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fteqw/engine/client/clq2_ents.c

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#include "quakedef.h"
#include "particles.h"
#ifdef Q2CLIENT
#include "shader.h"
//q2pro's framerate scaling runs the entire server at a higher rate (including gamecode).
//this allows lower latency on player movements without breaking things too much
//animations are still assumed to run at 10fps, so those need some fixup too
//events are keyed to not renew twice within the same 10fps window, unless the entity was actually updated.
extern cvar_t r_drawviewmodel;
extern cvar_t cl_nopred;
typedef enum
{
Q2EV_NONE,
Q2EV_ITEM_RESPAWN,
Q2EV_FOOTSTEP,
Q2EV_FALLSHORT,
Q2EV_FALL,
Q2EV_FALLFAR,
Q2EV_PLAYER_TELEPORT,
Q2EV_OTHER_TELEPORT,
Q2EXEV_OTHER_FOOTSTEP,
Q2EXEV_LADDER_STEP,
} q2entity_event_t;
#define Q2PMF_NO_PREDICTION 64 // temporarily disables prediction (used for grappling hook)
float LerpAngle (float a2, float a1, float frac)
{
if (a1 - a2 > 180)
a1 -= 360;
if (a1 - a2 < -180)
a1 += 360;
return a2 + frac * (a1 - a2);
}
// entity_state_t->effects
// Effects are things handled on the client side (lights, particles, frame animations)
// that happen constantly on the given entity.
// An entity that has effects will be sent to the client
// even if it has a zero index model.
#define Q2EF_ROTATE 0x00000001 // rotate (bonus items)
#define Q2EF_GIB 0x00000002 // leave a trail
#define Q2EF_BLASTER 0x00000008 // redlight + trail
#define Q2EF_ROCKET 0x00000010 // redlight + trail
#define Q2EF_GRENADE 0x00000020
#define Q2EF_HYPERBLASTER 0x00000040
#define Q2EF_BFG 0x00000080
#define Q2EF_COLOR_SHELL 0x00000100
#define Q2EF_POWERSCREEN 0x00000200
#define Q2EF_ANIM01 0x00000400 // automatically cycle between frames 0 and 1 at 2 hz
#define Q2EF_ANIM23 0x00000800 // automatically cycle between frames 2 and 3 at 2 hz
#define Q2EF_ANIM_ALL 0x00001000 // automatically cycle through all frames at 2hz
#define Q2EF_ANIM_ALLFAST 0x00002000 // automatically cycle through all frames at 10hz
#define Q2EF_FLIES 0x00004000
#define Q2EF_QUAD 0x00008000
#define Q2EF_PENT 0x00010000
#define Q2EF_TELEPORTER 0x00020000 // particle fountain
#define Q2EF_FLAG1 0x00040000
#define Q2EF_FLAG2 0x00080000
// RAFAEL
#define Q2EF_IONRIPPER 0x00100000
#define Q2EF_GREENGIB 0x00200000
#define Q2EF_BLUEHYPERBLASTER 0x00400000
#define Q2EF_SPINNINGLIGHTS 0x00800000
#define Q2EF_PLASMA 0x01000000
#define Q2EF_TRAP 0x02000000
//ROGUE
#define Q2EF_TRACKER 0x04000000
#define Q2EF_DOUBLE 0x08000000
#define Q2EF_SPHERETRANS 0x10000000
#define Q2EF_TAGTRAIL 0x20000000
#define Q2EF_HALF_DAMAGE 0x40000000
#define Q2EF_TRACKERTRAIL 0x80000000
//ROGUE
#define Q2MAX_STATS 32
typedef struct q2centity_s
{
entity_state_t baseline; // delta from this if not from a previous frame
entity_state_t current;
entity_state_t prev; // will always be valid, but might just be a copy of current
int serverframe; // if not current, this ent isn't in the frame
trailkey_t trailstate;
trailkey_t emitstate;
// float trailcount; // for diminishing grenade trails
vec3_t lerp_origin; // for trails (variable hz)
int oldframe;
float oldframetime;
float fly_stoptime;
} q2centity_t;
static void Q2S_StartSound(vec3_t origin, int entnum, int entchannel, sfx_t *sfx, float fvol, float attenuation, float delay)
{
S_StartSound(entnum, entchannel, sfx, origin, NULL, fvol, attenuation, -delay, 0, 0);
}
sfx_t *S_PrecacheSexedSound(int entnum, const char *soundname)
{
if (soundname[0] == '*')
{ //a 'sexed' sound
if (entnum > 0 && entnum <= MAX_CLIENTS)
{
char *model = InfoBuf_ValueForKey(&cl.players[entnum-1].userinfo, "skin");
char *skin;
skin = strchr(model, '/');
if (skin)
*skin = '\0';
if (*model)
{
sfx_t *sfx = S_PrecacheSound(va("players/%s/%s", model, soundname+1));
if (sfx && sfx->loadstate != SLS_FAILED) //warning: the sound might still be loading (and later fail).
return sfx;
}
}
return S_PrecacheSound(va("players/male/%s", soundname+1));
}
return S_PrecacheSound(soundname);
}
void CLQ2_EntityEvent(entity_state_t *es)
{
switch (es->u.q2.event)
{
case Q2EV_NONE:
case Q2EV_OTHER_TELEPORT: //inihibits interpolation. not an event in itself.
break;
case Q2EV_ITEM_RESPAWN:
pe->RunParticleEffectState(es->origin, NULL, 1, pt_q2[Q2PT_RESPAWN], NULL);
break;
case Q2EV_PLAYER_TELEPORT:
pe->RunParticleEffectState(es->origin, NULL, 1, pt_q2[Q2PT_PLAYER_TELEPORT], NULL);
break;
case Q2EV_FOOTSTEP:
pe->RunParticleEffectState(es->origin, NULL, 1, pt_q2[Q2PT_FOOTSTEP], NULL);
break;
case Q2EV_FALLSHORT:
Q2S_StartSound (NULL, es->number, CHAN_AUTO, S_PrecacheSound ("player/land1.wav"), 1, ATTN_NORM, 0);
break;
case Q2EV_FALL:
Q2S_StartSound (NULL, es->number, CHAN_AUTO, S_PrecacheSexedSound (es->number, "*fall2.wav"), 1, ATTN_NORM, 0);
break;
case Q2EV_FALLFAR:
Q2S_StartSound (NULL, es->number, CHAN_AUTO, S_PrecacheSexedSound (es->number, "*fall1.wav"), 1, ATTN_NORM, 0);
break;
case Q2EXEV_OTHER_FOOTSTEP:
pe->RunParticleEffectState(es->origin, NULL, 1, pt_q2[Q2PT_OTHER_FOOTSTEP], NULL);
break;
case Q2EXEV_LADDER_STEP:
pe->RunParticleEffectState(es->origin, NULL, 1, pt_q2[Q2PT_LADDER_STEP], NULL);
break;
default:
Con_Printf("event %u not supported\n", es->u.q2.event);
break;
}
};
void CLQ2_TeleporterParticles(entity_state_t *es){};
/*these are emissive effects (ie: emitted each frame), but they're also mutually exclusive, so sharing emitstate is fine*/
void CLQ2_Tracker_Shell(q2centity_t *ent, vec3_t org)
{
P_EmitEffect (org, NULL, 0, pt_q2[Q2PT_TRACKERSHELL], &(ent->emitstate));
};
void CLQ2_BfgParticles(q2centity_t *ent, vec3_t org)
{
P_EmitEffect (org, NULL, 0, pt_q2[Q2PT_BFGPARTICLES], &(ent->emitstate));
};
void CLQ2_FlyEffect(q2centity_t *ent, vec3_t org)
{
float starttime, n;
float cltime = cl.time;
int count;
if (cl.paused)
return;
//q2 ramps up to 162 within the first 20 secs, sits at 162 for the next 20, then ramps back down for the 20 after that.
//I have no idea how pvs issues are handled.
if (ent->fly_stoptime < cltime)
{
starttime = cltime;
ent->fly_stoptime = cltime + 60;
}
else
{
starttime = ent->fly_stoptime - 60;
}
n = cltime - starttime;
if (n < 20)
count = n * 162 / 20.0;
else
{
n = ent->fly_stoptime - cltime;
if (n < 20)
count = n * 162 / 20.0;
else
count = 162;
}
if (count < 0)
return;
//these are assumed to be spawned anew
pe->RunParticleEffectState(org, NULL, count, pt_q2[Q2PT_FLIES], &(ent->emitstate));
};
#define MAX_Q2EDICTS 1024
#define MAX_PARSE_ENTITIES 1024
static q2centity_t cl_entities[MAX_Q2EDICTS];
entity_state_t clq2_parse_entities[MAX_PARSE_ENTITIES];
void CL_SmokeAndFlash(vec3_t origin);
void CL_GetNumberedEntityInfo (int num, float *org, float *ang)
{
q2centity_t *ent;
if (num < 0 || num >= MAX_Q2EDICTS)
Host_EndGame ("CL_GetNumberedEntityInfo: bad ent");
ent = &cl_entities[num];
if (org)
VectorCopy (ent->current.origin, org);
if (ang)
VectorCopy (ent->current.angles, ang);
// FIXME: bmodel issues...
}
#ifdef Q2SERVER
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 CLQ2_WriteDemoBaselines(sizebuf_t *buf)
{
int i;
q2entity_state_t nullstate = {0};
for (i = 0; i < MAX_Q2EDICTS; i++)
{
q2entity_state_t es;
entity_state_t *base = &cl_entities[i].baseline;
if (!base->modelindex)
continue;
//I brought these copies on myself...
es.number = i;
VectorCopy(base->origin, es.origin);
VectorCopy(base->angles, es.angles);
VectorCopy(base->u.q2.old_origin, es.old_origin);
es.modelindex = base->modelindex;
es.modelindex2 = base->modelindex2;
es.modelindex3 = base->u.q2.modelindex3;
es.modelindex4 = base->u.q2.modelindex4;
es.frame = base->frame;
es.skinnum = base->skinnum;
es.effects = base->effects;
es.renderfx = base->u.q2.renderfx;
es.solid = base->solidsize;
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
es.sound = base->u.q2.sound;
es.event = base->u.q2.event;
if (buf->cursize > buf->maxsize/2)
{
CL_WriteRecordQ2DemoMessage (buf);
SZ_Clear (buf);
}
MSG_WriteByte (buf, svcq2_spawnbaseline);
MSGQ2_WriteDeltaEntity(&nullstate, &es, buf, true, true, cls.protocol_q2==PROTOCOL_VERSION_Q2EX);
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
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 CLQ2_ClearState(void)
{
int i;
memset(cl_entities, 0, sizeof(cl_entities));
for (i = 0; i < MAX_Q2EDICTS; i++)
cl_entities[i].baseline = nullentitystate;
}
#include "q2m_flash.c"
void CLQ2_RunMuzzleFlash2 (int ent, int flash_number)
{
vec3_t origin;
dlight_t *dl;
vec3_t forward, right, up;
char soundname[64];
int ef;
if (flash_number < 0 || flash_number >= sizeof(monster_flash_offset)/sizeof(monster_flash_offset[0]))
return;
// locate the origin
AngleVectors (cl_entities[ent].current.angles, forward, right, up);
origin[0] = cl_entities[ent].current.origin[0] + forward[0] * monster_flash_offset[flash_number].offset[0] + right[0] * monster_flash_offset[flash_number].offset[1];
origin[1] = cl_entities[ent].current.origin[1] + forward[1] * monster_flash_offset[flash_number].offset[0] + right[1] * monster_flash_offset[flash_number].offset[1];
origin[2] = cl_entities[ent].current.origin[2] + forward[2] * monster_flash_offset[flash_number].offset[0] + right[2] * monster_flash_offset[flash_number].offset[1] + monster_flash_offset[flash_number].offset[2];
ef = P_FindParticleType(monster_flash_offset[flash_number].name);
if (ef != P_INVALID)
{
P_RunParticleEffectType(origin, NULL, 1, ef);
return;
}
//the rest of the function is legacy code.
dl = CL_AllocDlight (ent);
VectorCopy (origin, dl->origin);
dl->radius = 200 + (rand()&31);
// dl->minlight = 32;
dl->die = cl.time + 0.1;
switch (flash_number)
{
case Q2MZ2_INFANTRY_MACHINEGUN_1:
case Q2MZ2_INFANTRY_MACHINEGUN_2:
case Q2MZ2_INFANTRY_MACHINEGUN_3:
case Q2MZ2_INFANTRY_MACHINEGUN_4:
case Q2MZ2_INFANTRY_MACHINEGUN_5:
case Q2MZ2_INFANTRY_MACHINEGUN_6:
case Q2MZ2_INFANTRY_MACHINEGUN_7:
case Q2MZ2_INFANTRY_MACHINEGUN_8:
case Q2MZ2_INFANTRY_MACHINEGUN_9:
case Q2MZ2_INFANTRY_MACHINEGUN_10:
case Q2MZ2_INFANTRY_MACHINEGUN_11:
case Q2MZ2_INFANTRY_MACHINEGUN_12:
case Q2MZ2_INFANTRY_MACHINEGUN_13:
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
P_RunParticleEffect (origin, vec3_origin, 0, 40);
CL_SmokeAndFlash(origin);
Q2S_StartSound (NULL, ent, CHAN_WEAPON, S_PrecacheSound("infantry/infatck1.wav"), 1, ATTN_NORM, 0);
break;
case Q2MZ2_SOLDIER_MACHINEGUN_1:
case Q2MZ2_SOLDIER_MACHINEGUN_2:
case Q2MZ2_SOLDIER_MACHINEGUN_3:
case Q2MZ2_SOLDIER_MACHINEGUN_4:
case Q2MZ2_SOLDIER_MACHINEGUN_5:
case Q2MZ2_SOLDIER_MACHINEGUN_6:
case Q2MZ2_SOLDIER_MACHINEGUN_7:
case Q2MZ2_SOLDIER_MACHINEGUN_8:
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
P_RunParticleEffect (origin, vec3_origin, 0, 40);
CL_SmokeAndFlash(origin);
Q2S_StartSound (NULL, ent, CHAN_WEAPON, S_PrecacheSound("soldier/solatck3.wav"), 1, ATTN_NORM, 0);
break;
case Q2MZ2_GUNNER_MACHINEGUN_1:
case Q2MZ2_GUNNER_MACHINEGUN_2:
case Q2MZ2_GUNNER_MACHINEGUN_3:
case Q2MZ2_GUNNER_MACHINEGUN_4:
case Q2MZ2_GUNNER_MACHINEGUN_5:
case Q2MZ2_GUNNER_MACHINEGUN_6:
case Q2MZ2_GUNNER_MACHINEGUN_7:
case Q2MZ2_GUNNER_MACHINEGUN_8:
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
P_RunParticleEffect (origin, vec3_origin, 0, 40);
CL_SmokeAndFlash(origin);
Q2S_StartSound (NULL, ent, CHAN_WEAPON, S_PrecacheSound("gunner/gunatck2.wav"), 1, ATTN_NORM, 0);
break;
case Q2MZ2_ACTOR_MACHINEGUN_1:
case Q2MZ2_SUPERTANK_MACHINEGUN_1:
case Q2MZ2_SUPERTANK_MACHINEGUN_2:
case Q2MZ2_SUPERTANK_MACHINEGUN_3:
case Q2MZ2_SUPERTANK_MACHINEGUN_4:
case Q2MZ2_SUPERTANK_MACHINEGUN_5:
case Q2MZ2_SUPERTANK_MACHINEGUN_6:
case Q2MZ2_TURRET_MACHINEGUN: // PGM
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
P_RunParticleEffect (origin, vec3_origin, 0, 40);
CL_SmokeAndFlash(origin);
Q2S_StartSound (NULL, ent, CHAN_WEAPON, S_PrecacheSound("infantry/infatck1.wav"), 1, ATTN_NORM, 0);
break;
case Q2MZ2_BOSS2_MACHINEGUN_L1:
case Q2MZ2_BOSS2_MACHINEGUN_L2:
case Q2MZ2_BOSS2_MACHINEGUN_L3:
case Q2MZ2_BOSS2_MACHINEGUN_L4:
case Q2MZ2_BOSS2_MACHINEGUN_L5:
case Q2MZ2_CARRIER_MACHINEGUN_L1: // PMM
case Q2MZ2_CARRIER_MACHINEGUN_L2: // PMM
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
P_RunParticleEffect (origin, vec3_origin, 0, 40);
CL_SmokeAndFlash(origin);
Q2S_StartSound (NULL, ent, CHAN_WEAPON, S_PrecacheSound("infantry/infatck1.wav"), 1, ATTN_NONE, 0);
break;
case Q2MZ2_SOLDIER_BLASTER_1:
case Q2MZ2_SOLDIER_BLASTER_2:
case Q2MZ2_SOLDIER_BLASTER_3:
case Q2MZ2_SOLDIER_BLASTER_4:
case Q2MZ2_SOLDIER_BLASTER_5:
case Q2MZ2_SOLDIER_BLASTER_6:
case Q2MZ2_SOLDIER_BLASTER_7:
case Q2MZ2_SOLDIER_BLASTER_8:
case Q2MZ2_TURRET_BLASTER: // PGM
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
Q2S_StartSound (NULL, ent, CHAN_WEAPON, S_PrecacheSound("soldier/solatck2.wav"), 1, ATTN_NORM, 0);
break;
case Q2MZ2_FLYER_BLASTER_1:
case Q2MZ2_FLYER_BLASTER_2:
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
Q2S_StartSound (NULL, ent, CHAN_WEAPON, S_PrecacheSound("flyer/flyatck3.wav"), 1, ATTN_NORM, 0);
break;
case Q2MZ2_MEDIC_BLASTER_1:
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
Q2S_StartSound (NULL, ent, CHAN_WEAPON, S_PrecacheSound("medic/medatck1.wav"), 1, ATTN_NORM, 0);
break;
case Q2MZ2_HOVER_BLASTER_1:
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
Q2S_StartSound (NULL, ent, CHAN_WEAPON, S_PrecacheSound("hover/hovatck1.wav"), 1, ATTN_NORM, 0);
break;
case Q2MZ2_FLOAT_BLASTER_1:
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
Q2S_StartSound (NULL, ent, CHAN_WEAPON, S_PrecacheSound("floater/fltatck1.wav"), 1, ATTN_NORM, 0);
break;
case Q2MZ2_SOLDIER_SHOTGUN_1:
case Q2MZ2_SOLDIER_SHOTGUN_2:
case Q2MZ2_SOLDIER_SHOTGUN_3:
case Q2MZ2_SOLDIER_SHOTGUN_4:
case Q2MZ2_SOLDIER_SHOTGUN_5:
case Q2MZ2_SOLDIER_SHOTGUN_6:
case Q2MZ2_SOLDIER_SHOTGUN_7:
case Q2MZ2_SOLDIER_SHOTGUN_8:
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
CL_SmokeAndFlash(origin);
Q2S_StartSound (NULL, ent, CHAN_WEAPON, S_PrecacheSound("soldier/solatck1.wav"), 1, ATTN_NORM, 0);
break;
case Q2MZ2_TANK_BLASTER_1:
case Q2MZ2_TANK_BLASTER_2:
case Q2MZ2_TANK_BLASTER_3:
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
Q2S_StartSound (NULL, ent, CHAN_WEAPON, S_PrecacheSound("tank/tnkatck3.wav"), 1, ATTN_NORM, 0);
break;
case Q2MZ2_TANK_MACHINEGUN_1:
case Q2MZ2_TANK_MACHINEGUN_2:
case Q2MZ2_TANK_MACHINEGUN_3:
case Q2MZ2_TANK_MACHINEGUN_4:
case Q2MZ2_TANK_MACHINEGUN_5:
case Q2MZ2_TANK_MACHINEGUN_6:
case Q2MZ2_TANK_MACHINEGUN_7:
case Q2MZ2_TANK_MACHINEGUN_8:
case Q2MZ2_TANK_MACHINEGUN_9:
case Q2MZ2_TANK_MACHINEGUN_10:
case Q2MZ2_TANK_MACHINEGUN_11:
case Q2MZ2_TANK_MACHINEGUN_12:
case Q2MZ2_TANK_MACHINEGUN_13:
case Q2MZ2_TANK_MACHINEGUN_14:
case Q2MZ2_TANK_MACHINEGUN_15:
case Q2MZ2_TANK_MACHINEGUN_16:
case Q2MZ2_TANK_MACHINEGUN_17:
case Q2MZ2_TANK_MACHINEGUN_18:
case Q2MZ2_TANK_MACHINEGUN_19:
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
P_RunParticleEffect (origin, vec3_origin, 0, 40);
CL_SmokeAndFlash(origin);
snprintf(soundname, sizeof(soundname), "tank/tnkatk2%c.wav", 'a' + rand() % 5);
Q2S_StartSound (NULL, ent, CHAN_WEAPON, S_PrecacheSound(soundname), 1, ATTN_NORM, 0);
break;
case Q2MZ2_CHICK_ROCKET_1:
case Q2MZ2_TURRET_ROCKET: // PGM
dl->color[0] = 1;dl->color[1] = 0.5;dl->color[2] = 0.2;
Q2S_StartSound (NULL, ent, CHAN_WEAPON, S_PrecacheSound("chick/chkatck2.wav"), 1, ATTN_NORM, 0);
break;
case Q2MZ2_TANK_ROCKET_1:
case Q2MZ2_TANK_ROCKET_2:
case Q2MZ2_TANK_ROCKET_3:
dl->color[0] = 1;dl->color[1] = 0.5;dl->color[2] = 0.2;
Q2S_StartSound (NULL, ent, CHAN_WEAPON, S_PrecacheSound("tank/tnkatck1.wav"), 1, ATTN_NORM, 0);
break;
case Q2MZ2_SUPERTANK_ROCKET_1:
case Q2MZ2_SUPERTANK_ROCKET_2:
case Q2MZ2_SUPERTANK_ROCKET_3:
case Q2MZ2_BOSS2_ROCKET_1:
case Q2MZ2_BOSS2_ROCKET_2:
case Q2MZ2_BOSS2_ROCKET_3:
case Q2MZ2_BOSS2_ROCKET_4:
case Q2MZ2_CARRIER_ROCKET_1:
// case Q2MZ2_CARRIER_ROCKET_2:
// case Q2MZ2_CARRIER_ROCKET_3:
// case Q2MZ2_CARRIER_ROCKET_4:
dl->color[0] = 1;dl->color[1] = 0.5;dl->color[2] = 0.2;
Q2S_StartSound (NULL, ent, CHAN_WEAPON, S_PrecacheSound("tank/rocket.wav"), 1, ATTN_NORM, 0);
break;
case Q2MZ2_GUNNER_GRENADE_1:
case Q2MZ2_GUNNER_GRENADE_2:
case Q2MZ2_GUNNER_GRENADE_3:
case Q2MZ2_GUNNER_GRENADE_4:
dl->color[0] = 1;dl->color[1] = 0.5;dl->color[2] = 0;
Q2S_StartSound (NULL, ent, CHAN_WEAPON, S_PrecacheSound("gunner/gunatck3.wav"), 1, ATTN_NORM, 0);
break;
case Q2MZ2_GLADIATOR_RAILGUN_1:
// PMM
case Q2MZ2_CARRIER_RAILGUN:
case Q2MZ2_WIDOW_RAIL:
// pmm
dl->color[0] = 0.5;dl->color[1] = 0.5;dl->color[2] = 1.0;
break;
// --- Xian's shit starts ---
case Q2MZ2_MAKRON_BFG:
dl->color[0] = 0.5;dl->color[1] = 1 ;dl->color[2] = 0.5;
//Q2S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("makron/bfg_fire.wav"), 1, ATTN_NORM, 0);
break;
case Q2MZ2_MAKRON_BLASTER_1:
case Q2MZ2_MAKRON_BLASTER_2:
case Q2MZ2_MAKRON_BLASTER_3:
case Q2MZ2_MAKRON_BLASTER_4:
case Q2MZ2_MAKRON_BLASTER_5:
case Q2MZ2_MAKRON_BLASTER_6:
case Q2MZ2_MAKRON_BLASTER_7:
case Q2MZ2_MAKRON_BLASTER_8:
case Q2MZ2_MAKRON_BLASTER_9:
case Q2MZ2_MAKRON_BLASTER_10:
case Q2MZ2_MAKRON_BLASTER_11:
case Q2MZ2_MAKRON_BLASTER_12:
case Q2MZ2_MAKRON_BLASTER_13:
case Q2MZ2_MAKRON_BLASTER_14:
case Q2MZ2_MAKRON_BLASTER_15:
case Q2MZ2_MAKRON_BLASTER_16:
case Q2MZ2_MAKRON_BLASTER_17:
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
Q2S_StartSound (NULL, ent, CHAN_WEAPON, S_PrecacheSound("makron/blaster.wav"), 1, ATTN_NORM, 0);
break;
case Q2MZ2_JORG_MACHINEGUN_L1:
case Q2MZ2_JORG_MACHINEGUN_L2:
case Q2MZ2_JORG_MACHINEGUN_L3:
case Q2MZ2_JORG_MACHINEGUN_L4:
case Q2MZ2_JORG_MACHINEGUN_L5:
case Q2MZ2_JORG_MACHINEGUN_L6:
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
P_RunParticleEffect (origin, vec3_origin, 0, 40);
CL_SmokeAndFlash(origin);
Q2S_StartSound (NULL, ent, CHAN_WEAPON, S_PrecacheSound("boss3/xfire.wav"), 1, ATTN_NORM, 0);
break;
case Q2MZ2_JORG_MACHINEGUN_R1:
case Q2MZ2_JORG_MACHINEGUN_R2:
case Q2MZ2_JORG_MACHINEGUN_R3:
case Q2MZ2_JORG_MACHINEGUN_R4:
case Q2MZ2_JORG_MACHINEGUN_R5:
case Q2MZ2_JORG_MACHINEGUN_R6:
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
P_RunParticleEffect (origin, vec3_origin, 0, 40);
CL_SmokeAndFlash(origin);
break;
case Q2MZ2_JORG_BFG_1:
dl->color[0] = 0.5;dl->color[1] = 1 ;dl->color[2] = 0.5;
break;
case Q2MZ2_BOSS2_MACHINEGUN_R1:
case Q2MZ2_BOSS2_MACHINEGUN_R2:
case Q2MZ2_BOSS2_MACHINEGUN_R3:
case Q2MZ2_BOSS2_MACHINEGUN_R4:
case Q2MZ2_BOSS2_MACHINEGUN_R5:
case Q2MZ2_CARRIER_MACHINEGUN_R1: // PMM
case Q2MZ2_CARRIER_MACHINEGUN_R2: // PMM
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
P_RunParticleEffect (origin, vec3_origin, 0, 40);
CL_SmokeAndFlash(origin);
break;
// ======
// ROGUE
case Q2MZ2_STALKER_BLASTER:
case Q2MZ2_DAEDALUS_BLASTER:
case Q2MZ2_MEDIC_BLASTER_2:
case Q2MZ2_WIDOW_BLASTER:
case Q2MZ2_WIDOW_BLASTER_SWEEP1:
case Q2MZ2_WIDOW_BLASTER_SWEEP2:
case Q2MZ2_WIDOW_BLASTER_SWEEP3:
case Q2MZ2_WIDOW_BLASTER_SWEEP4:
case Q2MZ2_WIDOW_BLASTER_SWEEP5:
case Q2MZ2_WIDOW_BLASTER_SWEEP6:
case Q2MZ2_WIDOW_BLASTER_SWEEP7:
case Q2MZ2_WIDOW_BLASTER_SWEEP8:
case Q2MZ2_WIDOW_BLASTER_SWEEP9:
case Q2MZ2_WIDOW_BLASTER_100:
case Q2MZ2_WIDOW_BLASTER_90:
case Q2MZ2_WIDOW_BLASTER_80:
case Q2MZ2_WIDOW_BLASTER_70:
case Q2MZ2_WIDOW_BLASTER_60:
case Q2MZ2_WIDOW_BLASTER_50:
case Q2MZ2_WIDOW_BLASTER_40:
case Q2MZ2_WIDOW_BLASTER_30:
case Q2MZ2_WIDOW_BLASTER_20:
case Q2MZ2_WIDOW_BLASTER_10:
case Q2MZ2_WIDOW_BLASTER_0:
case Q2MZ2_WIDOW_BLASTER_10L:
case Q2MZ2_WIDOW_BLASTER_20L:
case Q2MZ2_WIDOW_BLASTER_30L:
case Q2MZ2_WIDOW_BLASTER_40L:
case Q2MZ2_WIDOW_BLASTER_50L:
case Q2MZ2_WIDOW_BLASTER_60L:
case Q2MZ2_WIDOW_BLASTER_70L:
case Q2MZ2_WIDOW_RUN_1:
case Q2MZ2_WIDOW_RUN_2:
case Q2MZ2_WIDOW_RUN_3:
case Q2MZ2_WIDOW_RUN_4:
case Q2MZ2_WIDOW_RUN_5:
case Q2MZ2_WIDOW_RUN_6:
case Q2MZ2_WIDOW_RUN_7:
case Q2MZ2_WIDOW_RUN_8:
dl->color[0] = 0;dl->color[1] = 1;dl->color[2] = 0;
Q2S_StartSound (NULL, ent, CHAN_WEAPON, S_PrecacheSound("tank/tnkatck3.wav"), 1, ATTN_NORM, 0);
break;
case Q2MZ2_WIDOW_DISRUPTOR:
dl->color[0] = -1;dl->color[1] = -1;dl->color[2] = -1;
Q2S_StartSound (NULL, ent, CHAN_WEAPON, S_PrecacheSound("weapons/disint2.wav"), 1, ATTN_NORM, 0);
break;
case Q2MZ2_WIDOW_PLASMABEAM:
case Q2MZ2_WIDOW2_BEAMER_1:
case Q2MZ2_WIDOW2_BEAMER_2:
case Q2MZ2_WIDOW2_BEAMER_3:
case Q2MZ2_WIDOW2_BEAMER_4:
case Q2MZ2_WIDOW2_BEAMER_5:
case Q2MZ2_WIDOW2_BEAM_SWEEP_1:
case Q2MZ2_WIDOW2_BEAM_SWEEP_2:
case Q2MZ2_WIDOW2_BEAM_SWEEP_3:
case Q2MZ2_WIDOW2_BEAM_SWEEP_4:
case Q2MZ2_WIDOW2_BEAM_SWEEP_5:
case Q2MZ2_WIDOW2_BEAM_SWEEP_6:
case Q2MZ2_WIDOW2_BEAM_SWEEP_7:
case Q2MZ2_WIDOW2_BEAM_SWEEP_8:
case Q2MZ2_WIDOW2_BEAM_SWEEP_9:
case Q2MZ2_WIDOW2_BEAM_SWEEP_10:
case Q2MZ2_WIDOW2_BEAM_SWEEP_11:
dl->radius = 300 + (rand()&100);
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
dl->die = cl.time + 200;
break;
// ROGUE
// ======
// --- Xian's shit ends ---
//hmm... he must take AGES on the loo.... :p
default:
Con_Printf(CON_WARNING"CLQ2_RunMuzzleFlash2: %i not implemented\n", flash_number);
break;
}
}
void CLQ2_ParseMuzzleFlash (void)
{
vec3_t fv, rv, dummy;
dlight_t *dl;
int i, weapon;
vec3_t org, ang;
int silenced;
float volume;
char soundname[64];
i = (unsigned short)(short)MSG_ReadShort ();
if (i < 1 || i >= Q2MAX_EDICTS)
Host_Error ("CL_ParseMuzzleFlash: bad entity");
weapon = MSG_ReadByte ();
silenced = weapon & Q2MZ_SILENCED;
weapon &= ~Q2MZ_SILENCED;
CL_GetNumberedEntityInfo(i, org, ang);
dl = CL_AllocDlight (i);
VectorCopy (org, dl->origin);
AngleVectors (ang, fv, rv, dummy);
VectorMA (dl->origin, 18, fv, dl->origin);
VectorMA (dl->origin, 16, rv, dl->origin);
if (silenced)
dl->radius = 100 + (rand()&31);
else
dl->radius = 200 + (rand()&31);
dl->minlight = 32;
dl->die = cl.time+0.05; //+ 0.1;
dl->decay = 1;
dl->channelfade[0] = 2;
dl->channelfade[1] = 2;
dl->channelfade[2] = 2;
if (silenced)
volume = 0.2;
else
volume = 1;
switch (weapon)
{
case Q2MZ_BLASTER:
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
Q2S_StartSound (NULL, i, CHAN_WEAPON, S_PrecacheSound("weapons/blastf1a.wav"), volume, ATTN_NORM, 0);
break;
case Q2MZ_BLUEHYPERBLASTER:
dl->color[0] = 0;dl->color[1] = 0;dl->color[2] = 1;
Q2S_StartSound (NULL, i, CHAN_WEAPON, S_PrecacheSound("weapons/hyprbf1a.wav"), volume, ATTN_NORM, 0);
break;
case Q2MZ_HYPERBLASTER:
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
Q2S_StartSound (NULL, i, CHAN_WEAPON, S_PrecacheSound("weapons/hyprbf1a.wav"), volume, ATTN_NORM, 0);
break;
case Q2MZ_MACHINEGUN:
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
Q_snprintfz(soundname, sizeof(soundname), "weapons/machgf%ib.wav", (rand() % 5) + 1);
Q2S_StartSound (NULL, i, CHAN_WEAPON, S_PrecacheSound(soundname), volume, ATTN_NORM, 0);
break;
case Q2MZ_SHOTGUN:
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
Q2S_StartSound (NULL, i, CHAN_WEAPON, S_PrecacheSound("weapons/shotgf1b.wav"), volume, ATTN_NORM, 0);
Q2S_StartSound (NULL, i, CHAN_AUTO, S_PrecacheSound("weapons/shotgr1b.wav"), volume, ATTN_NORM, 0.1);
break;
case Q2MZ_SSHOTGUN:
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
Q2S_StartSound (NULL, i, CHAN_WEAPON, S_PrecacheSound("weapons/sshotf1b.wav"), volume, ATTN_NORM, 0);
break;
case Q2MZ_CHAINGUN1:
dl->radius = 200 + (rand()&31);
dl->color[0] = 1;dl->color[1] = 0.25;dl->color[2] = 0;
Q_snprintfz(soundname, sizeof(soundname), "weapons/machgf%ib.wav", (rand() % 5) + 1);
Q2S_StartSound (NULL, i, CHAN_WEAPON, S_PrecacheSound(soundname), volume, ATTN_NORM, 0);
break;
case Q2MZ_CHAINGUN2:
dl->radius = 225 + (rand()&31);
dl->color[0] = 1;dl->color[1] = 0.5;dl->color[2] = 0;
dl->die = cl.time + 0.1; // long delay
Q_snprintfz(soundname, sizeof(soundname), "weapons/machgf%ib.wav", (rand() % 5) + 1);
Q2S_StartSound (NULL, i, CHAN_WEAPON, S_PrecacheSound(soundname), volume, ATTN_NORM, 0);
Q_snprintfz(soundname, sizeof(soundname), "weapons/machgf%ib.wav", (rand() % 5) + 1);
Q2S_StartSound (NULL, i, CHAN_AUTO, S_PrecacheSound(soundname), volume, ATTN_NORM, 0.05);
break;
case Q2MZ_CHAINGUN3:
dl->radius = 250 + (rand()&31);
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
dl->die = cl.time + 0.1; // long delay
Q_snprintfz(soundname, sizeof(soundname), "weapons/machgf%ib.wav", (rand() % 5) + 1);
Q2S_StartSound (NULL, i, CHAN_WEAPON, S_PrecacheSound(soundname), volume, ATTN_NORM, 0);
Q_snprintfz(soundname, sizeof(soundname), "weapons/machgf%ib.wav", (rand() % 5) + 1);
Q2S_StartSound (NULL, i, CHAN_AUTO, S_PrecacheSound(soundname), volume, ATTN_NORM, 0.033);
Q_snprintfz(soundname, sizeof(soundname), "weapons/machgf%ib.wav", (rand() % 5) + 1);
Q2S_StartSound (NULL, i, CHAN_AUTO, S_PrecacheSound(soundname), volume, ATTN_NORM, 0.066);
break;
case Q2MZ_RAILGUN:
dl->color[0] = 0.5;dl->color[1] = 0.5;dl->color[2] = 1;
Q2S_StartSound (NULL, i, CHAN_WEAPON, S_PrecacheSound("weapons/railgf1a.wav"), volume, ATTN_NORM, 0);
break;
case Q2MZ_ROCKET:
dl->color[0] = 1;dl->color[1] = 0.5;dl->color[2] = 0.2;
Q2S_StartSound (NULL, i, CHAN_WEAPON, S_PrecacheSound("weapons/rocklf1a.wav"), volume, ATTN_NORM, 0);
Q2S_StartSound (NULL, i, CHAN_AUTO, S_PrecacheSound("weapons/rocklr1b.wav"), volume, ATTN_NORM, 0.1);
break;
case Q2MZ_GRENADE:
dl->color[0] = 1;dl->color[1] = 0.5;dl->color[2] = 0;
Q2S_StartSound (NULL, i, CHAN_WEAPON, S_PrecacheSound("weapons/grenlf1a.wav"), volume, ATTN_NORM, 0);
Q2S_StartSound (NULL, i, CHAN_AUTO, S_PrecacheSound("weapons/grenlr1b.wav"), volume, ATTN_NORM, 0.1);
break;
case Q2MZ_BFG:
dl->color[0] = 0;dl->color[1] = 1;dl->color[2] = 0;
Q2S_StartSound (NULL, i, CHAN_WEAPON, S_PrecacheSound("weapons/bfg__f1y.wav"), volume, ATTN_NORM, 0);
break;
case Q2MZ_LOGIN:
dl->color[0] = 0;dl->color[1] = 1; dl->color[2] = 0;
dl->die = cl.time + 1.0;
Q2S_StartSound (NULL, i, CHAN_WEAPON, S_PrecacheSound("weapons/grenlf1a.wav"), 1, ATTN_NORM, 0);
// CL_LogoutEffect (pl->current.origin, weapon);
break;
case Q2MZ_LOGOUT:
dl->color[0] = 1;dl->color[1] = 0; dl->color[2] = 0;
dl->die = cl.time + 1.0;
Q2S_StartSound (NULL, i, CHAN_WEAPON, S_PrecacheSound("weapons/grenlf1a.wav"), 1, ATTN_NORM, 0);
// CL_LogoutEffect (pl->current.origin, weapon);
break;
case Q2MZ_RESPAWN:
dl->color[0] = 1;dl->color[1] = 1; dl->color[2] = 0;
dl->die = cl.time + 1.0;
Q2S_StartSound (NULL, i, CHAN_WEAPON, S_PrecacheSound("weapons/grenlf1a.wav"), 1, ATTN_NORM, 0);
// CL_LogoutEffect (pl->current.origin, weapon);
break;
// RAFAEL
case Q2MZ_PHALANX:
dl->color[0] = 1;dl->color[1] = 0.5; dl->color[2] = 0.5;
Q2S_StartSound (NULL, i, CHAN_WEAPON, S_PrecacheSound("weapons/plasshot.wav"), volume, ATTN_NORM, 0);
break;
// RAFAEL
case Q2MZ_IONRIPPER:
dl->color[0] = 1;dl->color[1] = 0.5; dl->color[2] = 0.5;
Q2S_StartSound (NULL, i, CHAN_WEAPON, S_PrecacheSound("weapons/rippfire.wav"), volume, ATTN_NORM, 0);
break;
// ======================
// PGM
case Q2MZ_ETF_RIFLE:
dl->color[0] = 0.9;dl->color[1] = 0.7;dl->color[2] = 0;
Q2S_StartSound (NULL, i, CHAN_WEAPON, S_PrecacheSound("weapons/nail1.wav"), volume, ATTN_NORM, 0);
break;
case Q2MZ_SHOTGUN2:
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
Q2S_StartSound (NULL, i, CHAN_WEAPON, S_PrecacheSound("weapons/shotg2.wav"), volume, ATTN_NORM, 0);
break;
case Q2MZ_HEATBEAM:
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
dl->die = cl.time + 100;
// Q2S_StartSound (NULL, i, CHAN_WEAPON, S_PrecacheSound("weapons/bfg__l1a.wav"), volume, ATTN_NORM, 0);
break;
case Q2MZ_BLASTER2:
dl->color[0] = 0;dl->color[1] = 1;dl->color[2] = 0;
// FIXME - different sound for blaster2 ??
Q2S_StartSound (NULL, i, CHAN_WEAPON, S_PrecacheSound("weapons/blastf1a.wav"), volume, ATTN_NORM, 0);
break;
case Q2MZ_TRACKER:
// negative flashes handled the same in gl/soft until CL_AddDLights
dl->color[0] = -1;dl->color[1] = -1;dl->color[2] = -1;
Q2S_StartSound (NULL, i, CHAN_WEAPON, S_PrecacheSound("weapons/disint2.wav"), volume, ATTN_NORM, 0);
break;
case Q2MZ_NUKE1:
dl->color[0] = 1;dl->color[1] = 0;dl->color[2] = 0;
dl->die = cl.time + 100;
break;
case Q2MZ_NUKE2:
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
dl->die = cl.time + 100;
break;
case Q2MZ_NUKE4:
dl->color[0] = 0;dl->color[1] = 0;dl->color[2] = 1;
dl->die = cl.time + 100;
break;
case Q2MZ_NUKE8:
dl->color[0] = 0;dl->color[1] = 1;dl->color[2] = 1;
dl->die = cl.time + 100;
break;
// PGM
// ======================
case Q2EXMZ_BFG2:
case Q2EXMZ_PHALANX2:
case Q2EXMZ_PROX:
//case Q2EXMZ_ETF_RIFLE_2: //erk?
Con_Printf(CON_WARNING"CLQ2_ParseMuzzleFlash: %i not implemented\n", weapon);
break;
default:
Host_EndGame ("CL_ParseMuzzleFlash: bad effect index");
}
}
void CLQ2_ParseMuzzleFlash2 (void)
{
int ent;
int flash_number;
ent = (unsigned short)(short)MSG_ReadShort ();
if (ent < 1 || ent >= Q2MAX_EDICTS)
Host_EndGame ("CL_ParseMuzzleFlash2: bad entity");
flash_number = MSG_ReadByte ();
CLQ2_RunMuzzleFlash2(ent, flash_number);
}
void CLQ2EX_ParseMuzzleFlash3 (void)
{ //same as 2, but with a short for more numbers.
int ent;
int flash_number;
ent = (unsigned short)(short)MSG_ReadShort ();
if (ent < 1 || ent >= Q2MAX_EDICTS)
Host_EndGame ("CL_ParseMuzzleFlash3: bad entity");
flash_number = MSG_ReadUInt16 ();
CLQ2_RunMuzzleFlash2(ent, flash_number);
}
void CLQ2_ParseInventory (int seat)
{
unsigned int i;
for (i=0 ; i<Q2MAX_ITEMS ; i++)
cl.inventory[seat][i] = MSG_ReadShort ();
}
/*
=========================================================================
FRAME PARSING
=========================================================================
*/
/*
=================
CL_ParseEntityBits
Returns the entity number and the header bits
=================
*/
//static int bitcounts[32]; /// just for protocol profiling
static int CLQ2_ParseEntityBits (quint64_t *bits)
{
quint64_t b, total;
// int i;
int number;
total = MSG_ReadByte ();
if (total & Q2U_MOREBITS1)
{
b = MSG_ReadByte ();
total |= b<<8;
}
if (total & Q2U_MOREBITS2)
{
b = MSG_ReadByte ();
total |= b<<16;
}
if (total & Q2U_MOREBITS3)
{
b = MSG_ReadByte ();
total |= b<<24;
}
if (total & Q2UEX_MOREBITS4)
{
b = MSG_ReadByte ();
total |= b<<32;
}
// count the bits for net profiling
/* for (i=0 ; i<32 ; i++)
if (total&(1<<i))
bitcounts[i]++;
*/
if (total & Q2U_NUMBER16)
number = (unsigned short)MSG_ReadShort ();
else
number = MSG_ReadByte ();
*bits = total;
return number;
}
static unsigned int MSG_ReadSizeQ2E (void)
{
unsigned int solid = MSG_ReadLong();
if (solid != ES_SOLID_BSP && solid != ES_SOLID_NOT)
solid = (((solid>>0)&0xff)<<0)
| (((solid>>16)&0xff)<<8)
| ((((solid>>24)&0xff)+32768-32)<<16); /*up can be negative*/
return solid;
}
/*
==================
CL_ParseDelta
Can go from either a baseline or a previous packet_entity
==================
*/
static void CLQ2_ParseDelta (entity_state_t *from, entity_state_t *to, int number, quint64_t bits)
{
// set everything to the state we are delta'ing from
*to = *from;
VectorCopy (from->origin, to->u.q2.old_origin);
to->number = number;
if (bits & Q2U_MODEL)
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 (bits & Q2UX_INDEX16)
to->modelindex = MSG_ReadShort();
else
to->modelindex = MSG_ReadByte ();
}
if (bits & Q2U_MODEL2)
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 (bits & Q2UX_INDEX16)
to->modelindex2 = MSG_ReadShort();
else
to->modelindex2 = MSG_ReadByte ();
}
if (bits & Q2U_MODEL3)
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 (bits & Q2UX_INDEX16)
to->u.q2.modelindex3 = MSG_ReadShort();
else
to->u.q2.modelindex3 = MSG_ReadByte ();
}
if (bits & Q2U_MODEL4)
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 (bits & Q2UX_INDEX16)
to->u.q2.modelindex4 = MSG_ReadShort();
else
to->u.q2.modelindex4 = MSG_ReadByte ();
}
if (bits & Q2U_FRAME8)
to->frame = MSG_ReadByte ();
if (bits & Q2U_FRAME16)
to->frame = MSG_ReadUInt16();
if ((bits & Q2U_FRAME8) && (bits & Q2U_FRAME16))
Con_Printf("\t8bit AND 16bit frame?\n");
if ((bits & Q2U_SKIN8) && (bits & Q2U_SKIN16)) //used for laser colors
to->skinnum = MSG_ReadLong();
else if (bits & Q2U_SKIN8)
to->skinnum = MSG_ReadByte();
else if (bits & Q2U_SKIN16)
to->skinnum = MSG_ReadUInt16();
if (bits & (Q2U_EFFECTS8|Q2U_EFFECTS16|Q2UEX_EFFECTS64))
{
unsigned int lo = 0;
if (bits&Q2UEX_EFFECTS64)
lo = MSG_ReadLong();
if ( (bits & (Q2U_EFFECTS8|Q2U_EFFECTS16)) == (Q2U_EFFECTS8|Q2U_EFFECTS16) )
to->effects = MSG_ReadLong();
else if (bits & Q2U_EFFECTS16)
to->effects = MSG_ReadUInt16();
else
to->effects = MSG_ReadByte();
if (bits&Q2UEX_EFFECTS64)
to->effects = ((quint64_t)to->effects<<32) | lo;
}
if ( (bits & (Q2U_RENDERFX8|Q2U_RENDERFX16)) == (Q2U_RENDERFX8|Q2U_RENDERFX16) )
to->u.q2.renderfx = MSG_ReadLong() & 0x07ffffff; //only the standard ones actually supported by vanilla q2 without corrupting fte's own ones.
else if (bits & Q2U_RENDERFX8)
to->u.q2.renderfx = MSG_ReadByte();
else if (bits & Q2U_RENDERFX16)
to->u.q2.renderfx = MSG_ReadUInt16();
if (cls.protocol_q2 == PROTOCOL_VERSION_Q2EX)
added qccgui icon (courtesy of shpuld) isolated transfers a little. added preliminary support for r1q2 and q2pro protocols (no zlib). fixed some missing q2 hud configstrings. fixed models attached to particles not appearing the first time around. fixed halos appearing on {foo fullbright textures. fix particle crash bug from missing particlecubes. implement r_converteffectinfo (instead of r_importeffectinfo with r_exportalleffects) for convenience. also now more complete and more accurate. loadfont no longer auto-allocates slot 0. fix issues with r_dynamic -1 don't restart audio on vid_reload (only reload it). this fixes audio issues with capturedemo with gamedir changes. fix possible crash from loading sounds during an audio reload/restart. now listens on both ports 27500 and 26000 when running quake, by default. sv_port or -port args will override. work around surfedge corruption in some instance of the slide4 map that dimman found. attempt to nudge players to travel at at least 200qu when travelling vertically through portals. this should help alieviate gravity-induced stuttering issues. fix nested function types used in conjunction with op_state. now assumes static within the parent. optimise array indexes slightly. fix issue with ptr[float].foo fix some qcc bugs to do with implicit type conversions fix a portal / angle protocol extension issue, so legacy clients can use portals, they just can't see the other side (nor predict them). fix q2 victory.pcx issue at the end of the game. use abort/sigabort instead of sigsegv on linux sys_errors. this should help get people to report stuff better. reformat the nq server advertising to be more helpful. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4996 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-12-28 17:41:39 +00:00
{
if (bits & Q2U_SOLID)
to->solidsize = MSG_ReadSizeQ2E();
if (!to->solidsize)
{ //demos reportedly compress these.
if (bits & Q2U_ORIGIN1)
to->origin[0] = MSG_ReadCoord ();
if (bits & Q2U_ORIGIN2)
to->origin[1] = MSG_ReadCoord ();
if (bits & Q2U_ORIGIN3)
to->origin[2] = MSG_ReadCoord ();
if (bits & Q2U_OLDORIGIN)
{
to->u.q2.old_origin[0] = MSG_ReadCoord();
to->u.q2.old_origin[1] = MSG_ReadCoord();
to->u.q2.old_origin[2] = MSG_ReadCoord();
}
}
else
{
if (bits & Q2U_ORIGIN1)
to->origin[0] = MSG_ReadFloat ();
if (bits & Q2U_ORIGIN2)
to->origin[1] = MSG_ReadFloat ();
if (bits & Q2U_ORIGIN3)
to->origin[2] = MSG_ReadFloat ();
if (bits & Q2U_OLDORIGIN)
{
to->u.q2.old_origin[0] = MSG_ReadFloat();
to->u.q2.old_origin[1] = MSG_ReadFloat();
to->u.q2.old_origin[2] = MSG_ReadFloat();
}
}
added qccgui icon (courtesy of shpuld) isolated transfers a little. added preliminary support for r1q2 and q2pro protocols (no zlib). fixed some missing q2 hud configstrings. fixed models attached to particles not appearing the first time around. fixed halos appearing on {foo fullbright textures. fix particle crash bug from missing particlecubes. implement r_converteffectinfo (instead of r_importeffectinfo with r_exportalleffects) for convenience. also now more complete and more accurate. loadfont no longer auto-allocates slot 0. fix issues with r_dynamic -1 don't restart audio on vid_reload (only reload it). this fixes audio issues with capturedemo with gamedir changes. fix possible crash from loading sounds during an audio reload/restart. now listens on both ports 27500 and 26000 when running quake, by default. sv_port or -port args will override. work around surfedge corruption in some instance of the slide4 map that dimman found. attempt to nudge players to travel at at least 200qu when travelling vertically through portals. this should help alieviate gravity-induced stuttering issues. fix nested function types used in conjunction with op_state. now assumes static within the parent. optimise array indexes slightly. fix issue with ptr[float].foo fix some qcc bugs to do with implicit type conversions fix a portal / angle protocol extension issue, so legacy clients can use portals, they just can't see the other side (nor predict them). fix q2 victory.pcx issue at the end of the game. use abort/sigabort instead of sigsegv on linux sys_errors. this should help get people to report stuff better. reformat the nq server advertising to be more helpful. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4996 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-12-28 17:41:39 +00:00
if (bits & Q2U_ANGLE1)
to->angles[0] = MSG_ReadFloat();
added qccgui icon (courtesy of shpuld) isolated transfers a little. added preliminary support for r1q2 and q2pro protocols (no zlib). fixed some missing q2 hud configstrings. fixed models attached to particles not appearing the first time around. fixed halos appearing on {foo fullbright textures. fix particle crash bug from missing particlecubes. implement r_converteffectinfo (instead of r_importeffectinfo with r_exportalleffects) for convenience. also now more complete and more accurate. loadfont no longer auto-allocates slot 0. fix issues with r_dynamic -1 don't restart audio on vid_reload (only reload it). this fixes audio issues with capturedemo with gamedir changes. fix possible crash from loading sounds during an audio reload/restart. now listens on both ports 27500 and 26000 when running quake, by default. sv_port or -port args will override. work around surfedge corruption in some instance of the slide4 map that dimman found. attempt to nudge players to travel at at least 200qu when travelling vertically through portals. this should help alieviate gravity-induced stuttering issues. fix nested function types used in conjunction with op_state. now assumes static within the parent. optimise array indexes slightly. fix issue with ptr[float].foo fix some qcc bugs to do with implicit type conversions fix a portal / angle protocol extension issue, so legacy clients can use portals, they just can't see the other side (nor predict them). fix q2 victory.pcx issue at the end of the game. use abort/sigabort instead of sigsegv on linux sys_errors. this should help get people to report stuff better. reformat the nq server advertising to be more helpful. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4996 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-12-28 17:41:39 +00:00
if (bits & Q2U_ANGLE2)
to->angles[1] = MSG_ReadFloat();
added qccgui icon (courtesy of shpuld) isolated transfers a little. added preliminary support for r1q2 and q2pro protocols (no zlib). fixed some missing q2 hud configstrings. fixed models attached to particles not appearing the first time around. fixed halos appearing on {foo fullbright textures. fix particle crash bug from missing particlecubes. implement r_converteffectinfo (instead of r_importeffectinfo with r_exportalleffects) for convenience. also now more complete and more accurate. loadfont no longer auto-allocates slot 0. fix issues with r_dynamic -1 don't restart audio on vid_reload (only reload it). this fixes audio issues with capturedemo with gamedir changes. fix possible crash from loading sounds during an audio reload/restart. now listens on both ports 27500 and 26000 when running quake, by default. sv_port or -port args will override. work around surfedge corruption in some instance of the slide4 map that dimman found. attempt to nudge players to travel at at least 200qu when travelling vertically through portals. this should help alieviate gravity-induced stuttering issues. fix nested function types used in conjunction with op_state. now assumes static within the parent. optimise array indexes slightly. fix issue with ptr[float].foo fix some qcc bugs to do with implicit type conversions fix a portal / angle protocol extension issue, so legacy clients can use portals, they just can't see the other side (nor predict them). fix q2 victory.pcx issue at the end of the game. use abort/sigabort instead of sigsegv on linux sys_errors. this should help get people to report stuff better. reformat the nq server advertising to be more helpful. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4996 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-12-28 17:41:39 +00:00
if (bits & Q2U_ANGLE3)
to->angles[2] = MSG_ReadFloat();
added qccgui icon (courtesy of shpuld) isolated transfers a little. added preliminary support for r1q2 and q2pro protocols (no zlib). fixed some missing q2 hud configstrings. fixed models attached to particles not appearing the first time around. fixed halos appearing on {foo fullbright textures. fix particle crash bug from missing particlecubes. implement r_converteffectinfo (instead of r_importeffectinfo with r_exportalleffects) for convenience. also now more complete and more accurate. loadfont no longer auto-allocates slot 0. fix issues with r_dynamic -1 don't restart audio on vid_reload (only reload it). this fixes audio issues with capturedemo with gamedir changes. fix possible crash from loading sounds during an audio reload/restart. now listens on both ports 27500 and 26000 when running quake, by default. sv_port or -port args will override. work around surfedge corruption in some instance of the slide4 map that dimman found. attempt to nudge players to travel at at least 200qu when travelling vertically through portals. this should help alieviate gravity-induced stuttering issues. fix nested function types used in conjunction with op_state. now assumes static within the parent. optimise array indexes slightly. fix issue with ptr[float].foo fix some qcc bugs to do with implicit type conversions fix a portal / angle protocol extension issue, so legacy clients can use portals, they just can't see the other side (nor predict them). fix q2 victory.pcx issue at the end of the game. use abort/sigabort instead of sigsegv on linux sys_errors. this should help get people to report stuff better. reformat the nq server advertising to be more helpful. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4996 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-12-28 17:41:39 +00:00
}
else
{
if (bits & Q2U_ORIGIN1)
to->origin[0] = MSG_ReadCoord ();
if (bits & Q2U_ORIGIN2)
to->origin[1] = MSG_ReadCoord ();
if (bits & Q2U_ORIGIN3)
to->origin[2] = MSG_ReadCoord ();
if ((bits & Q2UX_ANGLE16) && (net_message.prim.flags & NPQ2_ANG16))
{
if (bits & Q2U_ANGLE1)
to->angles[0] = MSG_ReadAngle16();
if (bits & Q2U_ANGLE2)
to->angles[1] = MSG_ReadAngle16();
if (bits & Q2U_ANGLE3)
to->angles[2] = MSG_ReadAngle16();
}
else
{
if (bits & Q2U_ANGLE1)
to->angles[0] = MSG_ReadAngle();
if (bits & Q2U_ANGLE2)
to->angles[1] = MSG_ReadAngle();
if (bits & Q2U_ANGLE3)
to->angles[2] = MSG_ReadAngle();
}
if (bits & Q2U_OLDORIGIN)
MSG_ReadPos (to->u.q2.old_origin);
}
if (bits & Q2U_SOUND)
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 (cls.protocol_q2 == PROTOCOL_VERSION_Q2EX)
{
to->u.q2.sound = MSG_ReadUInt16();
/*to->u.q2.soundvol =*/ (to->u.q2.sound&0x4000)?MSG_ReadByte():255;
/*to->u.q2.soundattn =*/ (to->u.q2.sound&0x8000)?MSG_ReadByte():3;
to->u.q2.sound &= 0x3fff;
}
else if (bits & Q2UX_INDEX16)
to->u.q2.sound = MSG_ReadUInt16();
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
else
to->u.q2.sound = MSG_ReadByte ();
}
if (bits & Q2U_EVENT)
to->u.q2.event = MSG_ReadByte ();
else
to->u.q2.event = 0;
if (cls.protocol_q2 != PROTOCOL_VERSION_Q2EX)
added qccgui icon (courtesy of shpuld) isolated transfers a little. added preliminary support for r1q2 and q2pro protocols (no zlib). fixed some missing q2 hud configstrings. fixed models attached to particles not appearing the first time around. fixed halos appearing on {foo fullbright textures. fix particle crash bug from missing particlecubes. implement r_converteffectinfo (instead of r_importeffectinfo with r_exportalleffects) for convenience. also now more complete and more accurate. loadfont no longer auto-allocates slot 0. fix issues with r_dynamic -1 don't restart audio on vid_reload (only reload it). this fixes audio issues with capturedemo with gamedir changes. fix possible crash from loading sounds during an audio reload/restart. now listens on both ports 27500 and 26000 when running quake, by default. sv_port or -port args will override. work around surfedge corruption in some instance of the slide4 map that dimman found. attempt to nudge players to travel at at least 200qu when travelling vertically through portals. this should help alieviate gravity-induced stuttering issues. fix nested function types used in conjunction with op_state. now assumes static within the parent. optimise array indexes slightly. fix issue with ptr[float].foo fix some qcc bugs to do with implicit type conversions fix a portal / angle protocol extension issue, so legacy clients can use portals, they just can't see the other side (nor predict them). fix q2 victory.pcx issue at the end of the game. use abort/sigabort instead of sigsegv on linux sys_errors. this should help get people to report stuff better. reformat the nq server advertising to be more helpful. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4996 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-12-28 17:41:39 +00:00
{
if (bits & Q2U_SOLID)
{
if (net_message.prim.flags & NPQ2_SOLID32)
to->solidsize = MSG_ReadLong();
else
to->solidsize = MSG_ReadSize16 (&net_message);
}
added qccgui icon (courtesy of shpuld) isolated transfers a little. added preliminary support for r1q2 and q2pro protocols (no zlib). fixed some missing q2 hud configstrings. fixed models attached to particles not appearing the first time around. fixed halos appearing on {foo fullbright textures. fix particle crash bug from missing particlecubes. implement r_converteffectinfo (instead of r_importeffectinfo with r_exportalleffects) for convenience. also now more complete and more accurate. loadfont no longer auto-allocates slot 0. fix issues with r_dynamic -1 don't restart audio on vid_reload (only reload it). this fixes audio issues with capturedemo with gamedir changes. fix possible crash from loading sounds during an audio reload/restart. now listens on both ports 27500 and 26000 when running quake, by default. sv_port or -port args will override. work around surfedge corruption in some instance of the slide4 map that dimman found. attempt to nudge players to travel at at least 200qu when travelling vertically through portals. this should help alieviate gravity-induced stuttering issues. fix nested function types used in conjunction with op_state. now assumes static within the parent. optimise array indexes slightly. fix issue with ptr[float].foo fix some qcc bugs to do with implicit type conversions fix a portal / angle protocol extension issue, so legacy clients can use portals, they just can't see the other side (nor predict them). fix q2 victory.pcx issue at the end of the game. use abort/sigabort instead of sigsegv on linux sys_errors. this should help get people to report stuff better. reformat the nq server advertising to be more helpful. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4996 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-12-28 17:41:39 +00:00
}
if (bits & Q2UEX_ALPHA)
to->trans = MSG_ReadByte();
if (bits & Q2UEX_SCALE)
to->scale = MSG_ReadByte();
if (bits & Q2UEX_INSTANCE)
to->u.q2.instance = MSG_ReadByte();
if (bits & Q2UEX_OWNER)
to->u.q2.owner = MSG_ReadShort();
if (bits & Q2UEX_OLDFRAME)
to->u.q2.oldframe = MSG_ReadUInt16();
}
void CLQ2_ClearParticleState(void)
{
int i;
for (i = 0; i < MAX_Q2EDICTS; i++)
{
P_DelinkTrailstate(&cl_entities[i].trailstate);
}
}
/*
==================
CL_DeltaEntity
Parses deltas from the given base and adds the resulting entity
to the current frame
==================
*/
static void CLQ2_DeltaEntity (q2frame_t *frame, int newnum, entity_state_t *old, uint64_t bits)
{
q2centity_t *ent;
entity_state_t *state;
ent = &cl_entities[newnum];
state = &clq2_parse_entities[cl.parse_entities & (MAX_PARSE_ENTITIES-1)];
cl.parse_entities++;
frame->num_entities++;
CLQ2_ParseDelta (old, state, newnum, bits);
// some data changes will force no lerping
if (state->modelindex != ent->current.modelindex
|| state->modelindex2 != ent->current.modelindex2
|| state->u.q2.modelindex3 != ent->current.u.q2.modelindex3
|| state->u.q2.modelindex4 != ent->current.u.q2.modelindex4
|| fabs(state->origin[0] - ent->current.origin[0]) > 512
|| fabs(state->origin[1] - ent->current.origin[1]) > 512
|| fabs(state->origin[2] - ent->current.origin[2]) > 512
|| state->u.q2.event == Q2EV_PLAYER_TELEPORT
|| state->u.q2.event == Q2EV_OTHER_TELEPORT
)
{
ent->serverframe = -99;
}
if (ent->serverframe != cl.q2frame.serverframe - 1)
{ // wasn't in last update, so initialize some things
// clear trailstate
P_DelinkTrailstate(&ent->trailstate);
// duplicate the current state so lerping doesn't hurt anything
ent->prev = *state;
if (state->u.q2.event == Q2EV_OTHER_TELEPORT)
{
VectorCopy (state->origin, ent->prev.origin);
VectorCopy (state->origin, ent->lerp_origin);
}
else
{
VectorCopy (state->u.q2.old_origin, ent->prev.origin);
VectorCopy (state->u.q2.old_origin, ent->lerp_origin);
}
ent->oldframe = state->u.q2.oldframe;
ent->oldframetime = cl.oldgametime;
}
else
{ // shuffle the last state to previous
ent->prev = ent->current;
if (old->frame != state->frame)
{
ent->oldframe = old->frame;
ent->oldframetime = cl.oldgametime;
}
}
ent->serverframe = cl.q2frame.serverframe;
ent->current = *state;
}
/*
==================
CL_ParsePacketEntities
An svc_packetentities has just been parsed, deal with the
rest of the data stream.
==================
*/
static void CLQ2_ParsePacketEntities (q2frame_t *oldframe, q2frame_t *newframe)
{
unsigned int newnum;
quint64_t bits;
entity_state_t *oldstate=NULL;
unsigned int oldindex, oldnum;
cl.validsequence = cls.netchan.incoming_sequence;
cl.ackedmovesequence = cls.netchan.incoming_acknowledged;
cl.outframes[cl.ackedmovesequence&UPDATE_MASK].latency = realtime - cl.outframes[cl.ackedmovesequence&UPDATE_MASK].senttime;
newframe->parse_entities = cl.parse_entities;
newframe->num_entities = 0;
// delta from the entities present in oldframe
oldindex = 0;
if (!oldframe)
oldnum = 99999;
else
{
if (oldindex >= oldframe->num_entities)
oldnum = 99999;
else
{
oldstate = &clq2_parse_entities[(oldframe->parse_entities+oldindex) & (MAX_PARSE_ENTITIES-1)];
oldnum = oldstate->number;
}
}
while (1)
{
newnum = CLQ2_ParseEntityBits (&bits);
if (newnum >= MAX_Q2EDICTS)
Host_EndGame ("CL_ParsePacketEntities: bad number:%i", newnum);
if (MSG_GetReadCount() > net_message.cursize)
Host_EndGame ("CL_ParsePacketEntities: end of message");
if (!newnum)
break;
while (oldnum < newnum)
{ // one or more entities from the old packet are unchanged
if (cl_shownet.ival == 3)
Con_Printf ("%i: unchanged: %i\n", MSG_GetReadCount(), oldnum);
CLQ2_DeltaEntity (newframe, oldnum, oldstate, 0);
oldindex++;
if (!oldframe || oldindex >= oldframe->num_entities)
oldnum = 99999;
else
{
oldstate = &clq2_parse_entities[(oldframe->parse_entities+oldindex) & (MAX_PARSE_ENTITIES-1)];
oldnum = oldstate->number;
}
}
if (bits & Q2U_REMOVE)
{ // the entity present in oldframe is not in the current frame
if (cl_shownet.ival == 3)
Con_Printf ("%3i: remove: %i\n", MSG_GetReadCount(), newnum);
if (oldnum != newnum)
Con_Printf ("U_REMOVE: oldnum != newnum\n");
oldindex++;
if (!oldframe || oldindex >= oldframe->num_entities)
oldnum = 99999;
else
{
oldstate = &clq2_parse_entities[(oldframe->parse_entities+oldindex) & (MAX_PARSE_ENTITIES-1)];
oldnum = oldstate->number;
}
continue;
}
if (oldnum == newnum)
{ // delta from previous state
if (cl_shownet.ival == 3)
Con_Printf ("%3i: delta: %i\n", MSG_GetReadCount(), newnum);
CLQ2_DeltaEntity (newframe, newnum, oldstate, bits);
oldindex++;
if (oldindex >= oldframe->num_entities)
oldnum = 99999;
else
{
oldstate = &clq2_parse_entities[(oldframe->parse_entities+oldindex) & (MAX_PARSE_ENTITIES-1)];
oldnum = oldstate->number;
}
continue;
}
if (oldnum > newnum)
{ // delta from baseline
if (cl_shownet.ival == 3)
Con_Printf ("%3i: baseline: %i\n", MSG_GetReadCount(), newnum);
CLQ2_DeltaEntity (newframe, newnum, &cl_entities[newnum].baseline, bits);
continue;
}
}
// any remaining entities in the old frame are copied over
while (oldnum != 99999)
{ // one or more entities from the old packet are unchanged
if (cl_shownet.ival == 3)
Con_Printf ("%3i: unchanged: %i\n", MSG_GetReadCount(), oldnum);
CLQ2_DeltaEntity (newframe, oldnum, oldstate, 0);
oldindex++;
if (oldindex >= oldframe->num_entities)
oldnum = 99999;
else
{
oldstate = &clq2_parse_entities[(oldframe->parse_entities+oldindex) & (MAX_PARSE_ENTITIES-1)];
oldnum = oldstate->number;
}
}
}
void CLQ2_ParseBaseline (void)
{
entity_state_t *es;
quint64_t bits;
int newnum;
newnum = CLQ2_ParseEntityBits (&bits);
es = &cl_entities[newnum].baseline;
CLQ2_ParseDelta (&nullentitystate, es, newnum, bits);
}
/*
===================
CL_ParsePlayerstate
===================
*/
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 CLQ2_ParsePlayerstate (int seat, q2frame_t *oldframe, q2frame_t *newframe, int extflags)
{
int flags;
q2player_state_t *state;
int i;
int statbits;
qboolean q2e = cls.protocol_q2==PROTOCOL_VERSION_Q2EX;
state = &newframe->seat[seat].playerstate;
// clear to old value before delta parsing
if (oldframe)
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
{
*state = oldframe->seat[seat].playerstate;
newframe->seat[seat].clientnum = oldframe->seat[seat].clientnum;
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
}
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
{
memset (state, 0, sizeof(*state));
newframe->seat[seat].clientnum = cl.playerview[seat].playernum;
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
}
flags = MSG_ReadUInt16 ();
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 (flags & Q2PS_EXTRABITS)
flags |= (q2e?MSG_ReadUInt16():MSG_ReadByte())<<16;
//
// parse the pmove_state_t
//
if (flags & Q2PS_M_TYPE)
{
state->pmove.pm_type = MSG_ReadByte ();
if (q2e)
{ //sigh... q2e added some extra pmove types that we don't support.
switch((int)state->pmove.pm_type)
{
case Q2EPM_NORMAL: state->pmove.pm_type = Q2PM_NORMAL; break;
case Q2EPM_GRAPPLE: state->pmove.pm_type = Q2PM_NORMAL; break; //FIXME: not supported
case Q2EPM_SPECTATOR: state->pmove.pm_type = Q2PM_SPECTATOR; break;
case Q2EPM_SPECTATOR2: state->pmove.pm_type = Q2PM_SPECTATOR; break; //FIXME: not supported.
case Q2EPM_DEAD: state->pmove.pm_type = Q2PM_DEAD; break;
case Q2EPM_GIB: state->pmove.pm_type = Q2PM_GIB; break;
case Q2EPM_FREEZE: state->pmove.pm_type = Q2PM_FREEZE; break;
}
}
}
if (flags & Q2PS_M_ORIGIN)
{
if (q2e)
{
state->pmove.origin[0] = MSG_ReadFloat ()*8;
state->pmove.origin[1] = MSG_ReadFloat ()*8;
if (extflags & Q2PSX_OLD)
state->pmove.origin[2] = MSG_ReadFloat ()*8;
}
else
{
state->pmove.origin[0] = MSG_ReadShort ();
state->pmove.origin[1] = MSG_ReadShort ();
if (extflags & Q2PSX_OLD)
state->pmove.origin[2] = MSG_ReadShort ();
}
}
added qccgui icon (courtesy of shpuld) isolated transfers a little. added preliminary support for r1q2 and q2pro protocols (no zlib). fixed some missing q2 hud configstrings. fixed models attached to particles not appearing the first time around. fixed halos appearing on {foo fullbright textures. fix particle crash bug from missing particlecubes. implement r_converteffectinfo (instead of r_importeffectinfo with r_exportalleffects) for convenience. also now more complete and more accurate. loadfont no longer auto-allocates slot 0. fix issues with r_dynamic -1 don't restart audio on vid_reload (only reload it). this fixes audio issues with capturedemo with gamedir changes. fix possible crash from loading sounds during an audio reload/restart. now listens on both ports 27500 and 26000 when running quake, by default. sv_port or -port args will override. work around surfedge corruption in some instance of the slide4 map that dimman found. attempt to nudge players to travel at at least 200qu when travelling vertically through portals. this should help alieviate gravity-induced stuttering issues. fix nested function types used in conjunction with op_state. now assumes static within the parent. optimise array indexes slightly. fix issue with ptr[float].foo fix some qcc bugs to do with implicit type conversions fix a portal / angle protocol extension issue, so legacy clients can use portals, they just can't see the other side (nor predict them). fix q2 victory.pcx issue at the end of the game. use abort/sigabort instead of sigsegv on linux sys_errors. this should help get people to report stuff better. reformat the nq server advertising to be more helpful. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4996 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-12-28 17:41:39 +00:00
if (extflags & Q2PSX_M_ORIGIN2)
state->pmove.origin[2] = MSG_ReadShort ();
if (flags & Q2PS_M_VELOCITY)
{
if (q2e)
{
state->pmove.velocity[0] = MSG_ReadFloat ()*8;
state->pmove.velocity[1] = MSG_ReadFloat ()*8;
if (extflags & Q2PSX_OLD)
state->pmove.velocity[2] = MSG_ReadFloat ()*8;
}
else
{
state->pmove.velocity[0] = MSG_ReadShort ();
state->pmove.velocity[1] = MSG_ReadShort ();
if (extflags & Q2PSX_OLD)
state->pmove.velocity[2] = MSG_ReadShort ();
}
}
added qccgui icon (courtesy of shpuld) isolated transfers a little. added preliminary support for r1q2 and q2pro protocols (no zlib). fixed some missing q2 hud configstrings. fixed models attached to particles not appearing the first time around. fixed halos appearing on {foo fullbright textures. fix particle crash bug from missing particlecubes. implement r_converteffectinfo (instead of r_importeffectinfo with r_exportalleffects) for convenience. also now more complete and more accurate. loadfont no longer auto-allocates slot 0. fix issues with r_dynamic -1 don't restart audio on vid_reload (only reload it). this fixes audio issues with capturedemo with gamedir changes. fix possible crash from loading sounds during an audio reload/restart. now listens on both ports 27500 and 26000 when running quake, by default. sv_port or -port args will override. work around surfedge corruption in some instance of the slide4 map that dimman found. attempt to nudge players to travel at at least 200qu when travelling vertically through portals. this should help alieviate gravity-induced stuttering issues. fix nested function types used in conjunction with op_state. now assumes static within the parent. optimise array indexes slightly. fix issue with ptr[float].foo fix some qcc bugs to do with implicit type conversions fix a portal / angle protocol extension issue, so legacy clients can use portals, they just can't see the other side (nor predict them). fix q2 victory.pcx issue at the end of the game. use abort/sigabort instead of sigsegv on linux sys_errors. this should help get people to report stuff better. reformat the nq server advertising to be more helpful. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4996 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-12-28 17:41:39 +00:00
if (extflags & Q2PSX_M_VELOCITY2)
state->pmove.velocity[2] = MSG_ReadShort ();
if (flags & Q2PS_M_TIME)
state->pmove.pm_time = q2e?MSG_ReadUInt16():MSG_ReadByte ();
if (flags & Q2PS_M_FLAGS)
state->pmove.pm_flags = q2e?MSG_ReadUInt16():MSG_ReadByte ();
if (flags & Q2PS_M_GRAVITY)
state->pmove.gravity = MSG_ReadShort ();
if (flags & Q2PS_M_DELTA_ANGLES)
{
if (q2e)
{
state->pmove.delta_angles[0] = ANGLE2SHORT(MSG_ReadFloat ());
state->pmove.delta_angles[1] = ANGLE2SHORT(MSG_ReadFloat ());
state->pmove.delta_angles[2] = ANGLE2SHORT(MSG_ReadFloat ());
}
else
{
state->pmove.delta_angles[0] = MSG_ReadShort ();
state->pmove.delta_angles[1] = MSG_ReadShort ();
state->pmove.delta_angles[2] = MSG_ReadShort ();
}
}
// if (cl.attractloop)
// state->pmove.pm_type = Q2PM_FREEZE; // demo playback
//
// parse the rest of the player_state_t
//
if (flags & Q2PS_VIEWOFFSET)
{
if (q2e)
{
state->viewoffset[0] = MSG_ReadShort () * (1/16.f);
state->viewoffset[1] = MSG_ReadShort () * (1/16.f);
state->viewoffset[2] = MSG_ReadShort () * (1/16.f);
state->viewoffset[2] += MSG_ReadChar();
}
else
{
state->viewoffset[0] = MSG_ReadChar () * 0.25;
state->viewoffset[1] = MSG_ReadChar () * 0.25;
state->viewoffset[2] = MSG_ReadChar () * 0.25;
}
}
if (flags & Q2PS_VIEWANGLES)
{
if (q2e)
{
state->viewangles[0] = MSG_ReadFloat ();
state->viewangles[1] = MSG_ReadFloat ();
if (extflags & Q2PSX_OLD)
state->viewangles[2] = MSG_ReadFloat ();
}
else
{
state->viewangles[0] = MSG_ReadAngle16 ();
state->viewangles[1] = MSG_ReadAngle16 ();
if (extflags & Q2PSX_OLD)
state->viewangles[2] = MSG_ReadAngle16 ();
}
}
added qccgui icon (courtesy of shpuld) isolated transfers a little. added preliminary support for r1q2 and q2pro protocols (no zlib). fixed some missing q2 hud configstrings. fixed models attached to particles not appearing the first time around. fixed halos appearing on {foo fullbright textures. fix particle crash bug from missing particlecubes. implement r_converteffectinfo (instead of r_importeffectinfo with r_exportalleffects) for convenience. also now more complete and more accurate. loadfont no longer auto-allocates slot 0. fix issues with r_dynamic -1 don't restart audio on vid_reload (only reload it). this fixes audio issues with capturedemo with gamedir changes. fix possible crash from loading sounds during an audio reload/restart. now listens on both ports 27500 and 26000 when running quake, by default. sv_port or -port args will override. work around surfedge corruption in some instance of the slide4 map that dimman found. attempt to nudge players to travel at at least 200qu when travelling vertically through portals. this should help alieviate gravity-induced stuttering issues. fix nested function types used in conjunction with op_state. now assumes static within the parent. optimise array indexes slightly. fix issue with ptr[float].foo fix some qcc bugs to do with implicit type conversions fix a portal / angle protocol extension issue, so legacy clients can use portals, they just can't see the other side (nor predict them). fix q2 victory.pcx issue at the end of the game. use abort/sigabort instead of sigsegv on linux sys_errors. this should help get people to report stuff better. reformat the nq server advertising to be more helpful. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4996 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-12-28 17:41:39 +00:00
if (extflags & Q2PSX_VIEWANGLE2)
state->viewangles[2] = MSG_ReadAngle16 ();
if (flags & Q2PS_KICKANGLES)
{
if (q2e)
{
state->kick_angles[0] = MSG_ReadShort () * (1/1024.f);
state->kick_angles[1] = MSG_ReadShort () * (1/1024.f);
state->kick_angles[2] = MSG_ReadShort () * (1/1024.f);
}
else
{
state->kick_angles[0] = MSG_ReadChar () * 0.25;
state->kick_angles[1] = MSG_ReadChar () * 0.25;
state->kick_angles[2] = MSG_ReadChar () * 0.25;
}
}
if (flags & Q2PS_WEAPONINDEX)
{
if (q2e)
{
state->gunindex = MSG_ReadUInt16 ();
//state->gunskin = state->gunindex>>13
state->gunindex &= 0x1fff;
}
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
else
{
if (flags & Q2FTEPS_INDEX16)
state->gunindex = MSG_ReadShort ();
else
state->gunindex = MSG_ReadByte ();
}
}
if (flags & Q2PS_WEAPONFRAME)
{
if (q2e)
{
unsigned int fl = MSG_ReadUInt16 ();
state->gunframe = fl & 0x1ff;
if (fl & (1<< 9)) state->gunoffset[0] = MSG_ReadFloat ();
if (fl & (1<<10)) state->gunoffset[1] = MSG_ReadFloat ();
if (fl & (1<<11)) state->gunoffset[2] = MSG_ReadFloat ();
if (fl & (1<<12)) state->gunangles[0] = MSG_ReadFloat ();
if (fl & (1<<13)) state->gunangles[1] = MSG_ReadFloat ();
if (fl & (1<<14)) state->gunangles[2] = MSG_ReadFloat ();
if (fl & (1<<15)) /*state->gunangles[2] =*/ MSG_ReadByte ();
}
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
else
added qccgui icon (courtesy of shpuld) isolated transfers a little. added preliminary support for r1q2 and q2pro protocols (no zlib). fixed some missing q2 hud configstrings. fixed models attached to particles not appearing the first time around. fixed halos appearing on {foo fullbright textures. fix particle crash bug from missing particlecubes. implement r_converteffectinfo (instead of r_importeffectinfo with r_exportalleffects) for convenience. also now more complete and more accurate. loadfont no longer auto-allocates slot 0. fix issues with r_dynamic -1 don't restart audio on vid_reload (only reload it). this fixes audio issues with capturedemo with gamedir changes. fix possible crash from loading sounds during an audio reload/restart. now listens on both ports 27500 and 26000 when running quake, by default. sv_port or -port args will override. work around surfedge corruption in some instance of the slide4 map that dimman found. attempt to nudge players to travel at at least 200qu when travelling vertically through portals. this should help alieviate gravity-induced stuttering issues. fix nested function types used in conjunction with op_state. now assumes static within the parent. optimise array indexes slightly. fix issue with ptr[float].foo fix some qcc bugs to do with implicit type conversions fix a portal / angle protocol extension issue, so legacy clients can use portals, they just can't see the other side (nor predict them). fix q2 victory.pcx issue at the end of the game. use abort/sigabort instead of sigsegv on linux sys_errors. this should help get people to report stuff better. reformat the nq server advertising to be more helpful. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4996 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-12-28 17:41:39 +00:00
{
if (flags & Q2FTEPS_INDEX16)
state->gunframe = MSG_ReadShort ();
else
state->gunframe = MSG_ReadByte ();
if (extflags & Q2PSX_OLD)
{
state->gunoffset[0] = MSG_ReadChar ()*0.25;
state->gunoffset[1] = MSG_ReadChar ()*0.25;
state->gunoffset[2] = MSG_ReadChar ()*0.25;
state->gunangles[0] = MSG_ReadChar ()*0.25;
state->gunangles[1] = MSG_ReadChar ()*0.25;
state->gunangles[2] = MSG_ReadChar ()*0.25;
}
added qccgui icon (courtesy of shpuld) isolated transfers a little. added preliminary support for r1q2 and q2pro protocols (no zlib). fixed some missing q2 hud configstrings. fixed models attached to particles not appearing the first time around. fixed halos appearing on {foo fullbright textures. fix particle crash bug from missing particlecubes. implement r_converteffectinfo (instead of r_importeffectinfo with r_exportalleffects) for convenience. also now more complete and more accurate. loadfont no longer auto-allocates slot 0. fix issues with r_dynamic -1 don't restart audio on vid_reload (only reload it). this fixes audio issues with capturedemo with gamedir changes. fix possible crash from loading sounds during an audio reload/restart. now listens on both ports 27500 and 26000 when running quake, by default. sv_port or -port args will override. work around surfedge corruption in some instance of the slide4 map that dimman found. attempt to nudge players to travel at at least 200qu when travelling vertically through portals. this should help alieviate gravity-induced stuttering issues. fix nested function types used in conjunction with op_state. now assumes static within the parent. optimise array indexes slightly. fix issue with ptr[float].foo fix some qcc bugs to do with implicit type conversions fix a portal / angle protocol extension issue, so legacy clients can use portals, they just can't see the other side (nor predict them). fix q2 victory.pcx issue at the end of the game. use abort/sigabort instead of sigsegv on linux sys_errors. this should help get people to report stuff better. reformat the nq server advertising to be more helpful. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4996 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-12-28 17:41:39 +00:00
}
}
if (extflags & Q2PSX_GUNOFFSET)
{
state->gunoffset[0] = MSG_ReadChar ()*0.25;
state->gunoffset[1] = MSG_ReadChar ()*0.25;
state->gunoffset[2] = MSG_ReadChar ()*0.25;
added qccgui icon (courtesy of shpuld) isolated transfers a little. added preliminary support for r1q2 and q2pro protocols (no zlib). fixed some missing q2 hud configstrings. fixed models attached to particles not appearing the first time around. fixed halos appearing on {foo fullbright textures. fix particle crash bug from missing particlecubes. implement r_converteffectinfo (instead of r_importeffectinfo with r_exportalleffects) for convenience. also now more complete and more accurate. loadfont no longer auto-allocates slot 0. fix issues with r_dynamic -1 don't restart audio on vid_reload (only reload it). this fixes audio issues with capturedemo with gamedir changes. fix possible crash from loading sounds during an audio reload/restart. now listens on both ports 27500 and 26000 when running quake, by default. sv_port or -port args will override. work around surfedge corruption in some instance of the slide4 map that dimman found. attempt to nudge players to travel at at least 200qu when travelling vertically through portals. this should help alieviate gravity-induced stuttering issues. fix nested function types used in conjunction with op_state. now assumes static within the parent. optimise array indexes slightly. fix issue with ptr[float].foo fix some qcc bugs to do with implicit type conversions fix a portal / angle protocol extension issue, so legacy clients can use portals, they just can't see the other side (nor predict them). fix q2 victory.pcx issue at the end of the game. use abort/sigabort instead of sigsegv on linux sys_errors. this should help get people to report stuff better. reformat the nq server advertising to be more helpful. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4996 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-12-28 17:41:39 +00:00
}
if (extflags & Q2PSX_GUNANGLES)
{
state->gunangles[0] = MSG_ReadChar ()*0.25;
state->gunangles[1] = MSG_ReadChar ()*0.25;
state->gunangles[2] = MSG_ReadChar ()*0.25;
}
if (flags & Q2PS_BLEND)
{
state->blend[0] = MSG_ReadByte ()/255.0;
state->blend[1] = MSG_ReadByte ()/255.0;
state->blend[2] = MSG_ReadByte ()/255.0;
state->blend[3] = MSG_ReadByte ()/255.0;
}
if (flags & Q2PS_FOV)
state->fov = MSG_ReadByte ();
if (flags & Q2PS_RDFLAGS)
state->rdflags = MSG_ReadByte ();
// parse stats
added qccgui icon (courtesy of shpuld) isolated transfers a little. added preliminary support for r1q2 and q2pro protocols (no zlib). fixed some missing q2 hud configstrings. fixed models attached to particles not appearing the first time around. fixed halos appearing on {foo fullbright textures. fix particle crash bug from missing particlecubes. implement r_converteffectinfo (instead of r_importeffectinfo with r_exportalleffects) for convenience. also now more complete and more accurate. loadfont no longer auto-allocates slot 0. fix issues with r_dynamic -1 don't restart audio on vid_reload (only reload it). this fixes audio issues with capturedemo with gamedir changes. fix possible crash from loading sounds during an audio reload/restart. now listens on both ports 27500 and 26000 when running quake, by default. sv_port or -port args will override. work around surfedge corruption in some instance of the slide4 map that dimman found. attempt to nudge players to travel at at least 200qu when travelling vertically through portals. this should help alieviate gravity-induced stuttering issues. fix nested function types used in conjunction with op_state. now assumes static within the parent. optimise array indexes slightly. fix issue with ptr[float].foo fix some qcc bugs to do with implicit type conversions fix a portal / angle protocol extension issue, so legacy clients can use portals, they just can't see the other side (nor predict them). fix q2 victory.pcx issue at the end of the game. use abort/sigabort instead of sigsegv on linux sys_errors. this should help get people to report stuff better. reformat the nq server advertising to be more helpful. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4996 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-12-28 17:41:39 +00:00
if (extflags & (Q2PSX_OLD|Q2PSX_STATS))
statbits = MSG_ReadLong ();
else
statbits = 0;
if (statbits)
{
for (i=0 ; i<min(32,Q2MAX_STATS) ; i++)
added qccgui icon (courtesy of shpuld) isolated transfers a little. added preliminary support for r1q2 and q2pro protocols (no zlib). fixed some missing q2 hud configstrings. fixed models attached to particles not appearing the first time around. fixed halos appearing on {foo fullbright textures. fix particle crash bug from missing particlecubes. implement r_converteffectinfo (instead of r_importeffectinfo with r_exportalleffects) for convenience. also now more complete and more accurate. loadfont no longer auto-allocates slot 0. fix issues with r_dynamic -1 don't restart audio on vid_reload (only reload it). this fixes audio issues with capturedemo with gamedir changes. fix possible crash from loading sounds during an audio reload/restart. now listens on both ports 27500 and 26000 when running quake, by default. sv_port or -port args will override. work around surfedge corruption in some instance of the slide4 map that dimman found. attempt to nudge players to travel at at least 200qu when travelling vertically through portals. this should help alieviate gravity-induced stuttering issues. fix nested function types used in conjunction with op_state. now assumes static within the parent. optimise array indexes slightly. fix issue with ptr[float].foo fix some qcc bugs to do with implicit type conversions fix a portal / angle protocol extension issue, so legacy clients can use portals, they just can't see the other side (nor predict them). fix q2 victory.pcx issue at the end of the game. use abort/sigabort instead of sigsegv on linux sys_errors. this should help get people to report stuff better. reformat the nq server advertising to be more helpful. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4996 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-12-28 17:41:39 +00:00
if (statbits & (1<<i) )
state->stats[i] = MSG_ReadShort();
}
if (q2e)
{
// parse stats
statbits = MSG_ReadLong ();
if (statbits)
{
for (i=0 ; i<Q2MAX_STATS-32 ; i++)
if (statbits & (1<<i) )
state->stats[32+i] = MSG_ReadShort();
for ( ; i<32 ; i++)
if (statbits & (1<<i) )
MSG_ReadShort();
}
added qccgui icon (courtesy of shpuld) isolated transfers a little. added preliminary support for r1q2 and q2pro protocols (no zlib). fixed some missing q2 hud configstrings. fixed models attached to particles not appearing the first time around. fixed halos appearing on {foo fullbright textures. fix particle crash bug from missing particlecubes. implement r_converteffectinfo (instead of r_importeffectinfo with r_exportalleffects) for convenience. also now more complete and more accurate. loadfont no longer auto-allocates slot 0. fix issues with r_dynamic -1 don't restart audio on vid_reload (only reload it). this fixes audio issues with capturedemo with gamedir changes. fix possible crash from loading sounds during an audio reload/restart. now listens on both ports 27500 and 26000 when running quake, by default. sv_port or -port args will override. work around surfedge corruption in some instance of the slide4 map that dimman found. attempt to nudge players to travel at at least 200qu when travelling vertically through portals. this should help alieviate gravity-induced stuttering issues. fix nested function types used in conjunction with op_state. now assumes static within the parent. optimise array indexes slightly. fix issue with ptr[float].foo fix some qcc bugs to do with implicit type conversions fix a portal / angle protocol extension issue, so legacy clients can use portals, they just can't see the other side (nor predict them). fix q2 victory.pcx issue at the end of the game. use abort/sigabort instead of sigsegv on linux sys_errors. this should help get people to report stuff better. reformat the nq server advertising to be more helpful. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4996 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-12-28 17:41:39 +00:00
if (flags & Q2EXPS_DAMAGEBLEND)
{
/*state->damageblend[0] = (1/255.f) */ MSG_ReadByte ();
/*state->damageblend[1] = (1/255.f) */ MSG_ReadByte ();
/*state->damageblend[2] = (1/255.f) */ MSG_ReadByte ();
/*state->damageblend[3] = (1/255.f) */ MSG_ReadByte ();
}
if (flags & Q2EXPS_TEAMID)
MSG_ReadByte();
}
else
{
if ((extflags & Q2PSX_CLIENTNUM) || (flags & Q2FTEPS_CLIENTNUM))
newframe->seat[seat].clientnum = MSG_ReadByte();
}
}
/*
==================
CL_FireEntityEvents
==================
*/
void CLQ2_FireEntityEvents (q2frame_t *frame)
{
entity_state_t *s1;
int pnum, num;
for (pnum = 0 ; pnum<frame->num_entities ; pnum++)
{
num = (frame->parse_entities + pnum)&(MAX_PARSE_ENTITIES-1);
s1 = &clq2_parse_entities[num];
if (s1->u.q2.event)
CLQ2_EntityEvent (s1);
// EF_TELEPORTER acts like an event, but is not cleared each frame
if (s1->effects & Q2EF_TELEPORTER)
CLQ2_TeleporterParticles (s1);
}
}
void CLR1Q2_ParsePlayerUpdate(void)
{
unsigned int framenum = MSG_ReadLong();
q2frame_t *frame = &cl.q2frames[framenum & Q2UPDATE_MASK];
int seat;
if (frame->serverframe != framenum)
Con_DPrintf("svcr1q2_playerupdate: stale frame\n");
else if (!frame->valid)
Con_DPrintf("svcr1q2_playerupdate: invalid frame\n"); //excrement happens.
else
{
int pnum;
vec3_t neworg;
entity_state_t *st;
for (pnum = 0; pnum < frame->num_entities; pnum++)
{
st = &clq2_parse_entities[(frame->parse_entities+pnum) & (MAX_PARSE_ENTITIES-1)];
//I don't like how r1q2 does its maxclients, so I'm just going to go on message size instead
if (MSG_GetReadCount() == net_message.cursize)
break;
//the local client(s) is not included, thanks to prediction covering that.
for (seat = 0; seat < cl.splitclients; seat++)
{
if (st->number == cl.playerview[0].playernum+1)
break;
}
if (seat != cl.splitclients)
continue;
if (st->number != 1)
continue;
//FIXME: handle this, with lerping and stuff.
MSG_ReadPos(neworg);
}
//just for sanity's sake
if (MSG_GetReadCount() != net_message.cursize)
msg_badread = true;
}
//this should be the only/last thing in these packets, because if it isn't then we're screwed when a packet got lost
net_message.currentbit = net_message.cursize<<3;
}
#define SHOWNET(x) if(cl_shownet.value>=2)Con_Printf ("%3i:%s\n", MSG_GetReadCount()-1, x);
/*
================
CL_ParseFrame
================
*/
added qccgui icon (courtesy of shpuld) isolated transfers a little. added preliminary support for r1q2 and q2pro protocols (no zlib). fixed some missing q2 hud configstrings. fixed models attached to particles not appearing the first time around. fixed halos appearing on {foo fullbright textures. fix particle crash bug from missing particlecubes. implement r_converteffectinfo (instead of r_importeffectinfo with r_exportalleffects) for convenience. also now more complete and more accurate. loadfont no longer auto-allocates slot 0. fix issues with r_dynamic -1 don't restart audio on vid_reload (only reload it). this fixes audio issues with capturedemo with gamedir changes. fix possible crash from loading sounds during an audio reload/restart. now listens on both ports 27500 and 26000 when running quake, by default. sv_port or -port args will override. work around surfedge corruption in some instance of the slide4 map that dimman found. attempt to nudge players to travel at at least 200qu when travelling vertically through portals. this should help alieviate gravity-induced stuttering issues. fix nested function types used in conjunction with op_state. now assumes static within the parent. optimise array indexes slightly. fix issue with ptr[float].foo fix some qcc bugs to do with implicit type conversions fix a portal / angle protocol extension issue, so legacy clients can use portals, they just can't see the other side (nor predict them). fix q2 victory.pcx issue at the end of the game. use abort/sigabort instead of sigsegv on linux sys_errors. this should help get people to report stuff better. reformat the nq server advertising to be more helpful. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4996 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-12-28 17:41:39 +00:00
void CLQ2_ParseFrame (int extrabits)
{
int cmd;
int len;
q2frame_t *old;
added qccgui icon (courtesy of shpuld) isolated transfers a little. added preliminary support for r1q2 and q2pro protocols (no zlib). fixed some missing q2 hud configstrings. fixed models attached to particles not appearing the first time around. fixed halos appearing on {foo fullbright textures. fix particle crash bug from missing particlecubes. implement r_converteffectinfo (instead of r_importeffectinfo with r_exportalleffects) for convenience. also now more complete and more accurate. loadfont no longer auto-allocates slot 0. fix issues with r_dynamic -1 don't restart audio on vid_reload (only reload it). this fixes audio issues with capturedemo with gamedir changes. fix possible crash from loading sounds during an audio reload/restart. now listens on both ports 27500 and 26000 when running quake, by default. sv_port or -port args will override. work around surfedge corruption in some instance of the slide4 map that dimman found. attempt to nudge players to travel at at least 200qu when travelling vertically through portals. this should help alieviate gravity-induced stuttering issues. fix nested function types used in conjunction with op_state. now assumes static within the parent. optimise array indexes slightly. fix issue with ptr[float].foo fix some qcc bugs to do with implicit type conversions fix a portal / angle protocol extension issue, so legacy clients can use portals, they just can't see the other side (nor predict them). fix q2 victory.pcx issue at the end of the game. use abort/sigabort instead of sigsegv on linux sys_errors. this should help get people to report stuff better. reformat the nq server advertising to be more helpful. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4996 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-12-28 17:41:39 +00:00
int i,j, chokecount;
static float throttle;
memset (&cl.q2frame, 0, sizeof(cl.q2frame));
#if 0
CLQ2_ClearProjectiles(); // clear projectiles for new frame
#endif
added qccgui icon (courtesy of shpuld) isolated transfers a little. added preliminary support for r1q2 and q2pro protocols (no zlib). fixed some missing q2 hud configstrings. fixed models attached to particles not appearing the first time around. fixed halos appearing on {foo fullbright textures. fix particle crash bug from missing particlecubes. implement r_converteffectinfo (instead of r_importeffectinfo with r_exportalleffects) for convenience. also now more complete and more accurate. loadfont no longer auto-allocates slot 0. fix issues with r_dynamic -1 don't restart audio on vid_reload (only reload it). this fixes audio issues with capturedemo with gamedir changes. fix possible crash from loading sounds during an audio reload/restart. now listens on both ports 27500 and 26000 when running quake, by default. sv_port or -port args will override. work around surfedge corruption in some instance of the slide4 map that dimman found. attempt to nudge players to travel at at least 200qu when travelling vertically through portals. this should help alieviate gravity-induced stuttering issues. fix nested function types used in conjunction with op_state. now assumes static within the parent. optimise array indexes slightly. fix issue with ptr[float].foo fix some qcc bugs to do with implicit type conversions fix a portal / angle protocol extension issue, so legacy clients can use portals, they just can't see the other side (nor predict them). fix q2 victory.pcx issue at the end of the game. use abort/sigabort instead of sigsegv on linux sys_errors. this should help get people to report stuff better. reformat the nq server advertising to be more helpful. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4996 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-12-28 17:41:39 +00:00
if (cls.protocol_q2 == PROTOCOL_VERSION_R1Q2 || cls.protocol_q2 == PROTOCOL_VERSION_Q2PRO)
{
unsigned int bits = MSG_ReadLong();
cl.q2frame.serverframe = bits & 0x07ffffff;
i = bits >> 27;
if (i == 31)
cl.q2frame.deltaframe = -1;
else
cl.q2frame.deltaframe = cl.q2frame.serverframe - i;
bits = MSG_ReadByte();
chokecount = bits & 0xf;
extrabits = (extrabits<<4) | (bits>>4);
}
else
{
cl.q2frame.serverframe = MSG_ReadLong ();
cl.q2frame.deltaframe = MSG_ReadLong ();
if (cls.protocol_q2 > 26)
chokecount = MSG_ReadByte ();
else
chokecount = 0;
extrabits = Q2PSX_OLD;
}
cl.q2frame.servertime = cl.q2frame.serverframe*(1000/cl.q2svnetrate);
cl.oldgametime = cl.gametime;
cl.oldgametimemark = cl.gametimemark;
cl.gametime = cl.q2frame.servertime/1000.;
cl.gametimemark = realtime;
added qccgui icon (courtesy of shpuld) isolated transfers a little. added preliminary support for r1q2 and q2pro protocols (no zlib). fixed some missing q2 hud configstrings. fixed models attached to particles not appearing the first time around. fixed halos appearing on {foo fullbright textures. fix particle crash bug from missing particlecubes. implement r_converteffectinfo (instead of r_importeffectinfo with r_exportalleffects) for convenience. also now more complete and more accurate. loadfont no longer auto-allocates slot 0. fix issues with r_dynamic -1 don't restart audio on vid_reload (only reload it). this fixes audio issues with capturedemo with gamedir changes. fix possible crash from loading sounds during an audio reload/restart. now listens on both ports 27500 and 26000 when running quake, by default. sv_port or -port args will override. work around surfedge corruption in some instance of the slide4 map that dimman found. attempt to nudge players to travel at at least 200qu when travelling vertically through portals. this should help alieviate gravity-induced stuttering issues. fix nested function types used in conjunction with op_state. now assumes static within the parent. optimise array indexes slightly. fix issue with ptr[float].foo fix some qcc bugs to do with implicit type conversions fix a portal / angle protocol extension issue, so legacy clients can use portals, they just can't see the other side (nor predict them). fix q2 victory.pcx issue at the end of the game. use abort/sigabort instead of sigsegv on linux sys_errors. this should help get people to report stuff better. reformat the nq server advertising to be more helpful. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4996 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-12-28 17:41:39 +00:00
for (j=0 ; j<chokecount ; j++)
cl.outframes[ (cls.netchan.incoming_acknowledged-1-j)&UPDATE_MASK ].latency = -2;
if (cl_shownet.value == 3)
Con_Printf (" frame:%i delta:%i\n", cl.q2frame.serverframe, cl.q2frame.deltaframe);
// If the frame is delta compressed from data that we
// no longer have available, we must suck up the rest of
// the frame, but not use it, then ask for a non-compressed
// message
if (cl.q2frame.deltaframe <= 0)
{
cl.q2frame.valid = true; // uncompressed frame
old = NULL;
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
cls.demohadkeyframe = true; //yay! all is right with the world!
}
else
{
old = &cl.q2frames[cl.q2frame.deltaframe & Q2UPDATE_MASK];
if (!old->valid)
{ // should never happen
Con_ThrottlePrintf (&throttle, 0, CON_WARNING"Delta from invalid frame (not supposed to happen!).\n");
old = NULL;
}
else if (old->serverframe != cl.q2frame.deltaframe)
{ // The frame that the server did the delta from
// is too old, so we can't reconstruct it properly.
Con_ThrottlePrintf (&throttle, 0, CON_WARNING"Delta frame too old.\n");
}
else if (cl.parse_entities - old->parse_entities > MAX_PARSE_ENTITIES-128)
{
Con_ThrottlePrintf (&throttle, 0, CON_WARNING"Delta parse_entities too old.\n");
}
else
cl.q2frame.valid = true; // valid delta parse
}
// clamp time
if (cl.time > cl.q2frame.servertime/1000.0)
cl.time = cl.q2frame.servertime/1000.0;
else if (cl.time < (cl.q2frame.servertime - 100)/1000.0)
cl.time = (cl.q2frame.servertime - 100)/1000.0;
if (cls.protocol_q2 == PROTOCOL_VERSION_Q2EX)
added qccgui icon (courtesy of shpuld) isolated transfers a little. added preliminary support for r1q2 and q2pro protocols (no zlib). fixed some missing q2 hud configstrings. fixed models attached to particles not appearing the first time around. fixed halos appearing on {foo fullbright textures. fix particle crash bug from missing particlecubes. implement r_converteffectinfo (instead of r_importeffectinfo with r_exportalleffects) for convenience. also now more complete and more accurate. loadfont no longer auto-allocates slot 0. fix issues with r_dynamic -1 don't restart audio on vid_reload (only reload it). this fixes audio issues with capturedemo with gamedir changes. fix possible crash from loading sounds during an audio reload/restart. now listens on both ports 27500 and 26000 when running quake, by default. sv_port or -port args will override. work around surfedge corruption in some instance of the slide4 map that dimman found. attempt to nudge players to travel at at least 200qu when travelling vertically through portals. this should help alieviate gravity-induced stuttering issues. fix nested function types used in conjunction with op_state. now assumes static within the parent. optimise array indexes slightly. fix issue with ptr[float].foo fix some qcc bugs to do with implicit type conversions fix a portal / angle protocol extension issue, so legacy clients can use portals, they just can't see the other side (nor predict them). fix q2 victory.pcx issue at the end of the game. use abort/sigabort instead of sigsegv on linux sys_errors. this should help get people to report stuff better. reformat the nq server advertising to be more helpful. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4996 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-12-28 17:41:39 +00:00
{
for (i = 0; i<cl.splitclients; 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
{
len = MSG_ReadByte ();
if (len > countof(cl.q2frame.seat[i].areabits))
Host_EndGame ("CL_ParseFrame: too many areas");
MSG_ReadData (&cl.q2frame.seat[i].areabits, len);
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
cmd = MSG_ReadByte ();
if (cmd != svcq2_playerinfo)
Host_EndGame ("CL_ParseFrame: not playerinfo");
SHOWNET("svcq2_playerinfo");
CLQ2_ParsePlayerstate (i, old, &cl.q2frame, extrabits);
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
}
cmd = MSG_ReadByte ();
// SHOWNET(svc_strings[cmd]);
added qccgui icon (courtesy of shpuld) isolated transfers a little. added preliminary support for r1q2 and q2pro protocols (no zlib). fixed some missing q2 hud configstrings. fixed models attached to particles not appearing the first time around. fixed halos appearing on {foo fullbright textures. fix particle crash bug from missing particlecubes. implement r_converteffectinfo (instead of r_importeffectinfo with r_exportalleffects) for convenience. also now more complete and more accurate. loadfont no longer auto-allocates slot 0. fix issues with r_dynamic -1 don't restart audio on vid_reload (only reload it). this fixes audio issues with capturedemo with gamedir changes. fix possible crash from loading sounds during an audio reload/restart. now listens on both ports 27500 and 26000 when running quake, by default. sv_port or -port args will override. work around surfedge corruption in some instance of the slide4 map that dimman found. attempt to nudge players to travel at at least 200qu when travelling vertically through portals. this should help alieviate gravity-induced stuttering issues. fix nested function types used in conjunction with op_state. now assumes static within the parent. optimise array indexes slightly. fix issue with ptr[float].foo fix some qcc bugs to do with implicit type conversions fix a portal / angle protocol extension issue, so legacy clients can use portals, they just can't see the other side (nor predict them). fix q2 victory.pcx issue at the end of the game. use abort/sigabort instead of sigsegv on linux sys_errors. this should help get people to report stuff better. reformat the nq server advertising to be more helpful. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4996 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-12-28 17:41:39 +00:00
if (cmd != svcq2_packetentities)
Host_EndGame ("CL_ParseFrame: not packetentities");
SHOWNET("svcq2_packetentities");
added qccgui icon (courtesy of shpuld) isolated transfers a little. added preliminary support for r1q2 and q2pro protocols (no zlib). fixed some missing q2 hud configstrings. fixed models attached to particles not appearing the first time around. fixed halos appearing on {foo fullbright textures. fix particle crash bug from missing particlecubes. implement r_converteffectinfo (instead of r_importeffectinfo with r_exportalleffects) for convenience. also now more complete and more accurate. loadfont no longer auto-allocates slot 0. fix issues with r_dynamic -1 don't restart audio on vid_reload (only reload it). this fixes audio issues with capturedemo with gamedir changes. fix possible crash from loading sounds during an audio reload/restart. now listens on both ports 27500 and 26000 when running quake, by default. sv_port or -port args will override. work around surfedge corruption in some instance of the slide4 map that dimman found. attempt to nudge players to travel at at least 200qu when travelling vertically through portals. this should help alieviate gravity-induced stuttering issues. fix nested function types used in conjunction with op_state. now assumes static within the parent. optimise array indexes slightly. fix issue with ptr[float].foo fix some qcc bugs to do with implicit type conversions fix a portal / angle protocol extension issue, so legacy clients can use portals, they just can't see the other side (nor predict them). fix q2 victory.pcx issue at the end of the game. use abort/sigabort instead of sigsegv on linux sys_errors. this should help get people to report stuff better. reformat the nq server advertising to be more helpful. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4996 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-12-28 17:41:39 +00:00
}
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
else
{
// read areabits
len = MSG_ReadByte ();
if (len > MAX_Q2MAP_AREAS/8)
Host_EndGame ("CL_ParseFrame: too many areas");
MSG_ReadData (&cl.q2frame.seat[0].areabits, len);
// normally playerstate then packet entities
//in splitscreen we may have multiple player states, one per player.
if (cls.protocol_q2 != PROTOCOL_VERSION_R1Q2 && cls.protocol_q2 != PROTOCOL_VERSION_Q2PRO)
{
for (cl.splitclients = 0; ; )
{
cmd = MSG_ReadByte ();
// SHOWNET(svc_strings[cmd]);
if (cmd == svcq2_playerinfo && cl.splitclients < MAX_SPLITS)
{
if (cl.splitclients != 0)
memcpy(cl.q2frame.seat[cl.splitclients].areabits, cl.q2frame.seat[0].areabits, len);
SHOWNET("svcq2_playerinfo");
CLQ2_ParsePlayerstate (cl.splitclients++, old, &cl.q2frame, extrabits);
}
else
break;
}
if (!cl.splitclients)
Host_EndGame ("CL_ParseFrame: no playerinfo");
if (cmd != svcq2_packetentities)
Host_EndGame ("CL_ParseFrame: not packetentities");
SHOWNET("svcq2_packetentities");
}
else
{
cl.splitclients = 1;
CLQ2_ParsePlayerstate (0, old, &cl.q2frame, extrabits);
}
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
}
CLQ2_ParsePacketEntities (old, &cl.q2frame);
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 (cmd = 0; cmd < MAX_SPLITS; cmd++)
cl.playerview[cmd].viewentity = cl.q2frame.seat[cmd].clientnum+1;
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
// save the frame off in the backup array for later delta comparisons
cl.q2frames[cl.q2frame.serverframe & Q2UPDATE_MASK] = cl.q2frame;
cl.parsecount = cl.q2frame.serverframe;
if (cl.q2frame.valid)
{
// getting a valid frame message ends the connection process
if (cls.state != ca_active)
{
CL_MakeActive("Quake2");
// cl.force_refdef = true;
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
// cl.predicted_origin[0] = cl.q2frame.playerstate[0].pmove.origin[0]*0.125;
// cl.predicted_origin[1] = cl.q2frame.playerstate[0].pmove.origin[1]*0.125;
// cl.predicted_origin[2] = cl.q2frame.playerstate[0].pmove.origin[2]*0.125;
// VectorCopy (cl.q2frame.playerstate[0].viewangles, cl.predicted_angles);
// if (cls.disable_servercount != cl.servercount
// && cl.refresh_prepped)
SCR_EndLoadingPlaque (); // get rid of loading plaque
}
// cl.sound_prepped = true; // can start mixing ambient sounds
// fire entity events
CLQ2_FireEntityEvents (&cl.q2frame);
#ifdef Q2BSPS
CLQ2_CheckPredictionError ();
#endif
cl.validsequence = cl.q2frame.serverframe;
}
}
/*
==========================================================================
INTERPOLATE BETWEEN FRAMES TO GET RENDERING PARMS
==========================================================================
*/
/*
struct model_s *S_RegisterSexedModel (entity_state_t *ent, char *base)
{
int n;
char *p;
struct model_s *mdl;
char model[MAX_QPATH];
char buffer[MAX_QPATH];
// determine what model the client is using
model[0] = 0;
n = CS_PLAYERSKINS + ent->number - 1;
if (cl.configstrings[n][0])
{
p = strchr(cl.configstrings[n], '\\');
if (p)
{
p += 1;
strcpy(model, p);
p = strchr(model, '/');
if (p)
*p = 0;
}
}
// if we can't figure it out, they're male
if (!model[0])
strcpy(model, "male");
Com_sprintf (buffer, sizeof(buffer), "players/%s/%s", model, base+1);
mdl = re.RegisterModel(buffer);
if (!mdl) {
// not found, try default weapon model
Com_sprintf (buffer, sizeof(buffer), "players/%s/weapon.md2", model);
mdl = re.RegisterModel(buffer);
if (!mdl) {
// no, revert to the male model
Com_sprintf (buffer, sizeof(buffer), "players/%s/%s", "male", base+1);
mdl = re.RegisterModel(buffer);
if (!mdl) {
// last try, default male weapon.md2
Com_sprintf (buffer, sizeof(buffer), "players/male/weapon.md2");
mdl = re.RegisterModel(buffer);
}
}
}
return mdl;
}
*/
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
//returns a list of all the ents currently trying to play a sound.
unsigned int CLQ2_GatherSounds(vec3_t *positions, unsigned int *entnums, sfx_t **sounds, unsigned int max)
{
entity_state_t *s1;
sfx_t *sfx;
unsigned int pnum;
unsigned int count = 0;
q2frame_t *frame = &cl.q2frame;
for (pnum = 0 ; pnum<frame->num_entities ; pnum++)
{
s1 = &clq2_parse_entities[(frame->parse_entities+pnum)&(MAX_PARSE_ENTITIES-1)];
if (s1->u.q2.sound > 0 && s1->u.q2.sound < MAX_PRECACHE_SOUNDS)
{
sfx = cl.sound_precache[s1->u.q2.sound];
if (sfx)
{
if (count == max)
{
Con_DPrintf("Exceeded limit of %d looped sounds\n", max);
break;
}
//fixme: sexed sounds
entnums[count] = s1->number;
VectorCopy(s1->origin, positions[count]);
sounds[count] = sfx;
count++;
}
}
}
return count;
}
static struct q2ex_rtlight_s
{
qboolean dirty;
int key, type, res, style;
float radius, intensity, fade[2], cone, conedir[3];
vec3_t axis[3];
vec3_t angles;
} q2ex_rtlight[Q2EXMAX_RTLIGHTS];
void CLQ2EX_ParseLightConfigString(int i, const char *s)
{
struct q2ex_rtlight_s *l = &q2ex_rtlight[i];
l->dirty = true;
s = COM_ParseToken(s, ";"); l->key = atoi(com_token); s = COM_ParseToken(s, ";");
s = COM_ParseToken(s, ";"); l->type = atoi(com_token); s = COM_ParseToken(s, ";");
s = COM_ParseToken(s, ";"); l->radius = atof(com_token); s = COM_ParseToken(s, ";");
s = COM_ParseToken(s, ";"); l->res = atoi(com_token); s = COM_ParseToken(s, ";");
s = COM_ParseToken(s, ";"); l->intensity = atof(com_token); s = COM_ParseToken(s, ";");
s = COM_ParseToken(s, ";"); l->fade[0] = atof(com_token); s = COM_ParseToken(s, ";");
s = COM_ParseToken(s, ";"); l->fade[1] = atof(com_token); s = COM_ParseToken(s, ";");
s = COM_ParseToken(s, ";"); l->style = atoi(com_token); s = COM_ParseToken(s, ";");
s = COM_ParseToken(s, ";"); l->cone = atof(com_token); s = COM_ParseToken(s, ";");
s = COM_ParseToken(s, ";"); l->axis[0][0] = atof(com_token); s = COM_ParseToken(s, ";");
s = COM_ParseToken(s, ";"); l->axis[0][1] = atof(com_token); s = COM_ParseToken(s, ";");
s = COM_ParseToken(s, ";"); l->axis[0][2] = atof(com_token); s = COM_ParseToken(s, ";");
//faff around with angles and stuff.
VectorVectors(l->axis[0], l->axis[1], l->axis[2]);
VectorNegate(l->axis[1], l->axis[1]);
VectorAngles(l->axis[0], l->axis[2], l->angles, false);
}
static void CLQ2EX_UpdateRTLight(int key, vec3_t org)
{
int i;
dlight_t *dl;
struct q2ex_rtlight_s *l;
for (i = 0, l = q2ex_rtlight; i < countof(q2ex_rtlight); i++, l++)
{
if (l->key == key)
{ //okay, we found the configstring entry...
//see if its current or not...
dl = cl_dlights+rtlights_first;
for (i=rtlights_first ; i<rtlights_max ; i++, dl++)
{
if (dl->key == key)
break;
}
if (i==rtlights_max)
{
dl = CL_AllocSlight();
dl->flags = LFLAG_NORMALMODE|LFLAG_REALTIMEMODE;
dl->key = key;
l->dirty = true;
}
if (!l->dirty && !(dl->flags&LFLAG_FORCECACHE))
{
if (!VectorCompare(org, dl->origin))
{ //it moved :( keep the light tracking the ent and invalidate the cache.
VectorCopy(org, dl->origin);
dl->rebuildcache = true;
}
}
else
{ //LOTS of stuff changed.
l->dirty = false;
dl->flags |= LFLAG_FORCECACHE;
//ent info
VectorCopy(org, dl->origin);
//config string info
dl->radius = l->radius;
//FIXME: we're not using the suggested resolution.
VectorSet(dl->color, l->intensity,l->intensity,l->intensity);
dl->fade[0] = l->fade[0];
dl->fade[1] = l->fade[1];
dl->style = l->style;
if (l->type)
dl->fov = l->cone*2;
VectorCopy(l->angles, dl->angles);
VectorCopy(l->axis[0], dl->axis[0]);
VectorCopy(l->axis[1], dl->axis[1]);
VectorCopy(l->axis[2], dl->axis[2]);
dl->corona = 0;
dl->rebuildcache = true;
}
break;
}
}
}
/*
===============
CL_AddPacketEntities
===============
*/
void R_AddItemTimer(vec3_t shadoworg, float yaw, float radius, float percent, vec3_t rgb);
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
static void CLQ2_AddPacketEntities (q2frame_t *frame)
{
entity_t ent;
entity_state_t *s1;
float autorotate;
int i;
int pnum;
q2centity_t *cent;
int autoanim;
// q2clientinfo_t *ci;
player_info_t *player;
unsigned int effects, renderfx;
float back, fwds;
float timestep = cl.gametime-cl.oldgametime;
struct itemtimer_s **timerlink, *timer;
// bonus items rotate at a fixed rate
autorotate = anglemod(cl.time*100);
// brush models can auto animate their frames
autoanim = 2*cl.time;
memset (&ent, 0, sizeof(ent));
for (timerlink = &cl.itemtimers; (timer=*timerlink); )
{
if (cl.time > timer->end)
{
*timerlink = timer->next;
Z_Free(timer);
}
else
{
timerlink = &(*timerlink)->next;
/*if (timer->entnum)
{
if (timer->entnum >= cl.maxlerpents)
continue;
le = &cl.lerpents[timer->entnum];
if (le->sequence != cl.lerpentssequence)
continue;
// VectorCopy(le->origin, timer->origin);
}*/
R_AddItemTimer(timer->origin, cl.time*90 + timer->origin[0] + timer->origin[1] + timer->origin[2], timer->radius, (cl.time - timer->start) / timer->duration, timer->rgb);
}
}
for (pnum = 0 ; pnum<frame->num_entities ; pnum++)
{
s1 = &clq2_parse_entities[(frame->parse_entities+pnum)&(MAX_PARSE_ENTITIES-1)];
cent = &cl_entities[s1->number];
effects = s1->effects;
renderfx = s1->u.q2.renderfx;
ent.rtype = RT_MODEL;
ent.keynum = s1->number;
ent.scale = s1->scale/16.f;
ent.shaderRGBAf[0] = 1;
ent.shaderRGBAf[1] = 1;
ent.shaderRGBAf[2] = 1;
ent.shaderRGBAf[3] = 1;
ent.glowmod[0] = 1;
ent.glowmod[1] = 1;
ent.glowmod[2] = 1;
ent.fatness = 0;
------------------------------------------------------------------------ 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
ent.topcolour = 1;
ent.bottomcolour = 1;
#ifdef HEXEN2
------------------------------------------------------------------------ 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
ent.h2playerclass = 0;
#endif
------------------------------------------------------------------------ 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
ent.playerindex = -1;
ent.customskin = 0;
// set frame
if (effects & Q2EF_ANIM01)
ent.framestate.g[FS_REG].frame[0] = autoanim & 1;
else if (effects & Q2EF_ANIM23)
ent.framestate.g[FS_REG].frame[0] = 2 + (autoanim & 1);
else if (effects & Q2EF_ANIM_ALL)
ent.framestate.g[FS_REG].frame[0] = autoanim;
else if (effects & Q2EF_ANIM_ALLFAST)
ent.framestate.g[FS_REG].frame[0] = cl.time / 100;
else
ent.framestate.g[FS_REG].frame[0] = s1->frame;
// quad and pent can do different things on client
if (effects & Q2EF_PENT)
{
effects &= ~Q2EF_PENT;
effects |= Q2EF_COLOR_SHELL;
renderfx |= Q2RF_SHELL_RED;
}
if (effects & Q2EF_QUAD)
{
effects &= ~Q2EF_QUAD;
effects |= Q2EF_COLOR_SHELL;
renderfx |= Q2RF_SHELL_BLUE;
}
//======
// PMM
if (effects & Q2EF_DOUBLE)
{
effects &= ~Q2EF_DOUBLE;
effects |= Q2EF_COLOR_SHELL;
renderfx |= Q2RF_SHELL_DOUBLE;
}
if (effects & Q2EF_HALF_DAMAGE)
{
effects &= ~Q2EF_HALF_DAMAGE;
effects |= Q2EF_COLOR_SHELL;
renderfx |= Q2RF_SHELL_HALF_DAM;
}
// pmm
//======
ent.framestate.g[FS_REG].frame[1] = cent->prev.frame;
ent.framestate.g[FS_REG].lerpweight[0] = cl.lerpfrac;
if (renderfx & (Q2RF_FRAMELERP|Q2RF_BEAM))
{ // step origin discretely, because the frames
// do the animation properly
VectorCopy (cent->current.origin, ent.origin);
VectorCopy (cent->current.u.q2.old_origin, ent.oldorigin);
}
else
{ // interpolate origin
for (i=0 ; i<3 ; i++)
{
ent.origin[i] = ent.oldorigin[i] = cent->prev.origin[i] + cl.lerpfrac *
(cent->current.origin[i] - cent->prev.origin[i]);
}
}
if (ent.framestate.g[FS_REG].frame[0] != cent->oldframe)
{
ent.framestate.g[FS_REG].frame[1] = cent->oldframe;
ent.framestate.g[FS_REG].lerpweight[0] = 10*(cl.time - cent->oldframetime); //anim rate is still 1ms... could guess at it, but urgh
if (ent.framestate.g[FS_REG].lerpweight[0] >= 1)
{
ent.framestate.g[FS_REG].lerpweight[0] = 1;
cent->oldframe = ent.framestate.g[FS_REG].frame[0];
}
}
ent.framestate.g[FS_REG].lerpweight[1] = 1-ent.framestate.g[FS_REG].lerpweight[0];
if (renderfx & Q2EXRF_FLARE)
{
/*This flag marks an entity as being rendered with a flare instead of the usual entity rendering. Flares overload some fields:
* `s.renderfx & RF_SHELL_RED` causes the flare to have an outer red rim.
* `s.renderfx & RF_SHELL_GREEN` causes the flare to have an outer green rim.
* `s.renderfx & RF_SHELL_BLUE` causes the flare to have an outer blue rim.
* `s.renderfx & RF_FLARE_LOCK_ANGLE` causes the flare to not rotate towards the viewer.
* `s.renderfx & RF_CUSTOMSKIN` causes the flare to use the custom image index in `s.frame`.
* `s.modelindex2` is the start distance of fading the flare out.
* `s.modelindex3` is the end distance of fading the flare out.
* `s.skinnum` is the RGBA of the flare.*/
continue;
}
if (renderfx & Q2EXRF_CUSTOM_LIGHT)
{ //0xRRGGBBXX apparently
V_AddLight (ent.keynum, ent.origin,
ent.framestate.g[FS_REG].frame[0]/*radius*/,
((ent.skinnum >> 24) & 0xFF)/255.0/*r*/,
((ent.skinnum >> 16) & 0xFF)/255.0/*g*/,
((ent.skinnum >> 8) & 0xFF)/255.0/*b*/);
continue; //probably modelindex 1. we don't want to actually draw that. but probably do want to lerp it.
}
if (renderfx & Q2REX_CASTSHADOW)
{
CLQ2EX_UpdateRTLight(ent.keynum, ent.origin);
continue;
}
// create a new entity
// tweak the color of beams
if ( renderfx & Q2RF_BEAM )
{ // the four beam colors are encoded in 32 bits of skinnum (hack)
ent.skinnum = (s1->skinnum >> ((rand() % 4)*8)) & 0xff;
ent.shaderRGBAf[0] = ((d_8to24srgbtable[ent.skinnum & 0xFF] >> 0) & 0xFF)/255.0;
ent.shaderRGBAf[1] = ((d_8to24srgbtable[ent.skinnum & 0xFF] >> 8) & 0xFF)/255.0;
ent.shaderRGBAf[2] = ((d_8to24srgbtable[ent.skinnum & 0xFF] >> 16) & 0xFF)/255.0;
ent.shaderRGBAf[3] = 0.30;
ent.model = NULL;
ent.framestate.g[FS_REG].lerpweight[0] = 1;
ent.framestate.g[FS_REG].lerpweight[1] = 0;
ent.rtype = RT_BEAM;
}
else
{
// set skin
if (s1->modelindex == 255)
{ // use custom player skin
ent.skinnum = 0;
player = &cl.players[(s1->skinnum&0xff)%cl.allocated_client_slots];
ent.model = player->model;
if (!ent.model || ent.model->loadstate != MLS_LOADED) //we need to do better than this
{
ent.model = Mod_ForName("players/male/tris.md2", MLV_SILENT);
ent.customskin = Mod_RegisterSkinFile("players/male/grunt.skin");
if (!ent.customskin)
ent.customskin = Mod_ReadSkinFile("players/male/grunt.skin", "replace \"\" \"players/male/grunt.pcx\"");
}
else
ent.customskin = player->skinid;
ent.playerindex = (s1->skinnum&0xff)%cl.allocated_client_slots;
/* ci = &cl.clientinfo[s1->skinnum & 0xff];
// ent.skin = ci->skin;
ent.model = ci->model;
if (!ent.skin || !ent.model)
{
ent.skin = cl.baseclientinfo.skin;
ent.model = cl.baseclientinfo.model;
}
//============
//PGM
if (renderfx & Q2RF_USE_DISGUISE)
{
if(!strncmp((char *)ent.skin, "players/male", 12))
{
ent.skin = re.RegisterSkin ("players/male/disguise.pcx");
ent.model = re.RegisterModel ("players/male/tris.md2");
}
else if(!strncmp((char *)ent.skin, "players/female", 14))
{
ent.skin = re.RegisterSkin ("players/female/disguise.pcx");
ent.model = re.RegisterModel ("players/female/tris.md2");
}
else if(!strncmp((char *)ent.skin, "players/cyborg", 14))
{
ent.skin = re.RegisterSkin ("players/cyborg/disguise.pcx");
ent.model = re.RegisterModel ("players/cyborg/tris.md2");
}
}*/
//PGM
//============
}
else
{
ent.skinnum = s1->skinnum;
// ent.skin = NULL;
ent.model = cl.model_precache[s1->modelindex];
}
}
// only used for black hole model right now, FIXME: do better
if (renderfx == RF_TRANSLUCENT)
ent.shaderRGBAf[3] = 0.70;
else if (s1->trans != 255)
{
renderfx |= RF_TRANSLUCENT;
ent.shaderRGBAf[3] = s1->trans/255.0f;
}
else
ent.shaderRGBAf[3] = 1;
// render effects (fullbright, translucent, etc)
if ((effects & Q2EF_COLOR_SHELL))
ent.flags = 0; // renderfx go on color shell entity
else
ent.flags = renderfx;
// calculate angles
if (effects & Q2EF_ROTATE)
{ // some bonus items auto-rotate
ent.angles[0] = 0;
ent.angles[1] = autorotate;
ent.angles[2] = 0;
}
// RAFAEL
else if (effects & Q2EF_SPINNINGLIGHTS)
{
ent.angles[0] = 0;
ent.angles[1] = anglemod(cl.time/2) + s1->angles[1];
ent.angles[2] = 180;
{
vec3_t forward;
vec3_t start;
AngleVectors (ent.angles, forward, NULL, NULL);
VectorMA (ent.origin, 64, forward, start);
V_AddLight (ent.keynum, start, 100, 0.2, 0, 0);
}
}
else
{ // interpolate angles
float a1, a2;
for (i=0 ; i<3 ; i++)
{
a1 = cent->current.angles[i];
a2 = cent->prev.angles[i];
ent.angles[i] = LerpAngle (a2, a1, cl.lerpfrac);
}
}
ent.angles[0]*=r_meshpitch.value; //q2 has it fixed. consistency...
ent.angles[2]*=r_meshroll.value; //h2 doesn't. consistency...
if (s1->number == cl.playerview[0].playernum+1) //woo! this is us!
{
// VectorCopy(cl.predicted_origin, ent.origin);
// VectorCopy(cl.predicted_origin, ent.oldorigin);
ent.flags |= RF_EXTERNALMODEL; // only draw from mirrors
renderfx |= RF_EXTERNALMODEL;
if (effects & Q2EF_FLAG1)
V_AddLight (ent.keynum, ent.origin, 225, 0.2, 0.05, 0.05);
else if (effects & Q2EF_FLAG2)
V_AddLight (ent.keynum, ent.origin, 225, 0.05, 0.05, 0.2);
else if (effects & Q2EF_TAGTRAIL) //PGM
V_AddLight (ent.keynum, ent.origin, 225, 0.2, 0.2, 0.0); //PGM
else if (effects & Q2EF_TRACKERTRAIL) //PGM
V_AddLight (ent.keynum, ent.origin, 225, -0.2, -0.2, -0.2); //PGM
}
// if set to invisible, skip
if (!s1->modelindex)
continue;
if (effects & Q2EF_BFG)
{
ent.flags |= RF_TRANSLUCENT;
ent.shaderRGBAf[3] = 0.30;
}
// RAFAEL
if (effects & Q2EF_PLASMA)
{
ent.flags |= RF_TRANSLUCENT;
ent.shaderRGBAf[3] = 0.6;
}
if (effects & Q2EF_SPHERETRANS)
{
ent.flags |= RF_TRANSLUCENT;
// PMM - *sigh* yet more EF overloading
if (effects & Q2EF_TRACKERTRAIL)
ent.shaderRGBAf[3] = 0.6;
else
ent.shaderRGBAf[3] = 0.3;
}
//pmm
/*lerp the ent now*/
fwds = ent.framestate.g[FS_REG].lerpweight[0];
back = ent.framestate.g[FS_REG].lerpweight[1];
for (i = 0; i < 3; i++)
{
ent.origin[i] = ent.origin[i]*fwds + ent.oldorigin[i]*back;
}
if ((renderfx & Q2RF_IR_VISIBLE) && (r_refdef.flags & Q2RDF_IRGOGGLES))
{
//IR googles make ir visible ents visible in pure red.
ent.shaderRGBAf[0] = 1;
ent.shaderRGBAf[1] = 0;
ent.shaderRGBAf[2] = 0;
//bypasses world lighting
ent.light_known = true;
VectorSet(ent.light_avg, 1, 1, 1);
VectorSet(ent.light_range, 0, 0, 0);
//(yes, its a bit shit. not even a post-process thing)
}
// add to refresh list
V_AddEntity (&ent);
ent.light_known = false;
ent.customskin = 0;
// color shells generate a seperate entity for the main model
if (effects & Q2EF_COLOR_SHELL)
{
// PMM - at this point, all of the shells have been handled
// if we're in the rogue pack, set up the custom mixing, otherwise just
// keep going
// all of the solo colors are fine. we need to catch any of the combinations that look bad
// (double & half) and turn them into the appropriate color, and make double/quad something special
if (renderfx & Q2RF_SHELL_HALF_DAM)
{
{
// ditch the half damage shell if any of red, blue, or double are on
if (renderfx & (Q2RF_SHELL_RED|Q2RF_SHELL_BLUE|Q2RF_SHELL_DOUBLE))
renderfx &= ~Q2RF_SHELL_HALF_DAM;
}
}
if (renderfx & Q2RF_SHELL_DOUBLE)
{
{
// lose the yellow shell if we have a red, blue, or green shell
if (renderfx & (Q2RF_SHELL_RED|Q2RF_SHELL_BLUE|Q2RF_SHELL_GREEN))
renderfx &= ~Q2RF_SHELL_DOUBLE;
// if we have a red shell, turn it to purple by adding blue
if (renderfx & Q2RF_SHELL_RED)
renderfx |= Q2RF_SHELL_BLUE;
// if we have a blue shell (and not a red shell), turn it to cyan by adding green
else if (renderfx & Q2RF_SHELL_BLUE)
{
// go to green if it's on already, otherwise do cyan (flash green)
if (renderfx & Q2RF_SHELL_GREEN)
renderfx &= ~Q2RF_SHELL_BLUE;
else
renderfx |= Q2RF_SHELL_GREEN;
}
}
}
// pmm
ent.flags = renderfx;
ent.shaderRGBAf[3] = 0.20;
ent.shaderRGBAf[0] = (!!(renderfx & Q2RF_SHELL_RED));
ent.shaderRGBAf[1] = (!!(renderfx & Q2RF_SHELL_GREEN));
ent.shaderRGBAf[2] = (!!(renderfx & Q2RF_SHELL_BLUE));
ent.forcedshader = R_RegisterCustom(NULL, "q2/shell", SUF_NONE, Shader_DefaultSkinShell, NULL);
ent.fatness = 2;
V_AddEntity (&ent);
ent.fatness = 0;
}
ent.forcedshader = NULL;
// ent.skin = NULL; // never use a custom skin on others
ent.skinnum = 0;
ent.flags &= RF_EXTERNALMODEL;
ent.shaderRGBAf[3] = 1;
// duplicate for linked models
if (s1->modelindex2)
{
if (s1->modelindex2 == 255)
{ // custom weapon
char *modelname;
char *skin;
ent.model=NULL;
player = &cl.players[(s1->skinnum&0xff)%MAX_CLIENTS];
modelname = InfoBuf_ValueForKey(&player->userinfo, "skin");
if (!modelname[0])
modelname = "male";
skin = strchr(modelname, '/');
if (skin) *skin = '\0';
i = (s1->skinnum >> 8); // 0 is default weapon model
if (i < 0 || i >= cl.numq2visibleweapons)
i = 0; //0 is always valid
ent.model = Mod_ForName(va("players/%s/%s", modelname, cl.q2visibleweapons[i]), MLV_WARN);
if (ent.model->loadstate == MLS_FAILED && i)
{
i = 0;
ent.model = Mod_ForName(va("players/%s/%s", modelname, cl.q2visibleweapons[i]), MLV_WARN);
}
if (ent.model->loadstate == MLS_FAILED && strcmp(modelname, "male"))
ent.model = Mod_ForName(va("players/%s/%s", "male", cl.q2visibleweapons[i]), MLV_WARN);
}
else
ent.model = cl.model_precache[s1->modelindex2];
// PMM - check for the defender sphere shell .. make it translucent
// replaces the previous version which used the high bit on modelindex2 to determine transparency
/* if (!Q_strcasecmp (cl.model_name[(s1->modelindex2)], "models/items/shell/tris.md2"))
{
ent.alpha = 0.32;
ent.flags |= Q2RF_TRANSLUCENT;
V_AddEntity (&ent);
// make sure these get reset.
ent.flags &= RF_EXTERNALMODEL;
ent.shaderRGBAf[3] = 1;
}
else
*/ // pmm
V_AddEntity (&ent);
}
if (s1->u.q2.modelindex3)
{
ent.model = cl.model_precache[s1->u.q2.modelindex3];
V_AddEntity (&ent);
}
if (s1->u.q2.modelindex4)
{
ent.model = cl.model_precache[s1->u.q2.modelindex4];
V_AddEntity (&ent);
}
if ( effects & Q2EF_POWERSCREEN )
{
ent.model = Mod_ForName("models/items/armor/effect/tris.md2", MLV_WARN);
ent.framestate.g[FS_REG].frame[0] = 0;
ent.framestate.g[FS_REG].frame[0] = 0;
ent.flags |= (RF_TRANSLUCENT | Q2RF_SHELL_GREEN);
ent.shaderRGBAf[3] = 0.30;
V_AddEntity (&ent);
}
// add automatic particle trails
if ( (effects&~Q2EF_ROTATE) )
{
if (effects & Q2EF_ROCKET)
{
//FIXME: cubemap orientation
if (P_ParticleTrail(cent->lerp_origin, ent.origin, pt_q2[Q2RT_ROCKET], timestep, ent.keynum, NULL, &cent->trailstate))
if (P_ParticleTrail(cent->lerp_origin, ent.origin, rt_rocket, timestep, ent.keynum, NULL, &cent->trailstate))
{
P_ParticleTrailIndex(cent->lerp_origin, ent.origin, P_INVALID, timestep, 0xdc, 4, &cent->trailstate);
V_AddLight (ent.keynum, ent.origin, 200, 0.2, 0.1, 0.05);
}
}
// PGM - Do not reorder EF_BLASTER and EF_HYPERBLASTER.
// EF_BLASTER | EF_TRACKER is a special case for EF_BLASTER2... Cheese!
else if (effects & Q2EF_BLASTER)
{
//PGM
if (effects & Q2EF_TRACKER) // lame... problematic?
{
if (P_ParticleTrail(cent->lerp_origin, ent.origin, pt_q2[Q2RT_BLASTERTRAIL2], timestep, ent.keynum, NULL, &cent->trailstate))
added qccgui icon (courtesy of shpuld) isolated transfers a little. added preliminary support for r1q2 and q2pro protocols (no zlib). fixed some missing q2 hud configstrings. fixed models attached to particles not appearing the first time around. fixed halos appearing on {foo fullbright textures. fix particle crash bug from missing particlecubes. implement r_converteffectinfo (instead of r_importeffectinfo with r_exportalleffects) for convenience. also now more complete and more accurate. loadfont no longer auto-allocates slot 0. fix issues with r_dynamic -1 don't restart audio on vid_reload (only reload it). this fixes audio issues with capturedemo with gamedir changes. fix possible crash from loading sounds during an audio reload/restart. now listens on both ports 27500 and 26000 when running quake, by default. sv_port or -port args will override. work around surfedge corruption in some instance of the slide4 map that dimman found. attempt to nudge players to travel at at least 200qu when travelling vertically through portals. this should help alieviate gravity-induced stuttering issues. fix nested function types used in conjunction with op_state. now assumes static within the parent. optimise array indexes slightly. fix issue with ptr[float].foo fix some qcc bugs to do with implicit type conversions fix a portal / angle protocol extension issue, so legacy clients can use portals, they just can't see the other side (nor predict them). fix q2 victory.pcx issue at the end of the game. use abort/sigabort instead of sigsegv on linux sys_errors. this should help get people to report stuff better. reformat the nq server advertising to be more helpful. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4996 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-12-28 17:41:39 +00:00
{
P_ParticleTrailIndex(cent->lerp_origin, ent.origin, P_INVALID, timestep, 0xd0, 1, &cent->trailstate);
added qccgui icon (courtesy of shpuld) isolated transfers a little. added preliminary support for r1q2 and q2pro protocols (no zlib). fixed some missing q2 hud configstrings. fixed models attached to particles not appearing the first time around. fixed halos appearing on {foo fullbright textures. fix particle crash bug from missing particlecubes. implement r_converteffectinfo (instead of r_importeffectinfo with r_exportalleffects) for convenience. also now more complete and more accurate. loadfont no longer auto-allocates slot 0. fix issues with r_dynamic -1 don't restart audio on vid_reload (only reload it). this fixes audio issues with capturedemo with gamedir changes. fix possible crash from loading sounds during an audio reload/restart. now listens on both ports 27500 and 26000 when running quake, by default. sv_port or -port args will override. work around surfedge corruption in some instance of the slide4 map that dimman found. attempt to nudge players to travel at at least 200qu when travelling vertically through portals. this should help alieviate gravity-induced stuttering issues. fix nested function types used in conjunction with op_state. now assumes static within the parent. optimise array indexes slightly. fix issue with ptr[float].foo fix some qcc bugs to do with implicit type conversions fix a portal / angle protocol extension issue, so legacy clients can use portals, they just can't see the other side (nor predict them). fix q2 victory.pcx issue at the end of the game. use abort/sigabort instead of sigsegv on linux sys_errors. this should help get people to report stuff better. reformat the nq server advertising to be more helpful. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4996 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-12-28 17:41:39 +00:00
V_AddLight (ent.keynum, ent.origin, 200, 0, 0.2, 0);
}
}
else
{
if (P_ParticleTrail(cent->lerp_origin, ent.origin, pt_q2[Q2RT_BLASTERTRAIL], timestep, ent.keynum, NULL, &cent->trailstate))
{
P_ParticleTrailIndex(cent->lerp_origin, ent.origin, P_INVALID, timestep, 0xe0, 1, &cent->trailstate);
V_AddLight (ent.keynum, ent.origin, 200, 0.2, 0.2, 0);
}
}
//PGM
}
else if (effects & Q2EF_HYPERBLASTER)
{
if (effects & Q2EF_TRACKER) // PGM overloaded for blaster2.
V_AddLight (ent.keynum, ent.origin, 200, 0, 0.2, 0); // PGM
else // PGM
V_AddLight (ent.keynum, ent.origin, 200, 0.2, 0.2, 0);
}
else if (effects & Q2EF_GIB)
{
if (P_ParticleTrail(cent->lerp_origin, ent.origin, pt_q2[Q2RT_GIB], timestep, ent.keynum, NULL, &cent->trailstate))
if (P_ParticleTrail(cent->lerp_origin, ent.origin, rt_blood, timestep, ent.keynum, NULL, &cent->trailstate))
P_ParticleTrailIndex(cent->lerp_origin, ent.origin, P_INVALID, timestep, 0xe8, 8, &cent->trailstate);
}
else if (effects & Q2EF_GRENADE)
{
if (P_ParticleTrail(cent->lerp_origin, ent.origin, pt_q2[Q2RT_GRENADE], timestep, ent.keynum, NULL, &cent->trailstate))
if (P_ParticleTrail(cent->lerp_origin, ent.origin, rt_grenade, timestep, ent.keynum, NULL, &cent->trailstate))
P_ParticleTrailIndex(cent->lerp_origin, ent.origin, P_INVALID, timestep, 4, 8, &cent->trailstate);
}
else if (effects & Q2EF_FLIES)
{
CLQ2_FlyEffect (cent, ent.origin);
}
else if (effects & Q2EF_BFG)
{
static int bfg_lightramp[6] = {300, 400, 600, 300, 150, 75};
if (effects & Q2EF_ANIM_ALLFAST)
{
CLQ2_BfgParticles (cent, ent.origin);
i = 200;
}
else
{
i = bfg_lightramp[s1->frame];
}
V_AddLight (ent.keynum, ent.origin, i, 0, 0.2, 0);
}
// RAFAEL
else if (effects & Q2EF_TRAP)
{
ent.origin[2] += 32;
P_ParticleTrail(cent->lerp_origin, ent.origin, pt_q2[Q2RT_TRAP], timestep, ent.keynum, NULL, &cent->trailstate);
}
else if (effects & Q2EF_FLAG1)
{
if (P_ParticleTrail(cent->lerp_origin, ent.origin, pt_q2[Q2RT_FLAG1], timestep, ent.keynum, NULL, &cent->trailstate))
{
P_ParticleTrailIndex(cent->lerp_origin, ent.origin, P_INVALID, timestep, 242, 1, &cent->trailstate);
V_AddLight (ent.keynum, ent.origin, 225, 0.2, 0.05, 0.05);
}
}
else if (effects & Q2EF_FLAG2)
{
if (P_ParticleTrail(cent->lerp_origin, ent.origin, pt_q2[Q2RT_FLAG2], timestep, ent.keynum, NULL, &cent->trailstate))
{
P_ParticleTrailIndex(cent->lerp_origin, ent.origin, P_INVALID, timestep, 115, 1, &cent->trailstate);
V_AddLight (ent.keynum, ent.origin, 225, 0.05, 0.05, 0.2);
}
}
//======
//ROGUE
else if (effects & Q2EF_TAGTRAIL)
{
if (P_ParticleTrail(cent->lerp_origin, ent.origin, pt_q2[Q2RT_TAGTRAIL], timestep, ent.keynum, NULL, &cent->trailstate))
{
P_ParticleTrailIndex(cent->lerp_origin, ent.origin, P_INVALID, timestep, 220, 1, &cent->trailstate);
V_AddLight (ent.keynum, ent.origin, 225, 0.2, 0.2, 0.0);
}
}
else if (effects & Q2EF_TRACKERTRAIL)
{
if (effects & Q2EF_TRACKER)
{
float intensity;
intensity = 50 + (500 * (sin(cl.time/500.0) + 1.0));
// FIXME - check out this effect in rendition
V_AddLight (ent.keynum, ent.origin, intensity, -0.2, -0.2, -0.2);
}
else
{
CLQ2_Tracker_Shell (cent, cent->lerp_origin);
V_AddLight (ent.keynum, ent.origin, 155, -0.2, -0.2, -0.2);
}
}
else if (effects & Q2EF_TRACKER)
{
if (P_ParticleTrail(cent->lerp_origin, ent.origin, pt_q2[Q2RT_TRACKER], timestep, ent.keynum, NULL, &cent->trailstate))
{
P_ParticleTrailIndex(cent->lerp_origin, ent.origin, P_INVALID, timestep, 0, 1, &cent->trailstate);
V_AddLight (ent.keynum, ent.origin, 200, -0.2, -0.2, -0.2);
}
}
//ROGUE
//======
// RAFAEL
else if (effects & Q2EF_GREENGIB)
{
if (P_ParticleTrail(cent->lerp_origin, ent.origin, pt_q2[Q2RT_GREENGIB], timestep, ent.keynum, NULL, &cent->trailstate))
P_ParticleTrailIndex(cent->lerp_origin, ent.origin, P_INVALID, timestep, 219, 8, &cent->trailstate);
}
// RAFAEL
else if (effects & Q2EF_IONRIPPER)
{
if (P_ParticleTrail(cent->lerp_origin, ent.origin, pt_q2[Q2RT_IONRIPPER], timestep, ent.keynum, NULL, &cent->trailstate))
{
P_ParticleTrailIndex(cent->lerp_origin, ent.origin, P_INVALID, timestep, 228, 4, &cent->trailstate);
V_AddLight (ent.keynum, ent.origin, 100, 0.2, 0.1, 0.1);
}
}
// RAFAEL
else if (effects & Q2EF_BLUEHYPERBLASTER)
{
V_AddLight (ent.keynum, ent.origin, 200, 0, 0, 0.2);
}
// RAFAEL
else if (effects & Q2EF_PLASMA)
{
if (effects & Q2EF_ANIM_ALLFAST)
{
P_ParticleTrail(cent->lerp_origin, ent.origin, pt_q2[Q2RT_PLASMA], timestep, ent.keynum, NULL, &cent->trailstate);
}
V_AddLight (ent.keynum, ent.origin, 130, 0.2, 0.1, 0.1);
}
}
VectorCopy (ent.origin, cent->lerp_origin);
}
}
/*
==============
CL_AddViewWeapon
==============
*/
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
static void CLQ2_AddViewWeapon (int seat, q2player_state_t *ps, q2player_state_t *ops)
{
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[seat];
struct model_s *om = pv->vm.oldmodel;
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->vm.oldmodel = NULL;
// allow the gun to be completely removed
if (!r_drawviewmodel.value)
return;
if (!Cam_DrawViewModel(pv))
return;
// don't draw gun if in wide angle view
if (ps->fov > 90)
return;
//generate root matrix..
VectorCopy(pv->simorg, r_refdef.weaponmatrix[3]);
AngleVectors(pv->simangles, r_refdef.weaponmatrix[0], r_refdef.weaponmatrix[1], r_refdef.weaponmatrix[2]);
VectorInverse(r_refdef.weaponmatrix[1]);
memcpy(r_refdef.weaponmatrix_bob, r_refdef.weaponmatrix, sizeof(r_refdef.weaponmatrix_bob));
if (om != cl.model_precache[ps->gunindex])
{
pv->vm.prevframe = pv->vm.oldframe = ps->gunframe;
pv->vm.lerptime = pv->vm.oldlerptime = cl.oldgametime;
}
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->vm.oldmodel = cl.model_precache[ps->gunindex];
if (!pv->vm.oldmodel)
return;
if (ps->gunframe != pv->vm.prevframe)
{
pv->vm.oldframe = pv->vm.prevframe;
pv->vm.oldlerptime = pv->vm.lerptime;
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->vm.prevframe = ps->gunframe;
pv->vm.lerptime = cl.time;
}
}
/*
===============
CL_CalcViewValues
Sets r_refdef view values
===============
*/
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 CLQ2_CalcViewValues (int seat)
{
int i;
float lerp, backlerp;
q2frame_t *oldframe;
q2player_state_t *ps, *ops;
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[seat];
r_refdef.areabitsknown = true;
memcpy(r_refdef.areabits, cl.q2frame.seat[seat].areabits, sizeof(r_refdef.areabits));
r_refdef.useperspective = true;
r_refdef.mindist = bound(0.1, gl_mindist.value, 4);
r_refdef.maxdist = gl_maxdist.value;
// find the previous frame to interpolate from
ps = &cl.q2frame.seat[seat].playerstate;
i = (cl.q2frame.serverframe - 1) & Q2UPDATE_MASK;
oldframe = &cl.q2frames[i];
if (oldframe->serverframe != cl.q2frame.serverframe-1 || !oldframe->valid)
oldframe = &cl.q2frame; // previous frame was dropped or involid
ops = &oldframe->seat[seat].playerstate;
// see if the player entity was teleported this frame
if ( abs(ops->pmove.origin[0] - ps->pmove.origin[0]) > 256*8
|| abs(ops->pmove.origin[1] - ps->pmove.origin[1]) > 256*8
|| abs(ops->pmove.origin[2] - ps->pmove.origin[2]) > 256*8)
ops = ps; // don't interpolate
lerp = cl.lerpfrac;
// calculate the origin
if (cl.worldmodel && (!cl_nopred.value) && !(cl.q2frame.seat[seat].playerstate.pmove.pm_flags & Q2PMF_NO_PREDICTION) && !cls.demoplayback)
{ // use predicted values
float delta;
backlerp = 1.0 - lerp;
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
pv->simorg[i] = pv->predicted_origin[i] + ops->viewoffset[i]
fixed eztv md4 incompatibility. reimplemented qtvreverse command. fixed some stuffcmds being handled by the wrong splitscreen seats (was noticable in TF). rework smartjump to try to be more predictable... rework relighting to try to be more robust (and more self-contained). allow the csqc to actually use VF_PROJECTIONOFFSET. jump now moves upwards instead of trying to lock on to a nearby player when spectating. assume 32 fullbright pixels when running with a palette.lmp yet no colormap.lmp (happens with some total conversions). tweaked scoreboard for fainter backgrounds. rearranged autoid, to be smaller etc. hacked around dodgy conchars.lmp - don't treat 128*128 qpics as qpics to work around workarounds for buggy wad tools (with a warning). fixed missing fullbrights on h2holey models. avoided warning about mod_h2holey_bugged on dedicated servers. added net_ice_exchangeprivateips, for people worried about exposing lan IPs when using ICE. sv_public 2: implemented client support for our webrtc broker in order to use our own ICE implementation without needing to faff around with irc accounts or plugins etc. TODO: ensure at least one ephemerial udp port when using ice or come up with some better sv_port handling fixed multiple tls bugs (one could cause server problems). change net_enable_tls to disabled by default anyway (reenable for the server to be able to respond to https/wss/tls schemes again). don't colourmap when there appears to be a highres diffusemap on q1 models. imgtool now understands exporting from qpics in wads, as well as just mips. implemented speed-o-meter in ezhud. added removeinstant builtin to avoid the half-second rule. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5614 fc73d0e0-1445-4013-8a0c-d673dee63da5
2020-02-11 18:06:10 +00:00
+ lerp * (ps->viewoffset[i] - ops->viewoffset[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
- backlerp * pv->prediction_error[i];
}
// smooth out stair climbing
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
delta = realtime - pv->predicted_step_time;
if (delta < 0.1)
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->simorg[2] -= pv->predicted_step * (0.1 - delta)*10;
}
else
{ // just use interpolated values
for (i=0 ; i<3 ; i++)
pv->simorg[i] = ops->pmove.origin[i]*0.125 + ops->viewoffset[i]
+ lerp * ( ps->pmove.origin[i]*0.125 + ps->viewoffset[i]
- (ops->pmove.origin[i]*0.125 + ops->viewoffset[i]) );
}
// if not running a demo or on a locked frame, add the local angle movement
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.worldmodel && ps->pmove.pm_type < Q2PM_DEAD && !cls.demoplayback)
{ // use predicted values
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
pv->simangles[i] = pv->predicted_angles[i];
}
else
{ // just use interpolated values
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
pv->simangles[i] = LerpAngle (ops->viewangles[i], ps->viewangles[i], lerp);
}
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
pv->simangles[i] += v_gunkick_q2.value * LerpAngle (ops->kick_angles[i], ps->kick_angles[i], lerp);
// VectorCopy(r_refdef.viewangles, cl.viewangles);
// AngleVectors (r_refdef.viewangles, v_forward, v_right, v_up);
// interpolate field of view
pv->forcefov = ops->fov + lerp * (ps->fov - ops->fov);
pv->handedness = atoi(InfoBuf_ValueForKey(&cls.userinfo[seat], "hand"));
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
//do interpolate blend alpha, but only if the rgb didn't change
// don't interpolate blend color
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
pv->screentint[i] = ps->blend[i];
if (ps->blend[0] == ops->blend[0] && ps->blend[1] == ops->blend[1] && ps->blend[2] == ops->blend[2] && (!ps->blend[3]) == (!ops->blend[3]))
pv->screentint[3] = (ops->blend[3] + lerp * (ps->blend[3]-ops->blend[3]))*gl_cshiftenabled.value;
else
pv->screentint[3] = ps->blend[3]*gl_cshiftenabled.value;
// add the weapon
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
CLQ2_AddViewWeapon (seat, ps, ops);
}
/*
===============
CL_AddEntities
Emits all entities, particles, and lights to the refresh
===============
*/
void CLQ2_AddEntities (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 seat;
if (cls.state != ca_active)
return;
cl.lerpfrac = 1.0 - (cl.q2frame.servertime/1000.0 - cl.time) * cl.q2svnetrate;
// Con_Printf("%g: %g\n", cl.q2frame.servertime - (cl.time*1000), cl.lerpfrac);
cl.lerpfrac = bound(0, cl.lerpfrac, 1);
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++)
CLQ2_CalcViewValues (seat);
CLQ2_AddPacketEntities (&cl.q2frame);
#if 0
CLQ2_AddProjectiles ();
#endif
CL_UpdateTEnts ();
#ifdef _DEBUG
if (chase_active.ival)
{
playerview_t *pv = &cl.playerview[0];
vec3_t axis[3];
vec3_t camorg;
// trace_t tr;
AngleVectors(r_refdef.viewangles, axis[0], axis[1], axis[2]);
VectorMA(r_refdef.vieworg, -chase_back.value, axis[0], camorg);
VectorMA(camorg, -chase_up.value, pv->gravitydir, camorg);
// if (cl.worldmodel && cl.worldmodel->funcs.NativeTrace(cl.worldmodel, 0, NULLFRAMESTATE, NULL, r_refdef.vieworg, camorg, vec3_origin, vec3_origin, true, MASK_WORLDSOLID, &tr))
VectorCopy(camorg, r_refdef.vieworg);
V_EditExternalModels(0, NULL, 0);
}
#endif
#ifdef RTLIGHTS
R_EditLights_DrawLights();
#endif
}
#endif