cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0"};
+cvar_t cl_prydoncursor = {0, "cl_prydoncursor", "0"};
+
mempool_t *cl_refdef_mempool;
mempool_t *cl_entities_mempool;
ent->render.colormap = -1; // no special coloring
ent->render.scale = 1;
ent->render.alpha = 1;
+ VectorSet(ent->render.colormod, 1, 1, 1);
return ent;
}
else
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 (!r_drawviewmodel.integer || chase_active.integer || envmap)
// transfer certain model flags to effects
if (e->render.model->flags2 & EF_FULLBRIGHT)
e->render.effects |= EF_FULLBRIGHT;
+ if (cl_prydoncursor.integer && (e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e - cl_entities)
+ VectorScale(e->render.colormod, 2, e->render.colormod);
}
// animation lerp
tempmatrix.m[0][3] = v[0];
tempmatrix.m[1][3] = v[1];
tempmatrix.m[2][3] = v[2];
- CL_AllocDlight(NULL, &tempmatrix, 100, e->persistent.muzzleflash, e->persistent.muzzleflash, e->persistent.muzzleflash, 0, 0, 0, 0, true, 0, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+ 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;
}
// LordHavoc: if the model has no flags, don't check each
// 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, &e->render.matrix, dlightradius, dlightcolor[0], dlightcolor[1], dlightcolor[2], 0, 0, 0, 0, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+ 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);
}
// custom rtlight
if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
ent->render.flags = RENDER_SHADOW;
if (!r_fullbright.integer)
ent->render.flags |= RENDER_LIGHT;
+ VectorSet(ent->render.colormod, 1, 1, 1);
}
static void CL_RelinkStaticEntities(void)
// hide player shadow during intermission or nehahra movie
if (!(e->render.effects & EF_NOSHADOW) && !(e->render.flags & RENDER_TRANSPARENT))
e->render.flags |= RENDER_SHADOW;
+ VectorSet(e->render.colormod, 1, 1, 1);
R_LerpAnimation(&e->render);
r_refdef.entities[r_refdef.numentities++] = &e->render;
}
ent->state_current.flags = RENDER_VIEWMODEL;
if (cl.stats[STAT_HEALTH] <= 0 || cl.intermission)
ent->state_current.modelindex = 0;
- else if (cl.items & IT_INVISIBILITY)
+ else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
{
if (gamemode == GAME_TRANSFUSION)
ent->state_current.alpha = 128;
ent->state_current.modelindex = 0;
}
+ // reset animation interpolation on weaponmodel if model changed
+ if (ent->state_previous.modelindex != ent->state_current.modelindex)
+ {
+ ent->render.frame = ent->render.frame1 = ent->render.frame2 = ent->state_current.frame;
+ ent->render.frame1time = ent->render.frame2time = cl.time;
+ ent->render.framelerp = 1;
+ }
+
// start on the entity after the world
entitylinkframenumber++;
for (i = 1, ent = cl_entities + 1;i < MAX_EDICTS;i++, ent++)
ent->render.frame = ent->render.frame2;
ent->render.colormap = -1; // no special coloring
ent->render.alpha = 1;
+ VectorSet(ent->render.colormod, 1, 1, 1);
Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
{
// FIXME: create a matrix from the beam start/end orientation
Matrix4x4_CreateTranslate(&tempmatrix, b->end[0], b->end[1], b->end[2]);
- CL_AllocDlight (NULL, &tempmatrix, 200, 0.3, 0.7, 1, 0, 0, 0, 0, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+ CL_AllocDlight (NULL, &tempmatrix, 200, 0.3, 0.7, 1, 0, 0, 0, -1, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
}
if (cl_beams_polygons.integer)
continue;
CL_SendCmd
=================
*/
-void CL_SendCmd(usercmd_t *cmd)
+void CL_SendCmd(void)
{
if (cls.signon == SIGNONS)
- CL_SendMove(cmd);
+ CL_SendMove();
if (cls.demoplayback)
{
=================
*/
//VorteX: cvars for GAME_NETHERWORLD
-cvar_t cl_playermodel = {CVAR_SAVE, "cl_playermodel", "ranger"};
+cvar_t __cl_playermodel = {CVAR_SAVE, "cl_playermodel", "ranger"};
cvar_t cl_footsteps = {CVAR_SAVE, "cl_footsteps", "1"};
cvar_t cl_weapon_ofs = {CVAR_SAVE, "cl_weapon_ofs", "0 0 0"};
cvar_t cl_weapon_bstep = {CVAR_SAVE, "cl_weapon_bstep", "100 0 0"};
SZ_Alloc (&cls.message, 1024, "cls.message");
CL_InitInput ();
- CL_InitTEnts ();
//
// register our commands
Cvar_RegisterVariable(&cl_beams_lightatend);
Cvar_RegisterVariable(&cl_noplayershadow);
+ Cvar_RegisterVariable(&cl_prydoncursor);
+
if (gamemode == GAME_NETHERWORLD)
{
- Cvar_RegisterVariable (&cl_playermodel);
+ Cvar_RegisterVariable (&__cl_playermodel);
Cvar_RegisterVariable (&cl_footsteps);
Cvar_RegisterVariable (&cl_weapon_ofs);
Cvar_RegisterVariable (&cl_weapon_bstep);