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 cl_lerpanim_maxdelta_server = {0, "cl_lerpanim_maxdelta_server", "0.1","maximum frame delta for smoothing between server-controlled animation frames (when 0, one network frame)"};
+cvar_t cl_lerpanim_maxdelta_framegroups = {0, "cl_lerpanim_maxdelta_framegroups", "0.1","maximum frame delta for smoothing between framegroups (when 0, one network frame)"};
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 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_deathfade = {CVAR_SAVE, "cl_deathfade", "0", "fade screen to dark red when dead, value = how fast the fade is"};
+cvar_t cl_deathfade = {CVAR_SAVE, "cl_deathfade", "0", "fade screen to dark red when dead, value represents how fast the fade is (higher is faster)"};
cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0","hide player shadow"};
cl.num_brushmodel_entities = 0;
// tweak these if the game runs out
+ cl.max_csqcrenderentities = 0;
cl.max_entities = 256;
cl.max_static_entities = 256;
cl.max_effects = 256;
cl.num_effects = 0;
cl.num_beams = 0;
+ cl.csqcrenderentities = NULL;
cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
cl.entities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));
cl.static_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_static_entities * sizeof(entity_t));
ent->render.alpha = 1;
ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1);
+ ent->render.allowdecals = true;
CL_UpdateRenderEntity(&ent->render);
// noclip is turned off at start
}
}
+void CL_ExpandCSQCRenderEntities(int num)
+{
+ int oldmaxcsqcrenderentities;
+ entity_render_t *oldcsqcrenderentities;
+ if (num >= cl.max_csqcrenderentities)
+ {
+ if (num >= MAX_EDICTS)
+ Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
+ oldmaxcsqcrenderentities = cl.max_csqcrenderentities;
+ oldcsqcrenderentities = cl.csqcrenderentities;
+ cl.max_csqcrenderentities = (num & ~255) + 256;
+ cl.csqcrenderentities = (entity_render_t *)Mem_Alloc(cls.levelmempool, cl.max_csqcrenderentities * sizeof(entity_render_t));
+ if (oldcsqcrenderentities)
+ {
+ memcpy(cl.csqcrenderentities, oldcsqcrenderentities, oldmaxcsqcrenderentities * sizeof(entity_render_t));
+ Mem_Free(oldcsqcrenderentities);
+ }
+ }
+}
+
/*
=====================
CL_Disconnect
*/
static void CL_ModelIndexList_f(void)
{
- int i = 1;
+ int i;
+ dp_model_t *model;
// 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 || i == 1)
- 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);
+ for (i = -MAX_MODELS;i < MAX_MODELS;i++)
+ {
+ model = CL_GetModelByIndex(i);
+ if(model->loaded || i == 1)
+ Con_Printf("%3i: %-30s %-8s %-10i\n", i, model->name, model->modeldatatypestring, model->surfmesh.num_triangles);
else
- Con_Printf("%3i: %-30s %-30s\n", i, cl.model_precache[i]->name, "--no local model found--");
+ Con_Printf("%3i: %-30s %-30s\n", i, model->name, "--no local model found--");
i++;
}
}
// update the inverse matrix for the renderer
Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
// update the animation blend state
- R_LerpAnimation(ent);
+ VM_FrameBlendFromFrameGroupBlend(ent->frameblend, ent->framegroupblend, ent->model);
// we need the matrix origin to center the box
Matrix4x4_OriginFromMatrix(&ent->matrix, org);
// update entity->render.scale because the renderer needs it
if (!flagrender)
return;
- flagrender->model = cl.model_precache[cl.qw_modelindex_flag];
+ flagrender->model = CL_GetModelByIndex(cl.qw_modelindex_flag);
flagrender->skinnum = skin;
flagrender->alpha = 1;
VectorSet(flagrender->colormod, 1, 1, 1);
e->render.flags |= t->render.flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
// 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)
+ if (e->state_current.tagentity && e->state_current.tagindex >= 1 && t->render.model)
{
- if(CL_BlendTagMatrix(&t->render, e->state_current.tagindex - 1, &blendmatrix))
+ if(!Mod_Alias_GetTagMatrix(t->render.model, t->render.frameblend, t->render.skeleton, e->state_current.tagindex - 1, &blendmatrix)) // i.e. no error
{
// concat the tag matrices onto the entity matrix
Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix);
// model setup and some modelflags
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;
+ e->render.model = CL_GetModelByIndex(e->state_current.modelindex);
if (e->render.model)
{
if (e->render.skinnum >= e->render.model->numskins)
// 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.framegroupblend[0].lerp = (cl.time - e->render.framegroupblend[0].start) / min(e->render.framegroupblend[0].start - e->render.framegroupblend[1].start, 0.1);
+ float maxdelta = cl_lerpanim_maxdelta_server.value;
+ if(e->render.model)
+ if(e->render.model->animscenes)
+ if(e->render.model->animscenes[e->render.framegroupblend[0].frame].framecount > 1 || e->render.model->animscenes[e->render.framegroupblend[1].frame].framecount > 1)
+ maxdelta = cl_lerpanim_maxdelta_framegroups.value;
+ maxdelta = max(maxdelta, cl.mtime[0] - cl.mtime[1]);
+ e->render.framegroupblend[0].lerp = (cl.time - e->render.framegroupblend[0].start) / min(e->render.framegroupblend[0].start - e->render.framegroupblend[1].start, maxdelta);
e->render.framegroupblend[0].lerp = bound(0, e->render.framegroupblend[0].lerp, 1);
e->render.framegroupblend[1].lerp = 1 - e->render.framegroupblend[0].lerp;
}
e->render.flags |= RENDER_DOUBLESIDED;
// make the other useful stuff
+ e->render.allowdecals = true;
CL_UpdateRenderEntity(&e->render);
}
}
}
+extern void R_DecalSystem_Reset(decalsystem_t *decalsystem);
+
/*
===============
CL_UpdateNetworkEntities
CL_UpdateNetworkEntityTrail(ent);
}
else
+ {
+ R_DecalSystem_Reset(&ent->render.decalsystem);
cl.entities_active[i] = false;
+ }
}
}
}
Matrix4x4_Scale(&tempmatrix, 150, 1);
VectorSet(color, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f);
R_RTLight_Update(&r_refdef.scene.templights[r_refdef.scene.numlights], false, &tempmatrix, color, -1, NULL, true, 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
- r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights++];
+ r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
}
// LordHavoc: if the model has no flags, don't check each
if (e->render.model && e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
Matrix4x4_Scale(&dlightmatrix, light[3], 1);
R_RTLight_Update(&r_refdef.scene.templights[r_refdef.scene.numlights], false, &dlightmatrix, light, e->state_current.lightstyle, e->state_current.skin > 0 ? va("cubemaps/%i", e->state_current.skin) : NULL, !(e->state_current.lightpflags & PFLAGS_NOSHADOW), (e->state_current.lightpflags & PFLAGS_CORONA) != 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
- r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights++];
+ r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
}
// make the glow dlight
else if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL) && r_refdef.scene.numlights < MAX_DLIGHTS)
// Matrix4x4_AdjustOrigin(&dlightmatrix, 0, 0, 30);
Matrix4x4_Scale(&dlightmatrix, dlightradius, 1);
R_RTLight_Update(&r_refdef.scene.templights[r_refdef.scene.numlights], false, &dlightmatrix, dlightcolor, -1, NULL, true, 1, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
- r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights++];
+ r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
}
// do trail light
if (e->render.flags & RENDER_GLOWTRAIL)
ent->render.flags |= RENDER_LIGHT;
VectorSet(ent->render.colormod, 1, 1, 1);
VectorSet(ent->render.glowmod, 1, 1, 1);
+ ent->render.allowdecals = true;
CL_UpdateRenderEntity(&ent->render);
r_refdef.scene.worldentity = &ent->render;
r_refdef.scene.worldmodel = cl.worldmodel;
e->render.flags = 0;
// 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];
+ e->render.model = CL_GetModelByIndex(e->state_baseline.modelindex);
// either fullbright or lit
if(!r_fullbright.integer)
{
e->render.flags |= RENDER_SHADOW;
VectorSet(e->render.colormod, 1, 1, 1);
VectorSet(e->render.glowmod, 1, 1, 1);
- R_LerpAnimation(&e->render);
+ VM_FrameBlendFromFrameGroupBlend(e->render.frameblend, e->render.framegroupblend, e->render.model);
+ e->render.allowdecals = true;
CL_UpdateRenderEntity(&e->render);
r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
}
}
// normal stuff
- if(e->modelindex < MAX_MODELS)
- entrender->model = cl.model_precache[e->modelindex];
- else
- entrender->model = cl.csqc_model_precache[-(e->modelindex+1)];
+ entrender->model = CL_GetModelByIndex(e->modelindex);
entrender->alpha = 1;
VectorSet(entrender->colormod, 1, 1, 1);
VectorSet(entrender->glowmod, 1, 1, 1);
VectorSet(dlightcolor, 0.3, 0.7, 1);
Matrix4x4_CreateFromQuakeEntity(&tempmatrix, end[0], end[1], end[2], 0, 0, 0, 200);
R_RTLight_Update(&r_refdef.scene.templights[r_refdef.scene.numlights], false, &tempmatrix, dlightcolor, -1, NULL, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
- r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights++];
+ r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
}
if (cl_beams_polygons.integer)
continue;
continue;
// normal stuff
- entrender->model = cl.model_precache[cl.qw_modelindex_spike];
+ entrender->model = CL_GetModelByIndex(cl.qw_modelindex_spike);
entrender->alpha = 1;
VectorSet(entrender->colormod, 1, 1, 1);
VectorSet(entrender->glowmod, 1, 1, 1);
Cvar_RegisterVariable (&cl_anglespeedkey);
Cvar_RegisterVariable (&cl_shownet);
Cvar_RegisterVariable (&cl_nolerp);
+ Cvar_RegisterVariable (&cl_lerpanim_maxdelta_server);
+ Cvar_RegisterVariable (&cl_lerpanim_maxdelta_framegroups);
Cvar_RegisterVariable (&cl_deathfade);
Cvar_RegisterVariable (&lookspring);
Cvar_RegisterVariable (&lookstrafe);