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);
*/
void CL_EstablishConnection (char *host)
{
- sizebuf_t buf;
- byte data[128];
-
- buf.maxsize = 128;
- buf.cursize = 0;
- buf.data = data;
-
if (cls.state == ca_dedicated)
return;
if (effects & EF_BRIGHTFIELD)
CL_EntityParticles (ent);
if (effects & EF_MUZZLEFLASH)
- {
- vec3_t v, v2;
-
- AngleVectors (ent->render.angles, v, NULL, NULL);
-
- v2[0] = v[0] * 18 + neworg[0];
- v2[1] = v[1] * 18 + neworg[1];
- v2[2] = v[2] * 18 + neworg[2] + 16;
- TraceLine(neworg, v2, v, NULL, 0, true);
-
- CL_AllocDlight (NULL, v, 100, 1, 1, 1, 0, 0);
- }
+ ent->persistent.muzzleflash = 100.0f;
if (effects & EF_DIMLIGHT)
{
dlightcolor[0] += 200.0f;
{
vec3_t mins, maxs;
int temp;
+ /*
if (ent->render.angles[0] || ent->render.angles[2])
{
- VectorAdd(neworg, ent->render.model->rotatedmins, mins);
- VectorAdd(neworg, ent->render.model->rotatedmaxs, maxs);
+ VectorMA(neworg, 0.25f, ent->render.model->rotatedmins, mins);
+ VectorMA(neworg, 0.25f, ent->render.model->rotatedmaxs, maxs);
}
else if (ent->render.angles[1])
{
- VectorAdd(neworg, ent->render.model->yawmins, mins);
- VectorAdd(neworg, ent->render.model->yawmaxs, maxs);
+ VectorMA(neworg, 0.25f, ent->render.model->yawmins, mins);
+ VectorMA(neworg, 0.25f, ent->render.model->yawmaxs, maxs);
}
else
{
- VectorAdd(neworg, ent->render.model->normalmins, mins);
- VectorAdd(neworg, ent->render.model->normalmaxs, maxs);
+ VectorMA(neworg, 0.25f, ent->render.model->normalmins, mins);
+ VectorMA(neworg, 0.25f, ent->render.model->normalmaxs, maxs);
}
+ */
+ mins[0] = neworg[0] - 16.0f;
+ mins[1] = neworg[1] - 16.0f;
+ mins[2] = neworg[2] - 16.0f;
+ maxs[0] = neworg[0] + 16.0f;
+ maxs[1] = neworg[1] + 16.0f;
+ maxs[2] = neworg[2] + 16.0f;
// how many flames to make
temp = (int) (cl.time * 300) - (int) (cl.oldtime * 300);
CL_FlameCube(mins, maxs, temp);
dlightcolor[1] += d * 0.7f;
dlightcolor[2] += d * 0.3f;
}
+ if (effects & EF_STARDUST)
+ {
+ if (ent->render.model)
+ {
+ vec3_t mins, maxs;
+ int temp;
+ /*
+ if (ent->render.angles[0] || ent->render.angles[2])
+ {
+ VectorMA(neworg, 0.25f, ent->render.model->rotatedmins, mins);
+ VectorMA(neworg, 0.25f, ent->render.model->rotatedmaxs, maxs);
+ }
+ else if (ent->render.angles[1])
+ {
+ VectorMA(neworg, 0.25f, ent->render.model->yawmins, mins);
+ VectorMA(neworg, 0.25f, ent->render.model->yawmaxs, maxs);
+ }
+ else
+ {
+ VectorMA(neworg, 0.25f, ent->render.model->normalmins, mins);
+ VectorMA(neworg, 0.25f, ent->render.model->normalmaxs, maxs);
+ }
+ */
+ mins[0] = neworg[0] - 16.0f;
+ mins[1] = neworg[1] - 16.0f;
+ mins[2] = neworg[2] - 16.0f;
+ maxs[0] = neworg[0] + 16.0f;
+ maxs[1] = neworg[1] + 16.0f;
+ maxs[2] = neworg[2] + 16.0f;
+ // how many particles to make
+ temp = (int) (cl.time * 200) - (int) (cl.oldtime * 200);
+ CL_Stardust(mins, maxs, temp);
+ }
+ d = 100;
+ dlightcolor[0] += d * 1.0f;
+ dlightcolor[1] += d * 0.7f;
+ dlightcolor[2] += d * 0.3f;
+ }
+ }
+
+ if (ent->persistent.muzzleflash > 0)
+ {
+ vec3_t v, v2;
+
+ AngleVectors (ent->render.angles, v, NULL, NULL);
+
+ v2[0] = v[0] * 18 + neworg[0];
+ v2[1] = v[1] * 18 + neworg[1];
+ v2[2] = v[2] * 18 + neworg[2] + 16;
+ TraceLine(neworg, v2, v, NULL, 0, true);
+
+ CL_AllocDlight (NULL, v, ent->persistent.muzzleflash, 1, 1, 1, 0, 0);
+ ent->persistent.muzzleflash -= cl.frametime * 1000;
}
// LordHavoc: if the model has no flags, don't check each
else if (ent->render.model->flags & EF_ROCKET)
{
CL_RocketTrail (oldorg, ent->render.origin, 0, ent);
- // LordHavoc: changed from 200, 160, 80 to 250, 200, 100
- dlightcolor[0] += 250.0f;
- dlightcolor[1] += 200.0f;
- dlightcolor[2] += 100.0f;
+ dlightcolor[0] += 200.0f;
+ dlightcolor[1] += 160.0f;
+ dlightcolor[2] += 80.0f;
}
else if (ent->render.model->flags & EF_GRENADE)
{
}
}
// LordHavoc: customizable glow
- glowsize = ent->state_current.glowsize * 4.0f; // FIXME: interpolate?
+ glowsize = ent->state_current.glowsize; // FIXME: interpolate?
glowcolor = ent->state_current.glowcolor;
if (glowsize)
{
- byte *tempcolor = (byte *)&d_8to24table[glowcolor];
- dlightcolor[0] += glowsize * tempcolor[0] * (1.0f / 255.0f);
- dlightcolor[1] += glowsize * tempcolor[1] * (1.0f / 255.0f);
- dlightcolor[2] += glowsize * tempcolor[2] * (1.0f / 255.0f);
+ qbyte *tempcolor = (qbyte *)&d_8to24table[glowcolor];
+ // * 4 for the expansion from 0-255 to 0-1023 range,
+ // / 255 to scale down byte colors
+ glowsize *= (4.0f / 255.0f);
+ VectorMA(dlightcolor, glowsize, tempcolor, dlightcolor);
}
// LordHavoc: customizable trail
if (ent->render.flags & RENDER_GLOWTRAIL)
if (dlightcolor[0] || dlightcolor[1] || dlightcolor[2])
{
vec3_t vec;
- dlightradius = VectorLength(dlightcolor);
- d = 1.0f / dlightradius;
VectorCopy(neworg, vec);
// hack to make glowing player light shine on their gun
if (i == cl.viewentity && !chase_active.integer)
vec[2] += 30;
- CL_AllocDlight (/*&ent->render*/ NULL, vec, dlightradius, dlightcolor[0] * d, dlightcolor[1] * d, dlightcolor[2] * d, 0, 0);
+ CL_AllocDlight (/*&ent->render*/ NULL, vec, 1, dlightcolor[0], dlightcolor[1], dlightcolor[2], 0, 0);
}
if (chase_active.integer)
// get basic movement from keyboard
CL_BaseMove (&cmd);
+ IN_PreMove(); // OS independent code
+
// allow mice or other external controllers to add to the move
IN_Move (&cmd);
+ IN_PostMove(); // OS independent code
+
// send the unreliable message
CL_SendMove (&cmd);
}
+#ifndef NOROUTINGFIX
else
{
// LordHavoc: fix for NAT routing of netquake:
MSG_WriteByte(&cls.message, clc_nop);
}
}
+#endif
if (cls.demoplayback)
{