MSG_WriteChar(&msg, svc_nop);
NetConn_SendUnreliableMessage(cls.netcon, &msg);
// try not to utterly crush the computer with work, that's just rude
- Sys_Sleep();
+ Sys_Sleep(1);
}
}
if (com_token[0] == '}')
break; // end of worldspawn
if (com_token[0] == '_')
- strcpy(key, com_token + 1);
+ strlcpy (key, com_token + 1, sizeof (key));
else
- strcpy(key, com_token);
+ strlcpy (key, com_token, sizeof (key));
while (key[strlen(key)-1] == ' ') // remove trailing spaces
key[strlen(key)-1] = 0;
if (!COM_ParseToken(&data, false))
return; // error
- strcpy(value, com_token);
+ strlcpy (value, com_token, sizeof (value));
if (!strcmp("sky", key))
R_SetSkyBox(value);
else if (!strcmp("skyname", key)) // non-standard, introduced by QuakeForge... sigh.
MSG_WriteString (&cls.message, va("pmodel %i\n", cl_pmodel.integer));
}
+ MSG_WriteByte (&cls.message, clc_stringcmd);
+ MSG_WriteString (&cls.message, va("rate %i\n", cl_rate.integer));
+
MSG_WriteByte (&cls.message, clc_stringcmd);
MSG_WriteString (&cls.message, "spawn");
break;
// parse signon message
str = MSG_ReadString ();
- strncpy (cl.levelname, str, sizeof(cl.levelname)-1);
+ strlcpy (cl.levelname, str, sizeof(cl.levelname));
// seperate the printfs so the server message can have a color
if (cl.protocol != PROTOCOL_NEHAHRAMOVIE) // no messages when playing the Nehahra movie
Host_Error ("Server sent too many model precaches\n");
if (strlen(str) >= MAX_QPATH)
Host_Error ("Server sent a precache name of %i characters (max %i)", strlen(str), MAX_QPATH - 1);
- strcpy(parse_model_precache[nummodels], str);
+ strlcpy (parse_model_precache[nummodels], str, sizeof (parse_model_precache[nummodels]));
}
// parse sound precache list
for (numsounds=1 ; ; numsounds++)
Host_Error("Server sent too many sound precaches\n");
if (strlen(str) >= MAX_QPATH)
Host_Error("Server sent a precache name of %i characters (max %i)", strlen(str), MAX_QPATH - 1);
- strcpy(parse_sound_precache[numsounds], str);
+ strlcpy (parse_sound_precache[numsounds], str, sizeof (parse_sound_precache[numsounds]));
}
// touch all of the precached models that are still loaded so we can free
CL_KeepaliveMessage();
Mod_TouchModel(parse_model_precache[i]);
}
+ Mod_PurgeUnused();
+
// do the same for sounds
+ S_ClearUsed();
for (i = 1;i < numsounds;i++)
{
CL_KeepaliveMessage();
S_TouchSound(parse_sound_precache[i]);
}
- // purge anything that was not touched
- Mod_PurgeUnused();
+ S_PurgeUnused();
// now we try to load everything that is new
}
// sounds
- S_BeginPrecaching ();
for (i=1 ; i<numsounds ; i++)
{
CL_KeepaliveMessage();
cl.sound_precache[i] = S_PrecacheSound(parse_sound_precache[i], true);
}
- S_EndPrecaching ();
// local state
ent = &cl_entities[0];
// entire entity array was cleared, so just fill in a few fields
ent->state_current.active = true;
ent->render.model = cl.worldmodel = cl.model_precache[1];
- //ent->render.scale = 1;
+ ent->render.scale = 1; // some of the renderer still relies on scale
ent->render.alpha = 1;
- ent->render.flags = RENDER_SHADOW;
+ ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1);
Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
CL_BoundingBoxForEntity(&ent->render);
cl.stats[STAT_CELLS] = MSG_ReadByte();
i = MSG_ReadByte ();
- if (gamemode == GAME_HIPNOTIC || gamemode == GAME_ROGUE || gamemode == GAME_NEXUIZ)
+
+ if (gamemode == GAME_HIPNOTIC || gamemode == GAME_ROGUE)
i = (1<<i);
// GAME_NEXUIZ hud needs weapon change time
+ // GAME_NEXUIZ uses a bit number as it's STAT_ACTIVEWEAPON, not a bitfield
+ // like other modes
if (cl.stats[STAT_ACTIVEWEAPON] != i)
cl.weapontime = cl.time;
cl.stats[STAT_ACTIVEWEAPON] = i;
int colorStart, colorLength, count;
float velspeed, radius;
qbyte *tempcolor;
+ matrix4x4_t tempmatrix;
type = MSG_ReadByte();
switch (type)
// spike hitting wall
MSG_ReadVector(pos);
CL_FindNonSolidLocation(pos, pos, 4);
- CL_AllocDlight(NULL, pos, 50, 0.25f, 1.00f, 0.25f, 250, 0.2);
+ Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]);
+ CL_AllocDlight(NULL, &tempmatrix, 150, 0.25f, 1.00f, 0.25f, 250, 0.2, 0, 0, false, 1);
CL_RunParticleEffect(pos, vec3_origin, 20, 30);
S_StartSound(-1, 0, cl_sfx_wizhit, pos, 1, 1);
break;
// spike hitting wall
MSG_ReadVector(pos);
CL_FindNonSolidLocation(pos, pos, 4);
- CL_AllocDlight(NULL, pos, 50, 1.0f, 0.60f, 0.20f, 250, 0.2);
+ Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]);
+ CL_AllocDlight(NULL, &tempmatrix, 150, 1.0f, 0.60f, 0.20f, 250, 0.2, 0, 0, false, 1);
CL_RunParticleEffect(pos, vec3_origin, 226, 20);
S_StartSound(-1, 0, cl_sfx_knighthit, pos, 1, 1);
break;
CL_FindNonSolidLocation(pos, pos, 4);
// 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);
+ Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]);
+ CL_AllocDlight(NULL, &tempmatrix, 200, 0.1f, 0.1f, 1.0f, 1000, 0.2, 0, 0, true, 1);
S_StartSound(-1, 0, cl_sfx_r_exp3, pos, 1, 1);
if (rand() % 5)
S_StartSound(-1, 0, cl_sfx_tink1, pos, 1, 1);
CL_FindNonSolidLocation(pos, pos, 4);
// 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);
+ Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]);
+ CL_AllocDlight(NULL, &tempmatrix, 200, 0.1f, 0.1f, 1.0f, 1000, 0.2, 0, 0, true, 1);
if (rand() % 5)
S_StartSound(-1, 0, cl_sfx_tink1, pos, 1, 1);
else
case TE_PLASMABURN:
MSG_ReadVector(pos);
CL_FindNonSolidLocation(pos, pos, 4);
- CL_AllocDlight(NULL, pos, 200, 1, 1, 1, 1000, 0.2);
+ Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]);
+ CL_AllocDlight(NULL, &tempmatrix, 200, 1, 1, 1, 1000, 0.2, 0, 0, true, 1);
CL_PlasmaBurn(pos);
break;
// LordHavoc: added for improved gore
MSG_ReadVector(pos);
CL_FindNonSolidLocation(pos, pos, 4);
CL_SparkShower(pos, vec3_origin, 15);
- CL_AllocDlight(NULL, pos, 200, 0.1f, 0.1f, 1.0f, 1000, 0.2);
+ Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]);
+ CL_AllocDlight(NULL, &tempmatrix, 200, 0.1f, 0.1f, 1.0f, 1000, 0.2, 0, 0, true, 1);
break;
case TE_EXPLOSION:
CL_FindNonSolidLocation(pos, pos, 10);
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);
+ Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]);
+ CL_AllocDlight(NULL, &tempmatrix, 350, 1.25f, 1.0f, 0.5f, 700, 0.5, 0, 0, true, 1);
S_StartSound(-1, 0, cl_sfx_r_exp3, pos, 1, 1);
break;
MSG_ReadVector(pos);
CL_FindNonSolidLocation(pos, pos, 10);
CL_ParticleExplosion(pos);
- CL_AllocDlight(NULL, pos, 600, 0.5f, 0.4f, 1.0f, 1200, 0.5);
+ Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]);
+ CL_AllocDlight(NULL, &tempmatrix, 600, 0.5f, 0.4f, 1.0f, 1200, 0.5, 0, 0, true, 1);
S_StartSound(-1, 0, cl_sfx_r_exp3, pos, 1, 1);
break;
MSG_ReadVector(pos);
CL_FindNonSolidLocation(pos, pos, 10);
CL_ParticleExplosion(pos);
- CL_AllocDlight(NULL, pos, 350, MSG_ReadCoord(), MSG_ReadCoord(), MSG_ReadCoord(), 700, 0.5);
+ Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]);
+ CL_AllocDlight(NULL, &tempmatrix, 350, MSG_ReadCoord(), MSG_ReadCoord(), MSG_ReadCoord(), 700, 0.5, 0, 0, true, 1);
S_StartSound(-1, 0, cl_sfx_r_exp3, pos, 1, 1);
break;
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);
+ Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]);
+ CL_AllocDlight(NULL, &tempmatrix, 350, color[0], color[1], color[2], 700, 0.5, 0, 0, true, 1);
S_StartSound(-1, 0, cl_sfx_r_exp3, pos, 1, 1);
break;
S_StartSound(-1, 0, cl_sfx_r_exp3, pos, 1, 1);
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);
+ Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]);
+ CL_AllocDlight(NULL, &tempmatrix, 600, 0.8f, 0.4f, 1.0f, 1200, 0.5, 0, 0, true, 1);
break;
case TE_SMALLFLASH:
MSG_ReadVector(pos);
CL_FindNonSolidLocation(pos, pos, 10);
- CL_AllocDlight(NULL, pos, 200, 1, 1, 1, 1000, 0.2);
+ Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]);
+ CL_AllocDlight(NULL, &tempmatrix, 200, 1, 1, 1, 1000, 0.2, 0, 0, true, 1);
break;
case TE_CUSTOMFLASH:
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);
+ Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]);
+ CL_AllocDlight(NULL, &tempmatrix, radius, color[0], color[1], color[2], radius / velspeed, velspeed, 0, 0, true, 1);
break;
case TE_FLAMEJET:
pos[0] = MSG_ReadCoord();
pos[1] = MSG_ReadCoord();
pos[2] = MSG_ReadCoord();
- CL_AllocDlight(NULL, pos, 500, 1.0f, 1.0f, 1.0f, 1500, 99.0f);
+ Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]);
+ CL_AllocDlight(NULL, &tempmatrix, 500, 1.0f, 1.0f, 1.0f, 1500, 99.0f, 0, 0, true, 1);
// CL_TeleportSplash(pos);
break;
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);
+ Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]);
+ CL_AllocDlight(NULL, &tempmatrix, 350, tempcolor[0] * (1.0f / 255.0f), tempcolor[1] * (1.0f / 255.0f), tempcolor[2] * (1.0f / 255.0f), 700, 0.5, 0, 0, true, 1);
S_StartSound(-1, 0, cl_sfx_r_exp3, pos, 1, 1);
break;
MSG_ReadVector(pos);
CL_FindNonSolidLocation(pos, pos, 10);
CL_ParticleExplosion(pos);
- CL_AllocDlight(NULL, pos, 500, 1.25f, 1.0f, 0.5f, 500, 9999);
+ Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]);
+ CL_AllocDlight(NULL, &tempmatrix, 500, 1.25f, 1.0f, 0.5f, 500, 9999, 0, 0, true, 1);
S_StartSound(-1, 0, cl_sfx_r_exp3, pos, 1, 1);
break;
count = MSG_ReadByte();
CL_FindNonSolidLocation(pos, pos, 5);
CL_Tei_PlasmaHit(pos, dir, count);
- CL_AllocDlight(NULL, pos, 500, 0.3, 0.6, 1.0f, 2000, 9999);
+ Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]);
+ CL_AllocDlight(NULL, &tempmatrix, 500, 0.3, 0.6, 1.0f, 2000, 9999, 0, 0, true, 1);
break;
default:
{
char description[32*64], temp[64];
int count;
- strcpy(description, "packet dump: ");
+ strcpy (description, "packet dump: ");
i = cmdcount - 32;
if (i < 0)
i = 0;
i &= 31;
while(count > 0)
{
- sprintf(temp, "%3i:%s ", cmdlog[i], cmdlogname[i]);
- strcat(description, temp);
+ snprintf (temp, sizeof (temp), "%3i:%s ", cmdlog[i], cmdlogname[i]);
+ strlcat (description, temp, sizeof (description));
count--;
i++;
i &= 31;
i = MSG_ReadByte ();
if (i >= MAX_LIGHTSTYLES)
Host_Error ("svc_lightstyle >= MAX_LIGHTSTYLES");
- strncpy (cl_lightstyle[i].map, MSG_ReadString(), MAX_STYLESTRING - 1);
+ strlcpy (cl_lightstyle[i].map, MSG_ReadString(), sizeof (cl_lightstyle[i].map));
cl_lightstyle[i].map[MAX_STYLESTRING - 1] = 0;
cl_lightstyle[i].length = strlen(cl_lightstyle[i].map);
break;
i = MSG_ReadByte ();
if (i >= cl.maxclients)
Host_Error ("CL_ParseServerMessage: svc_updatename >= cl.maxclients");
- strcpy (cl.scores[i].name, MSG_ReadString ());
+ strlcpy (cl.scores[i].name, MSG_ReadString (), sizeof (cl.scores[i].name));
break;
case svc_updatefrags:
Cmd_ExecuteString ("help", src_command);
break;
case svc_hidelmp:
- SHOWLMP_decodehide();
+ if (gamemode == GAME_TENEBRAE)
+ {
+ // repeating particle effect
+ MSG_ReadCoord();
+ MSG_ReadCoord();
+ MSG_ReadCoord();
+ MSG_ReadCoord();
+ MSG_ReadCoord();
+ MSG_ReadCoord();
+ MSG_ReadByte();
+ MSG_ReadLong();
+ MSG_ReadLong();
+ MSG_ReadString();
+ }
+ else
+ SHOWLMP_decodehide();
break;
case svc_showlmp:
- SHOWLMP_decodeshow();
+ if (gamemode == GAME_TENEBRAE)
+ {
+ // particle effect
+ MSG_ReadCoord();
+ MSG_ReadCoord();
+ MSG_ReadCoord();
+ MSG_ReadByte();
+ MSG_ReadString();
+ }
+ else
+ SHOWLMP_decodeshow();
break;
case svc_skybox:
R_SetSkyBox(MSG_ReadString());