]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - cl_main.c
broke rtlights, oops (shadowtest was reversed)
[xonotic/darkplaces.git] / cl_main.c
index b861dc3be1709a31112cf8e1026b68d277f324a0..2aedf0b226fcdb21b3945064265d1b4f078c53e8 100644 (file)
--- a/cl_main.c
+++ b/cl_main.c
@@ -47,6 +47,12 @@ cvar_t freelook = {CVAR_SAVE, "freelook", "1"};
 cvar_t r_draweffects = {0, "r_draweffects", "1"};
 
 cvar_t cl_explosions = {CVAR_SAVE, "cl_explosions", "1"};
+cvar_t cl_explosions_alpha_start = {CVAR_SAVE, "cl_explosions_alpha_start", "1.5"};
+cvar_t cl_explosions_alpha_end = {CVAR_SAVE, "cl_explosions_alpha_end", "0"};
+cvar_t cl_explosions_size_start = {CVAR_SAVE, "cl_explosions_size_start", "16"};
+cvar_t cl_explosions_size_end = {CVAR_SAVE, "cl_explosions_size_end", "128"};
+cvar_t cl_explosions_lifetime = {CVAR_SAVE, "cl_explosions_lifetime", "0.5"};
+
 cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "1"};
 
 cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1"};
@@ -159,6 +165,8 @@ void CL_Disconnect(void)
        if (cls.state == ca_dedicated)
                return;
 
+       Con_DPrintf("CL_Disconnect\n");
+
 // stop sounds (especially looping!)
        S_StopAllSounds (true);
 
@@ -184,13 +192,6 @@ void CL_Disconnect(void)
                SZ_Clear(&cls.message);
                NetConn_Close(cls.netcon);
                cls.netcon = NULL;
-               // if running a local server, shut it down
-               if (sv.active)
-               {
-                       // prevent this code from executing again during Host_ShutdownServer
-                       cls.state = ca_disconnected;
-                       Host_ShutdownServer(false);
-               }
        }
        cls.state = ca_disconnected;
 
@@ -496,7 +497,8 @@ 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, dlightmatrix;
+       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;
@@ -622,7 +624,8 @@ void CL_LinkNetworkEntity(entity_t *e)
                if (e->render.model)
                {
                        Mod_CheckLoaded(e->render.model);
-                       if (e->render.model->type == mod_alias || e->render.model->type == mod_sprite)
+                       // 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)))
                        {
@@ -755,25 +758,25 @@ void CL_LinkNetworkEntity(entity_t *e)
                        {
                                trailtype = 3;
                                dlightradius = max(dlightradius, 100);
-                               dlightcolor[0] += 0.12f;
-                               dlightcolor[1] += 0.50f;
-                               dlightcolor[2] += 0.12f;
+                               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] += 0.50f;
-                               dlightcolor[1] += 0.30f;
-                               dlightcolor[2] += 0.10f;
+                               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] += 1.50f;
-                               dlightcolor[1] += 1.20f;
-                               dlightcolor[2] += 0.60f;
+                               dlightcolor[0] += 3.00f;
+                               dlightcolor[1] += 1.50f;
+                               dlightcolor[2] += 0.50f;
                        }
                        else if (e->render.model->flags & EF_GRENADE)
                        {
@@ -784,9 +787,9 @@ void CL_LinkNetworkEntity(entity_t *e)
                        {
                                trailtype = 6;
                                dlightradius = max(dlightradius, 200);
-                               dlightcolor[0] += 0.60f;
-                               dlightcolor[1] += 0.25f;
-                               dlightcolor[2] += 0.50f;
+                               dlightcolor[0] += 1.20f;
+                               dlightcolor[1] += 0.50f;
+                               dlightcolor[2] += 1.00f;
                        }
                }
                // LordHavoc: customizable glow
@@ -797,25 +800,26 @@ void CL_LinkNetworkEntity(entity_t *e)
                        dlightradius = max(dlightradius, e->state_current.glowsize * 4);
                        VectorMA(dlightcolor, (1.0f / 255.0f), (qbyte *)&palette_complete[e->state_current.glowcolor], dlightcolor);
                }
-               if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
-               {
-                       if (e->state_current.light[3])
-                               dlightradius = max(dlightradius, e->state_current.light[3]);
-                       else
-                               dlightradius = max(dlightradius, 350);
-                       if (VectorLength2(dlightcolor) == 0)
-                               (dlightcolor[0] += 1, dlightcolor[1] += 1, dlightcolor[2] += 1);
-                       else
-                               VectorMA(dlightcolor, (1.0f/256.0f), e->state_current.light, dlightcolor);
-               }
-               // make the dlight
+               // make the glow dlight
                if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL))
                {
-                       dlightmatrix = e->render.matrix;
+                       //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, &dlightmatrix, dlightradius, dlightcolor[0], dlightcolor[1], dlightcolor[2], 0, 0, e->state_current.skin >= 16 ? e->state_current.skin : 0, e->state_current.lightstyle, !(e->state_current.lightpflags & PFLAGS_NOSHADOW), (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) ? ((e->state_current.lightpflags & PFLAGS_CORONA) != 0) : 1);
+                       CL_AllocDlight(&e->render, &e->render.matrix, dlightradius, dlightcolor[0], dlightcolor[1], dlightcolor[2], 0, 0, 0, 0, true, 1);
+               }
+               // 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;
+                       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);
                }
                // trails need the previous frame
                if (e->state_previous.active && e->state_previous.modelindex == e->state_current.modelindex)
@@ -1278,6 +1282,11 @@ void CL_Init (void)
 
        Cvar_RegisterVariable(&r_draweffects);
        Cvar_RegisterVariable(&cl_explosions);
+       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_beams_polygons);
        Cvar_RegisterVariable(&cl_beams_relative);