// 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"};
void CSQC_RelinkAllEntities (int drawmask)
{
+ // process network entities (note: this sets up the view!)
+ cl.num_brushmodel_entities = 0;
+ CL_UpdateEntities();
+
+ entitylinkframenumber++;
+ // link stuff
+ CL_RelinkWorld();
+ CL_RelinkStaticEntities();
+ CL_RelinkBeams();
+ CL_RelinkEffects();
+
// link stuff
if (drawmask & ENTMASK_ENGINE)
{
if (drawmask & ENTMASK_ENGINEVIEWMODELS)
CL_LinkNetworkEntity(&cl.viewent); // link gun model
+
+ // update view blend
+ V_CalcViewBlend();
}
/*
CL_MoveParticles();
R_MoveExplosions();
- // process network entities (note: this sets up the view!)
+ // predict current player location
CL_ClientMovement_Replay();
- cl.num_brushmodel_entities = 0;
+
// now that the player entity has been updated we can call V_CalcRefdef
V_CalcRefdef();
- CL_UpdateEntities();
-
- entitylinkframenumber++;
- // link stuff
- CL_RelinkWorld();
- CL_RelinkStaticEntities();
- CL_RelinkBeams();
- CL_RelinkEffects();
if(!csqc_loaded) //[515]: csqc
{
+ // process network entities (note: this sets up the view!)
+ cl.num_brushmodel_entities = 0;
+ CL_UpdateEntities();
+
+ entitylinkframenumber++;
+ // link stuff
+ CL_RelinkWorld();
+ 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;
- // update view blend
- V_CalcViewBlend();
-
CL_UpdateLights();
CL_StairSmoothing();