// NULL = no model
model_t *model;
- // current uninterpolated animation frame (for things which do not use interpolation)
- int frame;
+ // number of the entity represents, or 0 for non-network entities
+ int entitynumber;
// entity shirt and pants colors (-1 if not colormapped)
int colormap;
// literal colors for renderer
// particle trail
float trail_time;
+ qboolean trail_allowed; // set to false by teleports, true by update code, prevents bad lerps
// muzzleflash fading
float muzzleflash;
int impulse;
int sequence;
qboolean applied; // if false we're still accumulating a move
+ qboolean predicted; // if true the sequence should be sent as 0
} usercmd_t;
typedef struct lightstyle_s
double starttime;
double framerate;
// for AVI saving some values have to be written after capture ends
+ fs_offset_t videofile_firstchunkframes_offset;
fs_offset_t videofile_totalframes_offset1;
fs_offset_t videofile_totalframes_offset2;
fs_offset_t videofile_totalsampleframes_offset;
int soundrate;
int frame;
int soundsampleframe; // for AVI saving
- unsigned char *buffer;
+ unsigned char *screenbuffer;
+ unsigned char *outbuffer;
sizebuf_t riffbuffer;
unsigned char riffbufferdata[128];
// note: riffindex buffer has an allocated ->data member, not static like most!
short rgbtoyuvscaletable[3][3][256];
unsigned char yuvnormalizetable[3][256];
char basename[64];
+ int width, height;
}
capturevideostate_t;
float move[3];
qboolean jump;
qboolean crouch;
+ qboolean canjump;
}
client_movementqueue_t;
model_t *ownermodel; // model the decal is stuck to (used to make sure the entity is still alive)
vec3_t relativeorigin; // decal at this location in entity's coordinate space
vec3_t relativedirection; // decal oriented this way relative to entity's coordinate space
+ float delayedcollisions; // time that p->bounce becomes active
+ float delayedspawn; // time that particle appears and begins moving
+ float die; // time when this particle should be removed, regardless of alpha
}
particle_t;
// information for local display
// health, etc
int stats[MAX_CL_STATS];
+ float *statsf; // points to stats[] array
// last known inventory bit flags, for blinking
int olditems;
// cl.time of acquiring item, for blinking
int viewentity;
// the real player entity (normally same as viewentity,
// different than viewentity if mod uses chasecam or other tricks)
+ int realplayerentity;
+ // this is updated to match cl.viewentity whenever it is in the clients
+ // range, basically this is used in preference to cl.realplayerentity for
+ // most purposes because when spectating another player it should show
+ // their information rather than yours
int playerentity;
// max players that can be in this game
int maxclients;
int downloadsound_current;
int loadsound_total;
qboolean downloadcsqc;
+ qboolean loadcsqc;
qboolean loadbegun;
qboolean loadfinished;
int qw_teamplay;
// unused: indicates whether the player is spectating
- // use cl.scores[cl.playerentity].qw_spectator instead
+ // use cl.scores[cl.playerentity-1].qw_spectator instead
//qboolean qw_spectator;
// movement parameters for client prediction
- float qw_movevars_gravity;
- float qw_movevars_stopspeed;
- float qw_movevars_maxspeed; // can change during play
- float qw_movevars_spectatormaxspeed;
- float qw_movevars_accelerate;
- float qw_movevars_airaccelerate;
- float qw_movevars_wateraccelerate;
- float qw_movevars_friction;
- float qw_movevars_waterfriction;
- float qw_movevars_entgravity; // can change during play
+ float movevars_wallfriction;
+ float movevars_waterfriction;
+ float movevars_friction;
+ float movevars_ticrate;
+ float movevars_timescale;
+ float movevars_gravity;
+ float movevars_stopspeed;
+ float movevars_maxspeed;
+ float movevars_spectatormaxspeed;
+ float movevars_accelerate;
+ float movevars_airaccelerate;
+ float movevars_wateraccelerate;
+ float movevars_entgravity;
+ float movevars_jumpvelocity;
+ float movevars_edgefriction;
+ float movevars_maxairspeed;
+ float movevars_stepheight;
+ float movevars_airaccel_qw;
+ float movevars_airaccel_sideways_friction;
// models used by qw protocol
int qw_modelindex_spike;
int qw_deltasequence[QW_UPDATE_BACKUP];
// csqc stuff:
+ // server entity number corresponding to a clientside entity
+ unsigned short csqc_server2csqcentitynumber[MAX_EDICTS];
+ qboolean csqc_loaded;
+ vec3_t csqc_origin;
+ vec3_t csqc_angles;
+ qboolean csqc_usecsqclistener;
+ matrix4x4_t csqc_listenermatrix;
+ char csqc_printtextbuf[MAX_INPUTLINE];
// collision culling data
world_t world;
// this is updated to cl.movement_origin whenever health is < 1
// used by %d print in say/say_team messages if cl_locs_enable is on
vec3_t lastdeathorigin;
+
+ // processing buffer used by R_BuildLightMap, reallocated as needed,
+ // freed on each level change
+ size_t buildlightmapmemorysize;
+ unsigned char *buildlightmapmemory;
}
client_state_t;
mplane_t frustum[5];
float frustum_x, frustum_y;
vec3_t frustumcorner[4];
+ // if turned off it renders an ortho view
+ int useperspective;
+ float ortho_x, ortho_y;
// screen area to render in
int x;