X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=cl_main.c;h=036a92452921f697837bfd41f5c4fbae1da77010;hb=3dec249af38ac10d995ea4829993e76ae13fda9e;hp=d47902f83721e474bf024d65c85a4599797f13a1;hpb=15d6d05dd61474b483f78c871bff5b1acba6e337;p=xonotic%2Fdarkplaces.git diff --git a/cl_main.c b/cl_main.c index d47902f8..036a9245 100644 --- a/cl_main.c +++ b/cl_main.c @@ -46,8 +46,14 @@ cvar_t freelook = {CVAR_SAVE, "freelook", "1"}; cvar_t r_draweffects = {0, "r_draweffects", "1"}; -cvar_t cl_explosions = {CVAR_SAVE, "cl_explosions", "1"}; +cvar_t cl_explosions_alpha_start = {CVAR_SAVE, "cl_explosions_alpha_start", "1.5"}; +cvar_t cl_explosions_alpha_end = {CVAR_SAVE, "cl_explosions_alpha_end", "0"}; +cvar_t cl_explosions_size_start = {CVAR_SAVE, "cl_explosions_size_start", "16"}; +cvar_t cl_explosions_size_end = {CVAR_SAVE, "cl_explosions_size_end", "128"}; +cvar_t cl_explosions_lifetime = {CVAR_SAVE, "cl_explosions_lifetime", "0.5"}; + cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "1"}; +cvar_t cl_stainmapsclearonload = {CVAR_SAVE, "cl_stainmapsclearonload", "0"}; cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1"}; cvar_t cl_beams_relative = {CVAR_SAVE, "cl_beams_relative", "1"}; @@ -98,10 +104,13 @@ void CL_ClearState(void) if (!sv.active) Host_ClearMemory (); + // note: this also gets rid of the entity database Mem_EmptyPool(cl_entities_mempool); // wipe the entire cl structure memset (&cl, 0, sizeof(cl)); + // reset the view zoom interpolation + cl.viewzoomold = cl.viewzoomnew = 1; SZ_Clear (&cls.message); @@ -115,7 +124,7 @@ void CL_ClearState(void) cl_max_static_entities = 256; cl_max_temp_entities = 512; cl_max_effects = 256; - cl_max_beams = 24; + cl_max_beams = 256; cl_max_dlights = MAX_DLIGHTS; cl_max_lightstyle = MAX_LIGHTSTYLES; cl_max_brushmodel_entities = MAX_EDICTS; @@ -137,9 +146,9 @@ void CL_ClearState(void) // LordHavoc: have to set up the baseline info for alpha and other stuff for (i = 0;i < cl_max_entities;i++) { - ClearStateToDefault(&cl_entities[i].state_baseline); - ClearStateToDefault(&cl_entities[i].state_previous); - ClearStateToDefault(&cl_entities[i].state_current); + cl_entities[i].state_baseline = defaultstate; + cl_entities[i].state_previous = defaultstate; + cl_entities[i].state_current = defaultstate; } CL_CGVM_Clear(); @@ -158,6 +167,8 @@ void CL_Disconnect(void) if (cls.state == ca_dedicated) return; + Con_DPrintf("CL_Disconnect\n"); + // stop sounds (especially looping!) S_StopAllSounds (true); @@ -176,20 +187,13 @@ void CL_Disconnect(void) if (cls.demorecording) CL_Stop_f(); - Con_DPrintf("Sending clc_disconnect\n"); + Con_DPrint("Sending clc_disconnect\n"); SZ_Clear(&cls.message); MSG_WriteByte(&cls.message, clc_disconnect); NetConn_SendUnreliableMessage(cls.netcon, &cls.message); SZ_Clear(&cls.message); NetConn_Close(cls.netcon); cls.netcon = NULL; - // if running a local server, shut it down - if (sv.active) - { - // prevent this code from executing again during Host_ShutdownServer - cls.state = ca_disconnected; - Host_ShutdownServer(false); - } } cls.state = ca_disconnected; @@ -221,11 +225,13 @@ void CL_EstablishConnection(const char *host) // clear menu's connect error message m_return_reason[0] = 0; + cls.demonum = -1; // stop demo loop in case this fails - cls.demonum = -1; CL_Disconnect(); - + NetConn_ClientFrame(); + NetConn_ServerFrame(); + if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address))) { cls.connect_trying = true; @@ -243,6 +249,11 @@ void CL_EstablishConnection(const char *host) NetConn_ServerFrame(); } } + else + { + Con_Print("Unable to find a suitable network socket to connect to server.\n"); + strcpy(m_return_reason, "No network"); + } } /* @@ -262,13 +273,12 @@ static void CL_PrintEntities_f(void) continue; if (ent->render.model) - strncpy(name, ent->render.model->name, 25); + strlcpy (name, ent->render.model->name, 25); else strcpy(name, "--no model--"); - name[25] = 0; for (j = strlen(name);j < 25;j++) name[j] = ' '; - Con_Printf ("%3i: %s:%04i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", i, name, ent->render.frame, (int) ent->render.origin[0], (int) ent->render.origin[1], (int) ent->render.origin[2], (int) ent->render.angles[0] % 360, (int) ent->render.angles[1] % 360, (int) ent->render.angles[2] % 360, ent->render.scale, ent->render.alpha); + Con_Printf("%3i: %s:%04i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", i, name, ent->render.frame, (int) ent->render.origin[0], (int) ent->render.origin[1], (int) ent->render.origin[2], (int) ent->render.angles[0] % 360, (int) ent->render.angles[1] % 360, (int) ent->render.angles[2] % 360, ent->render.scale, ent->render.alpha); } } @@ -349,7 +359,7 @@ static float CL_LerpPoint(void) // LordHavoc: lerp in listen games as the server is being capped below the client (usually) f = cl.mtime[0] - cl.mtime[1]; - if (!f || cl_nolerp.integer || cls.timedemo || (sv.active && svs.maxclients == 1)) + if (!f || cl_nolerp.integer || cls.timedemo || cl.islocalgame) { cl.time = cl.mtime[0]; return 1; @@ -407,7 +417,7 @@ void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float } } -void CL_AllocDlight(entity_render_t *ent, vec3_t org, float radius, float red, float green, float blue, float decay, float lifetime) +void CL_AllocDlight(entity_render_t *ent, matrix4x4_t *matrix, float radius, float red, float green, float blue, float decay, float lifetime, int cubemapnum, int style, int shadowenable, vec_t corona) { int i; dlight_t *dl; @@ -435,9 +445,15 @@ void CL_AllocDlight(entity_render_t *ent, vec3_t org, float radius, float red, f dlightsetup: //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius); memset (dl, 0, sizeof(*dl)); + dl->matrix = *matrix; dl->ent = ent; - CL_FindNonSolidLocation(org, dl->origin, 6); - //VectorCopy(org, dl->origin); + dl->origin[0] = dl->matrix.m[0][3]; + dl->origin[1] = dl->matrix.m[1][3]; + dl->origin[2] = dl->matrix.m[2][3]; + CL_FindNonSolidLocation(dl->origin, dl->origin, 6); + dl->matrix.m[0][3] = dl->origin[0]; + dl->matrix.m[1][3] = dl->origin[1]; + dl->matrix.m[2][3] = dl->origin[2]; dl->radius = radius; dl->color[0] = red; dl->color[1] = green; @@ -447,6 +463,10 @@ dlightsetup: dl->die = cl.time + lifetime; else dl->die = 0; + dl->cubemapnum = cubemapnum; + dl->style = style; + dl->shadow = shadowenable; + dl->corona = corona; } void CL_DecayLights(void) @@ -456,333 +476,442 @@ void CL_DecayLights(void) float time; time = cl.time - cl.oldtime; - - dl = cl_dlights; - for (i=0 ; iradius) - continue; - if (dl->die < cl.time) - { - dl->radius = 0; - continue; - } - - dl->radius -= time*dl->decay; - if (dl->radius < 0) - dl->radius = 0; - } + for (i = 0, dl = cl_dlights;i < MAX_DLIGHTS;i++, dl++) + if (dl->radius) + dl->radius = (cl.time < dl->die) ? max(0, dl->radius - time * dl->decay) : 0; } -extern qboolean Nehahrademcompatibility; #define MAXVIEWMODELS 32 entity_t *viewmodels[MAXVIEWMODELS]; int numviewmodels; -void CL_RelinkNetworkEntity(entity_t *e) + +matrix4x4_t viewmodelmatrix; + +static int entitylinkframenumber; + +static const vec3_t muzzleflashorigin = {18, 0, 0}; + +extern void V_DriftPitch(void); +extern void V_FadeViewFlashs(void); +extern void V_CalcViewBlend(void); + +extern void V_CalcRefdef(void); +// note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags) +void CL_LinkNetworkEntity(entity_t *e) { - int trailtype, temp; - float oldorg[3], delta[3], lerp, dlightcolor[3], mins[3], maxs[3], v[3], v2[3], d; - entity_persistent_t *p; - entity_render_t *r; - p = &e->persistent; - r = &e->render; - - if (e->state_previous.active && e->state_current.modelindex == e->state_previous.modelindex) + matrix4x4_t *matrix, blendmatrix, tempmatrix, matrix2; + //matrix4x4_t dlightmatrix; + int j, k, l, trailtype, temp; + float origin[3], angles[3], delta[3], lerp, dlightcolor[3], dlightradius, mins[3], maxs[3], v[3], v2[3], d; + entity_t *t; + model_t *model; + //entity_persistent_t *p = &e->persistent; + //entity_render_t *r = &e->render; + if (e->persistent.linkframe != entitylinkframenumber) { - // movement lerp - if (p->lerpdeltatime > 0 && (lerp = (cl.time - p->lerpstarttime) / p->lerpdeltatime) < 1) - { - // read the old origin - VectorCopy(r->origin, oldorg); - // interpolate the origin and angles - r->origin[0] = p->oldorigin[0] + lerp * (p->neworigin[0] - p->oldorigin[0]); - r->origin[1] = p->oldorigin[1] + lerp * (p->neworigin[1] - p->oldorigin[1]); - r->origin[2] = p->oldorigin[2] + lerp * (p->neworigin[2] - p->oldorigin[2]); - VectorSubtract(p->newangles, p->oldangles, delta); - if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360; - if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360; - if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360; - VectorMA(p->oldangles, lerp, delta, r->angles); - } + e->persistent.linkframe = entitylinkframenumber; + // skip inactive entities and world + if (!e->state_current.active || e == cl_entities) + return; + e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate? + e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate? + e->render.flags = e->state_current.flags; + e->render.effects = e->state_current.effects; + if (e->state_current.flags & RENDER_COLORMAPPED) + e->render.colormap = e->state_current.colormap; + else if (cl.scores != NULL && e->state_current.colormap) + e->render.colormap = cl.scores[e->state_current.colormap - 1].colors; // color it else + e->render.colormap = -1; // no special coloring + e->render.skinnum = e->state_current.skin; + if (e->render.flags & RENDER_VIEWMODEL) { - // no interpolation - VectorCopy(p->neworigin, r->origin); - VectorCopy(p->neworigin, oldorg); - VectorCopy(p->newangles, r->angles); - } - // animation lerp - if (r->frame2 != e->state_current.frame) - { - // begin a new frame lerp - r->frame1 = r->frame2; - r->frame1time = r->frame2time; - r->frame = r->frame2 = e->state_current.frame; - r->frame2time = cl.time; - r->framelerp = 0; + if (!r_drawviewmodel.integer || chase_active.integer || envmap) + return; + if (cl.viewentity) + CL_LinkNetworkEntity(cl_entities + cl.viewentity); + matrix = &viewmodelmatrix; + if (e == &cl.viewent && cl.viewentity >= 0 && cl.viewentity < MAX_EDICTS && cl_entities[cl.viewentity].state_current.active) + { + e->state_current.alpha = cl_entities[cl.viewentity].state_current.alpha; + e->state_current.effects = EF_NOSHADOW | (cl_entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_REFLECTIVE | EF_FULLBRIGHT)); + } } else { - // update frame lerp fraction - r->framelerp = r->frame2time > r->frame1time ? ((cl.time - r->frame2time) / (r->frame2time - r->frame1time)) : 1; - r->framelerp = bound(0, r->framelerp, 1); + t = cl_entities + e->state_current.tagentity; + if (!t->state_current.active) + return; + // note: this can link to world + CL_LinkNetworkEntity(t); + // make relative to the entity + matrix = &t->render.matrix; + // some properties of the tag entity carry over + e->render.flags |= t->render.flags & RENDER_EXTERIORMODEL; + // if a valid tagindex is used, make it relative to that tag instead + // FIXME: use a model function to get tag info (need to handle skeletal) + if (e->state_current.tagentity && e->state_current.tagindex >= 1 && (model = t->render.model) && e->state_current.tagindex <= t->render.model->alias.aliasnum_tags) + { + // blend the matrices + memset(&blendmatrix, 0, sizeof(blendmatrix)); + for (j = 0;j < 4 && t->render.frameblend[j].lerp > 0;j++) + { + matrix = &t->render.model->alias.aliasdata_tags[t->render.frameblend[j].frame * t->render.model->alias.aliasnum_tags + (e->state_current.tagindex - 1)].matrix; + d = t->render.frameblend[j].lerp; + for (l = 0;l < 4;l++) + for (k = 0;k < 4;k++) + blendmatrix.m[l][k] += d * matrix->m[l][k]; + } + // concat the tag matrices onto the entity matrix + Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix); + // use the constructed tag matrix + matrix = &tempmatrix; + } } - } - else - { - // no interpolation - VectorCopy(p->neworigin, r->origin); - VectorCopy(p->neworigin, oldorg); - VectorCopy(p->newangles, r->angles); - r->frame = r->frame1 = r->frame2 = e->state_current.frame; - r->frame1time = r->frame2time = cl.time; - r->framelerp = 1; - } - - r->alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate? - r->scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate? - r->flags = e->state_current.flags; - if (e - cl_entities == cl.viewentity) - r->flags |= RENDER_EXTERIORMODEL; - r->effects = e->state_current.effects; - if (e->state_current.flags & RENDER_COLORMAPPED) - r->colormap = e->state_current.colormap; - else if (cl.scores != NULL && e->state_current.colormap) - r->colormap = cl.scores[e->state_current.colormap - 1].colors; // color it - else - r->colormap = -1; // no special coloring - r->skinnum = e->state_current.skin; - - // handle effects now... - trailtype = -1; - dlightcolor[0] = 0; - dlightcolor[1] = 0; - dlightcolor[2] = 0; - - // LordHavoc: if the entity has no effects, don't check each - if (r->effects) - { - if (r->effects & EF_BRIGHTFIELD) + // set up the render matrix + if (e->state_previous.active && e->state_current.modelindex == e->state_previous.modelindex) { - if (gamemode == GAME_NEXUIZ) + // movement lerp + if (e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1) { - dlightcolor[0] += 100.0f; - dlightcolor[1] += 200.0f; - dlightcolor[2] += 400.0f; - trailtype = 8; + // interpolate the origin and angles + VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin); + VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta); + if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360; + if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360; + if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360; + VectorMA(e->persistent.oldangles, lerp, delta, angles); } else - CL_EntityParticles(e); - } - if (r->effects & EF_MUZZLEFLASH) - p->muzzleflash = 100.0f; - if (r->effects & EF_DIMLIGHT) - { - dlightcolor[0] += 200.0f; - dlightcolor[1] += 200.0f; - dlightcolor[2] += 200.0f; - } - if (r->effects & EF_BRIGHTLIGHT) - { - dlightcolor[0] += 400.0f; - dlightcolor[1] += 400.0f; - dlightcolor[2] += 400.0f; - } - // LordHavoc: added EF_RED and EF_BLUE - if (r->effects & EF_RED) // red - { - dlightcolor[0] += 200.0f; - dlightcolor[1] += 20.0f; - dlightcolor[2] += 20.0f; - } - if (r->effects & EF_BLUE) // blue - { - dlightcolor[0] += 20.0f; - dlightcolor[1] += 20.0f; - dlightcolor[2] += 200.0f; - } - if (r->effects & EF_FLAME) - { - mins[0] = r->origin[0] - 16.0f; - mins[1] = r->origin[1] - 16.0f; - mins[2] = r->origin[2] - 16.0f; - maxs[0] = r->origin[0] + 16.0f; - maxs[1] = r->origin[1] + 16.0f; - maxs[2] = r->origin[2] + 16.0f; - // how many flames to make - temp = (int) (cl.time * 300) - (int) (cl.oldtime * 300); - CL_FlameCube(mins, maxs, temp); - d = lhrandom(200, 250); - dlightcolor[0] += d * 1.0f; - dlightcolor[1] += d * 0.7f; - dlightcolor[2] += d * 0.3f; + { + // no interpolation + VectorCopy(e->persistent.neworigin, origin); + VectorCopy(e->persistent.newangles, angles); + } + // animation lerp + if (e->render.frame2 == e->state_current.frame) + { + // update frame lerp fraction + e->render.framelerp = 1; + if (e->render.frame2time > e->render.frame1time) + { + e->render.framelerp = (cl.time - e->render.frame2time) / (e->render.frame2time - e->render.frame1time); + e->render.framelerp = bound(0, e->render.framelerp, 1); + } + } + else + { + // begin a new frame lerp + e->render.frame1 = e->render.frame2; + e->render.frame1time = e->render.frame2time; + e->render.frame = e->render.frame2 = e->state_current.frame; + e->render.frame2time = cl.time; + e->render.framelerp = 0; + // make sure frame lerp won't last longer than 100ms + // (this mainly helps with models that use framegroups and + // switch between them infrequently) + e->render.frame1time = max(e->render.frame1time, e->render.frame2time - 0.1f); + } } - if (r->effects & EF_STARDUST) + else { - mins[0] = r->origin[0] - 16.0f; - mins[1] = r->origin[1] - 16.0f; - mins[2] = r->origin[2] - 16.0f; - maxs[0] = r->origin[0] + 16.0f; - maxs[1] = r->origin[1] + 16.0f; - maxs[2] = r->origin[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; + // no interpolation + VectorCopy(e->persistent.neworigin, origin); + VectorCopy(e->persistent.newangles, angles); + e->render.frame = e->render.frame1 = e->render.frame2 = e->state_current.frame; + e->render.frame1time = e->render.frame2time = cl.time; + e->render.framelerp = 1; } - } - r->model = cl.model_precache[e->state_current.modelindex]; - if (r->model) - { - Mod_CheckLoaded(r->model); - if (r->model->type != mod_brush) - r->angles[0] = -r->angles[0]; - // LordHavoc: if the model has no flags, don't check each - if (r->model->flags & EF_ROTATE) + e->render.model = cl.model_precache[e->state_current.modelindex]; + if (e->render.model) { - r->angles[1] = ANGLEMOD(100*cl.time); - if (cl_itembobheight.value) - r->origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value; + Mod_CheckLoaded(e->render.model); + // if model is alias or this is a tenebrae-like dlight, reverse pitch direction + if (e->render.model->type == mod_alias || (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)) + angles[0] = -angles[0]; + if ((e->render.model->flags & EF_ROTATE) && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL))) + { + angles[1] = ANGLEMOD(100*cl.time); + if (cl_itembobheight.value) + origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value; + } + // transfer certain model flags to effects + if (e->render.model->flags2 & EF_FULLBRIGHT) + e->render.effects |= EF_FULLBRIGHT; } - } - Matrix4x4_CreateFromQuakeEntity(&r->matrix, r->origin[0], r->origin[1], r->origin[2], r->angles[0], r->angles[1], r->angles[2], r->scale); - Matrix4x4_Invert_Simple(&r->inversematrix, &r->matrix); - CL_BoundingBoxForEntity(&e->render); - - // LordHavoc: if the model has no flags, don't check each - if (r->model && r->model->flags) - { - if (r->model->flags & EF_GIB) - trailtype = 2; - else if (r->model->flags & EF_ZOMGIB) - trailtype = 4; - else if (r->model->flags & EF_TRACER) + R_LerpAnimation(&e->render); + + // FIXME: e->render.scale should go away + Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale); + // concat the matrices to make the entity relative to its tag + Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2); + // make the other useful stuff + Matrix4x4_Invert_Simple(&e->render.inversematrix, &e->render.matrix); + CL_BoundingBoxForEntity(&e->render); + + // handle effects now that we know where this entity is in the world... + origin[0] = e->render.matrix.m[0][3]; + origin[1] = e->render.matrix.m[1][3]; + origin[2] = e->render.matrix.m[2][3]; + trailtype = -1; + dlightradius = 0; + dlightcolor[0] = 0; + dlightcolor[1] = 0; + dlightcolor[2] = 0; + // LordHavoc: if the entity has no effects, don't check each + if (e->render.effects) { - trailtype = 3; - dlightcolor[0] += 0x10; - dlightcolor[1] += 0x40; - dlightcolor[2] += 0x10; + if (e->render.effects & EF_BRIGHTFIELD) + { + if (gamemode == GAME_NEXUIZ) + { + dlightradius = max(dlightradius, 200); + dlightcolor[0] += 0.75f; + dlightcolor[1] += 1.50f; + dlightcolor[2] += 3.00f; + trailtype = 8; + } + else + CL_EntityParticles(e); + } + if (e->render.effects & EF_MUZZLEFLASH) + e->persistent.muzzleflash = 1.0f; + if (e->render.effects & EF_DIMLIGHT) + { + dlightradius = max(dlightradius, 200); + dlightcolor[0] += 1.50f; + dlightcolor[1] += 1.50f; + dlightcolor[2] += 1.50f; + } + if (e->render.effects & EF_BRIGHTLIGHT) + { + dlightradius = max(dlightradius, 400); + dlightcolor[0] += 3.00f; + dlightcolor[1] += 3.00f; + dlightcolor[2] += 3.00f; + } + // LordHavoc: more effects + if (e->render.effects & EF_RED) // red + { + dlightradius = max(dlightradius, 200); + dlightcolor[0] += 1.50f; + dlightcolor[1] += 0.15f; + dlightcolor[2] += 0.15f; + } + if (e->render.effects & EF_BLUE) // blue + { + dlightradius = max(dlightradius, 200); + dlightcolor[0] += 0.15f; + dlightcolor[1] += 0.15f; + dlightcolor[2] += 1.50f; + } + if (e->render.effects & EF_FLAME) + { + mins[0] = origin[0] - 16.0f; + mins[1] = origin[1] - 16.0f; + mins[2] = origin[2] - 16.0f; + maxs[0] = origin[0] + 16.0f; + maxs[1] = origin[1] + 16.0f; + maxs[2] = origin[2] + 16.0f; + // how many flames to make + temp = (int) (cl.time * 300) - (int) (cl.oldtime * 300); + CL_FlameCube(mins, maxs, temp); + d = lhrandom(0.75f, 1); + dlightradius = max(dlightradius, 200); + dlightcolor[0] += d * 2.0f; + dlightcolor[1] += d * 1.5f; + dlightcolor[2] += d * 0.5f; + } + if (e->render.effects & EF_STARDUST) + { + mins[0] = origin[0] - 16.0f; + mins[1] = origin[1] - 16.0f; + mins[2] = origin[2] - 16.0f; + maxs[0] = origin[0] + 16.0f; + maxs[1] = origin[1] + 16.0f; + maxs[2] = origin[2] + 16.0f; + // how many particles to make + temp = (int) (cl.time * 200) - (int) (cl.oldtime * 200); + CL_Stardust(mins, maxs, temp); + dlightradius = max(dlightradius, 200); + dlightcolor[0] += 1.0f; + dlightcolor[1] += 0.7f; + dlightcolor[2] += 0.3f; + } } - else if (r->model->flags & EF_TRACER2) + // muzzleflash fades over time, and is offset a bit + if (e->persistent.muzzleflash > 0) { - trailtype = 5; - dlightcolor[0] += 0x50; - dlightcolor[1] += 0x30; - dlightcolor[2] += 0x10; + Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2); + CL_TraceLine(origin, v2, v, NULL, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY); + tempmatrix = e->render.matrix; + tempmatrix.m[0][3] = v[0]; + tempmatrix.m[1][3] = v[1]; + tempmatrix.m[2][3] = v[2]; + CL_AllocDlight(NULL, &tempmatrix, 100, e->persistent.muzzleflash, e->persistent.muzzleflash, e->persistent.muzzleflash, 0, 0, 0, 0, true, 0); + e->persistent.muzzleflash -= cl.frametime * 10; } - else if (r->model->flags & EF_ROCKET) + // LordHavoc: if the model has no flags, don't check each + if (e->render.model && e->render.model->flags && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL))) { - trailtype = 0; - dlightcolor[0] += 200.0f; - dlightcolor[1] += 160.0f; - dlightcolor[2] += 80.0f; + if (e->render.model->flags & EF_GIB) + trailtype = 2; + else if (e->render.model->flags & EF_ZOMGIB) + trailtype = 4; + else if (e->render.model->flags & EF_TRACER) + { + trailtype = 3; + dlightradius = max(dlightradius, 100); + dlightcolor[0] += 0.25f; + dlightcolor[1] += 1.00f; + dlightcolor[2] += 0.25f; + } + else if (e->render.model->flags & EF_TRACER2) + { + trailtype = 5; + dlightradius = max(dlightradius, 100); + dlightcolor[0] += 1.00f; + dlightcolor[1] += 0.60f; + dlightcolor[2] += 0.20f; + } + else if (e->render.model->flags & EF_ROCKET) + { + trailtype = 0; + dlightradius = max(dlightradius, 200); + dlightcolor[0] += 3.00f; + dlightcolor[1] += 1.50f; + dlightcolor[2] += 0.50f; + } + else if (e->render.model->flags & EF_GRENADE) + { + // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke) + trailtype = e->render.alpha == -1 ? 7 : 1; + } + else if (e->render.model->flags & EF_TRACER3) + { + trailtype = 6; + if (gamemode == GAME_PRYDON) + { + dlightradius = max(dlightradius, 100); + dlightcolor[0] += 0.30f; + dlightcolor[1] += 0.60f; + dlightcolor[2] += 1.20f; + } + else + { + dlightradius = max(dlightradius, 200); + dlightcolor[0] += 1.20f; + dlightcolor[1] += 0.50f; + dlightcolor[2] += 1.00f; + } + } } - else if (r->model->flags & EF_GRENADE) + // LordHavoc: customizable glow + if (e->state_current.glowsize) { - // LordHavoc: r->alpha == -1 is for Nehahra dem compatibility (cigar smoke) - trailtype = r->alpha == -1 ? 7 : 1; + // * 4 for the expansion from 0-255 to 0-1023 range, + // / 255 to scale down byte colors + dlightradius = max(dlightradius, e->state_current.glowsize * 4); + VectorMA(dlightcolor, (1.0f / 255.0f), (qbyte *)&palette_complete[e->state_current.glowcolor], dlightcolor); } - else if (r->model->flags & EF_TRACER3) + // make the glow dlight + if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL)) { - trailtype = 6; - dlightcolor[0] += 0x50; - dlightcolor[1] += 0x20; - dlightcolor[2] += 0x40; + //dlightmatrix = e->render.matrix; + // hack to make glowing player light shine on their gun + //if ((e - cl_entities) == cl.viewentity/* && !chase_active.integer*/) + // dlightmatrix.m[2][3] += 30; + CL_AllocDlight(&e->render, &e->render.matrix, dlightradius, dlightcolor[0], dlightcolor[1], dlightcolor[2], 0, 0, 0, 0, true, 1); } - } - - // LordHavoc: customizable glow - if (e->state_current.glowsize) - { - // * 4 for the expansion from 0-255 to 0-1023 range, - // / 255 to scale down byte colors - VectorMA(dlightcolor, e->state_current.glowsize * (4.0f / 255.0f), (qbyte *)&palette_complete[e->state_current.glowcolor], dlightcolor); - } - - // trails need a previous frame... - if (e->state_previous.active) - { - // LordHavoc: customizable trail - if (r->flags & RENDER_GLOWTRAIL) - CL_RocketTrail2(oldorg, r->origin, e->state_current.glowcolor, e); - else if (trailtype >= 0) - CL_RocketTrail(oldorg, r->origin, trailtype, e); - } - - if ((dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(r->flags & RENDER_VIEWMODEL)) - { - VectorCopy(r->origin, v); - // hack to make glowing player light shine on their gun - if ((e - cl_entities) == cl.viewentity/* && !chase_active.integer*/) - v[2] += 30; - CL_AllocDlight(r, v, 1, dlightcolor[0], dlightcolor[1], dlightcolor[2], 0, 0); - } - - if (p->muzzleflash > 0) - { - v2[0] = r->matrix.m[0][0] * 18 + r->matrix.m[0][3]; - v2[1] = r->matrix.m[0][1] * 18 + r->matrix.m[1][3]; - v2[2] = r->matrix.m[0][2] * 18 + r->matrix.m[2][3]; - CL_TraceLine(r->origin, v2, v, NULL, 0, true, NULL); - - CL_AllocDlight(NULL, v, p->muzzleflash, 1, 1, 1, 0, 0); - p->muzzleflash -= cl.frametime * 1000; - } - - // note: the cl.viewentity and intermission check is to hide player - // shadow during intermission and during the Nehahra movie and - // Nehahra cinematics - if (!(r->effects & (EF_NOSHADOW | EF_ADDITIVE)) - && (r->alpha == 1) - && !(r->flags & RENDER_VIEWMODEL) - && ((e - cl_entities) != cl.viewentity || (!cl.intermission && !Nehahrademcompatibility && !cl_noplayershadow.integer))) - r->flags |= RENDER_SHADOW; - - // don't show entities with no modelindex (note: this still shows - // entities which have a modelindex that resolved to a NULL model) - if (r->model && !(r->effects & EF_NODRAW)) - { - if (r->flags & RENDER_VIEWMODEL) + // custom rtlight + if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) { - // store a list of view-relative entities for later adjustment in view code - if (numviewmodels < MAXVIEWMODELS) - viewmodels[numviewmodels++] = e; + float light[4]; + VectorScale(e->state_current.light, (1.0f / 256.0f), light); + light[3] = e->state_current.light[3]; + if (light[0] == 0 && light[1] == 0 && light[2] == 0) + VectorSet(light, 1, 1, 1); + if (light[3] == 0) + light[3] = 350; + CL_AllocDlight(&e->render, &e->render.matrix, light[3], light[0], light[1], light[2], 0, 0, e->state_current.skin, e->state_current.lightstyle, !(e->state_current.lightpflags & PFLAGS_NOSHADOW), (e->state_current.lightpflags & PFLAGS_CORONA) != 0); } - else + // trails need the previous frame + if (e->state_previous.active && e->state_previous.modelindex == e->state_current.modelindex) { - if (r->model->name[0] == '*' && r->model->type == mod_brush) - cl_brushmodel_entities[cl_num_brushmodel_entities++] = &e->render; - if (r_refdef.numentities < r_refdef.maxentities) - r_refdef.entities[r_refdef.numentities++] = &e->render; - if (cl_num_entities < e->state_current.number + 1) - cl_num_entities = e->state_current.number + 1; + if (e->render.flags & RENDER_GLOWTRAIL) + trailtype = 9; + if (trailtype >= 0) + CL_RocketTrail(e->persistent.trail_origin, origin, trailtype, e->state_current.glowcolor, e); } + VectorCopy(origin, e->persistent.trail_origin); + // tenebrae's sprites are all additive mode (weird) + if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite) + e->render.effects |= EF_ADDITIVE; + // player model is only shown with chase_active on + if (e - cl_entities == cl.viewentity) + e->render.flags |= RENDER_EXTERIORMODEL; + // transparent stuff can't be lit during the opaque stage + if (e->render.effects & (EF_ADDITIVE) || e->render.alpha < 1) + e->render.flags |= RENDER_TRANSPARENT; + // either fullbright or lit + if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer) + e->render.flags |= RENDER_LIGHT; + // hide player shadow during intermission or nehahra movie + if (!(e->render.effects & EF_NOSHADOW) + && !(e->render.flags & (RENDER_VIEWMODEL | RENDER_TRANSPARENT)) + && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cl.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer))) + e->render.flags |= RENDER_SHADOW; + // as soon as player is known we can call V_CalcRefDef + if ((e - cl_entities) == cl.viewentity) + V_CalcRefdef(); + if (e->render.model && e->render.model->name[0] == '*' && e->render.model->TraceBox) + cl_brushmodel_entities[cl_num_brushmodel_entities++] = &e->render; + // don't show entities with no modelindex (note: this still shows + // entities which have a modelindex that resolved to a NULL model) + if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.numentities < r_refdef.maxentities) + r_refdef.entities[r_refdef.numentities++] = &e->render; + if (cl_num_entities < e->state_current.number + 1) + cl_num_entities = e->state_current.number + 1; + //if (cl.viewentity && e - cl_entities == cl.viewentity) + // Matrix4x4_Print(&e->render.matrix); } } -void CL_RelinkWorld (void) +void CL_RelinkWorld(void) { entity_t *ent = &cl_entities[0]; if (cl_num_entities < 1) cl_num_entities = 1; cl_brushmodel_entities[cl_num_brushmodel_entities++] = &ent->render; + // FIXME: this should be done at load Matrix4x4_CreateIdentity(&ent->render.matrix); Matrix4x4_CreateIdentity(&ent->render.inversematrix); CL_BoundingBoxForEntity(&ent->render); + ent->render.flags = RENDER_SHADOW; + if (!r_fullbright.integer) + ent->render.flags |= RENDER_LIGHT; } static void CL_RelinkStaticEntities(void) { int i; - for (i = 0;i < cl_num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++) + entity_t *e; + for (i = 0, e = cl_static_entities;i < cl_num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++, e++) { - Mod_CheckLoaded(cl_static_entities[i].render.model); - r_refdef.entities[r_refdef.numentities++] = &cl_static_entities[i].render; + Mod_CheckLoaded(e->render.model); + e->render.flags = 0; + // transparent stuff can't be lit during the opaque stage + if (e->render.effects & (EF_ADDITIVE) || e->render.alpha < 1) + e->render.flags |= RENDER_TRANSPARENT; + // either fullbright or lit + if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer) + e->render.flags |= RENDER_LIGHT; + // hide player shadow during intermission or nehahra movie + if (!(e->render.effects & EF_NOSHADOW) && !(e->render.flags & RENDER_TRANSPARENT)) + e->render.flags |= RENDER_SHADOW; + r_refdef.entities[r_refdef.numentities++] = &e->render; } } @@ -796,17 +925,38 @@ static void CL_RelinkNetworkEntities(void) entity_t *ent; int i; + ent = &cl.viewent; + ent->state_previous = ent->state_current; + ent->state_current = defaultstate; + ent->state_current.time = cl.time; + ent->state_current.number = -1; + ent->state_current.active = true; + ent->state_current.modelindex = cl.stats[STAT_WEAPON]; + ent->state_current.frame = cl.stats[STAT_WEAPONFRAME]; + ent->state_current.flags = RENDER_VIEWMODEL; + if (cl.stats[STAT_HEALTH] <= 0 || cl.intermission) + ent->state_current.modelindex = 0; + else if (cl.items & IT_INVISIBILITY) + { + if (gamemode == GAME_TRANSFUSION) + ent->state_current.alpha = 128; + else + ent->state_current.modelindex = 0; + } + // start on the entity after the world + entitylinkframenumber++; for (i = 1, ent = cl_entities + 1;i < MAX_EDICTS;i++, ent++) { if (cl_entities_active[i]) { if (ent->state_current.active) - CL_RelinkNetworkEntity(ent); + CL_LinkNetworkEntity(ent); else cl_entities_active[i] = false; } } + CL_LinkNetworkEntity(&cl.viewent); } static void CL_RelinkEffects(void) @@ -871,6 +1021,7 @@ void CL_RelinkBeams(void) entity_t *ent; float yaw, pitch; float forward; + matrix4x4_t tempmatrix; for (i = 0, b = cl_beams;i < cl_max_beams;i++, b++) { @@ -880,7 +1031,7 @@ void CL_RelinkBeams(void) // if coming from the player, update the start position //if (b->entity == cl.viewentity) // VectorCopy (cl_entities[cl.viewentity].render.origin, b->start); - if (cl_beams_relative.integer && b->entity && cl_entities[b->entity].state_current.active && b->relativestartvalid) + if (cl_beams_relative.integer && b->entity == cl.viewentity && b->entity && cl_entities[b->entity].state_current.active && b->relativestartvalid) { entity_state_t *p = &cl_entities[b->entity].state_previous; //entity_state_t *c = &cl_entities[b->entity].state_current; @@ -918,7 +1069,11 @@ void CL_RelinkBeams(void) if (b->lightning) { if (cl_beams_lightatend.integer) - CL_AllocDlight (NULL, b->end, 200, 0.3, 0.7, 1, 0, 0); + { + // FIXME: create a matrix from the beam start/end orientation + Matrix4x4_CreateTranslate(&tempmatrix, b->end[0], b->end[1], b->end[2]); + CL_AllocDlight (NULL, &tempmatrix, 200, 0.3, 0.7, 1, 0, 0, 0, 0, true, 1); + } if (cl_beams_polygons.integer) continue; } @@ -956,7 +1111,7 @@ void CL_RelinkBeams(void) return; //VectorCopy (org, ent->render.origin); ent->render.model = b->model; - ent->render.effects = EF_FULLBRIGHT; + //ent->render.effects = EF_FULLBRIGHT; //ent->render.angles[0] = pitch; //ent->render.angles[1] = yaw; //ent->render.angles[2] = rand()%360; @@ -973,7 +1128,6 @@ void CL_LerpPlayer(float frac) { int i; float d; - entity_t *ent; cl.viewzoom = cl.viewzoomold + frac * (cl.viewzoomnew - cl.viewzoomold); @@ -993,48 +1147,8 @@ void CL_LerpPlayer(float frac) cl.viewangles[i] = cl.mviewangles[1][i] + frac * d; } } - - // set up gun - ent = &cl.viewent; - ent->state_previous = ent->state_current; - ClearStateToDefault(&ent->state_current); - ent->state_current.time = cl.time; - ent->state_current.number = -1; - ent->state_current.active = true; - ent->state_current.modelindex = cl.stats[STAT_WEAPON]; - ent->state_current.frame = cl.stats[STAT_WEAPONFRAME]; - if (cl.viewentity >= 0 && cl.viewentity < MAX_EDICTS && cl_entities[cl.viewentity].state_current.active) - { - ent->state_current.alpha = cl_entities[cl.viewentity].state_current.alpha; - ent->state_current.effects = cl_entities[cl.viewentity].state_current.effects; - } - ent->state_current.flags = RENDER_VIEWMODEL; - CL_RelinkNetworkEntity(ent); } -void CL_RelinkEntities(void) -{ - float frac; - - numviewmodels = 0; - - // fraction from previous network update to current - frac = CL_LerpPoint(); - - CL_ClearTempEntities(); - CL_DecayLights(); - CL_RelinkWorld(); - CL_RelinkStaticEntities(); - CL_RelinkNetworkEntities(); - CL_RelinkEffects(); - CL_MoveParticles(); - - CL_LerpPlayer(frac); - - CL_RelinkBeams(); -} - - /* =============== CL_ReadFromServer @@ -1052,10 +1166,31 @@ int CL_ReadFromServer(void) if (cls.state == ca_connected && cls.signon == SIGNONS) { - CL_RelinkEntities(); + // prepare for a new frame + CL_LerpPlayer(CL_LerpPoint()); + CL_DecayLights(); + CL_ClearTempEntities(); + V_DriftPitch(); + V_FadeViewFlashs(); + + // relink network entities (note: this sets up the view!) + CL_RelinkNetworkEntities(); + + // move particles + CL_MoveParticles(); + R_MoveExplosions(); + + // link stuff + CL_RelinkWorld(); + CL_RelinkStaticEntities(); + CL_RelinkBeams(); + CL_RelinkEffects(); // run cgame code (which can add more entities) CL_CGVM_Frame(); + + // update view blend + V_CalcViewBlend(); } return 0; @@ -1066,27 +1201,10 @@ int CL_ReadFromServer(void) CL_SendCmd ================= */ -void CL_SendCmd(void) +void CL_SendCmd(usercmd_t *cmd) { - usercmd_t cmd; - if (cls.signon == SIGNONS) - { - // get basic movement from keyboard - CL_BaseMove(&cmd); - - // OS independent code - IN_PreMove(); - - // allow mice or other external controllers to add to the move - IN_Move(&cmd); - - // OS independent code - IN_PostMove(); - - // send the unreliable message - CL_SendMove(&cmd); - } + CL_SendMove(cmd); if (cls.demoplayback) { @@ -1099,7 +1217,7 @@ void CL_SendCmd(void) { if (developer.integer) { - Con_Printf("CL_SendCmd: sending reliable message:\n"); + Con_Print("CL_SendCmd: sending reliable message:\n"); SZ_HexDumpToConsole(&cls.message); } if (NetConn_SendReliableMessage(cls.netcon, &cls.message) == -1) @@ -1113,9 +1231,9 @@ static void CL_PauseDemo_f (void) { cls.demopaused = !cls.demopaused; if (cls.demopaused) - Con_Printf("Demo paused\n"); + Con_Print("Demo paused\n"); else - Con_Printf("Demo unpaused\n"); + Con_Print("Demo unpaused\n"); } /* @@ -1127,7 +1245,7 @@ static void CL_Fog_f (void) { if (Cmd_Argc () == 1) { - Con_Printf ("\"fog\" is \"%f %f %f %f\"\n", fog_density, fog_red, fog_green, fog_blue); + Con_Printf("\"fog\" is \"%f %f %f %f\"\n", fog_density, fog_red, fog_green, fog_blue); return; } fog_density = atof(Cmd_Argv(1)); @@ -1141,10 +1259,36 @@ static void CL_Fog_f (void) CL_Init ================= */ +//VorteX: cvars for GAME_NETHERWORLD +cvar_t cl_playermodel = {CVAR_SAVE, "cl_playermodel", "ranger"}; +cvar_t cl_footsteps = {CVAR_SAVE, "cl_footsteps", "1"}; +cvar_t cl_weapon_ofs = {CVAR_SAVE, "cl_weapon_ofs", "0 0 0"}; +cvar_t cl_weapon_bstep = {CVAR_SAVE, "cl_weapon_bstep", "100 0 0"}; +cvar_t cl_weapon_bborder = {CVAR_SAVE, "cl_weapon_bborder", "2 0 0"}; +cvar_t cl_weapon_bphase = {CVAR_SAVE, "cl_weapon_bphase", "0 0 0"}; +cvar_t cl_weapon_bphasescale = {CVAR_SAVE, "cl_weapon_bphasescale", "1 1 1"}; +cvar_t cl_weapon_bphasescissor = {CVAR_SAVE, "cl_weapon_bphasescissor", "-1 -1 -1 1 1 1"}; +cvar_t cl_deathcam = {CVAR_SAVE, "cl_deathcam", "0"}; +cvar_t cl_askonresave = {CVAR_SAVE, "cl_askonresave", "1"}; //Asking on saving to full saveslot in savegame menu +cvar_t sv_corpses_solid = {CVAR_SAVE, "sv_corpses_solid", "1"}; +cvar_t sv_corpses_removetime = {CVAR_SAVE, "sv_corpses_removetime", "0"}; +cvar_t sv_monsters_healthscale = {CVAR_SAVE, "sv_monsters_healthscale", "1"}; +cvar_t sv_monsters_damagescale = {CVAR_SAVE, "sv_monsters_damagescale", "1"}; +cvar_t sv_monsters_multiply = {CVAR_SAVE, "sv_monsters_multiply", "1"}; +cvar_t sv_monsters_randomize = {CVAR_SAVE, "sv_monsters_randomize", "0"}; +cvar_t sv_monsters_multiply_radius = {CVAR_SAVE, "sv_monsters_multiply_radius", "5"}; +cvar_t sv_monsters_ai_skillmod = {CVAR_SAVE, "sv_monsters_ai_skillmod", "1"}; +cvar_t sv_monsters_ai_agrmod = {CVAR_SAVE, "sv_monsters_ai_agrmod", "1"}; +cvar_t sv_monsters_ai_dexmod = {CVAR_SAVE, "sv_monsters_ai_dexmod", "1"}; +cvar_t sv_monsters_deathmatch = {CVAR_SAVE, "sv_monsters_deathmatch", "0"}; +cvar_t sv_monsters_deathmatch_maxnum = {CVAR_SAVE, "sv_monsters_deathmatch_maxnum", "20"}; +cvar_t sv_monsters_deathmatch_spawntime = {CVAR_SAVE, "sv_monsters_deathmatch_spawntime", "5"}; +cvar_t sv_monsters_deathmatch_fragpermonster = {CVAR_SAVE, "sv_monsters_deathmatch_fragpermonster", "0"}; + void CL_Init (void) { - cl_entities_mempool = Mem_AllocPool("client entities"); - cl_refdef_mempool = Mem_AllocPool("refdef"); + cl_entities_mempool = Mem_AllocPool("client entities", 0, NULL); + cl_refdef_mempool = Mem_AllocPool("refdef", 0, NULL); memset(&r_refdef, 0, sizeof(r_refdef)); // max entities sent to renderer per frame @@ -1198,13 +1342,46 @@ void CL_Init (void) Cmd_AddCommand ("pausedemo", CL_PauseDemo_f); Cvar_RegisterVariable(&r_draweffects); - Cvar_RegisterVariable(&cl_explosions); + Cvar_RegisterVariable(&cl_explosions_alpha_start); + Cvar_RegisterVariable(&cl_explosions_alpha_end); + Cvar_RegisterVariable(&cl_explosions_size_start); + Cvar_RegisterVariable(&cl_explosions_size_end); + Cvar_RegisterVariable(&cl_explosions_lifetime); Cvar_RegisterVariable(&cl_stainmaps); + Cvar_RegisterVariable(&cl_stainmapsclearonload); Cvar_RegisterVariable(&cl_beams_polygons); Cvar_RegisterVariable(&cl_beams_relative); Cvar_RegisterVariable(&cl_beams_lightatend); Cvar_RegisterVariable(&cl_noplayershadow); + if (gamemode == GAME_NETHERWORLD) + { + Cvar_RegisterVariable (&cl_playermodel); + Cvar_RegisterVariable (&cl_footsteps); + Cvar_RegisterVariable (&cl_weapon_ofs); + Cvar_RegisterVariable (&cl_weapon_bstep); + Cvar_RegisterVariable (&cl_weapon_bborder); + Cvar_RegisterVariable (&cl_weapon_bphase); + Cvar_RegisterVariable (&cl_weapon_bphasescale); + Cvar_RegisterVariable (&cl_weapon_bphasescissor); + Cvar_RegisterVariable (&cl_deathcam); //Hack for q3-style death + Cvar_RegisterVariable (&cl_askonresave); //Every time ask if saving to "full" saveslot + //This must be server-side cvars, after complete finishing of subsystems whitch uses this, they must be moved to server-side + Cvar_RegisterVariable (&sv_monsters_healthscale); + Cvar_RegisterVariable (&sv_monsters_damagescale); + Cvar_RegisterVariable (&sv_monsters_randomize); + Cvar_RegisterVariable (&sv_monsters_multiply); + Cvar_RegisterVariable (&sv_monsters_multiply_radius); + Cvar_RegisterVariable (&sv_monsters_ai_skillmod); + Cvar_RegisterVariable (&sv_monsters_ai_agrmod); + Cvar_RegisterVariable (&sv_monsters_ai_dexmod); + Cvar_RegisterVariable (&sv_monsters_deathmatch); //Keeping RPG mod + Cvar_RegisterVariable (&sv_monsters_deathmatch_maxnum); + Cvar_RegisterVariable (&sv_monsters_deathmatch_spawntime); + Cvar_RegisterVariable (&sv_monsters_deathmatch_fragpermonster); + Cvar_RegisterVariable (&sv_corpses_solid); + } + CL_Parse_Init(); CL_Particles_Init(); CL_Screen_Init(); @@ -1213,3 +1390,5 @@ void CL_Init (void) CL_Video_Init(); } + +