cvar_t demo_nehahra = {0, "demo_nehahra", "0"};
-void CL_Parse_Init(void)
-{
- // LordHavoc: added demo_nehahra cvar
- Cvar_RegisterVariable (&demo_nehahra);
- if (gamemode == GAME_NEHAHRA)
- Cvar_SetValue("demo_nehahra", 1);
-}
-
qboolean Nehahrademcompatibility; // LordHavoc: to allow playback of the early Nehahra movie segments
int dpprotocol; // LordHavoc: version of network protocol, or 0 if not DarkPlaces
void CL_ParseEntityLump(char *entdata)
{
- char *data;
+ const char *data;
char key[128], value[4096];
FOG_clear(); // LordHavoc: no fog until set
R_SetSkyBox(""); // LordHavoc: no environment mapped sky until set
data = entdata;
if (!data)
return;
- data = COM_Parse(data);
- if (!data)
+ if (!COM_ParseToken(&data))
return; // error
if (com_token[0] != '{')
return; // error
while (1)
{
- data = COM_Parse(data);
- if (!data)
+ if (!COM_ParseToken(&data))
return; // error
if (com_token[0] == '}')
break; // end of worldspawn
strcpy(key, com_token);
while (key[strlen(key)-1] == ' ') // remove trailing spaces
key[strlen(key)-1] = 0;
- data = COM_Parse(data);
- if (!data)
+ if (!COM_ParseToken(&data))
return; // error
strcpy(value, com_token);
if (!strcmp("sky", key))
}
MSG_WriteByte (&cls.message, clc_stringcmd);
- //sprintf (str, "spawn %s", cls.spawnparms);
- //MSG_WriteString (&cls.message, str);
MSG_WriteString (&cls.message, "spawn");
break;
Mod_ClearUsed();
+ // disable until we get textures for it
+ R_ResetSkyBox();
+
// precache models
memset (cl.model_precache, 0, sizeof(cl.model_precache));
for (nummodels=1 ; ; nummodels++)
{
// LordHavoc: i == 1 means the first model is the world model
cl.model_precache[i] = Mod_ForName (model_precache[i], false, false, i == 1);
-
if (cl.model_precache[i] == NULL)
{
- Host_Error("Model %s not found\n", model_precache[i]);
- return;
+ Con_Printf("Model %s not found\n", model_precache[i]);
+ //return;
}
CL_KeepaliveMessage ();
}
ent->render.model = cl.worldmodel = cl.model_precache[1];
ent->render.scale = 1;
ent->render.alpha = 1;
- VectorAdd(ent->render.origin, ent->render.model->normalmins, ent->render.mins);
- VectorAdd(ent->render.origin, ent->render.model->normalmaxs, ent->render.maxs);
+ CL_BoundingBoxForEntity(&ent->render);
// clear entlife array
memset(entlife, 0, MAX_EDICTS);
cl_num_entities = 1;
R_NewMap ();
-
CL_CGVM_Start();
+ noclip_anglehack = false; // noclip is turned off at start
+
Mem_CheckSentinelsGlobal();
- noclip_anglehack = false; // noclip is turned off at start
}
void CL_ValidateState(entity_state_t *s)
}
}
+void CL_MoveLerpEntityStates(entity_t *ent)
+{
+ float odelta[3], adelta[3];
+ VectorSubtract(ent->state_current.origin, ent->persistent.neworigin, odelta);
+ VectorSubtract(ent->state_current.angles, ent->persistent.newangles, adelta);
+ if (!ent->state_previous.active || cls.timedemo || DotProduct(odelta, odelta) > 1000*1000 || cl_nolerp.integer)
+ {
+ // we definitely shouldn't lerp
+ ent->persistent.lerpdeltatime = 0;
+ ent->persistent.lerpstarttime = cl.mtime[1];
+ VectorCopy(ent->state_current.origin, ent->persistent.oldorigin);
+ VectorCopy(ent->state_current.angles, ent->persistent.oldangles);
+ VectorCopy(ent->state_current.origin, ent->persistent.neworigin);
+ VectorCopy(ent->state_current.angles, ent->persistent.newangles);
+ }
+ else// if (ent->state_current.flags & RENDER_STEP)
+ {
+ // monster interpolation
+ if (DotProduct(odelta, odelta) + DotProduct(adelta, adelta) > 0.01)
+ {
+ ent->persistent.lerpdeltatime = bound(0, cl.mtime[1] - ent->persistent.lerpstarttime, 0.1);
+ ent->persistent.lerpstarttime = cl.mtime[1];
+ VectorCopy(ent->persistent.neworigin, ent->persistent.oldorigin);
+ VectorCopy(ent->persistent.newangles, ent->persistent.oldangles);
+ VectorCopy(ent->state_current.origin, ent->persistent.neworigin);
+ VectorCopy(ent->state_current.angles, ent->persistent.newangles);
+ }
+ }
+ /*
+ else
+ {
+ // not a monster
+ ent->persistent.lerpstarttime = cl.mtime[1];
+ // no lerp if it's singleplayer
+ //if (sv.active && svs.maxclients == 1 && !ent->state_current.flags & RENDER_STEP)
+ // ent->persistent.lerpdeltatime = 0;
+ //else
+ ent->persistent.lerpdeltatime = cl.mtime[0] - cl.mtime[1];
+ VectorCopy(ent->persistent.neworigin, ent->persistent.oldorigin);
+ VectorCopy(ent->persistent.newangles, ent->persistent.oldangles);
+ VectorCopy(ent->state_current.origin, ent->persistent.neworigin);
+ VectorCopy(ent->state_current.angles, ent->persistent.newangles);
+ }
+ */
+}
+
/*
==================
CL_ParseUpdate
relinked. Other attributes can change without relinking.
==================
*/
-int bitprofile[32], bitprofilecount = 0;
void CL_ParseUpdate (int bits)
{
- int i, num;
+ int num;
entity_t *ent;
entity_state_t new;
ent = cl_entities + num;
- for (i = 0;i < 32;i++)
- if (bits & (1 << i))
- bitprofile[i]++;
- bitprofilecount++;
-
// note: this inherits the 'active' state of the baseline chosen
// (state_baseline is always active, state_current may not be active if
// the entity was missing in the last frame)
if (new.active)
CL_ValidateState(&new);
- if (new.flags & RENDER_STEP) // FIXME: rename this flag?
- {
- // make time identical for memcmp
- new.time = ent->state_current.time;
- if (memcmp(&new, &ent->state_current, sizeof(entity_state_t)))
- {
- // set it back to what it should be
- new.time = cl.mtime[0] + 0.1;
- // state has changed
- ent->state_previous = ent->state_current;
- ent->state_current = new;
- // assume 10fps animation
- //ent->state_previous.time = cl.mtime[0] - 0.1;
- }
- }
- else
- {
- ent->state_previous = ent->state_current;
- ent->state_current = new;
- }
+ ent->state_previous = ent->state_current;
+ ent->state_current = new;
if (ent->state_current.active)
{
+ CL_MoveLerpEntityStates(ent);
cl_entities_active[ent->state_current.number] = true;
// mark as visible (no kill this frame)
entlife[ent->state_current.number] = 2;
ent = &cl_entities[entityframe.entitydata[i].number];
ent->state_previous = ent->state_current;
ent->state_current = entityframe.entitydata[i];
- ent->state_current.time = cl.mtime[0];
+ CL_MoveLerpEntityStates(ent);
// the entity lives again...
entlife[ent->state_current.number] = 2;
cl_entities_active[ent->state_current.number] = true;
VectorCopy(entityframe.eye, cl.viewentoriginnew);
}
-char *bitprofilenames[32] =
-{
- "U_MOREBITS",
- "U_ORIGIN1",
- "U_ORIGIN2",
- "U_ORIGIN3",
- "U_ANGLE2",
- "U_STEP",
- "U_FRAME",
- "U_SIGNAL",
- "U_ANGLE1",
- "U_ANGLE3",
- "U_MODEL",
- "U_COLORMAP",
- "U_SKIN",
- "U_EFFECTS",
- "U_LONGENTITY",
- "U_EXTEND1",
- "U_DELTA",
- "U_ALPHA",
- "U_SCALE",
- "U_EFFECTS2",
- "U_GLOWSIZE",
- "U_GLOWCOLOR",
- "obsolete U_COLORMOD",
- "U_EXTEND2",
- "U_GLOWTRAIL",
- "U_VIEWMODEL",
- "U_FRAME2",
- "U_MODEL2",
- "U_EXTERIORMODEL",
- "U_UNUSED29",
- "U_UNUSED30",
- "U_EXTEND3",
-};
-
-void CL_BitProfile_f(void)
-{
- int i;
- Con_Printf("bitprofile: %i updates\n");
- if (bitprofilecount)
- for (i = 0;i < 32;i++)
- Con_Printf("%s: %i %3.2f%%\n", bitprofilenames[i], bitprofile[i], bitprofile[i] * 100.0 / bitprofilecount);
- Con_Printf("\n");
- for (i = 0;i < 32;i++)
- bitprofile[i] = 0;
- bitprofilecount = 0;
-}
-
void CL_EntityUpdateSetup(void)
{
}
VectorCopy (ent->state_baseline.origin, ent->render.origin);
VectorCopy (ent->state_baseline.angles, ent->render.angles);
- if (ent->render.angles[0] || ent->render.angles[2])
- {
- // pitch or roll
- VectorAdd(ent->render.origin, ent->render.model->rotatedmins, ent->render.mins);
- VectorAdd(ent->render.origin, ent->render.model->rotatedmaxs, ent->render.maxs);
- }
- else if (ent->render.angles[1])
- {
- // yaw
- VectorAdd(ent->render.origin, ent->render.model->yawmins, ent->render.mins);
- VectorAdd(ent->render.origin, ent->render.model->yawmaxs, ent->render.maxs);
- }
- else
- {
- VectorAdd(ent->render.origin, ent->render.model->normalmins, ent->render.mins);
- VectorAdd(ent->render.origin, ent->render.model->normalmaxs, ent->render.maxs);
- }
+ CL_BoundingBoxForEntity(&ent->render);
// This is definitely cheating...
if (ent->render.model == NULL)
CL_Effect(org, modelindex, startframe, framecount, framerate);
}
+model_t *cl_model_bolt = NULL;
+model_t *cl_model_bolt2 = NULL;
+model_t *cl_model_bolt3 = NULL;
+model_t *cl_model_beam = NULL;
+
+sfx_t *cl_sfx_wizhit;
+sfx_t *cl_sfx_knighthit;
+sfx_t *cl_sfx_tink1;
+sfx_t *cl_sfx_ric1;
+sfx_t *cl_sfx_ric2;
+sfx_t *cl_sfx_ric3;
+sfx_t *cl_sfx_r_exp3;
+
+/*
+=================
+CL_ParseTEnt
+=================
+*/
+void CL_InitTEnts (void)
+{
+ cl_sfx_wizhit = S_PrecacheSound ("wizard/hit.wav", false);
+ cl_sfx_knighthit = S_PrecacheSound ("hknight/hit.wav", false);
+ cl_sfx_tink1 = S_PrecacheSound ("weapons/tink1.wav", false);
+ cl_sfx_ric1 = S_PrecacheSound ("weapons/ric1.wav", false);
+ cl_sfx_ric2 = S_PrecacheSound ("weapons/ric2.wav", false);
+ cl_sfx_ric3 = S_PrecacheSound ("weapons/ric3.wav", false);
+ cl_sfx_r_exp3 = S_PrecacheSound ("weapons/r_exp3.wav", false);
+}
+
+void CL_ParseBeam (model_t *m)
+{
+ int i, ent;
+ vec3_t start, end;
+ beam_t *b;
+
+ ent = MSG_ReadShort ();
+ MSG_ReadVector(start);
+ MSG_ReadVector(end);
+
+ // override any beam with the same entity
+ for (i = 0, b = cl_beams;i < cl_max_beams;i++, b++)
+ {
+ if (b->entity == ent)
+ {
+ //b->entity = ent;
+ b->model = m;
+ b->endtime = cl.time + 0.2;
+ VectorCopy (start, b->start);
+ VectorCopy (end, b->end);
+ return;
+ }
+ }
+
+ // find a free beam
+ for (i = 0, b = cl_beams;i < cl_max_beams;i++, b++)
+ {
+ if (!b->model || b->endtime < cl.time)
+ {
+ b->entity = ent;
+ b->model = m;
+ b->endtime = cl.time + 0.2;
+ VectorCopy (start, b->start);
+ VectorCopy (end, b->end);
+ return;
+ }
+ }
+ Con_Printf ("beam list overflow!\n");
+}
+
+void CL_ParseTempEntity (void)
+{
+ int type;
+ vec3_t pos;
+ vec3_t dir;
+ vec3_t pos2;
+ vec3_t color;
+ int rnd;
+ int colorStart, colorLength, count;
+ float velspeed, radius;
+ qbyte *tempcolor;
+
+ type = MSG_ReadByte ();
+ switch (type)
+ {
+ case TE_WIZSPIKE:
+ // spike hitting wall
+ MSG_ReadVector(pos);
+ Mod_FindNonSolidLocation(pos, cl.worldmodel);
+ CL_RunParticleEffect (pos, vec3_origin, 20, 30);
+ S_StartSound (-1, 0, cl_sfx_wizhit, pos, 1, 1);
+ break;
+
+ case TE_KNIGHTSPIKE:
+ // spike hitting wall
+ MSG_ReadVector(pos);
+ Mod_FindNonSolidLocation(pos, cl.worldmodel);
+ CL_RunParticleEffect (pos, vec3_origin, 226, 20);
+ S_StartSound (-1, 0, cl_sfx_knighthit, pos, 1, 1);
+ break;
+
+ case TE_SPIKE:
+ // spike hitting wall
+ MSG_ReadVector(pos);
+ Mod_FindNonSolidLocation(pos, cl.worldmodel);
+ // LordHavoc: changed to spark shower
+ CL_SparkShower(pos, vec3_origin, 15);
+ if ( rand() % 5 )
+ S_StartSound (-1, 0, cl_sfx_tink1, pos, 1, 1);
+ else
+ {
+ rnd = rand() & 3;
+ if (rnd == 1)
+ S_StartSound (-1, 0, cl_sfx_ric1, pos, 1, 1);
+ else if (rnd == 2)
+ S_StartSound (-1, 0, cl_sfx_ric2, pos, 1, 1);
+ else
+ S_StartSound (-1, 0, cl_sfx_ric3, pos, 1, 1);
+ }
+ break;
+ case TE_SPIKEQUAD:
+ // quad spike hitting wall
+ MSG_ReadVector(pos);
+ Mod_FindNonSolidLocation(pos, cl.worldmodel);
+ // LordHavoc: changed to spark shower
+ CL_SparkShower(pos, vec3_origin, 15);
+ CL_AllocDlight (NULL, pos, 200, 0.1f, 0.1f, 1.0f, 1000, 0.2);
+ S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1);
+ if ( rand() % 5 )
+ S_StartSound (-1, 0, cl_sfx_tink1, pos, 1, 1);
+ else
+ {
+ rnd = rand() & 3;
+ if (rnd == 1)
+ S_StartSound (-1, 0, cl_sfx_ric1, pos, 1, 1);
+ else if (rnd == 2)
+ S_StartSound (-1, 0, cl_sfx_ric2, pos, 1, 1);
+ else
+ S_StartSound (-1, 0, cl_sfx_ric3, pos, 1, 1);
+ }
+ break;
+ case TE_SUPERSPIKE:
+ // super spike hitting wall
+ MSG_ReadVector(pos);
+ Mod_FindNonSolidLocation(pos, cl.worldmodel);
+ // LordHavoc: changed to dust shower
+ CL_SparkShower(pos, vec3_origin, 30);
+ if ( rand() % 5 )
+ S_StartSound (-1, 0, cl_sfx_tink1, pos, 1, 1);
+ else
+ {
+ rnd = rand() & 3;
+ if (rnd == 1)
+ S_StartSound (-1, 0, cl_sfx_ric1, pos, 1, 1);
+ else if (rnd == 2)
+ S_StartSound (-1, 0, cl_sfx_ric2, pos, 1, 1);
+ else
+ S_StartSound (-1, 0, cl_sfx_ric3, pos, 1, 1);
+ }
+ break;
+ case TE_SUPERSPIKEQUAD:
+ // quad super spike hitting wall
+ MSG_ReadVector(pos);
+ Mod_FindNonSolidLocation(pos, cl.worldmodel);
+ // LordHavoc: changed to dust shower
+ CL_SparkShower(pos, vec3_origin, 30);
+ CL_AllocDlight (NULL, pos, 200, 0.1f, 0.1f, 1.0f, 1000, 0.2);
+ if ( rand() % 5 )
+ S_StartSound (-1, 0, cl_sfx_tink1, pos, 1, 1);
+ else
+ {
+ rnd = rand() & 3;
+ if (rnd == 1)
+ S_StartSound (-1, 0, cl_sfx_ric1, pos, 1, 1);
+ else if (rnd == 2)
+ S_StartSound (-1, 0, cl_sfx_ric2, pos, 1, 1);
+ else
+ S_StartSound (-1, 0, cl_sfx_ric3, pos, 1, 1);
+ }
+ break;
+ // LordHavoc: added for improved blood splatters
+ case TE_BLOOD:
+ // blood puff
+ MSG_ReadVector(pos);
+ dir[0] = MSG_ReadChar ();
+ dir[1] = MSG_ReadChar ();
+ dir[2] = MSG_ReadChar ();
+ count = MSG_ReadByte ();
+ CL_BloodPuff(pos, dir, count);
+ break;
+ case TE_BLOOD2:
+ // blood puff
+ MSG_ReadVector(pos);
+ CL_BloodPuff(pos, vec3_origin, 10);
+ break;
+ case TE_SPARK:
+ // spark shower
+ MSG_ReadVector(pos);
+ dir[0] = MSG_ReadChar ();
+ dir[1] = MSG_ReadChar ();
+ dir[2] = MSG_ReadChar ();
+ count = MSG_ReadByte ();
+ Mod_FindNonSolidLocation(pos, cl.worldmodel);
+ CL_SparkShower(pos, dir, count);
+ break;
+ case TE_PLASMABURN:
+ MSG_ReadVector(pos);
+ Mod_FindNonSolidLocation(pos, cl.worldmodel);
+ CL_AllocDlight (NULL, pos, 200, 1, 1, 1, 1000, 0.2);
+ CL_PlasmaBurn(pos);
+ break;
+ // LordHavoc: added for improved gore
+ case TE_BLOODSHOWER:
+ // vaporized body
+ MSG_ReadVector(pos); // mins
+ MSG_ReadVector(pos2); // maxs
+ velspeed = MSG_ReadCoord (); // speed
+ count = MSG_ReadShort (); // number of particles
+ CL_BloodShower(pos, pos2, velspeed, count);
+ break;
+ case TE_PARTICLECUBE:
+ // general purpose particle effect
+ MSG_ReadVector(pos); // mins
+ MSG_ReadVector(pos2); // maxs
+ MSG_ReadVector(dir); // dir
+ count = MSG_ReadShort (); // number of particles
+ colorStart = MSG_ReadByte (); // color
+ colorLength = MSG_ReadByte (); // gravity (1 or 0)
+ velspeed = MSG_ReadCoord (); // randomvel
+ CL_ParticleCube(pos, pos2, dir, count, colorStart, colorLength, velspeed);
+ break;
+
+ case TE_PARTICLERAIN:
+ // general purpose particle effect
+ MSG_ReadVector(pos); // mins
+ MSG_ReadVector(pos2); // maxs
+ MSG_ReadVector(dir); // dir
+ count = MSG_ReadShort (); // number of particles
+ colorStart = MSG_ReadByte (); // color
+ CL_ParticleRain(pos, pos2, dir, count, colorStart, 0);
+ break;
+
+ case TE_PARTICLESNOW:
+ // general purpose particle effect
+ MSG_ReadVector(pos); // mins
+ MSG_ReadVector(pos2); // maxs
+ MSG_ReadVector(dir); // dir
+ count = MSG_ReadShort (); // number of particles
+ colorStart = MSG_ReadByte (); // color
+ CL_ParticleRain(pos, pos2, dir, count, colorStart, 1);
+ break;
+
+ case TE_GUNSHOT:
+ // bullet hitting wall
+ MSG_ReadVector(pos);
+ Mod_FindNonSolidLocation(pos, cl.worldmodel);
+ // LordHavoc: changed to dust shower
+ CL_SparkShower(pos, vec3_origin, 15);
+ break;
+
+ case TE_GUNSHOTQUAD:
+ // quad bullet hitting wall
+ MSG_ReadVector(pos);
+ Mod_FindNonSolidLocation(pos, cl.worldmodel);
+ CL_SparkShower(pos, vec3_origin, 15);
+ CL_AllocDlight (NULL, pos, 200, 0.1f, 0.1f, 1.0f, 1000, 0.2);
+ break;
+
+ case TE_EXPLOSION:
+ // rocket explosion
+ MSG_ReadVector(pos);
+ Mod_FindNonSolidLocation(pos, cl.worldmodel);
+ CL_ParticleExplosion (pos);
+ // LordHavoc: boosted color from 1.0, 0.8, 0.4 to 1.25, 1.0, 0.5
+ CL_AllocDlight (NULL, pos, 350, 1.25f, 1.0f, 0.5f, 700, 0.5);
+ S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1);
+ break;
+
+ case TE_EXPLOSIONQUAD:
+ // quad rocket explosion
+ MSG_ReadVector(pos);
+ Mod_FindNonSolidLocation(pos, cl.worldmodel);
+ CL_ParticleExplosion (pos);
+ CL_AllocDlight (NULL, pos, 600, 0.5f, 0.4f, 1.0f, 1200, 0.5);
+ S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1);
+ break;
+
+ case TE_EXPLOSION3:
+ // Nehahra movie colored lighting explosion
+ MSG_ReadVector(pos);
+ Mod_FindNonSolidLocation(pos, cl.worldmodel);
+ CL_ParticleExplosion (pos);
+ CL_AllocDlight (NULL, pos, 350, MSG_ReadCoord(), MSG_ReadCoord(), MSG_ReadCoord(), 700, 0.5);
+ S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1);
+ break;
+
+ case TE_EXPLOSIONRGB:
+ // colored lighting explosion
+ MSG_ReadVector(pos);
+ Mod_FindNonSolidLocation(pos, cl.worldmodel);
+ CL_ParticleExplosion (pos);
+ color[0] = MSG_ReadByte() * (1.0 / 255.0);
+ color[1] = MSG_ReadByte() * (1.0 / 255.0);
+ color[2] = MSG_ReadByte() * (1.0 / 255.0);
+ CL_AllocDlight (NULL, pos, 350, color[0], color[1], color[2], 700, 0.5);
+ S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1);
+ break;
+
+ case TE_TAREXPLOSION:
+ // tarbaby explosion
+ MSG_ReadVector(pos);
+ Mod_FindNonSolidLocation(pos, cl.worldmodel);
+ CL_BlobExplosion (pos);
+
+ S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1);
+ CL_AllocDlight (NULL, pos, 600, 0.8f, 0.4f, 1.0f, 1200, 0.5);
+ S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1);
+ break;
+
+ case TE_SMALLFLASH:
+ MSG_ReadVector(pos);
+ Mod_FindNonSolidLocation(pos, cl.worldmodel);
+ CL_AllocDlight (NULL, pos, 200, 1, 1, 1, 1000, 0.2);
+ break;
+
+ case TE_CUSTOMFLASH:
+ MSG_ReadVector(pos);
+ Mod_FindNonSolidLocation(pos, cl.worldmodel);
+ radius = MSG_ReadByte() * 8;
+ velspeed = (MSG_ReadByte() + 1) * (1.0 / 256.0);
+ color[0] = MSG_ReadByte() * (1.0 / 255.0);
+ color[1] = MSG_ReadByte() * (1.0 / 255.0);
+ color[2] = MSG_ReadByte() * (1.0 / 255.0);
+ CL_AllocDlight (NULL, pos, radius, color[0], color[1], color[2], radius / velspeed, velspeed);
+ break;
+
+ case TE_FLAMEJET:
+ MSG_ReadVector(pos);
+ MSG_ReadVector(dir);
+ count = MSG_ReadByte();
+ CL_Flames(pos, dir, count);
+ break;
+
+ case TE_LIGHTNING1:
+ // lightning bolts
+ if (!cl_model_bolt)
+ cl_model_bolt = Mod_ForName("progs/bolt.mdl", true, false, false);
+ CL_ParseBeam (cl_model_bolt);
+ break;
+
+ case TE_LIGHTNING2:
+ // lightning bolts
+ if (!cl_model_bolt2)
+ cl_model_bolt2 = Mod_ForName("progs/bolt2.mdl", true, false, false);
+ CL_ParseBeam (cl_model_bolt2);
+ break;
+
+ case TE_LIGHTNING3:
+ // lightning bolts
+ if (!cl_model_bolt3)
+ cl_model_bolt3 = Mod_ForName("progs/bolt3.mdl", true, false, false);
+ CL_ParseBeam (cl_model_bolt3);
+ break;
+
+// PGM 01/21/97
+ case TE_BEAM:
+ // grappling hook beam
+ if (!cl_model_beam)
+ cl_model_beam = Mod_ForName("progs/beam.mdl", true, false, false);
+ CL_ParseBeam (cl_model_beam);
+ break;
+// PGM 01/21/97
+
+// LordHavoc: for compatibility with the Nehahra movie...
+ case TE_LIGHTNING4NEH:
+ CL_ParseBeam (Mod_ForName(MSG_ReadString(), true, false, false));
+ break;
+
+ case TE_LAVASPLASH:
+ pos[0] = MSG_ReadCoord ();
+ pos[1] = MSG_ReadCoord ();
+ pos[2] = MSG_ReadCoord ();
+ CL_LavaSplash (pos);
+ break;
+
+ case TE_TELEPORT:
+ pos[0] = MSG_ReadCoord ();
+ pos[1] = MSG_ReadCoord ();
+ pos[2] = MSG_ReadCoord ();
+ CL_AllocDlight (NULL, pos, 1000, 1.25f, 1.25f, 1.25f, 3000, 99.0f);
+// CL_TeleportSplash (pos);
+ break;
+
+ case TE_EXPLOSION2:
+ // color mapped explosion
+ MSG_ReadVector(pos);
+ Mod_FindNonSolidLocation(pos, cl.worldmodel);
+ colorStart = MSG_ReadByte ();
+ colorLength = MSG_ReadByte ();
+ CL_ParticleExplosion2 (pos, colorStart, colorLength);
+ tempcolor = (qbyte *)&palette_complete[(rand()%colorLength) + colorStart];
+ CL_AllocDlight (NULL, pos, 350, tempcolor[0] * (1.0f / 255.0f), tempcolor[1] * (1.0f / 255.0f), tempcolor[2] * (1.0f / 255.0f), 700, 0.5);
+ S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1);
+ break;
+
+ default:
+ Host_Error ("CL_ParseTempEntity: bad type %d", type);
+ }
+}
#define SHOWNET(x) if(cl_shownet.integer==2)Con_Printf ("%3i:%s\n", msg_readcount-1, x);
CL_ParseStatic (true);
break;
case svc_temp_entity:
- CL_ParseTEnt ();
+ CL_ParseTempEntity ();
break;
case svc_setpause:
CL_EntityUpdateEnd();
}
+void CL_Parse_Init(void)
+{
+ // LordHavoc: added demo_nehahra cvar
+ Cvar_RegisterVariable (&demo_nehahra);
+ if (gamemode == GAME_NEHAHRA)
+ Cvar_SetValue("demo_nehahra", 1);
+}