// LordHavoc: 256 dynamic lights
#define MAX_DLIGHTS 256
+// this is the maximum number of input packets that can be lost without a
+// misprediction
+#define CL_MAX_USERCMDS 16
+
// flags for rtlight rendering
#define LIGHTFLAG_NORMALMODE 1
#define LIGHTFLAG_REALTIMEMODE 2
// color of light
// (worldlight: saved to .rtlights file)
vec3_t color;
- // cubemap number to use on this light
- // (dlight only)
- int cubemapnum;
// cubemap name to use on this light
- // (worldlight only)
// (worldlight: saved to .rtlights file)
char cubemapname[64];
// make light flash while selected
// (worldlight only)
struct dlight_s *next;
// embedded rtlight struct for renderer
- // (renderer only)
+ // (worldlight only)
rtlight_t rtlight;
}
dlight_t;
double time;
double receivetime;
+ int msec; // for qw moves
int buttons;
int impulse;
int sequence;
qboolean drawcrosshair;
}csqc_vidvars_t;
-typedef struct qw_usercmd_s
-{
- vec3_t angles;
- short forwardmove, sidemove, upmove;
- unsigned char padding1[2];
- unsigned char msec;
- unsigned char buttons;
- unsigned char impulse;
- unsigned char padding2;
-}
-qw_usercmd_t;
-
typedef enum
{
PARTICLE_BILLBOARD = 0,
// true if playing in a local game and no one else is connected
int islocalgame;
- // when connecting to the server throw out the first couple move messages
- // so the player doesn't accidentally do something the first frame
- int movemessages;
-
// send a clc_nop periodically until connected
float sendnoptime;
- // current input to send to the server
+ // current input being accumulated by mouse/joystick/etc input
usercmd_t cmd;
+ // latest moves sent to the server that have not been confirmed yet
+ usercmd_t movecmd[CL_MAX_USERCMDS];
// information for local display
// health, etc
// this is set true by svc_time parsing and causes a new movement to be
// queued for prediction purposes
qboolean movement_needupdate;
- // indicates the queue has been updated and should be replayed
- qboolean movement_replay;
// timestamps of latest two predicted moves for interpolation
- double movement_time[2];
+ double movement_time[4];
// simulated data (this is valid even if cl.movement is false)
vec3_t movement_origin;
vec3_t movement_oldorigin;
// clients view of time, time should be between mtime[0] and mtime[1] to
// generate a lerp point for other data, oldtime is the previous frame's
// value of time, frametime is the difference between time and oldtime
+ // note: cl.time may be beyond cl.mtime[0] if packet loss is occuring, it
+ // is only forcefully limited when a packet is received
double time, oldtime;
// how long it has been since the previous client frame in real time
// (not game time, for that use cl.time - cl.oldtime)
int qw_validsequence;
- qw_usercmd_t qw_moves[QW_UPDATE_BACKUP];
-
int qw_deltasequence[QW_UPDATE_BACKUP];
+
+ // csqc stuff:
+
+ // collision culling data
+ world_t world;
}
client_state_t;
extern cvar_t cl_shownet;
extern cvar_t cl_nolerp;
+extern cvar_t cl_nettimesyncmode;
extern cvar_t cl_pitchdriftspeed;
extern cvar_t lookspring;
extern client_state_t cl;
-extern 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);
+extern 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 CL_ReadFromServer (void);
void CL_WriteToServer (void);
-void CL_Move (void);
+void CL_Input (void);
extern qboolean cl_ignoremousemove;
int CL_ParticleEffectIndexForName(const char *name);
const char *CL_ParticleEffectNameForIndex(int i);
void CL_ParticleEffect(int effectindex, float pcount, const vec3_t originmins, const vec3_t originmaxs, const vec3_t velocitymins, const vec3_t velocitymaxs, entity_t *ent, int palettecolor);
+void CL_ParticleTrail(int effectindex, float pcount, const vec3_t originmins, const vec3_t originmaxs, const vec3_t velocitymins, const vec3_t velocitymaxs, entity_t *ent, int palettecolor, qboolean spawndlight, qboolean spawnparticles);
void CL_ParseParticleEffect (void);
void CL_ParticleCube (const vec3_t mins, const vec3_t maxs, const vec3_t dir, int count, int colorbase, vec_t gravity, vec_t randomvel);
void CL_ParticleRain (const vec3_t mins, const vec3_t maxs, const vec3_t dir, int count, int colorbase, int type);
void R_MoveExplosions(void);
void R_NewExplosion(const vec3_t org);
+void Debug_PolygonBegin(const char *picname, int flags, qboolean draw2d, float linewidth);
+void Debug_PolygonVertex(float x, float y, float z, float s, float t, float r, float g, float b, float a);
+void Debug_PolygonEnd(void);
+
#include "cl_screen.h"
extern qboolean sb_showscores;
int maxentities;
// renderable dynamic lights
- dlight_t *lights[MAX_DLIGHTS];
+ rtlight_t lights[MAX_DLIGHTS];
int numlights;
// 8.8bit fixed point intensities for light styles