cvar_t cl_shownet = {0, "cl_shownet","0"};
cvar_t cl_nolerp = {0, "cl_nolerp", "0"};
-cvar_t cl_itembobheight = {0, "cl_itembobheight", "8"};
+cvar_t cl_itembobheight = {0, "cl_itembobheight", "0"}; // try 8
cvar_t cl_itembobspeed = {0, "cl_itembobspeed", "0.5"};
cvar_t lookspring = {CVAR_SAVE, "lookspring","0"};
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_stainmaps_clearonload = {CVAR_SAVE, "cl_stainmaps_clearonload", "1"};
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_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0"};
-mempool_t *cl_refdef_mempool;
-mempool_t *cl_entities_mempool;
+cvar_t cl_prydoncursor = {0, "cl_prydoncursor", "0"};
+
+mempool_t *cl_mempool;
client_static_t cls;
client_state_t cl;
beam_t *cl_beams;
dlight_t *cl_dlights;
lightstyle_t *cl_lightstyle;
-entity_render_t **cl_brushmodel_entities;
+int *cl_brushmodel_entities;
int cl_num_entities;
int cl_num_static_entities;
{
int i;
+ if (cl_entities) Mem_Free(cl_entities);cl_entities = NULL;
+ if (cl_entities_active) Mem_Free(cl_entities_active);cl_entities_active = NULL;
+ 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;
+ if (cl_beams) Mem_Free(cl_beams);cl_beams = NULL;
+ if (cl_dlights) Mem_Free(cl_dlights);cl_dlights = NULL;
+ if (cl_lightstyle) Mem_Free(cl_lightstyle);cl_lightstyle = NULL;
+ if (cl_brushmodel_entities) Mem_Free(cl_brushmodel_entities);cl_brushmodel_entities = NULL;
+ if (cl.entitydatabase) EntityFrame_FreeDatabase(cl.entitydatabase);cl.entitydatabase = NULL;
+ if (cl.entitydatabase4) EntityFrame4_FreeDatabase(cl.entitydatabase4);cl.entitydatabase4 = NULL;
+ if (cl.scores) Mem_Free(cl.scores);cl.scores = NULL;
+
if (!sv.active)
Host_ClearMemory ();
- // note: this also gets rid of the entity database
- Mem_EmptyPool(cl_entities_mempool);
-
// wipe the entire cl structure
memset (&cl, 0, sizeof(cl));
// reset the view zoom interpolation
- cl.viewzoomold = cl.viewzoomnew = 1;
+ cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
SZ_Clear (&cls.message);
cl_num_brushmodel_entities = 0;
// tweak these if the game runs out
- cl_max_entities = MAX_EDICTS;
+ cl_max_entities = 256;
cl_max_static_entities = 256;
cl_max_temp_entities = 512;
cl_max_effects = 256;
cl_max_lightstyle = MAX_LIGHTSTYLES;
cl_max_brushmodel_entities = MAX_EDICTS;
- cl_entities = Mem_Alloc(cl_entities_mempool, cl_max_entities * sizeof(entity_t));
- cl_entities_active = Mem_Alloc(cl_entities_mempool, cl_max_entities * sizeof(qbyte));
- cl_static_entities = Mem_Alloc(cl_entities_mempool, cl_max_static_entities * sizeof(entity_t));
- cl_temp_entities = Mem_Alloc(cl_entities_mempool, cl_max_temp_entities * sizeof(entity_t));
- cl_effects = Mem_Alloc(cl_entities_mempool, cl_max_effects * sizeof(cl_effect_t));
- cl_beams = Mem_Alloc(cl_entities_mempool, cl_max_beams * sizeof(beam_t));
- cl_dlights = Mem_Alloc(cl_entities_mempool, cl_max_dlights * sizeof(dlight_t));
- cl_lightstyle = Mem_Alloc(cl_entities_mempool, cl_max_lightstyle * sizeof(lightstyle_t));
- cl_brushmodel_entities = Mem_Alloc(cl_entities_mempool, cl_max_brushmodel_entities * sizeof(entity_render_t *));
-
- CL_Screen_NewMap();
-
- CL_Particles_Clear();
+ cl_entities = Mem_Alloc(cl_mempool, cl_max_entities * sizeof(entity_t));
+ cl_entities_active = Mem_Alloc(cl_mempool, cl_max_brushmodel_entities * sizeof(qbyte));
+ cl_static_entities = Mem_Alloc(cl_mempool, cl_max_static_entities * sizeof(entity_t));
+ cl_temp_entities = Mem_Alloc(cl_mempool, cl_max_temp_entities * sizeof(entity_t));
+ cl_effects = Mem_Alloc(cl_mempool, cl_max_effects * sizeof(cl_effect_t));
+ cl_beams = Mem_Alloc(cl_mempool, cl_max_beams * sizeof(beam_t));
+ cl_dlights = Mem_Alloc(cl_mempool, cl_max_dlights * sizeof(dlight_t));
+ cl_lightstyle = Mem_Alloc(cl_mempool, cl_max_lightstyle * sizeof(lightstyle_t));
+ cl_brushmodel_entities = Mem_Alloc(cl_mempool, cl_max_brushmodel_entities * sizeof(int));
// LordHavoc: have to set up the baseline info for alpha and other stuff
for (i = 0;i < cl_max_entities;i++)
cl_entities[i].state_current = defaultstate;
}
+ CL_Screen_NewMap();
+ CL_Particles_Clear();
CL_CGVM_Clear();
}
+void CL_ExpandEntities(int num)
+{
+ int i, oldmaxentities;
+ entity_t *oldentities;
+ if (num >= cl_max_entities)
+ {
+ if (!cl_entities)
+ Host_Error("CL_ExpandEntities: cl_entities not initialized\n");
+ if (num >= MAX_EDICTS)
+ Host_Error("CL_ExpandEntities: num %i >= %i\n", num, MAX_EDICTS);
+ oldmaxentities = cl_max_entities;
+ oldentities = cl_entities;
+ cl_max_entities = (num & ~255) + 256;
+ cl_entities = Mem_Alloc(cl_mempool, cl_max_entities * sizeof(entity_t));
+ memcpy(cl_entities, oldentities, oldmaxentities * sizeof(entity_t));
+ Mem_Free(oldentities);
+ for (i = oldmaxentities;i < cl_max_entities;i++)
+ {
+ cl_entities[i].state_baseline = defaultstate;
+ cl_entities[i].state_previous = defaultstate;
+ cl_entities[i].state_current = defaultstate;
+ }
+ }
+}
+
/*
=====================
CL_Disconnect
return;
// clear menu's connect error message
- m_return_reason[0] = 0;
+ M_Update_Return_Reason("");
cls.demonum = -1;
// stop demo loop in case this fails
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;
cls.connect_remainingtries = 3;
cls.connect_nextsendtime = 0;
+ M_Update_Return_Reason("Trying to connect...");
if (sv.active)
{
NetConn_ClientFrame();
else
{
Con_Print("Unable to find a suitable network socket to connect to server.\n");
- strcpy(m_return_reason, "No network");
+ M_Update_Return_Reason("No network");
}
}
ent->render.colormap = -1; // no special coloring
ent->render.scale = 1;
ent->render.alpha = 1;
+ VectorSet(ent->render.colormod, 1, 1, 1);
return ent;
}
}
}
-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)
+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, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
{
int i;
dlight_t *dl;
dl->style = style;
dl->shadow = shadowenable;
dl->corona = corona;
+ dl->flags = flags;
+ dl->coronasizescale = coronasizescale;
+ dl->ambientscale = ambientscale;
+ dl->diffusescale = diffusescale;
+ dl->specularscale = specularscale;
}
void CL_DecayLights(void)
else
e->render.colormap = -1; // no special coloring
e->render.skinnum = e->state_current.skin;
+ VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
if (e->render.flags & RENDER_VIEWMODEL)
{
if (!r_drawviewmodel.integer || chase_active.integer || envmap)
if (cl.viewentity)
CL_LinkNetworkEntity(cl_entities + cl.viewentity);
matrix = &viewmodelmatrix;
- if (e == &cl.viewent && cl.viewentity >= 0 && cl.viewentity < MAX_EDICTS && cl_entities[cl.viewentity].state_current.active)
+ 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));
}
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 the tag entity is inactive, skip it
if (!t->state_current.active)
return;
// note: this can link to world
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)
+ if (e->state_current.tagentity && e->state_current.tagindex >= 1 && (model = t->render.model))
{
// blend the matrices
memset(&blendmatrix, 0, sizeof(blendmatrix));
for (j = 0;j < 4 && t->render.frameblend[j].lerp > 0;j++)
{
- matrix = &t->render.model->alias.aliasdata_tags[t->render.frameblend[j].frame * t->render.model->alias.aliasnum_tags + (e->state_current.tagindex - 1)].matrix;
+ matrix4x4_t tagmatrix;
+ Mod_Alias_GetTagMatrix(model, t->render.frameblend[j].frame, e->state_current.tagindex - 1, &tagmatrix);
d = t->render.frameblend[j].lerp;
for (l = 0;l < 4;l++)
for (k = 0;k < 4;k++)
- blendmatrix.m[l][k] += d * matrix->m[l][k];
+ blendmatrix.m[l][k] += d * tagmatrix.m[l][k];
}
// concat the tag matrices onto the entity matrix
Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix);
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;
+ e->render.effects |= e->render.model->flags2 & (EF_FULLBRIGHT | EF_ADDITIVE);
+ if (cl_prydoncursor.integer && (e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
+ VectorScale(e->render.colormod, 2, e->render.colormod);
}
// animation lerp
e->render.framelerp = 1;
if (e->render.frame2time > e->render.frame1time)
{
- e->render.framelerp = (cl.time - e->render.frame2time) / (e->render.frame2time - e->render.frame1time);
+ // 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.framelerp = (cl.time - e->render.frame2time) / min(e->render.frame2time - e->render.frame1time, 0.1);
e->render.framelerp = bound(0, e->render.framelerp, 1);
}
}
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);
}
R_LerpAnimation(&e->render);
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);
+ CL_AllocDlight(NULL, &tempmatrix, 100, e->persistent.muzzleflash, e->persistent.muzzleflash, e->persistent.muzzleflash, 0, 0, 0, -1, true, 0, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
e->persistent.muzzleflash -= cl.frametime * 10;
}
// LordHavoc: if the model has no flags, don't check each
{
//dlightmatrix = e->render.matrix;
// hack to make glowing player light shine on their gun
- //if ((e - cl_entities) == cl.viewentity/* && !chase_active.integer*/)
+ //if (e->state_current.number == 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);
+ CL_AllocDlight(&e->render, &e->render.matrix, dlightradius, dlightcolor[0], dlightcolor[1], dlightcolor[2], 0, 0, 0, -1, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
}
// custom rtlight
if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
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);
+ // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
+ 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, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
}
// do trails
if (e->render.flags & RENDER_GLOWTRAIL)
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)
+ if (e->state_current.number == 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_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)
+ if (e->state_current.number == cl.viewentity)
V_CalcRefdef();
if (e->render.model && e->render.model->name[0] == '*' && e->render.model->TraceBox)
- cl_brushmodel_entities[cl_num_brushmodel_entities++] = &e->render;
+ cl_brushmodel_entities[cl_num_brushmodel_entities++] = e->state_current.number;
// 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)
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)
+ //if (cl.viewentity && e->state_current.number == cl.viewentity)
// Matrix4x4_Print(&e->render.matrix);
}
}
void CL_RelinkWorld(void)
{
entity_t *ent = &cl_entities[0];
- if (cl_num_entities < 1)
- cl_num_entities = 1;
- cl_brushmodel_entities[cl_num_brushmodel_entities++] = &ent->render;
+ 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);
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)
// hide player shadow during intermission or nehahra movie
if (!(e->render.effects & EF_NOSHADOW) && !(e->render.flags & RENDER_TRANSPARENT))
e->render.flags |= RENDER_SHADOW;
+ VectorSet(e->render.colormod, 1, 1, 1);
R_LerpAnimation(&e->render);
r_refdef.entities[r_refdef.numentities++] = &e->render;
}
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)
+ else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
{
if (gamemode == GAME_TRANSFUSION)
ent->state_current.alpha = 128;
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;
+ }
+
// start on the entity after the world
entitylinkframenumber++;
- for (i = 1, ent = cl_entities + 1;i < MAX_EDICTS;i++, ent++)
+ for (i = 1;i < cl_num_entities;i++)
{
if (cl_entities_active[i])
{
+ ent = cl_entities + i;
if (ent->state_current.active)
CL_LinkNetworkEntity(ent);
else
ent->render.frame = ent->render.frame2;
ent->render.colormap = -1; // no special coloring
ent->render.alpha = 1;
+ VectorSet(ent->render.colormod, 1, 1, 1);
Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
{
// 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);
+ CL_AllocDlight (NULL, &tempmatrix, 200, 0.3, 0.7, 1, 0, 0, 0, -1, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
}
if (cl_beams_polygons.integer)
continue;
int i;
float d;
- cl.viewzoom = cl.viewzoomold + frac * (cl.viewzoomnew - cl.viewzoomold);
-
+ cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
for (i = 0;i < 3;i++)
+ {
+ cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
+ cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
+ }
if (cls.demoplayback)
{
{
CL_ReadDemoMessage();
+ r_refdef.time = cl.time;
+ r_refdef.extraupdate = !r_speeds.integer;
r_refdef.numentities = 0;
- cl_num_entities = 0;
cl_num_brushmodel_entities = 0;
if (cls.state == ca_connected && cls.signon == SIGNONS)
CL_SendCmd
=================
*/
-void CL_SendCmd(usercmd_t *cmd)
+void CL_SendCmd(void)
{
if (cls.signon == SIGNONS)
- CL_SendMove(cmd);
+ CL_SendMove();
if (cls.demoplayback)
{
fog_blue = atof(Cmd_Argv(4));
}
+/*
+====================
+CL_TimeRefresh_f
+
+For program optimization
+====================
+*/
+static void CL_TimeRefresh_f (void)
+{
+ int i;
+ float timestart, timedelta, oldangles[3];
+
+ r_refdef.extraupdate = false;
+ VectorCopy(cl.viewangles, oldangles);
+ VectorClear(cl.viewangles);
+
+ timestart = Sys_DoubleTime();
+ for (i = 0;i < 128;i++)
+ {
+ Matrix4x4_CreateFromQuakeEntity(&r_refdef.viewentitymatrix, r_vieworigin[0], r_vieworigin[1], r_vieworigin[2], 0, i / 128.0 * 360.0, 0, 1);
+ CL_UpdateScreen();
+ }
+ timedelta = Sys_DoubleTime() - timestart;
+
+ VectorCopy(oldangles, cl.viewangles);
+ Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
+}
+
+/*
+===========
+CL_Shutdown
+===========
+*/
+void CL_Shutdown (void)
+{
+ CL_CGVM_Shutdown();
+ CL_Particles_Shutdown();
+ CL_Parse_Shutdown();
+
+ Mem_FreePool (&cl_mempool);
+}
+
/*
=================
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", 0, NULL);
- cl_refdef_mempool = Mem_AllocPool("refdef", 0, NULL);
+ cl_mempool = Mem_AllocPool("client", 0, NULL);
memset(&r_refdef, 0, sizeof(r_refdef));
// max entities sent to renderer per frame
r_refdef.maxentities = MAX_EDICTS + 256 + 512;
- r_refdef.entities = Mem_Alloc(cl_refdef_mempool, sizeof(entity_render_t *) * r_refdef.maxentities);
+ r_refdef.entities = Mem_Alloc(cl_mempool, sizeof(entity_render_t *) * r_refdef.maxentities);
// 256k drawqueue buffer
r_refdef.maxdrawqueuesize = 256 * 1024;
- r_refdef.drawqueue = Mem_Alloc(cl_refdef_mempool, r_refdef.maxdrawqueuesize);
+ r_refdef.drawqueue = Mem_Alloc(cl_mempool, r_refdef.maxdrawqueuesize);
- SZ_Alloc (&cls.message, 1024, "cls.message");
+ cls.message.data = cls.message_buf;
+ cls.message.maxsize = sizeof(cls.message_buf);
+ cls.message.cursize = 0;
CL_InitInput ();
- CL_InitTEnts ();
//
// register our commands
Cvar_RegisterVariable(&cl_explosions_size_end);
Cvar_RegisterVariable(&cl_explosions_lifetime);
Cvar_RegisterVariable(&cl_stainmaps);
- Cvar_RegisterVariable(&cl_stainmapsclearonload);
+ Cvar_RegisterVariable(&cl_stainmaps_clearonload);
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);
- }
+ Cvar_RegisterVariable(&cl_prydoncursor);
+
+ Cmd_AddCommand("timerefresh", CL_TimeRefresh_f);
CL_Parse_Init();
CL_Particles_Init();