cvar_t r_draweffects = {0, "r_draweffects", "1"};
-cvar_t cl_explosions = {CVAR_SAVE, "cl_explosions", "1"};
+cvar_t cl_explosions_alpha_start = {CVAR_SAVE, "cl_explosions_alpha_start", "1.5"};
+cvar_t cl_explosions_alpha_end = {CVAR_SAVE, "cl_explosions_alpha_end", "0"};
+cvar_t cl_explosions_size_start = {CVAR_SAVE, "cl_explosions_size_start", "16"};
+cvar_t cl_explosions_size_end = {CVAR_SAVE, "cl_explosions_size_end", "128"};
+cvar_t cl_explosions_lifetime = {CVAR_SAVE, "cl_explosions_lifetime", "0.5"};
+
cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "1"};
cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1"};
// wipe the entire cl structure
memset (&cl, 0, sizeof(cl));
+ // reset the view zoom interpolation
+ cl.viewzoomold = cl.viewzoomnew = 1;
SZ_Clear (&cls.message);
cl_max_static_entities = 256;
cl_max_temp_entities = 512;
cl_max_effects = 256;
- cl_max_beams = 24;
+ cl_max_beams = 256;
cl_max_dlights = MAX_DLIGHTS;
cl_max_lightstyle = MAX_LIGHTSTYLES;
cl_max_brushmodel_entities = MAX_EDICTS;
if (cls.state == ca_dedicated)
return;
+ Con_DPrintf("CL_Disconnect\n");
+
// stop sounds (especially looping!)
S_StopAllSounds (true);
SZ_Clear(&cls.message);
NetConn_Close(cls.netcon);
cls.netcon = NULL;
- // if running a local server, shut it down
- if (sv.active)
- {
- // prevent this code from executing again during Host_ShutdownServer
- cls.state = ca_disconnected;
- Host_ShutdownServer(false);
- }
}
cls.state = ca_disconnected;
// note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
void CL_LinkNetworkEntity(entity_t *e)
{
- matrix4x4_t *matrix, blendmatrix, tempmatrix, matrix2, dlightmatrix;
+ matrix4x4_t *matrix, blendmatrix, tempmatrix, matrix2;
+ //matrix4x4_t dlightmatrix;
int j, k, l, trailtype, temp;
float origin[3], angles[3], delta[3], lerp, dlightcolor[3], dlightradius, mins[3], maxs[3], v[3], v2[3], d;
entity_t *t;
// make relative to the entity
matrix = &t->render.matrix;
// if a valid tagindex is used, make it relative to that tag instead
+ // FIXME: use a model function to get tag info (need to handle skeletal)
if (e->state_current.tagentity && e->state_current.tagindex >= 1 && (model = t->render.model) && e->state_current.tagindex <= t->render.model->alias.aliasnum_tags)
{
// blend the matrices
if (e->render.model)
{
Mod_CheckLoaded(e->render.model);
- if (e->render.model->type == mod_alias || e->render.model->type == mod_sprite)
+ // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
+ if (e->render.model->type == mod_alias || (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC))
angles[0] = -angles[0];
if ((e->render.model->flags & EF_ROTATE) && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
{
if (gamemode == GAME_NEXUIZ)
{
dlightradius = max(dlightradius, 200);
- dlightcolor[0] += 0.390625f;
- dlightcolor[1] += 0.781250f;
- dlightcolor[2] += 1.562500f;
+ dlightcolor[0] += 0.75f;
+ dlightcolor[1] += 1.50f;
+ dlightcolor[2] += 3.00f;
trailtype = 8;
}
else
CL_EntityParticles(e);
}
if (e->render.effects & EF_MUZZLEFLASH)
- e->persistent.muzzleflash = 100.0f;
+ e->persistent.muzzleflash = 1.0f;
if (e->render.effects & EF_DIMLIGHT)
{
dlightradius = max(dlightradius, 200);
- dlightcolor[0] += 0.781250f;
- dlightcolor[1] += 0.781250f;
- dlightcolor[2] += 0.781250f;
+ dlightcolor[0] += 1.50f;
+ dlightcolor[1] += 1.50f;
+ dlightcolor[2] += 1.50f;
}
if (e->render.effects & EF_BRIGHTLIGHT)
{
dlightradius = max(dlightradius, 400);
- dlightcolor[0] += 1.562500f;
- dlightcolor[1] += 1.562500f;
- dlightcolor[2] += 1.562500f;
+ 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] += 0.781250f;
- dlightcolor[1] += 0.078125f;
- dlightcolor[2] += 0.078125f;
+ 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] += 0.078125f;
- dlightcolor[1] += 0.078125f;
- dlightcolor[2] += 0.781250f;
+ dlightcolor[0] += 0.15f;
+ dlightcolor[1] += 0.15f;
+ dlightcolor[2] += 1.50f;
}
if (e->render.effects & EF_FLAME)
{
CL_FlameCube(mins, maxs, temp);
d = lhrandom(0.75f, 1);
dlightradius = max(dlightradius, 200);
- dlightcolor[0] += d * 1.0f;
- dlightcolor[1] += d * 0.7f;
- dlightcolor[2] += d * 0.3f;
+ dlightcolor[0] += d * 2.0f;
+ dlightcolor[1] += d * 1.5f;
+ dlightcolor[2] += d * 0.5f;
}
if (e->render.effects & EF_STARDUST)
{
// how many particles to make
temp = (int) (cl.time * 200) - (int) (cl.oldtime * 200);
CL_Stardust(mins, maxs, temp);
- d = 0.390625f;
dlightradius = max(dlightradius, 200);
- dlightcolor[0] += d * 1.0f;
- dlightcolor[1] += d * 0.7f;
- dlightcolor[2] += d * 0.3f;
+ dlightcolor[0] += 1.0f;
+ dlightcolor[1] += 0.7f;
+ dlightcolor[2] += 0.3f;
}
}
// muzzleflash fades over time, and is offset a bit
tempmatrix.m[0][3] = v[0];
tempmatrix.m[1][3] = v[1];
tempmatrix.m[2][3] = v[2];
- CL_AllocDlight(NULL, &tempmatrix, e->persistent.muzzleflash, 1, 1, 1, 0, 0, 0, 0, true, 0);
- e->persistent.muzzleflash -= cl.frametime * 1000;
+ CL_AllocDlight(NULL, &tempmatrix, 100, e->persistent.muzzleflash, e->persistent.muzzleflash, e->persistent.muzzleflash, 0, 0, 0, 0, true, 0);
+ e->persistent.muzzleflash -= cl.frametime * 10;
}
// LordHavoc: if the model has no flags, don't check each
if (e->render.model && e->render.model->flags && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
{
trailtype = 3;
dlightradius = max(dlightradius, 100);
- dlightcolor[0] += 0.060000f;
- dlightcolor[1] += 0.250000f;
- dlightcolor[2] += 0.062500f;
+ dlightcolor[0] += 0.25f;
+ dlightcolor[1] += 1.00f;
+ dlightcolor[2] += 0.25f;
}
else if (e->render.model->flags & EF_TRACER2)
{
trailtype = 5;
dlightradius = max(dlightradius, 100);
- dlightcolor[0] += 0.312500f;
- dlightcolor[1] += 0.187500f;
- dlightcolor[2] += 0.062500f;
+ dlightcolor[0] += 1.00f;
+ dlightcolor[1] += 0.60f;
+ dlightcolor[2] += 0.20f;
}
else if (e->render.model->flags & EF_ROCKET)
{
trailtype = 0;
dlightradius = max(dlightradius, 200);
- dlightcolor[0] += 0.781250f;
- dlightcolor[1] += 0.625000f;
- dlightcolor[2] += 0.312500f;
+ dlightcolor[0] += 3.00f;
+ dlightcolor[1] += 1.50f;
+ dlightcolor[2] += 0.50f;
}
else if (e->render.model->flags & EF_GRENADE)
{
else if (e->render.model->flags & EF_TRACER3)
{
trailtype = 6;
- dlightradius = max(dlightradius, 200);
- dlightcolor[0] += 0.312500f;
- dlightcolor[1] += 0.125000f;
- dlightcolor[2] += 0.250000f;
+ if (gamemode == GAME_PRYDON)
+ {
+ dlightradius = max(dlightradius, 100);
+ dlightcolor[0] += 0.30f;
+ dlightcolor[1] += 0.60f;
+ dlightcolor[2] += 1.20f;
+ }
+ else
+ {
+ dlightradius = max(dlightradius, 200);
+ dlightcolor[0] += 1.20f;
+ dlightcolor[1] += 0.50f;
+ dlightcolor[2] += 1.00f;
+ }
}
}
// LordHavoc: customizable glow
dlightradius = max(dlightradius, e->state_current.glowsize * 4);
VectorMA(dlightcolor, (1.0f / 255.0f), (qbyte *)&palette_complete[e->state_current.glowcolor], dlightcolor);
}
- if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
- {
- if (e->state_current.light[3])
- dlightradius = max(dlightradius, e->state_current.light[3]);
- else
- dlightradius = max(dlightradius, 350);
- if (VectorLength2(dlightcolor) == 0)
- (dlightcolor[0] += 1, dlightcolor[1] += 1, dlightcolor[2] += 1);
- else
- VectorMA(dlightcolor, (1.0f/256.0f), e->state_current.light, dlightcolor);
- }
- // make the dlight
+ // make the glow dlight
if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL))
{
- dlightmatrix = e->render.matrix;
+ //dlightmatrix = e->render.matrix;
// hack to make glowing player light shine on their gun
- if ((e - cl_entities) == cl.viewentity/* && !chase_active.integer*/)
- dlightmatrix.m[2][3] += 30;
- CL_AllocDlight(&e->render, &dlightmatrix, dlightradius, dlightcolor[0], dlightcolor[1], dlightcolor[2], 0, 0, e->state_current.skin >= 16 ? e->state_current.skin : 0, e->state_current.lightstyle, !(e->state_current.lightpflags & PFLAGS_NOSHADOW), (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) ? ((e->state_current.lightpflags & PFLAGS_CORONA) != 0) : 1);
+ //if ((e - cl_entities) == cl.viewentity/* && !chase_active.integer*/)
+ // dlightmatrix.m[2][3] += 30;
+ CL_AllocDlight(&e->render, &e->render.matrix, dlightradius, dlightcolor[0], dlightcolor[1], dlightcolor[2], 0, 0, 0, 0, true, 1);
+ }
+ // custom rtlight
+ if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
+ {
+ float light[4];
+ VectorScale(e->state_current.light, (1.0f / 256.0f), light);
+ light[3] = e->state_current.light[3];
+ if (light[0] == 0 && light[1] == 0 && light[2] == 0)
+ VectorSet(light, 1, 1, 1);
+ if (light[3] == 0)
+ light[3] = 350;
+ CL_AllocDlight(&e->render, &e->render.matrix, light[3], light[0], light[1], light[2], 0, 0, e->state_current.skin, e->state_current.lightstyle, !(e->state_current.lightpflags & PFLAGS_NOSHADOW), (e->state_current.lightpflags & PFLAGS_CORONA) != 0);
}
// trails need the previous frame
if (e->state_previous.active && e->state_previous.modelindex == e->state_current.modelindex)
CL_Init
=================
*/
+//VorteX: cvars for GAME_NETHERWORLD
+cvar_t cl_playermodel = {CVAR_SAVE, "cl_playermodel", "ranger"};
+cvar_t cl_footsteps = {CVAR_SAVE, "cl_footsteps", "1"};
+cvar_t cl_weapon_ofs = {CVAR_SAVE, "cl_weapon_ofs", "0 0 0"};
+cvar_t cl_weapon_bstep = {CVAR_SAVE, "cl_weapon_bstep", "100 0 0"};
+cvar_t cl_weapon_bborder = {CVAR_SAVE, "cl_weapon_bborder", "2 0 0"};
+cvar_t cl_weapon_bphase = {CVAR_SAVE, "cl_weapon_bphase", "0 0 0"};
+cvar_t cl_weapon_bphasescale = {CVAR_SAVE, "cl_weapon_bphasescale", "1 1 1"};
+cvar_t cl_weapon_bphasescissor = {CVAR_SAVE, "cl_weapon_bphasescissor", "-1 -1 -1 1 1 1"};
+cvar_t cl_deathcam = {CVAR_SAVE, "cl_deathcam", "0"};
+cvar_t cl_askonresave = {CVAR_SAVE, "cl_askonresave", "1"}; //Asking on saving to full saveslot in savegame menu
+cvar_t sv_corpses_solid = {CVAR_SAVE, "sv_corpses_solid", "1"};
+cvar_t sv_corpses_removetime = {CVAR_SAVE, "sv_corpses_removetime", "0"};
+cvar_t sv_monsters_healthscale = {CVAR_SAVE, "sv_monsters_healthscale", "1"};
+cvar_t sv_monsters_damagescale = {CVAR_SAVE, "sv_monsters_damagescale", "1"};
+cvar_t sv_monsters_multiply = {CVAR_SAVE, "sv_monsters_multiply", "1"};
+cvar_t sv_monsters_randomize = {CVAR_SAVE, "sv_monsters_randomize", "0"};
+cvar_t sv_monsters_multiply_radius = {CVAR_SAVE, "sv_monsters_multiply_radius", "5"};
+cvar_t sv_monsters_ai_skillmod = {CVAR_SAVE, "sv_monsters_ai_skillmod", "1"};
+cvar_t sv_monsters_ai_agrmod = {CVAR_SAVE, "sv_monsters_ai_agrmod", "1"};
+cvar_t sv_monsters_ai_dexmod = {CVAR_SAVE, "sv_monsters_ai_dexmod", "1"};
+cvar_t sv_monsters_deathmatch = {CVAR_SAVE, "sv_monsters_deathmatch", "0"};
+cvar_t sv_monsters_deathmatch_maxnum = {CVAR_SAVE, "sv_monsters_deathmatch_maxnum", "20"};
+cvar_t sv_monsters_deathmatch_spawntime = {CVAR_SAVE, "sv_monsters_deathmatch_spawntime", "5"};
+cvar_t sv_monsters_deathmatch_fragpermonster = {CVAR_SAVE, "sv_monsters_deathmatch_fragpermonster", "0"};
+
void CL_Init (void)
{
- cl_entities_mempool = Mem_AllocPool("client entities");
- cl_refdef_mempool = Mem_AllocPool("refdef");
+ cl_entities_mempool = Mem_AllocPool("client entities", 0, NULL);
+ cl_refdef_mempool = Mem_AllocPool("refdef", 0, NULL);
memset(&r_refdef, 0, sizeof(r_refdef));
// max entities sent to renderer per frame
Cmd_AddCommand ("pausedemo", CL_PauseDemo_f);
Cvar_RegisterVariable(&r_draweffects);
- Cvar_RegisterVariable(&cl_explosions);
+ Cvar_RegisterVariable(&cl_explosions_alpha_start);
+ Cvar_RegisterVariable(&cl_explosions_alpha_end);
+ Cvar_RegisterVariable(&cl_explosions_size_start);
+ Cvar_RegisterVariable(&cl_explosions_size_end);
+ Cvar_RegisterVariable(&cl_explosions_lifetime);
Cvar_RegisterVariable(&cl_stainmaps);
Cvar_RegisterVariable(&cl_beams_polygons);
Cvar_RegisterVariable(&cl_beams_relative);
Cvar_RegisterVariable(&cl_beams_lightatend);
Cvar_RegisterVariable(&cl_noplayershadow);
+ if (gamemode == GAME_NETHERWORLD)
+ {
+ Cvar_RegisterVariable (&cl_playermodel);
+ Cvar_RegisterVariable (&cl_footsteps);
+ Cvar_RegisterVariable (&cl_weapon_ofs);
+ Cvar_RegisterVariable (&cl_weapon_bstep);
+ Cvar_RegisterVariable (&cl_weapon_bborder);
+ Cvar_RegisterVariable (&cl_weapon_bphase);
+ Cvar_RegisterVariable (&cl_weapon_bphasescale);
+ Cvar_RegisterVariable (&cl_weapon_bphasescissor);
+ Cvar_RegisterVariable (&cl_deathcam); //Hack for q3-style death
+ Cvar_RegisterVariable (&cl_askonresave); //Every time ask if saving to "full" saveslot
+ //This must be server-side cvars, after complete finishing of subsystems whitch uses this, they must be moved to server-side
+ Cvar_RegisterVariable (&sv_monsters_healthscale);
+ Cvar_RegisterVariable (&sv_monsters_damagescale);
+ Cvar_RegisterVariable (&sv_monsters_randomize);
+ Cvar_RegisterVariable (&sv_monsters_multiply);
+ Cvar_RegisterVariable (&sv_monsters_multiply_radius);
+ Cvar_RegisterVariable (&sv_monsters_ai_skillmod);
+ Cvar_RegisterVariable (&sv_monsters_ai_agrmod);
+ Cvar_RegisterVariable (&sv_monsters_ai_dexmod);
+ Cvar_RegisterVariable (&sv_monsters_deathmatch); //Keeping RPG mod
+ Cvar_RegisterVariable (&sv_monsters_deathmatch_maxnum);
+ Cvar_RegisterVariable (&sv_monsters_deathmatch_spawntime);
+ Cvar_RegisterVariable (&sv_monsters_deathmatch_fragpermonster);
+ Cvar_RegisterVariable (&sv_corpses_solid);
+ }
+
CL_Parse_Init();
CL_Particles_Init();
CL_Screen_Init();
CL_Video_Init();
}
+
+