cl.sensitivityscale = 1.0f;
// enable rendering of the world and such
- cl.csqc_vidvars.drawworld = r_drawworld.integer;
+ cl.csqc_vidvars.drawworld = r_drawworld.integer != 0;
cl.csqc_vidvars.drawenginesbar = true;
cl.csqc_vidvars.drawcrosshair = true;
cl.entities[i].state_current = defaultstate;
}
- if (gamemode == GAME_NEXUIZ)
+ if (gamemode == GAME_NEXUIZ || gamemode == GAME_XONOTIC)
{
VectorSet(cl.playerstandmins, -16, -16, -24);
VectorSet(cl.playerstandmaxs, 16, 16, 45);
Host should be either "local" or a net address
=====================
*/
-void CL_EstablishConnection(const char *host)
+void CL_EstablishConnection(const char *host, int firstarg)
{
if (cls.state == ca_dedicated)
return;
cls.connect_trying = true;
cls.connect_remainingtries = 3;
cls.connect_nextsendtime = 0;
+
+ // only NOW, set connect_userinfo
+ if(firstarg >= 0)
+ {
+ int i;
+ *cls.connect_userinfo = 0;
+ for(i = firstarg; i+2 <= Cmd_Argc(); i += 2)
+ InfoString_SetValue(cls.connect_userinfo, sizeof(cls.connect_userinfo), Cmd_Argv(i), Cmd_Argv(i+1));
+ }
+ else if(firstarg < -1)
+ {
+ // -1: keep as is (reconnect)
+ // -2: clear
+ *cls.connect_userinfo = 0;
+ }
+
M_Update_Return_Reason("Trying to connect...");
+
// run several network frames to jump into the game quickly
//if (sv.active)
//{
{
if (e->render.effects & EF_BRIGHTFIELD)
{
- if (gamemode == GAME_NEXUIZ)
+ if (gamemode == GAME_NEXUIZ || gamemode == GAME_XONOTIC)
trailtype = EFFECT_TR_NEXUIZPLASMA;
else
CL_EntityParticles(e);
}
if (e->render.effects & EF_FLAME)
- CL_ParticleTrail(EFFECT_EF_FLAME, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true);
+ CL_ParticleTrail(EFFECT_EF_FLAME, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true, NULL, NULL);
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);
+ CL_ParticleTrail(EFFECT_EF_STARDUST, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true, NULL, NULL);
}
if (e->render.internaleffects & (INTEF_FLAG1QW | INTEF_FLAG2QW))
{
if (len > 0)
len = 1.0f / len;
VectorScale(vel, len, vel);
- CL_ParticleTrail(trailtype, 1, e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor, false, true);
+ CL_ParticleTrail(trailtype, 1, e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor, false, true, NULL, NULL);
}
// now that the entity has survived one trail update it is allowed to
// leave a real trail on later frames
{
if (e->render.effects & EF_BRIGHTFIELD)
{
- if (gamemode == GAME_NEXUIZ)
+ if (gamemode == GAME_NEXUIZ || gamemode == GAME_XONOTIC)
trailtype = EFFECT_TR_NEXUIZPLASMA;
}
if (e->render.effects & EF_DIMLIGHT)
dlightcolor[2] += 1.50f;
}
if (e->render.effects & EF_FLAME)
- CL_ParticleTrail(EFFECT_EF_FLAME, 0, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false);
+ CL_ParticleTrail(EFFECT_EF_FLAME, 1, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false, NULL, NULL);
if (e->render.effects & EF_STARDUST)
- CL_ParticleTrail(EFFECT_EF_STARDUST, 0, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false);
+ CL_ParticleTrail(EFFECT_EF_STARDUST, 1, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false, NULL, NULL);
}
// muzzleflash fades over time, and is offset a bit
if (e->persistent.muzzleflash > 0 && r_refdef.scene.numlights < MAX_DLIGHTS)
if (e->render.flags & RENDER_GLOWTRAIL)
trailtype = EFFECT_TR_GLOWTRAIL;
if (trailtype)
- CL_ParticleTrail(trailtype, 0, origin, origin, vec3_origin, vec3_origin, NULL, e->state_current.glowcolor, true, false);
+ CL_ParticleTrail(trailtype, 1, origin, origin, vec3_origin, vec3_origin, NULL, e->state_current.glowcolor, true, false, NULL, NULL);
// don't show entities with no modelindex (note: this still shows
// entities which have a modelindex that resolved to a NULL model)
Con_Printf("No level loaded!\n");
return;
}
- FS_StripExtension(cl.worldmodel->name, locfilename, sizeof(locfilename));
- strlcat(locfilename, ".loc", sizeof(locfilename));
+ dpsnprintf(locfilename, sizeof(locfilename), "%s.loc", cl.worldnamenoextension);
outfile = FS_OpenRealFile(locfilename, "w", false);
if (!outfile)
CL_Locs_Clear_f();
// try maps/something.loc first (LordHavoc: where I think they should be)
- FS_StripExtension(cl.worldmodel->name, locfilename, sizeof(locfilename));
- strlcat(locfilename, ".loc", sizeof(locfilename));
+ dpsnprintf(locfilename, sizeof(locfilename), "%s.loc", cl.worldnamenoextension);
filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
if (!filedata)
{
// try proquake name as well (LordHavoc: I hate path mangling)
- FS_StripExtension(va("locs/%s", FS_FileWithoutPath(cl.worldmodel->name)), locfilename, sizeof(locfilename));
- strlcat(locfilename, ".loc", sizeof(locfilename));
+ dpsnprintf(locfilename, sizeof(locfilename), "locs/%s.loc", cl.worldbasename);
filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
if (!filedata)
return;