typedef struct rtlight_s
{
- // shadow volumes are done entirely in model space, so there are no matrices for dealing with them... they just use the origin
+ // shadow volumes are done entirely in model space, so there are no matrices for dealing with them... they just use the origin
// note that the world to light matrices are inversely scaled (divided) by lightradius
// core properties
// matrix for transforming world coordinates to light filter coordinates
matrix4x4_t matrix_worldtolight;
- // based on worldtolight this transforms -1 to +1 to 0 to 1 for purposes
- // of attenuation texturing in full 3D (Z result often ignored)
- matrix4x4_t matrix_worldtoattenuationxyz;
- // this transforms only the Z to S, and T is always 0.5
- matrix4x4_t matrix_worldtoattenuationz;
// typically 1 1 1, can be lower (dim) or higher (overbright)
vec3_t color;
// size of the light (remove?)
vec_t specularscale;
// LIGHTFLAG_* flags
int flags;
-
+
// generated properties
// used only for shadow volumes
vec3_t shadoworigin;
shadowmesh_t *static_meshchain_shadow;
shadowmesh_t *static_meshchain_light;
// used for visibility testing (more exact than bbox)
- int static_numclusters;
- int static_numclusterpvsbytes;
- int *static_clusterlist;
- qbyte *static_clusterpvs;
+ int static_numleafs;
+ int static_numleafpvsbytes;
+ int *static_leaflist;
+ qbyte *static_leafpvs;
+ // surfaces seen by light
+ int static_numsurfaces;
+ int *static_surfacelist;
}
rtlight_t;
// (worldlight only)
struct dlight_s *next;
// embedded rtlight struct for renderer
- // (renderer only)
+ // (renderer only)
rtlight_t rtlight;
}
dlight_t;
vec3_t cursor_normal;
vec_t cursor_fraction;
int cursor_entitynumber;
+
+ double time;
+ double receivetime;
+ int buttons;
+ int impulse;
+ int sequence;
} usercmd_t;
typedef struct
netconn_t *netcon;
// writing buffer to send to server
sizebuf_t message;
+ qbyte message_buf[1024];
}
client_static_t;
extern client_static_t cls;
+typedef struct client_movementqueue_s
+{
+ double time;
+ float frametime;
+ int sequence;
+ float viewangles[3];
+ float move[3];
+ qboolean jump;
+ qboolean crouch;
+}
+client_movementqueue_t;
+
//
// the client_state_t structure is wiped completely at every
// server signon
// the view is temporarily offset, and an angle reset commands at the start
// of each level and after teleporting.
- // during demo playback viewangles is lerped between these
- vec3_t mviewangles[2];
- // either client controlled, or lerped from demo mviewangles
- vec3_t viewangles;
-
+ // mviewangles is read from demo
+ // viewangles is either client controlled or lerped from mviewangles
+ vec3_t mviewangles[2], viewangles;
+ // update by server, used by qc to do weapon recoil
+ vec3_t mpunchangle[2], punchangle;
+ // update by server, can be used by mods to kick view around
+ vec3_t mpunchvector[2], punchvector;
// update by server, used for lean+bob (0 is newest)
- vec3_t mvelocity[2];
- // lerped between mvelocity[0] and [1]
- vec3_t velocity;
-
- // temporary offset
- vec3_t punchangle;
- // LordHavoc: origin view kick
- vec3_t punchvector;
+ vec3_t mvelocity[2], velocity;
+ // update by server, can be used by mods for zooming
+ vec_t mviewzoom[2], viewzoom;
+
+ // client movement simulation
+ // these fields are only updated by CL_ClientMovement (called by CL_SendMove after parsing each network packet)
+ qboolean movement;
+ // simulated data (this is valid even if cl.movement is false)
+ vec3_t movement_origin;
+ vec3_t movement_oldorigin;
+ vec3_t movement_velocity;
+ // queue of proposed moves
+ int movement_numqueue;
+ client_movementqueue_t movement_queue[256];
+ int movesequence;
+ int servermovesequence;
// pitch drifting vars
float idealpitch;
// [cl.maxclients]
scoreboard_t *scores;
- // LordHavoc: sniping zoom, QC controlled
- float viewzoom;
- // for interpolation
- float viewzoomold, viewzoomnew;
-
// protocol version of the server we're connected to
- int protocol;
+ protocolversion_t protocol;
// entity database stuff
// latest received entity frame numbers
}
client_state_t;
-extern mempool_t *cl_scores_mempool;
-
//
// cvars
//
extern cvar_t cl_explosions_size_end;
extern cvar_t cl_explosions_lifetime;
extern cvar_t cl_stainmaps;
-extern cvar_t cl_stainmapsclearonload;
+extern cvar_t cl_stainmaps_clearonload;
extern cvar_t cl_prydoncursor;
+extern vec3_t cl_playerstandmins;
+extern vec3_t cl_playerstandmaxs;
+extern vec3_t cl_playercrouchmins;
+extern vec3_t cl_playercrouchmaxs;
+
// these are updated by CL_ClearState
extern int cl_num_entities;
extern int cl_num_static_entities;
extern int cl_num_temp_entities;
extern int cl_num_brushmodel_entities;
-extern mempool_t *cl_entities_mempool;
+extern mempool_t *cl_mempool;
extern entity_t *cl_entities;
extern qbyte *cl_entities_active;
extern entity_t *cl_static_entities;
extern entity_t *cl_temp_entities;
-extern entity_render_t **cl_brushmodel_entities;
+extern int *cl_brushmodel_entities;
extern cl_effect_t *cl_effects;
extern beam_t *cl_beams;
extern dlight_t *cl_dlights;
// cl_main
//
+void CL_Shutdown (void);
void CL_Init (void);
void CL_EstablishConnection(const char *host);
void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate);
void CL_ClearState (void);
+void CL_ExpandEntities(int num);
int CL_ReadFromServer (void);
void CL_WriteToServer (void);
-void CL_BaseMove (void);
+void CL_Move (void);
+extern qboolean cl_ignoremousemove;
float CL_KeyState (kbutton_t *key);
const char *Key_KeynumToString (int keynum);
+int Key_StringToKeynum (const char *str);
//
// cl_demo.c
// cl_parse.c
//
void CL_Parse_Init(void);
+void CL_Parse_Shutdown(void);
void CL_ParseServerMessage(void);
void CL_Parse_DumpPacket(void);
void CL_Particles_Clear(void);
void CL_Particles_Init(void);
+void CL_Particles_Shutdown(void);
void CL_ParseParticleEffect (void);
void CL_RunParticleEffect (vec3_t org, vec3_t dir, int color, int count);
refdef_t r_refdef;
-extern mempool_t *cl_refdef_mempool;
-
#include "cgamevm.h"
#endif