X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=cl_main.c;h=50c185d634ced44d80bda2ed3262be7f66e7a3e7;hb=0d69d44e91a3d878e74e6ae7640792bfde38fc68;hp=215cea560ee31831d5acec27c85e4c219850e8f3;hpb=31a7920ec3adbd7888621f97d3a0e1c801e78026;p=xonotic%2Fdarkplaces.git diff --git a/cl_main.c b/cl_main.c index 215cea56..50c185d6 100644 --- a/cl_main.c +++ b/cl_main.c @@ -31,7 +31,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. // 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 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"}; @@ -50,8 +50,10 @@ cvar_t m_side = {CVAR_SAVE, "m_side","0.8","mouse side speed multiplier"}; 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"}; @@ -186,13 +188,11 @@ void CL_ClearState(void) // 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; @@ -322,6 +322,8 @@ void CL_Disconnect(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; @@ -440,74 +442,74 @@ static void CL_PrintEntities_f(void) 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; } } @@ -559,7 +561,6 @@ entity_t *CL_NewTempEntity(void) 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; @@ -627,13 +628,9 @@ dlightsetup: 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]); dl->radius = radius; dl->color[0] = red; dl->color[1] = green; @@ -770,9 +767,7 @@ void CL_AddQWCTFFlagModel(entity_t *player, int skin) // 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 @@ -791,7 +786,7 @@ 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) +void CL_UpdateNetworkEntity(entity_t *e) { matrix4x4_t *matrix, blendmatrix, tempmatrix, matrix2; //matrix4x4_t dlightmatrix; @@ -860,7 +855,7 @@ void CL_LinkNetworkEntity(entity_t *e) if (!e->csqc) { if (cl.viewentity) - CL_LinkNetworkEntity(cl.entities + cl.viewentity); + CL_UpdateNetworkEntity(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; @@ -888,7 +883,7 @@ void CL_LinkNetworkEntity(entity_t *e) if (!t->state_current.active) return; // note: this can link to world - CL_LinkNetworkEntity(t); + CL_UpdateNetworkEntity(t); // make relative to the entity matrix = &t->render.matrix; // some properties of the tag entity carry over @@ -989,7 +984,6 @@ void CL_LinkNetworkEntity(entity_t *e) e->render.frame2time = cl.time; e->render.framelerp = 0; } - R_LerpAnimation(&e->render); // set up the render matrix // FIXME: e->render.scale should go away @@ -997,8 +991,7 @@ void CL_LinkNetworkEntity(entity_t *e) // 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); + CL_UpdateRenderEntity(&e->render); // handle effects now that we know where this entity is in the world... if (e->render.model && e->render.model->soundfromcenter) @@ -1009,11 +1002,7 @@ void CL_LinkNetworkEntity(entity_t *e) Matrix4x4_Transform(&e->render.matrix, o, origin); } else - { - origin[0] = e->render.matrix.m[0][3]; - origin[1] = e->render.matrix.m[1][3]; - origin[2] = e->render.matrix.m[2][3]; - } + Matrix4x4_OriginFromMatrix(&e->render.matrix, origin); trailtype = EFFECT_NONE; dlightradius = 0; dlightcolor[0] = 0; @@ -1076,9 +1065,7 @@ void CL_LinkNetworkEntity(entity_t *e) 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]; + Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], 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; } @@ -1117,7 +1104,7 @@ void CL_LinkNetworkEntity(entity_t *e) //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; + // Matrix4x4_AdjustOrigin(&dlightmatrix, 0, 0, 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); } // custom rtlight @@ -1170,12 +1157,108 @@ void CL_LinkNetworkEntity(entity_t *e) && !(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; + // because the player may be attached to another entity, V_CalcRefdef must be deferred until here... + if (e->state_current.number == cl.viewentity) + V_CalcRefdef(); + } +} + + +/* +=============== +CL_UpdateEntities +=============== +*/ +static void CL_UpdateEntities(void) +{ + entity_t *ent; + int i; + + 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; + } + + // start on the entity after the world + entitylinkframenumber++; + for (i = 1;i < cl.num_entities;i++) + { + if (cl.entities_active[i]) + { + ent = cl.entities + i; + if (ent->state_current.active) + CL_UpdateNetworkEntity(ent); + else + cl.entities_active[i] = false; + } + } + CL_UpdateNetworkEntity(&cl.viewent); +} + +// 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) +{ + entity_t *t; + if (e->persistent.linkframe != entitylinkframenumber) + { + e->persistent.linkframe = entitylinkframenumber; + // skip inactive entities and world + if (!e->state_current.active || e == cl.entities || e == cl.csqcentities) + return; + if (e->render.flags & RENDER_VIEWMODEL && !e->state_current.tagentity) + { + if (!r_drawviewmodel.integer || chase_active.integer || r_refdef.envmap) + return; + if (!e->csqc) + if (cl.viewentity) + CL_LinkNetworkEntity(cl.entities + cl.viewentity); + } + 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); + } + // 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) @@ -1191,9 +1274,7 @@ 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; @@ -1202,25 +1283,6 @@ void CL_RelinkWorld(void) 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; @@ -1248,82 +1310,23 @@ static void CL_RelinkStaticEntities(void) 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++) - { - 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;i < cl.num_entities;i++) { - for (i=1,k=cl.num_csqcentities;k;i++) + if (cl.entities_active[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) @@ -1378,9 +1381,7 @@ static void CL_RelinkEffects(void) 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); } } } @@ -1492,9 +1493,7 @@ void CL_RelinkBeams(void) //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; } @@ -1526,9 +1525,7 @@ static void CL_RelinkQWNails(void) 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); } } @@ -1547,25 +1544,29 @@ void CL_LerpPlayer(float frac) void CSQC_RelinkAllEntities (int drawmask) { + // process network entities (note: this sets up the view!) cl.num_brushmodel_entities = 0; - CL_RelinkNetworkEntities(drawmask); - if(drawmask & ENTMASK_ENGINE) - { - // move particles - CL_MoveParticles(); - R_MoveExplosions(); - } + CL_UpdateEntities(); + entitylinkframenumber++; // 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(); CL_RelinkQWNails(); } + + if (drawmask & ENTMASK_ENGINEVIEWMODELS) + CL_LinkNetworkEntity(&cl.viewent); // link gun model + + // update view blend + V_CalcViewBlend(); } /* @@ -1575,7 +1576,8 @@ CL_ReadFromServer Read all incoming data from the server =============== */ -extern void CL_ClientMovement_Replay(); +extern void CL_ClientMovement_Replay(void); +extern void CL_StairSmoothing(void);//view.c int CL_ReadFromServer(void) { @@ -1596,32 +1598,41 @@ int CL_ReadFromServer(void) V_DriftPitch(); V_FadeViewFlashs(); - // relink network entities (note: this sets up the view!) + // move particles + CL_MoveParticles(); + R_MoveExplosions(); + + // predict current player location CL_ClientMovement_Replay(); + + // now that the player entity has been updated we can call V_CalcRefdef + V_CalcRefdef(); + if(!csqc_loaded) //[515]: csqc { + // process network entities (note: this sets up the view!) cl.num_brushmodel_entities = 0; - CL_RelinkNetworkEntities(65535); - - // move particles - CL_MoveParticles(); - R_MoveExplosions(); + CL_UpdateEntities(); + entitylinkframenumber++; // link stuff CL_RelinkWorld(); - CL_RelinkCSQCWorld(); //[515]: csqc CL_RelinkStaticEntities(); CL_RelinkBeams(); CL_RelinkEffects(); + + CL_RelinkNetworkEntities(); + CL_LinkNetworkEntity(&cl.viewent); // link gun model CL_RelinkQWNails(); + + // update view blend + V_CalcViewBlend(); } else csqc_frame = true; CL_UpdateLights(); - - // update view blend - V_CalcViewBlend(); + CL_StairSmoothing(); // update the r_refdef time again because cl.time may have changed r_refdef.time = cl.time; @@ -1720,9 +1731,6 @@ void CL_Init (void) // // register our commands // - Cvar_RegisterVariable (&csqc_progname); - Cvar_RegisterVariable (&csqc_progcrc); - Cvar_RegisterVariable (&cl_upspeed); Cvar_RegisterVariable (&cl_forwardspeed); Cvar_RegisterVariable (&cl_backspeed); @@ -1753,8 +1761,10 @@ void CL_Init (void) 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)");