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/*
Copyright (C) 1996-1997 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// view.c -- player eye positioning
#include "quakedef.h"
#include "winquake.h"
#include "glquake.h"
#include <ctype.h> // for isdigit();
cvar_t r_projection = CVARD("r_projection", "0", "0: regular perspective.\n1: stereographic (aka: pannini).\n2: fisheye.\n3: panoramic.\n4: lambert azimuthal equal-area.\n5: Equirectangular");
cvar_t ffov = CVARFD("ffov", "", 0, "Allows you to set a specific field of view for when a custom projection is specified. If empty, will use regular fov cvar, which might get messy.");
#if defined(_WIN32) && !defined(MINIMAL)
//amusing gimmick / easteregg.
#include "winquake.h"
cvar_t itburnsitburnsmakeitstop = CVARFD("itburnsitburnsmakeitstop", "0", CVAR_NOTFROMSERVER, "Ouch");
#endif
/*
The view is allowed to move slightly from it's true position for bobbing,
but if it exceeds 8 pixels linear distance (spherical, not box), the list of
entities sent from the server may not include everything in the pvs, especially
when crossing a water boudnary.
*/
#ifdef SIDEVIEWS
cvar_t vsec_enabled[SIDEVIEWS] = {CVAR("v2_enabled", "2"), CVAR("v3_enabled", "0"), CVAR("v4_enabled", "0"), CVAR("v5_enabled", "0")};
cvar_t vsec_x[SIDEVIEWS] = {CVAR("v2_x", "0"), CVAR("v3_x", "0.25"), CVAR("v4_x", "0.5"), CVAR("v5_x", "0.75")};
cvar_t vsec_y[SIDEVIEWS] = {CVAR("v2_y", "0"), CVAR("v3_y", "0"), CVAR("v4_y", "0"), CVAR("v5_y", "0")};
cvar_t vsec_scalex[SIDEVIEWS] = {CVAR("v2_scalex", "0.25"), CVAR("v3_scalex", "0.25"), CVAR("v4_scalex", "0.25"), CVAR("v5_scalex", "0.25")};
cvar_t vsec_scaley[SIDEVIEWS] = {CVAR("v2_scaley", "0.25"), CVAR("v3_scaley", "0.25"), CVAR("v4_scaley", "0.25"), CVAR("v5_scaley", "0.25")};
cvar_t vsec_yaw[SIDEVIEWS] = {CVAR("v2_yaw", "180"), CVAR("v3_yaw", "90"), CVAR("v4_yaw", "270"), CVAR("v5_yaw", "0")};
#endif
cvar_t cl_rollspeed = CVAR("cl_rollspeed", "200");
cvar_t cl_rollangle = CVAR("cl_rollangle", "2.0");
cvar_t v_deathtilt = CVAR("v_deathtilt", "1");
cvar_t cl_bob = CVAR("cl_bob","0.02");
cvar_t cl_bobcycle = CVAR("cl_bobcycle","0.6");
cvar_t cl_bobup = CVAR("cl_bobup","0.5");
cvar_t v_kicktime = CVAR("v_kicktime", "0.5");
cvar_t v_kickroll = CVAR("v_kickroll", "0.6");
cvar_t v_kickpitch = CVAR("v_kickpitch", "0.6");
cvar_t v_iyaw_cycle = CVAR("v_iyaw_cycle", "2");
cvar_t v_iroll_cycle = CVAR("v_iroll_cycle", "0.5");
cvar_t v_ipitch_cycle = CVAR("v_ipitch_cycle", "1");
cvar_t v_iyaw_level = CVAR("v_iyaw_level", "0.3");
cvar_t v_iroll_level = CVAR("v_iroll_level", "0.1");
cvar_t v_ipitch_level = CVAR("v_ipitch_level", "0.3");
cvar_t v_idlescale = CVAR("v_idlescale", "0");
cvar_t crosshair = CVARF("crosshair", "1", CVAR_ARCHIVE);
cvar_t crosshaircolor = CVARF("crosshaircolor", "255 255 255", CVAR_ARCHIVE);
cvar_t crosshairsize = CVARF("crosshairsize", "8", CVAR_ARCHIVE);
dpp7: Treat 'dropped' c2s packets as choked when using dpp7 protocols. This is because the protocol provides no way to disambiguate, and I don't like false reports of packetloss (only reliables loss can be detected, and that's not frequent enough to be meaningful). Pings can still be determined with dpp7, for those few packets which are acked. package manager: reworked to enable/disable plugins when downloaded, which can also be present-but-disabled. package manager: display a confirmation prompt before applying changes. do not allow other changes to be made while applying. prompt may be skipped with 'pkg apply' in dedicated servers. sv: downloads are no longer forced to lower case. sv: added sv_demoAutoCompress cvar. set to 1 to directly record to *.mvd.gz cl: properly support directly playing .mvd.gz files menus: reworked to separate mouse and keyboard focus. mouse focus becomes keyboard focus only on mouse clicks. tooltips follow mouse cursors. menus: cleaned up menu heirachy a little. now simpler. server browser: changed 'hide *' filters to 'show *' instead. I felt it was more logical. deluxmapping: changed to disabled, load, generate, like r_loadlit is. render targets api now supports negative formats to mean nearest filtering, where filtering is part of texture state. drawrotpic fixed, now batches and interacts with drawpic correctly. drawline fixed, no interacts with draw* correctly, but still does not batch. fixed saving games. provide proper userinfo to nq clients, where supported. qcc: catch string table overflows safely, giving errors instead of crashes. switch to 32bit statements if some over-sized function requires it. qtv: some bigcoords support tweaks git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5073 fc73d0e0-1445-4013-8a0c-d673dee63da5
2017-03-21 05:27:07 +00:00
cvar_t cl_crossx = CVARF("cl_crossx", "0", CVAR_ARCHIVE);
cvar_t cl_crossy = CVARF("cl_crossy", "0", CVAR_ARCHIVE);
cvar_t crosshaircorrect = CVARF("crosshaircorrect", "0", CVAR_SEMICHEAT);
cvar_t crosshairimage = CVAR("crosshairimage", "");
cvar_t crosshairalpha = CVAR("crosshairalpha", "1");
cvar_t gl_cshiftpercent = CVAR("gl_cshiftpercent", "100");
cvar_t gl_cshiftenabled = CVARF("gl_polyblend", "1", CVAR_ARCHIVE);
cvar_t v_bonusflash = CVAR("v_bonusflash", "1");
cvar_t v_contentblend = CVARF("v_contentblend", "1", CVAR_ARCHIVE);
cvar_t v_damagecshift = CVAR("v_damagecshift", "1");
cvar_t v_quadcshift = CVAR("v_quadcshift", "1");
cvar_t v_suitcshift = CVAR("v_suitcshift", "1");
cvar_t v_ringcshift = CVAR("v_ringcshift", "1");
cvar_t v_pentcshift = CVAR("v_pentcshift", "1");
cvar_t v_gunkick = CVAR("v_gunkick", "0");
cvar_t v_gunkick_q2 = CVAR("v_gunkick_q2", "1");
cvar_t v_viewheight = CVAR("v_viewheight", "0");
cvar_t v_projectionmode = CVAR("v_projectionmode", "0");
cvar_t v_depthsortentities = CVARAD("v_depthsortentities", "0", "v_reorderentitiesrandomly", "Reorder entities for transparency such that the furthest entities are drawn first, allowing nearer transparent entities to draw over the top of them.");
cvar_t scr_autoid = CVARD("scr_autoid", "1", "Display nametags above all players while spectating.");
cvar_t scr_autoid_team = CVARD("scr_autoid_team", "1", "Display nametags above team members. 0: off. 1: display with half-alpha if occluded. 2: hide when occluded.");
cvar_t scr_autoid_health = CVARD("scr_autoid_health", "1", "Display health as part of nametags (when known).");
cvar_t scr_autoid_armour = CVARD("scr_autoid_armor", "1", "Display armour as part of nametags (when known).");
cvar_t scr_autoid_weapon = CVARD("scr_autoid_weapon", "1", "Display the player's best weapon as part of their nametag (when known).");
cvar_t scr_autoid_teamcolour = CVARD("scr_autoid_teamcolour", STRINGIFY(COLOR_BLUE), "The colour for the text on the nametags of team members.");
cvar_t scr_autoid_enemycolour = CVARD("scr_autoid_enemycolour", STRINGIFY(COLOR_WHITE), "The colour for the text on the nametags of non-team members.");
cvar_t chase_active = CVAR("chase_active", "0");
cvar_t chase_back = CVAR("chase_back", "48");
cvar_t chase_up = CVAR("chase_up", "24");
extern cvar_t cl_chasecam;
player_state_t *view_message;
/*
===============
V_CalcRoll
===============
*/
float V_CalcRoll (vec3_t angles, vec3_t velocity)
{
vec3_t forward, right, up;
float sign;
float side;
float value;
AngleVectors (angles, forward, right, up);
side = DotProduct (velocity, right);
sign = side < 0 ? -1 : 1;
side = fabs(side);
value = cl_rollangle.value;
if (side < cl_rollspeed.value)
side = side * value / cl_rollspeed.value;
else
side = value;
return side*sign;
}
/*
===============
V_CalcBob
===============
*/
float V_CalcBob (playerview_t *pv, qboolean queryold)
{
float cycle;
float hspeed, bob;
vec3_t hvel;
if (pv->spectator)
return 0;
if (cl_bobcycle.value <= 0 || cl.intermissionmode != IM_NONE)
return 0;
if (!pv->onground || cl.paused)
{
pv->bobcltime = cl.time;
return pv->bob; // just use old value
}
pv->bobtime += cl.time - pv->bobcltime;
pv->bobcltime = cl.time;
cycle = pv->bobtime - (int)(pv->bobtime/cl_bobcycle.value)*cl_bobcycle.value;
cycle /= cl_bobcycle.value;
if (cycle < cl_bobup.value)
cycle = M_PI * cycle / cl_bobup.value;
else
cycle = M_PI + M_PI*(cycle-cl_bobup.value)/(1.0 - cl_bobup.value);
// bob is proportional to simulated velocity in the xy plane
// (don't count Z, or jumping messes it up)
hspeed = DotProduct(pv->simvel, pv->gravitydir);
VectorMA(pv->simvel, hspeed, pv->gravitydir, hvel);
hspeed = VectorLength(hvel);
hspeed = bound(0, hspeed, 400);
bob = hspeed * bound(0, cl_bob.value, 0.05);
pv->bob = bob*0.3 + bob*0.7*sin(cycle);
return pv->bob;
}
//=============================================================================
cvar_t v_centermove = CVAR("v_centermove", "0.15");
cvar_t v_centerspeed = CVAR("v_centerspeed","500");
void V_StartPitchDrift (playerview_t *pv)
{
#if 1
if (pv->laststop == cl.time)
{
return; // something else is keeping it from drifting
}
#endif
if (pv->nodrift || !pv->pitchvel)
{
pv->pitchvel = v_centerspeed.value;
pv->nodrift = false;
pv->driftmove = 0;
}
}
void V_StopPitchDrift (playerview_t *pv)
{
pv->laststop = cl.time;
pv->nodrift = true;
pv->pitchvel = 0;
}
/*
===============
V_DriftPitch
Moves the client pitch angle towards cl.idealpitch sent by the server.
If the user is adjusting pitch manually, either with lookup/lookdown,
mlook and mouse, or klook and keyboard, pitch drifting is constantly stopped.
Drifting is enabled when the center view key is hit, mlook is released and
lookspring is non 0, or when
===============
*/
void V_DriftPitch (playerview_t *pv)
{
float delta, move;
if (!pv->onground || cls.demoplayback )
{
pv->driftmove = 0;
pv->pitchvel = 0;
return;
}
// don't count small mouse motion
if (pv->nodrift)
{
if (Length(pv->simvel) < 200)
pv->driftmove = 0;
else
pv->driftmove += host_frametime;
if ( pv->driftmove > v_centermove.value)
{
V_StartPitchDrift (pv);
}
return;
}
delta = 0 - pv->viewangles[PITCH];
if (!delta)
{
pv->pitchvel = 0;
return;
}
move = host_frametime * pv->pitchvel;
pv->pitchvel += host_frametime * v_centerspeed.value;
//Con_Printf ("move: %f (%f)\n", move, host_frametime);
if (delta > 0)
{
if (move > delta)
{
pv->pitchvel = 0;
move = delta;
}
pv->viewangles[PITCH] += move;
}
else if (delta < 0)
{
if (move > -delta)
{
pv->pitchvel = 0;
move = -delta;
}
pv->viewangles[PITCH] -= move;
}
}
/*
==============================================================================
PALETTE FLASHES
==============================================================================
*/
static void QDECL V_Gamma_Callback(struct cvar_s *var, char *oldvalue);
cshift_t cshift_empty = { {130,80,50}, 0 };
cshift_t cshift_water = { {130,80,50}, 128 };
cshift_t cshift_slime = { {0,25,5}, 150 };
cshift_t cshift_lava = { {255,80,0}, 150 };
cshift_t cshift_server = { {130,80,50}, 0 };
playdemo accepts https urls now. will start playing before the file has finished downloading, to avoid unnecessary delays. reworked network addresses to separate address family and connection type. this should make banning people more reliable, as well as simplifying a whole load of logic (no need to check for ipv4 AND ipv6). tcpconnect will keep trying to connect even if the connection wasn't instant, instead of giving up instantly. rewrote tcp connections quite a bit. sv_port_tcp now handles qtv+qizmo+http+ws+rtcbroker+tls equivalents. qtv_streamport is now a legacy cvar and now acts equivalently to sv_port_tcp (but still separate). rewrote screenshot and video capture code to use strides. this solves image-is-upside down issues with vulkan. ignore alt key in browser port. oh no! no more red text! oh no! no more alt-being-wrongly-down-and-being-unable-to-type-anything-without-forcing-alt-released! reworked audio decoder interface. now has clearly defined success/unavailable/end-of-file results. this should solve a whole load of issues with audio streaming. fixed various openal audio streaming issues too. openal also got some workarounds for emscripten's poor emulation. fixed ogg decoder to retain sync properly if seeked. updated menu_media a bit. now reads vorbis comments/id3v1 tags to get proper track names. also saves the playlist so you don't have to manually repopulate the list so it might actually be usable now (after how many years?) r_stains now defaults to 0, and is no longer enabled by presets. use decals if you want that sort of thing. added fs_noreexec cvar, so configs will not be reexeced on gamedir change. this also means defaults won't be reapplied, etc. added 'nvvk' renderer on windows, using nvidia's vulkan-inside-opengl gl extension. mostly just to see how much slower it is. fixed up the ftp server quite a lot. more complete, more compliant, and should do ipv6 properly to-boot. file transfers also threaded. fixed potential crash inside runclientphys. experimental sv_antilag=3 setting. totally untested. the aim is to avoid missing due to lagged knockbacks. may be expensive for the server. browser port's websockets support fixed. experimental support for webrtc ('works for me', requires a broker server). updated avplug(renamed to ffmpeg so people know what it is) to use ffmpeg 3.2.4 properly, with its new encoder api. should be much more robust... also added experimental audio decoder for game music etc (currently doesn't resample, so playback rates are screwed, disabled by cvar). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5097 fc73d0e0-1445-4013-8a0c-d673dee63da5
2017-05-10 02:08:58 +00:00
cvar_t v_gamma = CVARFCD("gamma", "1.0", CVAR_ARCHIVE|CVAR_RENDERERCALLBACK, V_Gamma_Callback, "Controls how bright the screen is. Setting this to anything but 1 without hardware gamma requires glsl support and can noticably harm your framerate.");
cvar_t v_contrast = CVARFCD("contrast", "1.0", CVAR_ARCHIVE, V_Gamma_Callback, "Scales colour values linearly to make your screen easier to see. Setting this to anything but 1 without hardware gamma will reduce your framerates a little.");
cvar_t v_brightness = CVARFCD("brightness", "0.0", CVAR_ARCHIVE, V_Gamma_Callback, "Brightness is how much 'white' to add to each and every pixel on the screen.");
qbyte gammatable[256]; // palette is sent through this
qboolean gammaworks;
float hw_blend[4]; // rgba 0.0 - 1.0
/*
void BuildGammaTable (float g)
{
int i, inf;
if (g == 1.0)
{
for (i=0 ; i<256 ; i++)
gammatable[i] = i;
return;
}
for (i=0 ; i<256 ; i++)
{
inf = 255 * pow ( (i+0.5)/255.5 , g ) + 0.5;
if (inf < 0)
inf = 0;
if (inf > 255)
inf = 255;
gammatable[i] = inf;
}
}*/
void BuildGammaTable (float g, float c, float b)
{
int i, inf;
// g = bound (0.1, g, 3);
// c = bound (1, c, 3);
if (g == 1 && c == 1)
{
for (i = 0; i < 256; i++)
gammatable[i] = i;
return;
}
for (i = 0; i < 256; i++)
{
//the 0.5s are for rounding.
inf = 255 * (pow ((i + 0.5) / 255.5 * c, g) + b) + 0.5;
if (inf < 0)
inf = 0;
else if (inf > 255)
inf = 255;
gammatable[i] = inf;
}
}
/*
=================
V_CheckGamma
=================
*/
static void QDECL V_Gamma_Callback(struct cvar_s *var, char *oldvalue)
{
BuildGammaTable (v_gamma.value, v_contrast.value, v_brightness.value);
V_UpdatePalette (true);
}
#if defined(_WIN32) && !defined(_XBOX)
void W32_BlowChunk(vec3_t pos, float radius)
{
vec3_t center;
if (Matrix4x4_CM_Project(pos, center, r_refdef.viewangles, r_refdef.vieworg, r_refdef.fov_x, r_refdef.fov_y))
{
int mid_x = center[0]*r_refdef.vrect.width+r_refdef.vrect.x;
int mid_y = (1-center[1])*r_refdef.vrect.height+r_refdef.vrect.y;
HRGN tmp = CreateRectRgn(0,0,0,0);
HRGN newrgn = CreateRectRgn(0,0,0,0);
HRGN oldrgn = CreateRectRgn(0,0,0,0);
HRGN hole = CreateEllipticRgn(mid_x-radius, mid_y-radius, mid_x+radius, mid_y+radius);
if (GetWindowRgn(mainwindow, oldrgn) <= NULLREGION)
{
RECT rect;
DeleteObject(oldrgn);
GetWindowRect(mainwindow, &rect);
oldrgn = CreateRectRgn(0,0,rect.right-rect.left,rect.bottom-rect.top);
}
CombineRgn(tmp, oldrgn, hole, RGN_XOR);
CombineRgn(newrgn, oldrgn, tmp, RGN_AND);
DeleteObject(oldrgn);
DeleteObject(hole);
DeleteObject(tmp);
SetWindowRgn(mainwindow, newrgn, TRUE);
}
}
#endif
/*
===============
V_ParseDamage
===============
*/
void V_ParseDamage (playerview_t *pv)
{
int armor, blood;
vec3_t from;
int i;
vec3_t forward, right, up;
float side;
float count;
armor = MSG_ReadByte ();
blood = MSG_ReadByte ();
for (i=0 ; i<3 ; i++)
from[i] = MSG_ReadCoord ();
pv->faceanimtime = cl.time + 0.2; // but sbar face into pain frame
#if defined(_WIN32) && !defined(MINIMAL) && !defined(_XBOX)
if (itburnsitburnsmakeitstop.value > 0)
W32_BlowChunk(from, (armor+blood) * itburnsitburnsmakeitstop.value);
#endif
#ifdef CSQC_DAT
if (CSQC_Parse_Damage(pv-cl.playerview, armor, blood, from))
return;
#endif
count = blood*0.5 + armor*0.5;
if (count < 10)
count = 10;
#ifdef ANDROID
//later versions of android might support strength values, but the simple standard interface is duration only.
Sys_Vibrate(count);
#endif
if (v_damagecshift.value >= 0)
count *= v_damagecshift.value;
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-18 05:22:07 +00:00
pv->cshifts[CSHIFT_DAMAGE].percent += 3*count;
if (pv->cshifts[CSHIFT_DAMAGE].percent < 0)
pv->cshifts[CSHIFT_DAMAGE].percent = 0;
if (pv->cshifts[CSHIFT_DAMAGE].percent > 150)
pv->cshifts[CSHIFT_DAMAGE].percent = 150;
if (armor > blood)
{
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-18 05:22:07 +00:00
pv->cshifts[CSHIFT_DAMAGE].destcolor[0] = 200;
pv->cshifts[CSHIFT_DAMAGE].destcolor[1] = 100;
pv->cshifts[CSHIFT_DAMAGE].destcolor[2] = 100;
}
else if (armor)
{
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-18 05:22:07 +00:00
pv->cshifts[CSHIFT_DAMAGE].destcolor[0] = 220;
pv->cshifts[CSHIFT_DAMAGE].destcolor[1] = 50;
pv->cshifts[CSHIFT_DAMAGE].destcolor[2] = 50;
}
else
{
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-18 05:22:07 +00:00
pv->cshifts[CSHIFT_DAMAGE].destcolor[0] = 255;
pv->cshifts[CSHIFT_DAMAGE].destcolor[1] = 0;
pv->cshifts[CSHIFT_DAMAGE].destcolor[2] = 0;
}
//
// calculate view angle kicks
//
VectorSubtract (from, pv->simorg, from);
VectorNormalize (from);
AngleVectors (pv->simangles, forward, right, up);
side = DotProduct (from, right);
pv->v_dmg_roll = count*side*v_kickroll.value;
side = DotProduct (from, forward);
pv->v_dmg_pitch = count*side*v_kickpitch.value;
pv->v_dmg_time = v_kicktime.value;
}
/*
==================
V_cshift_f
==================
*/
void V_cshift_f (void)
{
int r, g, b, p;
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-18 05:22:07 +00:00
playerview_t *pv = &cl.playerview[CL_TargettedSplit(true)];
r = g = b = p = 0;
if (Cmd_Argc() >= 5)
{
r = atoi(Cmd_Argv(1));
g = atoi(Cmd_Argv(2));
b = atoi(Cmd_Argv(3));
p = atoi(Cmd_Argv(4));
}
if (Cmd_FromGamecode())
{
if (Cmd_Argc() >= 5)
{
qboolean term = false;
int i;
char *c = Cmd_Argv(4);
// malice jumbles commands into a v_cshift so this attempts to fix
while (isdigit(*c) || *c == '.')
c++;
if (*c)
{
Cbuf_AddText(c, RESTRICT_SERVER);
term = true;
}
for (i = 5; i < Cmd_Argc(); i++)
{
Cbuf_AddText(" ", RESTRICT_SERVER);
Cbuf_AddText(Cmd_Argv(i), RESTRICT_SERVER);
term = true;
}
if (term)
Cbuf_AddText("\n", RESTRICT_SERVER);
}
else if (Cmd_Argc() > 1)
Con_DPrintf("broken v_cshift from gamecode\n");
// ensure we always clear out or set for nehahra
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-18 05:22:07 +00:00
pv->cshifts[CSHIFT_SERVER].destcolor[0] = r;
pv->cshifts[CSHIFT_SERVER].destcolor[1] = g;
pv->cshifts[CSHIFT_SERVER].destcolor[2] = b;
pv->cshifts[CSHIFT_SERVER].percent = p;
return;
}
if (Cmd_Argc() != 5 && Cmd_Argc() != 1)
{
Con_Printf("v_cshift: v_cshift <r> <g> <b> <alpha>\n");
return;
}
cshift_empty.destcolor[0] = r;
cshift_empty.destcolor[1] = g;
cshift_empty.destcolor[2] = b;
cshift_empty.percent = p;
}
/*
==================
V_BonusFlash_f
When you run over an item, the server sends this command
==================
*/
void V_BonusFlash_f (void)
{
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-18 05:22:07 +00:00
playerview_t *pv = &cl.playerview[CL_TargettedSplit(true)];
float frac;
if (!gl_cshiftenabled.ival)
frac = 0;
else if (Cmd_FromGamecode())
frac = v_bonusflash.value;
else
frac = 1;
{
//still adheres to gl_cshiftpercent even when forced.
float minfrac = atof(Cmd_Argv(5));
if (frac < minfrac)
frac = minfrac;
}
frac *= gl_cshiftpercent.value / 100.0;
if (frac)
{
if (Cmd_Argc() > 1)
{ //this is how I understand DP expects them.
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-18 05:22:07 +00:00
pv->cshifts[CSHIFT_BONUS].destcolor[0] = atof(Cmd_Argv(1))*255;
pv->cshifts[CSHIFT_BONUS].destcolor[1] = atof(Cmd_Argv(2))*255;
pv->cshifts[CSHIFT_BONUS].destcolor[2] = atof(Cmd_Argv(3))*255;
pv->cshifts[CSHIFT_BONUS].percent = atof(Cmd_Argv(4))*255*frac;
}
else
{
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-18 05:22:07 +00:00
pv->cshifts[CSHIFT_BONUS].destcolor[0] = 215;
pv->cshifts[CSHIFT_BONUS].destcolor[1] = 186;
pv->cshifts[CSHIFT_BONUS].destcolor[2] = 69;
pv->cshifts[CSHIFT_BONUS].percent = 50*frac;
}
}
}
void V_DarkFlash_f (void)
{
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-18 05:22:07 +00:00
playerview_t *pv = &cl.playerview[CL_TargettedSplit(true)];
float frac;
if (!gl_cshiftenabled.ival)
frac = 0;
else
frac = 1;
frac *= gl_cshiftpercent.value / 100.0;
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-18 05:22:07 +00:00
pv->cshifts[CSHIFT_BONUS].destcolor[0] = 0;
pv->cshifts[CSHIFT_BONUS].destcolor[1] = 0;
pv->cshifts[CSHIFT_BONUS].destcolor[2] = 0;
pv->cshifts[CSHIFT_BONUS].percent = 255*frac;
}
void V_WhiteFlash_f (void)
{
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-18 05:22:07 +00:00
playerview_t *pv = &cl.playerview[CL_TargettedSplit(true)];
float frac;
if (!gl_cshiftenabled.ival)
frac = 0;
else
frac = 1;
frac *= gl_cshiftpercent.value / 100.0;
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-18 05:22:07 +00:00
pv->cshifts[CSHIFT_BONUS].destcolor[0] = 255;
pv->cshifts[CSHIFT_BONUS].destcolor[1] = 255;
pv->cshifts[CSHIFT_BONUS].destcolor[2] = 255;
pv->cshifts[CSHIFT_BONUS].percent = 255*frac;
}
/*
=============
V_SetContentsColor
Underwater, lava, etc each has a color shift
FIXME: Uses Q1 contents
=============
*/
void V_SetContentsColor (int contents)
{
int i;
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-18 05:22:07 +00:00
playerview_t *pv = r_refdef.playerview;
if (contents & FTECONTENTS_LAVA)
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-18 05:22:07 +00:00
pv->cshifts[CSHIFT_CONTENTS] = cshift_lava;
else if (contents & (FTECONTENTS_SLIME | FTECONTENTS_SOLID))
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-18 05:22:07 +00:00
pv->cshifts[CSHIFT_CONTENTS] = cshift_slime;
else if (contents & FTECONTENTS_WATER)
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-18 05:22:07 +00:00
pv->cshifts[CSHIFT_CONTENTS] = cshift_water;
else
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-18 05:22:07 +00:00
pv->cshifts[CSHIFT_CONTENTS] = cshift_empty;
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-18 05:22:07 +00:00
pv->cshifts[CSHIFT_CONTENTS].percent *= v_contentblend.value;
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-18 05:22:07 +00:00
if (pv->cshifts[CSHIFT_CONTENTS].percent)
{ //bound contents so it can't go negative
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-18 05:22:07 +00:00
if (pv->cshifts[CSHIFT_CONTENTS].percent < 0)
pv->cshifts[CSHIFT_CONTENTS].percent = 0;
for (i = 0; i < 3; i++)
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-18 05:22:07 +00:00
if (pv->cshifts[CSHIFT_CONTENTS].destcolor[0] < 0)
pv->cshifts[CSHIFT_CONTENTS].destcolor[0] = 0;
}
}
/*
=============
V_CalcPowerupCshift
=============
*/
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-18 05:22:07 +00:00
void V_CalcPowerupCshift (playerview_t *pv)
{
#ifdef QUAKESTATS
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-18 05:22:07 +00:00
int im = pv->stats[STAT_ITEMS];
if (im & IT_QUAD)
{
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-18 05:22:07 +00:00
pv->cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
pv->cshifts[CSHIFT_POWERUP].destcolor[1] = 0;
pv->cshifts[CSHIFT_POWERUP].destcolor[2] = 255;
pv->cshifts[CSHIFT_POWERUP].percent = 30*v_quadcshift.value;
}
else if (im & IT_SUIT)
{
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-18 05:22:07 +00:00
pv->cshifts[CSHIFT_POWERUP].destcolor[0] = 0;
pv->cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
pv->cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
pv->cshifts[CSHIFT_POWERUP].percent = 20*v_suitcshift.value;
}
else if (im & IT_INVISIBILITY)
{
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-18 05:22:07 +00:00
pv->cshifts[CSHIFT_POWERUP].destcolor[0] = 100;
pv->cshifts[CSHIFT_POWERUP].destcolor[1] = 100;
pv->cshifts[CSHIFT_POWERUP].destcolor[2] = 100;
pv->cshifts[CSHIFT_POWERUP].percent = 100*v_ringcshift.value;
}
else if (im & IT_INVULNERABILITY)
{
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-18 05:22:07 +00:00
pv->cshifts[CSHIFT_POWERUP].destcolor[0] = 255;
pv->cshifts[CSHIFT_POWERUP].destcolor[1] = 255;
pv->cshifts[CSHIFT_POWERUP].destcolor[2] = 0;
pv->cshifts[CSHIFT_POWERUP].percent = 30*v_pentcshift.value;
}
else
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-18 05:22:07 +00:00
pv->cshifts[CSHIFT_POWERUP].percent = 0;
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-18 05:22:07 +00:00
if (pv->cshifts[CSHIFT_POWERUP].percent<0)
pv->cshifts[CSHIFT_POWERUP].percent=0;
#endif
}
/*
=============
V_CalcBlend
=============
*/
void V_CalcBlend (float *hw_blend)
{
extern qboolean r2d_canhwgamma;
float a2;
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-18 05:22:07 +00:00
int j, seat;
float *blend;
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-18 05:22:07 +00:00
playerview_t *pv;
memset(hw_blend, 0, sizeof(float)*4);
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-18 05:22:07 +00:00
for (seat = 0; seat < cl.splitclients; seat++)
{
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-18 05:22:07 +00:00
pv = &cl.playerview[seat];
memset(pv->screentint, 0, sizeof(pv->screentint));
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-18 05:22:07 +00:00
//don't apply it to the server, we'll blend the two later if the user has no hardware gamma (if they do have it, we use just the server specified value) This way we avoid winnt users having a cheat with flashbangs and stuff.
for (j=0 ; j<NUM_CSHIFTS ; j++)
{
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-18 05:22:07 +00:00
if (j != CSHIFT_SERVER && j != CSHIFT_BONUS)
{
if (!gl_cshiftpercent.value || !gl_cshiftenabled.ival)
continue;
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-18 05:22:07 +00:00
a2 = ((pv->cshifts[j].percent * gl_cshiftpercent.value) / 100.0) / 255.0;
}
else
{
a2 = pv->cshifts[j].percent / 255.0; //don't allow modification of this one.
}
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-18 05:22:07 +00:00
if (!a2)
continue;
if (j == CSHIFT_SERVER)
{
/*server blend always goes into sw, ALWAYS*/
blend = pv->screentint;
}
else
{
/*flashing things should not change hardware gamma ramps - windows is too slow*/
/*splitscreen should only use hw gamma ramps if they're all equal, and they're probably not*/
/*hw blends may also not be supported or may be disabled*/
if (j == CSHIFT_BONUS || j == CSHIFT_DAMAGE || gl_nohwblend.ival || !r2d_canhwgamma || cl.splitclients > 1)
blend = pv->screentint;
else //powerup or contents?
blend = hw_blend;
}
blend[3] = blend[3] + a2*(1-blend[3]);
a2 = a2/blend[3];
blend[0] = blend[0]*(1-a2) + pv->cshifts[j].destcolor[0]*a2/255.0;
blend[1] = blend[1]*(1-a2) + pv->cshifts[j].destcolor[1]*a2/255.0;
blend[2] = blend[2]*(1-a2) + pv->cshifts[j].destcolor[2]*a2/255.0;
}
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-18 05:22:07 +00:00
if (pv->screentint[3] > 1)
pv->screentint[3] = 1;
if (pv->screentint[3] < 0)
pv->screentint[3] = 0;
}
for (; seat < MAX_SPLITS; seat++)
{
pv = &cl.playerview[seat];
memset(pv->screentint, 0, sizeof(pv->screentint));
}
if (hw_blend[3] > 1)
hw_blend[3] = 1;
if (hw_blend[3] < 0)
hw_blend[3] = 0;
}
/*
=============
V_UpdatePalette
=============
*/
void V_UpdatePalette (qboolean force)
{
extern qboolean r2d_canhwgamma;
int i;
float newhw_blend[4];
int ir, ig, ib;
float ftime;
qboolean applied;
static double oldtime;
RSpeedMark();
ftime = cl.time - oldtime;
oldtime = cl.time;
if (ftime < 0)
ftime = 0;
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-18 05:22:07 +00:00
for (i = 0; i < MAX_SPLITS; i++)
{
playerview_t *pv = &cl.playerview[i];
V_CalcPowerupCshift(pv);
// drop the damage value
pv->cshifts[CSHIFT_DAMAGE].percent -= ftime*150;
if (pv->cshifts[CSHIFT_DAMAGE].percent <= 0)
pv->cshifts[CSHIFT_DAMAGE].percent = 0;
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-18 05:22:07 +00:00
// drop the bonus value
pv->cshifts[CSHIFT_BONUS].percent -= ftime*100;
if (pv->cshifts[CSHIFT_BONUS].percent <= 0)
pv->cshifts[CSHIFT_BONUS].percent = 0;
}
V_CalcBlend(newhw_blend);
if (hw_blend[0] != newhw_blend[0] || hw_blend[1] != newhw_blend[1] || hw_blend[2] != newhw_blend[2] || hw_blend[3] != newhw_blend[3] || force)
{
float r,g,b,a;
static unsigned short allramps[3*2048];
unsigned int rampsize = min(vid.gammarampsize, countof(allramps)/3);
unsigned short *ramps[3] = {&allramps[0],&allramps[rampsize],&allramps[rampsize*2]};
Vector4Copy(newhw_blend, hw_blend);
a = hw_blend[3];
r = 255*hw_blend[0]*a;
g = 255*hw_blend[1]*a;
b = 255*hw_blend[2]*a;
a = 1-a;
a *= 256.0/rampsize;
for (i=0 ; i < rampsize; i++)
{
ir = i*a + r;
ig = i*a + g;
ib = i*a + b;
if (ir > 255)
ir = 255;
if (ig > 255)
ig = 255;
if (ib > 255)
ib = 255;
//FIXME: shit precision
ramps[0][i] = gammatable[ir]<<8;
ramps[1][i] = gammatable[ig]<<8;
ramps[2][i] = gammatable[ib]<<8;
}
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
if (qrenderer)
{
applied = rf->VID_ApplyGammaRamps (rampsize, allramps);
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
if (!applied && r2d_canhwgamma)
rf->VID_ApplyGammaRamps (0, NULL);
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
r2d_canhwgamma = applied;
}
}
RSpeedEnd(RSPEED_PALETTEFLASHES);
}
/*
=============
V_UpdatePalette
=============
*/
void V_ClearCShifts (void)
{
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-18 05:22:07 +00:00
int i, seat;
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-18 05:22:07 +00:00
for (seat = 0; seat < MAX_SPLITS; seat++)
for (i = 0; i < NUM_CSHIFTS; i++)
cl.playerview[seat].cshifts[i].percent = 0;
}
/*
==============================================================================
VIEW RENDERING
==============================================================================
*/
float angledelta (float a)
{
a = anglemod(a);
if (a > 180)
a -= 360;
return a;
}
/*
==================
CalcGunAngle
==================
*/
void V_CalcGunPositionAngle (playerview_t *pv, float bob)
{
float yaw, pitch, move;
static float oldyaw = 0;
static float oldpitch = 0;
vec3_t vw_angles;
int i;
yaw = r_refdef.viewangles[YAW];
pitch = -r_refdef.viewangles[PITCH];
yaw = angledelta(yaw - r_refdef.viewangles[YAW]) * 0.4;
if (yaw > 10)
yaw = 10;
if (yaw < -10)
yaw = -10;
pitch = angledelta(-pitch - r_refdef.viewangles[PITCH]) * 0.4;
if (pitch > 10)
pitch = 10;
if (pitch < -10)
pitch = -10;
move = host_frametime*20;
if (yaw > oldyaw)
{
if (oldyaw + move < yaw)
yaw = oldyaw + move;
}
else
{
if (oldyaw - move > yaw)
yaw = oldyaw - move;
}
if (pitch > oldpitch)
{
if (oldpitch + move < pitch)
pitch = oldpitch + move;
}
else
{
if (oldpitch - move > pitch)
pitch = oldpitch - move;
}
oldyaw = yaw;
oldpitch = pitch;
vw_angles[YAW] = r_refdef.viewangles[YAW] + yaw;
vw_angles[PITCH] = r_refdef.viewangles[PITCH] + pitch;
vw_angles[YAW] = r_refdef.viewangles[YAW];
vw_angles[PITCH] = r_refdef.viewangles[PITCH];
vw_angles[ROLL] = r_refdef.viewangles[ROLL];
AngleVectors(vw_angles, pv->vw_axis[0], pv->vw_axis[1], pv->vw_axis[2]);
VectorInverse(pv->vw_axis[1]);
VectorCopy (r_refdef.vieworg, pv->vw_origin);
for (i=0 ; i<3 ; i++)
{
pv->vw_origin[i] += pv->vw_axis[0][i]*bob*0.4;
// pv->vw_origin[i] += pv->vw_axis[1][i]*sin(cl.time*5.5342452354235)*0.1;
// pv->vw_origin[i] += pv->vw_axis[2][i]*bob*0.8;
}
// fudge position around to keep amount of weapon visible
// roughly equal with different FOV
//FIXME: should use y fov, not viewsize.
if (r_refdef.drawsbar) //no sbar = no viewsize cvar.
{
if (scr_viewsize.value == 110)
pv->vw_origin[2] += 1;
else if (scr_viewsize.value == 100)
pv->vw_origin[2] += 2;
else if (scr_viewsize.value == 90)
pv->vw_origin[2] += 1;
else if (scr_viewsize.value == 80)
pv->vw_origin[2] += 0.5;
}
}
/*
==============
V_BoundOffsets
==============
*/
void V_BoundOffsets (int pnum)
{
// absolutely bound refresh reletive to entity clipping hull
// so the view can never be inside a solid wall
if (r_refdef.vieworg[0] < cl.playerview[pnum].simorg[0] - 14)
r_refdef.vieworg[0] = cl.playerview[pnum].simorg[0] - 14;
else if (r_refdef.vieworg[0] > cl.playerview[pnum].simorg[0] + 14)
r_refdef.vieworg[0] = cl.playerview[pnum].simorg[0] + 14;
if (r_refdef.vieworg[1] < cl.playerview[pnum].simorg[1] - 14)
r_refdef.vieworg[1] = cl.playerview[pnum].simorg[1] - 14;
else if (r_refdef.vieworg[1] > cl.playerview[pnum].simorg[1] + 14)
r_refdef.vieworg[1] = cl.playerview[pnum].simorg[1] + 14;
if (r_refdef.vieworg[2] < cl.playerview[pnum].simorg[2] - 22)
r_refdef.vieworg[2] = cl.playerview[pnum].simorg[2] - 22;
else if (r_refdef.vieworg[2] > cl.playerview[pnum].simorg[2] + 30)
r_refdef.vieworg[2] = cl.playerview[pnum].simorg[2] + 30;
}
/*
==============
V_AddIdle
Idle swaying
==============
*/
void V_AddIdle (playerview_t *pv)
{
//defaults: for use if idlescale is locked and the var isn't.
float yaw_cycle = 2;
float roll_cycle = 0.5;
float pitch_cycle = 1;
float yaw_level = 0.3;
float roll_level = 0.1;
float pitch_level = 0.3;
if (v_iyaw_cycle.flags & CVAR_SERVEROVERRIDE || !(v_idlescale.flags & CVAR_SERVEROVERRIDE))
yaw_cycle = v_iyaw_cycle.value;
if (v_iroll_cycle.flags & CVAR_SERVEROVERRIDE || !(v_idlescale.flags & CVAR_SERVEROVERRIDE))
roll_cycle = v_iroll_cycle.value;
if (v_ipitch_cycle.flags & CVAR_SERVEROVERRIDE || !(v_idlescale.flags & CVAR_SERVEROVERRIDE))
pitch_cycle = v_ipitch_cycle.value;
if (v_iyaw_level.flags & CVAR_SERVEROVERRIDE || !(v_idlescale.flags & CVAR_SERVEROVERRIDE))
yaw_level = v_iyaw_level.value;
if (v_iroll_level.flags & CVAR_SERVEROVERRIDE || !(v_idlescale.flags & CVAR_SERVEROVERRIDE))
roll_level = v_iroll_level.value;
if (v_ipitch_level.flags & CVAR_SERVEROVERRIDE || !(v_idlescale.flags & CVAR_SERVEROVERRIDE))
pitch_level = v_ipitch_level.value;
r_refdef.viewangles[ROLL] += v_idlescale.value * sin(cl.time*roll_cycle) * roll_level;
r_refdef.viewangles[PITCH] += v_idlescale.value * sin(cl.time*pitch_cycle) * pitch_level;
r_refdef.viewangles[YAW] += v_idlescale.value * sin(cl.time*yaw_cycle) * yaw_level;
// pv->viewent.angles[ROLL] -= v_idlescale.value * sin(cl.time*roll_cycle) * roll_level;
// pv->viewent.angles[PITCH] -= v_idlescale.value * sin(cl.time*pitch_cycle) * pitch_level;
// pv->viewent.angles[YAW] -= v_idlescale.value * sin(cl.time*yaw_cycle) * yaw_level;
}
/*
==============
V_CalcViewRoll
Roll is induced by movement and damage
==============
*/
void V_CalcViewRoll (playerview_t *pv)
{
float side;
float adjspeed;
side = V_CalcRoll (pv->simangles, pv->simvel);
adjspeed = fabs(cl_rollangle.value);
if (adjspeed<1)
adjspeed=1;
if (adjspeed>45)
adjspeed = 45;
adjspeed*=20;
if (side > pv->rollangle)
{
pv->rollangle += host_frametime * adjspeed;
if (pv->rollangle > side)
pv->rollangle = side;
}
else if (side < pv->rollangle)
{
pv->rollangle -= host_frametime * adjspeed;
if (pv->rollangle < side)
pv->rollangle = side;
}
r_refdef.viewangles[ROLL] += pv->rollangle;
if (pv->v_dmg_time > 0)
{
r_refdef.viewangles[ROLL] += pv->v_dmg_time/v_kicktime.value*pv->v_dmg_roll;
r_refdef.viewangles[PITCH] += pv->v_dmg_time/v_kicktime.value*pv->v_dmg_pitch;
pv->v_dmg_time -= host_frametime;
}
}
/*
==================
V_CalcIntermissionRefdef
==================
*/
void V_CalcIntermissionRefdef (playerview_t *pv)
{
float old;
VectorCopy (pv->simorg, r_refdef.vieworg);
VectorCopy (pv->simangles, r_refdef.viewangles);
if (cl.intermissionmode == IM_H2FINALE)
VectorMA(r_refdef.vieworg, -pv->viewheight, pv->gravitydir, r_refdef.vieworg);
// always idle in intermission
old = v_idlescale.value;
v_idlescale.value = 1;
V_AddIdle (pv);
v_idlescale.value = old;
}
float CalcFov (float fov_x, float width, float height)
{
float a;
float x;
if (fov_x <= 0 || fov_x > 179)
Sys_Error ("Bad fov: %f", fov_x);
x = fov_x/360*M_PI;
x = tan(x);
x = width/x;
a = atan (height/x);
a = a*360/M_PI;
return a;
}
void V_ApplyAFov(playerview_t *pv)
{
//explicit fov overrides aproximate fov.
//aproximate fov is our regular fov value. explicit is settable by gamecode for weird aspect ratios
if (!r_refdef.fov_x || !r_refdef.fov_y)
{
extern cvar_t r_stereo_separation;
float ws;
float afov = r_refdef.afov;
if (!afov) //make sure its sensible.
{
afov = scr_fov.value;
#ifdef QUAKESTATS
if (pv && pv->statsf[STAT_VIEWZOOM]) //match dp - viewzoom only happens when defaulted.
afov *= pv->statsf[STAT_VIEWZOOM]/STAT_VIEWZOOM_SCALE;
#endif
}
afov = bound(0.001, afov, 170);
ws = 1;
#ifdef FTE_TARGET_WEB
if (r_refdef.stereomethod == STEREO_WEBVR)
ws = 0.5;
#endif
if (r_refdef.stereomethod == STEREO_CROSSEYED && r_stereo_separation.value)
ws = 0.5;
//attempt to retain a classic fov
if (ws*r_refdef.vrect.width < (r_refdef.vrect.height*640)/432)
{
r_refdef.fov_y = CalcFov(afov, (ws*r_refdef.vrect.width*r_refdef.pxrect.width)/vid.fbvwidth, (r_refdef.vrect.height*r_refdef.pxrect.height)/vid.fbvheight);
r_refdef.fov_x = afov;//CalcFov(r_refdef.fov_y, 432, 640);
}
else
{
r_refdef.fov_y = CalcFov(afov, 640, 432);
r_refdef.fov_x = CalcFov(r_refdef.fov_y, r_refdef.vrect.height, r_refdef.vrect.width*ws);
}
}
if (r_refdef.useperspective)
{
if (r_refdef.mindist < 1)
r_refdef.mindist = 1;
if (r_refdef.maxdist && r_refdef.maxdist < 100)
r_refdef.maxdist = 0; //small values should just use infinite.
}
}
/*
=================
v_ApplyRefdef
called to apply any dirty refdef bits and recalculates pending data.
=================
*/
void V_ApplyRefdef (void)
{
#ifdef QUAKEHUD
float size;
int h;
qboolean full = false;
#endif
// force the status bar to redraw
Sbar_Changed ();
//========================================
if (r_refdef.playerview->gamerectknown != cls.framecount)
{
r_refdef.playerview->gamerectknown = cls.framecount;
r_refdef.playerview->gamerect = r_refdef.grect;
}
#ifndef QUAKEHUD
r_refdef.vrect = r_refdef.grect;
#else
// intermission is always full screen
if (cl.intermissionmode != IM_NONE || !r_refdef.drawsbar)
size = 120;
else
size = scr_viewsize.value;
#ifdef Q2CLIENT
if (cls.protocol == CP_QUAKE2) //q2 never has a hud.
sb_lines = 0;
else
#endif
if (size >= 120)
sb_lines = 0; // no status bar at all
else if (size >= 110)
sb_lines = 24; // no inventory
else
sb_lines = 24+16+8;
if (scr_viewsize.value >= 100.0 || scr_chatmode)
{
full = true;
size = 100.0;
}
else
size = scr_viewsize.value;
if (cl.intermissionmode != IM_NONE || !r_refdef.drawsbar)
{
full = true;
size = 100.0;
sb_lines = 0;
}
size /= 100.0;
if (cl_sbar.value!=1 && full)
h = r_refdef.grect.height;
else
h = r_refdef.grect.height - sb_lines;
if (h < 0)
h = 0;
r_refdef.vrect.width = r_refdef.grect.width * size;
if (r_refdef.vrect.width < 96)
r_refdef.vrect.width = 96; // min for icons
r_refdef.vrect.height = r_refdef.grect.height * size;
if (cl_sbar.value==1 || !full)
{
if (r_refdef.vrect.height > r_refdef.grect.height - sb_lines)
r_refdef.vrect.height = r_refdef.grect.height - sb_lines;
}
else if (r_refdef.vrect.height > r_refdef.grect.height)
r_refdef.vrect.height = r_refdef.grect.height;
if (r_refdef.vrect.height < 0)
r_refdef.vrect.height = 0;
r_refdef.vrect.x = (r_refdef.grect.width - r_refdef.vrect.width)/2;
if (full)
r_refdef.vrect.y = 0;
else
r_refdef.vrect.y = (h - r_refdef.vrect.height)/2;
if (scr_chatmode)
{
if (scr_chatmode != 2)
r_refdef.vrect.height = r_refdef.vrect.y=r_refdef.grect.height/2;
r_refdef.vrect.width = r_refdef.vrect.x=r_refdef.grect.width/2;
if (r_refdef.vrect.width<320 || r_refdef.vrect.height<200) //disable hud if too small
sb_lines=0;
}
r_refdef.vrect.x += r_refdef.grect.x;
r_refdef.vrect.y += r_refdef.grect.y;
#endif
if (r_refdef.dirty & RDFD_FOV)
V_ApplyAFov(r_refdef.playerview);
r_refdef.dirty = 0;
if (chase_active.ival && cls.allow_cheats)
V_EditExternalModels(0, NULL, 0);
if (v_depthsortentities.ival)
V_DepthSortEntities(r_refdef.vieworg);
}
//if the view entities differ, removes all externalmodel flags except for adding it to the new entity, and removes weaponmodels.
//returns the number of view entities that were stripped out
int V_EditExternalModels(int newviewentity, entity_t *viewentities, int maxviewenties)
{
int i;
int viewents = 0;
for (i = 0; i < cl_numvisedicts; )
{
if (cl_visedicts[i].keynum == newviewentity && newviewentity)
cl_visedicts[i].flags |= RF_EXTERNALMODEL;
else
cl_visedicts[i].flags &= ~RF_EXTERNALMODEL;
if (cl_visedicts[i].flags & RF_WEAPONMODEL)
{
if (viewents < maxviewenties)
viewentities[viewents++] = cl_visedicts[i];
memmove(&cl_visedicts[i], &cl_visedicts[i+1], sizeof(*cl_visedicts) * (cl_numvisedicts-(i+1)));
cl_numvisedicts--;
}
else
i++;
}
return viewents;
}
//this is for transparency effects, so we actually want the furthest first
//this is contrary for overdraw performance, but transparency doesn't work like that
//we use angles[0] to hold distance. the renderer shouldn't be using it anyway.
static int QDECL V_DepthSortTwoEntities(const void *p1,const void *p2)
{
const entity_t *a = p1;
const entity_t *b = p2;
if (a->angles[0] < b->angles[0])
return -1;
if (a->angles[0] > b->angles[0])
return 1;
return 0;
}
void V_DepthSortEntities(float *vieworg)
{
int i;
vec3_t disp;
for (i = 0; i < cl_numvisedicts; i++)
{
if (cl_visedicts[i].flags & RF_WEAPONMODEL)
{ //weapon models have their own extra matrix thing going on. don't mess up because of it.
cl_visedicts[i].angles[0] = 0;
continue;
}
if (cl_visedicts[i].rtype == RT_MODEL && cl_visedicts[i].model && cl_visedicts[i].model->type == mod_brush)
{
VectorAdd(cl_visedicts[i].model->maxs, cl_visedicts[i].model->mins, disp);
VectorMA(cl_visedicts[i].origin, 0.5, disp, disp);
VectorSubtract(disp, vieworg, disp);
}
else
{
VectorSubtract(cl_visedicts[i].origin, vieworg, disp);
}
cl_visedicts[i].angles[0] = DotProduct(disp,disp); //don't bother with sqrts
}
qsort(cl_visedicts, cl_numvisedicts, sizeof(cl_visedicts[0]), V_DepthSortTwoEntities);
}
/*
clears the refdef to defaults.
*/
void V_ClearRefdef(playerview_t *pv)
{
r_refdef.playerview = pv;
r_refdef.dirty = ~0;
r_refdef.grect.x = 0;
r_refdef.grect.y = 0;
r_refdef.grect.width = vid.fbvwidth;//vid.width;
r_refdef.grect.height = vid.fbvheight;//vid.height;
r_refdef.afov = scr_fov.value; //will have a better value applied if fov is bad. this allows setting.
r_refdef.fov_x = 0;
r_refdef.fov_y = 0;
r_refdef.drawsbar = cl.intermissionmode == IM_NONE;
r_refdef.flags = 0;
r_refdef.areabitsknown = false;
// memset(r_refdef.postprocshader, 0, sizeof(r_refdef.postprocshader));
// memset(r_refdef.postprocsize, 0, sizeof(r_refdef.postprocsize));
// r_refdef.postproccube = 0;
}
/*
==================
V_CalcRefdef
==================
*/
void V_CalcRefdef (playerview_t *pv)
{
float bob;
float viewheight;
Reworked client support for DPP5+. less code now, its much more graceful. added waterfog command. waterfog overrides regular fog only when the view is in water. fixed 64bit printf format specifiers. should work better on winxp64. fixed some spec angle weirdness. fixed viewsize 99.99 weirdness with ezhud. fixed extra offset on the console (exhibited in 64bit builds, but not limited to). fixed .avi playback, can now actually display frames again. reimplemented line sparks. fixed r_editlights_save flipping the light's pitch. fixed issue with oggs failing to load. fixed condump to cope with unicode properly. made sv_bigcoords default except in quake. hexen2 kinda needs it for bsp angle precision. fixed nq server to not stall weirdly on map changes. fixed qwprogs svc_cdtrack not bugging out with nq clients on the server. fixed restart command to load the last map run by the server, instead of start.bsp (when idle) optimised d3d9 renderer a little. now uses less draw calls, especially with complex scenes. seems to get higher framerates than opengl now. fixed d3d9 renderer to not bug out quite so much when run fullscreen (shader subsystem is now correctly initialised). fixed a couple of bugs from font change. also now supports utf-8 in a few more places. r_editlights_reload no longer generates rtlights inside the void. this resolves a few glitches (but should also help framerates a little). fixed so corona-only lights won't generate shadowmaps and waste lots of time. removed lots of #defines from qclib. I should never have made them in the first place, but I was lazy. obviously there's more left that I cba to remove yet. fixed nested calls with variant-vectors. this fixes csaddon's light editor. fixed qcc hc calling conventions using redundant stores. disabled keywords can still be used by using __keyword instead. fixed ftegccgui grep feature. fixed motionless-dog qcc bug. tweaked qcc warnings a little. -Wall is now a viable setting. you should be able to fix all those warnings. fixed qw svc_intermission + dpp5+ clients bug. fixed annoying spam about disconnecting in hexen2. rewrote status command a little to cope with ipv6 addresses more gracefully fixed significant stall when hibernating/debugging a server with a player sitting on it. fixed truelightning. fixed rocketlight overriding pflags. fixed torches vanishing on vid_restart. fixed issue with decal scaling. fixed findentityfield builtin. fixed fteqcc issue with ptr+1 fixed use of arrays inside class functions. fixed/implemented fteqcc emulation of pointer opcodes. added __inout keyword to fteqcc, so that it doesn't feel so horrendous. fixed sizeof(*foo) fixed *struct = struct; fixed recursive structs. fixed fteqcc warning report. fixed sdl2 controller support, hopefully. attempted to implement xinput, including per-player audio playback. slightly fixed relaxed attitude to mouse focus when running fullscreen. fixed weird warnings/errors with 'ent.arrayhead' terms. now generates sane errors. implemented bindmaps (for csqc). fixed crashing bug with eprint builtin. implemented subset of music_playlist_* functionality. significant changes to music playback. fixed some more dpcsqc compat. fixed binds menu. now displays and accepts modifiers. fixed issues with huge lightmaps. fixed protocol determinism with dp clients connecting to fte servers. the initial getchallenge request now inhibits vanilla nq connection requests. implemented support for 'dupe' userinfo key, allowing clients to request client->server packet duplication. should probably queue them tbh. implemented sv_saveentfile command. fixed resume after breaking inside a stepped-over function. fixed erroneous footer after debugging. (I wonder just how many things I broke with these fixes) git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4946 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-07-26 10:56:18 +00:00
r_refdef.playerview = pv;
Reworked client support for DPP5+. less code now, its much more graceful. added waterfog command. waterfog overrides regular fog only when the view is in water. fixed 64bit printf format specifiers. should work better on winxp64. fixed some spec angle weirdness. fixed viewsize 99.99 weirdness with ezhud. fixed extra offset on the console (exhibited in 64bit builds, but not limited to). fixed .avi playback, can now actually display frames again. reimplemented line sparks. fixed r_editlights_save flipping the light's pitch. fixed issue with oggs failing to load. fixed condump to cope with unicode properly. made sv_bigcoords default except in quake. hexen2 kinda needs it for bsp angle precision. fixed nq server to not stall weirdly on map changes. fixed qwprogs svc_cdtrack not bugging out with nq clients on the server. fixed restart command to load the last map run by the server, instead of start.bsp (when idle) optimised d3d9 renderer a little. now uses less draw calls, especially with complex scenes. seems to get higher framerates than opengl now. fixed d3d9 renderer to not bug out quite so much when run fullscreen (shader subsystem is now correctly initialised). fixed a couple of bugs from font change. also now supports utf-8 in a few more places. r_editlights_reload no longer generates rtlights inside the void. this resolves a few glitches (but should also help framerates a little). fixed so corona-only lights won't generate shadowmaps and waste lots of time. removed lots of #defines from qclib. I should never have made them in the first place, but I was lazy. obviously there's more left that I cba to remove yet. fixed nested calls with variant-vectors. this fixes csaddon's light editor. fixed qcc hc calling conventions using redundant stores. disabled keywords can still be used by using __keyword instead. fixed ftegccgui grep feature. fixed motionless-dog qcc bug. tweaked qcc warnings a little. -Wall is now a viable setting. you should be able to fix all those warnings. fixed qw svc_intermission + dpp5+ clients bug. fixed annoying spam about disconnecting in hexen2. rewrote status command a little to cope with ipv6 addresses more gracefully fixed significant stall when hibernating/debugging a server with a player sitting on it. fixed truelightning. fixed rocketlight overriding pflags. fixed torches vanishing on vid_restart. fixed issue with decal scaling. fixed findentityfield builtin. fixed fteqcc issue with ptr+1 fixed use of arrays inside class functions. fixed/implemented fteqcc emulation of pointer opcodes. added __inout keyword to fteqcc, so that it doesn't feel so horrendous. fixed sizeof(*foo) fixed *struct = struct; fixed recursive structs. fixed fteqcc warning report. fixed sdl2 controller support, hopefully. attempted to implement xinput, including per-player audio playback. slightly fixed relaxed attitude to mouse focus when running fullscreen. fixed weird warnings/errors with 'ent.arrayhead' terms. now generates sane errors. implemented bindmaps (for csqc). fixed crashing bug with eprint builtin. implemented subset of music_playlist_* functionality. significant changes to music playback. fixed some more dpcsqc compat. fixed binds menu. now displays and accepts modifiers. fixed issues with huge lightmaps. fixed protocol determinism with dp clients connecting to fte servers. the initial getchallenge request now inhibits vanilla nq connection requests. implemented support for 'dupe' userinfo key, allowing clients to request client->server packet duplication. should probably queue them tbh. implemented sv_saveentfile command. fixed resume after breaking inside a stepped-over function. fixed erroneous footer after debugging. (I wonder just how many things I broke with these fixes) git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4946 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-07-26 10:56:18 +00:00
memset(&r_refdef.globalfog, 0, sizeof(r_refdef.globalfog));
r_refdef.time = cl.servertime;
#ifdef Q2CLIENT
if (cls.protocol == CP_QUAKE2)
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-18 05:22:07 +00:00
{
VectorCopy (pv->simorg, r_refdef.vieworg);
VectorCopy (pv->simangles, r_refdef.viewangles);
return;
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-18 05:22:07 +00:00
}
#endif
if (v_viewheight.value < -7)
bob=-7;
else if (v_viewheight.value > 4)
bob=4;
else if (v_viewheight.value)
bob=v_viewheight.value;
else
bob = V_CalcBob (pv, false);
// refresh position from simulated origin
VectorCopy (pv->simorg, r_refdef.vieworg);
r_refdef.useperspective = true;
r_refdef.mindist = bound(0.1, gl_mindist.value, 4);
r_refdef.maxdist = gl_maxdist.value;
// never let it sit exactly on a node line, because a water plane can
// dissapear when viewed with the eye exactly on it.
// the server protocol only specifies to 1/8 pixel, so add 1/16 in each axis
r_refdef.vieworg[0] += 1.0/16;
r_refdef.vieworg[1] += 1.0/16;
r_refdef.vieworg[2] += 1.0/16;
VectorCopy (pv->simangles, r_refdef.viewangles);
V_CalcViewRoll (pv);
V_AddIdle (pv);
viewheight = pv->viewheight;
if (viewheight == DEFAULT_VIEWHEIGHT && cls.protocol == CP_QUAKEWORLD && !(cls.z_ext & Z_EXT_VIEWHEIGHT))
{
if (view_message && view_message->flags & PF_GIB)
viewheight = 8; // gib view height
else if (view_message && view_message->flags & PF_DEAD)
viewheight = 16; // corpse view height
}
#ifdef QUAKESTATS
if (pv->stats[STAT_HEALTH] < 0 && (!pv->spectator || pv->cam_state == CAM_EYECAM) && v_deathtilt.value) // PF_GIB will also set PF_DEAD
{
if (!pv->spectator || cl_chasecam.ival)
r_refdef.viewangles[ROLL] = 80*v_deathtilt.value; // dead view angle
}
else
#endif
{
// v_viewheight only affects the view if the player is alive
viewheight += bob;
}
viewheight += pv->crouch;
VectorMA(r_refdef.vieworg, -viewheight, pv->gravitydir, r_refdef.vieworg);
// set up gun position
V_CalcGunPositionAngle (pv, bob);
// set up the refresh position
if (v_gunkick.value)
{
r_refdef.viewangles[PITCH] += pv->punchangle_cl*v_gunkick.value;
VectorMA(r_refdef.viewangles, v_gunkick.value, pv->punchangle_sv, r_refdef.viewangles);
VectorMA(r_refdef.vieworg, v_gunkick.value, pv->punchorigin, r_refdef.vieworg);
}
if (chase_active.ival && cls.allow_cheats) //cheat restriction might be lifted some time when any wallhacks are solved.
{
vec3_t axis[3];
vec3_t camorg, camdir;
trace_t tr;
float len;
//r_refdef.viewangles[0] += chase_pitch.value;
//r_refdef.viewangles[1] += chase_yaw.value;
//r_refdef.viewangles[2] += chase_roll.value;
qc: qc temp-strings are now garbage collected. this makes strzone redundant. net: revert the player angles inversion thing from last build. hack some angles. gonna need to tweak the protocol. net: cl_lerp_players is smoother, and defaulted. lets see how many people complain. cl: fix juddering with chase_active+prediction. cl: download progress where the total size is not known now displays something more sane. cl: fixed some issues with rawinput keyboards. cl: added autoupdate option to the menu. cl: autoupdate defaults to a new 'tested' set of builds, instead of the completely untested svn builds. cl: added 'borderless windowed' option to the menus. works on windows. cl: saved games save a preview screenshot. cl: fix some memory leaks on shutdown. cl: added 'setrenderer random' option, might be useful for modders in that it helps highlight bugs/differences between renderers... qc: r_showbboxes now displays the fields of the various entities. tweaked entity lighting to overbright more gracefully. gl: fixed crepuscular lighting. qcc: added % operator. qcc: added inline keyword. qcc: some fixes for accessors. qccgui: now prompts for exe+basedir. sv: added sv_specprint, ala mvdsv. sv: stats now sent over the unreliable channel instead of the reliable one. this allows them to change more frequently. sv: rewrote speedcheat detection. clients will be throttled instead of kicked. unresponsive clients will be simulated instead of freezing in mid-air. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4829 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-01-21 18:18:37 +00:00
if (chase_active.ival >= 2)
r_refdef.viewangles[0] = 90;
if (chase_active.ival >= 3)
r_refdef.viewangles[1] = 0;
AngleVectors(r_refdef.viewangles, axis[0], axis[1], axis[2]);
VectorScale(axis[0], -chase_back.value, camdir);
qc: qc temp-strings are now garbage collected. this makes strzone redundant. net: revert the player angles inversion thing from last build. hack some angles. gonna need to tweak the protocol. net: cl_lerp_players is smoother, and defaulted. lets see how many people complain. cl: fix juddering with chase_active+prediction. cl: download progress where the total size is not known now displays something more sane. cl: fixed some issues with rawinput keyboards. cl: added autoupdate option to the menu. cl: autoupdate defaults to a new 'tested' set of builds, instead of the completely untested svn builds. cl: added 'borderless windowed' option to the menus. works on windows. cl: saved games save a preview screenshot. cl: fix some memory leaks on shutdown. cl: added 'setrenderer random' option, might be useful for modders in that it helps highlight bugs/differences between renderers... qc: r_showbboxes now displays the fields of the various entities. tweaked entity lighting to overbright more gracefully. gl: fixed crepuscular lighting. qcc: added % operator. qcc: added inline keyword. qcc: some fixes for accessors. qccgui: now prompts for exe+basedir. sv: added sv_specprint, ala mvdsv. sv: stats now sent over the unreliable channel instead of the reliable one. this allows them to change more frequently. sv: rewrote speedcheat detection. clients will be throttled instead of kicked. unresponsive clients will be simulated instead of freezing in mid-air. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4829 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-01-21 18:18:37 +00:00
if (pv->pmovetype == PM_6DOF)
VectorMA(camdir, chase_up.value, axis[2], camdir);
else
VectorMA(camdir, -chase_up.value, pv->gravitydir, camdir);
len = VectorLength(camdir);
VectorMA(r_refdef.vieworg, (len+128)/len, camdir, camorg); //push it 128qu further
if (cl.worldmodel && cl.worldmodel->funcs.NativeTrace)
{
cl.worldmodel->funcs.NativeTrace(cl.worldmodel, 0, 0, NULL, r_refdef.vieworg, camorg, vec3_origin, vec3_origin, true, MASK_WORLDSOLID, &tr);
if (!tr.startsolid)
{
if (tr.fraction < 1)
{
//we found a plane, bisect it weirdly to push 4qu infront
float d1,d2, frac;
VectorMA(r_refdef.vieworg, 1, camdir, camorg);
d1 = DotProduct(r_refdef.vieworg, tr.plane.normal) - (tr.plane.dist+4);
d2 = DotProduct(camorg, tr.plane.normal) - (tr.plane.dist+4);
frac = d1 / (d1-d2);
frac = bound(0, frac, 1);
VectorMA(r_refdef.vieworg, frac, camdir, r_refdef.vieworg);
}
else
VectorMA(r_refdef.vieworg, 1, camdir, r_refdef.vieworg);
}
}
}
}
/*
=============
DropPunchAngle
=============
*/
void DropPunchAngle (playerview_t *pv)
{
if (pv->punchangle_cl < 0)
{
pv->punchangle_cl += 10*host_frametime;
if (pv->punchangle_cl > 0)
pv->punchangle_cl = 0;
}
else
{
pv->punchangle_cl -= 10*host_frametime;
if (pv->punchangle_cl < 0)
pv->punchangle_cl = 0;
}
}
/*
==================
V_RenderView
The player's clipping box goes from (-16 -16 -24) to (16 16 32) from
the entity origin, so any view position inside that will be valid
==================
*/
extern vrect_t scr_vrect;
qboolean r_secondaryview;
#ifdef SIDEVIEWS
#ifdef PEXT_VIEW2
entity_t *CL_EntityNum(int num)
{
int i;
for (i=0 ; i<cl_numvisedicts ; i++)
{
if (cl_visedicts[i].keynum == num)
return &cl_visedicts[i];
}
return NULL;
}
#endif
#endif
float CalcFov (float fov_x, float width, float height);
static void SCR_VRectForPlayer(vrect_t *vrect, int pnum, unsigned maxseats)
{
#if MAX_SPLITS > 4
#pragma warning "Please change this function to cope with the new MAX_SPLITS value"
#endif
switch(maxseats)
{
case 1:
vrect->width = vid.fbvwidth;
vrect->height = vid.fbvheight;
vrect->x = 0;
vrect->y = 0;
if (scr_chatmode == 2)
{
vrect->height/=2;
vrect->y += vrect->height;
}
break;
case 2: //horizontal bands
case 3:
#ifdef GLQUAKE
if (qrenderer == QR_OPENGL && vid.rotpixelwidth > vid.rotpixelheight * 2
&& r_projection.ival == PROJ_PANORAMA /*panoramic view always stacks player views*/
)
{ //over twice as wide as high, assume dual moniter, horizontal.
vrect->width = vid.fbvwidth/cl.splitclients;
vrect->height = vid.fbvheight;
vrect->x = 0 + vrect->width*pnum;
vrect->y = 0;
}
else
#endif
{
//stack them vertically
vrect->width = vid.fbvwidth;
vrect->height = vid.fbvheight/cl.splitclients;
vrect->x = 0;
vrect->y = 0 + vrect->height*pnum;
}
break;
case 4: //4 squares
vrect->width = vid.fbvwidth/2;
vrect->height = vid.fbvheight/2;
vrect->x = (pnum&1) * vrect->width;
vrect->y = (pnum&2)/2 * vrect->height;
break;
default:
Sys_Error("cl.splitclients is invalid.");
}
}
void Draw_ExpandedString(float x, float y, conchar_t *str);
static void SCR_DrawAutoID(vec3_t org, player_info_t *pl, qboolean isteam)
{
conchar_t buffer[256];
int len;
vec3_t center;
vec3_t tagcenter;
float alpha;
qboolean obscured;
int x, y;
int r;
float barwidth;
qboolean haveinfo;
unsigned int textflags;
int h;
char *pname;
int health;
int armour;
unsigned int items;
static vec4_t healthcolours[] =
{
{0.7, 0.45, 0.45, 1},
{0.3, 0, 0, 1},
{1, 0, 0, 1},
{1, 0.4, 0, 1},
{1, 1, 1, 1}
};
#ifdef QUAKESTATS
static vec4_t armourcolours[] =
{
{25, 170, 0, 0.2},
{25, 170, 0, 1},
{225, 220, 0, 0.2},
{225, 220, 0, 1},
{255, 0, 0, 0.2},
{255, 0, 0, 1}
};
extern cvar_t tp_name_sg,tp_name_ssg,tp_name_ng,tp_name_sng,tp_name_gl,tp_name_rl,tp_name_lg;
static cvar_t *wbitnames[] =
{
&tp_name_sg,
&tp_name_ssg,
&tp_name_ng,
&tp_name_sng,
&tp_name_gl,
&tp_name_rl,
&tp_name_lg
};
#endif
VectorCopy(org, tagcenter);
tagcenter[2] += 32;
if (!Matrix4x4_CM_Project(tagcenter, center, r_refdef.viewangles, r_refdef.vieworg, r_refdef.fov_x, r_refdef.fov_y))
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-18 05:22:07 +00:00
return; //behind the camera
if (center[0] < 0 || center[0] > 1 || center[1] < 0 || center[1] > 1)
return; //off the side of the screen
obscured = !TP_IsPlayerVisible(org);
if (obscured && !isteam)
return; //only teammembers are drawn when obscured
if (isteam)
textflags = scr_autoid_teamcolour.ival << CON_FGSHIFT;
else
textflags = scr_autoid_enemycolour.ival << CON_FGSHIFT;
if (obscured)
{
if (scr_autoid_team.ival == 2)
return;
textflags |= CON_HALFALPHA;
alpha = 0.25;
}
else
alpha = 1;
x = center[0]*r_refdef.vrect.width+r_refdef.vrect.x;
y = (1-center[1])*r_refdef.vrect.height+r_refdef.vrect.y;
#ifdef QUAKESTATS
if (cls.demoplayback == DPB_MVD || cls.demoplayback == DPB_EZTV)
{
health = pl->statsf[STAT_HEALTH];
armour = pl->statsf[STAT_ARMOR];
items = pl->stats[STAT_ITEMS];
pname = pl->name;
haveinfo = true;
}
else
#endif
{
health = pl->tinfo.health;
armour = pl->tinfo.armour;
items = pl->tinfo.items;
pname = ((*pl->tinfo.nick)?pl->tinfo.nick:(cl.teamfortress?"-":pl->name));
haveinfo = pl->tinfo.time > cl.time;
}
if (strcmp(pname, "-")) //a tinfo nick of - hides names. this can be used for TF to hide names for spies.
{
y -= 8;
len = COM_ParseFunString(textflags, pname, buffer, sizeof(buffer), false) - buffer;
Draw_ExpandedString(x - len*4, y, buffer);
}
if (!haveinfo)
return; //we don't trust the info that we have, so no ids.
h = 0;
barwidth = 32;
//display health bar
if (scr_autoid_health.ival)
{
float frac = health / 100.0;
if (frac < 0)
frac = 0;
r = frac;
frac -= r;
if (r > countof(healthcolours)-2)
{
r = countof(healthcolours)-2;
frac = 1;
}
h += 8;
y -= 8;
R2D_ImageColours(healthcolours[r][0], healthcolours[r][1], healthcolours[r][2], healthcolours[r][3]*alpha);
R2D_FillBlock(x - barwidth*0.5 + barwidth * frac, y, barwidth * (1-frac), 8);
r++;
R2D_ImageColours(healthcolours[r][0], healthcolours[r][1], healthcolours[r][2], healthcolours[r][3]*alpha);
R2D_FillBlock(x - barwidth*0.5, y, barwidth * frac, 8);
}
if (health <= 0) //armour+weapons are not relevant when dead
return;
#ifdef QUAKESTATS
if (scr_autoid_armour.ival)
{
//display armour bar above that
if (items & IT_ARMOR3)
r = 4, health = 200;
else if (items & IT_ARMOR2)
r = 2, health = 150;
else if (items & IT_ARMOR1)
r = 0, health = 100;
else r = -1;
if (r >= 0)
{
h += 8;
y -= 8;
armour = bound(0, armour, health);
barwidth = 32;
R2D_ImageColours(armourcolours[r][0], armourcolours[r][1], armourcolours[r][2], armourcolours[r][3]*alpha);
R2D_FillBlock(x - barwidth*0.5 + barwidth * armour/(float)health, y, barwidth * (health-armour)/(float)health, 8);
r++;
R2D_ImageColours(armourcolours[r][0], armourcolours[r][1], armourcolours[r][2], armourcolours[r][3]*alpha);
R2D_FillBlock(x - barwidth*0.5, y, barwidth * armour/(float)health, 8);
}
}
if (scr_autoid_weapon.ival)
{
if (h < 8)
h = 8;
y += (h-8)/2;
for (r = countof(wbitnames)-1; r>=0; r--)
if (items & (1<<r))
break;
R2D_ImageColours(1, 1, 1, 1);
if (r >= 0)
{
len = COM_ParseFunString(textflags, wbitnames[r]->string, buffer, sizeof(buffer), false) - buffer;
if (textflags & CON_HALFALPHA)
{
for (r = 0; r < len; r++)
if (!(buffer[r] & CON_RICHFORECOLOUR))
buffer[r] |= CON_HALFALPHA;
}
if (len && (buffer[0] & CON_CHARMASK) == '{' && (buffer[len-1] & CON_CHARMASK) == '}')
{ //these are often surrounded by {} to make them white in chat messages, and recoloured.
buffer[len-1] = 0;
Draw_ExpandedString(x + barwidth*0.5 + 4, y, buffer+1);
}
else
Draw_ExpandedString(x + barwidth*0.5 + 4, y, buffer);
}
}
#else
(void)items;
(void)armour;
#endif
}
#include "pr_common.h"
msurface_t *Mod_GetSurfaceNearPoint(model_t *model, vec3_t point);
char *Shader_GetShaderBody(shader_t *s, char *fname, size_t fnamesize);
extern vec3_t nametagorg[MAX_CLIENTS];
extern qboolean nametagseen[MAX_CLIENTS];
extern cvar_t r_showshaders, r_showfields, r_projection;
void R_DrawNameTags(void)
{
int i;
lerpents_t *le;
qboolean isteam;
char *ourteam;
int ourcolour;
if (r_projection.ival) //we don't actually know how to transform the points unless the projection is coded in advance. and it isn't.
return;
if (cls.protocol == CP_QUAKE2)
return; //FIXME: q2 has its own ent logic, which messes stuff up here.
if (r_showfields.ival && cls.allow_cheats)
qc: qc temp-strings are now garbage collected. this makes strzone redundant. net: revert the player angles inversion thing from last build. hack some angles. gonna need to tweak the protocol. net: cl_lerp_players is smoother, and defaulted. lets see how many people complain. cl: fix juddering with chase_active+prediction. cl: download progress where the total size is not known now displays something more sane. cl: fixed some issues with rawinput keyboards. cl: added autoupdate option to the menu. cl: autoupdate defaults to a new 'tested' set of builds, instead of the completely untested svn builds. cl: added 'borderless windowed' option to the menus. works on windows. cl: saved games save a preview screenshot. cl: fix some memory leaks on shutdown. cl: added 'setrenderer random' option, might be useful for modders in that it helps highlight bugs/differences between renderers... qc: r_showbboxes now displays the fields of the various entities. tweaked entity lighting to overbright more gracefully. gl: fixed crepuscular lighting. qcc: added % operator. qcc: added inline keyword. qcc: some fixes for accessors. qccgui: now prompts for exe+basedir. sv: added sv_specprint, ala mvdsv. sv: stats now sent over the unreliable channel instead of the reliable one. this allows them to change more frequently. sv: rewrote speedcheat detection. clients will be throttled instead of kicked. unresponsive clients will be simulated instead of freezing in mid-air. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4829 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-01-21 18:18:37 +00:00
{
world_t *w = NULL;
wedict_t *e;
vec3_t org;
vec3_t screenspace;
vec3_t diff;
if ((r_showfields.ival & 3) == 1)
qc: qc temp-strings are now garbage collected. this makes strzone redundant. net: revert the player angles inversion thing from last build. hack some angles. gonna need to tweak the protocol. net: cl_lerp_players is smoother, and defaulted. lets see how many people complain. cl: fix juddering with chase_active+prediction. cl: download progress where the total size is not known now displays something more sane. cl: fixed some issues with rawinput keyboards. cl: added autoupdate option to the menu. cl: autoupdate defaults to a new 'tested' set of builds, instead of the completely untested svn builds. cl: added 'borderless windowed' option to the menus. works on windows. cl: saved games save a preview screenshot. cl: fix some memory leaks on shutdown. cl: added 'setrenderer random' option, might be useful for modders in that it helps highlight bugs/differences between renderers... qc: r_showbboxes now displays the fields of the various entities. tweaked entity lighting to overbright more gracefully. gl: fixed crepuscular lighting. qcc: added % operator. qcc: added inline keyword. qcc: some fixes for accessors. qccgui: now prompts for exe+basedir. sv: added sv_specprint, ala mvdsv. sv: stats now sent over the unreliable channel instead of the reliable one. this allows them to change more frequently. sv: rewrote speedcheat detection. clients will be throttled instead of kicked. unresponsive clients will be simulated instead of freezing in mid-air. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4829 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-01-21 18:18:37 +00:00
{
#ifndef CLIENTONLY
w = &sv.world;
#endif
}
else if ((r_showfields.ival & 3) == 2)
qc: qc temp-strings are now garbage collected. this makes strzone redundant. net: revert the player angles inversion thing from last build. hack some angles. gonna need to tweak the protocol. net: cl_lerp_players is smoother, and defaulted. lets see how many people complain. cl: fix juddering with chase_active+prediction. cl: download progress where the total size is not known now displays something more sane. cl: fixed some issues with rawinput keyboards. cl: added autoupdate option to the menu. cl: autoupdate defaults to a new 'tested' set of builds, instead of the completely untested svn builds. cl: added 'borderless windowed' option to the menus. works on windows. cl: saved games save a preview screenshot. cl: fix some memory leaks on shutdown. cl: added 'setrenderer random' option, might be useful for modders in that it helps highlight bugs/differences between renderers... qc: r_showbboxes now displays the fields of the various entities. tweaked entity lighting to overbright more gracefully. gl: fixed crepuscular lighting. qcc: added % operator. qcc: added inline keyword. qcc: some fixes for accessors. qccgui: now prompts for exe+basedir. sv: added sv_specprint, ala mvdsv. sv: stats now sent over the unreliable channel instead of the reliable one. this allows them to change more frequently. sv: rewrote speedcheat detection. clients will be throttled instead of kicked. unresponsive clients will be simulated instead of freezing in mid-air. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4829 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-01-21 18:18:37 +00:00
{
#ifdef CSQC_DAT
extern world_t csqc_world;
w = &csqc_world;
#endif
}
Reworked client support for DPP5+. less code now, its much more graceful. added waterfog command. waterfog overrides regular fog only when the view is in water. fixed 64bit printf format specifiers. should work better on winxp64. fixed some spec angle weirdness. fixed viewsize 99.99 weirdness with ezhud. fixed extra offset on the console (exhibited in 64bit builds, but not limited to). fixed .avi playback, can now actually display frames again. reimplemented line sparks. fixed r_editlights_save flipping the light's pitch. fixed issue with oggs failing to load. fixed condump to cope with unicode properly. made sv_bigcoords default except in quake. hexen2 kinda needs it for bsp angle precision. fixed nq server to not stall weirdly on map changes. fixed qwprogs svc_cdtrack not bugging out with nq clients on the server. fixed restart command to load the last map run by the server, instead of start.bsp (when idle) optimised d3d9 renderer a little. now uses less draw calls, especially with complex scenes. seems to get higher framerates than opengl now. fixed d3d9 renderer to not bug out quite so much when run fullscreen (shader subsystem is now correctly initialised). fixed a couple of bugs from font change. also now supports utf-8 in a few more places. r_editlights_reload no longer generates rtlights inside the void. this resolves a few glitches (but should also help framerates a little). fixed so corona-only lights won't generate shadowmaps and waste lots of time. removed lots of #defines from qclib. I should never have made them in the first place, but I was lazy. obviously there's more left that I cba to remove yet. fixed nested calls with variant-vectors. this fixes csaddon's light editor. fixed qcc hc calling conventions using redundant stores. disabled keywords can still be used by using __keyword instead. fixed ftegccgui grep feature. fixed motionless-dog qcc bug. tweaked qcc warnings a little. -Wall is now a viable setting. you should be able to fix all those warnings. fixed qw svc_intermission + dpp5+ clients bug. fixed annoying spam about disconnecting in hexen2. rewrote status command a little to cope with ipv6 addresses more gracefully fixed significant stall when hibernating/debugging a server with a player sitting on it. fixed truelightning. fixed rocketlight overriding pflags. fixed torches vanishing on vid_restart. fixed issue with decal scaling. fixed findentityfield builtin. fixed fteqcc issue with ptr+1 fixed use of arrays inside class functions. fixed/implemented fteqcc emulation of pointer opcodes. added __inout keyword to fteqcc, so that it doesn't feel so horrendous. fixed sizeof(*foo) fixed *struct = struct; fixed recursive structs. fixed fteqcc warning report. fixed sdl2 controller support, hopefully. attempted to implement xinput, including per-player audio playback. slightly fixed relaxed attitude to mouse focus when running fullscreen. fixed weird warnings/errors with 'ent.arrayhead' terms. now generates sane errors. implemented bindmaps (for csqc). fixed crashing bug with eprint builtin. implemented subset of music_playlist_* functionality. significant changes to music playback. fixed some more dpcsqc compat. fixed binds menu. now displays and accepts modifiers. fixed issues with huge lightmaps. fixed protocol determinism with dp clients connecting to fte servers. the initial getchallenge request now inhibits vanilla nq connection requests. implemented support for 'dupe' userinfo key, allowing clients to request client->server packet duplication. should probably queue them tbh. implemented sv_saveentfile command. fixed resume after breaking inside a stepped-over function. fixed erroneous footer after debugging. (I wonder just how many things I broke with these fixes) git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4946 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-07-26 10:56:18 +00:00
else if ((r_showfields.ival & 3) == 3)
{
inframe_t *frame;
packet_entities_t *pak;
entity_state_t *state;
model_t *mod;
frame = &cl.inframes[cl.parsecount & UPDATE_MASK];
pak = &frame->packet_entities;
for (i=0 ; i<pak->num_entities ; i++)
{
state = &pak->entities[i];
mod = cl.model_precache[state->modelindex];
if (mod && mod->loadstate == MLS_LOADED)
VectorInterpolate(mod->mins, 0.5, mod->maxs, org);
else
VectorClear(org);
Reworked client support for DPP5+. less code now, its much more graceful. added waterfog command. waterfog overrides regular fog only when the view is in water. fixed 64bit printf format specifiers. should work better on winxp64. fixed some spec angle weirdness. fixed viewsize 99.99 weirdness with ezhud. fixed extra offset on the console (exhibited in 64bit builds, but not limited to). fixed .avi playback, can now actually display frames again. reimplemented line sparks. fixed r_editlights_save flipping the light's pitch. fixed issue with oggs failing to load. fixed condump to cope with unicode properly. made sv_bigcoords default except in quake. hexen2 kinda needs it for bsp angle precision. fixed nq server to not stall weirdly on map changes. fixed qwprogs svc_cdtrack not bugging out with nq clients on the server. fixed restart command to load the last map run by the server, instead of start.bsp (when idle) optimised d3d9 renderer a little. now uses less draw calls, especially with complex scenes. seems to get higher framerates than opengl now. fixed d3d9 renderer to not bug out quite so much when run fullscreen (shader subsystem is now correctly initialised). fixed a couple of bugs from font change. also now supports utf-8 in a few more places. r_editlights_reload no longer generates rtlights inside the void. this resolves a few glitches (but should also help framerates a little). fixed so corona-only lights won't generate shadowmaps and waste lots of time. removed lots of #defines from qclib. I should never have made them in the first place, but I was lazy. obviously there's more left that I cba to remove yet. fixed nested calls with variant-vectors. this fixes csaddon's light editor. fixed qcc hc calling conventions using redundant stores. disabled keywords can still be used by using __keyword instead. fixed ftegccgui grep feature. fixed motionless-dog qcc bug. tweaked qcc warnings a little. -Wall is now a viable setting. you should be able to fix all those warnings. fixed qw svc_intermission + dpp5+ clients bug. fixed annoying spam about disconnecting in hexen2. rewrote status command a little to cope with ipv6 addresses more gracefully fixed significant stall when hibernating/debugging a server with a player sitting on it. fixed truelightning. fixed rocketlight overriding pflags. fixed torches vanishing on vid_restart. fixed issue with decal scaling. fixed findentityfield builtin. fixed fteqcc issue with ptr+1 fixed use of arrays inside class functions. fixed/implemented fteqcc emulation of pointer opcodes. added __inout keyword to fteqcc, so that it doesn't feel so horrendous. fixed sizeof(*foo) fixed *struct = struct; fixed recursive structs. fixed fteqcc warning report. fixed sdl2 controller support, hopefully. attempted to implement xinput, including per-player audio playback. slightly fixed relaxed attitude to mouse focus when running fullscreen. fixed weird warnings/errors with 'ent.arrayhead' terms. now generates sane errors. implemented bindmaps (for csqc). fixed crashing bug with eprint builtin. implemented subset of music_playlist_* functionality. significant changes to music playback. fixed some more dpcsqc compat. fixed binds menu. now displays and accepts modifiers. fixed issues with huge lightmaps. fixed protocol determinism with dp clients connecting to fte servers. the initial getchallenge request now inhibits vanilla nq connection requests. implemented support for 'dupe' userinfo key, allowing clients to request client->server packet duplication. should probably queue them tbh. implemented sv_saveentfile command. fixed resume after breaking inside a stepped-over function. fixed erroneous footer after debugging. (I wonder just how many things I broke with these fixes) git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4946 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-07-26 10:56:18 +00:00
VectorAdd(org, state->origin, org);
if (Matrix4x4_CM_Project(org, screenspace, r_refdef.viewangles, r_refdef.vieworg, r_refdef.fov_x, r_refdef.fov_y))
{
char *entstr;
int x, y;
entstr = va("%i", state->number);
if (entstr)
{
vec2_t scale = {8,8};
x = screenspace[0]*r_refdef.vrect.width+r_refdef.vrect.x;
y = (1-screenspace[1])*r_refdef.vrect.height+r_refdef.vrect.y;
R_DrawTextField(x, y, vid.width - x, vid.height - y, entstr, CON_WHITEMASK, CPRINT_TALIGN|CPRINT_LALIGN, font_default, scale);
}
}
}
}
qc: qc temp-strings are now garbage collected. this makes strzone redundant. net: revert the player angles inversion thing from last build. hack some angles. gonna need to tweak the protocol. net: cl_lerp_players is smoother, and defaulted. lets see how many people complain. cl: fix juddering with chase_active+prediction. cl: download progress where the total size is not known now displays something more sane. cl: fixed some issues with rawinput keyboards. cl: added autoupdate option to the menu. cl: autoupdate defaults to a new 'tested' set of builds, instead of the completely untested svn builds. cl: added 'borderless windowed' option to the menus. works on windows. cl: saved games save a preview screenshot. cl: fix some memory leaks on shutdown. cl: added 'setrenderer random' option, might be useful for modders in that it helps highlight bugs/differences between renderers... qc: r_showbboxes now displays the fields of the various entities. tweaked entity lighting to overbright more gracefully. gl: fixed crepuscular lighting. qcc: added % operator. qcc: added inline keyword. qcc: some fixes for accessors. qccgui: now prompts for exe+basedir. sv: added sv_specprint, ala mvdsv. sv: stats now sent over the unreliable channel instead of the reliable one. this allows them to change more frequently. sv: rewrote speedcheat detection. clients will be throttled instead of kicked. unresponsive clients will be simulated instead of freezing in mid-air. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4829 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-01-21 18:18:37 +00:00
if (w && w->progs)
{
int best = 0;
float bestscore = 0, score = 0;
for (i = 1; i < w->num_edicts; i++)
qc: qc temp-strings are now garbage collected. this makes strzone redundant. net: revert the player angles inversion thing from last build. hack some angles. gonna need to tweak the protocol. net: cl_lerp_players is smoother, and defaulted. lets see how many people complain. cl: fix juddering with chase_active+prediction. cl: download progress where the total size is not known now displays something more sane. cl: fixed some issues with rawinput keyboards. cl: added autoupdate option to the menu. cl: autoupdate defaults to a new 'tested' set of builds, instead of the completely untested svn builds. cl: added 'borderless windowed' option to the menus. works on windows. cl: saved games save a preview screenshot. cl: fix some memory leaks on shutdown. cl: added 'setrenderer random' option, might be useful for modders in that it helps highlight bugs/differences between renderers... qc: r_showbboxes now displays the fields of the various entities. tweaked entity lighting to overbright more gracefully. gl: fixed crepuscular lighting. qcc: added % operator. qcc: added inline keyword. qcc: some fixes for accessors. qccgui: now prompts for exe+basedir. sv: added sv_specprint, ala mvdsv. sv: stats now sent over the unreliable channel instead of the reliable one. this allows them to change more frequently. sv: rewrote speedcheat detection. clients will be throttled instead of kicked. unresponsive clients will be simulated instead of freezing in mid-air. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4829 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-01-21 18:18:37 +00:00
{
e = WEDICT_NUM(w->progs, i);
if (ED_ISFREE(e))
continue;
VectorInterpolate(e->v->mins, 0.5, e->v->maxs, org);
VectorAdd(org, e->v->origin, org);
VectorSubtract(org, r_refdef.vieworg, diff);
if (DotProduct(diff, diff) < 16*16)
continue; //ignore stuff too close(like the player themselves)
VectorNormalize(diff);
score = DotProduct(diff, vpn);// r_refdef.viewaxis[0]);
if (score > bestscore)
qc: qc temp-strings are now garbage collected. this makes strzone redundant. net: revert the player angles inversion thing from last build. hack some angles. gonna need to tweak the protocol. net: cl_lerp_players is smoother, and defaulted. lets see how many people complain. cl: fix juddering with chase_active+prediction. cl: download progress where the total size is not known now displays something more sane. cl: fixed some issues with rawinput keyboards. cl: added autoupdate option to the menu. cl: autoupdate defaults to a new 'tested' set of builds, instead of the completely untested svn builds. cl: added 'borderless windowed' option to the menus. works on windows. cl: saved games save a preview screenshot. cl: fix some memory leaks on shutdown. cl: added 'setrenderer random' option, might be useful for modders in that it helps highlight bugs/differences between renderers... qc: r_showbboxes now displays the fields of the various entities. tweaked entity lighting to overbright more gracefully. gl: fixed crepuscular lighting. qcc: added % operator. qcc: added inline keyword. qcc: some fixes for accessors. qccgui: now prompts for exe+basedir. sv: added sv_specprint, ala mvdsv. sv: stats now sent over the unreliable channel instead of the reliable one. this allows them to change more frequently. sv: rewrote speedcheat detection. clients will be throttled instead of kicked. unresponsive clients will be simulated instead of freezing in mid-air. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4829 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-01-21 18:18:37 +00:00
{
int hitent;
vec3_t imp;
if (CL_TraceLine(r_refdef.vieworg, org, imp, NULL, &hitent)>=1 || hitent == i)
{
best = i;
bestscore = score;
}
qc: qc temp-strings are now garbage collected. this makes strzone redundant. net: revert the player angles inversion thing from last build. hack some angles. gonna need to tweak the protocol. net: cl_lerp_players is smoother, and defaulted. lets see how many people complain. cl: fix juddering with chase_active+prediction. cl: download progress where the total size is not known now displays something more sane. cl: fixed some issues with rawinput keyboards. cl: added autoupdate option to the menu. cl: autoupdate defaults to a new 'tested' set of builds, instead of the completely untested svn builds. cl: added 'borderless windowed' option to the menus. works on windows. cl: saved games save a preview screenshot. cl: fix some memory leaks on shutdown. cl: added 'setrenderer random' option, might be useful for modders in that it helps highlight bugs/differences between renderers... qc: r_showbboxes now displays the fields of the various entities. tweaked entity lighting to overbright more gracefully. gl: fixed crepuscular lighting. qcc: added % operator. qcc: added inline keyword. qcc: some fixes for accessors. qccgui: now prompts for exe+basedir. sv: added sv_specprint, ala mvdsv. sv: stats now sent over the unreliable channel instead of the reliable one. this allows them to change more frequently. sv: rewrote speedcheat detection. clients will be throttled instead of kicked. unresponsive clients will be simulated instead of freezing in mid-air. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4829 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-01-21 18:18:37 +00:00
}
}
if (best)
{
e = WEDICT_NUM(w->progs, best);
VectorInterpolate(e->v->mins, 0.5, e->v->maxs, org);
VectorAdd(org, e->v->origin, org);
if (Matrix4x4_CM_Project(org, screenspace, r_refdef.viewangles, r_refdef.vieworg, r_refdef.fov_x, r_refdef.fov_y))
{
char asciibuffer[8192];
char *entstr;
size_t buflen;
int x, y;
sprintf(asciibuffer, "entity %i ", e->entnum);
buflen = strlen(asciibuffer);
entstr = w->progs->saveent(w->progs, asciibuffer, &buflen, sizeof(asciibuffer), (edict_t*)e); //will save just one entities vars
if (entstr)
{
vec2_t scale = {8,8};
x = screenspace[0]*r_refdef.vrect.width+r_refdef.vrect.x;
y = (1-screenspace[1])*r_refdef.vrect.height+r_refdef.vrect.y;
R_DrawTextField(x, y, vid.width - x, vid.height - y, entstr, CON_WHITEMASK, CPRINT_TALIGN|CPRINT_LALIGN, font_default, scale);
}
qc: qc temp-strings are now garbage collected. this makes strzone redundant. net: revert the player angles inversion thing from last build. hack some angles. gonna need to tweak the protocol. net: cl_lerp_players is smoother, and defaulted. lets see how many people complain. cl: fix juddering with chase_active+prediction. cl: download progress where the total size is not known now displays something more sane. cl: fixed some issues with rawinput keyboards. cl: added autoupdate option to the menu. cl: autoupdate defaults to a new 'tested' set of builds, instead of the completely untested svn builds. cl: added 'borderless windowed' option to the menus. works on windows. cl: saved games save a preview screenshot. cl: fix some memory leaks on shutdown. cl: added 'setrenderer random' option, might be useful for modders in that it helps highlight bugs/differences between renderers... qc: r_showbboxes now displays the fields of the various entities. tweaked entity lighting to overbright more gracefully. gl: fixed crepuscular lighting. qcc: added % operator. qcc: added inline keyword. qcc: some fixes for accessors. qccgui: now prompts for exe+basedir. sv: added sv_specprint, ala mvdsv. sv: stats now sent over the unreliable channel instead of the reliable one. this allows them to change more frequently. sv: rewrote speedcheat detection. clients will be throttled instead of kicked. unresponsive clients will be simulated instead of freezing in mid-air. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4829 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-01-21 18:18:37 +00:00
}
qc: qc temp-strings are now garbage collected. this makes strzone redundant. net: revert the player angles inversion thing from last build. hack some angles. gonna need to tweak the protocol. net: cl_lerp_players is smoother, and defaulted. lets see how many people complain. cl: fix juddering with chase_active+prediction. cl: download progress where the total size is not known now displays something more sane. cl: fixed some issues with rawinput keyboards. cl: added autoupdate option to the menu. cl: autoupdate defaults to a new 'tested' set of builds, instead of the completely untested svn builds. cl: added 'borderless windowed' option to the menus. works on windows. cl: saved games save a preview screenshot. cl: fix some memory leaks on shutdown. cl: added 'setrenderer random' option, might be useful for modders in that it helps highlight bugs/differences between renderers... qc: r_showbboxes now displays the fields of the various entities. tweaked entity lighting to overbright more gracefully. gl: fixed crepuscular lighting. qcc: added % operator. qcc: added inline keyword. qcc: some fixes for accessors. qccgui: now prompts for exe+basedir. sv: added sv_specprint, ala mvdsv. sv: stats now sent over the unreliable channel instead of the reliable one. this allows them to change more frequently. sv: rewrote speedcheat detection. clients will be throttled instead of kicked. unresponsive clients will be simulated instead of freezing in mid-air. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4829 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-01-21 18:18:37 +00:00
}
}
}
#if defined(CSQC_DAT) || !defined(CLIENTONLY)
if (r_showshaders.ival && cl.worldmodel && cl.worldmodel->loadstate == MLS_LOADED)
{
trace_t trace;
char *str;
vec3_t targ;
vec2_t scale = {12,12};
msurface_t *surf;
VectorMA(r_refdef.vieworg, 8192, vpn, targ);
cl.worldmodel->funcs.NativeTrace(cl.worldmodel, 0, PE_FRAMESTATE, NULL, r_refdef.vieworg, targ, vec3_origin, vec3_origin, false, ~0, &trace);
surf = Mod_GetSurfaceNearPoint(cl.worldmodel, trace.endpos);
if (surf)
{
shader_t *shader = surf->texinfo->texture->shader;
char *body = shader?Shader_GetShaderBody(shader, NULL, 0):NULL;
if (body)
{
str = va("%s\n{%s\n", surf->texinfo->texture->name, body);
Z_Free(body);
}
else
str = va("hit '%s'", surf->texinfo->texture->name);
}
else
str = "hit nothing";
R_DrawTextField(r_refdef.vrect.x + r_refdef.vrect.width/4, r_refdef.vrect.y, r_refdef.vrect.width/2, r_refdef.vrect.height, str, CON_WHITEMASK, CPRINT_LALIGN, font_default, scale);
}
#endif
if (((!r_refdef.playerview->spectator && !cls.demoplayback) || !scr_autoid.ival) && (!cl.teamplay || !scr_autoid_team.ival))
return;
if (cls.state != ca_active || !cl.validsequence || cl.intermissionmode != IM_NONE)
return;
if (r_refdef.playerview->cam_state != CAM_FREECAM && r_refdef.playerview->cam_spec_track >= 0)
{
ourteam = cl.players[r_refdef.playerview->cam_spec_track].team;
ourcolour = cl.players[r_refdef.playerview->cam_spec_track].rbottomcolor;
}
else
{
ourteam = cl.players[r_refdef.playerview->playernum].team;
ourcolour = cl.players[r_refdef.playerview->playernum].rbottomcolor;
}
for (i = 0; i < cl.allocated_client_slots; i++)
{
if (!*cl.players[i].name)
continue; //slot is empty.
if (!nametagseen[i])
{
if (i+1 < cl.maxlerpents && cl.lerpentssequence && cl.lerpents[i+1].sequence == cl.lerpentssequence)
{
le = &cl.lerpents[i+1];
VectorCopy(le->origin, nametagorg[i]);
}
else if (cl.lerpplayers[i].sequence == cl.lerpentssequence)
{
le = &cl.lerpplayers[i];
VectorCopy(le->origin, nametagorg[i]);
}
else if (cl.players[i].tinfo.time > cl.time)
VectorCopy(cl.players[i].tinfo.org, nametagorg[i]);
else
continue;
}
//while cl.lerpplayers exists, it tends to not be configured properly.
if (i == r_refdef.playerview->playernum)
continue; // Don't draw tag for the local player
if (cl.players[i].spectator)
continue;
if (i == Cam_TrackNum(r_refdef.playerview)) //no tag for the player that you're tracking, either.
continue;
if (!cl.teamplay || !scr_autoid_team.ival)
isteam = false;
else if ((cl.teamfortress && !r_refdef.playerview->spectator) || cls.protocol == CP_NETQUAKE) //teamfortress should go by their colours instead, because spies. primarily this is to allow enemy spies to appear through walls as well as your own team (note that the qc will also need tinfo stuff for tf, to avoid issues with just checking player names).
isteam = cl.players[i].rbottomcolor == ourcolour;
else
isteam = !strcmp(cl.players[i].team, ourteam);
if (!isteam)
if ((!r_refdef.playerview->spectator && !cls.demoplayback) || !scr_autoid.ival)
continue; //only show our team when playing, too cheaty otherwise.
SCR_DrawAutoID(nametagorg[i], &cl.players[i], isteam);
}
}
void R2D_PolyBlend (void);
void V_RenderPlayerViews(playerview_t *pv)
{
int oldnuments;
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
int oldstris;
#ifdef SIDEVIEWS
int viewnum;
#endif
// cl.simangles[plnum][ROLL] = 0; // FIXME @@@
DropPunchAngle (pv);
Cam_SelfTrack(pv);
oldnuments = cl_numvisedicts;
oldstris = cl_numstris;
CL_LinkViewModel ();
if (cl.intermissionmode != IM_NONE)
{ // intermission / finale rendering
V_CalcIntermissionRefdef (pv);
}
else
{
V_DriftPitch (pv);
V_CalcRefdef (pv);
}
V_ApplyRefdef();
R_RenderView ();
R2D_PolyBlend ();
R_DrawNameTags();
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-18 05:22:07 +00:00
if(cl.intermissionmode == IM_NONE)
R2D_DrawCrosshair();
cl_numvisedicts = oldnuments;
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
cl_numstris = oldstris;
if (scr_chatmode == 2)
{
vec3_t dir;
r_refdef.vrect.y -= r_refdef.vrect.height;
r_secondaryview = 2;
VectorSubtract(r_refdef.vieworg, pv->cam_desired_position, dir);
added r_meshpitch cvar that allows for fixing the unfixable mesh pitch bug from vanilla... needs a better name... do note that this will break pretty much any mod, so this is really only for TCs designed to use it. Its likely that I missed places. nqsv: added support for spectators with nq clients. the angles are a bit rough, but hey. need to do something about frags so nq clients know who's a spectator. use 'cmd observe' to get an nq client to spectate on an fte server (then attack/jump behave the same as in qw clients). nqsv: rewrote EF_MUZZLEFLASH handling, so svc_muzzleflash is now translated properly to EF_MUZZLEFLASH, and vice versa. No more missing muzzleflashes! added screenshot_cubemap, so you can actually pre-generate cubemaps with fte (which can be used for reflections or whatever). misc fixes (server crash, a couple of other less important ones). external files based on a model's name will now obey r_replacemodels properly, instead of needing to use foo.mdl_0.skin for foo.md3. identify <playernum> should now use the correct masked ip, instead of abrubtly failing (reported by kt) vid_toggle console command should now obey vid_width and vid_height when switching to fullscreen, but only if vid_fullscreen is actually set, which should make it seem better behaved (reported by kt). qcc: cleaned up sym->symboldata[sym->ofs] to be more consistent at all stages. qcc: typedef float vec4[4]; now works to define a float array with 4 elements (however, it will be passed by-value rather than by-reference). qcc: cleaned up optional vs __out ordering issues. qccgui: shift+f3 searches backwards git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5064 fc73d0e0-1445-4013-8a0c-d673dee63da5
2017-02-27 09:34:35 +00:00
VectorAngles(dir, NULL, r_refdef.viewangles, false);
VectorCopy(pv->cam_desired_position, r_refdef.vieworg);
R_RenderView ();
}
r_secondaryview = true;
#ifdef SIDEVIEWS
/* //adjust main view height to strip off the rearviews at the top
if (vsecwidth >= 1)
{
r_refdef.vrect.y -= vsecheight;
r_refdef.vrect.height += vsecheight;
}
*/
for (viewnum = 0; viewnum < SIDEVIEWS; viewnum++)
if (vsec_scalex[viewnum].value>0&&vsec_scaley[viewnum].value>0
&& ((vsec_enabled[viewnum].value && vsec_enabled[viewnum].value != 2) //rearview if v2_enabled = 1 and not 2
|| (vsec_enabled[viewnum].value && pv->stats[STAT_VIEW2]&&viewnum==0))) //v2 enabled if v2_enabled is non-zero
{
vrect_t oldrect;
vec3_t oldangles;
vec3_t oldposition;
// int oldviewent;
struct entity_s *e;
float ofx;
float ofy;
if (vsec_x[viewnum].value < 0)
vsec_x[viewnum].value = 0;
if (vsec_y[viewnum].value < 0)
vsec_y[viewnum].value = 0;
if (vsec_scalex[viewnum].value+vsec_x[viewnum].value > 1)
continue;
if (vsec_scaley[viewnum].value+vsec_y[viewnum].value > 1)
continue;
oldrect = r_refdef.vrect;
memcpy(oldangles, r_refdef.viewangles, sizeof(vec3_t));
memcpy(oldposition, r_refdef.vieworg, sizeof(vec3_t));
ofx = r_refdef.fov_x;
ofy = r_refdef.fov_y;
r_refdef.vrect.x += r_refdef.vrect.width*vsec_x[viewnum].value;
r_refdef.vrect.y += r_refdef.vrect.height*vsec_y[viewnum].value;
r_refdef.vrect.width *= vsec_scalex[viewnum].value;
r_refdef.vrect.height *= vsec_scaley[viewnum].value;
r_refdef.fov_x = 0;
r_refdef.fov_y = 0;
V_ApplyAFov(NULL);
#ifdef PEXT_VIEW2
//secondary view entity.
e=NULL;
if (viewnum==0&&pv->stats[STAT_VIEW2])
{
e = CL_EntityNum (pv->stats[STAT_VIEW2]);
}
if (e)
{
memcpy(r_refdef.viewangles, e->angles, sizeof(vec3_t));
memcpy(r_refdef.vieworg, e->origin, sizeof(vec3_t));
// cl.viewentity = cl.viewentity2;
r_refdef.vieworg[0]=r_refdef.vieworg[0];//*s+(1-s)*e->lerporigin[0];
r_refdef.vieworg[1]=r_refdef.vieworg[1];//*s+(1-s)*e->lerporigin[1];
r_refdef.vieworg[2]=r_refdef.vieworg[2];//*s+(1-s)*e->lerporigin[2];
r_refdef.viewangles[0]=e->angles[0];//*s+(1-s)*e->msg_angles[1][0];
r_refdef.viewangles[1]=e->angles[1];//*s+(1-s)*e->msg_angles[1][1];
r_refdef.viewangles[2]=e->angles[2];//*s+(1-s)*e->msg_angles[1][2];
if (e->keynum >= 1 && e->keynum <= cl.allocated_client_slots)
{
r_refdef.viewangles[PITCH] *= 3;
r_refdef.vieworg[2] += pv->statsf[STAT_VIEWHEIGHT];
}
V_EditExternalModels(e->keynum, NULL, 0);
R_RenderView ();
// r_framecount = old_framecount;
}
else
#endif
{
//rotate the view, keeping pitch and roll.
r_refdef.viewangles[YAW] += vsec_yaw[viewnum].value;
r_refdef.viewangles[ROLL] += sin(vsec_yaw[viewnum].value / 180 * 3.14) * r_refdef.viewangles[PITCH];
r_refdef.viewangles[PITCH] *= -cos((vsec_yaw[viewnum].value / 180 * 3.14)+3.14);
if (vsec_enabled[viewnum].value!=2)
{
V_EditExternalModels(pv->viewentity, NULL, 0);
R_RenderView ();
}
}
r_refdef.vrect = oldrect;
memcpy(r_refdef.viewangles, oldangles, sizeof(vec3_t));
memcpy(r_refdef.vieworg, oldposition, sizeof(vec3_t));
r_refdef.fov_x = ofx;
r_refdef.fov_y = ofy;
}
#endif
r_refdef.externalview = false;
}
void V_RenderView (void)
{
int viewnum;
int maxviews = cl.splitclients;
Surf_LessenStains();
if (cls.state != ca_active)
return;
if (cl.intermissionmode != IM_NONE)
maxviews = 1;
R_PushDlights ();
r_secondaryview = 0;
for (viewnum = 0; viewnum < maxviews; viewnum++)
{
V_ClearRefdef(&cl.playerview[viewnum]);
if (viewnum)
{
//should be enough to just hack a few things.
V_EditExternalModels(cl.playerview[viewnum].viewentity, NULL, 0);
}
else
{
if (r_worldentity.model && r_worldentity.model->loadstate == MLS_LOADED)
{
RSpeedMark();
CL_AllowIndependantSendCmd(false);
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
CL_SetSolidEntities ();
CL_TransitionEntities();
CL_PredictMove ();
// build a refresh entity list
CL_EmitEntities ();
CL_AllowIndependantSendCmd(true);
RSpeedEnd(RSPEED_LINKENTITIES);
}
}
if (R2D_Flush)
R2D_Flush();
SCR_VRectForPlayer(&r_refdef.grect, viewnum, maxviews);
V_RenderPlayerViews(r_refdef.playerview);
#ifdef PLUGINS
Reworked client support for DPP5+. less code now, its much more graceful. added waterfog command. waterfog overrides regular fog only when the view is in water. fixed 64bit printf format specifiers. should work better on winxp64. fixed some spec angle weirdness. fixed viewsize 99.99 weirdness with ezhud. fixed extra offset on the console (exhibited in 64bit builds, but not limited to). fixed .avi playback, can now actually display frames again. reimplemented line sparks. fixed r_editlights_save flipping the light's pitch. fixed issue with oggs failing to load. fixed condump to cope with unicode properly. made sv_bigcoords default except in quake. hexen2 kinda needs it for bsp angle precision. fixed nq server to not stall weirdly on map changes. fixed qwprogs svc_cdtrack not bugging out with nq clients on the server. fixed restart command to load the last map run by the server, instead of start.bsp (when idle) optimised d3d9 renderer a little. now uses less draw calls, especially with complex scenes. seems to get higher framerates than opengl now. fixed d3d9 renderer to not bug out quite so much when run fullscreen (shader subsystem is now correctly initialised). fixed a couple of bugs from font change. also now supports utf-8 in a few more places. r_editlights_reload no longer generates rtlights inside the void. this resolves a few glitches (but should also help framerates a little). fixed so corona-only lights won't generate shadowmaps and waste lots of time. removed lots of #defines from qclib. I should never have made them in the first place, but I was lazy. obviously there's more left that I cba to remove yet. fixed nested calls with variant-vectors. this fixes csaddon's light editor. fixed qcc hc calling conventions using redundant stores. disabled keywords can still be used by using __keyword instead. fixed ftegccgui grep feature. fixed motionless-dog qcc bug. tweaked qcc warnings a little. -Wall is now a viable setting. you should be able to fix all those warnings. fixed qw svc_intermission + dpp5+ clients bug. fixed annoying spam about disconnecting in hexen2. rewrote status command a little to cope with ipv6 addresses more gracefully fixed significant stall when hibernating/debugging a server with a player sitting on it. fixed truelightning. fixed rocketlight overriding pflags. fixed torches vanishing on vid_restart. fixed issue with decal scaling. fixed findentityfield builtin. fixed fteqcc issue with ptr+1 fixed use of arrays inside class functions. fixed/implemented fteqcc emulation of pointer opcodes. added __inout keyword to fteqcc, so that it doesn't feel so horrendous. fixed sizeof(*foo) fixed *struct = struct; fixed recursive structs. fixed fteqcc warning report. fixed sdl2 controller support, hopefully. attempted to implement xinput, including per-player audio playback. slightly fixed relaxed attitude to mouse focus when running fullscreen. fixed weird warnings/errors with 'ent.arrayhead' terms. now generates sane errors. implemented bindmaps (for csqc). fixed crashing bug with eprint builtin. implemented subset of music_playlist_* functionality. significant changes to music playback. fixed some more dpcsqc compat. fixed binds menu. now displays and accepts modifiers. fixed issues with huge lightmaps. fixed protocol determinism with dp clients connecting to fte servers. the initial getchallenge request now inhibits vanilla nq connection requests. implemented support for 'dupe' userinfo key, allowing clients to request client->server packet duplication. should probably queue them tbh. implemented sv_saveentfile command. fixed resume after breaking inside a stepped-over function. fixed erroneous footer after debugging. (I wonder just how many things I broke with these fixes) git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4946 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-07-26 10:56:18 +00:00
Plug_SBar (r_refdef.playerview);
#else
if (Sbar_ShouldDraw(r_refdef.playerview))
Reworked client support for DPP5+. less code now, its much more graceful. added waterfog command. waterfog overrides regular fog only when the view is in water. fixed 64bit printf format specifiers. should work better on winxp64. fixed some spec angle weirdness. fixed viewsize 99.99 weirdness with ezhud. fixed extra offset on the console (exhibited in 64bit builds, but not limited to). fixed .avi playback, can now actually display frames again. reimplemented line sparks. fixed r_editlights_save flipping the light's pitch. fixed issue with oggs failing to load. fixed condump to cope with unicode properly. made sv_bigcoords default except in quake. hexen2 kinda needs it for bsp angle precision. fixed nq server to not stall weirdly on map changes. fixed qwprogs svc_cdtrack not bugging out with nq clients on the server. fixed restart command to load the last map run by the server, instead of start.bsp (when idle) optimised d3d9 renderer a little. now uses less draw calls, especially with complex scenes. seems to get higher framerates than opengl now. fixed d3d9 renderer to not bug out quite so much when run fullscreen (shader subsystem is now correctly initialised). fixed a couple of bugs from font change. also now supports utf-8 in a few more places. r_editlights_reload no longer generates rtlights inside the void. this resolves a few glitches (but should also help framerates a little). fixed so corona-only lights won't generate shadowmaps and waste lots of time. removed lots of #defines from qclib. I should never have made them in the first place, but I was lazy. obviously there's more left that I cba to remove yet. fixed nested calls with variant-vectors. this fixes csaddon's light editor. fixed qcc hc calling conventions using redundant stores. disabled keywords can still be used by using __keyword instead. fixed ftegccgui grep feature. fixed motionless-dog qcc bug. tweaked qcc warnings a little. -Wall is now a viable setting. you should be able to fix all those warnings. fixed qw svc_intermission + dpp5+ clients bug. fixed annoying spam about disconnecting in hexen2. rewrote status command a little to cope with ipv6 addresses more gracefully fixed significant stall when hibernating/debugging a server with a player sitting on it. fixed truelightning. fixed rocketlight overriding pflags. fixed torches vanishing on vid_restart. fixed issue with decal scaling. fixed findentityfield builtin. fixed fteqcc issue with ptr+1 fixed use of arrays inside class functions. fixed/implemented fteqcc emulation of pointer opcodes. added __inout keyword to fteqcc, so that it doesn't feel so horrendous. fixed sizeof(*foo) fixed *struct = struct; fixed recursive structs. fixed fteqcc warning report. fixed sdl2 controller support, hopefully. attempted to implement xinput, including per-player audio playback. slightly fixed relaxed attitude to mouse focus when running fullscreen. fixed weird warnings/errors with 'ent.arrayhead' terms. now generates sane errors. implemented bindmaps (for csqc). fixed crashing bug with eprint builtin. implemented subset of music_playlist_* functionality. significant changes to music playback. fixed some more dpcsqc compat. fixed binds menu. now displays and accepts modifiers. fixed issues with huge lightmaps. fixed protocol determinism with dp clients connecting to fte servers. the initial getchallenge request now inhibits vanilla nq connection requests. implemented support for 'dupe' userinfo key, allowing clients to request client->server packet duplication. should probably queue them tbh. implemented sv_saveentfile command. fixed resume after breaking inside a stepped-over function. fixed erroneous footer after debugging. (I wonder just how many things I broke with these fixes) git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4946 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-07-26 10:56:18 +00:00
{
SCR_TileClear (sb_lines);
Sbar_Draw (r_refdef.playerview);
Sbar_DrawScoreboard (r_refdef.playerview);
Reworked client support for DPP5+. less code now, its much more graceful. added waterfog command. waterfog overrides regular fog only when the view is in water. fixed 64bit printf format specifiers. should work better on winxp64. fixed some spec angle weirdness. fixed viewsize 99.99 weirdness with ezhud. fixed extra offset on the console (exhibited in 64bit builds, but not limited to). fixed .avi playback, can now actually display frames again. reimplemented line sparks. fixed r_editlights_save flipping the light's pitch. fixed issue with oggs failing to load. fixed condump to cope with unicode properly. made sv_bigcoords default except in quake. hexen2 kinda needs it for bsp angle precision. fixed nq server to not stall weirdly on map changes. fixed qwprogs svc_cdtrack not bugging out with nq clients on the server. fixed restart command to load the last map run by the server, instead of start.bsp (when idle) optimised d3d9 renderer a little. now uses less draw calls, especially with complex scenes. seems to get higher framerates than opengl now. fixed d3d9 renderer to not bug out quite so much when run fullscreen (shader subsystem is now correctly initialised). fixed a couple of bugs from font change. also now supports utf-8 in a few more places. r_editlights_reload no longer generates rtlights inside the void. this resolves a few glitches (but should also help framerates a little). fixed so corona-only lights won't generate shadowmaps and waste lots of time. removed lots of #defines from qclib. I should never have made them in the first place, but I was lazy. obviously there's more left that I cba to remove yet. fixed nested calls with variant-vectors. this fixes csaddon's light editor. fixed qcc hc calling conventions using redundant stores. disabled keywords can still be used by using __keyword instead. fixed ftegccgui grep feature. fixed motionless-dog qcc bug. tweaked qcc warnings a little. -Wall is now a viable setting. you should be able to fix all those warnings. fixed qw svc_intermission + dpp5+ clients bug. fixed annoying spam about disconnecting in hexen2. rewrote status command a little to cope with ipv6 addresses more gracefully fixed significant stall when hibernating/debugging a server with a player sitting on it. fixed truelightning. fixed rocketlight overriding pflags. fixed torches vanishing on vid_restart. fixed issue with decal scaling. fixed findentityfield builtin. fixed fteqcc issue with ptr+1 fixed use of arrays inside class functions. fixed/implemented fteqcc emulation of pointer opcodes. added __inout keyword to fteqcc, so that it doesn't feel so horrendous. fixed sizeof(*foo) fixed *struct = struct; fixed recursive structs. fixed fteqcc warning report. fixed sdl2 controller support, hopefully. attempted to implement xinput, including per-player audio playback. slightly fixed relaxed attitude to mouse focus when running fullscreen. fixed weird warnings/errors with 'ent.arrayhead' terms. now generates sane errors. implemented bindmaps (for csqc). fixed crashing bug with eprint builtin. implemented subset of music_playlist_* functionality. significant changes to music playback. fixed some more dpcsqc compat. fixed binds menu. now displays and accepts modifiers. fixed issues with huge lightmaps. fixed protocol determinism with dp clients connecting to fte servers. the initial getchallenge request now inhibits vanilla nq connection requests. implemented support for 'dupe' userinfo key, allowing clients to request client->server packet duplication. should probably queue them tbh. implemented sv_saveentfile command. fixed resume after breaking inside a stepped-over function. fixed erroneous footer after debugging. (I wonder just how many things I broke with these fixes) git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4946 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-07-26 10:56:18 +00:00
}
else
SCR_TileClear (0);
#endif
}
r_refdef.playerview = NULL;
}
//============================================================================
/*
=============
V_Init
=============
*/
void V_Init (void)
{
#define VIEWVARS "View variables"
#ifdef SIDEVIEWS
int i;
#endif
Cmd_AddCommand ("v_cshift", V_cshift_f);
Cmd_AddCommand ("bf", V_BonusFlash_f);
Cmd_AddCommand ("df", V_DarkFlash_f);
Cmd_AddCommand ("wf", V_WhiteFlash_f);
// Cmd_AddCommand ("centerview", V_StartPitchDrift);
Cvar_Register (&v_centermove, VIEWVARS);
Cvar_Register (&v_centerspeed, VIEWVARS);
Cvar_Register (&v_idlescale, VIEWVARS);
Cvar_Register (&v_iyaw_cycle, VIEWVARS);
Cvar_Register (&v_iroll_cycle, VIEWVARS);
Cvar_Register (&v_ipitch_cycle, VIEWVARS);
Cvar_Register (&v_iyaw_level, VIEWVARS);
Cvar_Register (&v_iroll_level, VIEWVARS);
Cvar_Register (&v_ipitch_level, VIEWVARS);
Cvar_Register (&v_contentblend, VIEWVARS);
Cvar_Register (&v_damagecshift, VIEWVARS);
Cvar_Register (&v_quadcshift, VIEWVARS);
Cvar_Register (&v_suitcshift, VIEWVARS);
Cvar_Register (&v_ringcshift, VIEWVARS);
Cvar_Register (&v_pentcshift, VIEWVARS);
Cvar_Register (&v_gunkick, VIEWVARS);
Cvar_Register (&v_gunkick_q2, VIEWVARS);
Cvar_Register (&v_bonusflash, VIEWVARS);
Cvar_Register (&v_viewheight, VIEWVARS);
Cvar_Register (&v_depthsortentities, VIEWVARS);
Cvar_Register (&crosshaircolor, VIEWVARS);
Cvar_Register (&crosshair, VIEWVARS);
Cvar_Register (&crosshairsize, VIEWVARS);
Cvar_Register (&crosshaircorrect, VIEWVARS);
Cvar_Register (&crosshairimage, VIEWVARS);
Cvar_Register (&crosshairalpha, VIEWVARS);
Cvar_Register (&cl_crossx, VIEWVARS);
Cvar_Register (&cl_crossy, VIEWVARS);
Cvar_Register (&gl_cshiftpercent, VIEWVARS);
Cvar_Register (&gl_cshiftenabled, VIEWVARS);
Cvar_Register (&cl_rollspeed, VIEWVARS);
Cvar_Register (&cl_rollangle, VIEWVARS);
Cvar_Register (&cl_bob, VIEWVARS);
Cvar_Register (&cl_bobcycle, VIEWVARS);
Cvar_Register (&cl_bobup, VIEWVARS);
Cvar_Register (&v_kicktime, VIEWVARS);
Cvar_Register (&v_kickroll, VIEWVARS);
Cvar_Register (&v_kickpitch, VIEWVARS);
Cvar_Register (&v_deathtilt, VIEWVARS);
Cvar_Register (&scr_autoid, VIEWVARS);
Cvar_Register (&scr_autoid_team, VIEWVARS);
Cvar_Register (&scr_autoid_health, VIEWVARS);
Cvar_Register (&scr_autoid_armour, VIEWVARS);
Cvar_Register (&scr_autoid_weapon, VIEWVARS);
Cvar_Register (&scr_autoid_teamcolour, VIEWVARS);
Cvar_Register (&scr_autoid_enemycolour, VIEWVARS);
#ifdef SIDEVIEWS
#define SECONDARYVIEWVARS "Secondary view vars"
for (i = 0; i < SIDEVIEWS; i++)
{
Cvar_Register (&vsec_enabled[i], SECONDARYVIEWVARS);
Cvar_Register (&vsec_x[i], SECONDARYVIEWVARS);
Cvar_Register (&vsec_y[i], SECONDARYVIEWVARS);
Cvar_Register (&vsec_scalex[i], SECONDARYVIEWVARS);
Cvar_Register (&vsec_scaley[i], SECONDARYVIEWVARS);
Cvar_Register (&vsec_yaw[i], SECONDARYVIEWVARS);
}
#endif
Cvar_Register (&ffov, VIEWVARS);
Cvar_Register (&r_projection, VIEWVARS);
BuildGammaTable (1.0, 1.0, 0.0); // no gamma yet
Cvar_Register (&v_gamma, VIEWVARS);
Cvar_Register (&v_contrast, VIEWVARS);
Cvar_Register (&v_brightness, VIEWVARS);
Cvar_Register (&chase_active, VIEWVARS);
Cvar_Register (&chase_back, VIEWVARS);
Cvar_Register (&chase_up, VIEWVARS);
#if defined(_WIN32) && !defined(MINIMAL)
Cvar_Register (&itburnsitburnsmakeitstop, VIEWVARS);
#endif
}