if (!sv.active)
Host_ClearMemory ();
+ // note: this also gets rid of the entity database
Mem_EmptyPool(cl_entities_mempool);
// wipe the entire cl structure
// clear menu's connect error message
m_return_reason[0] = 0;
-
- // stop demo loop in case this fails
cls.demonum = -1;
- CL_Disconnect();
if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
{
+ // stop demo loop in case this fails
+ CL_Disconnect();
+
cls.connect_trying = true;
cls.connect_remainingtries = 3;
cls.connect_nextsendtime = 0;
NetConn_ServerFrame();
}
}
+ else
+ {
+ Con_Printf("Unable to find a suitable network socket to connect to server.\n");
+ strcpy(m_return_reason, "No network");
+ }
}
/*
continue;
if (ent->render.model)
- strncpy(name, ent->render.model->name, 25);
+ strlcpy (name, ent->render.model->name, 25);
else
strcpy(name, "--no model--");
- name[25] = 0;
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);
// LordHavoc: lerp in listen games as the server is being capped below the client (usually)
f = cl.mtime[0] - cl.mtime[1];
- if (!f || cl_nolerp.integer || cls.timedemo || (sv.active && svs.maxclients == 1))
+ if (!f || cl_nolerp.integer || cls.timedemo || cl.islocalgame)
{
cl.time = cl.mtime[0];
return 1;
dl->radius = (cl.time < dl->die) ? max(0, dl->radius - time * dl->decay) : 0;
}
-extern qboolean Nehahrademcompatibility;
#define MAXVIEWMODELS 32
entity_t *viewmodels[MAXVIEWMODELS];
int numviewmodels;
if (e->render.model)
{
Mod_CheckLoaded(e->render.model);
- if (e->render.model->type != mod_brush)
+ if (e->render.model->type == mod_alias || e->render.model->type == mod_sprite)
angles[0] = -angles[0];
if (e->render.model->flags & EF_ROTATE)
{
if (e->persistent.muzzleflash > 0)
{
Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
- CL_TraceLine(origin, v2, v, NULL, 0, true, NULL);
+ CL_TraceLine(origin, v2, v, NULL, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY);
CL_AllocDlight(NULL, v, e->persistent.muzzleflash, 1, 1, 1, 0, 0);
e->persistent.muzzleflash -= cl.frametime * 1000;
}
if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE))
&& (e->render.alpha == 1)
&& !(e->render.flags & RENDER_VIEWMODEL)
- && ((e - cl_entities) != cl.viewentity || (!cl.intermission && !Nehahrademcompatibility && !cl_noplayershadow.integer)))
+ && ((e - cl_entities) != cl.viewentity || (!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)
V_CalcRefdef();
- if (e->render.model && e->render.model->name[0] == '*' && e->render.model->type == mod_brush)
+ if (e->render.model && e->render.model->name[0] == '*' && e->render.model->brush.TraceBox)
cl_brushmodel_entities[cl_num_brushmodel_entities++] = &e->render;
// don't show entities with no modelindex (note: this still shows
// entities which have a modelindex that resolved to a NULL model)