X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=cl_main.c;h=b2c4e513648b2e7d931a9451b2d23fc4b6685604;hp=d9bc3b064cb38ef78fb77f90b215271fb9bf1b44;hb=5c77268d0a473dfcf784d69343a3ddabcbd5ab33;hpb=129923db14482c552e1c7669346a9422c1d86db7 diff --git a/cl_main.c b/cl_main.c index d9bc3b06..b2c4e513 100644 --- a/cl_main.c +++ b/cl_main.c @@ -23,75 +23,68 @@ 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" +#include "libcurl.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","-1","CRC of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"}; +cvar_t csqc_progsize = {CVAR_READONLY, "csqc_progsize","-1","file size of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"}; -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"}; +#ifdef AUTODEMO_BROKEN +cvar_t cl_autodemo = {0, "cl_autodemo", "0", "records every game played, using the date/time and map name to name the demo file" }; +cvar_t cl_autodemo_nameformat = {0, "cl_autodemo_nameformat", "%Y-%m-%d_%H-%M", "The format of the cl_autodemo filename, followed by the map name" }; +#endif -cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "1"}; -cvar_t cl_stainmaps_clearonload = {CVAR_SAVE, "cl_stainmaps_clearonload", "1"}; +cvar_t r_draweffects = {0, "r_draweffects", "1","renders temporary sprite effects"}; -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_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_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "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_prydoncursor = {0, "cl_prydoncursor", "0"}; +cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1","use beam polygons instead of models"}; +cvar_t cl_beams_quakepositionhack = {CVAR_SAVE, "cl_beams_quakepositionhack", "1", "makes your lightning gun appear to fire from your waist (as in Quake and QuakeWorld)"}; +cvar_t cl_beams_instantaimhack = {CVAR_SAVE, "cl_beams_instantaimhack", "1", "makes your lightning gun aiming update instantly"}; +cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0", "make a light at the end of the beam"}; -mempool_t *cl_refdef_mempool; -mempool_t *cl_entities_mempool; +cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0","hide player shadow"}; + +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"}; client_static_t cls; client_state_t cl; -int cl_max_entities; -int cl_max_static_entities; -int cl_max_temp_entities; -int cl_max_effects; -int cl_max_beams; -int cl_max_dlights; -int cl_max_lightstyle; -int cl_max_brushmodel_entities; - -entity_t *cl_entities; -qbyte *cl_entities_active; -entity_t *cl_static_entities; -entity_t *cl_temp_entities; -cl_effect_t *cl_effects; -beam_t *cl_beams; -dlight_t *cl_dlights; -lightstyle_t *cl_lightstyle; -entity_render_t **cl_brushmodel_entities; - -int cl_num_entities; -int cl_num_static_entities; -int cl_num_temp_entities; -int cl_num_brushmodel_entities; +#define MAX_PARTICLES 32768 // default max # of particles at one time +#define ABSOLUTE_MIN_PARTICLES 512 // no fewer than this no matter what's on the command line /* ===================== @@ -102,60 +95,213 @@ CL_ClearState void CL_ClearState(void) { int i; - - if (!sv.active) - Host_ClearMemory (); - - // note: this also gets rid of the entity database - Mem_EmptyPool(cl_entities_mempool); + entity_t *ent; // wipe the entire cl structure + Mem_EmptyPool(cls.levelmempool); 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_static_entities = 0; - cl_num_temp_entities = 0; - cl_num_brushmodel_entities = 0; + 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 = MAX_EDICTS; - cl_max_static_entities = 256; - cl_max_temp_entities = 512; - cl_max_effects = 256; - cl_max_beams = 256; - cl_max_dlights = MAX_DLIGHTS; - cl_max_lightstyle = MAX_LIGHTSTYLES; - cl_max_brushmodel_entities = MAX_EDICTS; - - cl_entities = Mem_Alloc(cl_entities_mempool, cl_max_entities * sizeof(entity_t)); - cl_entities_active = Mem_Alloc(cl_entities_mempool, cl_max_entities * sizeof(qbyte)); - cl_static_entities = Mem_Alloc(cl_entities_mempool, cl_max_static_entities * sizeof(entity_t)); - cl_temp_entities = Mem_Alloc(cl_entities_mempool, cl_max_temp_entities * sizeof(entity_t)); - cl_effects = Mem_Alloc(cl_entities_mempool, cl_max_effects * sizeof(cl_effect_t)); - cl_beams = Mem_Alloc(cl_entities_mempool, cl_max_beams * sizeof(beam_t)); - cl_dlights = Mem_Alloc(cl_entities_mempool, cl_max_dlights * sizeof(dlight_t)); - cl_lightstyle = Mem_Alloc(cl_entities_mempool, cl_max_lightstyle * sizeof(lightstyle_t)); - cl_brushmodel_entities = Mem_Alloc(cl_entities_mempool, cl_max_brushmodel_entities * sizeof(entity_render_t *)); + cl.max_entities = 256; + cl.max_csqcentities = 256; //[515]: csqc + cl.max_static_entities = 256; + cl.max_temp_entities = 512; + cl.max_effects = 256; + cl.max_beams = 256; + cl.max_dlights = MAX_DLIGHTS; + cl.max_lightstyle = MAX_LIGHTSTYLES; + cl.max_brushmodel_entities = MAX_EDICTS; + cl.max_particles = MAX_PARTICLES; + +// COMMANDLINEOPTION: Client: -particles changes maximum number of particles at once, default 32768 + i = COM_CheckParm ("-particles"); + if (i && i < com_argc - 1) + { + cl.max_particles = (int)(atoi(com_argv[i+1])); + if (cl.max_particles < ABSOLUTE_MIN_PARTICLES) + cl.max_particles = ABSOLUTE_MIN_PARTICLES; + } + + cl.num_dlights = 0; + cl.num_effects = 0; + cl.num_beams = 0; + + cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t)); + cl.csqcentities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_csqcentities * sizeof(entity_t)); //[515]: csqc + cl.entities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char)); + cl.csqcentities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char)); //[515]: csqc + cl.static_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_static_entities * sizeof(entity_t)); + cl.temp_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_temp_entities * sizeof(entity_t)); + cl.effects = (cl_effect_t *)Mem_Alloc(cls.levelmempool, cl.max_effects * sizeof(cl_effect_t)); + cl.beams = (beam_t *)Mem_Alloc(cls.levelmempool, cl.max_beams * sizeof(beam_t)); + cl.dlights = (dlight_t *)Mem_Alloc(cls.levelmempool, cl.max_dlights * sizeof(dlight_t)); + cl.lightstyle = (lightstyle_t *)Mem_Alloc(cls.levelmempool, cl.max_lightstyle * sizeof(lightstyle_t)); + cl.brushmodel_entities = (int *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(int)); + cl.particles = (particle_t *) Mem_Alloc(cls.levelmempool, cl.max_particles * sizeof(particle_t)); + + // LordHavoc: have to set up the baseline info for alpha and other stuff + for (i = 0;i < cl.max_entities;i++) + { + cl.entities[i].state_baseline = defaultstate; + cl.entities[i].state_previous = defaultstate; + 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].state_current.number = -i; + } + + if (gamemode == GAME_NEXUIZ) + { + VectorSet(cl.playerstandmins, -16, -16, -24); + VectorSet(cl.playerstandmaxs, 16, 16, 45); + VectorSet(cl.playercrouchmins, -16, -16, -24); + VectorSet(cl.playercrouchmaxs, 16, 16, 25); + } + else + { + VectorSet(cl.playerstandmins, -16, -16, -24); + VectorSet(cl.playerstandmaxs, 16, 16, 24); + VectorSet(cl.playercrouchmins, -16, -16, -24); + 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.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); + CL_UpdateRenderEntity(&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(); +void CL_SetInfo(const char *key, const char *value, qboolean send, qboolean allowstarkey, qboolean allowmodel, qboolean quiet) +{ + if (strchr(key, '\"') || strchr(value, '\"') || (!allowstarkey && key[0] == '*') || (!allowmodel && (!strcasecmp(key, "pmodel") || !strcasecmp(key, "emodel")))) + { + if (!quiet) + Con_Printf("Can't setinfo \"%s\" \"%s\"\n", key, value); + return; + } + InfoString_SetValue(cls.userinfo, sizeof(cls.userinfo), key, value); + if (cls.state == ca_connected && cls.netcon) + { + if (cls.protocol == PROTOCOL_QUAKEWORLD) + { + MSG_WriteByte(&cls.netcon->message, qw_clc_stringcmd); + MSG_WriteString(&cls.netcon->message, va("setinfo \"%s\" \"%s\"", key, value)); + } + else if (!strcasecmp(key, "name")) + { + MSG_WriteByte(&cls.netcon->message, clc_stringcmd); + MSG_WriteString(&cls.netcon->message, va("name \"%s\"", value)); + } + else if (!strcasecmp(key, "playermodel")) + { + MSG_WriteByte(&cls.netcon->message, clc_stringcmd); + MSG_WriteString(&cls.netcon->message, va("playermodel \"%s\"", value)); + } + else if (!strcasecmp(key, "playerskin")) + { + MSG_WriteByte(&cls.netcon->message, clc_stringcmd); + MSG_WriteString(&cls.netcon->message, va("playerskin \"%s\"", value)); + } + else if (!strcasecmp(key, "topcolor")) + { + // don't send anything, the combined color code will be updated manually + } + else if (!strcasecmp(key, "bottomcolor")) + { + // don't send anything, the combined color code will be updated manually + } + else if (!strcasecmp(key, "rate")) + { + MSG_WriteByte(&cls.netcon->message, clc_stringcmd); + MSG_WriteString(&cls.netcon->message, va("rate \"%s\"", value)); + } + } +} - // LordHavoc: have to set up the baseline info for alpha and other stuff - for (i = 0;i < cl_max_entities;i++) +void CL_ExpandEntities(int num) +{ + int i, oldmaxentities; + entity_t *oldentities; + if (num >= cl.max_entities) { - cl_entities[i].state_baseline = defaultstate; - cl_entities[i].state_previous = defaultstate; - cl_entities[i].state_current = defaultstate; + if (!cl.entities) + Sys_Error("CL_ExpandEntities: cl.entities not initialized"); + if (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; + cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t)); + memcpy(cl.entities, oldentities, oldmaxentities * sizeof(entity_t)); + Mem_Free(oldentities); + for (i = oldmaxentities;i < cl.max_entities;i++) + { + cl.entities[i].state_baseline = defaultstate; + cl.entities[i].state_previous = defaultstate; + cl.entities[i].state_current = defaultstate; + } } +} - CL_CGVM_Clear(); +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 = (entity_t *)Mem_Alloc(cls.levelmempool, 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].state_current.number = -i; + } + } } +void CL_VM_ShutDown (void); /* ===================== CL_Disconnect @@ -171,9 +317,12 @@ void CL_Disconnect(void) Con_DPrintf("CL_Disconnect\n"); + CL_VM_ShutDown(); // stop sounds (especially looping!) S_StopAllSounds (); + cl.parsingtextexpectingpingforscores = 0; // just in case no reply has come yet + // clear contents blends cl.cshifts[0].percent = 0; cl.cshifts[1].percent = 0; @@ -182,18 +331,36 @@ void CL_Disconnect(void) cl.worldmodel = NULL; + CL_Parse_ErrorCleanUp(); + if (cls.demoplayback) 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; } @@ -207,7 +374,7 @@ void CL_Disconnect_f(void) { CL_Disconnect (); if (sv.active) - Host_ShutdownServer (false); + Host_ShutdownServer (); } @@ -231,8 +398,15 @@ void CL_EstablishConnection(const char *host) // stop demo loop in case this fails CL_Disconnect(); - NetConn_ClientFrame(); - NetConn_ServerFrame(); + + // if downloads are running, cancel their finishing action + Curl_Clear_forthismap(); + + // 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))) { @@ -240,17 +414,14 @@ 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 { @@ -270,75 +441,76 @@ static void CL_PrintEntities_f(void) int i, j; char name[32]; - for (i = 0, ent = cl_entities;i < cl_num_entities;i++, ent++) + for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++) { + const char* modelname; + if (!ent->state_current.active) continue; if (ent->render.model) - strlcpy (name, ent->render.model->name, 25); + modelname = ent->render.model->name; else - strcpy(name, "--no model--"); - for (j = strlen(name);j < 25;j++) + modelname = "--no model--"; + strlcpy(name, modelname, 25); + for (j = (int)strlen(name);j < 25;j++) name[j] = ' '; - Con_Printf("%3i: %s:%04i (%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->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); } } //static const vec3_t nomodelmins = {-16, -16, -16}; //static const vec3_t nomodelmaxs = {16, 16, 16}; -void CL_BoundingBoxForEntity(entity_render_t *ent) +void CL_UpdateRenderEntity(entity_render_t *ent) { - if (ent->model) + vec3_t org; + vec_t scale; + model_t *model = ent->model; + // update the inverse matrix for the renderer + Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix); + // update the animation blend state + R_LerpAnimation(ent); + // we need the matrix origin to center the box + Matrix4x4_OriginFromMatrix(&ent->matrix, org); + // update entity->render.scale because the renderer needs it + ent->scale = scale = Matrix4x4_ScaleFromMatrix(&ent->matrix); + if (model) { - //if (ent->angles[0] || ent->angles[2]) + // NOTE: this directly extracts vector components from the matrix, which relies on the matrix orientation! +#ifdef MATRIX4x4_OPENGLORIENTATION + if (ent->matrix.m[0][2] != 0 || ent->matrix.m[1][2] != 0) +#else if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0) +#endif { // pitch or roll - ent->mins[0] = ent->matrix.m[0][3] + ent->model->rotatedmins[0]; - ent->mins[1] = ent->matrix.m[1][3] + ent->model->rotatedmins[1]; - ent->mins[2] = ent->matrix.m[2][3] + ent->model->rotatedmins[2]; - ent->maxs[0] = ent->matrix.m[0][3] + ent->model->rotatedmaxs[0]; - ent->maxs[1] = ent->matrix.m[1][3] + ent->model->rotatedmaxs[1]; - ent->maxs[2] = ent->matrix.m[2][3] + ent->model->rotatedmaxs[2]; - //VectorAdd(ent->origin, ent->model->rotatedmins, ent->mins); - //VectorAdd(ent->origin, ent->model->rotatedmaxs, ent->maxs); + VectorMA(org, scale, model->rotatedmins, ent->mins); + VectorMA(org, scale, model->rotatedmaxs, ent->maxs); } - //else if (ent->angles[1]) +#ifdef MATRIX4x4_OPENGLORIENTATION + else if (ent->matrix.m[1][0] != 0 || ent->matrix.m[0][1] != 0) +#else else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0) +#endif { // yaw - ent->mins[0] = ent->matrix.m[0][3] + ent->model->yawmins[0]; - ent->mins[1] = ent->matrix.m[1][3] + ent->model->yawmins[1]; - ent->mins[2] = ent->matrix.m[2][3] + ent->model->yawmins[2]; - ent->maxs[0] = ent->matrix.m[0][3] + ent->model->yawmaxs[0]; - ent->maxs[1] = ent->matrix.m[1][3] + ent->model->yawmaxs[1]; - ent->maxs[2] = ent->matrix.m[2][3] + ent->model->yawmaxs[2]; - //VectorAdd(ent->origin, ent->model->yawmins, ent->mins); - //VectorAdd(ent->origin, ent->model->yawmaxs, ent->maxs); + VectorMA(org, scale, model->yawmins, ent->mins); + VectorMA(org, scale, model->yawmaxs, ent->maxs); } else { - ent->mins[0] = ent->matrix.m[0][3] + ent->model->normalmins[0]; - ent->mins[1] = ent->matrix.m[1][3] + ent->model->normalmins[1]; - ent->mins[2] = ent->matrix.m[2][3] + ent->model->normalmins[2]; - ent->maxs[0] = ent->matrix.m[0][3] + ent->model->normalmaxs[0]; - ent->maxs[1] = ent->matrix.m[1][3] + ent->model->normalmaxs[1]; - ent->maxs[2] = ent->matrix.m[2][3] + ent->model->normalmaxs[2]; - //VectorAdd(ent->origin, ent->model->normalmins, ent->mins); - //VectorAdd(ent->origin, ent->model->normalmaxs, ent->maxs); + VectorMA(org, scale, model->normalmins, ent->mins); + VectorMA(org, scale, model->normalmaxs, ent->maxs); } } else { - ent->mins[0] = ent->matrix.m[0][3] - 16; - ent->mins[1] = ent->matrix.m[1][3] - 16; - ent->mins[2] = ent->matrix.m[2][3] - 16; - ent->maxs[0] = ent->matrix.m[0][3] + 16; - ent->maxs[1] = ent->matrix.m[1][3] + 16; - ent->maxs[2] = ent->matrix.m[2][3] + 16; - //VectorAdd(ent->origin, nomodelmins, ent->mins); - //VectorAdd(ent->origin, nomodelmaxs, ent->maxs); + ent->mins[0] = org[0] - 16; + ent->mins[1] = org[1] - 16; + ent->mins[2] = org[2] - 16; + ent->maxs[0] = org[0] + 16; + ent->maxs[1] = org[1] + 16; + ent->maxs[2] = org[2] + 16; } } @@ -362,7 +534,7 @@ 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; @@ -374,7 +546,7 @@ static float CL_LerpPoint(void) void CL_ClearTempEntities (void) { - cl_num_temp_entities = 0; + cl.num_temp_entities = 0; } entity_t *CL_NewTempEntity(void) @@ -383,14 +555,13 @@ entity_t *CL_NewTempEntity(void) if (r_refdef.numentities >= r_refdef.maxentities) return NULL; - if (cl_num_temp_entities >= cl_max_temp_entities) + if (cl.num_temp_entities >= cl.max_temp_entities) return NULL; - ent = &cl_temp_entities[cl_num_temp_entities++]; + ent = &cl.temp_entities[cl.num_temp_entities++]; memset (ent, 0, sizeof(*ent)); r_refdef.entities[r_refdef.numentities++] = &ent->render; ent->render.colormap = -1; // no special coloring - ent->render.scale = 1; ent->render.alpha = 1; VectorSet(ent->render.colormod, 1, 1, 1); return ent; @@ -402,7 +573,17 @@ void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float cl_effect_t *e; if (!modelindex) // sanity check return; - for (i = 0, e = cl_effects;i < cl_max_effects;i++, e++) + if (framerate < 1) + { + Con_Printf("CL_Effect: framerate %f is < 1\n", framerate); + return; + } + if (framecount < 1) + { + Con_Printf("CL_Effect: framecount %i is < 1\n", framecount); + return; + } + for (i = 0, e = cl.effects;i < cl.max_effects;i++, e++) { if (e->active) continue; @@ -417,6 +598,7 @@ void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float e->frame = 0; e->frame1time = cl.time; e->frame2time = cl.time; + cl.num_effects = max(cl.num_effects, i + 1); break; } } @@ -430,18 +612,24 @@ void CL_AllocDlight(entity_render_t *ent, matrix4x4_t *matrix, float radius, flo // first look for an exact key match if (ent) { - dl = cl_dlights; - for (i = 0;i < MAX_DLIGHTS;i++, dl++) + dl = cl.dlights; + for (i = 0;i < cl.num_dlights;i++, dl++) if (dl->ent == ent) goto dlightsetup; } */ // then look for anything else - dl = cl_dlights; - for (i = 0;i < MAX_DLIGHTS;i++, dl++) + dl = cl.dlights; + for (i = 0;i < cl.num_dlights;i++, dl++) if (!dl->radius) goto dlightsetup; + // if we hit the end of the active dlights and found no gaps, add a new one + if (i < MAX_DLIGHTS) + { + cl.num_dlights = i + 1; + goto dlightsetup; + } // unable to find one return; @@ -449,20 +637,21 @@ 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]; - dl->origin[2] = dl->matrix.m[2][3]; + Matrix4x4_OriginFromMatrix(&dl->matrix, dl->origin); CL_FindNonSolidLocation(dl->origin, dl->origin, 6); - dl->matrix.m[0][3] = dl->origin[0]; - dl->matrix.m[1][3] = dl->origin[1]; - dl->matrix.m[2][3] = dl->origin[2]; + Matrix4x4_SetOrigin(&dl->matrix, dl->origin[0], dl->origin[1], dl->origin[2]); dl->radius = radius; dl->color[0] = red; dl->color[1] = green; dl->color[2] = blue; - dl->decay = decay; + dl->initialradius = radius; + dl->initialcolor[0] = red; + dl->initialcolor[1] = green; + dl->initialcolor[2] = blue; + dl->decay = decay / radius; // changed decay to be a percentage decrease + dl->intensity = 1; // this is what gets decayed if (lifetime) dl->die = cl.time + lifetime; else @@ -478,16 +667,124 @@ dlightsetup: dl->specularscale = specularscale; } +// called before entity relinking void CL_DecayLights(void) { - int i; + int i, oldmax; dlight_t *dl; float time; - time = cl.time - cl.oldtime; - for (i = 0, dl = cl_dlights;i < MAX_DLIGHTS;i++, dl++) + time = bound(0, cl.time - cl.oldtime, 0.1); + oldmax = cl.num_dlights; + cl.num_dlights = 0; + for (i = 0, dl = cl.dlights;i < oldmax;i++, dl++) + { if (dl->radius) - dl->radius = (cl.time < dl->die) ? max(0, dl->radius - time * dl->decay) : 0; + { + dl->intensity -= time * dl->decay; + if (cl.time < dl->die && dl->intensity > 0) + { + //dl->radius = dl->initialradius * dl->intensity; + VectorScale(dl->initialcolor, dl->intensity, dl->color); + cl.num_dlights = i + 1; + } + 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.num_dlights;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 < cl.max_lightstyle;j++) + { + if (!cl.lightstyle || !cl.lightstyle[j].length) + { + r_refdef.lightstylevalue[j] = 256; + continue; + } + k = i % cl.lightstyle[j].length; + l = (i-1) % cl.lightstyle[j].length; + k = cl.lightstyle[j].map[k] - 'a'; + l = cl.lightstyle[j].map[l] - 'a'; + r_refdef.lightstylevalue[j] = (unsigned short)(((k*frac)+(l*(1-frac)))*22); + } +} + +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); + CL_UpdateRenderEntity(&flag->render); } #define MAXVIEWMODELS 32 @@ -496,8 +793,6 @@ int numviewmodels; matrix4x4_t viewmodelmatrix; -static int entitylinkframenumber; - static const vec3_t muzzleflashorigin = {18, 0, 0}; extern void V_DriftPitch(void); @@ -506,389 +801,449 @@ extern void V_CalcViewBlend(void); extern void V_CalcRefdef(void); // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags) -void CL_LinkNetworkEntity(entity_t *e) +void CL_UpdateNetworkEntity(entity_t *e) { matrix4x4_t *matrix, blendmatrix, tempmatrix, matrix2; //matrix4x4_t dlightmatrix; - int j, k, l, trailtype, temp; - float origin[3], angles[3], delta[3], lerp, dlightcolor[3], dlightradius, mins[3], maxs[3], v[3], v2[3], d; + int j, k, l; + effectnameindex_t trailtype; + float origin[3], angles[3], delta[3], lerp, dlightcolor[3], dlightradius, v2[3], d; entity_t *t; model_t *model; + trace_t trace; //entity_persistent_t *p = &e->persistent; //entity_render_t *r = &e->render; - if (e->persistent.linkframe != entitylinkframenumber) + // skip inactive entities and world + if (!e->state_current.active || e == cl.entities) + 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? + e->render.flags = e->state_current.flags; + e->render.effects = e->state_current.effects; + VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod); + if (e->state_current.flags & RENDER_COLORMAPPED) { - e->persistent.linkframe = entitylinkframenumber; - // skip inactive entities and world - if (!e->state_current.active || e == cl_entities) - 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? - e->render.flags = e->state_current.flags; - e->render.effects = e->state_current.effects; - if (e->state_current.flags & RENDER_COLORMAPPED) - e->render.colormap = e->state_current.colormap; - else if (cl.scores != NULL && e->state_current.colormap) - e->render.colormap = cl.scores[e->state_current.colormap - 1].colors; // color it - 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) + int cb; + unsigned char *cbcolor; + e->render.colormap = e->state_current.colormap; + cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12; + 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 = (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; + 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 = (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 = (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 + { + e->render.colormap = -1; // no special coloring + VectorClear(e->render.colormap_pantscolor); + VectorClear(e->render.colormap_shirtcolor); + } + e->render.skinnum = e->state_current.skin; + if (e->render.flags & RENDER_VIEWMODEL && !e->state_current.tagentity) + { + if (e == &cl.viewent && cl.entities[cl.viewentity].state_current.active) { - if (!r_drawviewmodel.integer || chase_active.integer || envmap) - return; - if (cl.viewentity) - CL_LinkNetworkEntity(cl_entities + cl.viewentity); - matrix = &viewmodelmatrix; - if (e == &cl.viewent && cl.viewentity >= 0 && cl.viewentity < MAX_EDICTS && 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)); - } + 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)); } - else + 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 the tag entity is inactive, skip it + if (!t->state_current.active) + return; + // note: this can link to world + CL_UpdateNetworkEntity(t); + // make relative to the entity + matrix = &t->render.matrix; + // some properties of the tag entity carry over + e->render.flags |= t->render.flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL); + // if a valid tagindex is used, make it relative to that tag instead + // FIXME: use a model function to get tag info (need to handle skeletal) + if (e->state_current.tagentity && e->state_current.tagindex >= 1 && (model = t->render.model)) { - t = cl_entities + e->state_current.tagentity; - if (!t->state_current.active) - return; - // note: this can link to world - CL_LinkNetworkEntity(t); - // make relative to the entity - matrix = &t->render.matrix; - // some properties of the tag entity carry over - e->render.flags |= t->render.flags & RENDER_EXTERIORMODEL; - // if a valid tagindex is used, make it relative to that tag instead - // FIXME: use a model function to get tag info (need to handle skeletal) - if (e->state_current.tagentity && e->state_current.tagindex >= 1 && (model = t->render.model) && e->state_current.tagindex <= t->render.model->alias.aliasnum_tags) + // blend the matrices + memset(&blendmatrix, 0, sizeof(blendmatrix)); + for (j = 0;j < 4 && t->render.frameblend[j].lerp > 0;j++) { - // blend the matrices - memset(&blendmatrix, 0, sizeof(blendmatrix)); - for (j = 0;j < 4 && t->render.frameblend[j].lerp > 0;j++) - { - matrix = &t->render.model->alias.aliasdata_tags[t->render.frameblend[j].frame * t->render.model->alias.aliasnum_tags + (e->state_current.tagindex - 1)].matrix; - d = t->render.frameblend[j].lerp; - for (l = 0;l < 4;l++) - for (k = 0;k < 4;k++) - blendmatrix.m[l][k] += d * matrix->m[l][k]; - } - // concat the tag matrices onto the entity matrix - Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix); - // use the constructed tag matrix - matrix = &tempmatrix; + matrix4x4_t tagmatrix; + Mod_Alias_GetTagMatrix(model, t->render.frameblend[j].frame, e->state_current.tagindex - 1, &tagmatrix); + d = t->render.frameblend[j].lerp; + for (l = 0;l < 4;l++) + for (k = 0;k < 4;k++) + blendmatrix.m[l][k] += d * tagmatrix.m[l][k]; } + // concat the tag matrices onto the entity matrix + Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix); + // use the constructed tag matrix + matrix = &tempmatrix; } + } - // movement lerp - if (e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1) - { - // interpolate the origin and angles - VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin); - VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta); - if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360; - if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360; - if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360; - VectorMA(e->persistent.oldangles, lerp, delta, angles); - } - else + // movement lerp + // if it's the player entity, update according to client movement + if (e == cl.entities + cl.playerentity && cl.movement_predicted) + { + lerp = (cl.time - cl.movement_time[1]) / (cl.movement_time[0] - cl.movement_time[1]); + lerp = bound(0, lerp, 1); + VectorLerp(cl.movement_oldorigin, lerp, cl.movement_origin, origin); + VectorSet(angles, 0, cl.viewangles[1], 0); + } + else if (e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1) + { + // interpolate the origin and angles + lerp = max(0, lerp); + VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin); + VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta); + if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360; + if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360; + if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360; + VectorMA(e->persistent.oldangles, lerp, delta, angles); + } + else + { + // no interpolation + VectorCopy(e->persistent.neworigin, origin); + VectorCopy(e->persistent.newangles, angles); + } + + // model setup and some modelflags + 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 + if (e->render.model->type == mod_alias) + angles[0] = -angles[0]; + if ((e->render.model->flags & EF_ROTATE) && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL))) { - // no interpolation - VectorCopy(e->persistent.neworigin, origin); - VectorCopy(e->persistent.newangles, angles); + angles[1] = ANGLEMOD(100*cl.time); + if (cl_itembobheight.value) + origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value; } + // transfer certain model flags to effects + e->render.effects |= e->render.model->flags2 & (EF_FULLBRIGHT | EF_ADDITIVE); + if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number) + VectorScale(e->render.colormod, 2, e->render.colormod); + } + // if model is alias or this is a tenebrae-like dlight, reverse pitch direction + else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) + angles[0] = -angles[0]; - // model setup and some modelflags - e->render.model = cl.model_precache[e->state_current.modelindex]; - if (e->render.model) + // animation lerp + if (e->render.frame2 == e->state_current.frame) + { + // update frame lerp fraction + e->render.framelerp = 1; + if (e->render.frame2time > e->render.frame1time) { - Mod_CheckLoaded(e->render.model); - // if model is alias or this is a tenebrae-like dlight, reverse pitch direction - if (e->render.model->type == mod_alias || (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)) - angles[0] = -angles[0]; - if ((e->render.model->flags & EF_ROTATE) && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL))) - { - angles[1] = ANGLEMOD(100*cl.time); - if (cl_itembobheight.value) - origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value; - } - // 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); + // make sure frame lerp won't last longer than 100ms + // (this mainly helps with models that use framegroups and + // switch between them infrequently) + e->render.framelerp = (cl.time - e->render.frame2time) / min(e->render.frame2time - e->render.frame1time, 0.1); + e->render.framelerp = bound(0, e->render.framelerp, 1); } + } + else + { + // 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.frame2time = cl.time; + e->render.framelerp = 0; + } - // animation lerp - if (e->render.frame2 == e->state_current.frame) + // set up the render matrix + // FIXME: e->render.scale should go away + Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale); + // concat the matrices to make the entity relative to its tag + Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2); + // make the other useful stuff + CL_UpdateRenderEntity(&e->render); + + // handle effects now that we know where this entity is in the world... + if (e->render.model && e->render.model->soundfromcenter) + { + // bmodels are treated specially since their origin is usually '0 0 0' + vec3_t o; + VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o); + Matrix4x4_Transform(&e->render.matrix, o, origin); + } + else + Matrix4x4_OriginFromMatrix(&e->render.matrix, origin); + trailtype = EFFECT_NONE; + dlightradius = 0; + dlightcolor[0] = 0; + dlightcolor[1] = 0; + dlightcolor[2] = 0; + // LordHavoc: if the entity has no effects, don't check each + if (e->render.effects) + { + if (e->render.effects & EF_BRIGHTFIELD) { - // update frame lerp fraction - e->render.framelerp = 1; - if (e->render.frame2time > e->render.frame1time) - { - // make sure frame lerp won't last longer than 100ms - // (this mainly helps with models that use framegroups and - // switch between them infrequently) - e->render.framelerp = (cl.time - e->render.frame2time) / min(e->render.frame2time - e->render.frame1time, 0.1); - e->render.framelerp = bound(0, e->render.framelerp, 1); - } + if (gamemode == GAME_NEXUIZ) + trailtype = EFFECT_TR_NEXUIZPLASMA; + else + CL_EntityParticles(e); } - else + if (e->render.effects & EF_DIMLIGHT) { - // 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.frame2time = cl.time; - e->render.framelerp = 0; + dlightradius = max(dlightradius, 200); + dlightcolor[0] += 1.50f; + dlightcolor[1] += 1.50f; + dlightcolor[2] += 1.50f; } - R_LerpAnimation(&e->render); - - // set up the render matrix - // FIXME: e->render.scale should go away - Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale); - // concat the matrices to make the entity relative to its tag - Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2); - // make the other useful stuff - Matrix4x4_Invert_Simple(&e->render.inversematrix, &e->render.matrix); - CL_BoundingBoxForEntity(&e->render); - - // handle effects now that we know where this entity is in the world... - origin[0] = e->render.matrix.m[0][3]; - origin[1] = e->render.matrix.m[1][3]; - origin[2] = e->render.matrix.m[2][3]; - trailtype = -1; - dlightradius = 0; - dlightcolor[0] = 0; - dlightcolor[1] = 0; - dlightcolor[2] = 0; - // LordHavoc: if the entity has no effects, don't check each - if (e->render.effects) + if (e->render.effects & EF_BRIGHTLIGHT) { - if (e->render.effects & EF_BRIGHTFIELD) - { - if (gamemode == GAME_NEXUIZ) - { - dlightradius = max(dlightradius, 200); - dlightcolor[0] += 0.75f; - dlightcolor[1] += 1.50f; - dlightcolor[2] += 3.00f; - trailtype = 8; - } - else - CL_EntityParticles(e); - } - if (e->render.effects & EF_MUZZLEFLASH) - e->persistent.muzzleflash = 1.0f; - if (e->render.effects & EF_DIMLIGHT) - { - dlightradius = max(dlightradius, 200); - dlightcolor[0] += 1.50f; - dlightcolor[1] += 1.50f; - dlightcolor[2] += 1.50f; - } - if (e->render.effects & EF_BRIGHTLIGHT) - { - dlightradius = max(dlightradius, 400); - dlightcolor[0] += 3.00f; - dlightcolor[1] += 3.00f; - dlightcolor[2] += 3.00f; - } - // LordHavoc: more effects - if (e->render.effects & EF_RED) // red - { - dlightradius = max(dlightradius, 200); - dlightcolor[0] += 1.50f; - dlightcolor[1] += 0.15f; - dlightcolor[2] += 0.15f; - } - if (e->render.effects & EF_BLUE) // blue - { - dlightradius = max(dlightradius, 200); - dlightcolor[0] += 0.15f; - dlightcolor[1] += 0.15f; - dlightcolor[2] += 1.50f; - } - if (e->render.effects & EF_FLAME) - { - mins[0] = origin[0] - 16.0f; - mins[1] = origin[1] - 16.0f; - mins[2] = origin[2] - 16.0f; - maxs[0] = origin[0] + 16.0f; - maxs[1] = origin[1] + 16.0f; - maxs[2] = origin[2] + 16.0f; - // how many flames to make - temp = (int) (cl.time * 300) - (int) (cl.oldtime * 300); - CL_FlameCube(mins, maxs, temp); - d = lhrandom(0.75f, 1); - dlightradius = max(dlightradius, 200); - dlightcolor[0] += d * 2.0f; - dlightcolor[1] += d * 1.5f; - dlightcolor[2] += d * 0.5f; - } - if (e->render.effects & EF_STARDUST) - { - mins[0] = origin[0] - 16.0f; - mins[1] = origin[1] - 16.0f; - mins[2] = origin[2] - 16.0f; - maxs[0] = origin[0] + 16.0f; - maxs[1] = origin[1] + 16.0f; - maxs[2] = origin[2] + 16.0f; - // how many particles to make - temp = (int) (cl.time * 200) - (int) (cl.oldtime * 200); - CL_Stardust(mins, maxs, temp); - dlightradius = max(dlightradius, 200); - dlightcolor[0] += 1.0f; - dlightcolor[1] += 0.7f; - dlightcolor[2] += 0.3f; - } + dlightradius = max(dlightradius, 400); + dlightcolor[0] += 3.00f; + dlightcolor[1] += 3.00f; + dlightcolor[2] += 3.00f; } - // muzzleflash fades over time, and is offset a bit - if (e->persistent.muzzleflash > 0) + // LordHavoc: more effects + if (e->render.effects & EF_RED) // red { - Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2); - CL_TraceLine(origin, v2, v, NULL, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY); - tempmatrix = e->render.matrix; - 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, -1, true, 0, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE); - e->persistent.muzzleflash -= cl.frametime * 10; + dlightradius = max(dlightradius, 200); + dlightcolor[0] += 1.50f; + dlightcolor[1] += 0.15f; + dlightcolor[2] += 0.15f; } - // LordHavoc: if the model has no flags, don't check each - if (e->render.model && e->render.model->flags && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL))) + if (e->render.effects & EF_BLUE) // blue { - if (e->render.model->flags & EF_GIB) - trailtype = 2; - else if (e->render.model->flags & EF_ZOMGIB) - trailtype = 4; - 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; - } - 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; - } - else if (e->render.model->flags & EF_ROCKET) - { - trailtype = 0; - dlightradius = max(dlightradius, 200); - dlightcolor[0] += 3.00f; - dlightcolor[1] += 1.50f; - dlightcolor[2] += 0.50f; - } - else if (e->render.model->flags & EF_GRENADE) - { - // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke) - trailtype = e->render.alpha == -1 ? 7 : 1; - } - else if (e->render.model->flags & EF_TRACER3) - { - trailtype = 6; - if (gamemode == GAME_PRYDON) - { - dlightradius = max(dlightradius, 100); - dlightcolor[0] += 0.30f; - dlightcolor[1] += 0.60f; - dlightcolor[2] += 1.20f; - } - else - { - dlightradius = max(dlightradius, 200); - dlightcolor[0] += 1.20f; - dlightcolor[1] += 0.50f; - dlightcolor[2] += 1.00f; - } - } + dlightradius = max(dlightradius, 200); + dlightcolor[0] += 0.15f; + dlightcolor[1] += 0.15f; + dlightcolor[2] += 1.50f; } - // LordHavoc: customizable glow - if (e->state_current.glowsize) + if (e->render.effects & EF_FLAME) + CL_ParticleEffect(EFFECT_EF_FLAME, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0); + if (e->render.effects & EF_STARDUST) + CL_ParticleEffect(EFFECT_EF_STARDUST, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0); + if (e->render.effects & (EF_FLAG1QW | EF_FLAG2QW)) { - // * 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); + // these are only set on player entities + CL_AddQWCTFFlagModel(e, (e->render.effects & EF_FLAG2QW) != 0); } - // make the glow dlight - if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL)) + } + // muzzleflash fades over time, and is offset a bit + if (e->persistent.muzzleflash > 0) + { + Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2); + trace = CL_TraceBox(origin, vec3_origin, vec3_origin, v2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, false); + tempmatrix = e->render.matrix; + Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], trace.endpos[2]); + CL_AllocDlight(NULL, &tempmatrix, 150, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, 0, 0, 0, -1, true, 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE); + e->persistent.muzzleflash -= bound(0, cl.time - cl.oldtime, 0.1) * 20; + } + // LordHavoc: if the model has no flags, don't check each + if (e->render.model && e->render.model->flags && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL))) + { + if (e->render.model->flags & EF_GIB) + trailtype = EFFECT_TR_BLOOD; + else if (e->render.model->flags & EF_ZOMGIB) + trailtype = EFFECT_TR_SLIGHTBLOOD; + else if (e->render.model->flags & EF_TRACER) + trailtype = EFFECT_TR_WIZSPIKE; + else if (e->render.model->flags & EF_TRACER2) + trailtype = EFFECT_TR_KNIGHTSPIKE; + else if (e->render.model->flags & EF_ROCKET) + trailtype = EFFECT_TR_ROCKET; + else if (e->render.model->flags & EF_GRENADE) { - //dlightmatrix = e->render.matrix; - // 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, -1, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE); + // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke) + trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE; } - // custom rtlight - if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) + else if (e->render.model->flags & EF_TRACER3) + trailtype = EFFECT_TR_VORESPIKE; + } + // LordHavoc: customizable glow + if (e->state_current.glowsize) + { + // * 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), (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)) + { + //dlightmatrix = e->render.matrix; + // hack to make glowing player light shine on their gun + //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/) + // Matrix4x4_AdjustOrigin(&dlightmatrix, 0, 0, 30); + 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) + { + float light[4]; + VectorScale(e->state_current.light, (1.0f / 256.0f), light); + light[3] = e->state_current.light[3]; + if (light[0] == 0 && light[1] == 0 && light[2] == 0) + VectorSet(light, 1, 1, 1); + if (light[3] == 0) + light[3] = 350; + // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS? + CL_AllocDlight(&e->render, &e->render.matrix, light[3], light[0], light[1], light[2], 0, 0, e->state_current.skin, e->state_current.lightstyle, !(e->state_current.lightpflags & PFLAGS_NOSHADOW), (e->state_current.lightpflags & PFLAGS_CORONA) != 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE); + } + // do trails + if (e->render.flags & RENDER_GLOWTRAIL) + trailtype = EFFECT_TR_GLOWTRAIL; + if (trailtype) + { + float len; + vec3_t vel; + VectorSubtract(e->state_current.origin, e->state_previous.origin, vel); + len = e->state_current.time - e->state_previous.time; + if (len > 0) + len = 1.0f / len; + VectorScale(vel, len, vel); + CL_ParticleEffect(trailtype, 1, e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor); + } + VectorCopy(origin, e->persistent.trail_origin); + // tenebrae's sprites are all additive mode (weird) + 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->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 && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer))) + e->render.flags |= RENDER_SHADOW; + if (e->render.model && e->render.model->name[0] == '*' && e->render.model->TraceBox) + cl.brushmodel_entities[cl.num_brushmodel_entities++] = e->state_current.number; +} + + +/* +=============== +CL_UpdateEntities +=============== +*/ +void CL_UpdateEntities(void) +{ + entity_t *ent; + int i; + +// start on the entity after the world + for (i = 1;i < cl.num_entities;i++) + { + if (cl.entities_active[i]) { - float light[4]; - VectorScale(e->state_current.light, (1.0f / 256.0f), light); - light[3] = e->state_current.light[3]; - if (light[0] == 0 && light[1] == 0 && light[2] == 0) - VectorSet(light, 1, 1, 1); - if (light[3] == 0) - light[3] = 350; - // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS? - CL_AllocDlight(&e->render, &e->render.matrix, light[3], light[0], light[1], light[2], 0, 0, e->state_current.skin, e->state_current.lightstyle, !(e->state_current.lightpflags & PFLAGS_NOSHADOW), (e->state_current.lightpflags & PFLAGS_CORONA) != 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE); + ent = cl.entities + i; + if (ent->state_current.active) + CL_UpdateNetworkEntity(ent); + else + cl.entities_active[i] = false; } - // do trails - if (e->render.flags & RENDER_GLOWTRAIL) - trailtype = 9; - if (trailtype >= 0) - CL_RocketTrail(e->persistent.trail_origin, origin, trailtype, e->state_current.glowcolor, e); - VectorCopy(origin, e->persistent.trail_origin); - // tenebrae's sprites are all additive mode (weird) - 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 - cl_entities == 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; - // 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_SHADOW; - // as soon as player is known we can call V_CalcRefDef - if ((e - cl_entities) == cl.viewentity) - V_CalcRefdef(); - if (e->render.model && e->render.model->name[0] == '*' && e->render.model->TraceBox) - cl_brushmodel_entities[cl_num_brushmodel_entities++] = &e->render; - // 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) - r_refdef.entities[r_refdef.numentities++] = &e->render; - if (cl_num_entities < e->state_current.number + 1) - cl_num_entities = e->state_current.number + 1; - //if (cl.viewentity && e - cl_entities == cl.viewentity) - // Matrix4x4_Print(&e->render.matrix); } + + 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; + } + CL_UpdateNetworkEntity(ent); +} + +// note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags) +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 the tag entity is currently impossible, skip it + if (e->state_current.tagentity >= cl.num_entities) + return; + // if the tag entity is inactive, skip it + if (!cl.entities[e->state_current.tagentity].state_current.active) + 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) + r_refdef.entities[r_refdef.numentities++] = &e->render; + //if (cl.viewentity && e->state_current.number == cl.viewentity) + // Matrix4x4_Print(&e->render.matrix); } void CL_RelinkWorld(void) { - entity_t *ent = &cl_entities[0]; - if (cl_num_entities < 1) - cl_num_entities = 1; - cl_brushmodel_entities[cl_num_brushmodel_entities++] = &ent->render; + entity_t *ent = &cl.entities[0]; + 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.matrix = identitymatrix; + CL_UpdateRenderEntity(&ent->render); ent->render.flags = RENDER_SHADOW; if (!r_fullbright.integer) ent->render.flags |= RENDER_LIGHT; @@ -901,10 +1256,12 @@ static void CL_RelinkStaticEntities(void) { int i; entity_t *e; - for (i = 0, e = cl_static_entities;i < cl_num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++, e++) + for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++, e++) { - Mod_CheckLoaded(e->render.model); e->render.flags = 0; + // if the model was not loaded when the static entity was created we + // need to re-fetch the model pointer + e->render.model = cl.model_precache[e->state_baseline.modelindex]; // 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; @@ -930,47 +1287,18 @@ static void CL_RelinkNetworkEntities(void) entity_t *ent; int i; - 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.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; - } - // start on the entity after the world - entitylinkframenumber++; - for (i = 1;i < MAX_EDICTS;i++) + for (i = 1;i < cl.num_entities;i++) { - if (cl_entities_active[i]) + if (cl.entities_active[i]) { - ent = cl_entities + i; + ent = cl.entities + i; if (ent->state_current.active) CL_LinkNetworkEntity(ent); else - cl_entities_active[i] = false; + cl.entities_active[i] = false; } } - CL_LinkNetworkEntity(&cl.viewent); } static void CL_RelinkEffects(void) @@ -980,15 +1308,17 @@ static void CL_RelinkEffects(void) entity_t *ent; float frame; - for (i = 0, e = cl_effects;i < cl_max_effects;i++, e++) + for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++) { if (e->active) { frame = (cl.time - e->starttime) * e->framerate + e->startframe; - intframe = frame; + intframe = (int)frame; if (intframe < 0 || intframe >= e->endframe) { memset(e, 0, sizeof(*e)); + while (cl.num_effects > 0 && !cl.effects[cl.num_effects - 1].active) + cl.num_effects--; continue; } @@ -1013,81 +1343,84 @@ 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; 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); - R_LerpAnimation(&ent->render); - CL_BoundingBoxForEntity(&ent->render); + CL_UpdateRenderEntity(&ent->render); } } } } +void CL_Beam_CalculatePositions(const beam_t *b, vec3_t start, vec3_t end) +{ + VectorCopy(b->start, start); + VectorCopy(b->end, end); + + // if coming from the player, update the start position + if (b->entity == cl.viewentity) + { + if (cl_beams_quakepositionhack.integer && !chase_active.integer) + { + // LordHavoc: this is a stupid hack from Quake that makes your + // lightning appear to come from your waist and cover less of your + // view + // in Quake this hack was applied to all players (causing the + // infamous crotch-lightning), but in darkplaces and QuakeWorld it + // only applies to your own lightning, and only in first person + Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, start); + } + if (cl_beams_instantaimhack.integer) + { + vec3_t dir, localend; + vec_t len; + // LordHavoc: this updates the beam direction to match your + // viewangles + VectorSubtract(end, start, dir); + len = VectorLength(dir); + VectorNormalize(dir); + VectorSet(localend, len, 0, 0); + Matrix4x4_Transform(&r_view.matrix, localend, end); + } + } +} + void CL_RelinkBeams(void) { int i; beam_t *b; - vec3_t dist, org; + vec3_t dist, org, start, end; float d; entity_t *ent; float yaw, pitch; float forward; matrix4x4_t tempmatrix; - for (i = 0, b = cl_beams;i < cl_max_beams;i++, b++) + for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++) { - if (!b->model || b->endtime < cl.time) + if (!b->model) continue; - - // 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) + if (b->endtime < cl.time) { - 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); - } + b->model = NULL; + continue; } + CL_Beam_CalculatePositions(b, start, end); + if (b->lightning) { if (cl_beams_lightatend.integer) { // FIXME: create a matrix from the beam start/end orientation - Matrix4x4_CreateTranslate(&tempmatrix, b->end[0], b->end[1], b->end[2]); + Matrix4x4_CreateTranslate(&tempmatrix, end[0], end[1], end[2]); 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) @@ -1095,8 +1428,8 @@ void CL_RelinkBeams(void) } // calculate pitch and yaw - VectorSubtract (b->end, b->start, dist); - + // (this is similar to the QuakeC builtin function vectoangles) + VectorSubtract(end, start, dist); if (dist[1] == 0 && dist[0] == 0) { yaw = 0; @@ -1118,7 +1451,7 @@ void CL_RelinkBeams(void) } // add new entities for the lightning - VectorCopy (b->start, org); + VectorCopy (start, org); d = VectorNormalizeLength(dist); while (d > 0) { @@ -1132,19 +1465,45 @@ void CL_RelinkBeams(void) //ent->render.angles[1] = yaw; //ent->render.angles[2] = rand()%360; Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1); - Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix); - R_LerpAnimation(&ent->render); - CL_BoundingBoxForEntity(&ent->render); + CL_UpdateRenderEntity(&ent->render); VectorMA(org, 30, dist, org); d -= 30; } } + + while (cl.num_beams > 0 && !cl.beams[cl.num_beams - 1].model) + cl.num_beams--; +} + +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); + CL_UpdateRenderEntity(&ent->render); + } } void CL_LerpPlayer(float frac) { int i; - float d; cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]); for (i = 0;i < 3;i++) @@ -1153,20 +1512,27 @@ void CL_LerpPlayer(float frac) cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]); cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]); } +} - if (cls.demoplayback) +void CSQC_RelinkAllEntities (int drawmask) +{ + // link stuff + CL_RelinkWorld(); + CL_RelinkStaticEntities(); + CL_RelinkBeams(); + CL_RelinkEffects(); + + // link stuff + if (drawmask & ENTMASK_ENGINE) { - // interpolate the angles - for (i = 0;i < 3;i++) - { - d = cl.mviewangles[0][i] - cl.mviewangles[1][i]; - if (d > 180) - d -= 360; - else if (d < -180) - d += 360; - cl.viewangles[i] = cl.mviewangles[1][i] + frac * d; - } + CL_RelinkNetworkEntities(); + if (drawmask & ENTMASK_ENGINEVIEWMODELS) + CL_LinkNetworkEntity(&cl.viewent); // link gun model + CL_RelinkQWNails(); } + + // update view blend + V_CalcViewBlend(); } /* @@ -1176,15 +1542,18 @@ CL_ReadFromServer Read all incoming data from the server =============== */ +extern void CL_ClientMovement_Replay(void); +extern void CL_StairSmoothing(void);//view.c + int CL_ReadFromServer(void) { CL_ReadDemoMessage(); + CL_SendMove(); r_refdef.time = cl.time; r_refdef.extraupdate = !r_speeds.integer; r_refdef.numentities = 0; - cl_num_entities = 0; - cl_num_brushmodel_entities = 0; + r_view.matrix = identitymatrix; if (cls.state == ca_connected && cls.signon == SIGNONS) { @@ -1195,57 +1564,36 @@ int CL_ReadFromServer(void) V_DriftPitch(); V_FadeViewFlashs(); - // relink network entities (note: this sets up the view!) - CL_RelinkNetworkEntities(); - // move particles CL_MoveParticles(); R_MoveExplosions(); - // link stuff - CL_RelinkWorld(); - CL_RelinkStaticEntities(); - CL_RelinkBeams(); - CL_RelinkEffects(); - - // run cgame code (which can add more entities) - CL_CGVM_Frame(); + // predict current player location + CL_ClientMovement_Replay(); - // update view blend - V_CalcViewBlend(); - } + cl.num_brushmodel_entities = 0; + // process network entities + // first link the player + CL_UpdateNetworkEntity(cl.entities + cl.viewentity); + // set up the view + V_CalcRefdef(); + if (!csqc_loaded) + { + // now link the rest of the network entities + // (this is instead done in VM_R_RenderScene if csqc is loaded) + CL_UpdateEntities(); + } - return 0; -} + CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS); -/* -================= -CL_SendCmd -================= -*/ -void CL_SendCmd(void) -{ - if (cls.signon == SIGNONS) - CL_SendMove(); + CL_UpdateLights(); + CL_StairSmoothing(); - if (cls.demoplayback) - { - SZ_Clear(&cls.message); - return; + // update the r_refdef time again because cl.time may have changed + r_refdef.time = cl.time; } - // 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); - } + return 0; } // LordHavoc: pausedemo command @@ -1267,13 +1615,13 @@ static void CL_Fog_f (void) { if (Cmd_Argc () == 1) { - Con_Printf("\"fog\" is \"%f %f %f %f\"\n", fog_density, fog_red, fog_green, fog_blue); + Con_Printf("\"fog\" is \"%f %f %f %f\"\n", r_refdef.fog_density, r_refdef.fog_red, r_refdef.fog_green, r_refdef.fog_blue); return; } - fog_density = atof(Cmd_Argv(1)); - fog_red = atof(Cmd_Argv(2)); - fog_green = atof(Cmd_Argv(3)); - fog_blue = atof(Cmd_Argv(4)); + r_refdef.fog_density = atof(Cmd_Argv(1)); + r_refdef.fog_red = atof(Cmd_Argv(2)); + r_refdef.fog_green = atof(Cmd_Argv(3)); + r_refdef.fog_blue = atof(Cmd_Argv(4)); } /* @@ -1295,7 +1643,7 @@ static void CL_TimeRefresh_f (void) timestart = Sys_DoubleTime(); for (i = 0;i < 128;i++) { - Matrix4x4_CreateFromQuakeEntity(&r_refdef.viewentitymatrix, r_vieworigin[0], r_vieworigin[1], r_vieworigin[2], 0, i / 128.0 * 360.0, 0, 1); + Matrix4x4_CreateFromQuakeEntity(&r_view.matrix, r_view.origin[0], r_view.origin[1], r_view.origin[2], 0, i / 128.0 * 360.0, 0, 1); CL_UpdateScreen(); } timedelta = Sys_DoubleTime() - timestart; @@ -1311,14 +1659,11 @@ CL_Shutdown */ void CL_Shutdown (void) { - CL_CGVM_Shutdown(); CL_Particles_Shutdown(); CL_Parse_Shutdown(); - SZ_Free (&cls.message); - - Mem_FreePool (&cl_entities_mempool); - Mem_FreePool (&cl_refdef_mempool); + Mem_FreePool (&cls.permanentmempool); + Mem_FreePool (&cls.levelmempool); } /* @@ -1328,18 +1673,13 @@ CL_Init */ void CL_Init (void) { - cl_entities_mempool = Mem_AllocPool("client entities", 0, NULL); - cl_refdef_mempool = Mem_AllocPool("refdef", 0, NULL); + cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL); + cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL); memset(&r_refdef, 0, sizeof(r_refdef)); // max entities sent to renderer per frame r_refdef.maxentities = MAX_EDICTS + 256 + 512; - r_refdef.entities = Mem_Alloc(cl_refdef_mempool, sizeof(entity_render_t *) * r_refdef.maxentities); - // 256k drawqueue buffer - r_refdef.maxdrawqueuesize = 256 * 1024; - r_refdef.drawqueue = Mem_Alloc(cl_refdef_mempool, r_refdef.maxdrawqueuesize); - - SZ_Alloc (&cls.message, 1024, "cls.message"); + r_refdef.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.maxentities); CL_InitInput (); @@ -1369,17 +1709,22 @@ 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"); + +#ifdef AUTODEMO_BROKEN + Cvar_RegisterVariable (&cl_autodemo); + Cvar_RegisterVariable (&cl_autodemo_nameformat); +#endif - 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); @@ -1390,18 +1735,24 @@ void CL_Init (void) Cvar_RegisterVariable(&cl_stainmaps); Cvar_RegisterVariable(&cl_stainmaps_clearonload); Cvar_RegisterVariable(&cl_beams_polygons); - Cvar_RegisterVariable(&cl_beams_relative); + Cvar_RegisterVariable(&cl_beams_quakepositionhack); + Cvar_RegisterVariable(&cl_beams_instantaimhack); Cvar_RegisterVariable(&cl_beams_lightatend); Cvar_RegisterVariable(&cl_noplayershadow); Cvar_RegisterVariable(&cl_prydoncursor); - Cmd_AddCommand("timerefresh", CL_TimeRefresh_f); + Cvar_RegisterVariable(&cl_deathnoviewmodel); + + // 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(); CL_Screen_Init(); - CL_CGVM_Init(); CL_Video_Init(); }