=====================
*/
+void CL_VM_ShutDown (void);
void CL_ClearState(void)
{
int i;
entity_t *ent;
+ CL_VM_ShutDown();
+
// wipe the entire cl structure
Mem_EmptyPool(cls.levelmempool);
memset (&cl, 0, sizeof(cl));
}
}
-void CL_VM_ShutDown (void);
/*
=====================
CL_Disconnect
Con_DPrintf("CL_Disconnect\n");
+ Cvar_SetValueQuick(&csqc_progcrc, -1);
+ Cvar_SetValueQuick(&csqc_progsize, -1);
CL_VM_ShutDown();
// stop sounds (especially looping!)
S_StopAllSounds ();
{
vec3_t org;
vec_t scale;
- model_t *model = ent->model;
+ dp_model_t *model = ent->model;
// update the inverse matrix for the renderer
Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
// update the animation blend state
int j, k, l, frame;
float origin[3], angles[3], delta[3], lerp, d;
entity_t *t;
- model_t *model;
+ dp_model_t *model;
//entity_persistent_t *p = &e->persistent;
//entity_render_t *r = &e->render;
// skip inactive entities and world
interpolate = false;
if (e == cl.entities + cl.playerentity && cl.movement_predicted && (!cl.fixangle[1] || !cl.fixangle[0]))
{
- lerp = (cl.time - cl.movement_time[2]) / (cl.movement_time[0] - cl.movement_time[1]);
- lerp = bound(0, lerp, 1);
- if (!interpolate)
- lerp = 1;
- VectorLerp(cl.movement_oldorigin, lerp, cl.movement_origin, origin);
+ VectorCopy(cl.movement_origin, origin);
VectorSet(angles, 0, cl.viewangles[1], 0);
}
else if (interpolate && e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
FS_StripExtension(cl.worldmodel->name, locfilename, sizeof(locfilename));
strlcat(locfilename, ".loc", sizeof(locfilename));
- outfile = FS_Open(locfilename, "w", false, false);
+ outfile = FS_OpenRealFile(locfilename, "w", false);
if (!outfile)
return;
// if any boxes are used then this is a proquake-format loc file, which