities = 256;
cl_max_temp_entities = 512;
cl_max_effects = 256;
- cl_max_beams = 24;
+ cl_max_beams = 256;
cl_max_dlights = MAX_DLIGHTS;
cl_max_lightstyle = MAX_LIGHTSTYLES;
cl_max_brushmodel_entities = MAX_EDICTS;
// LordHavoc: have to set up the baseline info for alpha and other stuff
for (i = 0;i < cl_max_entities;i++)
{
- ClearStateToDefault(&cl_entities[i].state_baseline);
- ClearStateToDefault(&cl_entities[i].state_previous);
- ClearStateToDefault(&cl_entities[i].state_current);
+ cl_entities[i].state_baseline = defaultstate;
+ cl_entities[i].state_previous = defaultstate;
+ cl_entities[i].state_current = defaultstate;
}
CL_CGVM_Clear();
if (cls.state == ca_dedicated)
return;
+ Con_DPrintf("CL_Disconnect\n");
+
// stop sounds (especially looping!)
S_StopAllSounds (true);
if (cls.demorecording)
CL_Stop_f();
- Con_DPrintf("Sending clc_disconnect\n");
+ 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);
NetConn_Close(cls.netcon);
cls.netcon = NULL;
- // if running a local server, shut it down
- if (sv.active)
- {
- // prevent this code from executing again during Host_ShutdownServer
- cls.state = ca_disconnected;
- Host_ShutdownServer(false);
- }
}
cls.state = ca_disconnected;
// clear menu's connect error message
m_return_reason[0] = 0;
+ cls.demonum = -1;
// stop demo loop in case this fails
- cls.demonum = -1;
CL_Disconnect();
-
+ NetConn_ClientFrame();
+ NetConn_ServerFrame();
+
if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
{
cls.connect_trying = true;
NetConn_ServerFrame();
}
}
+ else
+ {
+ Con_Print("Unable to find a suitable network socket to connect to server.\n");
+ strcpy(m_return_reason, "No network");
+ }
}
/*
continue;
if (ent->render.model)
- strncpy(name, ent->render.model->name, 25);
+ strlcpy (name, ent->render.model->name, 25);
else
strcpy(name, "--no model--");
- name[25] = 0;
for (j = strlen(name);j < 25;j++)
name[j] = ' ';
- Con_Printf ("%3i: %s:%04i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", i, name, ent->render.frame, (int) ent->render.origin[0], (int) ent->render.origin[1], (int) ent->render.origin[2], (int) ent->render.angles[0] % 360, (int) ent->render.angles[1] % 360, (int) ent->render.angles[2] % 360, ent->render.scale, ent->render.alpha);
+ Con_Printf("%3i: %s:%04i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", i, name, ent->render.frame, (int) ent->render.origin[0], (int) ent->render.origin[1], (int) ent->render.origin[2], (int) ent->render.angles[0] % 360, (int) ent->render.angles[1] % 360, (int) ent->render.angles[2] % 360, ent->render.scale, ent->render.alpha);
}
}
}
}
-void CL_AllocDlight(entity_render_t *ent, vec3_t org, float radius, float red, float green, float blue, float decay, float lifetime)
+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)
{
int i;
dlight_t *dl;
dlightsetup:
//Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
memset (dl, 0, sizeof(*dl));
+ dl->matrix = *matrix;
dl->ent = ent;
- CL_FindNonSolidLocation(org, dl->origin, 6);
- //VectorCopy(org, dl->origin);
+ dl->origin[0] = dl->matrix.m[0][3];
+ dl->origin[1] = dl->matrix.m[1][3];
+ dl->origin[2] = dl->matrix.m[2][3];
+ CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
+ dl->matrix.m[0][3] = dl->origin[0];
+ dl->matrix.m[1][3] = dl->origin[1];
+ dl->matrix.m[2][3] = dl->origin[2];
dl->radius = radius;
dl->color[0] = red;
dl->color[1] = green;
dl->die = cl.time + lifetime;
else
dl->die = 0;
+ dl->cubemapnum = cubemapnum;
+ dl->style = style;
+ dl->shadow = shadowenable;
+ dl->corona = corona;
}
void CL_DecayLights(void)
dl->radius = (cl.time < dl->die) ? max(0, dl->radius - time * dl->decay) : 0;
}
-extern qboolean Nehahrademcompatibility;
#define MAXVIEWMODELS 32
entity_t *viewmodels[MAXVIEWMODELS];
int numviewmodels;
void CL_LinkNetworkEntity(entity_t *e)
{
matrix4x4_t *matrix, blendmatrix, tempmatrix, matrix2;
+ //matrix4x4_t dlightmatrix;
int j, k, l, trailtype, temp;
- float origin[3], angles[3], delta[3], lerp, dlightcolor[3], mins[3], maxs[3], v[3], v2[3], d;
+ float origin[3], angles[3], delta[3], lerp, dlightcolor[3], dlightradius, mins[3], maxs[3], v[3], v2[3], d;
entity_t *t;
model_t *model;
//entity_persistent_t *p = &e->persistent;
// skip inactive entities and world
if (!e->state_current.active || e == cl_entities)
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.flags = e->state_current.flags;
+ e->render.effects = e->state_current.effects;
+ if (e->state_current.flags & RENDER_COLORMAPPED)
+ e->render.colormap = e->state_current.colormap;
+ else if (cl.scores != NULL && e->state_current.colormap)
+ e->render.colormap = cl.scores[e->state_current.colormap - 1].colors; // color it
+ else
+ e->render.colormap = -1; // no special coloring
+ e->render.skinnum = e->state_current.skin;
if (e->render.flags & RENDER_VIEWMODEL)
{
- if (cl.stats[STAT_HEALTH] <= 0 || !r_drawviewmodel.integer || chase_active.integer || envmap || (cl.items & IT_INVISIBILITY))
+ if (!r_drawviewmodel.integer || chase_active.integer || envmap)
return;
if (cl.viewentity)
CL_LinkNetworkEntity(cl_entities + cl.viewentity);
if (e == &cl.viewent && cl.viewentity >= 0 && cl.viewentity < MAX_EDICTS && 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));
+ e->state_current.effects = EF_NOSHADOW | (cl_entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_REFLECTIVE | EF_FULLBRIGHT | EF_NODEPTHTEST));
}
}
else
CL_LinkNetworkEntity(t);
// make relative to the entity
matrix = &t->render.matrix;
+ // some properties of the tag entity carry over
+ e->render.flags |= t->render.flags & RENDER_EXTERIORMODEL;
// if a valid tagindex is used, make it relative to that tag instead
+ // FIXME: use a model function to get tag info (need to handle skeletal)
if (e->state_current.tagentity && e->state_current.tagindex >= 1 && (model = t->render.model) && e->state_current.tagindex <= t->render.model->alias.aliasnum_tags)
{
// blend the matrices
matrix = &tempmatrix;
}
}
- 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.flags = e->state_current.flags;
- if (e - cl_entities == cl.viewentity)
- e->render.flags |= RENDER_EXTERIORMODEL;
- e->render.effects = e->state_current.effects;
- if (e->state_current.flags & RENDER_COLORMAPPED)
- e->render.colormap = e->state_current.colormap;
- else if (cl.scores != NULL && e->state_current.colormap)
- e->render.colormap = cl.scores[e->state_current.colormap - 1].colors; // color it
- else
- e->render.colormap = -1; // no special coloring
- e->render.skinnum = e->state_current.skin;
// set up the render matrix
if (e->state_previous.active && e->state_current.modelindex == e->state_previous.modelindex)
{
e->render.frame = e->render.frame2 = e->state_current.frame;
e->render.frame2time = cl.time;
e->render.framelerp = 0;
+ // make sure frame lerp won't last longer than 100ms
+ // (this mainly helps with models that use framegroups and
+ // switch between them infrequently)
+ e->render.frame1time = max(e->render.frame1time, e->render.frame2time - 0.1f);
}
}
else
if (e->render.model)
{
Mod_CheckLoaded(e->render.model);
- if (e->render.model->type != mod_brush)
+ // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
+ if (e->render.model->type == mod_alias || (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC))
angles[0] = -angles[0];
- if (e->render.model->flags & EF_ROTATE)
+ 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
+ if (e->render.model->flags2 & EF_FULLBRIGHT)
+ e->render.effects |= EF_FULLBRIGHT;
}
R_LerpAnimation(&e->render);
origin[1] = e->render.matrix.m[1][3];
origin[2] = e->render.matrix.m[2][3];
trailtype = -1;
+ dlightradius = 0;
dlightcolor[0] = 0;
dlightcolor[1] = 0;
dlightcolor[2] = 0;
{
if (gamemode == GAME_NEXUIZ)
{
- dlightcolor[0] += 100.0f;
- dlightcolor[1] += 200.0f;
- dlightcolor[2] += 400.0f;
+ dlightradius = max(dlightradius, 200);
+ dlightcolor[0] += 0.75f;
+ dlightcolor[1] += 1.50f;
+ dlightcolor[2] += 3.00f;
trailtype = 8;
}
else
CL_EntityParticles(e);
}
if (e->render.effects & EF_MUZZLEFLASH)
- e->persistent.muzzleflash = 100.0f;
+ e->persistent.muzzleflash = 1.0f;
if (e->render.effects & EF_DIMLIGHT)
{
- dlightcolor[0] += 200.0f;
- dlightcolor[1] += 200.0f;
- dlightcolor[2] += 200.0f;
+ dlightradius = max(dlightradius, 200);
+ dlightcolor[0] += 1.50f;
+ dlightcolor[1] += 1.50f;
+ dlightcolor[2] += 1.50f;
}
if (e->render.effects & EF_BRIGHTLIGHT)
{
- dlightcolor[0] += 400.0f;
- dlightcolor[1] += 400.0f;
- dlightcolor[2] += 400.0f;
+ dlightradius = max(dlightradius, 400);
+ dlightcolor[0] += 3.00f;
+ dlightcolor[1] += 3.00f;
+ dlightcolor[2] += 3.00f;
}
// LordHavoc: more effects
if (e->render.effects & EF_RED) // red
{
- dlightcolor[0] += 200.0f;
- dlightcolor[1] += 20.0f;
- dlightcolor[2] += 20.0f;
+ dlightradius = max(dlightradius, 200);
+ dlightcolor[0] += 1.50f;
+ dlightcolor[1] += 0.15f;
+ dlightcolor[2] += 0.15f;
}
if (e->render.effects & EF_BLUE) // blue
{
- dlightcolor[0] += 20.0f;
- dlightcolor[1] += 20.0f;
- dlightcolor[2] += 200.0f;
+ dlightradius = max(dlightradius, 200);
+ dlightcolor[0] += 0.15f;
+ dlightcolor[1] += 0.15f;
+ dlightcolor[2] += 1.50f;
}
if (e->render.effects & EF_FLAME)
{
// how many flames to make
temp = (int) (cl.time * 300) - (int) (cl.oldtime * 300);
CL_FlameCube(mins, maxs, temp);
- d = lhrandom(200, 250);
- dlightcolor[0] += d * 1.0f;
- dlightcolor[1] += d * 0.7f;
- dlightcolor[2] += d * 0.3f;
+ d = lhrandom(0.75f, 1);
+ dlightradius = max(dlightradius, 200);
+ dlightcolor[0] += d * 2.0f;
+ dlightcolor[1] += d * 1.5f;
+ dlightcolor[2] += d * 0.5f;
}
if (e->render.effects & EF_STARDUST)
{
// how many particles to make
temp = (int) (cl.time * 200) - (int) (cl.oldtime * 200);
CL_Stardust(mins, maxs, temp);
- d = 100;
- dlightcolor[0] += d * 1.0f;
- dlightcolor[1] += d * 0.7f;
- dlightcolor[2] += d * 0.3f;
+ dlightradius = max(dlightradius, 200);
+ dlightcolor[0] += 1.0f;
+ dlightcolor[1] += 0.7f;
+ dlightcolor[2] += 0.3f;
}
}
// muzzleflash fades over time, and is offset a bit
if (e->persistent.muzzleflash > 0)
{
Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
- CL_TraceLine(origin, v2, v, NULL, 0, true, NULL);
- CL_AllocDlight(NULL, v, e->persistent.muzzleflash, 1, 1, 1, 0, 0);
- e->persistent.muzzleflash -= cl.frametime * 1000;
+ CL_TraceLine(origin, v2, v, NULL, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY);
+ tempmatrix = e->render.matrix;
+ tempmatrix.m[0][3] = v[0];
+ tempmatrix.m[1][3] = v[1];
+ tempmatrix.m[2][3] = v[2];
+ CL_AllocDlight(NULL, &tempmatrix, 100, e->persistent.muzzleflash, e->persistent.muzzleflash, e->persistent.muzzleflash, 0, 0, 0, 0, true, 0);
+ e->persistent.muzzleflash -= cl.frametime * 10;
}
// LordHavoc: if the model has no flags, don't check each
- if (e->render.model && e->render.model->flags)
+ if (e->render.model && e->render.model->flags && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
{
if (e->render.model->flags & EF_GIB)
trailtype = 2;
else if (e->render.model->flags & EF_TRACER)
{
trailtype = 3;
- dlightcolor[0] += 0x10;
- dlightcolor[1] += 0x40;
- dlightcolor[2] += 0x10;
+ dlightradius = max(dlightradius, 100);
+ dlightcolor[0] += 0.25f;
+ dlightcolor[1] += 1.00f;
+ dlightcolor[2] += 0.25f;
}
else if (e->render.model->flags & EF_TRACER2)
{
trailtype = 5;
- dlightcolor[0] += 0x50;
- dlightcolor[1] += 0x30;
- dlightcolor[2] += 0x10;
+ dlightradius = max(dlightradius, 100);
+ dlightcolor[0] += 1.00f;
+ dlightcolor[1] += 0.60f;
+ dlightcolor[2] += 0.20f;
}
else if (e->render.model->flags & EF_ROCKET)
{
trailtype = 0;
- dlightcolor[0] += 200.0f;
- dlightcolor[1] += 160.0f;
- dlightcolor[2] += 80.0f;
+ dlightradius = max(dlightradius, 200);
+ dlightcolor[0] += 3.00f;
+ dlightcolor[1] += 1.50f;
+ dlightcolor[2] += 0.50f;
}
else if (e->render.model->flags & EF_GRENADE)
{
else if (e->render.model->flags & EF_TRACER3)
{
trailtype = 6;
- dlightcolor[0] += 0x50;
- dlightcolor[1] += 0x20;
- dlightcolor[2] += 0x40;
+ if (gamemode == GAME_PRYDON)
+ {
+ dlightradius = max(dlightradius, 100);
+ dlightcolor[0] += 0.30f;
+ dlightcolor[1] += 0.60f;
+ dlightcolor[2] += 1.20f;
+ }
+ else
+ {
+ dlightradius = max(dlightradius, 200);
+ dlightcolor[0] += 1.20f;
+ dlightcolor[1] += 0.50f;
+ dlightcolor[2] += 1.00f;
+ }
}
}
// LordHavoc: customizable glow
{
// * 4 for the expansion from 0-255 to 0-1023 range,
// / 255 to scale down byte colors
- VectorMA(dlightcolor, e->state_current.glowsize * (4.0f / 255.0f), (qbyte *)&palette_complete[e->state_current.glowcolor], dlightcolor);
+ dlightradius = max(dlightradius, e->state_current.glowsize * 4);
+ VectorMA(dlightcolor, (1.0f / 255.0f), (qbyte *)&palette_complete[e->state_current.glowcolor], dlightcolor);
}
- // make the dlight
- if ((dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL) && !e->state_current.tagentity)
+ // make the glow dlight
+ if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL))
{
- VectorCopy(origin, v);
+ //dlightmatrix = e->render.matrix;
// hack to make glowing player light shine on their gun
- if ((e - cl_entities) == cl.viewentity/* && !chase_active.integer*/)
- v[2] += 30;
- CL_AllocDlight(&e->render, v, 1, dlightcolor[0], dlightcolor[1], dlightcolor[2], 0, 0);
+ //if ((e - cl_entities) == cl.viewentity/* && !chase_active.integer*/)
+ // dlightmatrix.m[2][3] += 30;
+ CL_AllocDlight(&e->render, &e->render.matrix, dlightradius, dlightcolor[0], dlightcolor[1], dlightcolor[2], 0, 0, 0, 0, true, 1);
+ }
+ // custom rtlight
+ if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
+ {
+ float light[4];
+ VectorScale(e->state_current.light, (1.0f / 256.0f), light);
+ light[3] = e->state_current.light[3];
+ if (light[0] == 0 && light[1] == 0 && light[2] == 0)
+ VectorSet(light, 1, 1, 1);
+ if (light[3] == 0)
+ light[3] = 350;
+ CL_AllocDlight(&e->render, &e->render.matrix, light[3], light[0], light[1], light[2], 0, 0, e->state_current.skin, e->state_current.lightstyle, !(e->state_current.lightpflags & PFLAGS_NOSHADOW), (e->state_current.lightpflags & PFLAGS_CORONA) != 0);
}
// trails need the previous frame
if (e->state_previous.active && e->state_previous.modelindex == e->state_current.modelindex)
{
if (e->render.flags & RENDER_GLOWTRAIL)
- CL_RocketTrail2(e->persistent.trail_origin, origin, e->state_current.glowcolor, e);
- else if (trailtype >= 0)
- CL_RocketTrail(e->persistent.trail_origin, origin, trailtype, e);
+ trailtype = 9;
+ if (trailtype >= 0)
+ CL_RocketTrail(e->persistent.trail_origin, origin, trailtype, e->state_current.glowcolor, e);
}
VectorCopy(origin, e->persistent.trail_origin);
- // note: the cl.viewentity and intermission check is to hide player
- // shadow during intermission and during the Nehahra movie and
- // Nehahra cinematics
- if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE))
- && (e->render.alpha == 1)
- && !(e->render.flags & RENDER_VIEWMODEL)
- && ((e - cl_entities) != cl.viewentity || (!cl.intermission && !Nehahrademcompatibility && !cl_noplayershadow.integer)))
+ // 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;
+ // player model is only shown with chase_active on
+ if (e - cl_entities == cl.viewentity)
+ e->render.flags |= RENDER_EXTERIORMODEL;
+ // transparent stuff can't be lit during the opaque stage
+ if (e->render.effects & (EF_ADDITIVE | EF_NODEPTHTEST) || e->render.alpha < 1)
+ e->render.flags |= RENDER_TRANSPARENT;
+ // either fullbright or lit
+ if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
+ e->render.flags |= RENDER_LIGHT;
+ // 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_SHADOW;
// as soon as player is known we can call V_CalcRefDef
if ((e - cl_entities) == cl.viewentity)
V_CalcRefdef();
- if (e->render.model && e->render.model->name[0] == '*' && e->render.model->type == mod_brush)
+ if (e->render.model && e->render.model->name[0] == '*' && e->render.model->TraceBox)
cl_brushmodel_entities[cl_num_brushmodel_entities++] = &e->render;
// don't show entities with no modelindex (note: this still shows
// entities which have a modelindex that resolved to a NULL model)
r_refdef.entities[r_refdef.numentities++] = &e->render;
if (cl_num_entities < e->state_current.number + 1)
cl_num_entities = e->state_current.number + 1;
+ //if (cl.viewentity && e - cl_entities == cl.viewentity)
+ // Matrix4x4_Print(&e->render.matrix);
}
}
Matrix4x4_CreateIdentity(&ent->render.matrix);
Matrix4x4_CreateIdentity(&ent->render.inversematrix);
CL_BoundingBoxForEntity(&ent->render);
+ ent->render.flags = RENDER_SHADOW;
+ if (!r_fullbright.integer)
+ ent->render.flags |= RENDER_LIGHT;
}
static void CL_RelinkStaticEntities(void)
{
int i;
- for (i = 0;i < cl_num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++)
+ entity_t *e;
+ for (i = 0, e = cl_static_entities;i < cl_num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++, e++)
{
- Mod_CheckLoaded(cl_static_entities[i].render.model);
- r_refdef.entities[r_refdef.numentities++] = &cl_static_entities[i].render;
+ Mod_CheckLoaded(e->render.model);
+ e->render.flags = 0;
+ // transparent stuff can't be lit during the opaque stage
+ if (e->render.effects & (EF_ADDITIVE | EF_NODEPTHTEST) || e->render.alpha < 1)
+ e->render.flags |= RENDER_TRANSPARENT;
+ // either fullbright or lit
+ if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
+ e->render.flags |= RENDER_LIGHT;
+ // hide player shadow during intermission or nehahra movie
+ if (!(e->render.effects & EF_NOSHADOW) && !(e->render.flags & RENDER_TRANSPARENT))
+ e->render.flags |= RENDER_SHADOW;
+ r_refdef.entities[r_refdef.numentities++] = &e->render;
}
}
ent = &cl.viewent;
ent->state_previous = ent->state_current;
- ClearStateToDefault(&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.intermission)
+ ent->state_current.modelindex = 0;
+ else if (cl.items & IT_INVISIBILITY)
+ {
+ if (gamemode == GAME_TRANSFUSION)
+ ent->state_current.alpha = 128;
+ else
+ ent->state_current.modelindex = 0;
+ }
// start on the entity after the world
entitylinkframenumber++;
entity_t *ent;
float yaw, pitch;
float forward;
+ matrix4x4_t tempmatrix;
for (i = 0, b = cl_beams;i < cl_max_beams;i++, b++)
{
// if coming from the player, update the start position
//if (b->entity == cl.viewentity)
// VectorCopy (cl_entities[cl.viewentity].render.origin, b->start);
- if (cl_beams_relative.integer && b->entity && cl_entities[b->entity].state_current.active && b->relativestartvalid)
+ if (cl_beams_relative.integer && b->entity == cl.viewentity && b->entity && cl_entities[b->entity].state_current.active && b->relativestartvalid)
{
entity_state_t *p = &cl_entities[b->entity].state_previous;
//entity_state_t *c = &cl_entities[b->entity].state_current;
if (b->lightning)
{
if (cl_beams_lightatend.integer)
- CL_AllocDlight (NULL, b->end, 200, 0.3, 0.7, 1, 0, 0);
+ {
+ // FIXME: create a matrix from the beam start/end orientation
+ Matrix4x4_CreateTranslate(&tempmatrix, b->end[0], b->end[1], b->end[2]);
+ CL_AllocDlight (NULL, &tempmatrix, 200, 0.3, 0.7, 1, 0, 0, 0, 0, true, 1);
+ }
if (cl_beams_polygons.integer)
continue;
}
return;
//VectorCopy (org, ent->render.origin);
ent->render.model = b->model;
- ent->render.effects = EF_FULLBRIGHT;
+ //ent->render.effects = EF_FULLBRIGHT;
//ent->render.angles[0] = pitch;
//ent->render.angles[1] = yaw;
//ent->render.angles[2] = rand()%360;
// move particles
CL_MoveParticles();
+ R_MoveExplosions();
// link stuff
CL_RelinkWorld();
CL_SendCmd
=================
*/
-void CL_SendCmd(void)
+void CL_SendCmd(usercmd_t *cmd)
{
- usercmd_t cmd;
-
if (cls.signon == SIGNONS)
- {
- // get basic movement from keyboard
- CL_BaseMove(&cmd);
-
- // OS independent code
- IN_PreMove();
-
- // allow mice or other external controllers to add to the move
- IN_Move(&cmd);
-
- // OS independent code
- IN_PostMove();
-
- // send the unreliable message
- CL_SendMove(&cmd);
- }
+ CL_SendMove(cmd);
if (cls.demoplayback)
{
{
if (developer.integer)
{
- Con_Printf("CL_SendCmd: sending reliable message:\n");
+ Con_Print("CL_SendCmd: sending reliable message:\n");
SZ_HexDumpToConsole(&cls.message);
}
if (NetConn_SendReliableMessage(cls.netcon, &cls.message) == -1)
{
cls.demopaused = !cls.demopaused;
if (cls.demopaused)
- Con_Printf("Demo paused\n");
+ Con_Print("Demo paused\n");
else
- Con_Printf("Demo unpaused\n");
+ Con_Print("Demo unpaused\n");
}
/*
{
if (Cmd_Argc () == 1)
{
- Con_Printf ("\"fog\" is \"%f %f %f %f\"\n", fog_density, fog_red, fog_green, fog_blue);
+ Con_Printf("\"fog\" is \"%f %f %f %f\"\n", fog_density, fog_red, fog_green, fog_blue);
return;
}
fog_density = atof(Cmd_Argv(1));
CL_Init
=================
*/
+//VorteX: cvars for GAME_NETHERWORLD
+cvar_t cl_playermodel = {CVAR_SAVE, "cl_playermodel", "ranger"};
+cvar_t cl_footsteps = {CVAR_SAVE, "cl_footsteps", "1"};
+cvar_t cl_weapon_ofs = {CVAR_SAVE, "cl_weapon_ofs", "0 0 0"};
+cvar_t cl_weapon_bstep = {CVAR_SAVE, "cl_weapon_bstep", "100 0 0"};
+cvar_t cl_weapon_bborder = {CVAR_SAVE, "cl_weapon_bborder", "2 0 0"};
+cvar_t cl_weapon_bphase = {CVAR_SAVE, "cl_weapon_bphase", "0 0 0"};
+cvar_t cl_weapon_bphasescale = {CVAR_SAVE, "cl_weapon_bphasescale", "1 1 1"};
+cvar_t cl_weapon_bphasescissor = {CVAR_SAVE, "cl_weapon_bphasescissor", "-1 -1 -1 1 1 1"};
+cvar_t cl_deathcam = {CVAR_SAVE, "cl_deathcam", "0"};
+cvar_t cl_askonresave = {CVAR_SAVE, "cl_askonresave", "1"}; //Asking on saving to full saveslot in savegame menu
+cvar_t sv_corpses_solid = {CVAR_SAVE, "sv_corpses_solid", "1"};
+cvar_t sv_corpses_removetime = {CVAR_SAVE, "sv_corpses_removetime", "0"};
+cvar_t sv_monsters_healthscale = {CVAR_SAVE, "sv_monsters_healthscale", "1"};
+cvar_t sv_monsters_damagescale = {CVAR_SAVE, "sv_monsters_damagescale", "1"};
+cvar_t sv_monsters_multiply = {CVAR_SAVE, "sv_monsters_multiply", "1"};
+cvar_t sv_monsters_randomize = {CVAR_SAVE, "sv_monsters_randomize", "0"};
+cvar_t sv_monsters_multiply_radius = {CVAR_SAVE, "sv_monsters_multiply_radius", "5"};
+cvar_t sv_monsters_ai_skillmod = {CVAR_SAVE, "sv_monsters_ai_skillmod", "1"};
+cvar_t sv_monsters_ai_agrmod = {CVAR_SAVE, "sv_monsters_ai_agrmod", "1"};
+cvar_t sv_monsters_ai_dexmod = {CVAR_SAVE, "sv_monsters_ai_dexmod", "1"};
+cvar_t sv_monsters_deathmatch = {CVAR_SAVE, "sv_monsters_deathmatch", "0"};
+cvar_t sv_monsters_deathmatch_maxnum = {CVAR_SAVE, "sv_monsters_deathmatch_maxnum", "20"};
+cvar_t sv_monsters_deathmatch_spawntime = {CVAR_SAVE, "sv_monsters_deathmatch_spawntime", "5"};
+cvar_t sv_monsters_deathmatch_fragpermonster = {CVAR_SAVE, "sv_monsters_deathmatch_fragpermonster", "0"};
+
void CL_Init (void)
{
- cl_entities_mempool = Mem_AllocPool("client entities");
- cl_refdef_mempool = Mem_AllocPool("refdef");
+ cl_entities_mempool = Mem_AllocPool("client entities", 0, NULL);
+ cl_refdef_mempool = Mem_AllocPool("refdef", 0, NULL);
memset(&r_refdef, 0, sizeof(r_refdef));
// max entities sent to renderer per frame
Cmd_AddCommand ("pausedemo", CL_PauseDemo_f);
Cvar_RegisterVariable(&r_draweffects);
- Cvar_RegisterVariable(&cl_explosions);
+ Cvar_RegisterVariable(&cl_explosions_alpha_start);
+ Cvar_RegisterVariable(&cl_explosions_alpha_end);
+ Cvar_RegisterVariable(&cl_explosions_size_start);
+ Cvar_RegisterVariable(&cl_explosions_size_end);
+ Cvar_RegisterVariable(&cl_explosions_lifetime);
Cvar_RegisterVariable(&cl_stainmaps);
+ Cvar_RegisterVariable(&cl_stainmapsclearonload);
Cvar_RegisterVariable(&cl_beams_polygons);
Cvar_RegisterVariable(&cl_beams_relative);
Cvar_RegisterVariable(&cl_beams_lightatend);
Cvar_RegisterVariable(&cl_noplayershadow);
+ if (gamemode == GAME_NETHERWORLD)
+ {
+ Cvar_RegisterVariable (&cl_playermodel);
+ Cvar_RegisterVariable (&cl_footsteps);
+ Cvar_RegisterVariable (&cl_weapon_ofs);
+ Cvar_RegisterVariable (&cl_weapon_bstep);
+ Cvar_RegisterVariable (&cl_weapon_bborder);
+ Cvar_RegisterVariable (&cl_weapon_bphase);
+ Cvar_RegisterVariable (&cl_weapon_bphasescale);
+ Cvar_RegisterVariable (&cl_weapon_bphasescissor);
+ Cvar_RegisterVariable (&cl_deathcam); //Hack for q3-style death
+ Cvar_RegisterVariable (&cl_askonresave); //Every time ask if saving to "full" saveslot
+ //This must be server-side cvars, after complete finishing of subsystems whitch uses this, they must be moved to server-side
+ Cvar_RegisterVariable (&sv_monsters_healthscale);
+ Cvar_RegisterVariable (&sv_monsters_damagescale);
+ Cvar_RegisterVariable (&sv_monsters_randomize);
+ Cvar_RegisterVariable (&sv_monsters_multiply);
+ Cvar_RegisterVariable (&sv_monsters_multiply_radius);
+ Cvar_RegisterVariable (&sv_monsters_ai_skillmod);
+ Cvar_RegisterVariable (&sv_monsters_ai_agrmod);
+ Cvar_RegisterVariable (&sv_monsters_ai_dexmod);
+ Cvar_RegisterVariable (&sv_monsters_deathmatch); //Keeping RPG mod
+ Cvar_RegisterVariable (&sv_monsters_deathmatch_maxnum);
+ Cvar_RegisterVariable (&sv_monsters_deathmatch_spawntime);
+ Cvar_RegisterVariable (&sv_monsters_deathmatch_fragpermonster);
+ Cvar_RegisterVariable (&sv_corpses_solid);
+ }
+
CL_Parse_Init();
CL_Particles_Init();
CL_Screen_Init();
CL_Video_Init();
}
+
+