cvar_t cl_explosions_lifetime = {CVAR_SAVE, "cl_explosions_lifetime", "0.5"};
cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "1"};
-cvar_t cl_stainmapsclearonload = {CVAR_SAVE, "cl_stainmapsclearonload", "0"};
+cvar_t cl_stainmaps_clearonload = {CVAR_SAVE, "cl_stainmaps_clearonload", "1"};
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_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0"};
+cvar_t cl_prydoncursor = {0, "cl_prydoncursor", "0"};
+
mempool_t *cl_refdef_mempool;
mempool_t *cl_entities_mempool;
return;
// clear menu's connect error message
- m_return_reason[0] = 0;
+ M_Update_Return_Reason("");
cls.demonum = -1;
// stop demo loop in case this fails
cls.connect_trying = true;
cls.connect_remainingtries = 3;
cls.connect_nextsendtime = 0;
+ M_Update_Return_Reason("Trying to connect...");
if (sv.active)
{
NetConn_ClientFrame();
else
{
Con_Print("Unable to find a suitable network socket to connect to server.\n");
- strcpy(m_return_reason, "No network");
+ M_Update_Return_Reason("No network");
}
}
ent->render.colormap = -1; // no special coloring
ent->render.scale = 1;
ent->render.alpha = 1;
+ VectorSet(ent->render.colormod, 1, 1, 1);
return ent;
}
}
}
-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)
+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, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
{
int i;
dlight_t *dl;
dl->style = style;
dl->shadow = shadowenable;
dl->corona = corona;
+ dl->flags = flags;
+ dl->coronasizescale = coronasizescale;
+ dl->ambientscale = ambientscale;
+ dl->diffusescale = diffusescale;
+ dl->specularscale = specularscale;
}
void CL_DecayLights(void)
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)
{
if (!r_drawviewmodel.integer || chase_active.integer || envmap)
// 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);
}
// animation lerp
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);
+ // 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);
}
}
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);
}
R_LerpAnimation(&e->render);
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);
+ 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;
}
// LordHavoc: if the model has no flags, don't check each
// 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, 0, true, 1);
+ 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)
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);
+ // 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)
ent->render.flags = RENDER_SHADOW;
if (!r_fullbright.integer)
ent->render.flags |= RENDER_LIGHT;
+ VectorSet(ent->render.colormod, 1, 1, 1);
+ r_refdef.worldentity = &ent->render;
+ r_refdef.worldmodel = cl.worldmodel;
}
static void CL_RelinkStaticEntities(void)
// hide player shadow during intermission or nehahra movie
if (!(e->render.effects & EF_NOSHADOW) && !(e->render.flags & RENDER_TRANSPARENT))
e->render.flags |= RENDER_SHADOW;
+ VectorSet(e->render.colormod, 1, 1, 1);
R_LerpAnimation(&e->render);
r_refdef.entities[r_refdef.numentities++] = &e->render;
}
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)
+ else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
{
if (gamemode == GAME_TRANSFUSION)
ent->state_current.alpha = 128;
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, ent = cl_entities + 1;i < MAX_EDICTS;i++, ent++)
+ for (i = 1;i < MAX_EDICTS;i++)
{
if (cl_entities_active[i])
{
+ ent = cl_entities + i;
if (ent->state_current.active)
CL_LinkNetworkEntity(ent);
else
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);
{
// 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);
+ 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)
continue;
{
CL_ReadDemoMessage();
+ r_refdef.time = cl.time;
+ r_refdef.extraupdate = !r_speeds.integer;
r_refdef.numentities = 0;
cl_num_entities = 0;
cl_num_brushmodel_entities = 0;
CL_SendCmd
=================
*/
-void CL_SendCmd(usercmd_t *cmd)
+void CL_SendCmd(void)
{
if (cls.signon == SIGNONS)
- CL_SendMove(cmd);
+ CL_SendMove();
if (cls.demoplayback)
{
fog_blue = atof(Cmd_Argv(4));
}
+/*
+====================
+CL_TimeRefresh_f
+
+For program optimization
+====================
+*/
+static void CL_TimeRefresh_f (void)
+{
+ int i;
+ float timestart, timedelta, oldangles[3];
+
+ r_refdef.extraupdate = false;
+ VectorCopy(cl.viewangles, oldangles);
+ VectorClear(cl.viewangles);
+
+ 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);
+ CL_UpdateScreen();
+ }
+ timedelta = Sys_DoubleTime() - timestart;
+
+ VectorCopy(oldangles, cl.viewangles);
+ Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
+}
+
+/*
+===========
+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);
+}
+
/*
=================
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_entities_mempool = Mem_AllocPool("client entities", 0, NULL);
SZ_Alloc (&cls.message, 1024, "cls.message");
CL_InitInput ();
- CL_InitTEnts ();
//
// register our commands
Cvar_RegisterVariable(&cl_explosions_size_end);
Cvar_RegisterVariable(&cl_explosions_lifetime);
Cvar_RegisterVariable(&cl_stainmaps);
- Cvar_RegisterVariable(&cl_stainmapsclearonload);
+ Cvar_RegisterVariable(&cl_stainmaps_clearonload);
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);
- }
+ Cvar_RegisterVariable(&cl_prydoncursor);
+
+ Cmd_AddCommand("timerefresh", CL_TimeRefresh_f);
CL_Parse_Init();
CL_Particles_Init();