]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - cl_main.c
fixed very annoying '5 second timeout' bug in Host_ShutdownServer (the local client...
[xonotic/darkplaces.git] / cl_main.c
index 42b01de1846b8194feaa63155b5202635d077190..511aa1be86b1e65d0b70bfdcd88a2519739e26a4 100644 (file)
--- a/cl_main.c
+++ b/cl_main.c
@@ -116,7 +116,7 @@ void CL_ClearState(void)
        cl_max_static_entities = 256;
        cl_max_temp_entities = 512;
        cl_max_effects = 256;
-       cl_max_beams = 24;
+       cl_max_beams = 256;
        cl_max_dlights = MAX_DLIGHTS;
        cl_max_lightstyle = MAX_LIGHTSTYLES;
        cl_max_brushmodel_entities = MAX_EDICTS;
@@ -159,6 +159,8 @@ void CL_Disconnect(void)
        if (cls.state == ca_dedicated)
                return;
 
+       Con_DPrintf("CL_Disconnect\n");
+
 // stop sounds (especially looping!)
        S_StopAllSounds (true);
 
@@ -177,20 +179,13 @@ void CL_Disconnect(void)
                if (cls.demorecording)
                        CL_Stop_f();
 
-               Con_DPrintf("Sending clc_disconnect\n");
+               Con_DPrint("Sending clc_disconnect\n");
                SZ_Clear(&cls.message);
                MSG_WriteByte(&cls.message, clc_disconnect);
                NetConn_SendUnreliableMessage(cls.netcon, &cls.message);
                SZ_Clear(&cls.message);
                NetConn_Close(cls.netcon);
                cls.netcon = NULL;
-               // if running a local server, shut it down
-               if (sv.active)
-               {
-                       // prevent this code from executing again during Host_ShutdownServer
-                       cls.state = ca_disconnected;
-                       Host_ShutdownServer(false);
-               }
        }
        cls.state = ca_disconnected;
 
@@ -248,7 +243,7 @@ void CL_EstablishConnection(const char *host)
        }
        else
        {
-               Con_Printf("Unable to find a suitable network socket to connect to server.\n");
+               Con_Print("Unable to find a suitable network socket to connect to server.\n");
                strcpy(m_return_reason, "No network");
        }
 }
@@ -275,7 +270,7 @@ static void CL_PrintEntities_f(void)
                        strcpy(name, "--no model--");
                for (j = strlen(name);j < 25;j++)
                        name[j] = ' ';
-               Con_Printf ("%3i: %s:%04i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", i, name, ent->render.frame, (int) ent->render.origin[0], (int) ent->render.origin[1], (int) ent->render.origin[2], (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:%04i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", i, name, ent->render.frame, (int) ent->render.origin[0], (int) ent->render.origin[1], (int) ent->render.origin[2], (int) ent->render.angles[0] % 360, (int) ent->render.angles[1] % 360, (int) ent->render.angles[2] % 360, ent->render.scale, ent->render.alpha);
        }
 }
 
@@ -659,44 +654,44 @@ void CL_LinkNetworkEntity(entity_t *e)
                                if (gamemode == GAME_NEXUIZ)
                                {
                                        dlightradius = max(dlightradius, 200);
-                                       dlightcolor[0] += 0.390625f;
-                                       dlightcolor[1] += 0.781250f;
-                                       dlightcolor[2] += 1.562500f;
+                                       dlightcolor[0] += 0.75f;
+                                       dlightcolor[1] += 1.50f;
+                                       dlightcolor[2] += 3.00f;
                                        trailtype = 8;
                                }
                                else
                                        CL_EntityParticles(e);
                        }
                        if (e->render.effects & EF_MUZZLEFLASH)
-                               e->persistent.muzzleflash = 100.0f;
+                               e->persistent.muzzleflash = 1.0f;
                        if (e->render.effects & EF_DIMLIGHT)
                        {
                                dlightradius = max(dlightradius, 200);
-                               dlightcolor[0] += 0.781250f;
-                               dlightcolor[1] += 0.781250f;
-                               dlightcolor[2] += 0.781250f;
+                               dlightcolor[0] += 1.50f;
+                               dlightcolor[1] += 1.50f;
+                               dlightcolor[2] += 1.50f;
                        }
                        if (e->render.effects & EF_BRIGHTLIGHT)
                        {
                                dlightradius = max(dlightradius, 400);
-                               dlightcolor[0] += 1.562500f;
-                               dlightcolor[1] += 1.562500f;
-                               dlightcolor[2] += 1.562500f;
+                               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] += 0.781250f;
-                               dlightcolor[1] += 0.078125f;
-                               dlightcolor[2] += 0.078125f;
+                               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] += 0.078125f;
-                               dlightcolor[1] += 0.078125f;
-                               dlightcolor[2] += 0.781250f;
+                               dlightcolor[0] += 0.15f;
+                               dlightcolor[1] += 0.15f;
+                               dlightcolor[2] += 1.50f;
                        }
                        if (e->render.effects & EF_FLAME)
                        {
@@ -711,9 +706,9 @@ void CL_LinkNetworkEntity(entity_t *e)
                                CL_FlameCube(mins, maxs, temp);
                                d = lhrandom(0.75f, 1);
                                dlightradius = max(dlightradius, 200);
-                               dlightcolor[0] += d * 1.0f;
-                               dlightcolor[1] += d * 0.7f;
-                               dlightcolor[2] += d * 0.3f;
+                               dlightcolor[0] += d * 2.0f;
+                               dlightcolor[1] += d * 1.5f;
+                               dlightcolor[2] += d * 0.5f;
                        }
                        if (e->render.effects & EF_STARDUST)
                        {
@@ -726,11 +721,10 @@ void CL_LinkNetworkEntity(entity_t *e)
                                // how many particles to make
                                temp = (int) (cl.time * 200) - (int) (cl.oldtime * 200);
                                CL_Stardust(mins, maxs, temp);
-                               d = 0.390625f;
                                dlightradius = max(dlightradius, 200);
-                               dlightcolor[0] += d * 1.0f;
-                               dlightcolor[1] += d * 0.7f;
-                               dlightcolor[2] += d * 0.3f;
+                               dlightcolor[0] += 1.0f;
+                               dlightcolor[1] += 0.7f;
+                               dlightcolor[2] += 0.3f;
                        }
                }
                // muzzleflash fades over time, and is offset a bit
@@ -742,8 +736,8 @@ void CL_LinkNetworkEntity(entity_t *e)
                        tempmatrix.m[0][3] = v[0];
                        tempmatrix.m[1][3] = v[1];
                        tempmatrix.m[2][3] = v[2];
-                       CL_AllocDlight(NULL, &tempmatrix, e->persistent.muzzleflash, 1, 1, 1, 0, 0, 0, 0, true, 1);
-                       e->persistent.muzzleflash -= cl.frametime * 1000;
+                       CL_AllocDlight(NULL, &tempmatrix, 100, e->persistent.muzzleflash, e->persistent.muzzleflash, e->persistent.muzzleflash, 0, 0, 0, 0, true, 0);
+                       e->persistent.muzzleflash -= cl.frametime * 10;
                }
                // 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)))
@@ -756,25 +750,25 @@ void CL_LinkNetworkEntity(entity_t *e)
                        {
                                trailtype = 3;
                                dlightradius = max(dlightradius, 100);
-                               dlightcolor[0] += 0.060000f;
-                               dlightcolor[1] += 0.250000f;
-                               dlightcolor[2] += 0.062500f;
+                               dlightcolor[0] += 0.12f;
+                               dlightcolor[1] += 0.50f;
+                               dlightcolor[2] += 0.12f;
                        }
                        else if (e->render.model->flags & EF_TRACER2)
                        {
                                trailtype = 5;
                                dlightradius = max(dlightradius, 100);
-                               dlightcolor[0] += 0.312500f;
-                               dlightcolor[1] += 0.187500f;
-                               dlightcolor[2] += 0.062500f;
+                               dlightcolor[0] += 0.50f;
+                               dlightcolor[1] += 0.30f;
+                               dlightcolor[2] += 0.10f;
                        }
                        else if (e->render.model->flags & EF_ROCKET)
                        {
                                trailtype = 0;
                                dlightradius = max(dlightradius, 200);
-                               dlightcolor[0] += 0.781250f;
-                               dlightcolor[1] += 0.625000f;
-                               dlightcolor[2] += 0.312500f;
+                               dlightcolor[0] += 1.50f;
+                               dlightcolor[1] += 1.20f;
+                               dlightcolor[2] += 0.60f;
                        }
                        else if (e->render.model->flags & EF_GRENADE)
                        {
@@ -785,9 +779,9 @@ void CL_LinkNetworkEntity(entity_t *e)
                        {
                                trailtype = 6;
                                dlightradius = max(dlightradius, 200);
-                               dlightcolor[0] += 0.312500f;
-                               dlightcolor[1] += 0.125000f;
-                               dlightcolor[2] += 0.250000f;
+                               dlightcolor[0] += 0.60f;
+                               dlightcolor[1] += 0.25f;
+                               dlightcolor[2] += 0.50f;
                        }
                }
                // LordHavoc: customizable glow
@@ -798,9 +792,12 @@ void CL_LinkNetworkEntity(entity_t *e)
                        dlightradius = max(dlightradius, e->state_current.glowsize * 4);
                        VectorMA(dlightcolor, (1.0f / 255.0f), (qbyte *)&palette_complete[e->state_current.glowcolor], dlightcolor);
                }
-               if (e->state_current.light[3])
+               if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
                {
-                       dlightradius = max(dlightradius, e->state_current.light[3]);
+                       if (e->state_current.light[3])
+                               dlightradius = max(dlightradius, e->state_current.light[3]);
+                       else
+                               dlightradius = max(dlightradius, 350);
                        if (VectorLength2(dlightcolor) == 0)
                                (dlightcolor[0] += 1, dlightcolor[1] += 1, dlightcolor[2] += 1);
                        else
@@ -811,9 +808,9 @@ void CL_LinkNetworkEntity(entity_t *e)
                {
                        dlightmatrix = e->render.matrix;
                        // hack to make glowing player light shine on their gun
-                       if ((e - cl_entities) == cl.viewentity/* && !chase_active.integer*/)
-                               dlightmatrix.m[2][3] += 30;
-                       CL_AllocDlight(&e->render, &dlightmatrix, dlightradius, dlightcolor[0], dlightcolor[1], dlightcolor[2], 0, 0, e->state_current.skin >= 16 ? e->state_current.skin : 0, e->state_current.lightstyle, !(e->state_current.lightpflags & 1), 1);
+                       //if ((e - cl_entities) == cl.viewentity/* && !chase_active.integer*/)
+                       //      dlightmatrix.m[2][3] += 30;
+                       CL_AllocDlight(&e->render, &dlightmatrix, dlightradius, dlightcolor[0], dlightcolor[1], dlightcolor[2], 0, 0, e->state_current.skin >= 16 ? e->state_current.skin : 0, e->state_current.lightstyle, !(e->state_current.lightpflags & PFLAGS_NOSHADOW), (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) ? ((e->state_current.lightpflags & PFLAGS_CORONA) != 0) : 1);
                }
                // trails need the previous frame
                if (e->state_previous.active && e->state_previous.modelindex == e->state_current.modelindex)
@@ -832,11 +829,15 @@ void CL_LinkNetworkEntity(entity_t *e)
                 && !(e->render.flags & RENDER_VIEWMODEL)
                 && ((e - cl_entities) != cl.viewentity || (!cl.intermission && cl.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
                        e->render.flags |= RENDER_SHADOW;
+               if (!(e->render.effects & EF_FULLBRIGHT))
+                       e->render.flags |= RENDER_LIGHT;
                // as soon as player is known we can call V_CalcRefDef
                if ((e - cl_entities) == 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->render;
+               if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
+                       e->render.effects |= EF_ADDITIVE;
                // 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)
@@ -1133,6 +1134,7 @@ int CL_ReadFromServer(void)
 
                // move particles
                CL_MoveParticles();
+               R_MoveExplosions();
 
                // link stuff
                CL_RelinkWorld();
@@ -1171,7 +1173,7 @@ void CL_SendCmd(usercmd_t *cmd)
        {
                if (developer.integer)
                {
-                       Con_Printf("CL_SendCmd: sending reliable message:\n");
+                       Con_Print("CL_SendCmd: sending reliable message:\n");
                        SZ_HexDumpToConsole(&cls.message);
                }
                if (NetConn_SendReliableMessage(cls.netcon, &cls.message) == -1)
@@ -1185,9 +1187,9 @@ static void CL_PauseDemo_f (void)
 {
        cls.demopaused = !cls.demopaused;
        if (cls.demopaused)
-               Con_Printf("Demo paused\n");
+               Con_Print("Demo paused\n");
        else
-               Con_Printf("Demo unpaused\n");
+               Con_Print("Demo unpaused\n");
 }
 
 /*
@@ -1199,7 +1201,7 @@ static void CL_Fog_f (void)
 {
        if (Cmd_Argc () == 1)
        {
-               Con_Printf ("\"fog\" is \"%f %f %f %f\"\n", fog_density, fog_red, fog_green, fog_blue);
+               Con_Printf("\"fog\" is \"%f %f %f %f\"\n", fog_density, fog_red, fog_green, fog_blue);
                return;
        }
        fog_density = atof(Cmd_Argv(1));