qboolean oldbadread;
sizebuf_t old;
+ SCR_UpdateLoadingScreenIfShown();
+
// no need if server is local and definitely not if this is a demo
if (!cls.netcon || cls.protocol == PROTOCOL_QUAKEWORLD || cls.signon >= SIGNONS)
return;
if (!sv.active)
Mod_ClearUsed();
for (i = 1;i < MAX_MODELS && cl.model_name[i][0];i++)
- Mod_FindName(cl.model_name[i]);
+ Mod_FindName(cl.model_name[i], cl.model_name[i][0] == '*' ? cl.model_name[1] : NULL);
// precache any models used by the client (this also marks them used)
- cl.model_bolt = Mod_ForName("progs/bolt.mdl", false, false, false);
- cl.model_bolt2 = Mod_ForName("progs/bolt2.mdl", false, false, false);
- cl.model_bolt3 = Mod_ForName("progs/bolt3.mdl", false, false, false);
- cl.model_beam = Mod_ForName("progs/beam.mdl", false, false, false);
+ cl.model_bolt = Mod_ForName("progs/bolt.mdl", false, false, NULL);
+ cl.model_bolt2 = Mod_ForName("progs/bolt2.mdl", false, false, NULL);
+ cl.model_bolt3 = Mod_ForName("progs/bolt3.mdl", false, false, NULL);
+ cl.model_beam = Mod_ForName("progs/beam.mdl", false, false, NULL);
Mod_PurgeUnused();
// now we try to load everything that is new
// world model
- cl.model_precache[1] = Mod_ForName(cl.model_name[1], false, false, true);
+ cl.model_precache[1] = Mod_ForName(cl.model_name[1], false, false, NULL);
if (cl.model_precache[1]->Draw == NULL)
Con_Printf("Map %s could not be found or downloaded\n", cl.model_name[1]);
// normal models
for (i = 2;i < MAX_MODELS && cl.model_name[i][0];i++)
- if ((cl.model_precache[i] = Mod_ForName(cl.model_name[i], false, false, false))->Draw == NULL)
+ if ((cl.model_precache[i] = Mod_ForName(cl.model_name[i], false, false, cl.model_name[i][0] == '*' ? cl.model_name[1] : NULL))->Draw == NULL)
Con_Printf("Model %s could not be found or downloaded\n", cl.model_name[i]);
// check memory integrity
// if we got here...
// curl is done, so let's start with the business
+ if(!cl.loadbegun)
+ SCR_PushLoadingScreen(false, "Loading precaches", 1);
cl.loadbegun = true;
// if already downloading something from the previous level, don't stop it
if (cl.loadmodel_current < cl.loadmodel_total)
{
// loading models
-
+ if(cl.loadmodel_current == 1)
+ {
+ // worldmodel counts as 16 models (15 + world model setup), for better progress bar
+ SCR_PushLoadingScreen(false, "Loading precached models", (cl.loadmodel_total + 15) / (float) (cl.loadmodel_total + cl.loadsound_total + 15));
+ SCR_BeginLoadingPlaque();
+ }
for (;cl.loadmodel_current < cl.loadmodel_total;cl.loadmodel_current++)
{
+ SCR_PushLoadingScreen(true, cl.model_name[cl.loadmodel_current], (cl.loadmodel_current == 1 ? 15.0 : 1.0) / cl.loadmodel_total);
if (cl.model_precache[cl.loadmodel_current] && cl.model_precache[cl.loadmodel_current]->Draw)
+ {
+ SCR_PopLoadingScreen(false);
+ if(cl.loadmodel_current == 1)
+ {
+ SCR_PushLoadingScreen(false, cl.model_name[cl.loadmodel_current], 1.0 / cl.loadmodel_total);
+ SCR_PopLoadingScreen(false);
+ }
continue;
+ }
CL_KeepaliveMessage(true);
- cl.model_precache[cl.loadmodel_current] = Mod_ForName(cl.model_name[cl.loadmodel_current], false, false, cl.loadmodel_current == 1);
+
+ if(cl.loadmodel_current == 1)
+ {
+ // they'll be soon loaded, but make sure we apply freshly downloaded shaders from a curled pk3
+ Mod_FreeQ3Shaders();
+ }
+
+ cl.model_precache[cl.loadmodel_current] = Mod_ForName(cl.model_name[cl.loadmodel_current], false, false, cl.model_name[cl.loadmodel_current][0] == '*' ? cl.model_name[1] : NULL);
+ SCR_PopLoadingScreen(false);
if (cl.model_precache[cl.loadmodel_current] && cl.model_precache[cl.loadmodel_current]->Draw && cl.loadmodel_current == 1)
{
// we now have the worldmodel so we can set up the game world
+ SCR_PushLoadingScreen(true, "world model setup", 1.0 / cl.loadmodel_total);
CL_SetupWorldModel();
+ SCR_PopLoadingScreen(true);
if (!cl.loadfinished && cl_joinbeforedownloadsfinish.integer)
{
cl.loadfinished = true;
}
}
}
-
+ SCR_PopLoadingScreen(false);
// finished loading models
}
if (cl.loadsound_current < cl.loadsound_total)
{
// loading sounds
-
+ if(cl.loadsound_current == 1)
+ SCR_PushLoadingScreen(false, "Loading precached sounds", cl.loadsound_total / (float) (cl.loadmodel_total + cl.loadsound_total + 15));
for (;cl.loadsound_current < cl.loadsound_total;cl.loadsound_current++)
{
+ SCR_PushLoadingScreen(true, cl.sound_name[cl.loadsound_current], 1.0 / cl.loadsound_total);
if (cl.sound_precache[cl.loadsound_current] && S_IsSoundPrecached(cl.sound_precache[cl.loadsound_current]))
+ {
+ SCR_PopLoadingScreen(false);
continue;
+ }
CL_KeepaliveMessage(true);
// Don't lock the sfx here, S_ServerSounds already did that
cl.sound_precache[cl.loadsound_current] = S_PrecacheSound(cl.sound_name[cl.loadsound_current], false, false);
+ SCR_PopLoadingScreen(false);
}
-
+ SCR_PopLoadingScreen(false);
// finished loading sounds
}
{
if (aborteddownload)
{
+
if (cl.downloadmodel_current == 1)
{
// the worldmodel failed, but we need to set up anyway
+ Mod_FreeQ3Shaders();
CL_SetupWorldModel();
if (!cl.loadfinished && cl_joinbeforedownloadsfinish.integer)
{
if (cl.model_precache[cl.downloadmodel_current] && cl.model_precache[cl.downloadmodel_current]->Draw)
continue;
CL_KeepaliveMessage(true);
- if (strcmp(cl.model_name[cl.downloadmodel_current], "null") && !FS_FileExists(cl.model_name[cl.downloadmodel_current]))
+ if (cl.model_name[cl.downloadmodel_current][0] != '*' && strcmp(cl.model_name[cl.downloadmodel_current], "null") && !FS_FileExists(cl.model_name[cl.downloadmodel_current]))
{
if (cl.downloadmodel_current == 1)
Con_Printf("Map %s not found\n", cl.model_name[cl.downloadmodel_current]);
return;
}
}
- cl.model_precache[cl.downloadmodel_current] = Mod_ForName(cl.model_name[cl.downloadmodel_current], false, false, cl.downloadmodel_current == 1);
+
+ if(cl.downloadmodel_current == 1)
+ {
+ // they'll be soon loaded, but make sure we apply freshly downloaded shaders from a curled pk3
+ Mod_FreeQ3Shaders();
+ }
+
+ cl.model_precache[cl.downloadmodel_current] = Mod_ForName(cl.model_name[cl.downloadmodel_current], false, false, cl.model_name[cl.downloadmodel_current][0] == '*' ? cl.model_name[1] : NULL);
if (cl.downloadmodel_current == 1)
{
// we now have the worldmodel so we can set up the game world
// finished loading sounds
}
+ SCR_PopLoadingScreen(false);
+
if (!cl.loadfinished)
{
cl.loadfinished = true;
break;
case 4:
+ // after the level has been loaded, we shouldn't need the shaders, and
+ // if they are needed again they will be automatically loaded...
+ Mod_FreeQ3Shaders();
+
Con_ClearNotify();
if (COM_CheckParm("-profilegameonly"))
Sys_AllowProfiling(true);
{
SCR_BeginLoadingPlaque();
S_StopAllSounds();
+ // free q3 shaders so that any newly downloaded shaders will be active
+ Mod_FreeQ3Shaders();
}
// check memory integrity
if (!sv.active)
Mod_ClearUsed();
for (i = 1;i < nummodels;i++)
- Mod_FindName(cl.model_name[i]);
+ Mod_FindName(cl.model_name[i], cl.model_name[i][0] == '*' ? cl.model_name[1] : NULL);
// precache any models used by the client (this also marks them used)
- cl.model_bolt = Mod_ForName("progs/bolt.mdl", false, false, false);
- cl.model_bolt2 = Mod_ForName("progs/bolt2.mdl", false, false, false);
- cl.model_bolt3 = Mod_ForName("progs/bolt3.mdl", false, false, false);
- cl.model_beam = Mod_ForName("progs/beam.mdl", false, false, false);
+ cl.model_bolt = Mod_ForName("progs/bolt.mdl", false, false, NULL);
+ cl.model_bolt2 = Mod_ForName("progs/bolt2.mdl", false, false, NULL);
+ cl.model_bolt3 = Mod_ForName("progs/bolt3.mdl", false, false, NULL);
+ cl.model_beam = Mod_ForName("progs/beam.mdl", false, false, NULL);
Mod_PurgeUnused();
// do the same for sounds
VectorCopy(ent->state_current.origin, ent->persistent.neworigin);
VectorCopy(ent->state_current.angles, ent->persistent.newangles);
// reset animation interpolation as well
- ent->render.frame1 = ent->render.frame2 = ent->state_current.frame;
- ent->render.frame1time = ent->render.frame2time = cl.time;
- ent->render.framelerp = 1;
+ ent->render.framegroupblend[0].frame = ent->render.framegroupblend[1].frame = ent->state_current.frame;
+ ent->render.framegroupblend[0].start = ent->render.framegroupblend[1].start = cl.time;
+ ent->render.framegroupblend[0].lerp = 1;ent->render.framegroupblend[1].lerp = 0;
ent->render.shadertime = cl.time;
// reset various persistent stuff
ent->persistent.muzzleflash = 0;
{
// if we ALSO changed animation frame in the process (but ONLY then!)
// then let's reset the animation interpolation too
- ent->render.frame1 = ent->render.frame2 = ent->state_current.frame;
- ent->render.frame1time = ent->render.frame2time = cl.time;
- ent->render.framelerp = 1;
+ ent->render.framegroupblend[0].frame = ent->render.framegroupblend[1].frame = ent->state_current.frame;
+ ent->render.framegroupblend[0].start = ent->render.framegroupblend[1].start = cl.time;
+ ent->render.framegroupblend[0].lerp = 1;ent->render.framegroupblend[1].lerp = 0;
}
// note that this case must do everything the following case does too
// copy it to the current state
ent->render.model = cl.model_precache[ent->state_baseline.modelindex];
- ent->render.frame1 = ent->render.frame2 = ent->state_baseline.frame;
- ent->render.framelerp = 0;
+ ent->render.framegroupblend[0].frame = ent->state_baseline.frame;
+ ent->render.framegroupblend[0].lerp = 1;
// make torchs play out of sync
- ent->render.frame1time = ent->render.frame2time = lhrandom(-10, -1);
+ ent->render.framegroupblend[0].start = lhrandom(-10, -1);
ent->render.skinnum = ent->state_baseline.skin;
ent->render.effects = ent->state_baseline.effects;
ent->render.alpha = 1;
// LordHavoc: for compatibility with the Nehahra movie...
case TE_LIGHTNING4NEH:
- CL_ParseBeam(Mod_ForName(MSG_ReadString(), true, false, false), false);
+ CL_ParseBeam(Mod_ForName(MSG_ReadString(), true, false, NULL), false);
break;
case TE_LAVASPLASH:
{
if (i >= 1 && i < MAX_MODELS)
{
- dp_model_t *model = Mod_ForName(s, false, false, i == 1);
+ dp_model_t *model = Mod_ForName(s, false, false, s[0] == '*' ? cl.model_name[1] : NULL);
if (!model)
Con_DPrintf("svc_precache: Mod_ForName(\"%s\") failed\n", s);
cl.model_precache[i] = model;