// references them even when on a unix system.
cvar_t csqc_progname = {0, "csqc_progname","csprogs.dat","name of csprogs.dat file to load"}; //[515]: csqc crc check and right csprogs name according to progs.dat
-cvar_t csqc_progcrc = {CVAR_READONLY, "csqc_progcrc","0","CRC of csprogs.dat file to load"};
+cvar_t csqc_progcrc = {CVAR_READONLY, "csqc_progcrc","-1","CRC of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"};
+cvar_t csqc_progsize = {CVAR_READONLY, "csqc_progsize","-1","file size of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"};
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 freelook = {CVAR_SAVE, "freelook", "1","mouse controls pitch instead of forward/back"};
+#ifdef AUTODEMO_BROKEN
cvar_t cl_autodemo = {0, "cl_autodemo", "0", "records every game played, using the date/time and map name to name the demo file" };
cvar_t cl_autodemo_nameformat = {0, "cl_autodemo_nameformat", "%Y-%m-%d_%H-%M", "The format of the cl_autodemo filename, followed by the map name" };
+#endif
cvar_t r_draweffects = {0, "r_draweffects", "1","renders temporary sprite effects"};
cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
cl.num_entities = 0;
- cl.num_csqcentities = 0; //[515]: csqc
cl.num_static_entities = 0;
cl.num_temp_entities = 0;
cl.num_brushmodel_entities = 0;
// tweak these if the game runs out
cl.max_entities = 256;
- cl.max_csqcentities = 256; //[515]: csqc
cl.max_static_entities = 256;
cl.max_temp_entities = 512;
cl.max_effects = 256;
cl.num_beams = 0;
cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
- cl.csqcentities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_csqcentities * sizeof(entity_t)); //[515]: csqc
cl.entities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));
- cl.csqcentities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char)); //[515]: csqc
cl.static_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_static_entities * sizeof(entity_t));
cl.temp_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_temp_entities * sizeof(entity_t));
cl.effects = (cl_effect_t *)Mem_Alloc(cls.levelmempool, cl.max_effects * sizeof(cl_effect_t));
cl.entities[i].state_current = defaultstate;
}
- for (i = 0;i < cl.max_csqcentities;i++)
- {
- cl.csqcentities[i].state_baseline = defaultstate; //[515]: csqc
- cl.csqcentities[i].state_previous = defaultstate; //[515]: csqc
- cl.csqcentities[i].state_current = defaultstate; //[515]: csqc
- cl.csqcentities[i].csqc = true;
- cl.csqcentities[i].state_current.number = -i;
- }
-
if (gamemode == GAME_NEXUIZ)
{
VectorSet(cl.playerstandmins, -16, -16, -24);
// entire entity array was cleared, so just fill in a few fields
ent->state_current.active = true;
ent->render.model = cl.worldmodel = NULL; // no world model yet
- ent->render.scale = 1; // some of the renderer still relies on scale
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);
- Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
- CL_BoundingBoxForEntity(&ent->render);
+ CL_UpdateRenderEntity(&ent->render);
// noclip is turned off at start
noclip_anglehack = false;
void CL_SetInfo(const char *key, const char *value, qboolean send, qboolean allowstarkey, qboolean allowmodel, qboolean quiet)
{
- if (strchr(key, '\"') || strchr(value, '\"') || (!allowstarkey && key[0] == '*') || (!allowmodel && (!strcasecmp(Cmd_Argv(1), "pmodel") || !strcasecmp(Cmd_Argv(1), "emodel"))))
+ int i;
+ qboolean fail = false;
+ if (!allowstarkey && key[0] == '*')
+ fail = true;
+ if (!allowmodel && (!strcasecmp(key, "pmodel") || !strcasecmp(key, "emodel")))
+ fail = true;
+ for (i = 0;key[i];i++)
+ if (key[i] <= ' ' || key[i] == '\"')
+ fail = true;
+ for (i = 0;value[i];i++)
+ if (value[i] == '\r' || value[i] == '\n' || value[i] == '\"')
+ fail = true;
+ if (fail)
{
if (!quiet)
- Con_Printf("Can't setinfo \"%s\" \"%s\"\n");
+ Con_Printf("Can't setinfo \"%s\" \"%s\"\n", key, value);
return;
}
InfoString_SetValue(cls.userinfo, sizeof(cls.userinfo), key, value);
}
}
-void CL_ExpandCSQCEntities(int num)
-{
- int i, oldmaxentities;
- entity_t *oldentities;
- if (num >= cl.max_csqcentities)
- {
- if (!cl.csqcentities)
- Sys_Error("CL_ExpandCSQCEntities: cl.csqcentities not initialized\n");
- if (num >= MAX_EDICTS)
- Host_Error("CL_ExpandCSQCEntities: num %i >= %i\n", num, MAX_EDICTS);
- oldmaxentities = cl.max_csqcentities;
- oldentities = cl.csqcentities;
- cl.max_csqcentities = (num & ~255) + 256;
- cl.csqcentities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_csqcentities * sizeof(entity_t));
- memcpy(cl.csqcentities, oldentities, oldmaxentities * sizeof(entity_t));
- Mem_Free(oldentities);
- for (i = oldmaxentities;i < cl.max_csqcentities;i++)
- {
- cl.csqcentities[i].state_baseline = defaultstate;
- cl.csqcentities[i].state_previous = defaultstate;
- cl.csqcentities[i].state_current = defaultstate;
- cl.csqcentities[i].csqc = true;
- cl.csqcentities[i].state_current.number = -i;
- }
- }
-}
-
void CL_VM_ShutDown (void);
/*
=====================
// stop sounds (especially looping!)
S_StopAllSounds ();
+ cl.parsingtextexpectingpingforscores = 0; // just in case no reply has come yet
+
// clear contents blends
cl.cshifts[0].percent = 0;
cl.cshifts[1].percent = 0;
cl.worldmodel = NULL;
+ CL_Parse_ErrorCleanUp();
+
if (cls.demoplayback)
CL_StopPlayback();
else if (cls.netcon)
for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++)
{
+ const char* modelname;
+
if (!ent->state_current.active)
continue;
if (ent->render.model)
- strlcpy (name, ent->render.model->name, 25);
+ modelname = ent->render.model->name;
else
- strcpy(name, "--no model--");
+ modelname = "--no model--";
+ strlcpy(name, modelname, 25);
for (j = (int)strlen(name);j < 25;j++)
name[j] = ' ';
- Con_Printf("%3i: %s:%4i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", i, name, ent->render.frame, (int) ent->render.matrix.m[0][3], (int) ent->render.matrix.m[1][3], (int) ent->render.matrix.m[2][3], (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:%4i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", i, name, 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);
}
}
//static const vec3_t nomodelmins = {-16, -16, -16};
//static const vec3_t nomodelmaxs = {16, 16, 16};
-void CL_BoundingBoxForEntity(entity_render_t *ent)
+void CL_UpdateRenderEntity(entity_render_t *ent)
{
+ vec3_t org;
+ vec_t scale;
model_t *model = ent->model;
+ // update the inverse matrix for the renderer
+ Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
+ // update the animation blend state
+ R_LerpAnimation(ent);
+ // we need the matrix origin to center the box
+ Matrix4x4_OriginFromMatrix(&ent->matrix, org);
+ // update entity->render.scale because the renderer needs it
+ ent->scale = scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
if (model)
{
- //if (ent->angles[0] || ent->angles[2])
+ // NOTE: this directly extracts vector components from the matrix, which relies on the matrix orientation!
+#ifdef MATRIX4x4_OPENGLORIENTATION
+ if (ent->matrix.m[0][2] != 0 || ent->matrix.m[1][2] != 0)
+#else
if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
+#endif
{
// pitch or roll
- ent->mins[0] = ent->matrix.m[0][3] + model->rotatedmins[0];
- ent->mins[1] = ent->matrix.m[1][3] + model->rotatedmins[1];
- ent->mins[2] = ent->matrix.m[2][3] + model->rotatedmins[2];
- ent->maxs[0] = ent->matrix.m[0][3] + model->rotatedmaxs[0];
- ent->maxs[1] = ent->matrix.m[1][3] + model->rotatedmaxs[1];
- ent->maxs[2] = ent->matrix.m[2][3] + model->rotatedmaxs[2];
- //VectorAdd(ent->origin, model->rotatedmins, ent->mins);
- //VectorAdd(ent->origin, model->rotatedmaxs, ent->maxs);
+ VectorMA(org, scale, model->rotatedmins, ent->mins);
+ VectorMA(org, scale, model->rotatedmaxs, ent->maxs);
}
- //else if (ent->angles[1])
+#ifdef MATRIX4x4_OPENGLORIENTATION
+ else if (ent->matrix.m[1][0] != 0 || ent->matrix.m[0][1] != 0)
+#else
else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
+#endif
{
// yaw
- ent->mins[0] = ent->matrix.m[0][3] + model->yawmins[0];
- ent->mins[1] = ent->matrix.m[1][3] + model->yawmins[1];
- ent->mins[2] = ent->matrix.m[2][3] + model->yawmins[2];
- ent->maxs[0] = ent->matrix.m[0][3] + model->yawmaxs[0];
- ent->maxs[1] = ent->matrix.m[1][3] + model->yawmaxs[1];
- ent->maxs[2] = ent->matrix.m[2][3] + model->yawmaxs[2];
- //VectorAdd(ent->origin, model->yawmins, ent->mins);
- //VectorAdd(ent->origin, model->yawmaxs, ent->maxs);
+ VectorMA(org, scale, model->yawmins, ent->mins);
+ VectorMA(org, scale, model->yawmaxs, ent->maxs);
}
else
{
- ent->mins[0] = ent->matrix.m[0][3] + model->normalmins[0];
- ent->mins[1] = ent->matrix.m[1][3] + model->normalmins[1];
- ent->mins[2] = ent->matrix.m[2][3] + model->normalmins[2];
- ent->maxs[0] = ent->matrix.m[0][3] + model->normalmaxs[0];
- ent->maxs[1] = ent->matrix.m[1][3] + model->normalmaxs[1];
- ent->maxs[2] = ent->matrix.m[2][3] + model->normalmaxs[2];
- //VectorAdd(ent->origin, model->normalmins, ent->mins);
- //VectorAdd(ent->origin, model->normalmaxs, ent->maxs);
+ VectorMA(org, scale, model->normalmins, ent->mins);
+ VectorMA(org, scale, model->normalmaxs, ent->maxs);
}
}
else
{
- ent->mins[0] = ent->matrix.m[0][3] - 16;
- ent->mins[1] = ent->matrix.m[1][3] - 16;
- ent->mins[2] = ent->matrix.m[2][3] - 16;
- ent->maxs[0] = ent->matrix.m[0][3] + 16;
- ent->maxs[1] = ent->matrix.m[1][3] + 16;
- ent->maxs[2] = ent->matrix.m[2][3] + 16;
- //VectorAdd(ent->origin, nomodelmins, ent->mins);
- //VectorAdd(ent->origin, nomodelmaxs, ent->maxs);
+ ent->mins[0] = org[0] - 16;
+ ent->mins[1] = org[1] - 16;
+ ent->mins[2] = org[2] - 16;
+ ent->maxs[0] = org[0] + 16;
+ ent->maxs[1] = org[1] + 16;
+ ent->maxs[2] = org[2] + 16;
}
}
{
float f;
- // dropped packet, or start of demo
- if (cl.mtime[1] < cl.mtime[0] - 0.1)
- cl.mtime[1] = cl.mtime[0] - 0.1;
-
- cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
+ if (cl_nettimesyncmode.integer == 3)
+ 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)
- f = cl.mtime[0] - cl.mtime[1];
- if (!f || cl_nolerp.integer || cls.timedemo || (cl.islocalgame && !sv_fixedframeratesingleplayer.integer))
+ if (cl.mtime[0] <= cl.mtime[1])
{
cl.time = cl.mtime[0];
return 1;
}
- f = (cl.time - cl.mtime[1]) / f;
+ f = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
return bound(0, f, 1);
}
r_refdef.entities[r_refdef.numentities++] = &ent->render;
ent->render.colormap = -1; // no special coloring
- ent->render.scale = 1;
ent->render.alpha = 1;
VectorSet(ent->render.colormod, 1, 1, 1);
return ent;
cl_effect_t *e;
if (!modelindex) // sanity check
return;
+ if (framerate < 1)
+ {
+ Con_Printf("CL_Effect: framerate %f is < 1\n", framerate);
+ return;
+ }
+ if (framecount < 1)
+ {
+ Con_Printf("CL_Effect: framecount %i is < 1\n", framecount);
+ return;
+ }
for (i = 0, e = cl.effects;i < cl.max_effects;i++, e++)
{
if (e->active)
}
}
-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)
+void CL_AllocLightFlash(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;
memset (dl, 0, sizeof(*dl));
Matrix4x4_Normalize(&dl->matrix, matrix);
dl->ent = ent;
- dl->origin[0] = dl->matrix.m[0][3];
- dl->origin[1] = dl->matrix.m[1][3];
- dl->origin[2] = dl->matrix.m[2][3];
+ Matrix4x4_OriginFromMatrix(&dl->matrix, dl->origin);
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];
+ Matrix4x4_SetOrigin(&dl->matrix, dl->origin[0], dl->origin[1], dl->origin[2]);
+ Matrix4x4_Scale(&dl->matrix, radius, 1);
dl->radius = radius;
dl->color[0] = red;
dl->color[1] = green;
dl->color[2] = blue;
- dl->decay = decay;
+ dl->initialradius = radius;
+ dl->initialcolor[0] = red;
+ dl->initialcolor[1] = green;
+ dl->initialcolor[2] = blue;
+ dl->decay = decay / radius; // changed decay to be a percentage decrease
+ dl->intensity = 1; // this is what gets decayed
if (lifetime)
dl->die = cl.time + lifetime;
else
dl->die = 0;
- dl->cubemapnum = cubemapnum;
+ if (cubemapnum > 0)
+ dpsnprintf(dl->cubemapname, sizeof(dl->cubemapname), "cubemaps/%i", cubemapnum);
+ else
+ dl->cubemapname[0] = 0;
dl->style = style;
dl->shadow = shadowenable;
dl->corona = corona;
dl->specularscale = specularscale;
}
-// called before entity relinking
-void CL_DecayLights(void)
+void CL_DecayLightFlashes(void)
{
int i, oldmax;
dlight_t *dl;
- float time, f;
+ float time;
- time = cl.time - cl.oldtime;
+ time = bound(0, cl.time - cl.oldtime, 0.1);
oldmax = cl.num_dlights;
cl.num_dlights = 0;
for (i = 0, dl = cl.dlights;i < oldmax;i++, dl++)
{
if (dl->radius)
{
- f = dl->radius - time * dl->decay;
- if (cl.time < dl->die && f > 0)
+ dl->intensity -= time * dl->decay;
+ if (cl.time < dl->die && dl->intensity > 0)
{
- dl->radius = dl->radius - time * dl->decay;
+ //dl->radius = dl->initialradius * dl->intensity;
+ VectorScale(dl->initialcolor, dl->intensity, dl->color);
cl.num_dlights = i + 1;
}
else
}
}
-// called after entity relinking
-void CL_UpdateLights(void)
+// called before entity relinking
+void CL_RelinkLightFlashes(void)
{
int i, j, k, l;
dlight_t *dl;
float frac, f;
- r_refdef.numlights = 0;
if (r_dynamic.integer)
- {
- for (i = 0, dl = cl.dlights;i < cl.num_dlights;i++, dl++)
- {
+ for (i = 0, dl = cl.dlights;i < cl.num_dlights && r_refdef.numlights < MAX_DLIGHTS;i++, dl++)
if (dl->radius)
- {
- R_RTLight_Update(dl, false);
- r_refdef.lights[r_refdef.numlights++] = dl;
- }
- }
- }
+ R_RTLight_Update(&r_refdef.lights[r_refdef.numlights++], false, &dl->matrix, dl->color, dl->style, dl->cubemapname, dl->shadow, dl->corona, dl->coronasizescale, dl->ambientscale, dl->diffusescale, dl->specularscale, dl->flags);
// light animations
// 'm' is normal light, 'a' is no light, 'z' is double bright
// attach the flag to the player matrix
Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
Matrix4x4_Concat(&flag->render.matrix, &player->render.matrix, &flagmatrix);
- Matrix4x4_Invert_Simple(&flag->render.inversematrix, &flag->render.matrix);
- R_LerpAnimation(&flag->render);
- CL_BoundingBoxForEntity(&flag->render);
+ CL_UpdateRenderEntity(&flag->render);
}
-#define MAXVIEWMODELS 32
-entity_t *viewmodels[MAXVIEWMODELS];
-int numviewmodels;
-
matrix4x4_t viewmodelmatrix;
-static int entitylinkframenumber;
-
static const vec3_t muzzleflashorigin = {18, 0, 0};
extern void V_DriftPitch(void);
extern void V_FadeViewFlashs(void);
extern void V_CalcViewBlend(void);
-
extern void V_CalcRefdef(void);
-// note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
-void CL_LinkNetworkEntity(entity_t *e)
+
+// note this is a recursive function, recursionlimit should be 32 or so on the initial call
+void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit)
{
- matrix4x4_t *matrix, blendmatrix, tempmatrix, matrix2;
- //matrix4x4_t dlightmatrix;
+ const matrix4x4_t *matrix;
+ matrix4x4_t blendmatrix, tempmatrix, matrix2;
int j, k, l;
- effectnameindex_t trailtype;
- float origin[3], angles[3], delta[3], lerp, dlightcolor[3], dlightradius, v2[3], d;
+ float origin[3], angles[3], delta[3], lerp, d;
entity_t *t;
model_t *model;
- trace_t trace;
//entity_persistent_t *p = &e->persistent;
//entity_render_t *r = &e->render;
- if (e->persistent.linkframe != entitylinkframenumber)
+ // skip inactive entities and world
+ if (!e->state_current.active || e == cl.entities)
+ return;
+ if (recursionlimit < 1)
+ 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;
+ VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
+ if (e->state_current.flags & RENDER_COLORMAPPED)
{
- e->persistent.linkframe = entitylinkframenumber;
- // skip inactive entities and world
- if (!e->state_current.active || e == cl.entities || e == cl.csqcentities)
+ 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);
+ }
+ else
+ {
+ e->render.colormap = -1; // no special coloring
+ VectorClear(e->render.colormap_pantscolor);
+ VectorClear(e->render.colormap_shirtcolor);
+ }
+ e->render.skinnum = e->state_current.skin;
+ if (e->state_current.tagentity)
+ {
+ // attached entity (gun held in player model's hand, etc)
+ // if the tag entity is currently impossible, skip it
+ if (e->state_current.tagentity >= cl.num_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;
- VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
- 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);
- }
- else
- {
- e->render.colormap = -1; // no special coloring
- VectorClear(e->render.colormap_pantscolor);
- VectorClear(e->render.colormap_shirtcolor);
- }
- e->render.skinnum = e->state_current.skin;
- if (e->render.flags & RENDER_VIEWMODEL && !e->state_current.tagentity)
+ t = cl.entities + e->state_current.tagentity;
+ // if the tag entity is inactive, skip it
+ if (!t->state_current.active)
+ return;
+ // update the parent first
+ CL_UpdateNetworkEntity(t, recursionlimit - 1);
+ // 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 | 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 && (model = t->render.model))
{
- if (!r_drawviewmodel.integer || chase_active.integer || r_refdef.envmap)// || csqc_loaded)
- return;
- if (!e->csqc)
+ // blend the matrices
+ memset(&blendmatrix, 0, sizeof(blendmatrix));
+ for (j = 0;j < 4 && t->render.frameblend[j].lerp > 0;j++)
{
- if (cl.viewentity)
- CL_LinkNetworkEntity(cl.entities + cl.viewentity);
- 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));
- }
- }
- matrix = &viewmodelmatrix;
- }
- else
- {
- // if the tag entity is currently impossible, skip it
- if (!e->csqc)
- {
- if (e->state_current.tagentity >= cl.num_entities)
- return;
- t = cl.entities + e->state_current.tagentity;
- }
- else
- {
- if (e->state_current.tagentity >= cl.num_csqcentities)
- return;
- t = cl.csqcentities + e->state_current.tagentity;
- }
- // if the tag entity is inactive, skip it
- if (!t->state_current.active)
- return;
- // note: this can link to world
- 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 | 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 && (model = t->render.model))
- {
- // blend the matrices
- memset(&blendmatrix, 0, sizeof(blendmatrix));
- for (j = 0;j < 4 && t->render.frameblend[j].lerp > 0;j++)
- {
- 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 * tagmatrix.m[l][k];
- }
- // concat the tag matrices onto the entity matrix
- Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix);
- // use the constructed tag matrix
- matrix = &tempmatrix;
+ 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 * tagmatrix.m[l][k];
}
+ // concat the tag matrices onto the entity matrix
+ Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix);
+ // use the constructed tag matrix
+ matrix = &tempmatrix;
}
+ }
+ else if (e->render.flags & RENDER_VIEWMODEL)
+ {
+ // view-relative entity (guns and such)
+ matrix = &viewmodelmatrix;
+ }
+ else
+ {
+ // world-relative entity (the normal kind)
+ matrix = &identitymatrix;
+ }
- // movement lerp
- // if it's the player entity, update according to client movement
- if (e == cl.entities + cl.playerentity && cl.movement_predicted)// && !e->csqc)
- {
- lerp = (cl.time - cl.movement_time[1]) / (cl.movement_time[0] - cl.movement_time[1]);
- lerp = bound(0, lerp, 1);
- VectorLerp(cl.movement_oldorigin, lerp, cl.movement_origin, origin);
- VectorSet(angles, 0, cl.viewangles[1], 0);
- }
- else if (e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
- {
- // interpolate the origin and angles
- VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
- VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
- if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
- if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
- if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
- VectorMA(e->persistent.oldangles, lerp, delta, angles);
- }
- else
- {
- // no interpolation
- VectorCopy(e->persistent.neworigin, origin);
- VectorCopy(e->persistent.newangles, angles);
- }
+ // movement lerp
+ // if it's the player entity, update according to client movement
+ if (e == cl.entities + cl.playerentity && cl.movement_predicted)
+ {
+ lerp = (cl.time - cl.movement_time[2]) / (cl.movement_time[0] - cl.movement_time[1]);
+ lerp = bound(0, lerp, 1);
+ if (cl_nolerp.integer)
+ lerp = 1;
+ VectorLerp(cl.movement_oldorigin, lerp, cl.movement_origin, origin);
+ VectorSet(angles, 0, cl.viewangles[1], 0);
+ }
+ else if (e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
+ {
+ // interpolate the origin and angles
+ lerp = max(0, lerp);
+ VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
+ VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
+ if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
+ if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
+ if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
+ VectorMA(e->persistent.oldangles, lerp, delta, angles);
+ }
+ else
+ {
+ // no interpolation
+ VectorCopy(e->persistent.neworigin, origin);
+ VectorCopy(e->persistent.newangles, angles);
+ }
- // model setup and some modelflags
- if(e->state_current.modelindex < MAX_MODELS)
- e->render.model = cl.model_precache[e->state_current.modelindex];
- else
- e->render.model = cl.csqc_model_precache[65536-e->state_current.modelindex];
- if (e->render.model)
- {
- // 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);
- }
+ // model setup and some modelflags
+ if(e->state_current.modelindex < MAX_MODELS)
+ e->render.model = cl.model_precache[e->state_current.modelindex];
+ if (e->render.model)
+ {
// if model is alias or this is a tenebrae-like dlight, reverse pitch direction
- else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
+ if (e->render.model->type == mod_alias)
angles[0] = -angles[0];
-
- // animation lerp
- if (e->render.frame2 == e->state_current.frame)
+ if ((e->render.model->flags & EF_ROTATE) && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
{
- // update frame lerp fraction
- e->render.framelerp = 1;
- if (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);
- }
+ 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;
}
- else
+ // 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);
+ }
+ // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
+ else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
+ angles[0] = -angles[0];
+
+ // animation lerp
+ if (e->render.frame2 == e->state_current.frame)
+ {
+ // update frame lerp fraction
+ e->render.framelerp = 1;
+ if (e->render.frame2time > e->render.frame1time)
{
- // 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.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.framelerp = (cl.time - e->render.frame2time) / min(e->render.frame2time - e->render.frame1time, 0.1);
+ e->render.framelerp = bound(0, e->render.framelerp, 1);
}
- R_LerpAnimation(&e->render);
+ }
+ else
+ {
+ // 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.frame2time = cl.time;
+ e->render.framelerp = 0;
+ }
- // set up the render matrix
+ // set up the render matrix
+ if (matrix)
+ {
+ // attached entity, this requires a matrix multiply (concat)
// FIXME: e->render.scale should go away
Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
// concat the matrices to make the entity relative to its tag
Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
- // make the other useful stuff
- Matrix4x4_Invert_Simple(&e->render.inversematrix, &e->render.matrix);
- CL_BoundingBoxForEntity(&e->render);
+ // get the origin from the new matrix
+ Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
+ }
+ else
+ {
+ // unattached entities are faster to process
+ 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;
+ // player model is only shown with chase_active on
+ 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_TRANSPARENT;
+ // double sided rendering mode causes backfaces to be visible
+ // (mostly useful on transparent stuff)
+ if (e->render.effects & EF_DOUBLESIDED)
+ e->render.flags |= RENDER_NOCULLFACE;
+ // 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 && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
+ e->render.flags |= RENDER_SHADOW;
+}
+
+// creates light and trails from an entity
+void CL_UpdateNetworkEntityTrail(entity_t *e)
+{
+ effectnameindex_t trailtype;
+ vec3_t origin;
+
+ // bmodels are treated specially since their origin is usually '0 0 0' and
+ // their actual geometry is far from '0 0 0'
+ if (e->render.model && e->render.model->soundfromcenter)
+ {
+ vec3_t o;
+ VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
+ Matrix4x4_Transform(&e->render.matrix, o, origin);
+ }
+ else
+ Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
- // handle effects now that we know where this entity is in the world...
- if (e->render.model && e->render.model->soundfromcenter)
+ // handle particle trails and such effects now that we know where this
+ // 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)
{
- // bmodels are treated specially since their origin is usually '0 0 0'
- vec3_t o;
- VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
- Matrix4x4_Transform(&e->render.matrix, o, origin);
+ if (gamemode == GAME_NEXUIZ)
+ trailtype = EFFECT_TR_NEXUIZPLASMA;
+ else
+ CL_EntityParticles(e);
}
- else
+ 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);
+ 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))
{
- origin[0] = e->render.matrix.m[0][3];
- origin[1] = e->render.matrix.m[1][3];
- origin[2] = e->render.matrix.m[2][3];
+ // these are only set on player entities
+ CL_AddQWCTFFlagModel(e, (e->render.effects & EF_FLAG2QW) != 0);
}
- trailtype = EFFECT_NONE;
- dlightradius = 0;
- dlightcolor[0] = 0;
- dlightcolor[1] = 0;
- dlightcolor[2] = 0;
- // LordHavoc: if the entity has no effects, don't check each
- if (e->render.effects)
+ }
+ // 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)))
+ {
+ if (e->render.model->flags & EF_GIB)
+ trailtype = EFFECT_TR_BLOOD;
+ else if (e->render.model->flags & EF_ZOMGIB)
+ trailtype = EFFECT_TR_SLIGHTBLOOD;
+ else if (e->render.model->flags & EF_TRACER)
+ trailtype = EFFECT_TR_WIZSPIKE;
+ else if (e->render.model->flags & EF_TRACER2)
+ trailtype = EFFECT_TR_KNIGHTSPIKE;
+ else if (e->render.model->flags & EF_ROCKET)
+ trailtype = EFFECT_TR_ROCKET;
+ else if (e->render.model->flags & EF_GRENADE)
{
- if (e->render.effects & EF_BRIGHTFIELD)
- {
- if (gamemode == GAME_NEXUIZ)
- trailtype = EFFECT_TR_NEXUIZPLASMA;
- else
- CL_EntityParticles(e);
- }
- if (e->render.effects & EF_MUZZLEFLASH)
- e->persistent.muzzleflash = 1.0f;
- if (e->render.effects & EF_DIMLIGHT)
- {
- dlightradius = max(dlightradius, 200);
- dlightcolor[0] += 1.50f;
- dlightcolor[1] += 1.50f;
- dlightcolor[2] += 1.50f;
- }
- if (e->render.effects & EF_BRIGHTLIGHT)
- {
- 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
- {
- dlightradius = max(dlightradius, 200);
- dlightcolor[0] += 1.50f;
- dlightcolor[1] += 0.15f;
- dlightcolor[2] += 0.15f;
- }
- if (e->render.effects & EF_BLUE) // blue
- {
- dlightradius = max(dlightradius, 200);
- dlightcolor[0] += 0.15f;
- dlightcolor[1] += 0.15f;
- dlightcolor[2] += 1.50f;
- }
- if (e->render.effects & EF_FLAME)
- CL_ParticleEffect(EFFECT_EF_FLAME, cl.time - cl.oldtime, origin, origin, vec3_origin, vec3_origin, NULL, 0);
- if (e->render.effects & EF_STARDUST)
- CL_ParticleEffect(EFFECT_EF_STARDUST, cl.time - cl.oldtime, origin, origin, vec3_origin, vec3_origin, NULL, 0);
- if (e->render.effects & (EF_FLAG1QW | EF_FLAG2QW))
+ // 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)
+ trailtype = EFFECT_TR_VORESPIKE;
+ }
+ // do trails
+ if (e->render.flags & RENDER_GLOWTRAIL)
+ trailtype = EFFECT_TR_GLOWTRAIL;
+ if (trailtype)
+ {
+ float len;
+ vec3_t vel;
+ VectorSubtract(e->state_current.origin, e->state_previous.origin, vel);
+ len = e->state_current.time - e->state_previous.time;
+ 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);
+ }
+ VectorCopy(origin, e->persistent.trail_origin);
+}
+
+
+/*
+===============
+CL_UpdateEntities
+===============
+*/
+void CL_UpdateEntities(void)
+{
+ entity_t *ent;
+ int i;
+
+ // process network entities
+ // first link the player
+ CL_UpdateNetworkEntity(cl.entities + cl.viewentity, 32);
+
+ // set up the view
+ V_CalcRefdef();
+
+ // start on the entity after the world
+ // skip the player entity because it was already processed
+ for (i = 1;i < cl.num_entities;i++)
+ {
+ if (cl.entities_active[i])
+ {
+ ent = cl.entities + i;
+ if (ent->state_current.active)
{
- // these are only set on player entities
- CL_AddQWCTFFlagModel(e, (e->render.effects & EF_FLAG2QW) != 0);
+ CL_UpdateNetworkEntity(ent, 32);
+ // view models should never create light/trails
+ if (!(ent->render.flags & RENDER_VIEWMODEL))
+ CL_UpdateNetworkEntityTrail(ent);
+ if (ent->render.model && ent->render.model->name[0] == '*' && ent->render.model->TraceBox)
+ cl.brushmodel_entities[cl.num_brushmodel_entities++] = ent->state_current.number;
}
+ else
+ cl.entities_active[i] = false;
}
- // muzzleflash fades over time, and is offset a bit
- if (e->persistent.muzzleflash > 0)
+ }
+
+ ent = &cl.viewent;
+ ent->state_previous = 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_deathnoviewmodel.integer) || cl.intermission)
+ ent->state_current.modelindex = 0;
+ else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
+ {
+ if (gamemode == GAME_TRANSFUSION)
+ ent->state_current.alpha = 128;
+ else
+ 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));
+
+ // 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;
+ }
+ CL_UpdateNetworkEntity(ent, 32);
+}
+
+// note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
+void CL_LinkNetworkEntity(entity_t *e)
+{
+ effectnameindex_t trailtype;
+ vec3_t origin;
+ vec3_t dlightcolor;
+ vec_t dlightradius;
+
+ // 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 the tag entity is currently impossible, skip it
+ if (e->state_current.tagentity >= cl.num_entities)
+ return;
+ // if the tag entity is inactive, skip it
+ if (!cl.entities[e->state_current.tagentity].state_current.active)
+ return;
+ }
+
+ // create entity dlights associated with this entity
+ if (e->render.model && e->render.model->soundfromcenter)
+ {
+ // bmodels are treated specially since their origin is usually '0 0 0'
+ vec3_t o;
+ VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
+ Matrix4x4_Transform(&e->render.matrix, o, origin);
+ }
+ else
+ Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
+ trailtype = EFFECT_NONE;
+ dlightradius = 0;
+ dlightcolor[0] = 0;
+ dlightcolor[1] = 0;
+ dlightcolor[2] = 0;
+ // LordHavoc: if the entity has no effects, don't check each
+ if (e->render.effects & (EF_BRIGHTFIELD | EF_DIMLIGHT | EF_BRIGHTLIGHT | EF_RED | EF_BLUE | EF_FLAME | EF_STARDUST))
+ {
+ if (e->render.effects & EF_BRIGHTFIELD)
{
- Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
- trace = CL_TraceBox(origin, vec3_origin, vec3_origin, v2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, false);
- tempmatrix = e->render.matrix;
- tempmatrix.m[0][3] = trace.endpos[0];
- tempmatrix.m[1][3] = trace.endpos[1];
- tempmatrix.m[2][3] = trace.endpos[2];
- 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.time - cl.oldtime) * 10;
+ if (gamemode == GAME_NEXUIZ)
+ trailtype = EFFECT_TR_NEXUIZPLASMA;
}
- // 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.effects & EF_DIMLIGHT)
{
- if (e->render.model->flags & EF_GIB)
- trailtype = EFFECT_TR_BLOOD;
- else if (e->render.model->flags & EF_ZOMGIB)
- trailtype = EFFECT_TR_SLIGHTBLOOD;
- else if (e->render.model->flags & EF_TRACER)
- trailtype = EFFECT_TR_WIZSPIKE;
- else if (e->render.model->flags & EF_TRACER2)
- trailtype = EFFECT_TR_KNIGHTSPIKE;
- else if (e->render.model->flags & EF_ROCKET)
- trailtype = EFFECT_TR_ROCKET;
- else if (e->render.model->flags & 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)
- trailtype = EFFECT_TR_VORESPIKE;
+ dlightradius = max(dlightradius, 200);
+ dlightcolor[0] += 1.50f;
+ dlightcolor[1] += 1.50f;
+ dlightcolor[2] += 1.50f;
}
- // LordHavoc: customizable glow
- if (e->state_current.glowsize)
+ if (e->render.effects & EF_BRIGHTLIGHT)
{
- // * 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);
+ dlightradius = max(dlightradius, 400);
+ dlightcolor[0] += 3.00f;
+ dlightcolor[1] += 3.00f;
+ dlightcolor[2] += 3.00f;
}
- // make the glow dlight
- if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL))
+ // LordHavoc: more effects
+ if (e->render.effects & EF_RED) // red
{
- //dlightmatrix = e->render.matrix;
- // hack to make glowing player light shine on their gun
- //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, -1, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+ dlightradius = max(dlightradius, 200);
+ dlightcolor[0] += 1.50f;
+ dlightcolor[1] += 0.15f;
+ dlightcolor[2] += 0.15f;
}
- // custom rtlight
- if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
+ if (e->render.effects & EF_BLUE) // blue
{
- 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;
- // 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);
+ dlightradius = max(dlightradius, 200);
+ dlightcolor[0] += 0.15f;
+ dlightcolor[1] += 0.15f;
+ dlightcolor[2] += 1.50f;
}
- // do trails
- if (e->render.flags & RENDER_GLOWTRAIL)
- trailtype = EFFECT_TR_GLOWTRAIL;
- if (trailtype)
+ if (e->render.effects & EF_FLAME)
+ CL_ParticleTrail(EFFECT_EF_FLAME, 0, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false);
+ if (e->render.effects & EF_STARDUST)
+ CL_ParticleTrail(EFFECT_EF_STARDUST, 0, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false);
+ }
+ // muzzleflash fades over time, and is offset a bit
+ if (e->persistent.muzzleflash > 0 && r_refdef.numlights < MAX_DLIGHTS)
+ {
+ vec3_t v2;
+ vec3_t color;
+ trace_t trace;
+ matrix4x4_t tempmatrix;
+ Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
+ trace = CL_Move(origin, vec3_origin, vec3_origin, v2, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, true, false, NULL, false);
+ Matrix4x4_Normalize(&tempmatrix, &e->render.matrix);
+ Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], trace.endpos[2]);
+ 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.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->flags & EF_GIB)
+ trailtype = EFFECT_TR_BLOOD;
+ else if (e->render.model->flags & EF_ZOMGIB)
+ trailtype = EFFECT_TR_SLIGHTBLOOD;
+ else if (e->render.model->flags & EF_TRACER)
+ trailtype = EFFECT_TR_WIZSPIKE;
+ else if (e->render.model->flags & EF_TRACER2)
+ trailtype = EFFECT_TR_KNIGHTSPIKE;
+ else if (e->render.model->flags & EF_ROCKET)
+ trailtype = EFFECT_TR_ROCKET;
+ else if (e->render.model->flags & EF_GRENADE)
{
- float len;
- vec3_t vel;
- VectorSubtract(e->state_current.origin, e->state_previous.origin, vel);
- len = e->state_current.time - e->state_previous.time;
- if (len > 0)
- len = 1.0f / len;
- VectorScale(vel, len, vel);
- CL_ParticleEffect(trailtype, 1, e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor);
+ // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
+ trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
}
- VectorCopy(origin, e->persistent.trail_origin);
- // 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->csqc)
- 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_TRANSPARENT;
- // double sided rendering mode causes backfaces to be visible
- // (mostly useful on transparent stuff)
- if (e->render.effects & EF_DOUBLESIDED)
- e->render.flags |= RENDER_NOCULLFACE;
- // 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 && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
- e->render.flags |= RENDER_SHADOW;
- // as soon as player is known we can call V_CalcRefDef
- if (!csqc_loaded)
- 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->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.viewentity && e->state_current.number == cl.viewentity)
- // Matrix4x4_Print(&e->render.matrix);
+ else if (e->render.model->flags & EF_TRACER3)
+ trailtype = EFFECT_TR_VORESPIKE;
}
+ // LordHavoc: customizable glow
+ if (e->state_current.glowsize)
+ {
+ // * 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);
+ }
+ // make the glow dlight
+ if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL) && r_refdef.numlights < MAX_DLIGHTS)
+ {
+ matrix4x4_t dlightmatrix;
+ Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
+ // hack to make glowing player light shine on their gun
+ //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
+ // Matrix4x4_AdjustOrigin(&dlightmatrix, 0, 0, 30);
+ Matrix4x4_Scale(&dlightmatrix, dlightradius, 1);
+ R_RTLight_Update(&r_refdef.lights[r_refdef.numlights++], false, &dlightmatrix, dlightcolor, -1, NULL, true, 1, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+ }
+ // custom rtlight
+ if ((e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) && r_refdef.numlights < MAX_DLIGHTS)
+ {
+ matrix4x4_t dlightmatrix;
+ 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;
+ // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
+ Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
+ Matrix4x4_Scale(&dlightmatrix, light[3], 1);
+ R_RTLight_Update(&r_refdef.lights[r_refdef.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);
+ }
+ // do trail light
+ 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);
+
+ // 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.viewentity && e->state_current.number == cl.viewentity)
+ // Matrix4x4_Print(&e->render.matrix);
}
void CL_RelinkWorld(void)
cl.brushmodel_entities[cl.num_brushmodel_entities++] = 0;
// FIXME: this should be done at load
ent->render.matrix = identitymatrix;
- ent->render.inversematrix = identitymatrix;
- R_LerpAnimation(&ent->render);
- CL_BoundingBoxForEntity(&ent->render);
+ CL_UpdateRenderEntity(&ent->render);
ent->render.flags = RENDER_SHADOW;
if (!r_fullbright.integer)
ent->render.flags |= RENDER_LIGHT;
r_refdef.worldmodel = cl.worldmodel;
}
-void CL_RelinkCSQCWorld(void) //[515]: csqc
-{
- entity_t *ent = &cl.csqcentities[0];
- if(!csqc_loaded)
- return;
-// cl.brushmodel_entities[cl.num_brushmodel_entities++] = 0;
- // FIXME: this should be done at load
- ent->render.matrix = identitymatrix;
- ent->render.inversematrix = identitymatrix;
- R_LerpAnimation(&ent->render);
- CL_BoundingBoxForEntity(&ent->render);
- 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)
{
int i;
for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++, e++)
{
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];
+ CL_UpdateRenderEntity(&e->render);
// 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;
CL_RelinkEntities
===============
*/
-static void CL_RelinkNetworkEntities(int drawmask)
+static void CL_RelinkNetworkEntities(void)
{
entity_t *ent;
- int i, k;
-
- if(!csqc_loaded)
- {
- ent = &cl.viewent;
- ent->state_previous = 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_deathnoviewmodel.integer) || cl.intermission)
- ent->state_current.modelindex = 0;
- else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
- {
- if (gamemode == GAME_TRANSFUSION)
- ent->state_current.alpha = 128;
- else
- 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;
- }
- }
+ int i;
// start on the entity after the world
- entitylinkframenumber++;
- if(drawmask & ENTMASK_ENGINE || !csqc_loaded)
+ for (i = 1;i < cl.num_entities;i++)
{
- for (i = 1;i < cl.num_entities;i++)
+ if (cl.entities_active[i])
{
- if (cl.entities_active[i])
- {
- ent = cl.entities + i;
- if (!(drawmask & ENTMASK_ENGINEVIEWMODELS))
- if (ent->state_current.flags & RENDER_VIEWMODEL) //[515]: csqc drawmask
- {
- cl.entities_active[i] = false;
- continue;
- }
- if (ent->state_current.active)
- CL_LinkNetworkEntity(ent);
- else
- cl.entities_active[i] = false;
- }
- }
- }
-
- //[515]: csqc
- if(csqc_loaded)
- {
- for (i=1,k=cl.num_csqcentities;k;i++)
- {
- if (cl.csqcentities_active[i])
- {
- --k;
- ent = cl.csqcentities + i;
- if (ent->state_current.active)
- CL_LinkNetworkEntity(ent);
- else
- cl.csqcentities_active[i] = false;
- }
+ ent = cl.entities + i;
+ if (ent->state_current.active)
+ CL_LinkNetworkEntity(ent);
+ else
+ cl.entities_active[i] = false;
}
}
- else
- CL_LinkNetworkEntity(&cl.viewent);
}
static void CL_RelinkEffects(void)
if(e->modelindex < MAX_MODELS)
ent->render.model = cl.model_precache[e->modelindex];
else
- ent->render.model = cl.csqc_model_precache[65536-e->modelindex];
+ 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);
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);
- R_LerpAnimation(&ent->render);
- CL_BoundingBoxForEntity(&ent->render);
+ CL_UpdateRenderEntity(&ent->render);
}
}
}
if (b->lightning)
{
- if (cl_beams_lightatend.integer)
+ if (cl_beams_lightatend.integer && r_refdef.numlights < MAX_DLIGHTS)
{
// FIXME: create a matrix from the beam start/end orientation
- Matrix4x4_CreateTranslate(&tempmatrix, end[0], end[1], end[2]);
- 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);
+ vec3_t dlightcolor;
+ 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.lights[r_refdef.numlights++], false, &tempmatrix, dlightcolor, -1, NULL, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
}
if (cl_beams_polygons.integer)
continue;
//ent->render.angles[1] = yaw;
//ent->render.angles[2] = rand()%360;
Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
- Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
- R_LerpAnimation(&ent->render);
- CL_BoundingBoxForEntity(&ent->render);
+ CL_UpdateRenderEntity(&ent->render);
VectorMA(org, 30, dist, org);
d -= 30;
}
VectorSet(ent->render.colormod, 1, 1, 1);
Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
- Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
- R_LerpAnimation(&ent->render);
- CL_BoundingBoxForEntity(&ent->render);
+ CL_UpdateRenderEntity(&ent->render);
}
}
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]);
}
-}
-void CSQC_RelinkAllEntities (int drawmask)
-{
- cl.num_brushmodel_entities = 0;
- CL_RelinkNetworkEntities(drawmask);
- if(drawmask & ENTMASK_ENGINE)
+ // interpolate the angles if playing a demo or spectating someone
+ if (cls.demoplayback || cl.fixangle[0])
{
- // move particles
- CL_MoveParticles();
- R_MoveExplosions();
+ for (i = 0;i < 3;i++)
+ {
+ float d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
+ if (d > 180)
+ d -= 360;
+ else if (d < -180)
+ d += 360;
+ cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
+ }
}
+}
+void CSQC_RelinkAllEntities (int drawmask)
+{
// link stuff
CL_RelinkWorld();
- CL_RelinkCSQCWorld(); //[515]: csqc
- if(drawmask & ENTMASK_ENGINE)
+ CL_RelinkStaticEntities();
+ CL_RelinkBeams();
+ CL_RelinkEffects();
+
+ // link stuff
+ if (drawmask & ENTMASK_ENGINE)
{
- CL_RelinkStaticEntities();
- CL_RelinkBeams();
- CL_RelinkEffects();
+ CL_RelinkNetworkEntities();
+ if (drawmask & ENTMASK_ENGINEVIEWMODELS)
+ CL_LinkNetworkEntity(&cl.viewent); // link gun model
CL_RelinkQWNails();
}
+
+ // update view blend
+ V_CalcViewBlend();
}
/*
Read all incoming data from the server
===============
*/
-extern void CL_ClientMovement_Replay();
+extern void CL_StairSmoothing(void);//view.c
int CL_ReadFromServer(void)
{
r_refdef.time = cl.time;
r_refdef.extraupdate = !r_speeds.integer;
r_refdef.numentities = 0;
+ r_refdef.numlights = 0;
r_view.matrix = identitymatrix;
+ cl.num_brushmodel_entities = 0;
+
if (cls.state == ca_connected && cls.signon == SIGNONS)
{
// prepare for a new frame
CL_LerpPlayer(CL_LerpPoint());
- CL_DecayLights();
+ CL_DecayLightFlashes();
CL_ClearTempEntities();
V_DriftPitch();
V_FadeViewFlashs();
- // relink network entities (note: this sets up the view!)
- CL_ClientMovement_Replay();
- if(!csqc_loaded) //[515]: csqc
- {
- cl.num_brushmodel_entities = 0;
- CL_RelinkNetworkEntities(65535);
-
- // move particles
- CL_MoveParticles();
- R_MoveExplosions();
-
- // link stuff
- CL_RelinkWorld();
- CL_RelinkCSQCWorld(); //[515]: csqc
- CL_RelinkStaticEntities();
- CL_RelinkBeams();
- CL_RelinkEffects();
- CL_RelinkQWNails();
- }
- else
- csqc_frame = true;
+ // now update all the network entities and the view matrix
+ CL_UpdateEntities();
- CL_UpdateLights();
+ CL_RelinkLightFlashes();
+ CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS);
- // update view blend
- V_CalcViewBlend();
+ CL_StairSmoothing();
- // update the r_refdef time again because cl.time may have changed
+ // move particles
+ CL_MoveParticles();
+ R_MoveExplosions();
+
+ // update the r_refdef time again because cl.time may have changed in
+ // CL_LerpPoint()
r_refdef.time = cl.time;
}
Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
}
+void CL_AreaStats_f(void)
+{
+ World_PrintAreaStats(&cl.world, "client");
+}
+
/*
===========
CL_Shutdown
//
// register our commands
//
- Cvar_RegisterVariable (&csqc_progname);
- Cvar_RegisterVariable (&csqc_progcrc);
-
Cvar_RegisterVariable (&cl_upspeed);
Cvar_RegisterVariable (&cl_forwardspeed);
Cvar_RegisterVariable (&cl_backspeed);
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");
+#ifdef AUTODEMO_BROKEN
Cvar_RegisterVariable (&cl_autodemo);
Cvar_RegisterVariable (&cl_autodemo_nameformat);
+#endif
Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue)");
// 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)");
+ Cmd_AddCommand ("cl_areastats", CL_AreaStats_f, "prints statistics on entity culling during collision traces");
+
Cvar_RegisterVariable(&r_draweffects);
Cvar_RegisterVariable(&cl_explosions_alpha_start);
Cvar_RegisterVariable(&cl_explosions_alpha_end);