// cl_main.c -- client main loop
#include "quakedef.h"
+#include "cl_collision.h"
+#include "cl_video.h"
+#include "image.h"
// we need to declare some mouse variables here, because the menu system
// references them even when on a unix system.
-// these two are not intended to be set directly
-cvar_t cl_name = {CVAR_SAVE, "_cl_name", "player"};
-cvar_t cl_color = {CVAR_SAVE, "_cl_color", "0"};
-cvar_t cl_pmodel = {CVAR_SAVE, "_cl_pmodel", "0"};
-
cvar_t cl_shownet = {0, "cl_shownet","0"};
cvar_t cl_nolerp = {0, "cl_nolerp", "0"};
cvar_t freelook = {CVAR_SAVE, "freelook", "1"};
-cvar_t cl_draweffects = {0, "cl_draweffects", "1"};
+cvar_t r_draweffects = {0, "r_draweffects", "1"};
-mempool_t *cl_scores_mempool;
-mempool_t *cl_refdef_mempool;
+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"};
-client_static_t cls;
-client_state_t cl;
-// FIXME: put these on hunk?
-entity_t cl_entities[MAX_EDICTS];
-entity_t cl_static_entities[MAX_STATIC_ENTITIES];
-lightstyle_t cl_lightstyle[MAX_LIGHTSTYLES];
+cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "1"};
+cvar_t cl_stainmapsclearonload = {CVAR_SAVE, "cl_stainmapsclearonload", "0"};
-typedef struct effect_s
-{
- int active;
- vec3_t origin;
- float starttime;
- float framerate;
- int modelindex;
- int startframe;
- int endframe;
- // these are for interpolation
- int frame;
- double frame1time;
- double frame2time;
-}
-cl_effect_t;
+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"};
-#define MAX_EFFECTS 256
+cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0"};
-static cl_effect_t cl_effect[MAX_EFFECTS];
+mempool_t *cl_refdef_mempool;
+mempool_t *cl_entities_mempool;
+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;
/*
=====================
=====================
*/
-void CL_ClearState (void)
+void CL_ClearState(void)
{
- int i;
+ int i;
if (!sv.active)
Host_ClearMemory ();
- Mem_EmptyPool(cl_scores_mempool);
+ // note: this also gets rid of the entity database
+ Mem_EmptyPool(cl_entities_mempool);
// wipe the entire cl structure
memset (&cl, 0, sizeof(cl));
+ // reset the view zoom interpolation
+ cl.viewzoomold = cl.viewzoomnew = 1;
SZ_Clear (&cls.message);
-// clear other arrays
- memset(cl_entities, 0, sizeof(cl_entities));
- memset(cl_lightstyle, 0, sizeof(cl_lightstyle));
- memset(cl_temp_entities, 0, sizeof(cl_temp_entities));
- memset(cl_beams, 0, sizeof(cl_beams));
- memset(cl_dlights, 0, sizeof(cl_dlights));
- memset(cl_effect, 0, sizeof(cl_effect));
+ cl_num_entities = 0;
+ 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_Screen_NewMap();
+
CL_Particles_Clear();
+
// LordHavoc: have to set up the baseline info for alpha and other stuff
- for (i = 0;i < MAX_EDICTS;i++)
+ for (i = 0;i < cl_max_entities;i++)
{
- ClearStateToDefault(&cl_entities[i].state_baseline);
- ClearStateToDefault(&cl_entities[i].state_previous);
- ClearStateToDefault(&cl_entities[i].state_current);
+ cl_entities[i].state_baseline = defaultstate;
+ cl_entities[i].state_previous = defaultstate;
+ cl_entities[i].state_current = defaultstate;
}
CL_CGVM_Clear();
}
-void CL_LerpUpdate(entity_t *e)
-{
- entity_persistent_t *p;
- entity_render_t *r;
- p = &e->persistent;
- r = &e->render;
-
- if (p->modelindex != e->state_current.modelindex)
- {
- // reset all interpolation information
- p->modelindex = e->state_current.modelindex;
- p->frame1 = p->frame2 = e->state_current.frame;
- p->frame1time = p->frame2time = cl.time;
- p->framelerp = 1;
- }
- else if (p->frame2 != e->state_current.frame)
- {
- // transition to new frame
- p->frame1 = p->frame2;
- p->frame1time = p->frame2time;
- p->frame2 = e->state_current.frame;
- p->frame2time = cl.time;
- p->framelerp = 0;
- }
- else
- {
- // update transition
- p->framelerp = (cl.time - p->frame2time) * 10;
- p->framelerp = bound(0, p->framelerp, 1);
- }
-
- r->model = cl.model_precache[e->state_current.modelindex];
- Mod_CheckLoaded(r->model);
- r->frame = e->state_current.frame;
- r->frame1 = p->frame1;
- r->frame2 = p->frame2;
- r->framelerp = p->framelerp;
- r->frame1time = p->frame1time;
- r->frame2time = p->frame2time;
-}
-
/*
=====================
CL_Disconnect
This is also called on Host_Error, so it shouldn't cause any errors
=====================
*/
-void CL_Disconnect (void)
+void CL_Disconnect(void)
{
if (cls.state == ca_dedicated)
return;
+ Con_DPrintf("CL_Disconnect\n");
+
// stop sounds (especially looping!)
S_StopAllSounds (true);
cl.worldmodel = NULL;
if (cls.demoplayback)
- CL_StopPlayback ();
- else if (cls.state == ca_connected)
+ CL_StopPlayback();
+ else if (cls.netcon)
{
if (cls.demorecording)
- CL_Stop_f ();
-
- Con_DPrintf ("Sending clc_disconnect\n");
- SZ_Clear (&cls.message);
- MSG_WriteByte (&cls.message, clc_disconnect);
- NET_SendUnreliableMessage (cls.netcon, &cls.message);
- SZ_Clear (&cls.message);
- NET_Close (cls.netcon);
- cls.state = ca_disconnected; // prevent this code from executing again during Host_ShutdownServer
- // if running a local server, shut it down
- if (sv.active)
- Host_ShutdownServer(false);
+ 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);
+ NetConn_Close(cls.netcon);
+ cls.netcon = NULL;
}
cls.state = ca_disconnected;
cls.signon = 0;
}
-void CL_Disconnect_f (void)
+void CL_Disconnect_f(void)
{
CL_Disconnect ();
if (sv.active)
=====================
CL_EstablishConnection
-Host should be either "local" or a net address to be passed on
+Host should be either "local" or a net address
=====================
*/
-void CL_EstablishConnection (char *host)
+void CL_EstablishConnection(const char *host)
{
if (cls.state == ca_dedicated)
return;
- if (cls.demoplayback)
- return;
-
- CL_Disconnect ();
-
- cls.netcon = NET_Connect (host);
- if (!cls.netcon)
- Host_Error ("CL_Connect: connect failed\n");
- Con_DPrintf ("CL_EstablishConnection: connected to %s\n", host);
+ // clear menu's connect error message
+ m_return_reason[0] = 0;
+ cls.demonum = -1;
- cls.demonum = -1; // not in the demo loop now
- cls.state = ca_connected;
- cls.signon = 0; // need all the signon messages before playing
-
- CL_ClearState ();
+ // stop demo loop in case this fails
+ CL_Disconnect();
+ NetConn_ClientFrame();
+ NetConn_ServerFrame();
+
+ if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
+ {
+ cls.connect_trying = true;
+ cls.connect_remainingtries = 3;
+ cls.connect_nextsendtime = 0;
+ if (sv.active)
+ {
+ NetConn_ClientFrame();
+ NetConn_ServerFrame();
+ NetConn_ClientFrame();
+ NetConn_ServerFrame();
+ NetConn_ClientFrame();
+ NetConn_ServerFrame();
+ NetConn_ClientFrame();
+ NetConn_ServerFrame();
+ }
+ }
+ else
+ {
+ Con_Print("Unable to find a suitable network socket to connect to server.\n");
+ strcpy(m_return_reason, "No network");
+ }
}
/*
CL_PrintEntities_f
==============
*/
-static void CL_PrintEntities_f (void)
+static void CL_PrintEntities_f(void)
{
- entity_t *ent;
- int i, j;
- char name[32];
+ entity_t *ent;
+ int i, j;
+ char name[32];
- for (i = 0, ent = cl_entities;i < MAX_EDICTS /*cl.num_entities*/;i++, ent++)
+ for (i = 0, ent = cl_entities;i < cl_num_entities;i++, ent++)
{
if (!ent->state_current.active)
continue;
- if (!ent->render.model)
- continue;
- Con_Printf ("%3i:", i);
- if (!ent->render.model)
- {
- Con_Printf ("EMPTY\n");
- continue;
- }
- strncpy(name, ent->render.model->name, 25);
- name[25] = 0;
+ if (ent->render.model)
+ strlcpy (name, ent->render.model->name, 25);
+ else
+ strcpy(name, "--no model--");
for (j = strlen(name);j < 25;j++)
name[j] = ' ';
- Con_Printf ("%s:%04i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", 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:%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);
}
}
+//static const vec3_t nomodelmins = {-16, -16, -16};
+//static const vec3_t nomodelmaxs = {16, 16, 16};
+void CL_BoundingBoxForEntity(entity_render_t *ent)
+{
+ if (ent->model)
+ {
+ //if (ent->angles[0] || ent->angles[2])
+ if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
+ {
+ // 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);
+ }
+ //else if (ent->angles[1])
+ else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
+ {
+ // 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);
+ }
+ 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);
+ }
+ }
+ 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);
+ }
+}
/*
===============
should be put at.
===============
*/
-static float CL_LerpPoint (void)
+static float CL_LerpPoint(void)
{
- float f;
+ float f;
// dropped packet, or start of demo
if (cl.mtime[1] < cl.mtime[0] - 0.1)
// 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 || (sv.active && svs.maxclients == 1))
+ if (!f || cl_nolerp.integer || cls.timedemo || cl.islocalgame)
{
cl.time = cl.mtime[0];
return 1;
return bound(0, f, 1);
}
-static void CL_RelinkStaticEntities(void)
+void CL_ClearTempEntities (void)
+{
+ cl_num_temp_entities = 0;
+}
+
+entity_t *CL_NewTempEntity(void)
+{
+ entity_t *ent;
+
+ if (r_refdef.numentities >= r_refdef.maxentities)
+ return NULL;
+ if (cl_num_temp_entities >= cl_max_temp_entities)
+ return NULL;
+ 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;
+ return ent;
+}
+
+void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
{
int i;
- for (i = 0;i < cl.num_statics && r_refdef.numentities < MAX_VISEDICTS;i++)
+ cl_effect_t *e;
+ if (!modelindex) // sanity check
+ return;
+ for (i = 0, e = cl_effects;i < cl_max_effects;i++, e++)
{
- Mod_CheckLoaded(cl_static_entities[i].render.model);
- r_refdef.entities[r_refdef.numentities++] = &cl_static_entities[i].render;
+ if (e->active)
+ continue;
+ e->active = true;
+ VectorCopy(org, e->origin);
+ e->modelindex = modelindex;
+ e->starttime = cl.time;
+ e->startframe = startframe;
+ e->endframe = startframe + framecount;
+ e->framerate = framerate;
+
+ e->frame = 0;
+ e->frame1time = cl.time;
+ e->frame2time = cl.time;
+ break;
}
}
-/*
-===============
-CL_RelinkEntities
-===============
-*/
-static void CL_RelinkNetworkEntities()
+void CL_AllocDlight(entity_render_t *ent, matrix4x4_t *matrix, float radius, float red, float green, float blue, float decay, float lifetime, int cubemapnum, int style, int shadowenable, vec_t corona)
{
- entity_t *ent;
- int i, glowcolor, effects;
- float f, d, bobjrotate, bobjoffset, dlightradius, glowsize, lerp;
- vec3_t oldorg, neworg, delta, dlightcolor;
-
- bobjrotate = ANGLEMOD(100*cl.time);
- if (cl_itembobheight.value)
- bobjoffset = (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
- else
- bobjoffset = 0;
+ int i;
+ dlight_t *dl;
-// start on the entity after the world
- for (i = 1, ent = cl_entities + 1;i < MAX_EDICTS /*cl.num_entities*/;i++, ent++)
+ /*
+// first look for an exact key match
+ if (ent)
{
- // if the object wasn't included in the latest packet, remove it
- if (!ent->state_current.active)
- continue;
+ dl = cl_dlights;
+ for (i = 0;i < MAX_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++)
+ if (!dl->radius)
+ goto dlightsetup;
+
+ // unable to find one
+ return;
+
+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;
+ 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];
+ 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];
+ dl->radius = radius;
+ dl->color[0] = red;
+ dl->color[1] = green;
+ dl->color[2] = blue;
+ dl->decay = decay;
+ if (lifetime)
+ dl->die = cl.time + lifetime;
+ else
+ dl->die = 0;
+ dl->cubemapnum = cubemapnum;
+ dl->style = style;
+ dl->shadow = shadowenable;
+ dl->corona = corona;
+}
+
+void CL_DecayLights(void)
+{
+ int i;
+ dlight_t *dl;
+ float time;
+
+ time = cl.time - cl.oldtime;
+ for (i = 0, dl = cl_dlights;i < MAX_DLIGHTS;i++, dl++)
+ if (dl->radius)
+ dl->radius = (cl.time < dl->die) ? max(0, dl->radius - time * dl->decay) : 0;
+}
+
+#define MAXVIEWMODELS 32
+entity_t *viewmodels[MAXVIEWMODELS];
+int numviewmodels;
+
+matrix4x4_t viewmodelmatrix;
+
+static int entitylinkframenumber;
+
+static const vec3_t muzzleflashorigin = {18, 0, 0};
- VectorCopy(ent->persistent.trail_origin, oldorg);
+extern void V_DriftPitch(void);
+extern void V_FadeViewFlashs(void);
+extern void V_CalcViewBlend(void);
- if (!ent->state_previous.active)
+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)
+{
+ 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;
+ entity_t *t;
+ model_t *model;
+ //entity_persistent_t *p = &e->persistent;
+ //entity_render_t *r = &e->render;
+ if (e->persistent.linkframe != entitylinkframenumber)
+ {
+ 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;
+ if (e->render.flags & RENDER_VIEWMODEL)
{
- // only one state available
- lerp = 1;
- VectorCopy (ent->state_current.origin, oldorg); // skip trails
- VectorCopy (ent->state_current.origin, neworg);
- VectorCopy (ent->state_current.angles, ent->render.angles);
-
- /*
- // monster interpolation
- ent->persistent.steplerptime = 0;
- VectorCopy(ent->state_current.origin, ent->persistent.stepoldorigin);
- VectorCopy(ent->state_current.angles, ent->persistent.stepoldangles);
- VectorCopy(ent->state_current.origin, ent->persistent.steporigin);
- VectorCopy(ent->state_current.angles, ent->persistent.stepangles);
- */
+ 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));
+ }
}
- /*
- else if ((ent->state_current.flags & ent->state_previous.flags) & ENTFLAG_STEP)
+ else
{
- if (ent->state_current.origin[0] != ent->persistent.steporigin[0]
- || ent->state_current.origin[1] != ent->persistent.steporigin[1]
- || ent->state_current.origin[2] != ent->persistent.steporigin[2]
- || ent->state_current.angles[0] != ent->persistent.stepangles[0]
- || ent->state_current.angles[1] != ent->persistent.stepangles[1]
- || ent->state_current.angles[2] != ent->persistent.stepangles[2])
+ 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)
{
- // update lerp positions
- ent->clientpersistent.steplerptime = sv.time;
- VectorCopy(ent->steporigin, ent->stepoldorigin);
- VectorCopy(ent->stepangles, ent->stepoldangles);
- VectorCopy(ent->v.origin, ent->steporigin);
- VectorCopy(ent->v.angles, ent->stepangles);
+ // 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;
}
- lerp = (cl.time - ent->persistent.steplerptime) * 10.0;
- if (lerp < 1)
+ }
+ // set up the render matrix
+ if (e->state_previous.active && e->state_current.modelindex == e->state_previous.modelindex)
+ {
+ // movement lerp
+ if (e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
{
- // origin
- VectorSubtract(ent->persistent.steporigin, ent->persistent.stepoldorigin, delta);
- VectorMA(ent->persistent.stepoldorigin, lerp, delta, neworg);
-
- // angles
- VectorSubtract(ent->persistent.stepangles, ent->persistent.stepoldangles, delta);
- // choose shortest rotate (to avoid 'spin around' situations)
+ // 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(ent->stepoldangles, lerp, delta, ent->render.angles);
- }
- else
- {
- VectorCopy(ent->persistent.steporigin, neworg);
- VectorCopy(ent->persistent.stepangles, ent->render.angles);
+ VectorMA(e->persistent.oldangles, lerp, delta, angles);
}
- }
- */
- else
- {
- /*
- // monster interpolation
- ent->persistent.steplerptime = 0;
- VectorCopy(ent->state_current.origin, ent->persistent.stepoldorigin);
- VectorCopy(ent->state_current.angles, ent->persistent.stepoldangles);
- VectorCopy(ent->state_current.origin, ent->persistent.steporigin);
- VectorCopy(ent->state_current.angles, ent->persistent.stepangles);
- */
-
- // if the delta is large, assume a teleport and don't lerp
- VectorSubtract(ent->state_current.origin, ent->state_previous.origin, delta);
- // LordHavoc: increased tolerance from 100 to 200, and now to 1000
- if ((sv.active && svs.maxclients == 1 && !(ent->state_current.flags & RENDER_STEP)) || cls.timedemo || DotProduct(delta, delta) > 1000*1000 || cl_nolerp.integer)
- lerp = 1;
else
{
- f = ent->state_current.time - ent->state_previous.time;
- if (f > 0)
- lerp = (cl.time - ent->state_previous.time) / f;
- else
- lerp = 1;
+ // no interpolation
+ VectorCopy(e->persistent.neworigin, origin);
+ VectorCopy(e->persistent.newangles, angles);
}
- if (lerp >= 1)
+ // animation lerp
+ if (e->render.frame2 == e->state_current.frame)
{
- // no interpolation
- VectorCopy (ent->state_current.origin, neworg);
- VectorCopy (ent->state_current.angles, ent->render.angles);
+ // update frame lerp fraction
+ e->render.framelerp = 1;
+ if (e->render.frame2time > e->render.frame1time)
+ {
+ e->render.framelerp = (cl.time - e->render.frame2time) / (e->render.frame2time - e->render.frame1time);
+ e->render.framelerp = bound(0, e->render.framelerp, 1);
+ }
}
else
{
- // interpolate the origin and angles
- VectorMA(ent->state_previous.origin, lerp, delta, neworg);
- VectorSubtract(ent->state_current.angles, ent->state_previous.angles, 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(ent->state_previous.angles, lerp, delta, ent->render.angles);
+ // 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;
+ // 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.frame1time = max(e->render.frame1time, e->render.frame2time - 0.1f);
}
}
-
- VectorCopy (neworg, ent->persistent.trail_origin);
- // persistent.modelindex will be updated by CL_LerpUpdate
- if (ent->state_current.modelindex != ent->persistent.modelindex)
- VectorCopy(neworg, oldorg);
-
- VectorCopy (neworg, ent->render.origin);
- ent->render.flags = ent->state_current.flags;
- ent->render.effects = effects = ent->state_current.effects;
- if (cl.scores == NULL || !ent->state_current.colormap)
- ent->render.colormap = -1; // no special coloring
else
- ent->render.colormap = cl.scores[ent->state_current.colormap - 1].colors; // color it
- ent->render.skinnum = ent->state_current.skin;
- ent->render.alpha = ent->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
- ent->render.scale = ent->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
+ {
+ // no interpolation
+ VectorCopy(e->persistent.neworigin, origin);
+ VectorCopy(e->persistent.newangles, angles);
+ e->render.frame = e->render.frame1 = e->render.frame2 = e->state_current.frame;
+ e->render.frame1time = e->render.frame2time = cl.time;
+ e->render.framelerp = 1;
+ }
- // update interpolation info
- CL_LerpUpdate(ent);
+ e->render.model = cl.model_precache[e->state_current.modelindex];
+ if (e->render.model)
+ {
+ 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;
+ }
- // handle effects now...
+ R_LerpAnimation(&e->render);
+
+ // 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 (effects)
+ if (e->render.effects)
{
- if (effects & EF_BRIGHTFIELD)
- CL_EntityParticles (ent);
- if (effects & EF_MUZZLEFLASH)
- ent->persistent.muzzleflash = 100.0f;
- if (effects & EF_DIMLIGHT)
+ if (e->render.effects & EF_BRIGHTFIELD)
{
- dlightcolor[0] += 200.0f;
- dlightcolor[1] += 200.0f;
- dlightcolor[2] += 200.0f;
+ 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 (effects & EF_BRIGHTLIGHT)
+ if (e->render.effects & EF_MUZZLEFLASH)
+ e->persistent.muzzleflash = 1.0f;
+ if (e->render.effects & EF_DIMLIGHT)
{
- dlightcolor[0] += 400.0f;
- dlightcolor[1] += 400.0f;
- dlightcolor[2] += 400.0f;
+ dlightradius = max(dlightradius, 200);
+ dlightcolor[0] += 1.50f;
+ dlightcolor[1] += 1.50f;
+ dlightcolor[2] += 1.50f;
}
- // LordHavoc: added EF_RED and EF_BLUE
- if (effects & EF_RED) // red
+ if (e->render.effects & EF_BRIGHTLIGHT)
{
- dlightcolor[0] += 200.0f;
- dlightcolor[1] += 20.0f;
- dlightcolor[2] += 20.0f;
+ dlightradius = max(dlightradius, 400);
+ dlightcolor[0] += 3.00f;
+ dlightcolor[1] += 3.00f;
+ dlightcolor[2] += 3.00f;
}
- if (effects & EF_BLUE) // blue
+ // LordHavoc: more effects
+ if (e->render.effects & EF_RED) // red
{
- dlightcolor[0] += 20.0f;
- dlightcolor[1] += 20.0f;
- dlightcolor[2] += 200.0f;
+ dlightradius = max(dlightradius, 200);
+ dlightcolor[0] += 1.50f;
+ dlightcolor[1] += 0.15f;
+ dlightcolor[2] += 0.15f;
}
- if (effects & EF_FLAME)
+ if (e->render.effects & EF_BLUE) // blue
{
- if (ent->render.model)
- {
- vec3_t mins, maxs;
- int temp;
- /*
- if (ent->render.angles[0] || ent->render.angles[2])
- {
- VectorMA(neworg, 0.25f, ent->render.model->rotatedmins, mins);
- VectorMA(neworg, 0.25f, ent->render.model->rotatedmaxs, maxs);
- }
- else if (ent->render.angles[1])
- {
- VectorMA(neworg, 0.25f, ent->render.model->yawmins, mins);
- VectorMA(neworg, 0.25f, ent->render.model->yawmaxs, maxs);
- }
- else
- {
- VectorMA(neworg, 0.25f, ent->render.model->normalmins, mins);
- VectorMA(neworg, 0.25f, ent->render.model->normalmaxs, maxs);
- }
- */
- mins[0] = neworg[0] - 16.0f;
- mins[1] = neworg[1] - 16.0f;
- mins[2] = neworg[2] - 16.0f;
- maxs[0] = neworg[0] + 16.0f;
- maxs[1] = neworg[1] + 16.0f;
- maxs[2] = neworg[2] + 16.0f;
- // how many flames to make
- temp = (int) (cl.time * 300) - (int) (cl.oldtime * 300);
- CL_FlameCube(mins, maxs, temp);
- }
- d = lhrandom(200, 250);
- dlightcolor[0] += d * 1.0f;
- dlightcolor[1] += d * 0.7f;
- dlightcolor[2] += d * 0.3f;
+ dlightradius = max(dlightradius, 200);
+ dlightcolor[0] += 0.15f;
+ dlightcolor[1] += 0.15f;
+ dlightcolor[2] += 1.50f;
}
- if (effects & EF_STARDUST)
+ if (e->render.effects & EF_FLAME)
{
- if (ent->render.model)
- {
- vec3_t mins, maxs;
- int temp;
- /*
- if (ent->render.angles[0] || ent->render.angles[2])
- {
- VectorMA(neworg, 0.25f, ent->render.model->rotatedmins, mins);
- VectorMA(neworg, 0.25f, ent->render.model->rotatedmaxs, maxs);
- }
- else if (ent->render.angles[1])
- {
- VectorMA(neworg, 0.25f, ent->render.model->yawmins, mins);
- VectorMA(neworg, 0.25f, ent->render.model->yawmaxs, maxs);
- }
- else
- {
- VectorMA(neworg, 0.25f, ent->render.model->normalmins, mins);
- VectorMA(neworg, 0.25f, ent->render.model->normalmaxs, maxs);
- }
- */
- mins[0] = neworg[0] - 16.0f;
- mins[1] = neworg[1] - 16.0f;
- mins[2] = neworg[2] - 16.0f;
- maxs[0] = neworg[0] + 16.0f;
- maxs[1] = neworg[1] + 16.0f;
- maxs[2] = neworg[2] + 16.0f;
- // how many particles to make
- temp = (int) (cl.time * 200) - (int) (cl.oldtime * 200);
- CL_Stardust(mins, maxs, temp);
- }
- d = 100;
- dlightcolor[0] += d * 1.0f;
- dlightcolor[1] += d * 0.7f;
- dlightcolor[2] += d * 0.3f;
+ 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;
}
}
-
- if (ent->persistent.muzzleflash > 0)
+ // muzzleflash fades over time, and is offset a bit
+ if (e->persistent.muzzleflash > 0)
{
- vec3_t v, v2;
-
- AngleVectors (ent->render.angles, v, NULL, NULL);
-
- v2[0] = v[0] * 18 + neworg[0];
- v2[1] = v[1] * 18 + neworg[1];
- v2[2] = v[2] * 18 + neworg[2] + 16;
- TraceLine(neworg, v2, v, NULL, 0, true);
-
- CL_AllocDlight (NULL, v, ent->persistent.muzzleflash, 1, 1, 1, 0, 0);
- ent->persistent.muzzleflash -= cl.frametime * 1000;
+ 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, 0, true, 0);
+ e->persistent.muzzleflash -= cl.frametime * 10;
}
-
// LordHavoc: if the model has no flags, don't check each
- if (ent->render.model && ent->render.model->flags)
+ if (e->render.model && e->render.model->flags && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
{
- if (ent->render.model->flags & EF_ROTATE)
+ 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)
{
- ent->render.angles[1] = bobjrotate;
- ent->render.origin[2] += bobjoffset;
+ trailtype = 5;
+ dlightradius = max(dlightradius, 100);
+ dlightcolor[0] += 1.00f;
+ dlightcolor[1] += 0.60f;
+ dlightcolor[2] += 0.20f;
}
- // only do trails if present in the previous frame as well
- if (ent->state_previous.active)
+ else if (e->render.model->flags & EF_ROCKET)
{
- if (ent->render.model->flags & EF_GIB)
- CL_RocketTrail (oldorg, neworg, 2, ent);
- else if (ent->render.model->flags & EF_ZOMGIB)
- CL_RocketTrail (oldorg, neworg, 4, ent);
- else if (ent->render.model->flags & EF_TRACER)
- CL_RocketTrail (oldorg, neworg, 3, ent);
- else if (ent->render.model->flags & EF_TRACER2)
- CL_RocketTrail (oldorg, neworg, 5, ent);
- else if (ent->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)
{
- CL_RocketTrail (oldorg, ent->render.origin, 0, ent);
- dlightcolor[0] += 200.0f;
- dlightcolor[1] += 160.0f;
- dlightcolor[2] += 80.0f;
+ dlightradius = max(dlightradius, 100);
+ dlightcolor[0] += 0.30f;
+ dlightcolor[1] += 0.60f;
+ dlightcolor[2] += 1.20f;
}
- else if (ent->render.model->flags & EF_GRENADE)
+ else
{
- if (ent->render.alpha == -1) // LordHavoc: Nehahra dem compatibility
- CL_RocketTrail (oldorg, neworg, 7, ent);
- else
- CL_RocketTrail (oldorg, neworg, 1, ent);
+ dlightradius = max(dlightradius, 200);
+ dlightcolor[0] += 1.20f;
+ dlightcolor[1] += 0.50f;
+ dlightcolor[2] += 1.00f;
}
- else if (ent->render.model->flags & EF_TRACER3)
- CL_RocketTrail (oldorg, neworg, 6, ent);
}
}
// LordHavoc: customizable glow
- glowsize = ent->state_current.glowsize; // FIXME: interpolate?
- glowcolor = ent->state_current.glowcolor;
- if (glowsize)
+ if (e->state_current.glowsize)
{
- qbyte *tempcolor = (qbyte *)&d_8to24table[glowcolor];
// * 4 for the expansion from 0-255 to 0-1023 range,
// / 255 to scale down byte colors
- glowsize *= (4.0f / 255.0f);
- VectorMA(dlightcolor, glowsize, tempcolor, dlightcolor);
+ dlightradius = max(dlightradius, e->state_current.glowsize * 4);
+ VectorMA(dlightcolor, (1.0f / 255.0f), (qbyte *)&palette_complete[e->state_current.glowcolor], dlightcolor);
}
- // LordHavoc: customizable trail
- if (ent->render.flags & RENDER_GLOWTRAIL)
- CL_RocketTrail2 (oldorg, neworg, glowcolor, ent);
-
- if (dlightcolor[0] || dlightcolor[1] || dlightcolor[2])
+ // make the glow dlight
+ if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL))
{
- vec3_t vec;
- VectorCopy(neworg, vec);
+ //dlightmatrix = e->render.matrix;
// hack to make glowing player light shine on their gun
- if (i == cl.viewentity && !chase_active.integer)
- vec[2] += 30;
- CL_AllocDlight (/*&ent->render*/ NULL, vec, 1, dlightcolor[0], dlightcolor[1], dlightcolor[2], 0, 0);
+ //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, 0, true, 1);
}
-
- if (chase_active.integer)
+ // custom rtlight
+ if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
{
- if (ent->render.flags & RENDER_VIEWMODEL)
- continue;
+ 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;
+ 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);
}
- else
+ // trails need the previous frame
+ if (e->state_previous.active && e->state_previous.modelindex == e->state_current.modelindex)
{
- if (i == cl.viewentity || (ent->render.flags & RENDER_EXTERIORMODEL))
- continue;
+ if (e->render.flags & RENDER_GLOWTRAIL)
+ trailtype = 9;
+ if (trailtype >= 0)
+ CL_RocketTrail(e->persistent.trail_origin, origin, trailtype, e->state_current.glowcolor, e);
}
-
- if (ent->render.model == NULL)
- continue;
- if (effects & EF_NODRAW)
- continue;
- if (r_refdef.numentities < MAX_VISEDICTS)
- r_refdef.entities[r_refdef.numentities++] = &ent->render;
+ 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) || 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);
}
}
-void CL_LerpPlayer(float frac)
+void CL_RelinkWorld(void)
{
- int i;
- float d;
+ entity_t *ent = &cl_entities[0];
+ if (cl_num_entities < 1)
+ cl_num_entities = 1;
+ cl_brushmodel_entities[cl_num_brushmodel_entities++] = &ent->render;
+ // FIXME: this should be done at load
+ Matrix4x4_CreateIdentity(&ent->render.matrix);
+ Matrix4x4_CreateIdentity(&ent->render.inversematrix);
+ CL_BoundingBoxForEntity(&ent->render);
+ ent->render.flags = RENDER_SHADOW;
+ if (!r_fullbright.integer)
+ ent->render.flags |= RENDER_LIGHT;
+}
- if (cl.entitydatabase.numframes)
+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++)
{
- cl.viewentorigin[0] = cl.viewentoriginold[0] + frac * (cl.viewentoriginnew[0] - cl.viewentoriginold[0]);
- cl.viewentorigin[1] = cl.viewentoriginold[1] + frac * (cl.viewentoriginnew[1] - cl.viewentoriginold[1]);
- cl.viewentorigin[2] = cl.viewentoriginold[2] + frac * (cl.viewentoriginnew[2] - cl.viewentoriginold[2]);
- }
- else
- VectorCopy (cl_entities[cl.viewentity].render.origin, cl.viewentorigin);
-
- cl.viewzoom = cl.viewzoomold + frac * (cl.viewzoomnew - cl.viewzoomold);
-
- for (i = 0;i < 3;i++)
- cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
-
- if (cls.demoplayback)
- {
- // 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;
- }
+ Mod_CheckLoaded(e->render.model);
+ e->render.flags = 0;
+ // transparent stuff can't be lit during the opaque stage
+ if (e->render.effects & (EF_ADDITIVE) || 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_TRANSPARENT))
+ e->render.flags |= RENDER_SHADOW;
+ r_refdef.entities[r_refdef.numentities++] = &e->render;
}
}
-void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
+/*
+===============
+CL_RelinkEntities
+===============
+*/
+static void CL_RelinkNetworkEntities(void)
{
+ entity_t *ent;
int i;
- cl_effect_t *e;
- if (!modelindex) // sanity check
- return;
- for (i = 0, e = cl_effect;i < MAX_EFFECTS;i++, e++)
+
+ 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.items & IT_INVISIBILITY)
{
- if (e->active)
- continue;
- e->active = true;
- VectorCopy(org, e->origin);
- e->modelindex = modelindex;
- e->starttime = cl.time;
- e->startframe = startframe;
- e->endframe = startframe + framecount;
- e->framerate = framerate;
+ if (gamemode == GAME_TRANSFUSION)
+ ent->state_current.alpha = 128;
+ else
+ ent->state_current.modelindex = 0;
+ }
- e->frame = 0;
- e->frame1time = cl.time;
- e->frame2time = cl.time;
- break;
+ // start on the entity after the world
+ entitylinkframenumber++;
+ for (i = 1, ent = cl_entities + 1;i < MAX_EDICTS;i++, ent++)
+ {
+ if (cl_entities_active[i])
+ {
+ if (ent->state_current.active)
+ CL_LinkNetworkEntity(ent);
+ else
+ cl_entities_active[i] = false;
+ }
}
+ CL_LinkNetworkEntity(&cl.viewent);
}
-static void CL_RelinkEffects()
+static void CL_RelinkEffects(void)
{
int i, intframe;
cl_effect_t *e;
- entity_t *vis;
+ entity_t *ent;
float frame;
- for (i = 0, e = cl_effect;i < MAX_EFFECTS;i++, e++)
+ for (i = 0, e = cl_effects;i < cl_max_effects;i++, e++)
{
if (e->active)
{
intframe = frame;
if (intframe < 0 || intframe >= e->endframe)
{
- e->active = false;
memset(e, 0, sizeof(*e));
continue;
}
e->frame2time = cl.time;
}
- if ((vis = CL_NewTempEntity()))
+ // if we're drawing effects, get a new temp entity
+ // (NewTempEntity adds it to the render entities list for us)
+ if (r_draweffects.integer && (ent = CL_NewTempEntity()))
{
// interpolation stuff
- vis->render.frame1 = intframe;
- vis->render.frame2 = intframe + 1;
- if (vis->render.frame2 >= e->endframe)
- vis->render.frame2 = -1; // disappear
- vis->render.framelerp = frame - intframe;
- vis->render.frame1time = e->frame1time;
- vis->render.frame2time = e->frame2time;
+ ent->render.frame1 = intframe;
+ ent->render.frame2 = intframe + 1;
+ if (ent->render.frame2 >= e->endframe)
+ ent->render.frame2 = -1; // disappear
+ ent->render.framelerp = frame - intframe;
+ ent->render.frame1time = e->frame1time;
+ ent->render.frame2time = e->frame2time;
// normal stuff
- VectorCopy(e->origin, vis->render.origin);
- vis->render.model = cl.model_precache[e->modelindex];
- vis->render.frame = vis->render.frame2;
- vis->render.colormap = -1; // no special coloring
- vis->render.scale = 1;
- vis->render.alpha = 1;
+ ent->render.model = cl.model_precache[e->modelindex];
+ ent->render.frame = ent->render.frame2;
+ ent->render.colormap = -1; // no special coloring
+ ent->render.alpha = 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);
+ CL_BoundingBoxForEntity(&ent->render);
}
}
}
}
-void CL_RelinkEntities (void)
+void CL_RelinkBeams(void)
{
- float frac;
+ int i;
+ beam_t *b;
+ vec3_t dist, org;
+ 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++)
+ {
+ if (!b->model || b->endtime < cl.time)
+ 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)
+ {
+ 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);
+ }
+ }
- // fraction from previous network update to current
- frac = CL_LerpPoint ();
+ 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]);
+ CL_AllocDlight (NULL, &tempmatrix, 200, 0.3, 0.7, 1, 0, 0, 0, 0, true, 1);
+ }
+ if (cl_beams_polygons.integer)
+ continue;
+ }
- CL_DecayLights ();
- CL_RelinkStaticEntities();
- CL_RelinkNetworkEntities();
- TraceLine_ScanForBModels();
- CL_RelinkEffects();
- CL_MoveParticles();
- CL_UpdateTEnts();
+ // calculate pitch and yaw
+ VectorSubtract (b->end, b->start, dist);
+
+ if (dist[1] == 0 && dist[0] == 0)
+ {
+ yaw = 0;
+ if (dist[2] > 0)
+ pitch = 90;
+ else
+ pitch = 270;
+ }
+ else
+ {
+ yaw = (int) (atan2(dist[1], dist[0]) * 180 / M_PI);
+ if (yaw < 0)
+ yaw += 360;
+
+ forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
+ pitch = (int) (atan2(dist[2], forward) * 180 / M_PI);
+ if (pitch < 0)
+ pitch += 360;
+ }
- CL_LerpPlayer(frac);
+ // add new entities for the lightning
+ VectorCopy (b->start, org);
+ d = VectorNormalizeLength(dist);
+ while (d > 0)
+ {
+ ent = CL_NewTempEntity ();
+ if (!ent)
+ return;
+ //VectorCopy (org, ent->render.origin);
+ ent->render.model = b->model;
+ //ent->render.effects = EF_FULLBRIGHT;
+ //ent->render.angles[0] = pitch;
+ //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);
+ CL_BoundingBoxForEntity(&ent->render);
+ VectorMA(org, 30, dist, org);
+ d -= 30;
+ }
+ }
}
+void CL_LerpPlayer(float frac)
+{
+ int i;
+ float d;
+
+ cl.viewzoom = cl.viewzoomold + frac * (cl.viewzoomnew - cl.viewzoomold);
+
+ for (i = 0;i < 3;i++)
+ cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
+
+ if (cls.demoplayback)
+ {
+ // 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;
+ }
+ }
+}
/*
===============
Read all incoming data from the server
===============
*/
-int CL_ReadFromServer (void)
+int CL_ReadFromServer(void)
{
- int ret, netshown;
-
- cl.oldtime = cl.time;
- cl.time += cl.frametime;
-
- netshown = false;
- do
- {
- ret = CL_GetMessage ();
- if (ret == -1)
- Host_Error ("CL_ReadFromServer: lost server connection");
- if (!ret)
- break;
-
- cl.last_received_message = realtime;
-
- if (cl_shownet.integer)
- netshown = true;
-
- CL_ParseServerMessage ();
- }
- while (ret && cls.state == ca_connected);
-
- if (netshown)
- Con_Printf ("\n");
+ CL_ReadDemoMessage();
r_refdef.numentities = 0;
- if (cls.state == ca_connected && cl.worldmodel)
+ cl_num_entities = 0;
+ cl_num_brushmodel_entities = 0;
+
+ if (cls.state == ca_connected && cls.signon == SIGNONS)
{
- CL_RelinkEntities ();
+ // prepare for a new frame
+ CL_LerpPlayer(CL_LerpPoint());
+ CL_DecayLights();
+ CL_ClearTempEntities();
+ 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();
+
+ // update view blend
+ V_CalcViewBlend();
}
-//
-// bring the links up to date
-//
return 0;
}
CL_SendCmd
=================
*/
-void CL_SendCmd (void)
+void CL_SendCmd(usercmd_t *cmd)
{
- usercmd_t cmd;
-
- if (cls.state != ca_connected)
- return;
-
if (cls.signon == SIGNONS)
- {
- // get basic movement from keyboard
- CL_BaseMove (&cmd);
-
- IN_PreMove(); // OS independent code
-
- // allow mice or other external controllers to add to the move
- IN_Move (&cmd);
-
- IN_PostMove(); // OS independent code
-
- // send the unreliable message
- CL_SendMove (&cmd);
- }
-#ifndef NOROUTINGFIX
- else
- {
- // LordHavoc: fix for NAT routing of netquake:
- // bounce back a clc_nop message to the newly allocated server port,
- // to establish a routing connection for incoming frames,
- // the server waits for this before sending anything
- if (realtime > cl.sendnoptime)
- {
- Con_DPrintf("sending clc_nop to get server's attention\n");
- cl.sendnoptime = realtime + 3;
- MSG_WriteByte(&cls.message, clc_nop);
- }
- }
-#endif
+ CL_SendMove(cmd);
if (cls.demoplayback)
{
- SZ_Clear (&cls.message);
+ SZ_Clear(&cls.message);
return;
}
-// send the reliable message
- if (!cls.message.cursize)
- return; // no message at all
-
- if (!NET_CanSendMessage (cls.netcon))
+ // send the reliable message (forwarded commands) if there is one
+ if (cls.message.cursize && NetConn_CanSendMessage(cls.netcon))
{
- Con_DPrintf ("CL_WriteToServer: can't send\n");
- return;
+ 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);
}
-
- if (NET_SendMessage (cls.netcon, &cls.message) == -1)
- Host_Error ("CL_WriteToServer: lost server connection");
-
- SZ_Clear (&cls.message);
}
// LordHavoc: pausedemo command
{
cls.demopaused = !cls.demopaused;
if (cls.demopaused)
- Con_Printf("Demo paused\n");
+ Con_Print("Demo paused\n");
else
- Con_Printf("Demo unpaused\n");
-}
-
-/*
-======================
-CL_PModel_f
-LordHavoc: Intended for Nehahra, I personally think this is dumb, but Mindcrime won't listen.
-======================
-*/
-static void CL_PModel_f (void)
-{
- int i;
- eval_t *val;
-
- if (Cmd_Argc () == 1)
- {
- Con_Printf ("\"pmodel\" is \"%s\"\n", cl_pmodel.string);
- return;
- }
- i = atoi(Cmd_Argv(1));
-
- if (cmd_source == src_command)
- {
- if (cl_pmodel.integer == i)
- return;
- Cvar_SetValue ("_cl_pmodel", i);
- if (cls.state == ca_connected)
- Cmd_ForwardToServer ();
- return;
- }
-
- host_client->pmodel = i;
- if ((val = GETEDICTFIELDVALUE(host_client->edict, eval_pmodel)))
- val->_float = i;
+ Con_Print("Demo unpaused\n");
}
/*
{
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", fog_density, fog_red, fog_green, fog_blue);
return;
}
fog_density = atof(Cmd_Argv(1));
CL_Init
=================
*/
+//VorteX: cvars for GAME_NETHERWORLD
+cvar_t cl_playermodel = {CVAR_SAVE, "cl_playermodel", "ranger"};
+cvar_t cl_footsteps = {CVAR_SAVE, "cl_footsteps", "1"};
+cvar_t cl_weapon_ofs = {CVAR_SAVE, "cl_weapon_ofs", "0 0 0"};
+cvar_t cl_weapon_bstep = {CVAR_SAVE, "cl_weapon_bstep", "100 0 0"};
+cvar_t cl_weapon_bborder = {CVAR_SAVE, "cl_weapon_bborder", "2 0 0"};
+cvar_t cl_weapon_bphase = {CVAR_SAVE, "cl_weapon_bphase", "0 0 0"};
+cvar_t cl_weapon_bphasescale = {CVAR_SAVE, "cl_weapon_bphasescale", "1 1 1"};
+cvar_t cl_weapon_bphasescissor = {CVAR_SAVE, "cl_weapon_bphasescissor", "-1 -1 -1 1 1 1"};
+cvar_t cl_deathcam = {CVAR_SAVE, "cl_deathcam", "0"};
+cvar_t cl_askonresave = {CVAR_SAVE, "cl_askonresave", "1"}; //Asking on saving to full saveslot in savegame menu
+cvar_t sv_corpses_solid = {CVAR_SAVE, "sv_corpses_solid", "1"};
+cvar_t sv_corpses_removetime = {CVAR_SAVE, "sv_corpses_removetime", "0"};
+cvar_t sv_monsters_healthscale = {CVAR_SAVE, "sv_monsters_healthscale", "1"};
+cvar_t sv_monsters_damagescale = {CVAR_SAVE, "sv_monsters_damagescale", "1"};
+cvar_t sv_monsters_multiply = {CVAR_SAVE, "sv_monsters_multiply", "1"};
+cvar_t sv_monsters_randomize = {CVAR_SAVE, "sv_monsters_randomize", "0"};
+cvar_t sv_monsters_multiply_radius = {CVAR_SAVE, "sv_monsters_multiply_radius", "5"};
+cvar_t sv_monsters_ai_skillmod = {CVAR_SAVE, "sv_monsters_ai_skillmod", "1"};
+cvar_t sv_monsters_ai_agrmod = {CVAR_SAVE, "sv_monsters_ai_agrmod", "1"};
+cvar_t sv_monsters_ai_dexmod = {CVAR_SAVE, "sv_monsters_ai_dexmod", "1"};
+cvar_t sv_monsters_deathmatch = {CVAR_SAVE, "sv_monsters_deathmatch", "0"};
+cvar_t sv_monsters_deathmatch_maxnum = {CVAR_SAVE, "sv_monsters_deathmatch_maxnum", "20"};
+cvar_t sv_monsters_deathmatch_spawntime = {CVAR_SAVE, "sv_monsters_deathmatch_spawntime", "5"};
+cvar_t sv_monsters_deathmatch_fragpermonster = {CVAR_SAVE, "sv_monsters_deathmatch_fragpermonster", "0"};
+
void CL_Init (void)
{
- cl_scores_mempool = Mem_AllocPool("client player info");
+ cl_entities_mempool = Mem_AllocPool("client entities", 0, NULL);
+ cl_refdef_mempool = Mem_AllocPool("refdef", 0, NULL);
- cl_refdef_mempool = Mem_AllocPool("refdef");
memset(&r_refdef, 0, sizeof(r_refdef));
- r_refdef.entities = Mem_Alloc(cl_refdef_mempool, sizeof(entity_render_t *) * MAX_VISEDICTS);
+ // 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");
//
// register our commands
//
- Cvar_RegisterVariable (&cl_name);
- Cvar_RegisterVariable (&cl_color);
- if (gamemode == GAME_NEHAHRA)
- Cvar_RegisterVariable (&cl_pmodel);
Cvar_RegisterVariable (&cl_upspeed);
Cvar_RegisterVariable (&cl_forwardspeed);
Cvar_RegisterVariable (&cl_backspeed);
Cvar_RegisterVariable (&cl_itembobheight);
Cmd_AddCommand ("entities", CL_PrintEntities_f);
- Cmd_AddCommand ("bitprofile", CL_BitProfile_f);
Cmd_AddCommand ("disconnect", CL_Disconnect_f);
Cmd_AddCommand ("record", CL_Record_f);
Cmd_AddCommand ("stop", CL_Stop_f);
// LordHavoc: added pausedemo
Cmd_AddCommand ("pausedemo", CL_PauseDemo_f);
- if (gamemode == GAME_NEHAHRA)
- Cmd_AddCommand ("pmodel", CL_PModel_f);
- Cvar_RegisterVariable(&cl_draweffects);
+ Cvar_RegisterVariable(&r_draweffects);
+ Cvar_RegisterVariable(&cl_explosions_alpha_start);
+ Cvar_RegisterVariable(&cl_explosions_alpha_end);
+ Cvar_RegisterVariable(&cl_explosions_size_start);
+ Cvar_RegisterVariable(&cl_explosions_size_end);
+ Cvar_RegisterVariable(&cl_explosions_lifetime);
+ Cvar_RegisterVariable(&cl_stainmaps);
+ Cvar_RegisterVariable(&cl_stainmapsclearonload);
+ Cvar_RegisterVariable(&cl_beams_polygons);
+ Cvar_RegisterVariable(&cl_beams_relative);
+ Cvar_RegisterVariable(&cl_beams_lightatend);
+ Cvar_RegisterVariable(&cl_noplayershadow);
+
+ if (gamemode == GAME_NETHERWORLD)
+ {
+ Cvar_RegisterVariable (&cl_playermodel);
+ Cvar_RegisterVariable (&cl_footsteps);
+ Cvar_RegisterVariable (&cl_weapon_ofs);
+ Cvar_RegisterVariable (&cl_weapon_bstep);
+ Cvar_RegisterVariable (&cl_weapon_bborder);
+ Cvar_RegisterVariable (&cl_weapon_bphase);
+ Cvar_RegisterVariable (&cl_weapon_bphasescale);
+ Cvar_RegisterVariable (&cl_weapon_bphasescissor);
+ Cvar_RegisterVariable (&cl_deathcam); //Hack for q3-style death
+ Cvar_RegisterVariable (&cl_askonresave); //Every time ask if saving to "full" saveslot
+ //This must be server-side cvars, after complete finishing of subsystems whitch uses this, they must be moved to server-side
+ Cvar_RegisterVariable (&sv_monsters_healthscale);
+ Cvar_RegisterVariable (&sv_monsters_damagescale);
+ Cvar_RegisterVariable (&sv_monsters_randomize);
+ Cvar_RegisterVariable (&sv_monsters_multiply);
+ Cvar_RegisterVariable (&sv_monsters_multiply_radius);
+ Cvar_RegisterVariable (&sv_monsters_ai_skillmod);
+ Cvar_RegisterVariable (&sv_monsters_ai_agrmod);
+ Cvar_RegisterVariable (&sv_monsters_ai_dexmod);
+ Cvar_RegisterVariable (&sv_monsters_deathmatch); //Keeping RPG mod
+ Cvar_RegisterVariable (&sv_monsters_deathmatch_maxnum);
+ Cvar_RegisterVariable (&sv_monsters_deathmatch_spawntime);
+ Cvar_RegisterVariable (&sv_monsters_deathmatch_fragpermonster);
+ Cvar_RegisterVariable (&sv_corpses_solid);
+ }
CL_Parse_Init();
CL_Particles_Init();
CL_Screen_Init();
CL_CGVM_Init();
+
+ CL_Video_Init();
}
+
+
+