int c;
float scale;
prvm_eval_t *val;
- entity_t *e;
+ entity_render_t *entrender;
model_t *model;
matrix4x4_t tagmatrix, matrix2;
if (!model)
return false;
- e = CL_NewTempEntity();
- if (!e)
+ entrender = CL_NewTempEntity();
+ if (!entrender)
return false;
- e->render.model = model;
- e->render.skinnum = (int)ed->fields.client->skin;
- e->render.effects |= e->render.model->effects;
+ entrender->model = model;
+ entrender->skinnum = (int)ed->fields.client->skin;
+ entrender->effects |= entrender->model->effects;
scale = 1;
renderflags = 0;
if((val = PRVM_EDICTFIELDVALUE(ed, prog->fieldoffsets.renderflags)) && val->_float) renderflags = (int)val->_float;
- if((val = PRVM_EDICTFIELDVALUE(ed, prog->fieldoffsets.alpha)) && val->_float) e->render.alpha = val->_float;
- if((val = PRVM_EDICTFIELDVALUE(ed, prog->fieldoffsets.scale)) && val->_float) e->render.scale = scale = val->_float;
- if((val = PRVM_EDICTFIELDVALUE(ed, prog->fieldoffsets.colormod)) && VectorLength2(val->vector)) VectorCopy(val->vector, e->render.colormod);
- if((val = PRVM_EDICTFIELDVALUE(ed, prog->fieldoffsets.effects)) && val->_float) e->render.effects |= (int)val->_float;
+ if((val = PRVM_EDICTFIELDVALUE(ed, prog->fieldoffsets.alpha)) && val->_float) entrender->alpha = val->_float;
+ if((val = PRVM_EDICTFIELDVALUE(ed, prog->fieldoffsets.scale)) && val->_float) entrender->scale = scale = val->_float;
+ if((val = PRVM_EDICTFIELDVALUE(ed, prog->fieldoffsets.colormod)) && VectorLength2(val->vector)) VectorCopy(val->vector, entrender->colormod);
+ if((val = PRVM_EDICTFIELDVALUE(ed, prog->fieldoffsets.effects)) && val->_float) entrender->effects |= (int)val->_float;
if((val = PRVM_EDICTFIELDVALUE(ed, prog->fieldoffsets.tag_entity)) && val->edict)
{
int tagentity;
vec3_t angles;
VectorCopy(ed->fields.client->angles, angles);
// if model is alias, reverse pitch direction
- if (e->render.model->type == mod_alias)
+ if (entrender->model->type == mod_alias)
angles[0] = -angles[0];
// set up the render matrix
// self.frame1time is the animation base time for the interpolation target
// self.frame2 is the interpolation start (previous frame)
// self.frame2time is the animation base time for the interpolation start
- e->render.frame1 = e->render.frame2 = ed->fields.client->frame;
- if ((val = PRVM_EDICTFIELDVALUE(ed, prog->fieldoffsets.frame2))) e->render.frame2 = val->_float;
- if ((val = PRVM_EDICTFIELDVALUE(ed, prog->fieldoffsets.frame1time))) e->render.frame2time = val->_float;
- if ((val = PRVM_EDICTFIELDVALUE(ed, prog->fieldoffsets.frame2time))) e->render.frame1time = val->_float;
- if ((val = PRVM_EDICTFIELDVALUE(ed, prog->fieldoffsets.lerpfrac))) e->render.framelerp = val->_float;
+ entrender->frame1 = entrender->frame2 = ed->fields.client->frame;
+ if ((val = PRVM_EDICTFIELDVALUE(ed, prog->fieldoffsets.frame2))) entrender->frame2 = val->_float;
+ if ((val = PRVM_EDICTFIELDVALUE(ed, prog->fieldoffsets.frame1time))) entrender->frame2time = val->_float;
+ if ((val = PRVM_EDICTFIELDVALUE(ed, prog->fieldoffsets.frame2time))) entrender->frame1time = val->_float;
+ if ((val = PRVM_EDICTFIELDVALUE(ed, prog->fieldoffsets.lerpfrac))) entrender->framelerp = val->_float;
// concat the matrices to make the entity relative to its tag
- Matrix4x4_Concat(&e->render.matrix, &tagmatrix, &matrix2);
+ Matrix4x4_Concat(&entrender->matrix, &tagmatrix, &matrix2);
if(renderflags)
{
- if(renderflags & RF_VIEWMODEL) e->render.flags |= RENDER_VIEWMODEL;
- if(renderflags & RF_EXTERNALMODEL)e->render.flags |= RENDER_EXTERIORMODEL;
- if(renderflags & RF_DEPTHHACK) e->render.effects |= EF_NODEPTHTEST;
- if(renderflags & RF_ADDITIVE) e->render.effects |= EF_ADDITIVE;
+ if(renderflags & RF_VIEWMODEL) entrender->flags |= RENDER_VIEWMODEL;
+ if(renderflags & RF_EXTERNALMODEL)entrender->flags |= RENDER_EXTERIORMODEL;
+ if(renderflags & RF_DEPTHHACK) entrender->effects |= EF_NODEPTHTEST;
+ if(renderflags & RF_ADDITIVE) entrender->effects |= EF_ADDITIVE;
}
c = (int)ed->fields.client->colormap;
if (c <= 0)
- CL_SetEntityColormapColors(&e->render, -1);
+ CL_SetEntityColormapColors(entrender, -1);
else if (c <= cl.maxclients && cl.scores != NULL)
- CL_SetEntityColormapColors(&e->render, cl.scores[c-1].colors);
+ CL_SetEntityColormapColors(entrender, cl.scores[c-1].colors);
else
- CL_SetEntityColormapColors(&e->render, c);
+ CL_SetEntityColormapColors(entrender, c);
// either fullbright or lit
- if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
- e->render.flags |= RENDER_LIGHT;
+ if (!(entrender->effects & EF_FULLBRIGHT) && !r_fullbright.integer)
+ entrender->flags |= RENDER_LIGHT;
// hide player shadow during intermission or nehahra movie
- if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST))
- && (e->render.alpha >= 1)
- && !(e->render.flags & RENDER_VIEWMODEL)
- && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
- e->render.flags |= RENDER_SHADOW;
- if (e->render.flags & RENDER_VIEWMODEL)
- e->render.flags |= RENDER_NOSELFSHADOW;
+ if (!(entrender->effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST))
+ && (entrender->alpha >= 1)
+ && !(entrender->flags & RENDER_VIEWMODEL)
+ && (!(entrender->flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
+ entrender->flags |= RENDER_SHADOW;
+ if (entrender->flags & RENDER_VIEWMODEL)
+ entrender->flags |= RENDER_NOSELFSHADOW;
// make the other useful stuff
- CL_UpdateRenderEntity(&e->render);
+ CL_UpdateRenderEntity(entrender);
return true;
}
qboolean CL_VM_InputEvent (qboolean down, int key, int ascii)
{
qboolean r;
- prvm_eval_t* val;
+
if(!cl.csqc_loaded)
return false;
+
CSQC_BEGIN
if (!prog->funcoffsets.CSQC_InputEvent)
r = false;
CSQC_SetGlobals();
// clear renderable entity and light lists to prevent crashes if the
// CSQC_UpdateView function does not call R_ClearScene as it should
- r_refdef.numentities = 0;
- r_refdef.numlights = 0;
+ r_refdef.scene.numentities = 0;
+ r_refdef.scene.numlights = 0;
PRVM_ExecuteProgram(prog->funcoffsets.CSQC_UpdateView, "QC function CSQC_UpdateView is missing");
//VectorCopy(oldangles, cl.viewangles);
// Dresk : Reset Dmg Globals Here