#include "quakedef.h"
#include "cl_collision.h"
+#include "cl_gecko.h"
#include "cl_video.h"
+#include "image.h"
+#include "csprogs.h"
+#include "r_shadow.h"
+#include "libcurl.h"
+#include "snd_main.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 csqc_progname = {0, "csqc_progname","csprogs.dat","name of csprogs.dat file to load"};
+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_shownet = {0, "cl_shownet","0"};
-cvar_t cl_nolerp = {0, "cl_nolerp", "0"};
+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 cl_itembobheight = {0, "cl_itembobheight", "8"};
-cvar_t cl_itembobspeed = {0, "cl_itembobspeed", "0.5"};
+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 lookspring = {CVAR_SAVE, "lookspring","0"};
-cvar_t lookstrafe = {CVAR_SAVE, "lookstrafe","0"};
-cvar_t sensitivity = {CVAR_SAVE, "sensitivity","3", 1, 30};
+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 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 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 freelook = {CVAR_SAVE, "freelook", "1"};
+cvar_t freelook = {CVAR_SAVE, "freelook", "1","mouse controls pitch instead of forward/back"};
-cvar_t r_draweffects = {0, "r_draweffects", "1"};
+cvar_t cl_autodemo = {CVAR_SAVE, "cl_autodemo", "0", "records every game played, using the date/time and map name to name the demo file" };
+cvar_t cl_autodemo_nameformat = {CVAR_SAVE, "cl_autodemo_nameformat", "autodemos/%Y-%m-%d_%H-%M", "The format of the cl_autodemo filename, followed by the map name" };
-cvar_t cl_explosions = {CVAR_SAVE, "cl_explosions", "1"};
-cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "1"};
+cvar_t r_draweffects = {0, "r_draweffects", "1","renders temporary sprite effects"};
-mempool_t *cl_scores_mempool;
-mempool_t *cl_refdef_mempool;
-mempool_t *cl_entities_mempool;
+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_stainmaps = {CVAR_SAVE, "cl_stainmaps", "0","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_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", "0", "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"};
+
+cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0","hide player shadow"};
+
+cvar_t cl_dlights_decayradius = {CVAR_SAVE, "cl_dlights_decayradius", "1", "reduces size of light flashes over time"};
+cvar_t cl_dlights_decaybrightness = {CVAR_SAVE, "cl_dlights_decaybrightness", "1", "reduces brightness of light flashes over time"};
+
+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"};
+
+cvar_t cl_locs_enable = {CVAR_SAVE, "locs_enable", "1", "enables replacement of certain % codes in chat messages: %l (location), %d (last death location), %h (health), %a (armor), %x (rockets), %c (cells), %r (rocket launcher status), %p (powerup status), %w (weapon status), %t (current time in level)"};
+cvar_t cl_locs_show = {0, "locs_show", "0", "shows defined locations for editing purposes"};
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;
-
/*
=====================
CL_ClearState
=====================
*/
-void CL_ClearState (void)
+void CL_ClearState(void)
{
int i;
-
- if (!sv.active)
- Host_ClearMemory ();
-
- Mem_EmptyPool(cl_scores_mempool);
- Mem_EmptyPool(cl_entities_mempool);
+ entity_t *ent;
// wipe the entire cl structure
+ Mem_EmptyPool(cls.levelmempool);
memset (&cl, 0, sizeof(cl));
- SZ_Clear (&cls.message);
+ S_StopAllSounds();
- cl_num_entities = 0;
- cl_num_static_entities = 0;
- cl_num_temp_entities = 0;
- cl_num_brushmodel_entities = 0;
+ // reset the view zoom interpolation
+ cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
+ cl.sensitivityscale = 1.0f;
- // 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 = 24;
- 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 *));
+ // enable rendering of the world and such
+ cl.csqc_vidvars.drawworld = true;
+ cl.csqc_vidvars.drawenginesbar = true;
+ cl.csqc_vidvars.drawcrosshair = true;
- CL_Screen_NewMap();
+ // set up the float version of the stats array for easier access to float stats
+ cl.statsf = (float *)cl.stats;
+
+ cl.num_entities = 0;
+ cl.num_static_entities = 0;
+ cl.num_brushmodel_entities = 0;
- CL_Particles_Clear();
+ // tweak these if the game runs out
+ cl.max_entities = 256;
+ cl.max_static_entities = 256;
+ 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 = 8192; // grows dynamically
+ cl.max_decals = 2048; // grows dynamically
+ cl.max_showlmps = 0;
+
+ 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.entities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));
+ cl.static_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_static_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));
+ cl.decals = (decal_t *) Mem_Alloc(cls.levelmempool, cl.max_decals * sizeof(decal_t));
+ cl.showlmps = NULL;
// LordHavoc: have to set up the baseline info for alpha and other stuff
- for (i = 0;i < cl_max_entities;i++)
+ 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;
+ }
+
+ 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
{
- ClearStateToDefault(&cl_entities[i].state_baseline);
- ClearStateToDefault(&cl_entities[i].state_previous);
- ClearStateToDefault(&cl_entities[i].state_current);
+ VectorSet(cl.playerstandmins, -16, -16, -24);
+ VectorSet(cl.playerstandmaxs, 16, 16, 24);
+ VectorSet(cl.playercrouchmins, -16, -16, -24);
+ VectorSet(cl.playercrouchmaxs, 16, 16, 24);
}
- CL_CGVM_Clear();
+ // 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.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));
+
+ // set bestweapon data back to Quake data
+ IN_BestWeapon_ResetData();
+
+ CL_Screen_NewMap();
}
+void CL_SetInfo(const char *key, const char *value, qboolean send, qboolean allowstarkey, qboolean allowmodel, qboolean quiet)
+{
+ int i;
+ qboolean fail = false;
+ if (!allowstarkey && key[0] == '*')
+ fail = true;
+ if (!allowmodel && (!strcasecmp(key, "pmodel") || !strcasecmp(key, "emodel")))
+ fail = true;
+ for (i = 0;key[i];i++)
+ if (key[i] <= ' ' || key[i] == '\"')
+ fail = true;
+ for (i = 0;value[i];i++)
+ if (value[i] == '\r' || value[i] == '\n' || value[i] == '\"')
+ fail = true;
+ if (fail)
+ {
+ 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));
+ }
+ }
+}
+
+void CL_ExpandEntities(int num)
+{
+ int i, oldmaxentities;
+ entity_t *oldentities;
+ if (num >= cl.max_entities)
+ {
+ 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;
+ }
+ }
+}
+
+void CL_VM_ShutDown (void);
/*
=====================
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;
+ if (COM_CheckParm("-profilegameonly"))
+ Sys_AllowProfiling(false);
+
+ Curl_Clear_forthismap();
+
+ Con_DPrintf("CL_Disconnect\n");
+
+ CL_VM_ShutDown();
// stop sounds (especially looping!)
- S_StopAllSounds (true);
+ S_StopAllSounds ();
+
+ cl.parsingtextexpectingpingforscores = 0; // just in case no reply has come yet
// clear contents blends
cl.cshifts[0].percent = 0;
cl.worldmodel = NULL;
+ CL_Parse_ErrorCleanUp();
+
if (cls.demoplayback)
- CL_StopPlayback ();
- else if (cls.state == ca_connected)
+ CL_StopPlayback();
+ else if (cls.netcon)
{
+ sizebuf_t buf;
+ unsigned char bufdata[8];
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();
+
+ // 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, 10000, false);
+ NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
+ NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
+ 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)
- Host_ShutdownServer (false);
+ Host_ShutdownServer ();
}
=====================
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;
+ // clear menu's connect error message
+ M_Update_Return_Reason("");
+ cls.demonum = -1;
+
+ // stop demo loop in case this fails
if (cls.demoplayback)
- return;
+ CL_StopPlayback();
- CL_Disconnect ();
+ // if downloads are running, cancel their finishing action
+ Curl_Clear_forthismap();
- cls.netcon = NET_Connect (host);
- if (!cls.netcon)
- Host_Error ("CL_Connect: connect failed\n");
- Con_DPrintf ("CL_EstablishConnection: connected to %s\n", host);
+ // make sure the client ports are open before attempting to connect
+ NetConn_UpdateSockets();
- cls.demonum = -1; // not in the demo loop now
- cls.state = ca_connected;
- cls.signon = 0; // need all the signon messages before playing
+ // run a network frame
+ //NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
- CL_ClearState ();
+ 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;
+ M_Update_Return_Reason("Trying to connect...");
+ // 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
+ {
+ Con_Print("Unable to find a suitable network socket to connect to server.\n");
+ M_Update_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];
+ int i;
- 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)
- strncpy(name, ent->render.model->name, 25);
+ modelname = ent->render.model->name;
else
- strcpy(name, "--no model--");
- name[25] = 0;
- for (j = 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);
+ modelname = "--no model--";
+ Con_Printf("%3i: %-25s:%4i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", i, modelname, ent->render.frame2, (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)
+/*
+===============
+CL_ModelIndexList_f
+
+List information on all models in the client modelindex
+===============
+*/
+static void CL_ModelIndexList_f(void)
{
- if (ent->model)
- {
- if (ent->angles[0] || ent->angles[2])
- {
- // pitch or roll
- VectorAdd(ent->origin, ent->model->rotatedmins, ent->mins);
- VectorAdd(ent->origin, ent->model->rotatedmaxs, ent->maxs);
- }
- else if (ent->angles[1])
- {
- // yaw
- VectorAdd(ent->origin, ent->model->yawmins, ent->mins);
- VectorAdd(ent->origin, ent->model->yawmaxs, ent->maxs);
- }
+ int i = 1;
+
+ // Print Header
+ Con_Printf("%3s: %-30s %-8s %-8s\n", "ID", "Name", "Type", "Triangles");
+
+ while(cl.model_precache[i] && i != MAX_MODELS)
+ { // Valid Model
+ if(cl.model_precache[i]->loaded || cl.model_precache[i]->isworldmodel)
+ Con_Printf("%3i: %-30s %-8s %-10i\n", i, cl.model_precache[i]->name, cl.model_precache[i]->modeldatatypestring, cl.model_precache[i]->surfmesh.num_triangles);
else
- {
- VectorAdd(ent->origin, ent->model->normalmins, ent->mins);
- VectorAdd(ent->origin, ent->model->normalmaxs, ent->maxs);
- }
+ Con_Printf("%3i: %-30s %-30s\n", i, cl.model_precache[i]->name, "--no local model found--");
+ i++;
}
- else
- {
- VectorAdd(ent->origin, nomodelmins, ent->mins);
- VectorAdd(ent->origin, nomodelmaxs, ent->maxs);
+}
+
+/*
+===============
+CL_SoundIndexList_f
+
+List all sounds in the client soundindex
+===============
+*/
+static void CL_SoundIndexList_f(void)
+{
+ int i = 1;
+
+ while(cl.sound_precache[i] && i != MAX_SOUNDS)
+ { // Valid Sound
+ Con_Printf("%i : %s\n", i, cl.sound_precache[i]->name);
+ i++;
}
}
-void CL_LerpUpdate(entity_t *e)
+static void CL_UpdateRenderEntity_Lighting(entity_render_t *ent)
{
- entity_persistent_t *p;
- entity_render_t *r;
- p = &e->persistent;
- r = &e->render;
+ vec3_t tempdiffusenormal;
- if (p->modelindex != e->state_current.modelindex)
+ // fetch the lighting from the worldmodel data
+ VectorSet(ent->modellight_ambient, r_refdef.scene.ambient * (2.0f / 128.0f), r_refdef.scene.ambient * (2.0f / 128.0f), r_refdef.scene.ambient * (2.0f / 128.0f));
+ VectorClear(ent->modellight_diffuse);
+ VectorClear(tempdiffusenormal);
+ if ((ent->flags & RENDER_LIGHT) && cl.worldmodel && cl.worldmodel->brush.LightPoint)
{
- // 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;
+ vec3_t org;
+ Matrix4x4_OriginFromMatrix(&ent->matrix, org);
+ cl.worldmodel->brush.LightPoint(cl.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
}
- else if (p->frame2 != e->state_current.frame)
+ else // highly rare
+ VectorSet(ent->modellight_ambient, 1, 1, 1);
+
+ // move the light direction into modelspace coordinates for lighting code
+ Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
+ if(VectorLength2(ent->modellight_lightdir) <= 0)
+ VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
+ VectorNormalize(ent->modellight_lightdir);
+}
+
+//static const vec3_t nomodelmins = {-16, -16, -16};
+//static const vec3_t nomodelmaxs = {16, 16, 16};
+void CL_UpdateRenderEntity(entity_render_t *ent)
+{
+ 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)
{
- // 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;
+ // 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
+ VectorMA(org, scale, model->rotatedmins, ent->mins);
+ VectorMA(org, scale, model->rotatedmaxs, ent->maxs);
+ }
+#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
+ VectorMA(org, scale, model->yawmins, ent->mins);
+ VectorMA(org, scale, model->yawmaxs, ent->maxs);
+ }
+ else
+ {
+ VectorMA(org, scale, model->normalmins, ent->mins);
+ VectorMA(org, scale, model->normalmaxs, ent->maxs);
+ }
}
else
{
- // update transition
- p->framelerp = (cl.time - p->frame2time) * 10;
- p->framelerp = bound(0, p->framelerp, 1);
+ 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;
}
-
- 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_UpdateRenderEntity_Lighting(ent);
}
/*
should be put at.
===============
*/
-static float CL_LerpPoint (void)
+static float CL_LerpPoint(void)
{
float f;
- // dropped packet, or start of demo
- if (cl.mtime[1] < cl.mtime[0] - 0.1)
- cl.mtime[1] = cl.mtime[0] - 0.1;
-
- cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
+ if (cl_nettimesyncboundmode.integer == 1)
+ cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
// 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 (cl.mtime[0] <= cl.mtime[1])
{
cl.time = cl.mtime[0];
return 1;
}
- f = (cl.time - cl.mtime[1]) / f;
+ f = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
return bound(0, f, 1);
}
void CL_ClearTempEntities (void)
{
- cl_num_temp_entities = 0;
+ r_refdef.scene.numtempentities = 0;
}
-entity_t *CL_NewTempEntity (void)
+entity_render_t *CL_NewTempEntity(void)
{
- entity_t *ent;
+ entity_render_t *render;
- if (r_refdef.numentities >= r_refdef.maxentities)
+ if (r_refdef.scene.numentities >= r_refdef.scene.maxentities)
return NULL;
- if (cl_num_temp_entities >= cl_max_temp_entities)
+ if (r_refdef.scene.numtempentities >= r_refdef.scene.maxtempentities)
return NULL;
- ent = &cl_temp_entities[cl_num_temp_entities++];
- memset (ent, 0, sizeof(*ent));
- r_refdef.entities[r_refdef.numentities++] = &ent->render;
+ render = &r_refdef.scene.tempentities[r_refdef.scene.numtempentities++];
+ memset (render, 0, sizeof(*render));
+ r_refdef.scene.entities[r_refdef.scene.numentities++] = render;
- ent->render.colormap = -1; // no special coloring
- ent->render.scale = 1;
- ent->render.alpha = 1;
- return ent;
+ render->alpha = 1;
+ VectorSet(render->colormod, 1, 1, 1);
+ return render;
}
-void CL_AllocDlight (entity_render_t *ent, vec3_t org, float radius, float red, float green, float blue, float decay, float lifetime)
+void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
{
int i;
- dlight_t *dl;
-
- /*
-// first look for an exact key match
- if (ent)
+ cl_effect_t *e;
+ if (!modelindex) // sanity check
+ return;
+ if (framerate < 1)
+ {
+ Con_Printf("CL_Effect: framerate %f is < 1\n", framerate);
+ return;
+ }
+ if (framecount < 1)
{
- dl = cl_dlights;
- for (i = 0;i < MAX_DLIGHTS;i++, dl++)
- if (dl->ent == ent)
- goto dlightsetup;
+ 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;
+ 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;
+ cl.num_effects = max(cl.num_effects, i + 1);
+ break;
}
- */
+}
+
+void CL_AllocLightFlash(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;
// then look for anything else
- dl = cl_dlights;
- for (i = 0;i < MAX_DLIGHTS;i++, dl++)
+ dl = cl.dlights;
+ for (i = 0;i < cl.max_dlights;i++, dl++)
if (!dl->radius)
- goto dlightsetup;
+ break;
// unable to find one
- return;
+ if (i == cl.max_dlights)
+ 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));
+ cl.num_dlights = max(cl.num_dlights, i + 1);
+ Matrix4x4_Normalize(&dl->matrix, matrix);
dl->ent = ent;
- VectorCopy(org, dl->origin);
+ Matrix4x4_OriginFromMatrix(&dl->matrix, dl->origin);
+ CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
+ 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
dl->die = 0;
+ if (cubemapnum > 0)
+ dpsnprintf(dl->cubemapname, sizeof(dl->cubemapname), "cubemaps/%i", cubemapnum);
+ else
+ dl->cubemapname[0] = 0;
+ 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)
+void CL_DecayLightFlashes(void)
{
- int i;
+ int i, oldmax;
dlight_t *dl;
float time;
- time = cl.time - cl.oldtime;
+ 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->intensity -= time * dl->decay;
+ if (cl.time < dl->die && dl->intensity > 0)
+ {
+ if (cl_dlights_decayradius.integer)
+ dl->radius = dl->initialradius * dl->intensity;
+ else
+ dl->radius = dl->initialradius;
+ if (cl_dlights_decaybrightness.integer)
+ VectorScale(dl->initialcolor, dl->intensity, dl->color);
+ else
+ VectorCopy(dl->initialcolor, dl->color);
+ cl.num_dlights = i + 1;
+ }
+ else
+ dl->radius = 0;
+ }
+ }
+}
+
+// called before entity relinking
+void CL_RelinkLightFlashes(void)
+{
+ int i, j, k, l;
+ dlight_t *dl;
+ float frac, f;
+ matrix4x4_t tempmatrix;
- dl = cl_dlights;
- for (i=0 ; i<MAX_DLIGHTS ; i++, dl++)
+ if (r_dynamic.integer)
{
- if (!dl->radius)
- continue;
- if (dl->die < cl.time)
+ for (i = 0, dl = cl.dlights;i < cl.num_dlights && r_refdef.scene.numlights < MAX_DLIGHTS;i++, dl++)
{
- dl->radius = 0;
- continue;
+ if (dl->radius)
+ {
+ tempmatrix = dl->matrix;
+ Matrix4x4_Scale(&tempmatrix, dl->radius, 1);
+ R_RTLight_Update(&r_refdef.scene.lights[r_refdef.scene.numlights++], false, &tempmatrix, dl->color, dl->style, dl->cubemapname, dl->shadow, dl->corona, dl->coronasizescale, dl->ambientscale, dl->diffusescale, dl->specularscale, dl->flags);
+ }
}
+ }
- dl->radius -= time*dl->decay;
- if (dl->radius < 0)
- dl->radius = 0;
+// 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.scene.rtlightstylevalue[j] = 1;
+ r_refdef.scene.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';
+ // rtlightstylevalue is always interpolated because it has no bad
+ // consequences for performance
+ // lightstylevalue is subject to a cvar for performance reasons;
+ // skipping lightmap updates on most rendered frames substantially
+ // improves framerates (but makes light fades look bad)
+ r_refdef.scene.rtlightstylevalue[j] = ((k*frac)+(l*(1-frac)))*(22/256.0f);
+ r_refdef.scene.lightstylevalue[j] = r_lerplightstyles.integer ? (unsigned short)(((k*frac)+(l*(1-frac)))*22) : k*22;
}
}
-void CL_RelinkWorld (void)
+void CL_AddQWCTFFlagModel(entity_t *player, int skin)
{
- if (cl_num_entities < 1)
- cl_num_entities = 1;
- cl_brushmodel_entities[cl_num_brushmodel_entities++] = &cl_entities[0].render;
- CL_BoundingBoxForEntity(&cl_entities[0].render);
+ float f;
+ entity_render_t *flagrender;
+ 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
+
+ flagrender = CL_NewTempEntity();
+ if (!flagrender)
+ return;
+
+ flagrender->model = cl.model_precache[cl.qw_modelindex_flag];
+ flagrender->skinnum = skin;
+ flagrender->alpha = 1;
+ VectorSet(flagrender->colormod, 1, 1, 1);
+ // attach the flag to the player matrix
+ Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
+ Matrix4x4_Concat(&flagrender->matrix, &player->render.matrix, &flagmatrix);
+ CL_UpdateRenderEntity(flagrender);
}
-static void CL_RelinkStaticEntities(void)
+matrix4x4_t viewmodelmatrix;
+
+static const vec3_t muzzleflashorigin = {18, 0, 0};
+
+extern void V_DriftPitch(void);
+extern void V_FadeViewFlashs(void);
+extern void V_CalcViewBlend(void);
+extern void V_CalcRefdef(void);
+
+void CL_SetEntityColormapColors(entity_render_t *ent, int colormap)
{
- int i;
- for (i = 0;i < cl_num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++)
+ const unsigned char *cbcolor;
+ if (colormap >= 0)
+ {
+ cbcolor = palette_rgb_pantscolormap[colormap & 0xF];
+ VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_pantscolor);
+ cbcolor = palette_rgb_shirtcolormap[(colormap & 0xF0) >> 4];
+ VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_shirtcolor);
+ }
+ else
{
- Mod_CheckLoaded(cl_static_entities[i].render.model);
- r_refdef.entities[r_refdef.numentities++] = &cl_static_entities[i].render;
+ VectorClear(ent->colormap_pantscolor);
+ VectorClear(ent->colormap_shirtcolor);
}
}
-/*
-===============
-CL_RelinkEntities
-===============
-*/
-extern qboolean Nehahrademcompatibility;
-static void CL_RelinkNetworkEntities(void)
+// note this is a recursive function, recursionlimit should be 32 or so on the initial call
+void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolate)
{
- entity_t *ent;
- int i, effects, temp;
- float d, bobjrotate, bobjoffset, lerp;
- vec3_t oldorg, neworg, delta, dlightcolor, v, v2, mins, maxs;
+ const matrix4x4_t *matrix;
+ matrix4x4_t blendmatrix, tempmatrix, matrix2;
+ int j, k, l, frame;
+ float origin[3], angles[3], delta[3], lerp, d;
+ entity_t *t;
+ model_t *model;
+ //entity_persistent_t *p = &e->persistent;
+ //entity_render_t *r = &e->render;
+ // skip inactive entities and world
+ if (!e->state_current.active || e == cl.entities)
+ return;
+ if (recursionlimit < 1)
+ 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);
+ e->render.entitynumber = e - cl.entities;
+ if (e->state_current.flags & RENDER_COLORMAPPED)
+ CL_SetEntityColormapColors(&e->render, e->state_current.colormap);
+ else if (e->state_current.colormap > 0 && e->state_current.colormap <= cl.maxclients && cl.scores != NULL)
+ CL_SetEntityColormapColors(&e->render, cl.scores[e->state_current.colormap-1].colors);
+ else
+ CL_SetEntityColormapColors(&e->render, -1);
+ e->render.skinnum = e->state_current.skin;
+ if (e->state_current.tagentity)
+ {
+ // attached entity (gun held in player model's hand, etc)
+ // 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;
+ // update the parent first
+ CL_UpdateNetworkEntity(t, recursionlimit - 1, interpolate);
+ // 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))
+ {
+ // blend the matrices
+ memset(&blendmatrix, 0, sizeof(blendmatrix));
+ for (j = 0;j < 4 && t->render.frameblend[j].lerp > 0;j++)
+ {
+ 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;
+ }
+ }
+ else if (e->render.flags & RENDER_VIEWMODEL)
+ {
+ // view-relative entity (guns and such)
+ if (e->render.effects & EF_NOGUNBOB)
+ matrix = &r_refdef.view.matrix; // really attached to view
+ else
+ matrix = &viewmodelmatrix; // attached to gun bob matrix
+ }
+ else
+ {
+ // world-relative entity (the normal kind)
+ matrix = &identitymatrix;
+ }
+
+ // movement lerp
+ // if it's the predicted player entity, update according to client movement
+ // but don't lerp if going through a teleporter as it causes a bad lerp
+ // also don't use the predicted location if fixangle was set on both of
+ // the most recent server messages, as that cause means you are spectating
+ // someone or watching a cutscene of some sort
+ if (cl_nolerp.integer || cls.timedemo)
+ interpolate = false;
+ if (e == cl.entities + cl.playerentity && cl.movement_predicted && (!cl.fixangle[1] || !cl.fixangle[0]))
+ {
+ lerp = (cl.time - cl.movement_time[2]) / (cl.movement_time[0] - cl.movement_time[1]);
+ lerp = bound(0, lerp, 1);
+ if (!interpolate)
+ lerp = 1;
+ VectorLerp(cl.movement_oldorigin, lerp, cl.movement_origin, origin);
+ VectorSet(angles, 0, cl.viewangles[1], 0);
+ }
+ else if (interpolate && 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);
+ }
- 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;
+ // model setup and some modelflags
+ frame = e->state_current.frame;
+ if (e->state_current.modelindex < MAX_MODELS)
+ e->render.model = cl.model_precache[e->state_current.modelindex];
else
- bobjoffset = 0;
+ e->render.model = NULL;
+ if (e->render.model)
+ {
+ if (e->render.skinnum >= e->render.model->numskins)
+ e->render.skinnum = 0;
+ if (frame >= e->render.model->numframes)
+ frame = 0;
+ // models can set flags such as EF_ROCKET
+ // this 0xFF800000 mask is EF_NOMODELFLAGS plus all the higher EF_ flags such as EF_ROCKET
+ if (!(e->render.effects & 0xFF800000))
+ e->render.effects |= e->render.model->effects;
+ // 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.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];
- // start on the entity after the world
- for (i = 1, ent = cl_entities + 1;i < MAX_EDICTS;i++, ent++)
+ if ((e->render.effects & EF_ROTATE) && !(e->render.flags & RENDER_VIEWMODEL))
{
- // if the object isn't active in the current network frame, skip it
- if (!cl_entities_active[i])
- continue;
- if (!ent->state_current.active)
+ 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;
+ }
+
+ // animation lerp
+ if (e->render.frame2 == frame)
+ {
+ // update frame lerp fraction
+ e->render.framelerp = 1;
+ if (e->render.frame2time > e->render.frame1time)
{
- cl_entities_active[i] = false;
- continue;
+ // 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.frame2 = frame;
+ e->render.frame2time = cl.time;
+ e->render.framelerp = 0;
+ }
+
+ // set up the render matrix
+ if (matrix)
+ {
+ // attached entity, this requires a matrix multiply (concat)
+ // 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);
+ // get the origin from the new matrix
+ Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
+ }
+ else
+ {
+ // unattached entities are faster to process
+ Matrix4x4_CreateFromQuakeEntity(&e->render.matrix, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
+ }
+
+ // 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;
+ // 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 | EF_ADDITIVE | EF_NODEPTHTEST))
+ && (e->render.alpha >= 1)
+ && !(e->render.flags & RENDER_VIEWMODEL)
+ && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
+ e->render.flags |= RENDER_SHADOW;
+ if (e->render.flags & RENDER_VIEWMODEL)
+ e->render.flags |= RENDER_NOSELFSHADOW;
+
+ // make the other useful stuff
+ CL_UpdateRenderEntity(&e->render);
+}
- VectorCopy(ent->persistent.trail_origin, oldorg);
+// creates light and trails from an entity
+void CL_UpdateNetworkEntityTrail(entity_t *e)
+{
+ effectnameindex_t trailtype;
+ vec3_t origin;
+
+ // bmodels are treated specially since their origin is usually '0 0 0' and
+ // their actual geometry is far from '0 0 0'
+ if (e->render.model && e->render.model->soundfromcenter)
+ {
+ 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);
- if (!ent->state_previous.active)
+ // handle particle trails and such effects now that we know where this
+ // entity is in the world...
+ trailtype = EFFECT_NONE;
+ // LordHavoc: if the entity has no effects, don't check each
+ if (e->render.effects & (EF_BRIGHTFIELD | EF_FLAME | EF_STARDUST))
+ {
+ if (e->render.effects & EF_BRIGHTFIELD)
{
- // only one state available
- VectorCopy (ent->persistent.neworigin, neworg);
- VectorCopy (ent->persistent.newangles, ent->render.angles);
- VectorCopy (neworg, oldorg);
+ if (gamemode == GAME_NEXUIZ)
+ trailtype = EFFECT_TR_NEXUIZPLASMA;
+ else
+ CL_EntityParticles(e);
}
- else
+ if (e->render.effects & EF_FLAME)
+ CL_ParticleTrail(EFFECT_EF_FLAME, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true);
+ if (e->render.effects & EF_STARDUST)
+ CL_ParticleTrail(EFFECT_EF_STARDUST, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true);
+ }
+ if (e->render.internaleffects & (INTEF_FLAG1QW | INTEF_FLAG2QW))
+ {
+ // these are only set on player entities
+ CL_AddQWCTFFlagModel(e, (e->render.internaleffects & INTEF_FLAG2QW) != 0);
+ }
+ // muzzleflash fades over time
+ if (e->persistent.muzzleflash > 0)
+ e->persistent.muzzleflash -= bound(0, cl.time - cl.oldtime, 0.1) * 20;
+ // LordHavoc: if the entity has no effects, don't check each
+ if (e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
+ {
+ if (e->render.effects & EF_GIB)
+ trailtype = EFFECT_TR_BLOOD;
+ else if (e->render.effects & EF_ZOMGIB)
+ trailtype = EFFECT_TR_SLIGHTBLOOD;
+ else if (e->render.effects & EF_TRACER)
+ trailtype = EFFECT_TR_WIZSPIKE;
+ else if (e->render.effects & EF_TRACER2)
+ trailtype = EFFECT_TR_KNIGHTSPIKE;
+ else if (e->render.effects & EF_ROCKET)
+ trailtype = EFFECT_TR_ROCKET;
+ else if (e->render.effects & EF_GRENADE)
{
- // if the delta is large, assume a teleport and don't lerp
- VectorSubtract(ent->persistent.neworigin, ent->persistent.oldorigin, delta);
- if (ent->persistent.lerpdeltatime > 0)
- {
- lerp = (cl.time - ent->persistent.lerpstarttime) / ent->persistent.lerpdeltatime;
- if (lerp < 1)
- {
- // interpolate the origin and angles
- VectorMA(ent->persistent.oldorigin, lerp, delta, neworg);
- VectorSubtract(ent->persistent.newangles, ent->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->persistent.oldangles, lerp, delta, ent->render.angles);
- }
- else
- {
- // no interpolation
- VectorCopy (ent->persistent.neworigin, neworg);
- VectorCopy (ent->persistent.newangles, ent->render.angles);
- }
- }
- else
- {
- // no interpolation
- VectorCopy (ent->persistent.neworigin, neworg);
- VectorCopy (ent->persistent.newangles, ent->render.angles);
- }
+ // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
+ trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
}
+ else if (e->render.effects & EF_TRACER3)
+ trailtype = EFFECT_TR_VORESPIKE;
+ }
+ // do trails
+ if (e->render.flags & RENDER_GLOWTRAIL)
+ trailtype = EFFECT_TR_GLOWTRAIL;
+ // check if a trail is allowed (it is not after a teleport for example)
+ if (trailtype && e->persistent.trail_allowed)
+ {
+ 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_ParticleTrail(trailtype, 1, e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor, false, true);
+ }
+ // now that the entity has survived one trail update it is allowed to
+ // leave a real trail on later frames
+ e->persistent.trail_allowed = true;
+ VectorCopy(origin, e->persistent.trail_origin);
+}
- VectorCopy (neworg, ent->persistent.trail_origin);
- // persistent.modelindex will be updated by CL_LerpUpdate
- if (ent->state_current.modelindex != ent->persistent.modelindex || !ent->state_previous.active)
- VectorCopy(neworg, oldorg);
-
- VectorCopy (neworg, ent->render.origin);
- ent->render.flags = ent->state_current.flags;
- if (i == cl.viewentity)
- ent->render.flags |= RENDER_EXTERIORMODEL;
- ent->render.effects = effects = ent->state_current.effects;
- if (ent->state_current.flags & RENDER_COLORMAPPED)
- ent->render.colormap = ent->state_current.colormap;
- else 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?
- // update interpolation info
- CL_LerpUpdate(ent);
+/*
+===============
+CL_UpdateViewEntities
+===============
+*/
+void CL_UpdateViewEntities(void)
+{
+ int i;
+ // update any RENDER_VIEWMODEL entities to use the new view matrix
+ for (i = 1;i < cl.num_entities;i++)
+ {
+ if (cl.entities_active[i])
+ {
+ entity_t *ent = cl.entities + i;
+ if ((ent->render.flags & RENDER_VIEWMODEL) || ent->state_current.tagentity)
+ CL_UpdateNetworkEntity(ent, 32, true);
+ }
+ }
+ // and of course the engine viewmodel needs updating as well
+ CL_UpdateNetworkEntity(&cl.viewent, 32, true);
+}
- // handle effects now...
- dlightcolor[0] = 0;
- dlightcolor[1] = 0;
- dlightcolor[2] = 0;
+/*
+===============
+CL_UpdateNetworkCollisionEntities
+===============
+*/
+void CL_UpdateNetworkCollisionEntities(void)
+{
+ entity_t *ent;
+ int i;
- // LordHavoc: if the entity has no effects, don't check each
- if (effects)
+ // start on the entity after the world
+ cl.num_brushmodel_entities = 0;
+ for (i = cl.maxclients + 1;i < cl.num_entities;i++)
+ {
+ if (cl.entities_active[i])
{
- if (effects & EF_BRIGHTFIELD)
- {
- if (gamemode == GAME_NEXIUZ)
- {
- dlightcolor[0] += 100.0f;
- dlightcolor[1] += 200.0f;
- dlightcolor[2] += 400.0f;
- // don't do trail if we have no previous location
- if (ent->state_previous.active)
- CL_RocketTrail (oldorg, neworg, 8, ent);
- }
- else
- CL_EntityParticles (ent);
- }
- if (effects & EF_MUZZLEFLASH)
- ent->persistent.muzzleflash = 100.0f;
- if (effects & EF_DIMLIGHT)
- {
- dlightcolor[0] += 200.0f;
- dlightcolor[1] += 200.0f;
- dlightcolor[2] += 200.0f;
- }
- if (effects & EF_BRIGHTLIGHT)
- {
- dlightcolor[0] += 400.0f;
- dlightcolor[1] += 400.0f;
- dlightcolor[2] += 400.0f;
- }
- // LordHavoc: added EF_RED and EF_BLUE
- if (effects & EF_RED) // red
- {
- dlightcolor[0] += 200.0f;
- dlightcolor[1] += 20.0f;
- dlightcolor[2] += 20.0f;
- }
- if (effects & EF_BLUE) // blue
+ ent = cl.entities + i;
+ if (ent->state_current.active && ent->render.model && ent->render.model->name[0] == '*' && ent->render.model->TraceBox)
{
- dlightcolor[0] += 20.0f;
- dlightcolor[1] += 20.0f;
- dlightcolor[2] += 200.0f;
+ // do not interpolate the bmodels for this
+ CL_UpdateNetworkEntity(ent, 32, false);
+ cl.brushmodel_entities[cl.num_brushmodel_entities++] = i;
}
- if (effects & EF_FLAME)
- {
- if (ent->render.model)
- {
- 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;
- }
- if (effects & EF_STARDUST)
+ }
+ }
+}
+
+/*
+===============
+CL_UpdateNetworkEntities
+===============
+*/
+void CL_UpdateNetworkEntities(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])
+ {
+ ent = cl.entities + i;
+ if (ent->state_current.active)
{
- if (ent->render.model)
- {
- 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;
+ CL_UpdateNetworkEntity(ent, 32, true);
+ // view models should never create light/trails
+ if (!(ent->render.flags & RENDER_VIEWMODEL))
+ CL_UpdateNetworkEntityTrail(ent);
}
+ else
+ cl.entities_active[i] = false;
}
+ }
+}
- if (ent->persistent.muzzleflash > 0)
- {
- AngleVectors (ent->render.angles, v, NULL, NULL);
+void CL_UpdateViewModel(void)
+{
+ entity_t *ent;
+ 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;
+ }
+ ent->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
+ ent->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB));
- v2[0] = v[0] * 18 + neworg[0];
- v2[1] = v[1] * 18 + neworg[1];
- v2[2] = v[2] * 18 + neworg[2] + 16;
- CL_TraceLine(neworg, v2, v, NULL, 0, true, NULL);
+ // reset animation interpolation on weaponmodel if model changed
+ if (ent->state_previous.modelindex != ent->state_current.modelindex)
+ {
+ 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, 32, true);
+}
- CL_AllocDlight (NULL, v, ent->persistent.muzzleflash, 1, 1, 1, 0, 0);
- ent->persistent.muzzleflash -= cl.frametime * 1000;
- }
+// 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)
+{
+ effectnameindex_t trailtype;
+ vec3_t origin;
+ vec3_t dlightcolor;
+ vec_t dlightradius;
- // LordHavoc: if the model has no flags, don't check each
- if (ent->render.model && ent->render.model->flags)
- {
- if (ent->render.model->flags & EF_ROTATE)
- {
- ent->render.angles[1] = bobjrotate;
- ent->render.origin[2] += bobjoffset;
- }
- // only do trails if present in the previous frame as well
- if (ent->state_previous.active)
- {
- 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);
- dlightcolor[0] += 0x10;
- dlightcolor[1] += 0x40;
- dlightcolor[2] += 0x10;
- }
- else if (ent->render.model->flags & EF_TRACER2)
- {
- CL_RocketTrail (oldorg, neworg, 5, ent);
- dlightcolor[0] += 0x50;
- dlightcolor[1] += 0x30;
- dlightcolor[2] += 0x10;
- }
- else if (ent->render.model->flags & EF_ROCKET)
- {
- CL_RocketTrail (oldorg, ent->render.origin, 0, ent);
- dlightcolor[0] += 200.0f;
- dlightcolor[1] += 160.0f;
- dlightcolor[2] += 80.0f;
- }
- else if (ent->render.model->flags & EF_GRENADE)
- {
- if (ent->render.alpha == -1) // LordHavoc: Nehahra dem compatibility (cigar smoke)
- CL_RocketTrail (oldorg, neworg, 7, ent);
- else
- CL_RocketTrail (oldorg, neworg, 1, ent);
- }
- else if (ent->render.model->flags & EF_TRACER3)
- {
- CL_RocketTrail (oldorg, neworg, 6, ent);
- dlightcolor[0] += 0x50;
- dlightcolor[1] += 0x20;
- dlightcolor[2] += 0x40;
- }
- }
+ // skip inactive entities and world
+ if (!e->state_current.active || e == cl.entities)
+ return;
+ if (e->state_current.tagentity)
+ {
+ // 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;
+ }
+
+ // create entity dlights associated with this entity
+ 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 & (EF_BRIGHTFIELD | EF_DIMLIGHT | EF_BRIGHTLIGHT | EF_RED | EF_BLUE | EF_FLAME | EF_STARDUST))
+ {
+ if (e->render.effects & EF_BRIGHTFIELD)
+ {
+ if (gamemode == GAME_NEXUIZ)
+ trailtype = EFFECT_TR_NEXUIZPLASMA;
}
- // LordHavoc: customizable glow
- if (ent->state_current.glowsize)
+ if (e->render.effects & EF_DIMLIGHT)
{
- // * 4 for the expansion from 0-255 to 0-1023 range,
- // / 255 to scale down byte colors
- VectorMA(dlightcolor, ent->state_current.glowsize * (4.0f / 255.0f), (qbyte *)&palette_complete[ent->state_current.glowcolor], dlightcolor);
+ dlightradius = max(dlightradius, 200);
+ dlightcolor[0] += 1.50f;
+ dlightcolor[1] += 1.50f;
+ dlightcolor[2] += 1.50f;
}
- // LordHavoc: customizable trail
- if (ent->render.flags & RENDER_GLOWTRAIL)
- CL_RocketTrail2 (oldorg, neworg, ent->state_current.glowcolor, ent);
-
- if (dlightcolor[0] || dlightcolor[1] || dlightcolor[2])
+ if (e->render.effects & EF_BRIGHTLIGHT)
{
- VectorCopy(neworg, v);
- // hack to make glowing player light shine on their gun
- if (i == cl.viewentity/* && !chase_active.integer*/)
- v[2] += 30;
- CL_AllocDlight (&ent->render, v, 1, dlightcolor[0], dlightcolor[1], dlightcolor[2], 0, 0);
+ 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)
+ CL_ParticleTrail(EFFECT_EF_FLAME, 0, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false);
+ if (e->render.effects & EF_STARDUST)
+ CL_ParticleTrail(EFFECT_EF_STARDUST, 0, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false);
+ }
+ // muzzleflash fades over time, and is offset a bit
+ if (e->persistent.muzzleflash > 0 && r_refdef.scene.numlights < MAX_DLIGHTS)
+ {
+ vec3_t v2;
+ vec3_t color;
+ trace_t trace;
+ matrix4x4_t tempmatrix;
+ Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
+ trace = CL_Move(origin, vec3_origin, vec3_origin, v2, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, true, false, NULL, false);
+ Matrix4x4_Normalize(&tempmatrix, &e->render.matrix);
+ Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], trace.endpos[2]);
+ Matrix4x4_Scale(&tempmatrix, 150, 1);
+ VectorSet(color, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f);
+ R_RTLight_Update(&r_refdef.scene.lights[r_refdef.scene.numlights++], false, &tempmatrix, color, -1, NULL, true, 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+ }
+ // LordHavoc: if the model has no flags, don't check each
+ if (e->render.model && e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
+ {
+ if (e->render.effects & EF_GIB)
+ trailtype = EFFECT_TR_BLOOD;
+ else if (e->render.effects & EF_ZOMGIB)
+ trailtype = EFFECT_TR_SLIGHTBLOOD;
+ else if (e->render.effects & EF_TRACER)
+ trailtype = EFFECT_TR_WIZSPIKE;
+ else if (e->render.effects & EF_TRACER2)
+ trailtype = EFFECT_TR_KNIGHTSPIKE;
+ else if (e->render.effects & EF_ROCKET)
+ trailtype = EFFECT_TR_ROCKET;
+ else if (e->render.effects & EF_GRENADE)
+ {
+ // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
+ trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
+ }
+ else if (e->render.effects & 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), palette_rgb[e->state_current.glowcolor], dlightcolor);
+ }
+ // make the glow dlight
+ if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL) && r_refdef.scene.numlights < MAX_DLIGHTS)
+ {
+ matrix4x4_t dlightmatrix;
+ Matrix4x4_Normalize(&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);
+ Matrix4x4_Scale(&dlightmatrix, dlightradius, 1);
+ R_RTLight_Update(&r_refdef.scene.lights[r_refdef.scene.numlights++], false, &dlightmatrix, dlightcolor, -1, NULL, true, 1, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+ }
+ // custom rtlight
+ if ((e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) && r_refdef.scene.numlights < MAX_DLIGHTS)
+ {
+ matrix4x4_t dlightmatrix;
+ 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?
+ Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
+ Matrix4x4_Scale(&dlightmatrix, light[3], 1);
+ R_RTLight_Update(&r_refdef.scene.lights[r_refdef.scene.numlights++], false, &dlightmatrix, light, e->state_current.lightstyle, e->state_current.skin > 0 ? va("cubemaps/%i", e->state_current.skin) : NULL, !(e->state_current.lightpflags & PFLAGS_NOSHADOW), (e->state_current.lightpflags & PFLAGS_CORONA) != 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+ }
+ // do trail light
+ if (e->render.flags & RENDER_GLOWTRAIL)
+ trailtype = EFFECT_TR_GLOWTRAIL;
+ if (trailtype)
+ CL_ParticleTrail(trailtype, 0, origin, origin, vec3_origin, vec3_origin, NULL, e->state_current.glowcolor, true, false);
+
+ // don't show viewmodels in certain situations
+ if (e->render.flags & RENDER_VIEWMODEL)
+ if (!r_drawviewmodel.integer || chase_active.integer || r_refdef.envmap)
+ 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.scene.numentities < r_refdef.scene.maxentities)
+ r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
+ //if (cl.viewentity && e->state_current.number == cl.viewentity)
+ // Matrix4x4_Print(&e->render.matrix);
+}
- if (chase_active.integer && (ent->render.flags & RENDER_VIEWMODEL))
- continue;
-
- // don't show entities with no modelindex (note: this still shows
- // entities which have a modelindex that resolved to a NULL model)
- if (!ent->state_current.modelindex)
- continue;
- if (effects & EF_NODRAW)
- continue;
-
- CL_BoundingBoxForEntity(&ent->render);
- if (ent->render.model && ent->render.model->name[0] == '*' && ent->render.model->type == mod_brush)
- cl_brushmodel_entities[cl_num_brushmodel_entities++] = &ent->render;
-
- // note: the cl.viewentity and intermission check is to hide player
- // shadow during intermission and during the Nehahra movie and
- // Nehahra cinematics
- if (!(ent->state_current.effects & EF_NOSHADOW)
- && !(ent->state_current.effects & EF_ADDITIVE)
- && (ent->state_current.alpha == 255)
- && !(ent->render.flags & RENDER_VIEWMODEL)
- && (i != cl.viewentity || (!cl.intermission && !Nehahrademcompatibility)))
- ent->render.flags |= RENDER_SHADOW;
-
- if (r_refdef.numentities < r_refdef.maxentities)
- r_refdef.entities[r_refdef.numentities++] = &ent->render;
+void CL_RelinkWorld(void)
+{
+ entity_t *ent = &cl.entities[0];
+ // FIXME: this should be done at load
+ ent->render.matrix = identitymatrix;
+ ent->render.flags = RENDER_SHADOW;
+ if (!r_fullbright.integer)
+ ent->render.flags |= RENDER_LIGHT;
+ VectorSet(ent->render.colormod, 1, 1, 1);
+ CL_UpdateRenderEntity(&ent->render);
+ r_refdef.scene.worldentity = &ent->render;
+ r_refdef.scene.worldmodel = cl.worldmodel;
+}
- if (cl_num_entities < i + 1)
- cl_num_entities = i + 1;
+static void CL_RelinkStaticEntities(void)
+{
+ int i;
+ entity_t *e;
+ for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.scene.numentities < r_refdef.scene.maxentities;i++, e++)
+ {
+ 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];
+ // 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 | EF_ADDITIVE | EF_NODEPTHTEST)) && (e->render.alpha >= 1))
+ e->render.flags |= RENDER_SHADOW;
+ VectorSet(e->render.colormod, 1, 1, 1);
+ R_LerpAnimation(&e->render);
+ CL_UpdateRenderEntity(&e->render);
+ r_refdef.scene.entities[r_refdef.scene.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_effects;i < cl_max_effects;i++, e++)
- {
- 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;
+ // start on the entity after the world
+ for (i = 1;i < cl.num_entities;i++)
+ {
+ if (cl.entities_active[i])
+ {
+ ent = cl.entities + i;
+ if (ent->state_current.active)
+ CL_LinkNetworkEntity(ent);
+ else
+ cl.entities_active[i] = false;
+ }
}
}
{
int i, intframe;
cl_effect_t *e;
- entity_t *ent;
+ entity_render_t *entrender;
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)
{
- e->active = false;
memset(e, 0, sizeof(*e));
+ while (cl.num_effects > 0 && !cl.effects[cl.num_effects - 1].active)
+ cl.num_effects--;
continue;
}
// 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()))
+ if (r_draweffects.integer && (entrender = CL_NewTempEntity()))
{
// interpolation stuff
- 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;
+ entrender->frame1 = intframe;
+ entrender->frame2 = intframe + 1;
+ if (entrender->frame2 >= e->endframe)
+ entrender->frame2 = -1; // disappear
+ entrender->framelerp = frame - intframe;
+ entrender->frame1time = e->frame1time;
+ entrender->frame2time = e->frame2time;
// normal stuff
- VectorCopy(e->origin, ent->render.origin);
- ent->render.model = cl.model_precache[e->modelindex];
- ent->render.frame = ent->render.frame2;
- ent->render.colormap = -1; // no special coloring
- ent->render.scale = 1;
- ent->render.alpha = 1;
-
- CL_BoundingBoxForEntity(&ent->render);
+ if(e->modelindex < MAX_MODELS)
+ entrender->model = cl.model_precache[e->modelindex];
+ else
+ entrender->model = cl.csqc_model_precache[-(e->modelindex+1)];
+ entrender->alpha = 1;
+ VectorSet(entrender->colormod, 1, 1, 1);
+
+ Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
+ CL_UpdateRenderEntity(entrender);
}
}
}
}
-void CL_RelinkBeams (void)
+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_refdef.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;
+ entity_render_t *entrender;
+ double 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 (b->endtime < cl.time)
+ {
+ b->model = NULL;
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 (b->entity && cl_entities[b->entity].state_current.active)
+ CL_Beam_CalculatePositions(b, start, end);
+
+ if (b->lightning)
{
- VectorCopy (cl_entities[b->entity].render.origin, b->start);
- b->start[2] += 16;
+ if (cl_beams_lightatend.integer && r_refdef.scene.numlights < MAX_DLIGHTS)
+ {
+ // FIXME: create a matrix from the beam start/end orientation
+ vec3_t dlightcolor;
+ VectorSet(dlightcolor, 0.3, 0.7, 1);
+ Matrix4x4_CreateFromQuakeEntity(&tempmatrix, end[0], end[1], end[2], 0, 0, 0, 200);
+ R_RTLight_Update(&r_refdef.scene.lights[r_refdef.scene.numlights++], false, &tempmatrix, dlightcolor, -1, NULL, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+ }
+ if (cl_beams_polygons.integer)
+ continue;
}
// 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;
}
else
{
- yaw = (int) (atan2(dist[1], dist[0]) * 180 / M_PI);
+ yaw = 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);
+ pitch = atan2(dist[2], forward) * 180 / M_PI;
if (pitch < 0)
pitch += 360;
}
// add new entities for the lightning
- VectorCopy (b->start, org);
+ VectorCopy (start, org);
d = VectorNormalizeLength(dist);
while (d > 0)
{
- ent = CL_NewTempEntity ();
- if (!ent)
+ entrender = CL_NewTempEntity ();
+ if (!entrender)
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;
- CL_BoundingBoxForEntity(&ent->render);
+ //VectorCopy (org, ent->render.origin);
+ entrender->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(&entrender->matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
+ CL_UpdateRenderEntity(entrender);
VectorMA(org, 30, dist, org);
d -= 30;
}
}
+
+ while (cl.num_beams > 0 && !cl.beams[cl.num_beams - 1].model)
+ cl.num_beams--;
}
-void CL_LerpPlayer(float frac)
+static void CL_RelinkQWNails(void)
{
int i;
- float d;
+ vec_t *v;
+ entity_render_t *entrender;
- if (cl.entitydatabase.numframes && cl.viewentity == cl.playerentity)
+ for (i = 0;i < cl.qw_num_nails;i++)
{
- 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]);
+ 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 (!(entrender = CL_NewTempEntity()))
+ continue;
+
+ // normal stuff
+ entrender->model = cl.model_precache[cl.qw_modelindex_spike];
+ entrender->alpha = 1;
+ VectorSet(entrender->colormod, 1, 1, 1);
+
+ Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
+ CL_UpdateRenderEntity(entrender);
}
- else
- VectorCopy (cl_entities[cl.viewentity].render.origin, cl.viewentorigin);
+}
- cl.viewzoom = cl.viewzoomold + frac * (cl.viewzoomnew - cl.viewzoomold);
+void CL_LerpPlayer(float frac)
+{
+ int i;
+ cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
for (i = 0;i < 3;i++)
+ {
+ cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
+ 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)
+ // interpolate the angles if playing a demo or spectating someone
+ if (cls.demoplayback || cl.fixangle[0])
{
- // interpolate the angles
for (i = 0;i < 3;i++)
{
- d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
+ float d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
if (d > 180)
d -= 360;
else if (d < -180)
}
}
-void CL_RelinkEntities (void)
+void CSQC_RelinkAllEntities (int drawmask)
{
- float frac;
-
- // fraction from previous network update to current
- frac = CL_LerpPoint();
-
- CL_ClearTempEntities();
- CL_DecayLights();
+ // link stuff
CL_RelinkWorld();
CL_RelinkStaticEntities();
- CL_RelinkNetworkEntities();
- CL_RelinkEffects();
CL_RelinkBeams();
- CL_MoveParticles();
+ CL_RelinkEffects();
- CL_LerpPlayer(frac);
-}
+ // link stuff
+ if (drawmask & ENTMASK_ENGINE)
+ {
+ CL_RelinkNetworkEntities();
+ if (drawmask & ENTMASK_ENGINEVIEWMODELS)
+ CL_LinkNetworkEntity(&cl.viewent); // link gun model
+ CL_RelinkQWNails();
+ }
+ // update view blend
+ V_CalcViewBlend();
+}
/*
===============
-CL_ReadFromServer
+CL_UpdateWorld
-Read all incoming data from the server
+Update client game world for a new frame
===============
*/
-int CL_ReadFromServer (void)
+void CL_UpdateWorld(void)
{
- int ret, netshown;
+ r_refdef.scene.extraupdate = !r_speeds.integer;
+ r_refdef.scene.numentities = 0;
+ r_refdef.scene.numlights = 0;
+ r_refdef.view.matrix = identitymatrix;
+ r_refdef.view.quality = 1;
- cl.oldtime = cl.time;
- cl.time += cl.frametime;
+ cl.num_brushmodel_entities = 0;
- netshown = false;
- do
+ if (cls.state == ca_connected && cls.signon == SIGNONS)
{
- ret = CL_GetMessage ();
- if (ret == -1)
- Host_Error ("CL_ReadFromServer: lost server connection");
- if (!ret)
- break;
+ // prepare for a new frame
+ CL_LerpPlayer(CL_LerpPoint());
+ CL_DecayLightFlashes();
+ CL_ClearTempEntities();
+ V_DriftPitch();
+ V_FadeViewFlashs();
- cl.last_received_message = realtime;
+ // if prediction is enabled we have to update all the collidable
+ // network entities before the prediction code can be run
+ CL_UpdateNetworkCollisionEntities();
- if (cl_shownet.integer)
- netshown = true;
+ // now update the player prediction
+ CL_ClientMovement_Replay();
- CL_ParseServerMessage ();
- }
- while (ret && cls.state == ca_connected);
+ // update the player entity (which may be predicted)
+ CL_UpdateNetworkEntity(cl.entities + cl.viewentity, 32, true);
- if (netshown)
- Con_Printf ("\n");
+ // now update the view (which depends on that player entity)
+ V_CalcRefdef();
- r_refdef.numentities = 0;
- cl_num_entities = 0;
- cl_num_brushmodel_entities = 0;
+ // now update all the network entities and create particle trails
+ // (some entities may depend on the view)
+ CL_UpdateNetworkEntities();
- if (cls.state == ca_connected && cls.signon == SIGNONS)
- {
- CL_RelinkEntities ();
+ // update the engine-based viewmodel
+ CL_UpdateViewModel();
+
+ CL_RelinkLightFlashes();
+ CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS);
- // run cgame code (which can add more entities)
- CL_CGVM_Frame();
+ // decals, particles, and explosions will be updated during rneder
}
-//
-// bring the links up to date
-//
- return 0;
+ r_refdef.scene.time = cl.time;
+}
+
+// LordHavoc: pausedemo command
+static void CL_PauseDemo_f (void)
+{
+ cls.demopaused = !cls.demopaused;
+ if (cls.demopaused)
+ Con_Print("Demo paused\n");
+ else
+ Con_Print("Demo unpaused\n");
}
/*
-=================
-CL_SendCmd
-=================
+======================
+CL_Fog_f
+======================
*/
-void CL_SendCmd (void)
+static void CL_Fog_f (void)
{
- usercmd_t cmd;
-
- if (cls.state != ca_connected)
- return;
-
- if (cls.signon == SIGNONS)
+ if (Cmd_Argc () == 1)
{
- // get basic movement from keyboard
- CL_BaseMove (&cmd);
+ Con_Printf("\"fog\" is \"%f %f %f %f %f %f %f\"\n", r_refdef.fog_density, r_refdef.fog_red, r_refdef.fog_green, r_refdef.fog_blue, r_refdef.fog_alpha, r_refdef.fog_start, r_refdef.fog_end);
+ return;
+ }
+ r_refdef.fog_start = 0;
+ r_refdef.fog_end = 16384;
+ r_refdef.fog_alpha = 1;
+ if(Cmd_Argc() > 1)
+ r_refdef.fog_density = atof(Cmd_Argv(1));
+ if(Cmd_Argc() > 2)
+ r_refdef.fog_red = atof(Cmd_Argv(2));
+ if(Cmd_Argc() > 3)
+ r_refdef.fog_green = atof(Cmd_Argv(3));
+ if(Cmd_Argc() > 4)
+ r_refdef.fog_blue = atof(Cmd_Argv(4));
+ if(Cmd_Argc() > 5)
+ r_refdef.fog_alpha = atof(Cmd_Argv(5));
+ if(Cmd_Argc() > 6)
+ r_refdef.fog_start = atof(Cmd_Argv(6));
+ if(Cmd_Argc() > 7)
+ r_refdef.fog_end = atof(Cmd_Argv(7));
+}
- IN_PreMove(); // OS independent code
+/*
+====================
+CL_TimeRefresh_f
- // allow mice or other external controllers to add to the move
- IN_Move (&cmd);
+For program optimization
+====================
+*/
+static void CL_TimeRefresh_f (void)
+{
+ int i;
+ float timestart, timedelta;
- IN_PostMove(); // OS independent code
+ r_refdef.scene.extraupdate = false;
- // send the unreliable message
- CL_SendMove (&cmd);
+ timestart = Sys_DoubleTime();
+ for (i = 0;i < 128;i++)
+ {
+ Matrix4x4_CreateFromQuakeEntity(&r_refdef.view.matrix, r_refdef.view.origin[0], r_refdef.view.origin[1], r_refdef.view.origin[2], 0, i / 128.0 * 360.0, 0, 1);
+ r_refdef.view.quality = 1;
+ CL_UpdateScreen();
}
-#ifndef NOROUTINGFIX
- else if (cls.signon == 0 && !cls.demoplayback)
+ timedelta = Sys_DoubleTime() - timestart;
+
+ Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
+}
+
+void CL_AreaStats_f(void)
+{
+ World_PrintAreaStats(&cl.world, "client");
+}
+
+cl_locnode_t *CL_Locs_FindNearest(const vec3_t point)
+{
+ int i;
+ cl_locnode_t *loc;
+ cl_locnode_t *best;
+ vec3_t nearestpoint;
+ vec_t dist, bestdist;
+ best = NULL;
+ bestdist = 0;
+ for (loc = cl.locnodes;loc;loc = loc->next)
{
- // 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)
+ for (i = 0;i < 3;i++)
+ nearestpoint[i] = bound(loc->mins[i], point[i], loc->maxs[i]);
+ dist = VectorDistance2(nearestpoint, point);
+ if (bestdist > dist || !best)
{
- cl.sendnoptime = realtime + 3;
- Con_DPrintf("sending clc_nop to get server's attention\n");
- {
- sizebuf_t buf;
- qbyte data[128];
- buf.maxsize = 128;
- buf.cursize = 0;
- buf.data = data;
- MSG_WriteByte(&buf, clc_nop);
- if (NET_SendUnreliableMessage (cls.netcon, &buf) == -1)
- {
- Con_Printf ("CL_SendCmd: lost server connection\n");
- CL_Disconnect ();
- }
- }
+ bestdist = dist;
+ best = loc;
+ if (bestdist < 1)
+ break;
}
}
-#endif
+ return best;
+}
- if (cls.demoplayback)
+void CL_Locs_FindLocationName(char *buffer, size_t buffersize, vec3_t point)
+{
+ cl_locnode_t *loc;
+ loc = CL_Locs_FindNearest(point);
+ if (loc)
+ strlcpy(buffer, loc->name, buffersize);
+ else
+ dpsnprintf(buffer, buffersize, "LOC=%.0f:%.0f:%.0f", point[0], point[1], point[2]);
+}
+
+void CL_Locs_FreeNode(cl_locnode_t *node)
+{
+ cl_locnode_t **pointer, **next;
+ for (pointer = &cl.locnodes;*pointer;pointer = next)
{
- SZ_Clear (&cls.message);
- return;
+ next = &(*pointer)->next;
+ if (*pointer == node)
+ {
+ *pointer = node->next;
+ Mem_Free(node);
+ }
}
+ Con_Printf("CL_Locs_FreeNode: no such node! (%p)\n", node);
+}
-// send the reliable message
- if (!cls.message.cursize)
- return; // no message at all
+void CL_Locs_AddNode(vec3_t mins, vec3_t maxs, const char *name)
+{
+ cl_locnode_t *node, **pointer;
+ int namelen;
+ if (!name)
+ name = "";
+ namelen = strlen(name);
+ node = Mem_Alloc(cls.levelmempool, sizeof(cl_locnode_t) + namelen + 1);
+ VectorSet(node->mins, min(mins[0], maxs[0]), min(mins[1], maxs[1]), min(mins[2], maxs[2]));
+ VectorSet(node->maxs, max(mins[0], maxs[0]), max(mins[1], maxs[1]), max(mins[2], maxs[2]));
+ node->name = (char *)(node + 1);
+ memcpy(node->name, name, namelen);
+ node->name[namelen] = 0;
+ // link it into the tail of the list to preserve the order
+ for (pointer = &cl.locnodes;*pointer;pointer = &(*pointer)->next)
+ ;
+ *pointer = node;
+}
- if (!NET_CanSendMessage (cls.netcon))
+void CL_Locs_Add_f(void)
+{
+ vec3_t mins, maxs;
+ if (Cmd_Argc() != 5 && Cmd_Argc() != 8)
{
- Con_DPrintf ("CL_WriteToServer: can't send\n");
- if (developer.integer)
- SZ_HexDumpToConsole(&cls.message);
+ Con_Printf("usage: %s x y z[ x y z] name\n", Cmd_Argv(0));
return;
}
-
- if (NET_SendMessage (cls.netcon, &cls.message) == -1)
- Host_Error ("CL_WriteToServer: lost server connection");
-
- SZ_Clear (&cls.message);
+ mins[0] = atof(Cmd_Argv(1));
+ mins[1] = atof(Cmd_Argv(2));
+ mins[2] = atof(Cmd_Argv(3));
+ if (Cmd_Argc() == 8)
+ {
+ maxs[0] = atof(Cmd_Argv(4));
+ maxs[1] = atof(Cmd_Argv(5));
+ maxs[2] = atof(Cmd_Argv(6));
+ CL_Locs_AddNode(mins, maxs, Cmd_Argv(7));
+ }
+ else
+ CL_Locs_AddNode(mins, mins, Cmd_Argv(4));
}
-// LordHavoc: pausedemo command
-static void CL_PauseDemo_f (void)
+void CL_Locs_RemoveNearest_f(void)
{
- cls.demopaused = !cls.demopaused;
- if (cls.demopaused)
- Con_Printf("Demo paused\n");
+ cl_locnode_t *loc;
+ loc = CL_Locs_FindNearest(r_refdef.view.origin);
+ if (loc)
+ CL_Locs_FreeNode(loc);
else
- Con_Printf("Demo unpaused\n");
+ Con_Printf("no loc point or box found for your location\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)
+void CL_Locs_Clear_f(void)
{
- int i;
- eval_t *val;
+ while (cl.locnodes)
+ CL_Locs_FreeNode(cl.locnodes);
+}
- if (Cmd_Argc () == 1)
+void CL_Locs_Save_f(void)
+{
+ cl_locnode_t *loc;
+ qfile_t *outfile;
+ char locfilename[MAX_QPATH];
+ if (!cl.locnodes)
{
- Con_Printf ("\"pmodel\" is \"%s\"\n", cl_pmodel.string);
+ Con_Printf("No loc points/boxes exist!\n");
return;
}
- i = atoi(Cmd_Argv(1));
-
- if (cmd_source == src_command)
+ if (cls.state != ca_connected || !cl.worldmodel)
{
- if (cl_pmodel.integer == i)
- return;
- Cvar_SetValue ("_cl_pmodel", i);
- if (cls.state == ca_connected)
- Cmd_ForwardToServer ();
+ Con_Printf("No level loaded!\n");
return;
}
+ FS_StripExtension(cl.worldmodel->name, locfilename, sizeof(locfilename));
+ strlcat(locfilename, ".loc", sizeof(locfilename));
- host_client->pmodel = i;
- if ((val = GETEDICTFIELDVALUE(host_client->edict, eval_pmodel)))
- val->_float = i;
+ outfile = FS_Open(locfilename, "w", false, false);
+ if (!outfile)
+ return;
+ // if any boxes are used then this is a proquake-format loc file, which
+ // allows comments, so add some relevant information at the start
+ for (loc = cl.locnodes;loc;loc = loc->next)
+ if (!VectorCompare(loc->mins, loc->maxs))
+ break;
+ if (loc)
+ {
+ FS_Printf(outfile, "// %s %s saved by %s\n// x,y,z,x,y,z,\"name\"\n\n", locfilename, Sys_TimeString("%Y-%m-%d"), engineversion);
+ for (loc = cl.locnodes;loc;loc = loc->next)
+ if (VectorCompare(loc->mins, loc->maxs))
+ break;
+ if (loc)
+ Con_Printf("Warning: writing loc file containing a mixture of qizmo-style points and proquake-style boxes may not work in qizmo or proquake!\n");
+ }
+ for (loc = cl.locnodes;loc;loc = loc->next)
+ {
+ if (VectorCompare(loc->mins, loc->maxs))
+ {
+ int len;
+ const char *s;
+ const char *in = loc->name;
+ char name[MAX_INPUTLINE];
+ for (len = 0;len < (int)sizeof(name) - 1 && *in;)
+ {
+ if (*in == ' ') {s = "$loc_name_separator";in++;}
+ else if (!strncmp(in, "SSG", 3)) {s = "$loc_name_ssg";in += 3;}
+ else if (!strncmp(in, "NG", 2)) {s = "$loc_name_ng";in += 2;}
+ else if (!strncmp(in, "SNG", 3)) {s = "$loc_name_sng";in += 3;}
+ else if (!strncmp(in, "GL", 2)) {s = "$loc_name_gl";in += 2;}
+ else if (!strncmp(in, "RL", 2)) {s = "$loc_name_rl";in += 2;}
+ else if (!strncmp(in, "LG", 2)) {s = "$loc_name_lg";in += 2;}
+ else if (!strncmp(in, "GA", 2)) {s = "$loc_name_ga";in += 2;}
+ else if (!strncmp(in, "YA", 2)) {s = "$loc_name_ya";in += 2;}
+ else if (!strncmp(in, "RA", 2)) {s = "$loc_name_ra";in += 2;}
+ else if (!strncmp(in, "MEGA", 4)) {s = "$loc_name_mh";in += 4;}
+ else s = NULL;
+ if (s)
+ {
+ while (len < (int)sizeof(name) - 1 && *s)
+ name[len++] = *s++;
+ continue;
+ }
+ name[len++] = *in++;
+ }
+ name[len] = 0;
+ FS_Printf(outfile, "%.0f %.0f %.0f %s\n", loc->mins[0]*8, loc->mins[1]*8, loc->mins[2]*8, name);
+ }
+ else
+ FS_Printf(outfile, "%.1f,%.1f,%.1f,%.1f,%.1f,%.1f,\"%s\"\n", loc->mins[0], loc->mins[1], loc->mins[2], loc->maxs[0], loc->maxs[1], loc->maxs[2], loc->name);
+ }
+ FS_Close(outfile);
}
-/*
-======================
-CL_Fog_f
-======================
-*/
-static void CL_Fog_f (void)
+void CL_Locs_Reload_f(void)
{
- if (Cmd_Argc () == 1)
+ int i, linenumber, limit, len;
+ const char *s;
+ char *filedata, *text, *textend, *linestart, *linetext, *lineend;
+ fs_offset_t filesize;
+ vec3_t mins, maxs;
+ char locfilename[MAX_QPATH];
+ char name[MAX_INPUTLINE];
+
+ if (cls.state != ca_connected || !cl.worldmodel)
{
- Con_Printf ("\"fog\" is \"%f %f %f %f\"\n", fog_density, fog_red, fog_green, fog_blue);
+ Con_Printf("No level loaded!\n");
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));
+
+ CL_Locs_Clear_f();
+
+ // try maps/something.loc first (LordHavoc: where I think they should be)
+ FS_StripExtension(cl.worldmodel->name, locfilename, sizeof(locfilename));
+ strlcat(locfilename, ".loc", sizeof(locfilename));
+ filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
+ if (!filedata)
+ {
+ // try proquake name as well (LordHavoc: I hate path mangling)
+ FS_StripExtension(va("locs/%s", FS_FileWithoutPath(cl.worldmodel->name)), locfilename, sizeof(locfilename));
+ strlcat(locfilename, ".loc", sizeof(locfilename));
+ filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
+ if (!filedata)
+ return;
+ }
+ text = filedata;
+ textend = filedata + filesize;
+ for (linenumber = 1;text < textend;linenumber++)
+ {
+ linestart = text;
+ for (;text < textend && *text != '\r' && *text != '\n';text++)
+ ;
+ lineend = text;
+ if (text + 1 < textend && *text == '\r' && text[1] == '\n')
+ text++;
+ if (text < textend)
+ text++;
+ // trim trailing whitespace
+ while (lineend > linestart && lineend[-1] <= ' ')
+ lineend--;
+ // trim leading whitespace
+ while (linestart < lineend && *linestart <= ' ')
+ linestart++;
+ // check if this is a comment
+ if (linestart + 2 <= lineend && !strncmp(linestart, "//", 2))
+ continue;
+ linetext = linestart;
+ limit = 3;
+ for (i = 0;i < limit;i++)
+ {
+ if (linetext >= lineend)
+ break;
+ // note: a missing number is interpreted as 0
+ if (i < 3)
+ mins[i] = atof(linetext);
+ else
+ maxs[i - 3] = atof(linetext);
+ // now advance past the number
+ while (linetext < lineend && *linetext > ' ' && *linetext != ',')
+ linetext++;
+ // advance through whitespace
+ if (linetext < lineend)
+ {
+ if (*linetext == ',')
+ {
+ linetext++;
+ limit = 6;
+ // note: comma can be followed by whitespace
+ }
+ if (*linetext <= ' ')
+ {
+ // skip whitespace
+ while (linetext < lineend && *linetext <= ' ')
+ linetext++;
+ }
+ }
+ }
+ // if this is a quoted name, remove the quotes
+ if (i == 6)
+ {
+ if (linetext >= lineend || *linetext != '"')
+ continue; // proquake location names are always quoted
+ lineend--;
+ linetext++;
+ len = min(lineend - linetext, (int)sizeof(name) - 1);
+ memcpy(name, linetext, len);
+ name[len] = 0;
+ // add the box to the list
+ CL_Locs_AddNode(mins, maxs, name);
+ }
+ // if a point was parsed, it needs to be scaled down by 8 (since
+ // point-based loc files were invented by a proxy which dealt
+ // directly with quake protocol coordinates, which are *8), turn
+ // it into a box
+ else if (i == 3)
+ {
+ // interpret silly fuhquake macros
+ for (len = 0;len < (int)sizeof(name) - 1 && linetext < lineend;)
+ {
+ if (*linetext == '$')
+ {
+ if (linetext + 18 <= lineend && !strncmp(linetext, "$loc_name_separator", 19)) {s = " ";linetext += 19;}
+ else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_ssg", 13)) {s = "SSG";linetext += 13;}
+ else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ng", 12)) {s = "NG";linetext += 12;}
+ else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_sng", 13)) {s = "SNG";linetext += 13;}
+ else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_gl", 12)) {s = "GL";linetext += 12;}
+ else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_rl", 12)) {s = "RL";linetext += 12;}
+ else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_lg", 12)) {s = "LG";linetext += 12;}
+ else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ga", 12)) {s = "GA";linetext += 12;}
+ else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ya", 12)) {s = "YA";linetext += 12;}
+ else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ra", 12)) {s = "RA";linetext += 12;}
+ else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_mh", 12)) {s = "MEGA";linetext += 12;}
+ else s = NULL;
+ if (s)
+ {
+ while (len < (int)sizeof(name) - 1 && *s)
+ name[len++] = *s++;
+ continue;
+ }
+ }
+ name[len++] = *linetext++;
+ }
+ name[len] = 0;
+ // add the point to the list
+ VectorScale(mins, (1.0 / 8.0), mins);
+ CL_Locs_AddNode(mins, mins, name);
+ }
+ else
+ continue;
+ }
+}
+
+/*
+===========
+CL_Shutdown
+===========
+*/
+void CL_Shutdown (void)
+{
+ CL_Screen_Shutdown();
+ CL_Particles_Shutdown();
+ CL_Parse_Shutdown();
+
+ Mem_FreePool (&cls.permanentmempool);
+ Mem_FreePool (&cls.levelmempool);
}
/*
*/
void CL_Init (void)
{
- cl_scores_mempool = Mem_AllocPool("client player info");
- cl_entities_mempool = Mem_AllocPool("client entities");
- cl_refdef_mempool = Mem_AllocPool("refdef");
+ 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);
+ r_refdef.scene.maxentities = MAX_EDICTS + 256 + 512;
+ r_refdef.scene.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.scene.maxentities);
- SZ_Alloc (&cls.message, 1024, "cls.message");
+ r_refdef.scene.maxtempentities = 512;
+ r_refdef.scene.tempentities = (entity_render_t *)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t) * r_refdef.scene.maxtempentities);
CL_InitInput ();
- CL_InitTEnts ();
//
// 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_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");
+
+ // Support Client-side Model Index List
+ Cmd_AddCommand ("cl_modelindexlist", CL_ModelIndexList_f, "list information on all models in the client modelindex");
+ // Support Client-side Sound Index List
+ Cmd_AddCommand ("cl_soundindexlist", CL_SoundIndexList_f, "list all sounds in the client soundindex");
+
+ Cvar_RegisterVariable (&cl_autodemo);
+ Cvar_RegisterVariable (&cl_autodemo_nameformat);
- Cmd_AddCommand ("fog", CL_Fog_f);
+ Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue [alpha [mindist maxdist]])");
// LordHavoc: added pausedemo
- Cmd_AddCommand ("pausedemo", CL_PauseDemo_f);
- if (gamemode == GAME_NEHAHRA)
- Cmd_AddCommand ("pmodel", CL_PModel_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)");
+
+ Cmd_AddCommand ("cl_areastats", CL_AreaStats_f, "prints statistics on entity culling during collision traces");
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_stainmaps_clearonload);
+ Cvar_RegisterVariable(&cl_beams_polygons);
+ Cvar_RegisterVariable(&cl_beams_quakepositionhack);
+ Cvar_RegisterVariable(&cl_beams_instantaimhack);
+ Cvar_RegisterVariable(&cl_beams_lightatend);
+ Cvar_RegisterVariable(&cl_noplayershadow);
+ Cvar_RegisterVariable(&cl_dlights_decayradius);
+ Cvar_RegisterVariable(&cl_dlights_decaybrightness);
+
+ Cvar_RegisterVariable(&cl_prydoncursor);
+
+ 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");
+
+ Cvar_RegisterVariable(&cl_locs_enable);
+ Cvar_RegisterVariable(&cl_locs_show);
+ Cmd_AddCommand("locs_add", CL_Locs_Add_f, "add a point or box location (usage: x y z[ x y z] \"name\", if two sets of xyz are supplied it is a box, otherwise point)");
+ Cmd_AddCommand("locs_removenearest", CL_Locs_RemoveNearest_f, "remove the nearest point or box (note: you need to be very near a box to remove it)");
+ Cmd_AddCommand("locs_clear", CL_Locs_Clear_f, "remove all loc points/boxes");
+ Cmd_AddCommand("locs_reload", CL_Locs_Reload_f, "reload .loc file for this map");
+ Cmd_AddCommand("locs_save", CL_Locs_Save_f, "save .loc file for this map containing currently defined points and boxes");
CL_Parse_Init();
CL_Particles_Init();
CL_Screen_Init();
- CL_CGVM_Init();
CL_Video_Init();
+ CL_Gecko_Init();
}
+
+