]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - cl_main.c
changed all references to entity_render_t->frame to frame2 to eliminate
[xonotic/darkplaces.git] / cl_main.c
index e15cb454dec44144d56d7073c4f81d439984bc22..edbcd5bb482a0f66a1bce28c5618016736dd7093 100644 (file)
--- a/cl_main.c
+++ b/cl_main.c
@@ -110,6 +110,14 @@ void CL_ClearState(void)
        // reset the view zoom interpolation
        cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
 
+       // enable rendering of the world and such
+       cl.csqc_vidvars.drawworld = true;
+       cl.csqc_vidvars.drawenginesbar = true;
+       cl.csqc_vidvars.drawcrosshair = true;
+
+       // set up the float version of the stats array for easier access to float stats
+       cl.statsf = (float *)cl.stats;
+
        cl.num_entities = 0;
        cl.num_static_entities = 0;
        cl.num_temp_entities = 0;
@@ -338,9 +346,9 @@ void CL_Disconnect(void)
                        Con_DPrint("Sending clc_disconnect\n");
                        MSG_WriteByte(&buf, clc_disconnect);
                }
-               NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000);
-               NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000);
-               NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000);
+               NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
+               NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
+               NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
                NetConn_Close(cls.netcon);
                cls.netcon = NULL;
        }
@@ -432,7 +440,7 @@ 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.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);
+               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);
        }
 }
 
@@ -897,7 +905,10 @@ void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolat
        else if (e->render.flags & RENDER_VIEWMODEL)
        {
                // view-relative entity (guns and such)
-               matrix = &viewmodelmatrix;
+               if (e->render.effects & EF_NOGUNBOB)
+                       matrix = &r_view.matrix; // really attached to view
+               else
+                       matrix = &viewmodelmatrix; // attached to gun bob matrix
        }
        else
        {
@@ -946,7 +957,9 @@ void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolat
        if (e->render.model)
        {
                // models can set flags such as EF_ROCKET
-               e->render.effects |= e->render.model->effects;
+               // this 0xFF800000 mask is EF_NOMODELFLAGS plus all the higher EF_ flags such as EF_ROCKET
+               if (!(e->render.effects & 0xFF800000))
+                       e->render.effects |= e->render.model->effects;
                // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
                if (e->render.model->type == mod_alias)
                        angles[0] = -angles[0];
@@ -983,7 +996,7 @@ void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolat
                // begin a new frame lerp
                e->render.frame1 = e->render.frame2;
                e->render.frame1time = e->render.frame2time;
-               e->render.frame = e->render.frame2 = e->state_current.frame;
+               e->render.frame2 = e->state_current.frame;
                e->render.frame2time = cl.time;
                e->render.framelerp = 0;
        }
@@ -1094,10 +1107,8 @@ void CL_UpdateNetworkEntityTrail(entity_t *e)
        // do trails
        if (e->render.flags & RENDER_GLOWTRAIL)
                trailtype = EFFECT_TR_GLOWTRAIL;
-       // be sure to check for changes in e->state_previous.active and
-       // modelindex so that entities which did not exist in the previous
-       // frame don't create a trail from the start location
-       if (trailtype && e->state_previous.active && e->state_previous.modelindex == e->state_current.modelindex)
+       // check if a trail is allowed (it is not after a teleport for example)
+       if (trailtype && e->persistent.trail_allowed)
        {
                float len;
                vec3_t vel;
@@ -1108,6 +1119,9 @@ void CL_UpdateNetworkEntityTrail(entity_t *e)
                VectorScale(vel, len, vel);
                CL_ParticleTrail(trailtype, 1, e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor, false, true);
        }
+       // now that the entity has survived one trail update it is allowed to
+       // leave a real trail on later frames
+       e->persistent.trail_allowed = true;
        VectorCopy(origin, e->persistent.trail_origin);
 }
 
@@ -1212,12 +1226,12 @@ void CL_UpdateViewModel(void)
                        ent->state_current.modelindex = 0;
        }
        ent->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
-       ent->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_FULLBRIGHT | EF_NODEPTHTEST));
+       ent->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB));
 
        // 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.frame1 = ent->render.frame2 = ent->state_current.frame;
                ent->render.frame1time = ent->render.frame2time = cl.time;
                ent->render.framelerp = 1;
        }
@@ -1235,12 +1249,7 @@ void CL_LinkNetworkEntity(entity_t *e)
        // skip inactive entities and world
        if (!e->state_current.active || e == cl.entities)
                return;
-       if (e->render.flags & RENDER_VIEWMODEL && !e->state_current.tagentity)
-       {
-               if (!r_drawviewmodel.integer || chase_active.integer || r_refdef.envmap)
-                       return;
-       }
-       else
+       if (e->state_current.tagentity)
        {
                // if the tag entity is currently impossible, skip it
                if (e->state_current.tagentity >= cl.num_entities)
@@ -1384,6 +1393,10 @@ void CL_LinkNetworkEntity(entity_t *e)
        if (trailtype)
                CL_ParticleTrail(trailtype, 0, origin, origin, vec3_origin, vec3_origin, NULL, e->state_current.glowcolor, true, false);
 
+       // don't show viewmodels in certain situations
+       if (e->render.flags & RENDER_VIEWMODEL)
+               if (!r_drawviewmodel.integer || chase_active.integer || r_refdef.envmap)
+                       return;
        // 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)
@@ -1499,7 +1512,6 @@ static void CL_RelinkEffects(void)
                                        ent->render.model = cl.model_precache[e->modelindex];
                                else
                                        ent->render.model = cl.csqc_model_precache[-(e->modelindex+1)];
-                               ent->render.frame = ent->render.frame2;
                                ent->render.colormap = -1; // no special coloring
                                ent->render.alpha = 1;
                                VectorSet(ent->render.colormod, 1, 1, 1);
@@ -1551,7 +1563,7 @@ void CL_RelinkBeams(void)
        vec3_t dist, org, start, end;
        float d;
        entity_t *ent;
-       float yaw, pitch;
+       double yaw, pitch;
        float forward;
        matrix4x4_t tempmatrix;
 
@@ -1594,12 +1606,12 @@ void CL_RelinkBeams(void)
                }
                else
                {
-                       yaw = (int) (atan2(dist[1], dist[0]) * 180 / M_PI);
+                       yaw = atan2(dist[1], dist[0]) * 180 / M_PI;
                        if (yaw < 0)
                                yaw += 360;
 
                        forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
-                       pitch = (int) (atan2(dist[2], forward) * 180 / M_PI);
+                       pitch = atan2(dist[2], forward) * 180 / M_PI;
                        if (pitch < 0)
                                pitch += 360;
                }
@@ -2143,6 +2155,7 @@ CL_Shutdown
 */
 void CL_Shutdown (void)
 {
+       CL_Screen_Shutdown();
        CL_Particles_Shutdown();
        CL_Parse_Shutdown();