X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=cl_main.c;h=55e86a107861d772f4c822edba05432a96b5a8dd;hb=6a7922a15331ef5065c7637a04d2c78a076f840c;hp=89da9e65ef035d2997343dcde64fb019b50ddf55;hpb=d83a177d3b84b0f286a21d86c1d3e34b13908e52;p=xonotic%2Fdarkplaces.git diff --git a/cl_main.c b/cl_main.c index 89da9e65..55e86a10 100644 --- a/cl_main.c +++ b/cl_main.c @@ -30,7 +30,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. // we need to declare some mouse variables here, because the menu system // 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_progname = {0, "csqc_progname","csprogs.dat","name 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"}; @@ -51,10 +51,8 @@ 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 cl_autodemo = {CVAR_SAVE, "cl_autodemo", "0", "records every game played, using the date/time and map name to name the demo file" }; +cvar_t cl_autodemo_nameformat = {CVAR_SAVE, "cl_autodemo_nameformat", "autodemos/%Y-%m-%d_%H-%M", "The format of the cl_autodemo filename, followed by the map name" }; cvar_t r_draweffects = {0, "r_draweffects", "1","renders temporary sprite effects"}; @@ -69,17 +67,23 @@ cvar_t cl_stainmaps_clearonload = {CVAR_SAVE, "cl_stainmaps_clearonload", "1","c cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1","use beam polygons instead of models"}; cvar_t cl_beams_quakepositionhack = {CVAR_SAVE, "cl_beams_quakepositionhack", "1", "makes your lightning gun appear to fire from your waist (as in Quake and QuakeWorld)"}; -cvar_t cl_beams_instantaimhack = {CVAR_SAVE, "cl_beams_instantaimhack", "1", "makes your lightning gun aiming update instantly"}; +cvar_t cl_beams_instantaimhack = {CVAR_SAVE, "cl_beams_instantaimhack", "0", "makes your lightning gun aiming update instantly"}; cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0", "make a light at the end of the beam"}; cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0","hide player shadow"}; +cvar_t cl_dlights_decayradius = {CVAR_SAVE, "cl_dlights_decayradius", "1", "reduces size of light flashes over time"}; +cvar_t cl_dlights_decaybrightness = {CVAR_SAVE, "cl_dlights_decaybrightness", "1", "reduces brightness of light flashes over time"}; + cvar_t qport = {0, "qport", "0", "identification key for playing on qw servers (allows you to maintain a connection to a quakeworld server even if your port changes)"}; cvar_t cl_prydoncursor = {0, "cl_prydoncursor", "0", "enables a mouse pointer which is able to click on entities in the world, useful for point and click mods, see PRYDON_CLIENTCURSOR extension in dpextensions.qc"}; cvar_t cl_deathnoviewmodel = {0, "cl_deathnoviewmodel", "1", "hides gun model when dead"}; +cvar_t cl_locs_enable = {CVAR_SAVE, "locs_enable", "1", "enables replacement of certain % codes in chat messages: %l (location), %d (last death location), %h (health), %a (armor), %x (rockets), %c (cells), %r (rocket launcher status), %p (powerup status), %w (weapon status), %t (current time in level)"}; +cvar_t cl_locs_show = {0, "locs_show", "0", "shows defined locations for editing purposes"}; + client_static_t cls; client_state_t cl; @@ -106,6 +110,14 @@ void CL_ClearState(void) // reset the view zoom interpolation cl.mviewzoom[0] = cl.mviewzoom[1] = 1; + // enable rendering of the world and such + cl.csqc_vidvars.drawworld = true; + cl.csqc_vidvars.drawenginesbar = true; + cl.csqc_vidvars.drawcrosshair = true; + + // set up the float version of the stats array for easier access to float stats + cl.statsf = (float *)cl.stats; + cl.num_entities = 0; cl.num_static_entities = 0; cl.num_temp_entities = 0; @@ -289,6 +301,8 @@ void CL_Disconnect(void) if (cls.state == ca_dedicated) return; + Curl_Clear_forthismap(); + Con_DPrintf("CL_Disconnect\n"); CL_VM_ShutDown(); @@ -332,9 +346,9 @@ void CL_Disconnect(void) Con_DPrint("Sending clc_disconnect\n"); MSG_WriteByte(&buf, clc_disconnect); } - NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol); - NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol); - NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol); + NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false); + NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false); + NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false); NetConn_Close(cls.netcon); cls.netcon = NULL; } @@ -371,7 +385,8 @@ void CL_EstablishConnection(const char *host) cls.demonum = -1; // stop demo loop in case this fails - CL_Disconnect(); + if (cls.demoplayback) + CL_StopPlayback(); // if downloads are running, cancel their finishing action Curl_Clear_forthismap(); @@ -412,8 +427,7 @@ CL_PrintEntities_f static void CL_PrintEntities_f(void) { entity_t *ent; - int i, j; - char name[32]; + int i; for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++) { @@ -426,10 +440,25 @@ static void CL_PrintEntities_f(void) modelname = ent->render.model->name; else 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->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); + Con_Printf("%3i: %-25s:%4i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", i, modelname, ent->render.frame2, (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); + } +} + +/* +=============== +CL_ModelIndexList_f + +List all models in the client modelindex +=============== +*/ +static void CL_ModelIndexList_f(void) +{ + int nModelIndexCnt = 1; + + while(cl.model_precache[nModelIndexCnt] && nModelIndexCnt != MAX_MODELS) + { // Valid Model + Con_Printf("%i : %s\n", nModelIndexCnt, cl.model_precache[nModelIndexCnt]->name); + nModelIndexCnt++; } } @@ -500,7 +529,7 @@ static float CL_LerpPoint(void) { float f; - if (cl_nettimesyncmode.integer == 3) + if (cl_nettimesyncboundmode.integer == 1) 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) @@ -612,7 +641,6 @@ dlightsetup: Matrix4x4_OriginFromMatrix(&dl->matrix, dl->origin); CL_FindNonSolidLocation(dl->origin, dl->origin, 6); 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; @@ -657,8 +685,14 @@ void CL_DecayLightFlashes(void) dl->intensity -= time * dl->decay; if (cl.time < dl->die && dl->intensity > 0) { - //dl->radius = dl->initialradius * dl->intensity; - VectorScale(dl->initialcolor, dl->intensity, dl->color); + if (cl_dlights_decayradius.integer) + dl->radius = dl->initialradius * dl->intensity; + else + dl->radius = dl->initialradius; + if (cl_dlights_decaybrightness.integer) + VectorScale(dl->initialcolor, dl->intensity, dl->color); + else + VectorCopy(dl->initialcolor, dl->color); cl.num_dlights = i + 1; } else @@ -673,11 +707,20 @@ void CL_RelinkLightFlashes(void) int i, j, k, l; dlight_t *dl; float frac, f; + matrix4x4_t tempmatrix; if (r_dynamic.integer) + { for (i = 0, dl = cl.dlights;i < cl.num_dlights && r_refdef.numlights < MAX_DLIGHTS;i++, dl++) + { if (dl->radius) - 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); + { + tempmatrix = dl->matrix; + Matrix4x4_Scale(&tempmatrix, dl->radius, 1); + R_RTLight_Update(&r_refdef.lights[r_refdef.numlights++], false, &tempmatrix, 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 @@ -762,7 +805,7 @@ extern void V_CalcViewBlend(void); extern void V_CalcRefdef(void); // note this is a recursive function, recursionlimit should be 32 or so on the initial call -void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit) +void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolate) { const matrix4x4_t *matrix; matrix4x4_t blendmatrix, tempmatrix, matrix2; @@ -782,6 +825,7 @@ void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit) 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); + e->render.entitynumber = e - cl.entities; if (e->state_current.flags & RENDER_COLORMAPPED) { int cb; @@ -832,7 +876,7 @@ void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit) if (!t->state_current.active) return; // update the parent first - CL_UpdateNetworkEntity(t, recursionlimit - 1); + CL_UpdateNetworkEntity(t, recursionlimit - 1, interpolate); // make relative to the entity matrix = &t->render.matrix; // some properties of the tag entity carry over @@ -861,7 +905,10 @@ void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit) else if (e->render.flags & RENDER_VIEWMODEL) { // view-relative entity (guns and such) - matrix = &viewmodelmatrix; + if (e->render.effects & EF_NOGUNBOB) + matrix = &r_view.matrix; // really attached to view + else + matrix = &viewmodelmatrix; // attached to gun bob matrix } else { @@ -870,17 +917,23 @@ void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit) } // movement lerp - // if it's the player entity, update according to client movement - if (e == cl.entities + cl.playerentity && cl.movement_predicted) + // if it's the predicted player entity, update according to client movement + // but don't lerp if going through a teleporter as it causes a bad lerp + // also don't use the predicted location if fixangle was set on both of + // the most recent server messages, as that cause means you are spectating + // someone or watching a cutscene of some sort + if (cl_nolerp.integer || cls.timedemo) + interpolate = false; + if (e == cl.entities + cl.playerentity && cl.movement_predicted && (!cl.fixangle[1] || !cl.fixangle[0])) { lerp = (cl.time - cl.movement_time[2]) / (cl.movement_time[0] - cl.movement_time[1]); lerp = bound(0, lerp, 1); - if (cl_nolerp.integer) + if (!interpolate) 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) + else if (interpolate && e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1) { // interpolate the origin and angles lerp = max(0, lerp); @@ -903,17 +956,13 @@ void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit) e->render.model = cl.model_precache[e->state_current.modelindex]; if (e->render.model) { + // models can set flags such as EF_ROCKET + // this 0xFF800000 mask is EF_NOMODELFLAGS plus all the higher EF_ flags such as EF_ROCKET + if (!(e->render.effects & 0xFF800000)) + e->render.effects |= e->render.model->effects; // 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); } @@ -921,6 +970,13 @@ void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit) else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) angles[0] = -angles[0]; + if ((e->render.effects & EF_ROTATE) && !(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; + } + // animation lerp if (e->render.frame2 == e->state_current.frame) { @@ -940,7 +996,7 @@ void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit) // 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.frame2 = e->state_current.frame; e->render.frame2time = cl.time; e->render.framelerp = 0; } @@ -971,21 +1027,17 @@ void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit) // 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)) + if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST)) + && (e->render.alpha >= 1) + && !(e->render.flags & RENDER_VIEWMODEL) && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer))) e->render.flags |= RENDER_SHADOW; + if (e->render.flags & RENDER_VIEWMODEL) + e->render.flags |= RENDER_NOSELFSHADOW; } // creates light and trails from an entity @@ -1002,12 +1054,14 @@ void CL_UpdateNetworkEntityTrail(entity_t *e) 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 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 | EF_FLAME | EF_STARDUST)) { if (e->render.effects & EF_BRIGHTFIELD) { @@ -1020,40 +1074,41 @@ void CL_UpdateNetworkEntityTrail(entity_t *e) 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)) - { - // these are only set on player entities - CL_AddQWCTFFlagModel(e, (e->render.effects & EF_FLAG2QW) != 0); - } + } + if (e->render.internaleffects & (INTEF_FLAG1QW | INTEF_FLAG2QW)) + { + // these are only set on player entities + CL_AddQWCTFFlagModel(e, (e->render.internaleffects & INTEF_FLAG2QW) != 0); } // 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))) + // LordHavoc: if the entity has no effects, don't check each + if (e->render.effects && !(e->render.flags & RENDER_VIEWMODEL)) { - if (e->render.model->flags & EF_GIB) + if (e->render.effects & EF_GIB) trailtype = EFFECT_TR_BLOOD; - else if (e->render.model->flags & EF_ZOMGIB) + else if (e->render.effects & EF_ZOMGIB) trailtype = EFFECT_TR_SLIGHTBLOOD; - else if (e->render.model->flags & EF_TRACER) + else if (e->render.effects & EF_TRACER) trailtype = EFFECT_TR_WIZSPIKE; - else if (e->render.model->flags & EF_TRACER2) + else if (e->render.effects & EF_TRACER2) trailtype = EFFECT_TR_KNIGHTSPIKE; - else if (e->render.model->flags & EF_ROCKET) + else if (e->render.effects & EF_ROCKET) trailtype = EFFECT_TR_ROCKET; - else if (e->render.model->flags & EF_GRENADE) + else if (e->render.effects & 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) + else if (e->render.effects & EF_TRACER3) trailtype = EFFECT_TR_VORESPIKE; } // do trails if (e->render.flags & RENDER_GLOWTRAIL) trailtype = EFFECT_TR_GLOWTRAIL; - if (trailtype) + // check if a trail is allowed (it is not after a teleport for example) + if (trailtype && e->persistent.trail_allowed) { float len; vec3_t vel; @@ -1064,29 +1119,73 @@ void CL_UpdateNetworkEntityTrail(entity_t *e) VectorScale(vel, len, vel); CL_ParticleTrail(trailtype, 1, e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor, false, true); } + // now that the entity has survived one trail update it is allowed to + // leave a real trail on later frames + e->persistent.trail_allowed = true; VectorCopy(origin, e->persistent.trail_origin); } /* =============== -CL_UpdateEntities +CL_UpdateViewEntities +=============== +*/ +void CL_UpdateViewEntities(void) +{ + int i; + // update any RENDER_VIEWMODEL entities to use the new view matrix + for (i = 1;i < cl.num_entities;i++) + { + if (cl.entities_active[i]) + { + entity_t *ent = cl.entities + i; + if ((ent->render.flags & RENDER_VIEWMODEL) || ent->state_current.tagentity) + CL_UpdateNetworkEntity(ent, 32, true); + } + } + // and of course the engine viewmodel needs updating as well + CL_UpdateNetworkEntity(&cl.viewent, 32, true); +} + +/* +=============== +CL_UpdateNetworkCollisionEntities =============== */ -void CL_UpdateEntities(void) +void CL_UpdateNetworkCollisionEntities(void) { entity_t *ent; int i; - // process network entities - // first link the player - CL_UpdateNetworkEntity(cl.entities + cl.viewentity, 32); + // start on the entity after the world + cl.num_brushmodel_entities = 0; + for (i = cl.maxclients + 1;i < cl.num_entities;i++) + { + if (cl.entities_active[i]) + { + ent = cl.entities + i; + if (ent->state_current.active && ent->render.model && ent->render.model->name[0] == '*' && ent->render.model->TraceBox) + { + // do not interpolate the bmodels for this + CL_UpdateNetworkEntity(ent, 32, false); + cl.brushmodel_entities[cl.num_brushmodel_entities++] = i; + } + } + } +} - // set up the view - V_CalcRefdef(); +/* +=============== +CL_UpdateNetworkEntities +=============== +*/ +void CL_UpdateNetworkEntities(void) +{ + entity_t *ent; + int i; // 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]) @@ -1094,18 +1193,20 @@ void CL_UpdateEntities(void) ent = cl.entities + i; if (ent->state_current.active) { - CL_UpdateNetworkEntity(ent, 32); + CL_UpdateNetworkEntity(ent, 32, true); // 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; } } +} +void CL_UpdateViewModel(void) +{ + entity_t *ent; ent = &cl.viewent; ent->state_previous = ent->state_current; ent->state_current = defaultstate; @@ -1125,16 +1226,16 @@ void CL_UpdateEntities(void) 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)); + ent->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB)); // 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.frame1 = ent->render.frame2 = ent->state_current.frame; ent->render.frame1time = ent->render.frame2time = cl.time; ent->render.framelerp = 1; } - CL_UpdateNetworkEntity(ent, 32); + CL_UpdateNetworkEntity(ent, 32, true); } // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags) @@ -1148,12 +1249,7 @@ void CL_LinkNetworkEntity(entity_t *e) // 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 (e->state_current.tagentity) { // if the tag entity is currently impossible, skip it if (e->state_current.tagentity >= cl.num_entities) @@ -1228,7 +1324,7 @@ void CL_LinkNetworkEntity(entity_t *e) trace_t trace; matrix4x4_t tempmatrix; Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2); - trace = CL_TraceBox(origin, vec3_origin, vec3_origin, v2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, false); + 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); @@ -1236,24 +1332,24 @@ void CL_LinkNetworkEntity(entity_t *e) 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 && e->render.effects && !(e->render.flags & RENDER_VIEWMODEL)) { - if (e->render.model->flags & EF_GIB) + if (e->render.effects & EF_GIB) trailtype = EFFECT_TR_BLOOD; - else if (e->render.model->flags & EF_ZOMGIB) + else if (e->render.effects & EF_ZOMGIB) trailtype = EFFECT_TR_SLIGHTBLOOD; - else if (e->render.model->flags & EF_TRACER) + else if (e->render.effects & EF_TRACER) trailtype = EFFECT_TR_WIZSPIKE; - else if (e->render.model->flags & EF_TRACER2) + else if (e->render.effects & EF_TRACER2) trailtype = EFFECT_TR_KNIGHTSPIKE; - else if (e->render.model->flags & EF_ROCKET) + else if (e->render.effects & EF_ROCKET) trailtype = EFFECT_TR_ROCKET; - else if (e->render.model->flags & EF_GRENADE) + else if (e->render.effects & 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) + else if (e->render.effects & EF_TRACER3) trailtype = EFFECT_TR_VORESPIKE; } // LordHavoc: customizable glow @@ -1297,6 +1393,10 @@ void CL_LinkNetworkEntity(entity_t *e) if (trailtype) CL_ParticleTrail(trailtype, 0, origin, origin, vec3_origin, vec3_origin, NULL, e->state_current.glowcolor, true, false); + // don't show viewmodels in certain situations + if (e->render.flags & RENDER_VIEWMODEL) + if (!r_drawviewmodel.integer || chase_active.integer || r_refdef.envmap) + return; // 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) @@ -1308,7 +1408,6 @@ void CL_LinkNetworkEntity(entity_t *e) void CL_RelinkWorld(void) { entity_t *ent = &cl.entities[0]; - cl.brushmodel_entities[cl.num_brushmodel_entities++] = 0; // FIXME: this should be done at load ent->render.matrix = identitymatrix; CL_UpdateRenderEntity(&ent->render); @@ -1331,14 +1430,11 @@ static void CL_RelinkStaticEntities(void) // 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; // 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_TRANSPARENT)) + if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST)) && (e->render.alpha >= 1)) e->render.flags |= RENDER_SHADOW; VectorSet(e->render.colormod, 1, 1, 1); R_LerpAnimation(&e->render); @@ -1416,7 +1512,6 @@ static void CL_RelinkEffects(void) ent->render.model = cl.model_precache[e->modelindex]; else 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); @@ -1468,7 +1563,7 @@ void CL_RelinkBeams(void) vec3_t dist, org, start, end; float d; entity_t *ent; - float yaw, pitch; + double yaw, pitch; float forward; matrix4x4_t tempmatrix; @@ -1511,12 +1606,12 @@ void CL_RelinkBeams(void) } else { - yaw = (int) (atan2(dist[1], dist[0]) * 180 / M_PI); + yaw = atan2(dist[1], dist[0]) * 180 / M_PI; if (yaw < 0) yaw += 360; forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]); - pitch = (int) (atan2(dist[2], forward) * 180 / M_PI); + pitch = atan2(dist[2], forward) * 180 / M_PI; if (pitch < 0) pitch += 360; } @@ -1622,19 +1717,13 @@ void CSQC_RelinkAllEntities (int drawmask) /* =============== -CL_ReadFromServer +CL_UpdateWorld -Read all incoming data from the server +Update client game world for a new frame =============== */ -extern void CL_StairSmoothing(void);//view.c - -int CL_ReadFromServer(void) +void CL_UpdateWorld(void) { - CL_ReadDemoMessage(); - CL_SendMove(); - - r_refdef.time = cl.time; r_refdef.extraupdate = !r_speeds.integer; r_refdef.numentities = 0; r_refdef.numlights = 0; @@ -1651,24 +1740,35 @@ int CL_ReadFromServer(void) V_DriftPitch(); V_FadeViewFlashs(); - // now update all the network entities and the view matrix - CL_UpdateEntities(); + // if prediction is enabled we have to update all the collidable + // network entities before the prediction code can be run + CL_UpdateNetworkCollisionEntities(); + + // now update the player prediction + CL_ClientMovement_Replay(); + + // update the player entity (which may be predicted) + CL_UpdateNetworkEntity(cl.entities + cl.viewentity, 32, true); + + // now update the view (which depends on that player entity) + V_CalcRefdef(); + + // now update all the network entities and create particle trails + // (some entities may depend on the view) + CL_UpdateNetworkEntities(); + + // update the engine-based viewmodel + CL_UpdateViewModel(); CL_RelinkLightFlashes(); CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS); - CL_StairSmoothing(); - // 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; } - return 0; + r_refdef.time = cl.time; } // LordHavoc: pausedemo command @@ -1709,11 +1809,9 @@ For program optimization static void CL_TimeRefresh_f (void) { int i; - float timestart, timedelta, oldangles[3]; + float timestart, timedelta; r_refdef.extraupdate = false; - VectorCopy(cl.viewangles, oldangles); - VectorClear(cl.viewangles); timestart = Sys_DoubleTime(); for (i = 0;i < 128;i++) @@ -1723,10 +1821,333 @@ static void CL_TimeRefresh_f (void) } timedelta = Sys_DoubleTime() - timestart; - VectorCopy(oldangles, cl.viewangles); Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta); } +void CL_AreaStats_f(void) +{ + World_PrintAreaStats(&cl.world, "client"); +} + +cl_locnode_t *CL_Locs_FindNearest(const vec3_t point) +{ + int i; + cl_locnode_t *loc; + cl_locnode_t *best; + vec3_t nearestpoint; + vec_t dist, bestdist; + best = NULL; + bestdist = 0; + for (loc = cl.locnodes;loc;loc = loc->next) + { + for (i = 0;i < 3;i++) + nearestpoint[i] = bound(loc->mins[i], point[i], loc->maxs[i]); + dist = VectorDistance2(nearestpoint, point); + if (bestdist > dist || !best) + { + bestdist = dist; + best = loc; + if (bestdist < 1) + break; + } + } + return best; +} + +void CL_Locs_FindLocationName(char *buffer, size_t buffersize, vec3_t point) +{ + cl_locnode_t *loc; + loc = CL_Locs_FindNearest(point); + if (loc) + strlcpy(buffer, loc->name, buffersize); + else + dpsnprintf(buffer, buffersize, "LOC=%.0f:%.0f:%.0f", point[0], point[1], point[2]); +} + +void CL_Locs_FreeNode(cl_locnode_t *node) +{ + cl_locnode_t **pointer, **next; + for (pointer = &cl.locnodes;*pointer;pointer = next) + { + next = &(*pointer)->next; + if (*pointer == node) + { + *pointer = node->next; + Mem_Free(node); + } + } + Con_Printf("CL_Locs_FreeNode: no such node! (%p)\n", node); +} + +void CL_Locs_AddNode(vec3_t mins, vec3_t maxs, const char *name) +{ + cl_locnode_t *node, **pointer; + int namelen; + if (!name) + name = ""; + namelen = strlen(name); + node = Mem_Alloc(cls.levelmempool, sizeof(cl_locnode_t) + namelen + 1); + VectorSet(node->mins, min(mins[0], maxs[0]), min(mins[1], maxs[1]), min(mins[2], maxs[2])); + VectorSet(node->maxs, max(mins[0], maxs[0]), max(mins[1], maxs[1]), max(mins[2], maxs[2])); + node->name = (char *)(node + 1); + memcpy(node->name, name, namelen); + node->name[namelen] = 0; + // link it into the tail of the list to preserve the order + for (pointer = &cl.locnodes;*pointer;pointer = &(*pointer)->next) + ; + *pointer = node; +} + +void CL_Locs_Add_f(void) +{ + vec3_t mins, maxs; + if (Cmd_Argc() != 5 && Cmd_Argc() != 8) + { + Con_Printf("usage: %s x y z[ x y z] name\n", Cmd_Argv(0)); + return; + } + mins[0] = atof(Cmd_Argv(1)); + mins[1] = atof(Cmd_Argv(2)); + mins[2] = atof(Cmd_Argv(3)); + if (Cmd_Argc() == 8) + { + maxs[0] = atof(Cmd_Argv(4)); + maxs[1] = atof(Cmd_Argv(5)); + maxs[2] = atof(Cmd_Argv(6)); + CL_Locs_AddNode(mins, maxs, Cmd_Argv(7)); + } + else + CL_Locs_AddNode(mins, mins, Cmd_Argv(4)); +} + +void CL_Locs_RemoveNearest_f(void) +{ + cl_locnode_t *loc; + loc = CL_Locs_FindNearest(r_view.origin); + if (loc) + CL_Locs_FreeNode(loc); + else + Con_Printf("no loc point or box found for your location\n"); +} + +void CL_Locs_Clear_f(void) +{ + while (cl.locnodes) + CL_Locs_FreeNode(cl.locnodes); +} + +void CL_Locs_Save_f(void) +{ + cl_locnode_t *loc; + qfile_t *outfile; + char locfilename[MAX_QPATH]; + if (!cl.locnodes) + { + Con_Printf("No loc points/boxes exist!\n"); + return; + } + if (cls.state != ca_connected || !cl.worldmodel) + { + Con_Printf("No level loaded!\n"); + return; + } + FS_StripExtension(cl.worldmodel->name, locfilename, sizeof(locfilename)); + strlcat(locfilename, ".loc", sizeof(locfilename)); + + outfile = FS_Open(locfilename, "w", false, false); + if (!outfile) + return; + // if any boxes are used then this is a proquake-format loc file, which + // allows comments, so add some relevant information at the start + for (loc = cl.locnodes;loc;loc = loc->next) + if (!VectorCompare(loc->mins, loc->maxs)) + break; + if (loc) + { + FS_Printf(outfile, "// %s %s saved by %s\n// x,y,z,x,y,z,\"name\"\n\n", locfilename, Sys_TimeString("%Y-%m-%d"), engineversion); + for (loc = cl.locnodes;loc;loc = loc->next) + if (VectorCompare(loc->mins, loc->maxs)) + break; + if (loc) + Con_Printf("Warning: writing loc file containing a mixture of qizmo-style points and proquake-style boxes may not work in qizmo or proquake!\n"); + } + for (loc = cl.locnodes;loc;loc = loc->next) + { + if (VectorCompare(loc->mins, loc->maxs)) + { + int len; + const char *s; + const char *in = loc->name; + char name[MAX_INPUTLINE]; + for (len = 0;len < (int)sizeof(name) - 1 && *in;) + { + if (*in == ' ') {s = "$loc_name_separator";in++;} + else if (!strncmp(in, "SSG", 3)) {s = "$loc_name_ssg";in += 3;} + else if (!strncmp(in, "NG", 2)) {s = "$loc_name_ng";in += 2;} + else if (!strncmp(in, "SNG", 3)) {s = "$loc_name_sng";in += 3;} + else if (!strncmp(in, "GL", 2)) {s = "$loc_name_gl";in += 2;} + else if (!strncmp(in, "RL", 2)) {s = "$loc_name_rl";in += 2;} + else if (!strncmp(in, "LG", 2)) {s = "$loc_name_lg";in += 2;} + else if (!strncmp(in, "GA", 2)) {s = "$loc_name_ga";in += 2;} + else if (!strncmp(in, "YA", 2)) {s = "$loc_name_ya";in += 2;} + else if (!strncmp(in, "RA", 2)) {s = "$loc_name_ra";in += 2;} + else if (!strncmp(in, "MEGA", 4)) {s = "$loc_name_mh";in += 4;} + else s = NULL; + if (s) + { + while (len < (int)sizeof(name) - 1 && *s) + name[len++] = *s++; + continue; + } + name[len++] = *in++; + } + name[len] = 0; + FS_Printf(outfile, "%.0f %.0f %.0f %s\n", loc->mins[0]*8, loc->mins[1]*8, loc->mins[2]*8, name); + } + else + FS_Printf(outfile, "%.1f,%.1f,%.1f,%.1f,%.1f,%.1f,\"%s\"\n", loc->mins[0], loc->mins[1], loc->mins[2], loc->maxs[0], loc->maxs[1], loc->maxs[2], loc->name); + } + FS_Close(outfile); +} + +void CL_Locs_Reload_f(void) +{ + int i, linenumber, limit, len; + const char *s; + char *filedata, *text, *textend, *linestart, *linetext, *lineend; + fs_offset_t filesize; + vec3_t mins, maxs; + char locfilename[MAX_QPATH]; + char name[MAX_INPUTLINE]; + + if (cls.state != ca_connected || !cl.worldmodel) + { + Con_Printf("No level loaded!\n"); + return; + } + + CL_Locs_Clear_f(); + + // try maps/something.loc first (LordHavoc: where I think they should be) + FS_StripExtension(cl.worldmodel->name, locfilename, sizeof(locfilename)); + strlcat(locfilename, ".loc", sizeof(locfilename)); + filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize); + if (!filedata) + { + // try proquake name as well (LordHavoc: I hate path mangling) + FS_StripExtension(va("locs/%s", FS_FileWithoutPath(cl.worldmodel->name)), locfilename, sizeof(locfilename)); + strlcat(locfilename, ".loc", sizeof(locfilename)); + filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize); + if (!filedata) + return; + } + text = filedata; + textend = filedata + filesize; + for (linenumber = 1;text < textend;linenumber++) + { + linestart = text; + for (;text < textend && *text != '\r' && *text != '\n';text++) + ; + lineend = text; + if (text + 1 < textend && *text == '\r' && text[1] == '\n') + text++; + if (text < textend) + text++; + // trim trailing whitespace + while (lineend > linestart && lineend[-1] <= ' ') + lineend--; + // trim leading whitespace + while (linestart < lineend && *linestart <= ' ') + linestart++; + // check if this is a comment + if (linestart + 2 <= lineend && !strncmp(linestart, "//", 2)) + continue; + linetext = linestart; + limit = 3; + for (i = 0;i < limit;i++) + { + if (linetext >= lineend) + break; + // note: a missing number is interpreted as 0 + if (i < 3) + mins[i] = atof(linetext); + else + maxs[i - 3] = atof(linetext); + // now advance past the number + while (linetext < lineend && *linetext > ' ' && *linetext != ',') + linetext++; + // advance through whitespace + if (linetext < lineend) + { + if (*linetext == ',') + { + linetext++; + limit = 6; + // note: comma can be followed by whitespace + } + if (*linetext <= ' ') + { + // skip whitespace + while (linetext < lineend && *linetext <= ' ') + linetext++; + } + } + } + // if this is a quoted name, remove the quotes + if (i == 6) + { + if (linetext >= lineend || *linetext != '"') + continue; // proquake location names are always quoted + lineend--; + linetext++; + len = min(lineend - linetext, (int)sizeof(name) - 1); + memcpy(name, linetext, len); + name[len] = 0; + // add the box to the list + CL_Locs_AddNode(mins, maxs, name); + } + // if a point was parsed, it needs to be scaled down by 8 (since + // point-based loc files were invented by a proxy which dealt + // directly with quake protocol coordinates, which are *8), turn + // it into a box + else if (i == 3) + { + // interpret silly fuhquake macros + for (len = 0;len < (int)sizeof(name) - 1 && linetext < lineend;) + { + if (*linetext == '$') + { + if (linetext + 18 <= lineend && !strncmp(linetext, "$loc_name_separator", 19)) {s = " ";linetext += 19;} + else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_ssg", 13)) {s = "SSG";linetext += 13;} + else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ng", 12)) {s = "NG";linetext += 12;} + else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_sng", 13)) {s = "SNG";linetext += 13;} + else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_gl", 12)) {s = "GL";linetext += 12;} + else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_rl", 12)) {s = "RL";linetext += 12;} + else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_lg", 12)) {s = "LG";linetext += 12;} + else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ga", 12)) {s = "GA";linetext += 12;} + else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ya", 12)) {s = "YA";linetext += 12;} + else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ra", 12)) {s = "RA";linetext += 12;} + else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_mh", 12)) {s = "MEGA";linetext += 12;} + else s = NULL; + if (s) + { + while (len < (int)sizeof(name) - 1 && *s) + name[len++] = *s++; + continue; + } + } + name[len++] = *linetext++; + } + name[len] = 0; + // add the point to the list + VectorScale(mins, (1.0 / 8.0), mins); + CL_Locs_AddNode(mins, mins, name); + } + else + continue; + } +} + /* =========== CL_Shutdown @@ -1734,6 +2155,7 @@ CL_Shutdown */ void CL_Shutdown (void) { + CL_Screen_Shutdown(); CL_Particles_Shutdown(); CL_Parse_Shutdown(); @@ -1791,16 +2213,19 @@ 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 + // Support Client-side Model Index List + Cmd_AddCommand ("cl_modelindexlist", CL_ModelIndexList_f, "list all models in the client modelindex"); + 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); @@ -1814,6 +2239,8 @@ void CL_Init (void) Cvar_RegisterVariable(&cl_beams_instantaimhack); Cvar_RegisterVariable(&cl_beams_lightatend); Cvar_RegisterVariable(&cl_noplayershadow); + Cvar_RegisterVariable(&cl_dlights_decayradius); + Cvar_RegisterVariable(&cl_dlights_decaybrightness); Cvar_RegisterVariable(&cl_prydoncursor); @@ -1825,6 +2252,14 @@ void CL_Init (void) Cmd_AddCommand("timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs"); + Cvar_RegisterVariable(&cl_locs_enable); + Cvar_RegisterVariable(&cl_locs_show); + Cmd_AddCommand("locs_add", CL_Locs_Add_f, "add a point or box location (usage: x y z[ x y z] \"name\", if two sets of xyz are supplied it is a box, otherwise point)"); + Cmd_AddCommand("locs_removenearest", CL_Locs_RemoveNearest_f, "remove the nearest point or box (note: you need to be very near a box to remove it)"); + Cmd_AddCommand("locs_clear", CL_Locs_Clear_f, "remove all loc points/boxes"); + Cmd_AddCommand("locs_reload", CL_Locs_Reload_f, "reload .loc file for this map"); + Cmd_AddCommand("locs_save", CL_Locs_Save_f, "save .loc file for this map containing currently defined points and boxes"); + CL_Parse_Init(); CL_Particles_Init(); CL_Screen_Init();