cvar_t cl_prydoncursor = {0, "cl_prydoncursor", "0"};
+vec3_t cl_playerstandmins;
+vec3_t cl_playerstandmaxs;
+vec3_t cl_playercrouchmins;
+vec3_t cl_playercrouchmaxs;
+
mempool_t *cl_mempool;
client_static_t cls;
cl_entities[i].state_current = defaultstate;
}
+ if (gamemode == GAME_NEXUIZ)
+ {
+ VectorSet(cl_playerstandmins, -16, -16, -24);
+ VectorSet(cl_playerstandmaxs, 16, 16, 45);
+ VectorSet(cl_playercrouchmins, -16, -16, -24);
+ VectorSet(cl_playercrouchmaxs, 16, 16, 25);
+ }
+ else
+ {
+ VectorSet(cl_playerstandmins, -16, -16, -24);
+ VectorSet(cl_playerstandmaxs, 16, 16, 24);
+ VectorSet(cl_playercrouchmins, -16, -16, -24);
+ VectorSet(cl_playercrouchmaxs, 16, 16, 24);
+ }
+
CL_Screen_NewMap();
CL_Particles_Clear();
CL_CGVM_Clear();
if (num >= cl_max_entities)
{
if (!cl_entities)
- Host_Error("CL_ExpandEntities: cl_entities not initialized\n");
+ Sys_Error("CL_ExpandEntities: cl_entities not initialized\n");
if (num >= MAX_EDICTS)
Host_Error("CL_ExpandEntities: num %i >= %i\n", num, MAX_EDICTS);
oldmaxentities = cl_max_entities;
strlcpy (name, ent->render.model->name, 25);
else
strcpy(name, "--no model--");
- for (j = strlen(name);j < 25;j++)
+ for (j = (int)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:%4i (%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);
}
}
matrix4x4_t *matrix, blendmatrix, tempmatrix, matrix2;
//matrix4x4_t dlightmatrix;
int j, k, l, trailtype, temp;
- float origin[3], angles[3], delta[3], lerp, dlightcolor[3], dlightradius, mins[3], maxs[3], v[3], v2[3], d;
+ float origin[3], angles[3], delta[3], lerp, dlightcolor[3], dlightradius, mins[3], maxs[3], v2[3], d;
entity_t *t;
model_t *model;
+ trace_t trace;
//entity_persistent_t *p = &e->persistent;
//entity_render_t *r = &e->render;
if (e->persistent.linkframe != entitylinkframenumber)
e->render.colormap = -1; // no special coloring
e->render.skinnum = e->state_current.skin;
VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
- if (e->render.flags & RENDER_VIEWMODEL)
+ if (e->render.flags & RENDER_VIEWMODEL && !e->state_current.tagentity)
{
if (!r_drawviewmodel.integer || chase_active.integer || envmap)
return;
// make relative to the entity
matrix = &t->render.matrix;
// some properties of the tag entity carry over
- e->render.flags |= t->render.flags & RENDER_EXTERIORMODEL;
+ e->render.flags |= t->render.flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
// if a valid tagindex is used, make it relative to that tag instead
// FIXME: use a model function to get tag info (need to handle skeletal)
if (e->state_current.tagentity && e->state_current.tagindex >= 1 && (model = t->render.model))
}
// movement lerp
- if (e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
+ // if it's the player entity, update according to client movement
+ if (e == cl_entities + cl.playerentity && cl.movement)
+ {
+ lerp = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
+ lerp = bound(0, 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)
{
// interpolate the origin and angles
VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
CL_BoundingBoxForEntity(&e->render);
// handle effects now that we know where this entity is in the world...
- origin[0] = e->render.matrix.m[0][3];
- origin[1] = e->render.matrix.m[1][3];
- origin[2] = e->render.matrix.m[2][3];
+ if (e->render.model && e->render.model->soundfromcenter)
+ {
+ // bmodels are treated specially since their origin is usually '0 0 0'
+ vec3_t o;
+ VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
+ 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];
+ }
trailtype = -1;
dlightradius = 0;
dlightcolor[0] = 0;
if (e->persistent.muzzleflash > 0)
{
Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
- CL_TraceLine(origin, v2, v, NULL, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY);
+ trace = CL_TraceBox(origin, vec3_origin, vec3_origin, v2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, false);
tempmatrix = e->render.matrix;
- tempmatrix.m[0][3] = v[0];
- tempmatrix.m[1][3] = v[1];
- tempmatrix.m[2][3] = v[2];
+ tempmatrix.m[0][3] = trace.endpos[0];
+ tempmatrix.m[1][3] = trace.endpos[1];
+ tempmatrix.m[2][3] = 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.frametime * 10;
}
Read all incoming data from the server
===============
*/
+extern void CL_ClientMovement_Replay();
int CL_ReadFromServer(void)
{
CL_ReadDemoMessage();
r_refdef.time = cl.time;
r_refdef.extraupdate = !r_speeds.integer;
r_refdef.numentities = 0;
+ Matrix4x4_CreateIdentity(&r_refdef.viewentitymatrix);
cl_num_brushmodel_entities = 0;
if (cls.state == ca_connected && cls.signon == SIGNONS)
V_FadeViewFlashs();
// relink network entities (note: this sets up the view!)
+ CL_ClientMovement_Replay();
CL_RelinkNetworkEntities();
// move particles
CL_SendCmd
=================
*/
+void CL_UpdatePrydonCursor(void);
void CL_SendCmd(void)
{
- if (cls.signon == SIGNONS)
- CL_SendMove();
-
if (cls.demoplayback)
{
SZ_Clear(&cls.message);