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;
beam_t *cl_beams;
dlight_t *cl_dlights;
lightstyle_t *cl_lightstyle;
-entity_render_t **cl_brushmodel_entities;
+int *cl_brushmodel_entities;
int cl_num_entities;
int cl_num_static_entities;
cl_beams = Mem_Alloc(cl_mempool, cl_max_beams * sizeof(beam_t));
cl_dlights = Mem_Alloc(cl_mempool, cl_max_dlights * sizeof(dlight_t));
cl_lightstyle = Mem_Alloc(cl_mempool, cl_max_lightstyle * sizeof(lightstyle_t));
- cl_brushmodel_entities = Mem_Alloc(cl_mempool, cl_max_brushmodel_entities * sizeof(entity_render_t *));
+ cl_brushmodel_entities = Mem_Alloc(cl_mempool, cl_max_brushmodel_entities * sizeof(int));
// LordHavoc: have to set up the baseline info for alpha and other stuff
for (i = 0;i < cl_max_entities;i++)
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();
entity_t *oldentities;
if (num >= cl_max_entities)
{
+ if (!cl_entities)
+ 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);
}
// transfer certain model flags to effects
e->render.effects |= e->render.model->flags2 & (EF_FULLBRIGHT | EF_ADDITIVE);
- if (cl_prydoncursor.integer && (e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e - cl_entities)
+ if (cl_prydoncursor.integer && (e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
VectorScale(e->render.colormod, 2, e->render.colormod);
}
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;
}
{
//dlightmatrix = e->render.matrix;
// hack to make glowing player light shine on their gun
- //if ((e - cl_entities) == cl.viewentity/* && !chase_active.integer*/)
+ //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
// dlightmatrix.m[2][3] += 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);
}
if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
e->render.effects |= EF_ADDITIVE;
// player model is only shown with chase_active on
- if (e - cl_entities == cl.viewentity)
+ 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_EXTERIORMODEL) || (!cl.intermission && cl.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
e->render.flags |= RENDER_SHADOW;
// as soon as player is known we can call V_CalcRefDef
- if ((e - cl_entities) == cl.viewentity)
+ 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->render;
+ cl_brushmodel_entities[cl_num_brushmodel_entities++] = e->state_current.number;
// 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)
r_refdef.entities[r_refdef.numentities++] = &e->render;
- //if (cl.viewentity && e - cl_entities == cl.viewentity)
+ //if (cl.viewentity && e->state_current.number == cl.viewentity)
// Matrix4x4_Print(&e->render.matrix);
}
}
void CL_RelinkWorld(void)
{
entity_t *ent = &cl_entities[0];
- cl_brushmodel_entities[cl_num_brushmodel_entities++] = &ent->render;
+ cl_brushmodel_entities[cl_num_brushmodel_entities++] = 0;
// FIXME: this should be done at load
Matrix4x4_CreateIdentity(&ent->render.matrix);
Matrix4x4_CreateIdentity(&ent->render.inversematrix);
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);