X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=cl_main.c;h=46db360763b6ecc578ec564065e91d1cfb90ac2a;hp=6c8e851ee546ebc2ca69f0aa411e016040a8b27c;hb=7d08a8ba9d7925d79b903a087b97357968e011de;hpb=e5580a4c3b96651baab0c55549a5c47f9b517ede diff --git a/cl_main.c b/cl_main.c index 6c8e851e..46db3607 100644 --- a/cl_main.c +++ b/cl_main.c @@ -23,48 +23,54 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #include "cl_collision.h" #include "cl_video.h" #include "image.h" +#include "csprogs.h" #include "r_shadow.h" // we need to declare some mouse variables here, because the menu system // references them even when on a unix system. -cvar_t cl_shownet = {0, "cl_shownet","0"}; -cvar_t cl_nolerp = {0, "cl_nolerp", "0"}; +cvar_t csqc_progname = {0, "csqc_progname","csprogs.dat","name of csprogs.dat file to load"}; //[515]: csqc crc check and right csprogs name according to progs.dat +cvar_t csqc_progcrc = {CVAR_READONLY, "csqc_progcrc","0","CRC of csprogs.dat file to load"}; -cvar_t cl_itembobheight = {0, "cl_itembobheight", "0"}; // try 8 -cvar_t cl_itembobspeed = {0, "cl_itembobspeed", "0.5"}; +cvar_t cl_shownet = {0, "cl_shownet","0","1 = print packet size, 2 = print packet message list"}; +cvar_t cl_nolerp = {0, "cl_nolerp", "0","network update smoothing"}; -cvar_t lookspring = {CVAR_SAVE, "lookspring","0"}; -cvar_t lookstrafe = {CVAR_SAVE, "lookstrafe","0"}; -cvar_t sensitivity = {CVAR_SAVE, "sensitivity","3", 1, 30}; +cvar_t cl_itembobheight = {0, "cl_itembobheight", "0","how much items bob up and down (try 8)"}; +cvar_t cl_itembobspeed = {0, "cl_itembobspeed", "0.5","how frequently items bob up and down"}; -cvar_t m_pitch = {CVAR_SAVE, "m_pitch","0.022"}; -cvar_t m_yaw = {CVAR_SAVE, "m_yaw","0.022"}; -cvar_t m_forward = {CVAR_SAVE, "m_forward","1"}; -cvar_t m_side = {CVAR_SAVE, "m_side","0.8"}; +cvar_t lookspring = {CVAR_SAVE, "lookspring","0","returns pitch to level with the floor when no longer holding a pitch key"}; +cvar_t lookstrafe = {CVAR_SAVE, "lookstrafe","0","move instead of turning"}; +cvar_t sensitivity = {CVAR_SAVE, "sensitivity","3","mouse speed multiplier"}; -cvar_t freelook = {CVAR_SAVE, "freelook", "1"}; +cvar_t m_pitch = {CVAR_SAVE, "m_pitch","0.022","mouse pitch speed multiplier"}; +cvar_t m_yaw = {CVAR_SAVE, "m_yaw","0.022","mouse yaw speed multiplier"}; +cvar_t m_forward = {CVAR_SAVE, "m_forward","1","mouse forward speed multiplier"}; +cvar_t m_side = {CVAR_SAVE, "m_side","0.8","mouse side speed multiplier"}; -cvar_t r_draweffects = {0, "r_draweffects", "1"}; +cvar_t freelook = {CVAR_SAVE, "freelook", "1","mouse controls pitch instead of forward/back"}; -cvar_t cl_explosions_alpha_start = {CVAR_SAVE, "cl_explosions_alpha_start", "1.5"}; -cvar_t cl_explosions_alpha_end = {CVAR_SAVE, "cl_explosions_alpha_end", "0"}; -cvar_t cl_explosions_size_start = {CVAR_SAVE, "cl_explosions_size_start", "16"}; -cvar_t cl_explosions_size_end = {CVAR_SAVE, "cl_explosions_size_end", "128"}; -cvar_t cl_explosions_lifetime = {CVAR_SAVE, "cl_explosions_lifetime", "0.5"}; +cvar_t r_draweffects = {0, "r_draweffects", "1","renders temporary sprite effects"}; -cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "1"}; -cvar_t cl_stainmaps_clearonload = {CVAR_SAVE, "cl_stainmaps_clearonload", "1"}; +cvar_t cl_explosions_alpha_start = {CVAR_SAVE, "cl_explosions_alpha_start", "1.5","starting alpha of an explosion shell"}; +cvar_t cl_explosions_alpha_end = {CVAR_SAVE, "cl_explosions_alpha_end", "0","end alpha of an explosion shell (just before it disappears)"}; +cvar_t cl_explosions_size_start = {CVAR_SAVE, "cl_explosions_size_start", "16","starting size of an explosion shell"}; +cvar_t cl_explosions_size_end = {CVAR_SAVE, "cl_explosions_size_end", "128","ending alpha of an explosion shell (just before it disappears)"}; +cvar_t cl_explosions_lifetime = {CVAR_SAVE, "cl_explosions_lifetime", "0.5","how long an explosion shell lasts"}; -cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1"}; -cvar_t cl_beams_relative = {CVAR_SAVE, "cl_beams_relative", "1"}; -cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0"}; +cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "1","stains lightmaps, much faster than decals but blurred"}; +cvar_t cl_stainmaps_clearonload = {CVAR_SAVE, "cl_stainmaps_clearonload", "1","clear stainmaps on map restart"}; -cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0"}; +cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1","use beam polygons instead of models"}; +cvar_t cl_beams_relative = {CVAR_SAVE, "cl_beams_relative", "1","beams are relative to owner (smooth sweeps)"}; +cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0","make a light at the end of the beam"}; -cvar_t cl_prydoncursor = {0, "cl_prydoncursor", "0"}; +cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0","hide player shadow"}; -cvar_t cl_deathnoviewmodel = {0, "cl_deathnoviewmodel", "1"}; +cvar_t qport = {0, "qport", "0", "identification key for playing on qw servers (allows you to maintain a connection to a quakeworld server even if your port changes)"}; + +cvar_t cl_prydoncursor = {0, "cl_prydoncursor", "0", "enables a mouse pointer which is able to click on entities in the world, useful for point and click mods, see PRYDON_CLIENTCURSOR extension in dpextensions.qc"}; + +cvar_t cl_deathnoviewmodel = {0, "cl_deathnoviewmodel", "1", "hides gun model when dead"}; vec3_t cl_playerstandmins; vec3_t cl_playerstandmaxs; @@ -77,6 +83,7 @@ client_static_t cls; client_state_t cl; int cl_max_entities; +int cl_max_csqcentities; int cl_max_static_entities; int cl_max_temp_entities; int cl_max_effects; @@ -87,7 +94,9 @@ int cl_max_brushmodel_entities; int cl_activedlights; entity_t *cl_entities; -qbyte *cl_entities_active; +entity_t *cl_csqcentities; //[515]: csqc +unsigned char *cl_entities_active; +unsigned char *cl_csqcentities_active; //[515]: csqc entity_t *cl_static_entities; entity_t *cl_temp_entities; cl_effect_t *cl_effects; @@ -97,13 +106,14 @@ lightstyle_t *cl_lightstyle; int *cl_brushmodel_entities; int cl_num_entities; +int cl_num_csqcentities; //[515]: csqc int cl_num_static_entities; int cl_num_temp_entities; int cl_num_brushmodel_entities; // keep track of quake entities because they need to be killed if they get stale extern int cl_lastquakeentity; -extern qbyte cl_isquakeentity[MAX_EDICTS]; +extern unsigned char cl_isquakeentity[MAX_EDICTS]; /* ===================== @@ -114,9 +124,12 @@ CL_ClearState void CL_ClearState(void) { int i; + entity_t *ent; if (cl_entities) Mem_Free(cl_entities);cl_entities = NULL; + if (cl_csqcentities) Mem_Free(cl_csqcentities);cl_csqcentities = NULL; //[515]: csqc if (cl_entities_active) Mem_Free(cl_entities_active);cl_entities_active = NULL; + if (cl_csqcentities_active) Mem_Free(cl_csqcentities_active);cl_csqcentities_active = NULL; //[515]: csqc if (cl_static_entities) Mem_Free(cl_static_entities);cl_static_entities = NULL; if (cl_temp_entities) Mem_Free(cl_temp_entities);cl_temp_entities = NULL; if (cl_effects) Mem_Free(cl_effects);cl_effects = NULL; @@ -126,6 +139,7 @@ void CL_ClearState(void) if (cl_brushmodel_entities) Mem_Free(cl_brushmodel_entities);cl_brushmodel_entities = NULL; if (cl.entitydatabase) EntityFrame_FreeDatabase(cl.entitydatabase);cl.entitydatabase = NULL; if (cl.entitydatabase4) EntityFrame4_FreeDatabase(cl.entitydatabase4);cl.entitydatabase4 = NULL; + if (cl.entitydatabaseqw) EntityFrameQW_FreeDatabase(cl.entitydatabaseqw);cl.entitydatabaseqw = NULL; if (cl.scores) Mem_Free(cl.scores);cl.scores = NULL; if (!sv.active) @@ -133,18 +147,21 @@ void CL_ClearState(void) // wipe the entire cl structure memset (&cl, 0, sizeof(cl)); + + S_StopAllSounds(); + // reset the view zoom interpolation cl.mviewzoom[0] = cl.mviewzoom[1] = 1; - SZ_Clear (&cls.message); - cl_num_entities = 0; + cl_num_csqcentities = 0; //[515]: csqc cl_num_static_entities = 0; cl_num_temp_entities = 0; cl_num_brushmodel_entities = 0; // tweak these if the game runs out cl_max_entities = 256; + cl_max_csqcentities = 256; //[515]: csqc cl_max_static_entities = 256; cl_max_temp_entities = 512; cl_max_effects = 256; @@ -155,7 +172,9 @@ void CL_ClearState(void) cl_activedlights = 0; cl_entities = (entity_t *)Mem_Alloc(cl_mempool, cl_max_entities * sizeof(entity_t)); - cl_entities_active = (qbyte *)Mem_Alloc(cl_mempool, cl_max_brushmodel_entities * sizeof(qbyte)); + cl_csqcentities = (entity_t *)Mem_Alloc(cl_mempool, cl_max_csqcentities * sizeof(entity_t)); //[515]: csqc + cl_entities_active = (unsigned char *)Mem_Alloc(cl_mempool, cl_max_brushmodel_entities * sizeof(unsigned char)); + cl_csqcentities_active = (unsigned char *)Mem_Alloc(cl_mempool, cl_max_brushmodel_entities * sizeof(unsigned char)); //[515]: csqc cl_static_entities = (entity_t *)Mem_Alloc(cl_mempool, cl_max_static_entities * sizeof(entity_t)); cl_temp_entities = (entity_t *)Mem_Alloc(cl_mempool, cl_max_temp_entities * sizeof(entity_t)); cl_effects = (cl_effect_t *)Mem_Alloc(cl_mempool, cl_max_effects * sizeof(cl_effect_t)); @@ -175,6 +194,15 @@ void CL_ClearState(void) cl_entities[i].state_current = defaultstate; } + for (i = 0;i < cl_max_csqcentities;i++) + { + cl_csqcentities[i].state_baseline = defaultstate; //[515]: csqc + cl_csqcentities[i].state_previous = defaultstate; //[515]: csqc + cl_csqcentities[i].state_current = defaultstate; //[515]: csqc + cl_csqcentities[i].csqc = true; + cl_csqcentities[i].state_current.number = -i; + } + if (gamemode == GAME_NEXUIZ) { VectorSet(cl_playerstandmins, -16, -16, -24); @@ -190,6 +218,27 @@ void CL_ClearState(void) VectorSet(cl_playercrouchmaxs, 16, 16, 24); } + // disable until we get textures for it + R_ResetSkyBox(); + + ent = &cl_entities[0]; + // entire entity array was cleared, so just fill in a few fields + ent->state_current.active = true; + ent->render.model = cl.worldmodel = NULL; // no world model yet + ent->render.scale = 1; // some of the renderer still relies on scale + ent->render.alpha = 1; + ent->render.colormap = -1; // no special coloring + ent->render.flags = RENDER_SHADOW | RENDER_LIGHT; + Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1); + Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix); + CL_BoundingBoxForEntity(&ent->render); + + // noclip is turned off at start + noclip_anglehack = false; + + // mark all frames invalid for delta + memset(cl.qw_deltasequence, -1, sizeof(cl.qw_deltasequence)); + CL_Screen_NewMap(); CL_Particles_Clear(); CL_CGVM_Clear(); @@ -202,9 +251,9 @@ void CL_ExpandEntities(int num) if (num >= cl_max_entities) { if (!cl_entities) - Sys_Error("CL_ExpandEntities: cl_entities not initialized\n"); + Sys_Error("CL_ExpandEntities: cl_entities not initialized"); if (num >= MAX_EDICTS) - Host_Error("CL_ExpandEntities: num %i >= %i\n", num, MAX_EDICTS); + Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS); oldmaxentities = cl_max_entities; oldentities = cl_entities; cl_max_entities = (num & ~255) + 256; @@ -220,6 +269,34 @@ void CL_ExpandEntities(int num) } } +void CL_ExpandCSQCEntities(int num) +{ + int i, oldmaxentities; + entity_t *oldentities; + if (num >= cl_max_csqcentities) + { + if (!cl_csqcentities) + Sys_Error("CL_ExpandCSQCEntities: cl_csqcentities not initialized\n"); + if (num >= MAX_EDICTS) + Host_Error("CL_ExpandCSQCEntities: num %i >= %i\n", num, MAX_EDICTS); + oldmaxentities = cl_max_csqcentities; + oldentities = cl_csqcentities; + cl_max_csqcentities = (num & ~255) + 256; + cl_csqcentities = Mem_Alloc(cl_mempool, cl_max_csqcentities * sizeof(entity_t)); + memcpy(cl_csqcentities, oldentities, oldmaxentities * sizeof(entity_t)); + Mem_Free(oldentities); + for (i = oldmaxentities;i < cl_max_csqcentities;i++) + { + cl_csqcentities[i].state_baseline = defaultstate; + cl_csqcentities[i].state_previous = defaultstate; + cl_csqcentities[i].state_current = defaultstate; + cl_csqcentities[i].csqc = true; + cl_csqcentities[i].state_current.number = -i; + } + } +} + +void CL_VM_ShutDown (void); /* ===================== CL_Disconnect @@ -235,6 +312,7 @@ void CL_Disconnect(void) Con_DPrintf("CL_Disconnect\n"); + CL_VM_ShutDown(); // stop sounds (especially looping!) S_StopAllSounds (); @@ -250,14 +328,30 @@ void CL_Disconnect(void) CL_StopPlayback(); else if (cls.netcon) { + sizebuf_t buf; + unsigned char bufdata[8]; if (cls.demorecording) CL_Stop_f(); - Con_DPrint("Sending clc_disconnect\n"); - SZ_Clear(&cls.message); - MSG_WriteByte(&cls.message, clc_disconnect); - NetConn_SendUnreliableMessage(cls.netcon, &cls.message); - SZ_Clear(&cls.message); + // send disconnect message 3 times to improve chances of server + // receiving it (but it still fails sometimes) + memset(&buf, 0, sizeof(buf)); + buf.data = bufdata; + buf.maxsize = sizeof(bufdata); + if (cls.protocol == PROTOCOL_QUAKEWORLD) + { + Con_DPrint("Sending drop command\n"); + MSG_WriteByte(&buf, qw_clc_stringcmd); + MSG_WriteString(&buf, "drop"); + } + else + { + Con_DPrint("Sending clc_disconnect\n"); + MSG_WriteByte(&buf, clc_disconnect); + } + NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol); + NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol); + NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol); NetConn_Close(cls.netcon); cls.netcon = NULL; } @@ -271,7 +365,7 @@ void CL_Disconnect_f(void) { CL_Disconnect (); if (sv.active) - Host_ShutdownServer (false); + Host_ShutdownServer (); } @@ -295,8 +389,12 @@ void CL_EstablishConnection(const char *host) // stop demo loop in case this fails CL_Disconnect(); - NetConn_ClientFrame(); - NetConn_ServerFrame(); + + // make sure the client ports are open before attempting to connect + NetConn_UpdateSockets(); + + // run a network frame + //NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End(); if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address))) { @@ -304,17 +402,14 @@ void CL_EstablishConnection(const char *host) cls.connect_remainingtries = 3; cls.connect_nextsendtime = 0; M_Update_Return_Reason("Trying to connect..."); - if (sv.active) - { - NetConn_ClientFrame(); - NetConn_ServerFrame(); - NetConn_ClientFrame(); - NetConn_ServerFrame(); - NetConn_ClientFrame(); - NetConn_ServerFrame(); - NetConn_ClientFrame(); - NetConn_ServerFrame(); - } + // run several network frames to jump into the game quickly + //if (sv.active) + //{ + // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End(); + // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End(); + // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End(); + // NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End(); + //} } else { @@ -345,7 +440,7 @@ static void CL_PrintEntities_f(void) strcpy(name, "--no model--"); for (j = (int)strlen(name);j < 25;j++) name[j] = ' '; - Con_Printf("%3i: %s:%4i (%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); + Con_Printf("%3i: %s:%4i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", i, name, ent->render.frame, (int) ent->render.matrix.m[0][3], (int) ent->render.matrix.m[1][3], (int) ent->render.matrix.m[2][3], (int) ent->render.angles[0] % 360, (int) ent->render.angles[1] % 360, (int) ent->render.angles[2] % 360, ent->render.scale, ent->render.alpha); } } @@ -426,7 +521,7 @@ static float CL_LerpPoint(void) // 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 || cl.islocalgame) + if (!f || cl_nolerp.integer || cls.timedemo || (cl.islocalgame && !sv_fixedframeratesingleplayer.integer)) { cl.time = cl.mtime[0]; return 1; @@ -519,7 +614,7 @@ void CL_AllocDlight(entity_render_t *ent, matrix4x4_t *matrix, float radius, flo dlightsetup: //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius); memset (dl, 0, sizeof(*dl)); - dl->matrix = *matrix; + Matrix4x4_Normalize(&dl->matrix, matrix); dl->ent = ent; dl->origin[0] = dl->matrix.m[0][3]; dl->origin[1] = dl->matrix.m[1][3]; @@ -548,13 +643,12 @@ dlightsetup: dl->specularscale = specularscale; } -void CL_UpdateLights(void) +// called before entity relinking +void CL_DecayLights(void) { - int i, j, k, l, oldmax; + int i, oldmax; dlight_t *dl; - float time, frac, f; - - r_refdef.numlights = 0; + float time, f; time = cl.time - cl.oldtime; oldmax = cl_activedlights; @@ -568,23 +662,39 @@ void CL_UpdateLights(void) { dl->radius = dl->radius - time * dl->decay; cl_activedlights = i + 1; - if (r_dynamic.integer) - { - R_RTLight_Update(dl, false); - r_refdef.lights[r_refdef.numlights++] = dl; - } } else dl->radius = 0; } } +} + +// called after entity relinking +void CL_UpdateLights(void) +{ + int i, j, k, l; + dlight_t *dl; + float frac, f; + + r_refdef.numlights = 0; + if (r_dynamic.integer) + { + for (i = 0, dl = cl_dlights;i < cl_activedlights;i++, dl++) + { + if (dl->radius) + { + R_RTLight_Update(dl, false); + r_refdef.lights[r_refdef.numlights++] = dl; + } + } + } // light animations // 'm' is normal light, 'a' is no light, 'z' is double bright f = cl.time * 10; i = (int)floor(f); frac = f - i; - for (j = 0;j < MAX_LIGHTSTYLES;j++) + for (j = 0;j < cl_max_lightstyle;j++) { if (!cl_lightstyle || !cl_lightstyle[j].length) { @@ -599,6 +709,61 @@ void CL_UpdateLights(void) } } +void CL_AddQWCTFFlagModel(entity_t *player, int skin) +{ + float f; + entity_t *flag; + matrix4x4_t flagmatrix; + + // this code taken from QuakeWorld + f = 14; + if (player->render.frame2 >= 29 && player->render.frame2 <= 40) + { + if (player->render.frame2 >= 29 && player->render.frame2 <= 34) + { //axpain + if (player->render.frame2 == 29) f = f + 2; + else if (player->render.frame2 == 30) f = f + 8; + else if (player->render.frame2 == 31) f = f + 12; + else if (player->render.frame2 == 32) f = f + 11; + else if (player->render.frame2 == 33) f = f + 10; + else if (player->render.frame2 == 34) f = f + 4; + } + else if (player->render.frame2 >= 35 && player->render.frame2 <= 40) + { // pain + if (player->render.frame2 == 35) f = f + 2; + else if (player->render.frame2 == 36) f = f + 10; + else if (player->render.frame2 == 37) f = f + 10; + else if (player->render.frame2 == 38) f = f + 8; + else if (player->render.frame2 == 39) f = f + 4; + else if (player->render.frame2 == 40) f = f + 2; + } + } + else if (player->render.frame2 >= 103 && player->render.frame2 <= 118) + { + if (player->render.frame2 >= 103 && player->render.frame2 <= 104) f = f + 6; //nailattack + else if (player->render.frame2 >= 105 && player->render.frame2 <= 106) f = f + 6; //light + else if (player->render.frame2 >= 107 && player->render.frame2 <= 112) f = f + 7; //rocketattack + else if (player->render.frame2 >= 112 && player->render.frame2 <= 118) f = f + 7; //shotattack + } + // end of code taken from QuakeWorld + + flag = CL_NewTempEntity(); + if (!flag) + return; + + flag->render.model = cl.model_precache[cl.qw_modelindex_flag]; + flag->render.skinnum = skin; + flag->render.colormap = -1; // no special coloring + flag->render.alpha = 1; + VectorSet(flag->render.colormod, 1, 1, 1); + // attach the flag to the player matrix + Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1); + Matrix4x4_Concat(&flag->render.matrix, &player->render.matrix, &flagmatrix); + Matrix4x4_Invert_Simple(&flag->render.inversematrix, &flag->render.matrix); + R_LerpAnimation(&flag->render); + CL_BoundingBoxForEntity(&flag->render); +} + #define MAXVIEWMODELS 32 entity_t *viewmodels[MAXVIEWMODELS]; int numviewmodels; @@ -630,7 +795,7 @@ void CL_LinkNetworkEntity(entity_t *e) { e->persistent.linkframe = entitylinkframenumber; // skip inactive entities and world - if (!e->state_current.active || e == cl_entities) + if (!e->state_current.active || e == cl_entities || e == cl_csqcentities) return; e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate? e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate? @@ -640,34 +805,34 @@ void CL_LinkNetworkEntity(entity_t *e) if (e->state_current.flags & RENDER_COLORMAPPED) { int cb; - qbyte *cbcolor; + unsigned char *cbcolor; e->render.colormap = e->state_current.colormap; cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12; - cbcolor = (qbyte *) (&palette_complete[cb]); - e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f) * e->render.colormod[0]; - e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f) * e->render.colormod[1]; - e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f) * e->render.colormod[2]; + cbcolor = (unsigned char *) (&palette_complete[cb]); + e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f); + e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f); + e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f); cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12; - cbcolor = (qbyte *) (&palette_complete[cb]); - e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f) * e->render.colormod[0]; - e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f) * e->render.colormod[1]; - e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f) * e->render.colormod[2]; + cbcolor = (unsigned char *) (&palette_complete[cb]); + e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f); + e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f); + e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f); } else if (e->state_current.colormap && cl.scores != NULL) { int cb; - qbyte *cbcolor; + unsigned char *cbcolor; e->render.colormap = cl.scores[e->state_current.colormap - 1].colors; // color it cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12; - cbcolor = (qbyte *) (&palette_complete[cb]); - e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f) * e->render.colormod[0]; - e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f) * e->render.colormod[1]; - e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f) * e->render.colormod[2]; + cbcolor = (unsigned char *) (&palette_complete[cb]); + e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f); + e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f); + e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f); cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12; - cbcolor = (qbyte *) (&palette_complete[cb]); - e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f) * e->render.colormod[0]; - e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f) * e->render.colormod[1]; - e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f) * e->render.colormod[2]; + cbcolor = (unsigned char *) (&palette_complete[cb]); + e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f); + e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f); + e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f); } else { @@ -678,23 +843,35 @@ void CL_LinkNetworkEntity(entity_t *e) e->render.skinnum = e->state_current.skin; if (e->render.flags & RENDER_VIEWMODEL && !e->state_current.tagentity) { - if (!r_drawviewmodel.integer || chase_active.integer || envmap) + if (!r_drawviewmodel.integer || chase_active.integer || envmap)// || csqc_loaded) return; - if (cl.viewentity) - CL_LinkNetworkEntity(cl_entities + cl.viewentity); - matrix = &viewmodelmatrix; - if (e == &cl.viewent && cl_entities[cl.viewentity].state_current.active) + if (!e->csqc) { - e->state_current.alpha = cl_entities[cl.viewentity].state_current.alpha; - e->state_current.effects = EF_NOSHADOW | (cl_entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_REFLECTIVE | EF_FULLBRIGHT | EF_NODEPTHTEST)); + if (cl.viewentity) + CL_LinkNetworkEntity(cl_entities + cl.viewentity); + if (e == &cl.viewent && cl_entities[cl.viewentity].state_current.active) + { + e->state_current.alpha = cl_entities[cl.viewentity].state_current.alpha; + e->state_current.effects = EF_NOSHADOW | (cl_entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_REFLECTIVE | EF_FULLBRIGHT | EF_NODEPTHTEST)); + } } + matrix = &viewmodelmatrix; } else { // if the tag entity is currently impossible, skip it - if (e->state_current.tagentity >= cl_num_entities) - return; - t = cl_entities + e->state_current.tagentity; + if (!e->csqc) + { + if (e->state_current.tagentity >= cl_num_entities) + return; + t = cl_entities + e->state_current.tagentity; + } + else + { + if (e->state_current.tagentity >= cl_num_csqcentities) + return; + t = cl_csqcentities + e->state_current.tagentity; + } // if the tag entity is inactive, skip it if (!t->state_current.active) return; @@ -728,7 +905,7 @@ void CL_LinkNetworkEntity(entity_t *e) // movement lerp // if it's the player entity, update according to client movement - if (e == cl_entities + cl.playerentity && cl.movement) + if (e == cl_entities + cl.playerentity && cl.movement)// && !e->csqc) { lerp = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]); lerp = bound(0, lerp, 1); @@ -753,7 +930,10 @@ void CL_LinkNetworkEntity(entity_t *e) } // model setup and some modelflags - e->render.model = cl.model_precache[e->state_current.modelindex]; + if(e->state_current.modelindex < MAX_MODELS) + e->render.model = cl.model_precache[e->state_current.modelindex]; + else + e->render.model = cl.csqc_model_precache[65536-e->state_current.modelindex]; if (e->render.model) { // if model is alias or this is a tenebrae-like dlight, reverse pitch direction @@ -904,6 +1084,11 @@ void CL_LinkNetworkEntity(entity_t *e) dlightcolor[1] += 0.7f; dlightcolor[2] += 0.3f; } + if (e->render.effects & (EF_FLAG1QW | EF_FLAG2QW)) + { + // these are only set on player entities + CL_AddQWCTFFlagModel(e, (e->render.effects & EF_FLAG2QW) != 0); + } } // muzzleflash fades over time, and is offset a bit if (e->persistent.muzzleflash > 0) @@ -927,18 +1112,18 @@ void CL_LinkNetworkEntity(entity_t *e) else if (e->render.model->flags & EF_TRACER) { trailtype = 3; - dlightradius = max(dlightradius, 100); - dlightcolor[0] += 0.25f; - dlightcolor[1] += 1.00f; - dlightcolor[2] += 0.25f; + //dlightradius = max(dlightradius, 100); + //dlightcolor[0] += 0.25f; + //dlightcolor[1] += 1.00f; + //dlightcolor[2] += 0.25f; } else if (e->render.model->flags & EF_TRACER2) { trailtype = 5; - dlightradius = max(dlightradius, 100); - dlightcolor[0] += 1.00f; - dlightcolor[1] += 0.60f; - dlightcolor[2] += 0.20f; + //dlightradius = max(dlightradius, 100); + //dlightcolor[0] += 1.00f; + //dlightcolor[1] += 0.60f; + //dlightcolor[2] += 0.20f; } else if (e->render.model->flags & EF_ROCKET) { @@ -978,7 +1163,7 @@ void CL_LinkNetworkEntity(entity_t *e) // * 4 for the expansion from 0-255 to 0-1023 range, // / 255 to scale down byte colors dlightradius = max(dlightradius, e->state_current.glowsize * 4); - VectorMA(dlightcolor, (1.0f / 255.0f), (qbyte *)&palette_complete[e->state_current.glowcolor], dlightcolor); + VectorMA(dlightcolor, (1.0f / 255.0f), (unsigned char *)&palette_complete[e->state_current.glowcolor], dlightcolor); } // make the glow dlight if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL)) @@ -1012,20 +1197,26 @@ void CL_LinkNetworkEntity(entity_t *e) if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite) e->render.effects |= EF_ADDITIVE; // player model is only shown with chase_active on + if (!e->csqc) if (e->state_current.number == cl.viewentity) e->render.flags |= RENDER_EXTERIORMODEL; // transparent stuff can't be lit during the opaque stage if (e->render.effects & (EF_ADDITIVE | EF_NODEPTHTEST) || e->render.alpha < 1) e->render.flags |= RENDER_TRANSPARENT; + // double sided rendering mode causes backfaces to be visible + // (mostly useful on transparent stuff) + if (e->render.effects & EF_DOUBLESIDED) + e->render.flags |= RENDER_NOCULLFACE; // either fullbright or lit if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer) e->render.flags |= RENDER_LIGHT; // hide player shadow during intermission or nehahra movie if (!(e->render.effects & EF_NOSHADOW) && !(e->render.flags & (RENDER_VIEWMODEL | RENDER_TRANSPARENT)) - && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cl.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer))) + && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer))) e->render.flags |= RENDER_SHADOW; // as soon as player is known we can call V_CalcRefDef + if (!csqc_loaded) if (e->state_current.number == cl.viewentity) V_CalcRefdef(); if (e->render.model && e->render.model->name[0] == '*' && e->render.model->TraceBox) @@ -1056,6 +1247,25 @@ void CL_RelinkWorld(void) r_refdef.worldmodel = cl.worldmodel; } +void CL_RelinkCSQCWorld(void) //[515]: csqc +{ + entity_t *ent = &cl_csqcentities[0]; + if(!csqc_loaded) + return; +// cl_brushmodel_entities[cl_num_brushmodel_entities++] = 0; + // FIXME: this should be done at load + Matrix4x4_CreateIdentity(&ent->render.matrix); + Matrix4x4_CreateIdentity(&ent->render.inversematrix); + R_LerpAnimation(&ent->render); + CL_BoundingBoxForEntity(&ent->render); + ent->render.flags = RENDER_SHADOW; + if (!r_fullbright.integer) + ent->render.flags |= RENDER_LIGHT; + VectorSet(ent->render.colormod, 1, 1, 1); +// r_refdef.worldentity = &ent->render; +// r_refdef.worldmodel = cl.worldmodel; +} + static void CL_RelinkStaticEntities(void) { int i; @@ -1083,52 +1293,82 @@ static void CL_RelinkStaticEntities(void) CL_RelinkEntities =============== */ -static void CL_RelinkNetworkEntities(void) +static void CL_RelinkNetworkEntities(int drawmask) { entity_t *ent; - int i; + int i, k; - ent = &cl.viewent; - ent->state_previous = ent->state_current; - ent->state_current = defaultstate; - ent->state_current.time = cl.time; - ent->state_current.number = -1; - ent->state_current.active = true; - ent->state_current.modelindex = cl.stats[STAT_WEAPON]; - ent->state_current.frame = cl.stats[STAT_WEAPONFRAME]; - ent->state_current.flags = RENDER_VIEWMODEL; - if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission) - ent->state_current.modelindex = 0; - else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY) + if(!csqc_loaded) { - if (gamemode == GAME_TRANSFUSION) - ent->state_current.alpha = 128; - else + ent = &cl.viewent; + ent->state_previous = ent->state_current; + ent->state_current = defaultstate; + ent->state_current.time = cl.time; + ent->state_current.number = -1; + ent->state_current.active = true; + ent->state_current.modelindex = cl.stats[STAT_WEAPON]; + ent->state_current.frame = cl.stats[STAT_WEAPONFRAME]; + ent->state_current.flags = RENDER_VIEWMODEL; + if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission) ent->state_current.modelindex = 0; - } + else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY) + { + if (gamemode == GAME_TRANSFUSION) + ent->state_current.alpha = 128; + else + 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; + // 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;i < cl_num_entities;i++) + if(drawmask & ENTMASK_ENGINE || !csqc_loaded) { - if (cl_entities_active[i]) + for (i = 1;i < cl_num_entities;i++) { - ent = cl_entities + i; - if (ent->state_current.active) - CL_LinkNetworkEntity(ent); - else - cl_entities_active[i] = false; + if (cl_entities_active[i]) + { + ent = cl_entities + i; + if (!(drawmask & ENTMASK_ENGINEVIEWMODELS)) + if (ent->state_current.flags & RENDER_VIEWMODEL) //[515]: csqc drawmask + { + cl_entities_active[i] = false; + continue; + } + if (ent->state_current.active) + CL_LinkNetworkEntity(ent); + else + cl_entities_active[i] = false; + } } } - CL_LinkNetworkEntity(&cl.viewent); + + //[515]: csqc + if(csqc_loaded) + { + for (i=1,k=cl_num_csqcentities;k;i++) + { + if (cl_csqcentities_active[i]) + { + --k; + ent = cl_csqcentities + i; + if (ent->state_current.active) + CL_LinkNetworkEntity(ent); + else + cl_csqcentities_active[i] = false; + } + } + } + else + CL_LinkNetworkEntity(&cl.viewent); } static void CL_RelinkEffects(void) @@ -1171,7 +1411,10 @@ static void CL_RelinkEffects(void) ent->render.frame2time = e->frame2time; // normal stuff - ent->render.model = cl.model_precache[e->modelindex]; + if(e->modelindex < MAX_MODELS) + ent->render.model = cl.model_precache[e->modelindex]; + else + ent->render.model = cl.csqc_model_precache[65536-e->modelindex]; ent->render.frame = ent->render.frame2; ent->render.colormap = -1; // no special coloring ent->render.alpha = 1; @@ -1204,40 +1447,14 @@ void CL_RelinkBeams(void) // if coming from the player, update the start position //if (b->entity == cl.viewentity) - // VectorCopy (cl_entities[cl.viewentity].render.origin, b->start); - if (cl_beams_relative.integer && b->entity == cl.viewentity && b->entity && cl_entities[b->entity].state_current.active && b->relativestartvalid) + // Matrix4x4_OriginFromMatrix(&cl_entities[cl.viewentity].render.matrix, b->start); + if (cl_beams_relative.integer && b->entity && cl_entities[b->entity].state_current.active && b->relativestartvalid) { - entity_state_t *p = &cl_entities[b->entity].state_previous; - //entity_state_t *c = &cl_entities[b->entity].state_current; entity_render_t *r = &cl_entities[b->entity].render; - matrix4x4_t matrix, imatrix; - if (b->relativestartvalid == 2) - { - // not really valid yet, we need to get the orientation now - // (ParseBeam flagged this because it is received before - // entities are received, by now they have been received) - // note: because players create lightning in their think - // function (which occurs before movement), they actually - // have some lag in it's location, so compare to the - // previous player state, not the latest - if (b->entity == cl.viewentity) - Matrix4x4_CreateFromQuakeEntity(&matrix, p->origin[0], p->origin[1], p->origin[2] + 16, cl.viewangles[0], cl.viewangles[1], cl.viewangles[2], 1); - else - Matrix4x4_CreateFromQuakeEntity(&matrix, p->origin[0], p->origin[1], p->origin[2] + 16, p->angles[0], p->angles[1], p->angles[2], 1); - Matrix4x4_Invert_Simple(&imatrix, &matrix); - Matrix4x4_Transform(&imatrix, b->start, b->relativestart); - Matrix4x4_Transform(&imatrix, b->end, b->relativeend); - b->relativestartvalid = 1; - } - else - { - if (b->entity == cl.viewentity) - Matrix4x4_CreateFromQuakeEntity(&matrix, r->origin[0], r->origin[1], r->origin[2] + 16, cl.viewangles[0], cl.viewangles[1], cl.viewangles[2], 1); - else - Matrix4x4_CreateFromQuakeEntity(&matrix, r->origin[0], r->origin[1], r->origin[2] + 16, r->angles[0], r->angles[1], r->angles[2], 1); - Matrix4x4_Transform(&matrix, b->relativestart, b->start); - Matrix4x4_Transform(&matrix, b->relativeend, b->end); - } + //Matrix4x4_OriginFromMatrix(&r->matrix, origin); + //Matrix4x4_CreateFromQuakeEntity(&matrix, r->origin[0], r->origin[1], r->origin[2] + 16, r->angles[0], r->angles[1], r->angles[2], 1); + Matrix4x4_Transform(&r->matrix, b->relativestart, b->start); + Matrix4x4_Transform(&r->matrix, b->relativeend, b->end); } if (b->lightning) @@ -1299,6 +1516,34 @@ void CL_RelinkBeams(void) } } +static void CL_RelinkQWNails(void) +{ + int i; + vec_t *v; + entity_t *ent; + + for (i = 0;i < cl.qw_num_nails;i++) + { + v = cl.qw_nails[i]; + + // if we're drawing effects, get a new temp entity + // (NewTempEntity adds it to the render entities list for us) + if (!(ent = CL_NewTempEntity())) + continue; + + // normal stuff + ent->render.model = cl.model_precache[cl.qw_modelindex_spike]; + ent->render.colormap = -1; // no special coloring + ent->render.alpha = 1; + VectorSet(ent->render.colormod, 1, 1, 1); + + Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1); + Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix); + R_LerpAnimation(&ent->render); + CL_BoundingBoxForEntity(&ent->render); + } +} + void CL_LerpPlayer(float frac) { int i; @@ -1327,6 +1572,28 @@ void CL_LerpPlayer(float frac) } } +void CSQC_RelinkAllEntities (int drawmask) +{ + CL_RelinkNetworkEntities(drawmask); + if(drawmask & ENTMASK_ENGINE) + { + // move particles + CL_MoveParticles(); + R_MoveExplosions(); + } + + // link stuff + CL_RelinkWorld(); + CL_RelinkCSQCWorld(); //[515]: csqc + if(drawmask & ENTMASK_ENGINE) + { + CL_RelinkStaticEntities(); + CL_RelinkBeams(); + CL_RelinkEffects(); + CL_RelinkQWNails(); + } +} + /* =============== CL_ReadFromServer @@ -1335,9 +1602,11 @@ Read all incoming data from the server =============== */ extern void CL_ClientMovement_Replay(); + int CL_ReadFromServer(void) { CL_ReadDemoMessage(); + CL_SendMove(); r_refdef.time = cl.time; r_refdef.extraupdate = !r_speeds.integer; @@ -1349,28 +1618,37 @@ int CL_ReadFromServer(void) { // prepare for a new frame CL_LerpPlayer(CL_LerpPoint()); - CL_UpdateLights(); + CL_DecayLights(); CL_ClearTempEntities(); V_DriftPitch(); V_FadeViewFlashs(); // relink network entities (note: this sets up the view!) CL_ClientMovement_Replay(); - CL_RelinkNetworkEntities(); - - // move particles - CL_MoveParticles(); - R_MoveExplosions(); - - // link stuff - CL_RelinkWorld(); - CL_RelinkStaticEntities(); - CL_RelinkBeams(); - CL_RelinkEffects(); + if(!csqc_loaded) //[515]: csqc + { + CL_RelinkNetworkEntities(65535); + + // move particles + CL_MoveParticles(); + R_MoveExplosions(); + + // link stuff + CL_RelinkWorld(); + CL_RelinkCSQCWorld(); //[515]: csqc + CL_RelinkStaticEntities(); + CL_RelinkBeams(); + CL_RelinkEffects(); + CL_RelinkQWNails(); + } + else + csqc_frame = true; // run cgame code (which can add more entities) CL_CGVM_Frame(); + CL_UpdateLights(); + // update view blend V_CalcViewBlend(); } @@ -1378,34 +1656,6 @@ int CL_ReadFromServer(void) return 0; } -/* -================= -CL_SendCmd -================= -*/ -void CL_UpdatePrydonCursor(void); -void CL_SendCmd(void) -{ - if (cls.demoplayback) - { - SZ_Clear(&cls.message); - return; - } - - // send the reliable message (forwarded commands) if there is one - if (cls.message.cursize && NetConn_CanSendMessage(cls.netcon)) - { - if (developer.integer) - { - Con_Print("CL_SendCmd: sending reliable message:\n"); - SZ_HexDumpToConsole(&cls.message); - } - if (NetConn_SendReliableMessage(cls.netcon, &cls.message) == -1) - Host_Error("CL_WriteToServer: lost server connection"); - SZ_Clear(&cls.message); - } -} - // LordHavoc: pausedemo command static void CL_PauseDemo_f (void) { @@ -1490,18 +1740,18 @@ void CL_Init (void) r_refdef.maxentities = MAX_EDICTS + 256 + 512; r_refdef.entities = (entity_render_t **)Mem_Alloc(cl_mempool, sizeof(entity_render_t *) * r_refdef.maxentities); // 256k drawqueue buffer + // TODO: make dynamic r_refdef.maxdrawqueuesize = 256 * 1024; - r_refdef.drawqueue = (qbyte *)Mem_Alloc(cl_mempool, r_refdef.maxdrawqueuesize); - - cls.message.data = cls.message_buf; - cls.message.maxsize = sizeof(cls.message_buf); - cls.message.cursize = 0; + r_refdef.drawqueue = (unsigned char *)Mem_Alloc(cl_mempool, r_refdef.maxdrawqueuesize); CL_InitInput (); // // register our commands // + Cvar_RegisterVariable (&csqc_progname); + Cvar_RegisterVariable (&csqc_progcrc); + Cvar_RegisterVariable (&cl_upspeed); Cvar_RegisterVariable (&cl_forwardspeed); Cvar_RegisterVariable (&cl_backspeed); @@ -1525,17 +1775,17 @@ void CL_Init (void) Cvar_RegisterVariable (&cl_itembobspeed); Cvar_RegisterVariable (&cl_itembobheight); - Cmd_AddCommand ("entities", CL_PrintEntities_f); - Cmd_AddCommand ("disconnect", CL_Disconnect_f); - Cmd_AddCommand ("record", CL_Record_f); - Cmd_AddCommand ("stop", CL_Stop_f); - Cmd_AddCommand ("playdemo", CL_PlayDemo_f); - Cmd_AddCommand ("timedemo", CL_TimeDemo_f); + Cmd_AddCommand ("entities", CL_PrintEntities_f, "print information on network entities known to client"); + Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)"); + Cmd_AddCommand ("record", CL_Record_f, "record a demo"); + Cmd_AddCommand ("stop", CL_Stop_f, "stop recording or playing a demo"); + Cmd_AddCommand ("playdemo", CL_PlayDemo_f, "watch a demo file"); + Cmd_AddCommand ("timedemo", CL_TimeDemo_f, "play back a demo as fast as possible and save statistics to benchmark.log"); - Cmd_AddCommand ("fog", CL_Fog_f); + Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue)"); // LordHavoc: added pausedemo - Cmd_AddCommand ("pausedemo", CL_PauseDemo_f); + Cmd_AddCommand ("pausedemo", CL_PauseDemo_f, "pause demo playback (can also safely pause demo recording if using QUAKE, QUAKEDP or NEHAHRAMOVIE protocol, useful for making movies)"); Cvar_RegisterVariable(&r_draweffects); Cvar_RegisterVariable(&cl_explosions_alpha_start); @@ -1554,7 +1804,11 @@ void CL_Init (void) Cvar_RegisterVariable(&cl_deathnoviewmodel); - Cmd_AddCommand("timerefresh", CL_TimeRefresh_f); + // for QW connections + Cvar_RegisterVariable(&qport); + Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff); + + Cmd_AddCommand("timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs"); CL_Parse_Init(); CL_Particles_Init();