]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - cl_main.c
code-only change of the loading screen, no visual change
[xonotic/darkplaces.git] / cl_main.c
index bcaec418eb2bf9a34e65b289e317b1104622b963..7b651685e6cdd03db3bbc2452f5e0036eebddda0 100644 (file)
--- a/cl_main.c
+++ b/cl_main.c
@@ -441,7 +441,7 @@ static void CL_PrintEntities_f(void)
                        modelname = ent->render.model->name;
                else
                        modelname = "--no model--";
-               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);
+               Con_Printf("%3i: %-25s:%4i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", i, modelname, ent->render.framegroupblend[0].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);
        }
 }
 
@@ -461,7 +461,7 @@ static void CL_ModelIndexList_f(void)
 
        while(cl.model_precache[i] && i != MAX_MODELS)
        { // Valid Model
-               if(cl.model_precache[i]->loaded || cl.model_precache[i]->isworldmodel)
+               if(cl.model_precache[i]->loaded || i == 1)
                        Con_Printf("%3i: %-30s %-8s %-10i\n", i, cl.model_precache[i]->name, cl.model_precache[i]->modeldatatypestring, cl.model_precache[i]->surfmesh.num_triangles);
                else
                        Con_Printf("%3i: %-30s %-30s\n", i, cl.model_precache[i]->name, "--no local model found--");
@@ -767,39 +767,40 @@ void CL_RelinkLightFlashes(void)
 
 void CL_AddQWCTFFlagModel(entity_t *player, int skin)
 {
+       int frame = player->render.framegroupblend[0].frame;
        float f;
        entity_render_t *flagrender;
        matrix4x4_t flagmatrix;
 
        // this code taken from QuakeWorld
        f = 14;
-       if (player->render.frame2 >= 29 && player->render.frame2 <= 40)
+       if (frame >= 29 && frame <= 40)
        {
-               if (player->render.frame2 >= 29 && player->render.frame2 <= 34)
+               if (frame >= 29 && frame <= 34)
                { //axpain
-                       if      (player->render.frame2 == 29) f = f + 2;
-                       else if (player->render.frame2 == 30) f = f + 8;
-                       else if (player->render.frame2 == 31) f = f + 12;
-                       else if (player->render.frame2 == 32) f = f + 11;
-                       else if (player->render.frame2 == 33) f = f + 10;
-                       else if (player->render.frame2 == 34) f = f + 4;
+                       if      (frame == 29) f = f + 2;
+                       else if (frame == 30) f = f + 8;
+                       else if (frame == 31) f = f + 12;
+                       else if (frame == 32) f = f + 11;
+                       else if (frame == 33) f = f + 10;
+                       else if (frame == 34) f = f + 4;
                }
-               else if (player->render.frame2 >= 35 && player->render.frame2 <= 40)
+               else if (frame >= 35 && frame <= 40)
                { // pain
-                       if      (player->render.frame2 == 35) f = f + 2;
-                       else if (player->render.frame2 == 36) f = f + 10;
-                       else if (player->render.frame2 == 37) f = f + 10;
-                       else if (player->render.frame2 == 38) f = f + 8;
-                       else if (player->render.frame2 == 39) f = f + 4;
-                       else if (player->render.frame2 == 40) f = f + 2;
+                       if      (frame == 35) f = f + 2;
+                       else if (frame == 36) f = f + 10;
+                       else if (frame == 37) f = f + 10;
+                       else if (frame == 38) f = f + 8;
+                       else if (frame == 39) f = f + 4;
+                       else if (frame == 40) f = f + 2;
                }
        }
-       else if (player->render.frame2 >= 103 && player->render.frame2 <= 118)
+       else if (frame >= 103 && frame <= 118)
        {
-               if      (player->render.frame2 >= 103 && player->render.frame2 <= 104) f = f + 6;  //nailattack
-               else if (player->render.frame2 >= 105 && player->render.frame2 <= 106) f = f + 6;  //light
-               else if (player->render.frame2 >= 107 && player->render.frame2 <= 112) f = f + 7;  //rocketattack
-               else if (player->render.frame2 >= 112 && player->render.frame2 <= 118) f = f + 7;  //shotattack
+               if      (frame >= 103 && frame <= 104) f = f + 6;  //nailattack
+               else if (frame >= 105 && frame <= 106) f = f + 6;  //light
+               else if (frame >= 107 && frame <= 112) f = f + 7;  //rocketattack
+               else if (frame >= 112 && frame <= 118) f = f + 7;  //shotattack
        }
        // end of code taken from QuakeWorld
 
@@ -897,10 +898,10 @@ void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolat
                {
                        // blend the matrices
                        memset(&blendmatrix, 0, sizeof(blendmatrix));
-                       for (j = 0;j < 4 && t->render.frameblend[j].lerp > 0;j++)
+                       for (j = 0;j < MAX_FRAMEBLENDS && t->render.frameblend[j].lerp > 0;j++)
                        {
                                matrix4x4_t tagmatrix;
-                               Mod_Alias_GetTagMatrix(model, t->render.frameblend[j].frame, e->state_current.tagindex - 1, &tagmatrix);
+                               Mod_Alias_GetTagMatrix(model, t->render.frameblend[j].subframe, e->state_current.tagindex - 1, &tagmatrix);
                                d = t->render.frameblend[j].lerp;
                                for (l = 0;l < 4;l++)
                                        for (k = 0;k < 4;k++)
@@ -991,27 +992,29 @@ void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolat
        }
 
        // animation lerp
-       if (e->render.frame2 == frame)
+       if (e->render.framegroupblend[0].frame == frame)
        {
                // update frame lerp fraction
-               e->render.framelerp = 1;
-               if (e->render.frame2time > e->render.frame1time)
+               e->render.framegroupblend[0].lerp = 1;
+               e->render.framegroupblend[1].lerp = 0;
+               if (e->render.framegroupblend[0].start > e->render.framegroupblend[1].start)
                {
                        // make sure frame lerp won't last longer than 100ms
                        // (this mainly helps with models that use framegroups and
                        // switch between them infrequently)
-                       e->render.framelerp = (cl.time - e->render.frame2time) / min(e->render.frame2time - e->render.frame1time, 0.1);
-                       e->render.framelerp = bound(0, e->render.framelerp, 1);
+                       e->render.framegroupblend[0].lerp = (cl.time - e->render.framegroupblend[0].start) / min(e->render.framegroupblend[0].start - e->render.framegroupblend[1].start, 0.1);
+                       e->render.framegroupblend[0].lerp = bound(0, e->render.framegroupblend[0].lerp, 1);
+                       e->render.framegroupblend[1].lerp = 1 - e->render.framegroupblend[0].lerp;
                }
        }
        else
        {
                // begin a new frame lerp
-               e->render.frame1 = e->render.frame2;
-               e->render.frame1time = e->render.frame2time;
-               e->render.frame2 = frame;
-               e->render.frame2time = cl.time;
-               e->render.framelerp = 0;
+               e->render.framegroupblend[1] = e->render.framegroupblend[0];
+               e->render.framegroupblend[1].lerp = 1;
+               e->render.framegroupblend[0].frame = frame;
+               e->render.framegroupblend[0].start = cl.time;
+               e->render.framegroupblend[0].lerp = 0;
        }
 
        // set up the render matrix
@@ -1246,9 +1249,9 @@ void CL_UpdateViewModel(void)
        // reset animation interpolation on weaponmodel if model changed
        if (ent->state_previous.modelindex != ent->state_current.modelindex)
        {
-               ent->render.frame1 = ent->render.frame2 = ent->state_current.frame;
-               ent->render.frame1time = ent->render.frame2time = cl.time;
-               ent->render.framelerp = 1;
+               ent->render.framegroupblend[0].frame = ent->render.framegroupblend[1].frame = ent->state_current.frame;
+               ent->render.framegroupblend[0].start = ent->render.framegroupblend[1].start = cl.time;
+               ent->render.framegroupblend[0].lerp = 1;ent->render.framegroupblend[1].lerp = 0;
        }
        CL_UpdateNetworkEntity(ent, 32, true);
 }
@@ -1517,13 +1520,21 @@ static void CL_RelinkEffects(void)
                        if (r_draweffects.integer && (entrender = CL_NewTempEntity(e->starttime)))
                        {
                                // interpolation stuff
-                               entrender->frame1 = intframe;
-                               entrender->frame2 = intframe + 1;
-                               if (entrender->frame2 >= e->endframe)
-                                       entrender->frame2 = -1; // disappear
-                               entrender->framelerp = frame - intframe;
-                               entrender->frame1time = e->frame1time;
-                               entrender->frame2time = e->frame2time;
+                               entrender->framegroupblend[0].frame = intframe;
+                               entrender->framegroupblend[0].lerp = 1 - frame - intframe;
+                               entrender->framegroupblend[0].start = e->frame1time;
+                               if (intframe + 1 >= e->endframe)
+                               {
+                                       entrender->framegroupblend[1].frame = 0; // disappear
+                                       entrender->framegroupblend[1].lerp = 0;
+                                       entrender->framegroupblend[1].start = 0;
+                               }
+                               else
+                               {
+                                       entrender->framegroupblend[1].frame = intframe + 1;
+                                       entrender->framegroupblend[1].lerp = frame - intframe;
+                                       entrender->framegroupblend[1].start = e->frame2time;
+                               }
 
                                // normal stuff
                                if(e->modelindex < MAX_MODELS)