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fteqw/engine/client/cl_tent.c

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/*
Copyright (C) 1996-1997 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// cl_tent.c -- client side temporary entities
#include "quakedef.h"
#include "particles.h"
entity_state_t *CL_FindPacketEntity(int num);
#ifdef Q2CLIENT
static const char *q2efnames[] =
{
"TEQ2_GUNSHOT",
"TEQ2_BLOOD",
"TEQ2_BLASTER",
"TEQ2_RAILTRAIL",
"TEQ2_SHOTGUN",
"TEQ2_EXPLOSION1",
"TEQ2_EXPLOSION2",
"TEQ2_ROCKET_EXPLOSION",
"TEQ2_GRENADE_EXPLOSION",
"TEQ2_SPARKS",
NULL,//"TEQ2_SPLASH",
"TEQ2_BUBBLETRAIL",
"TEQ2_SCREEN_SPARKS",
"TEQ2_SHIELD_SPARKS",
"TEQ2_BULLET_SPARKS",
NULL,//"TEQ2_LASER_SPARKS",
NULL,//"TEQ2_PARASITE_ATTACK",
"TEQ2_ROCKET_EXPLOSION_WATER",
"TEQ2_GRENADE_EXPLOSION_WATER",
NULL,//"TEQ2_MEDIC_CABLE_ATTACK",
"TEQ2_BFG_EXPLOSION",
"TEQ2_BFG_BIGEXPLOSION",
"TEQ2_BOSSTPORT",
NULL,//"TEQ2_BFG_LASER",
NULL,//"TEQ2_GRAPPLE_CABLE",
"TEQ2_WELDING_SPARKS",
"TEQ2_GREENBLOOD",
"TEQ2_BLUEHYPERBLASTER",
"TEQ2_PLASMA_EXPLOSION",
"TEQ2_TUNNEL_SPARKS",
"TEQ2_BLASTER2",
"TEQ2_RAILTRAIL2", //not implemented in vanilla
NULL,//"TEQ2_FLAME", //not implemented in vanilla
NULL,//"TEQ2_LIGHTNING",
"TEQ2_DEBUGTRAIL",
"TEQ2_PLAIN_EXPLOSION",
"TEQ2_FLASHLIGHT",
"TEQ2_FORCEWALL",
NULL,//"TEQ2_HEATBEAM",
NULL,//"TEQ2_MONSTER_HEATBEAM",
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
NULL,//"TEQ2_STEAM",
"TEQ2_BUBBLETRAIL2",
"TEQ2_MOREBLOOD",
"TEQ2_HEATBEAM_SPARKS",
"TEQ2_HEATBEAM_STEAM",
"TEQ2_CHAINFIST_SMOKE",
"TEQ2_ELECTRIC_SPARKS",
"TEQ2_TRACKER_EXPLOSION",
"TEQ2_TELEPORT_EFFECT",
"TEQ2_DBALL_GOAL",
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
NULL,//"TEQ2_WIDOWBEAMOUT",
NULL,//"TEQ2_NUKEBLAST",
"TEQ2_WIDOWSPLASH",
"TEQ2_EXPLOSION1_BIG",
"TEQ2_EXPLOSION1_NP",
"TEQ2_FLECHETTE",
NULL,//"TEQ2_CR_LEADERBLASTER",
NULL,//"TEQ2_CR_BLASTER_MUZZLEFLASH",
NULL,//"TEQ2_CR_BLUE_MUZZLEFLASH",
NULL,//"TEQ2_CR_SMART_MUZZLEFLASH",
NULL,//"TEQ2_CR_LEADERFIELD",
NULL,//"TEQ2_CR_DEATHFIELD",
NULL,//"TEQ2_CR_BLASTERBEAM",
NULL,//"TEQ2_CR_STAIN",
NULL,//"TEQ2_CR_FIRE",
NULL,//"TEQ2_CR_CABLEGUT",
NULL,//"TEQ2_CR_SMOKE",
//the rest have no specific value meanings
//slashes block
"te_splashunknown",
"te_splashsparks",
"te_splashbluewater",
"te_splashbrownwater",
"te_splashslime",
"te_splashlava",
"te_splashblood",
"TR_BLASTERTRAIL",
"TR_BLASTERTRAIL2",
"TRQ2_GIB",
"TRQ2_GREENGIB",
"TRQ2_ROCKET",
"TRQ2_GRENADE",
"TR_TRAP",
"TR_FLAG1",
"TR_FLAG2",
"TR_TAGTRAIL",
"TR_TRACKER",
"TR_IONRIPPER",
"TR_PLASMA",
"EF_BFGPARTICLES",
"EF_FLIES",
"EF_TRAP",
"EF_TRACKERSHELL",
"ev_item_respawn",
"ev_player_teleport",
"ev_footstep",
};
int pt_q2[sizeof(q2efnames)/sizeof(q2efnames[0])];
#endif
int
pt_muzzleflash=P_INVALID,
pt_gunshot=P_INVALID,
ptdp_gunshotquad=P_INVALID,
pt_spike=P_INVALID,
ptdp_spikequad=P_INVALID,
pt_superspike=P_INVALID,
ptdp_superspikequad=P_INVALID,
pt_wizspike=P_INVALID,
pt_knightspike=P_INVALID,
pt_explosion=P_INVALID,
ptdp_explosionquad=P_INVALID,
pt_tarexplosion=P_INVALID,
pt_teleportsplash=P_INVALID,
pt_lavasplash=P_INVALID,
ptdp_smallflash=P_INVALID,
ptdp_flamejet=P_INVALID,
ptdp_flame=P_INVALID,
ptdp_blood=P_INVALID,
ptdp_spark=P_INVALID,
ptdp_plasmaburn=P_INVALID,
ptdp_tei_g3=P_INVALID,
ptdp_tei_smoke=P_INVALID,
ptdp_tei_bigexplosion=P_INVALID,
ptdp_tei_plasmahit=P_INVALID,
ptdp_stardust=P_INVALID,
rt_rocket=P_INVALID,
rt_grenade=P_INVALID,
rt_blood=P_INVALID,
rt_wizspike=P_INVALID,
rt_slightblood=P_INVALID,
rt_knightspike=P_INVALID,
rt_vorespike=P_INVALID,
rtdp_nexuizplasma=P_INVALID,
rtdp_glowtrail=P_INVALID,
ptqw_gunshot=P_INVALID,
ptqw_blood=P_INVALID,
ptqw_lightningblood=P_INVALID,
rtqw_railtrail=P_INVALID,
ptfte_bullet=P_INVALID,
ptfte_superbullet=P_INVALID;
typedef struct {
/*static stuff*/
char *modelname;
char *beamparticles;
char *beamimpactparticle;
int bflags;
/*cached stuff*/
model_t *model;
int ef_beam;
int ef_impact;
} tentmodels_t;
struct beam_s {
tentmodels_t *info;
int entity;
short tag;
// short pad;
// qbyte pad;
qbyte bflags;
qbyte type;
qbyte skin;
unsigned int rflags;
float endtime;
float alpha;
vec3_t start, end;
vec3_t offset; //when attached, this is the offset from the owning entity. probably only z is meaningful.
// int particlecolour; //some effects have specific colours. which is weird.
trailstate_t *trailstate;
trailstate_t *emitstate;
};
beam_t *cl_beams;
int cl_beams_max;
typedef struct
{
vec3_t origin;
vec3_t oldorigin;
vec3_t velocity;
int firstframe;
int numframes;
int type;
vec3_t angles;
vec3_t avel;
int flags;
float gravity;
float startalpha;
float endalpha;
float scale;
float start;
float framerate;
model_t *model;
int skinnum;
int traileffect;
trailstate_t *trailstate;
} explosion_t;
static explosion_t *cl_explosions;
static int cl_explosions_max;
static int explosions_running;
static int beams_running;
static tentmodels_t beamtypes[] =
{
{"progs/bolt.mdl", "TE_LIGHTNING1", "TE_LIGHTNING1_END"},
{"progs/bolt2.mdl", "TE_LIGHTNING2", "TE_LIGHTNING2_END"},
{"progs/bolt3.mdl", "TE_LIGHTNING3", "TE_LIGHTNING3_END"},
{"progs/beam.mdl", "te_beam", "te_beam_end"}, //a CTF addition, but has other potential uses, sadly.
{"models/monsters/parasite/segment/tris.md2","te_parasite_attack", "te_parasite_attack_end"},
{"models/ctf/segment/tris.md2", "te_grapple_cable", "te_grapple_cable_end"},
{"models/proj/beam/tris.md2", "te_heatbeam", "te_heatbeam_end"},
{"models/proj/lightning/tris.md2", "TE_LIGHTNING2", "TE_LIGHTNING2_END"},
{"models/stltng2.mdl", "te_stream_lightning_small", NULL},
{"models/stchain.mdl", "te_stream_chain", NULL},
{"models/stsunsf1.mdl", "te_stream_sunstaff1", NULL},
{"models/stsunsf2.mdl", NULL, NULL},
{"models/stsunsf1.mdl", "te_stream_sunstaff2", NULL},
{"models/stlghtng.mdl", "te_stream_lightning", NULL},
{"models/stclrbm.mdl", "te_stream_colorbeam", NULL},
{"models/stice.mdl", "te_stream_icechunks", NULL},
{"models/stmedgaz.mdl", "te_stream_gaze", NULL},
{"models/fambeam.mdl", "te_stream_famine", NULL},
};
static sfx_t *cl_sfx_wizhit;
sfx_t *cl_sfx_knighthit;
static sfx_t *cl_sfx_tink1;
static sfx_t *cl_sfx_ric1;
static sfx_t *cl_sfx_ric2;
static sfx_t *cl_sfx_ric3;
sfx_t *cl_sfx_r_exp3;
cvar_t cl_expsprite = CVARFD("cl_expsprite", "1", CVAR_ARCHIVE, "Display a central sprite in explosion effects. QuakeWorld typically does so, NQ mods should not (which is problematic when played with the qw protocol).");
cvar_t r_explosionlight = CVARFC("r_explosionlight", "1", CVAR_ARCHIVE, Cvar_Limiter_ZeroToOne_Callback);
static cvar_t r_explosionlight_colour = CVARF("r_explosionlight_colour", "4.0 2.0 0.5", CVAR_ARCHIVE);
static cvar_t r_explosionlight_fade = CVARF("r_explosionlight_fade", "0.784 0.92 0.48", CVAR_ARCHIVE);
cvar_t r_dimlight_colour = CVARF("r_dimlight_colour", "2.0 1.0 0.5 200", CVAR_ARCHIVE);
cvar_t r_brightlight_colour = CVARF("r_brightlight_colour", "2.0 1.0 0.5 400", CVAR_ARCHIVE);
cvar_t r_rocketlight_colour = CVARF("r_rocketlight_colour", "2.0 1.0 0.25 200", CVAR_ARCHIVE);
cvar_t r_muzzleflash_colour = CVARF("r_muzzleflash_colour", "1.5 1.3 1.0 200", CVAR_ARCHIVE);
cvar_t r_muzzleflash_fade = CVARF("r_muzzleflash_fade", "1.5 0.75 0.375 1000", CVAR_ARCHIVE);
cvar_t cl_truelightning = CVARF("cl_truelightning", "0", CVAR_SEMICHEAT);
static cvar_t cl_beam_trace = CVAR("cl_beam_trace", "0");
static cvar_t cl_legacystains = CVARD("cl_legacystains", "1", "WARNING: this cvar will default to 0 and later removed at some point"); //FIXME: do as the description says!
static cvar_t cl_shaftlight = CVAR("gl_shaftlight", "0.8");
static cvar_t cl_part_density_fade_start = CVARD("cl_part_density_fade_start", "1024", "Specifies the distance at which ssqc's pointparticles will start to get less dense.");
static cvar_t cl_part_density_fade = CVARD("cl_part_density_fade", "1024", "Specifies the distance over which ssqc pointparticles density fades from all to none. If this is set to 0 then particles will spawn at their normal density regardless of location on the map.");
typedef struct {
sfx_t **sfx;
char *efname;
} tentsfx_t;
tentsfx_t tentsfx[] =
{
{&cl_sfx_wizhit, "wizard/hit.wav"},
{&cl_sfx_knighthit, "hknight/hit.wav"},
{&cl_sfx_tink1, "weapons/tink1.wav"},
{&cl_sfx_ric1, "weapons/ric1.wav"},
{&cl_sfx_ric2, "weapons/ric2.wav"},
{&cl_sfx_ric3, "weapons/ric3.wav"},
{&cl_sfx_r_exp3, "weapons/r_exp3.wav"}
};
vec3_t playerbeam_end[MAX_SPLITS];
typedef struct associatedeffect_s
{
struct associatedeffect_s *next;
char mname[MAX_QPATH];
char pname[MAX_QPATH];
enum
{
AE_TRAIL,
AE_EMIT,
} type;
unsigned int meflags;
} associatedeffect_t;
associatedeffect_t *associatedeffect;
void CL_AssociateEffect_f(void)
{
char *modelname = Cmd_Argv(1);
char *effectname = Cmd_Argv(2);
int type, i;
unsigned int flags = 0;
struct associatedeffect_s *ae;
if (!strcmp(Cmd_Argv(0), "r_trail"))
type = AE_TRAIL;
else
{
type = AE_EMIT;
for (i = 3; i < Cmd_Argc(); i++)
{
const char *fn = Cmd_Argv(i);
if (!strcmp(fn, "replace") || !strcmp(fn, "1"))
flags |= MDLF_EMITREPLACE;
else if (!strcmp(fn, "forwards") || !strcmp(fn, "forward"))
flags |= MDLF_EMITFORWARDS;
else if (!strcmp(fn, "0"))
; //1 or 0 are legacy, meaning replace or not
else
Con_DPrintf("%s %s: unknown flag %s\n", Cmd_Argv(0), modelname, fn);
}
}
if (
strstr(modelname, "player") ||
strstr(modelname, "eyes") ||
strstr(modelname, "flag") ||
strstr(modelname, "tf_stan") ||
strstr(modelname, ".bsp") ||
strstr(modelname, "turr"))
{
Con_Printf("Sorry: Not allowed to attach effects to model \"%s\"\n", modelname);
return;
}
if (strlen (modelname) >= MAX_QPATH || strlen(effectname) >= MAX_QPATH)
return;
/*replace the old one if it exists*/
for(ae = associatedeffect; ae; ae = ae->next)
{
if (!strcmp(ae->mname, modelname))
if ((ae->type==AE_TRAIL) == (type==AE_TRAIL))
break;
}
if (!ae)
{
ae = Z_Malloc(sizeof(*ae));
strcpy(ae->mname, modelname);
ae->next = associatedeffect;
associatedeffect = ae;
}
ae->type = type;
ae->meflags = flags;
strcpy(ae->pname, effectname);
if (pe)
CL_RegisterParticles();
}
void CL_InitTEntSounds (void)
{
int i;
for (i = 0; i < sizeof(tentsfx)/sizeof(tentsfx[0]); i++)
{
if (COM_FCheckExists(va("sound/%s", tentsfx[i].efname)))
*tentsfx[i].sfx = S_PrecacheSound (tentsfx[i].efname);
else
*tentsfx[i].sfx = NULL;
}
}
/*
=================
CL_ParseTEnts
=================
*/
void CL_InitTEnts (void)
{
int i;
for (i = 0; i < sizeof(tentsfx)/sizeof(tentsfx[0]); i++)
*tentsfx[i].sfx = NULL;
Cmd_AddCommand("r_effect", CL_AssociateEffect_f);
Cmd_AddCommand("r_trail", CL_AssociateEffect_f);
Cvar_Register (&cl_expsprite, "Temporary entity control");
Cvar_Register (&cl_truelightning, "Temporary entity control");
Cvar_Register (&cl_beam_trace, "Temporary entity control");
Cvar_Register (&r_explosionlight, "Temporary entity control");
Cvar_Register (&r_explosionlight_colour, "Temporary entity control");
Cvar_Register (&r_explosionlight_fade, "Temporary entity control");
Cvar_Register (&r_muzzleflash_colour, "Temporary entity control");
Cvar_Register (&r_muzzleflash_fade, "Temporary entity control");
Cvar_Register (&r_dimlight_colour, "Temporary entity control");
Cvar_Register (&r_brightlight_colour, "Temporary entity control");
Cvar_Register (&r_rocketlight_colour, "Temporary entity control");
Cvar_Register (&cl_legacystains, "Temporary entity control");
Cvar_Register (&cl_shaftlight, "Temporary entity control");
Cvar_Register (&cl_part_density_fade_start, "Temporary entity control");
Cvar_Register (&cl_part_density_fade, "Temporary entity control");
}
void CL_ShutdownTEnts (void)
{
struct associatedeffect_s *ae;
while(associatedeffect)
{
ae = associatedeffect;
associatedeffect = ae->next;
BZ_Free(ae);
}
}
void CL_ClearTEntParticleState (void)
{
int i;
for (i = 0; i < cl_beams_max; i++)
{
if (cl_beams[i].trailstate)
P_DelinkTrailstate(&(cl_beams[i].trailstate));
if (cl_beams[i].emitstate)
P_DelinkTrailstate(&(cl_beams[i].emitstate));
}
}
void P_LoadedModel(model_t *mod)
{
struct associatedeffect_s *ae;
mod->particleeffect = P_INVALID;
mod->particletrail = P_INVALID;
mod->engineflags &= ~(MDLF_EMITREPLACE|MDLF_EMITFORWARDS);
mod->engineflags |= MDLF_RECALCULATERAIN;
for(ae = associatedeffect; ae; ae = ae->next)
{
if (!strcmp(ae->mname, mod->name))
{
switch(ae->type)
{
case AE_TRAIL:
mod->particletrail = P_FindParticleType(ae->pname);
break;
case AE_EMIT:
mod->particleeffect = P_FindParticleType(ae->pname);
mod->engineflags |= ae->meflags;
break;
}
}
}
if (mod->particletrail == P_INVALID)
P_DefaultTrail(0, mod->flags, &mod->particletrail, &mod->traildefaultindex);
}
void CL_RefreshCustomTEnts(void);
void CL_RegisterParticles(void)
{
model_t *mod;
extern model_t *mod_known;
extern int mod_numknown;
int i;
for (i=0 , mod=mod_known ; i<mod_numknown ; i++, mod++)
{
if (mod->loadstate == MLS_LOADED)
{
P_LoadedModel(mod);
}
}
pt_muzzleflash = P_FindParticleType("TE_MUZZLEFLASH");
pt_gunshot = P_FindParticleType("TE_GUNSHOT"); /*shotgun*/
ptdp_gunshotquad = P_FindParticleType("TE_GUNSHOTQUAD"); /*DP: quadded shotgun*/
pt_spike = P_FindParticleType("TE_SPIKE"); /*nailgun*/
ptdp_spikequad = P_FindParticleType("TE_SPIKEQUAD"); /*DP: quadded nailgun*/
pt_superspike = P_FindParticleType("TE_SUPERSPIKE"); /*nailgun*/
ptdp_superspikequad = P_FindParticleType("TE_SUPERSPIKEQUAD"); /*DP: quadded nailgun*/
pt_wizspike = P_FindParticleType("TE_WIZSPIKE"); //scrag missile impact
pt_knightspike = P_FindParticleType("TE_KNIGHTSPIKE"); //hellknight missile impact
pt_explosion = P_FindParticleType("TE_EXPLOSION");/*rocket/grenade launcher impacts/far too many things*/
ptdp_explosionquad = P_FindParticleType("TE_EXPLOSIONQUAD"); /*nailgun*/
pt_tarexplosion = P_FindParticleType("TE_TAREXPLOSION");//tarbaby/spawn dying.
pt_teleportsplash = P_FindParticleType("TE_TELEPORT");/*teleporters*/
pt_lavasplash = P_FindParticleType("TE_LAVASPLASH"); //e1m7 boss dying.
ptdp_smallflash = P_FindParticleType("TE_SMALLFLASH"); //DP:
ptdp_flamejet = P_FindParticleType("TE_FLAMEJET"); //DP:
ptdp_flame = P_FindParticleType("EF_FLAME"); //DP:
ptdp_blood = P_FindParticleType("TE_BLOOD"); /*when you hit something with the shotgun/axe/nailgun - nq uses the general particle builtin*/
ptdp_spark = P_FindParticleType("TE_SPARK");//DPTE_SPARK
ptdp_plasmaburn = P_FindParticleType("TE_PLASMABURN");
ptdp_tei_g3 = P_FindParticleType("TE_TEI_G3");
ptdp_tei_smoke = P_FindParticleType("TE_TEI_SMOKE");
ptdp_tei_bigexplosion = P_FindParticleType("TE_TEI_BIGEXPLOSION");
ptdp_tei_plasmahit = P_FindParticleType("TE_TEI_PLASMAHIT");
ptdp_stardust = P_FindParticleType("EF_STARDUST");
rt_rocket = P_FindParticleType("TR_ROCKET"); /*rocket trail*/
rt_grenade = P_FindParticleType("TR_GRENADE"); /*grenade trail*/
rt_blood = P_FindParticleType("TR_BLOOD"); /*blood trail*/
rt_wizspike = P_FindParticleType("TR_WIZSPIKE");
rt_slightblood = P_FindParticleType("TR_SLIGHTBLOOD");
rt_knightspike = P_FindParticleType("TR_KNIGHTSPIKE");
rt_vorespike = P_FindParticleType("TR_VORESPIKE");
//rtdp_neharasmoke = P_FindParticleType("TR_NEHAHRASMOKE");
rtdp_nexuizplasma = P_FindParticleType("TR_NEXUIZPLASMA");
rtdp_glowtrail = P_FindParticleType("TR_GLOWTRAIL");
/*internal to psystem*/ P_FindParticleType("SVC_PARTICLE");
ptqw_gunshot = (pt_gunshot!=P_INVALID)?pt_gunshot:P_FindParticleType("TE_QWGUNSHOT"); /*shotgun*/
ptqw_blood = (ptdp_blood!=P_INVALID)?ptdp_blood:P_FindParticleType("TE_QWBLOOD");
ptqw_lightningblood = P_FindParticleType("TE_LIGHTNINGBLOOD");
#ifdef Q2CLIENT
if (cls.protocol == CP_QUAKE2)
{
for (i = 0; i < sizeof(pt_q2)/sizeof(pt_q2[0]); i++)
{
if (!q2efnames[i])
{
pt_q2[i] = P_INVALID;
continue;
}
pt_q2[i] = P_FindParticleType(va("q2part.%s", q2efnames[i]));
#ifdef _DEBUG
if (pt_q2[i] == P_INVALID && pt_q2[0] != P_INVALID)
Con_Printf("effect q2part.%s was not declared\n", q2efnames[i]);
#endif
}
/*ptq2_blood = P_FindParticleType("q2part.TEQ2_BLOOD");
rtq2_railtrail = P_FindParticleType("q2part.TR_RAILTRAIL");
rtq2_blastertrail = P_FindParticleType("q2part.TR_BLASTERTRAIL");
ptq2_blasterparticles = P_FindParticleType("q2part.TE_BLASTERPARTICLES");
rtq2_bubbletrail = P_FindParticleType("q2part.TE_BUBBLETRAIL");
rtq2_gib = P_FindParticleType("q2part.TR_GIB");
rtq2_rocket = P_FindParticleType("q2part.TR_ROCKET");
rtq2_grenade = P_FindParticleType("q2part.TR_GRENADE");
ptq2_bfgparticles = P_FindParticleType("q2part.TR_BFGPARTICLES");
ptq2_flies = P_FindParticleType("q2part.TR_FLIES");
ptq2_trap = P_FindParticleType("q2part.TR_TRAP");
ptq2_trackershell = P_FindParticleType("q2part.TR_TRACKERSHELL");*/
}
else
{
for (i = 0; i < sizeof(pt_q2)/sizeof(pt_q2[0]); i++)
pt_q2[i] = P_INVALID;
}
#endif
rtqw_railtrail = P_FindParticleType("TE_RAILTRAIL");
ptfte_bullet = P_FindParticleType("TE_BULLET");
ptfte_superbullet = P_FindParticleType("TE_SUPERBULLET");
CL_RefreshCustomTEnts();
for (i = 0; i < countof(beamtypes); i++)
{
//we can normally expect the server to have precache_modeled these models, so any lookups should be just a lookup, and thus relatively cheap.
beamtypes[i].model = NULL;
beamtypes[i].ef_beam = beamtypes[i].beamparticles?P_FindParticleType(beamtypes[i].beamparticles):P_INVALID;
beamtypes[i].ef_impact = beamtypes[i].beamimpactparticle?P_FindParticleType(beamtypes[i].beamimpactparticle):P_INVALID;
}
//FIXME
for (i = 0; i < cl_explosions_max; i++)
cl_explosions[i].model = NULL;
}
#ifdef Q2CLIENT
enum {
q2cl_mod_explode,
q2cl_mod_smoke,
q2cl_mod_flash,
q2cl_mod_parasite_tip,
q2cl_mod_explo4,
q2cl_mod_bfg_explo,
q2cl_mod_powerscreen,
q2cl_mod_max
};
tentmodels_t q2tentmodels[q2cl_mod_max] = {
{"models/objects/explode/tris.md2"},
{"models/objects/smoke/tris.md2"},
{"models/objects/flash/tris.md2"},
{"models/monsters/parasite/tip/tris.md2"},
{"models/objects/r_explode/tris.md2"},
{"sprites/s_bfg2.sp2"},
{"models/items/armor/effect/tris.md2"}
};
int CLQ2_RegisterTEntModels (void)
{
// int i;
// for (i = 0; i < q2cl_mod_max; i++)
// if (!CL_CheckOrDownloadFile(q2tentmodels[i].modelname, false))
// return false;
return true;
}
#endif
static void CL_ClearExplosion(explosion_t *exp, vec3_t org)
{
exp->endalpha = 0;
exp->startalpha = 1;
exp->scale = 1;
exp->gravity = 0;
exp->flags = 0;
exp->model = NULL;
exp->firstframe = -1;
exp->framerate = 10;
VectorClear(exp->velocity);
VectorClear(exp->angles);
VectorClear(exp->avel);
if (pe)
P_DelinkTrailstate(&(exp->trailstate));
exp->traileffect = P_INVALID;
VectorCopy(org, exp->origin);
VectorCopy(org, exp->oldorigin);
}
/*
=================
CL_ClearTEnts
=================
*/
void CL_ClearTEnts (void)
{
int i;
CL_ClearTEntParticleState();
CL_ShutdownTEnts();
cl_beams_max = 0;
BZ_Free(cl_beams);
cl_beams = NULL;
beams_running = 0;
for (i = 0; i < cl_explosions_max; i++)
CL_ClearExplosion(cl_explosions+i, vec3_origin);
cl_explosions_max = 0;
BZ_Free(cl_explosions);
cl_explosions = NULL;
explosions_running = 0;
}
/*
=================
CL_AllocExplosion
=================
*/
explosion_t *CL_AllocExplosion (vec3_t org)
{
int i;
float time;
int index;
for (i=0; i < explosions_running; i++)
{
if (!cl_explosions[i].model)
{
CL_ClearExplosion(&cl_explosions[i], org);
return &cl_explosions[i];
}
}
// if (i == explosions_running && i < cl_maxexplosions.ival)
{
if (i == cl_explosions_max)
{
cl_explosions_max = (i+1)*2;
cl_explosions = BZ_Realloc(cl_explosions, sizeof(*cl_explosions)*cl_explosions_max);
memset(cl_explosions + i, 0, sizeof(*cl_explosions)*(cl_explosions_max-i));
}
explosions_running++;
CL_ClearExplosion(&cl_explosions[i], org);
return &cl_explosions[i];
}
// find the oldest explosion
time = cl.time;
index = 0;
for (i=0 ; i<cl_explosions_max ; i++)
if (cl_explosions[i].start < time)
{
time = cl_explosions[i].start;
index = i;
}
CL_ClearExplosion(&cl_explosions[index], org);
return &cl_explosions[index];
}
/*
=================
CL_ParseBeam
=================
*/
beam_t *CL_NewBeam (int entity, int tag, tentmodels_t *btype)
{
beam_t *b;
int i;
// override any beam with the same entity (unless they used world)
if (entity)
{
for (i=0, b=cl_beams; i < beams_running; i++, b++)
if (b->entity == entity && b->tag == tag)
{
b->info = btype;
return b;
}
}
// find a free beam
for (i=0, b=cl_beams; i < beams_running; i++, b++)
{
if (!b->info)
{
b->info = btype;
return b;
}
}
// if (i == beams_running && i < cl_maxbeams.ival)
{
if (i == cl_beams_max)
{
int nm = (i+1)*2;
CL_ClearTEntParticleState();
cl_beams = BZ_Realloc(cl_beams, nm*sizeof(*cl_beams));
memset(cl_beams + cl_beams_max, 0, sizeof(*cl_beams)*(nm-cl_beams_max));
cl_beams_max = nm;
}
beams_running++;
cl_beams[i].info = btype;
return &cl_beams[i];
}
return NULL;
}
#define STREAM_ATTACHTOPLAYER 1 //if owned by the viewentity then attach to camera (but don't for other entities).
#define STREAM_JITTER 2 //moves up to 30qu forward/back (40qu per sec)
#define STREAM_ATTACHED 16 //attach it to any entity's origin
#define STREAM_TRANSLUCENT 32
beam_t *CL_AddBeam (enum beamtype_e tent, int ent, vec3_t start, vec3_t end) //fixme: use TE_ numbers instead of 0 - 5
{
beam_t *b;
model_t *m;
int btype, etype;
int i;
vec3_t impact, normal;
vec3_t extra;
//zquake compat requires some parsing weirdness.
switch(tent)
{
case BT_Q1LIGHTNING1:
if (ent < 0 && ent >= -512) //a zquake concept. ent between -1 and -maxplayers is to be taken to be a railtrail from a particular player instead of a beam.
{
// TODO: add support for those finnicky colored railtrails...
if (P_ParticleTrail(start, end, rtqw_railtrail, 0.1, -ent, NULL, NULL))
P_ParticleTrailIndex(start, end, P_INVALID, 0.1, 208, 8, NULL);
return NULL;
}
break;
case BT_Q1LIGHTNING2:
if (ent < 0 && ent >= -MAX_CLIENTS) //based on the railgun concept - this adds a rogue style TE_BEAM effect.
tent = BT_Q1BEAM;
break;
default:
break;
}
btype = beamtypes[tent].ef_beam;
etype = beamtypes[tent].ef_impact;
/*don't bother loading the model if we have a particle effect for it instead*/
if (ruleset_allow_particle_lightning.ival && btype >= 0)
m = NULL;
else
{
m = beamtypes[tent].model;
if (!m)
m = beamtypes[tent].model = Mod_ForName(beamtypes[tent].modelname, MLV_WARN);
}
if (m && m->loadstate != MLS_LOADED)
CL_CheckOrEnqueDownloadFile(m->name, NULL, 0);
// save end position for truelightning
if (ent)
{
for (i = 0; i < cl.splitclients; i++)
{
playerview_t *pv = &cl.playerview[i];
if (ent == ((pv->cam_state == CAM_EYECAM)?(pv->cam_spec_track+1):(pv->playernum+1)))
{
VectorCopy(end, playerbeam_end[i]);
break;
}
}
}
if (etype >= 0 && cls.state == ca_active && etype != P_INVALID)
{
if (cl_beam_trace.ival)
{
VectorSubtract(end, start, normal);
VectorNormalize(normal);
VectorMA(end, 4, normal, extra); //extend the end-point by four
if (CL_TraceLine(start, extra, impact, normal, NULL)>=1)
etype = -1;
}
else
{
VectorCopy(end, impact);
normal[0] = normal[1] = normal[2] = 0;
}
}
b = CL_NewBeam(ent, -1, &beamtypes[tent]);
if (!b)
{
Con_Printf ("beam list overflow!\n");
return NULL;
}
b->rflags = RF_NOSHADOW;
b->entity = ent;
b->info = &beamtypes[tent];
b->tag = -1;
b->bflags |= /*STREAM_ATTACHED|*/STREAM_ATTACHTOPLAYER;
b->endtime = cl.time + 0.2;
b->alpha = 1;
VectorCopy (start, b->start);
VectorCopy (end, b->end);
if (etype >= 0)
{
P_RunParticleEffectState (impact, normal, 1, etype, &(b->emitstate));
if (cl_legacystains.ival) Surf_AddStain(end, -10, -10, -10, 20);
}
return b;
}
void CL_ParseBeamOffset (enum beamtype_e tent)
{
int ent;
vec3_t start, end, offset;
beam_t *b;
ent = MSGCL_ReadEntity ();
start[0] = MSG_ReadCoord ();
start[1] = MSG_ReadCoord ();
start[2] = MSG_ReadCoord ();
end[0] = MSG_ReadCoord ();
end[1] = MSG_ReadCoord ();
end[2] = MSG_ReadCoord ();
MSG_ReadPos(offset);
b = CL_AddBeam(tent, ent, start, end);
if (b)
VectorCopy(offset, b->offset);
}
beam_t *CL_ParseBeam (enum beamtype_e tent)
{
int ent;
vec3_t start, end;
------------------------------------------------------------------------ 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 = MSGCL_ReadEntity ();
start[0] = MSG_ReadCoord ();
start[1] = MSG_ReadCoord ();
start[2] = MSG_ReadCoord ();
end[0] = MSG_ReadCoord ();
end[1] = MSG_ReadCoord ();
end[2] = MSG_ReadCoord ();
return CL_AddBeam(tent, ent, start, end);
}
//finds the latest non-lerped position
float *CL_FindLatestEntityOrigin(int entnum)
{
int i;
packet_entities_t *pe;
int framenum = cl.validsequence & UPDATE_MASK;
pe = &cl.inframes[framenum].packet_entities;
for (i = 0; i < pe->num_entities; i++)
{
if (pe->entities[i].number == entnum)
return pe->entities[i].origin;
}
if (entnum > 0 && entnum <= MAX_CLIENTS)
{
entnum--;
if (cl.inframes[framenum].playerstate[entnum].messagenum == cl.parsecount)
return cl.inframes[framenum].playerstate[entnum].origin;
}
return NULL;
}
void CL_ParseStream (int type)
{
int ent;
vec3_t start, end;
beam_t *b, *b2;
int flags;
int tag;
float duration;
int skin;
tentmodels_t *info;
------------------------------------------------------------------------ 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 = MSGCL_ReadEntity();
flags = MSG_ReadByte();
tag = flags&15;
flags-=tag;
duration = (float)MSG_ReadByte()*0.05;
skin = 0;
if(type == TEH2_STREAM_COLORBEAM)
{
skin = MSG_ReadByte();
}
start[0] = MSG_ReadCoord();
start[1] = MSG_ReadCoord();
start[2] = MSG_ReadCoord();
end[0] = MSG_ReadCoord();
end[1] = MSG_ReadCoord();
end[2] = MSG_ReadCoord();
switch(type)
{
case TEH2_STREAM_LIGHTNING_SMALL:
info = &beamtypes[BT_H2LIGHTNING_SMALL];
flags |= STREAM_JITTER;
break;
case TEH2_STREAM_LIGHTNING:
info = &beamtypes[BT_H2LIGHTNING];
flags |= STREAM_JITTER;
break;
case TEH2_STREAM_ICECHUNKS:
info = &beamtypes[BT_H2ICECHUNKS];
flags |= STREAM_JITTER;
if (cl_legacystains.ival) Surf_AddStain(end, -10, -10, 0, 20);
break;
case TEH2_STREAM_SUNSTAFF1:
info = &beamtypes[BT_H2SUNSTAFF1];
break;
case TEH2_STREAM_SUNSTAFF2:
info = &beamtypes[BT_H2SUNSTAFF2];
if (cl_legacystains.ival) Surf_AddStain(end, -10, -10, -10, 20);
break;
case TEH2_STREAM_COLORBEAM:
info = &beamtypes[BT_H2COLORBEAM];
break;
case TEH2_STREAM_GAZE:
info = &beamtypes[BT_H2GAZE];
break;
case TEH2_STREAM_FAMINE:
info = &beamtypes[BT_H2FAMINE];
break;
case TEH2_STREAM_CHAIN:
info = &beamtypes[BT_H2CHAIN];
break;
default:
Con_Printf("CL_ParseStream: type %i\n", type);
info = &beamtypes[BT_H2LIGHTNING];
break;
}
b = CL_NewBeam(ent, tag, info);
if (!b)
{
Con_Printf ("beam list overflow!\n");
return;
}
b->rflags = RF_NOSHADOW;
b->entity = ent;
b->tag = tag;
b->bflags = flags;
b->endtime = cl.time + duration;
b->alpha = 1;
b->skin = skin;
VectorCopy (start, b->start);
VectorCopy (end, b->end);
if (b->bflags & STREAM_ATTACHED)
{
float *entorg = CL_FindLatestEntityOrigin(ent);
if (!entorg)
b->bflags &= ~STREAM_ATTACHED; //not found, attached isn't valid.
else
{
VectorSubtract(b->start, entorg, b->offset);
}
}
//special handling...
switch(type)
{
case TEH2_STREAM_SUNSTAFF1:
if (info->ef_beam == P_INVALID)
{
b2 = CL_NewBeam(ent, tag+128, &beamtypes[BT_H2SUNSTAFF1_SUB]);
if (b2)
{
P_DelinkTrailstate(&b2->trailstate);
P_DelinkTrailstate(&b2->emitstate);
memcpy(b2, b, sizeof(*b2));
b2->trailstate = NULL;
b2->emitstate = NULL;
b2->alpha = 0.5;
b2->rflags = RF_TRANSLUCENT|RF_NOSHADOW;
}
}
//FIXME: we don't add the blob corners+smoke
break;
}
}
/*
=================
CL_ParseTEnt
=================
*/
#ifdef NQPROT
void CL_ParseTEnt (qboolean nqprot)
#else
void CL_ParseTEnt (void)
#endif
{
#ifndef NQPROT
#define nqprot false //it's easier
#endif
int type;
vec3_t pos, pos2;
dlight_t *dl;
int rnd;
// explosion_t *ex;
int cnt, colour;
#ifdef CSQC_DAT
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
//I know I'm going to regret this.
if (CSQC_ParseTempEntity())
return;
#endif
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
type = MSG_ReadByte ();
if (nqprot)
{
//easiest way to handle these
//should probably also do qwgunshot ones with nq protocols or something
switch(type)
{
case TENQ_EXPLOSION2:
type = TEQW_EXPLOSION2;
break;
case TENQ_BEAM:
type = TEQW_BEAM;
break;
case TENQ_QWEXPLOSION:
type = TEQW_QWEXPLOSION;
break;
case TENQ_NQEXPLOSION:
type = TEQW_NQEXPLOSION;
break;
case TENQ_NQGUNSHOT:
type = TEQW_NQGUNSHOT;
break;
case TENQ_QWGUNSHOT:
type = TEQW_QWGUNSHOT;
break;
case TENQ_RAILTRAIL:
type = TEQW_RAILTRAIL;
break;
case TENQ_NEHLIGHTNING4:
type = TEQW_NEHLIGHTNING4;
break;
// case TENQ_NEHSMOKE:
// type = TEQW_NEHSMOKE;
// break;
default:
break;
}
}
//else QW values
//right, nq vs qw doesn't matter now, supposedly.
if (cl_shownet.ival >= 2)
{
static char *te_names[] = {
"spike", "superspike", "qwgunshot", "qwexplosion",
"tarexplosion", "lightning1", "lightning2", "wizspike",
"knightspike", "lightning3", "lavasplash", "teleport",
"blood", "lightningblood", "bullet", "superbullet", //bullets deprecated
"neh_explosion3", "railtrail/neh_lightning4", "beam", "explosion2",
"nqexplosion", "nqgunshot", "?", "?",
#ifdef HEXEN2
"h2lightsml", "h2chain", "h2sunstf1", "h2sunstf2",
"h2light", "h2cb", "h2ic", "h2gaze",
"h2famine", "h2partexp"
#endif
};
if (type < countof(te_names))
Con_Printf(" te_%s\n", te_names[type]);
else
Too many changes, sorry. Change revision displays, use the SVN commit date instead of using __DATE__ (when there's no local changes). This should allow reproducible builds. Added s_al_disable cvar, to block openal and all the various problems people have had with it, without having to name an explicit fallback (which would vary by system). Add mastervolume cvar (for ss). Add r_shadows 2 (aka fake shadows - for ss). Add scr_loadingscreen_aspect -1 setting, to disable levelshots entirely, also disables the progress bar (for ss). Better support for some effectinfo hacks (for ss). Added dpcompat_nocsqcwarnings (because of lazy+buggy mods like ss). Rework the dpcsqc versions of project+unproject builtins for better compat (for ss). Added dpcompat_csqcinputeventtypes to block unexpected csqc input events (for ss). Better compat with DP's loadfont console command (for ss). Added dpcompat_smallerfonts cvar to replicate a DP bug (for ss). Detect dp's m_draw extension, to work around it (for ss). Cvar dpcompat_ignoremodificationtimes added. A value of 0 favour the most recently modified file, 1 will use DP-like alphabetically sorted preferences (for ss). loadfont builtin can now accept outline=1 in the sizes arg for slightly more readable fonts. Fix bbox calcs for rotated entities, fix needed for r_ignorenetpvs 0. Hackily parse emoji.json to provide :poop: etc suggestions. Skip prediction entirely when there's no local entity info. This fixes stair-smoothing in xonotic. screenshot_cubemap will now capture half-float images when saving to ktx or dds files. Fix support for xcf files larger than 4gb, mostly to avoid compiler warnings. Fixed size of gfx/loading.lmp when replacement textures are used. Added mipmap support for rg8 and l8a8 textures. r_hdr_framebuffer cvar updated to support format names instead of random negative numbers. Description updated to name some interesting ones. Perform autoupdate _checks_ ONLY with explicit user confirmation (actual updating already needed user confirmation, but this extra step should reduce the chances of us getting wrongly accused of exfiltrating user data if we're run in a sandbox - we ONLY ever included the updating engine's version in the checks, though there's nothing we can do to avoid sending the user's router's IP). Removed the 'summon satan all over your harddrive' quit message, in case paranoid security researchers are idiots and don't bother doing actual research. Removed the triptohell.info and fte.triptohell.info certificates, they really need to stop being self-signed. The updates domain is still self-signed for autoupdates. Video drivers are now able to report supported video resolutions, visible to menuqc. Currently only works with SDL2 builds. Added setmousepos builtin. Should work with glx+win32 build. VF_SKYROOM_CAMERA can now accept an extra two args, setviewprop(VF_SKYROOM_CAMERA, org, axis, degrees). Removed v_skyroom_origin+v_skyroom_orientation cvars in favour just v_skyroom, which should make it behave more like the 'fog' command (used when csqc isn't overriding). Added R_EndPolygonRibbon builtin to make it faster+easier to generate textured ribbon/cable/etc wide lines (for TW). sdl: Fix up sys_sdl.c's file enumeration to support wildcards in directories. edit command now displays end1.bin/end2.bin correctly, because we can. Finally add support for f_modified - though ruleset_allow_larger_models and ruleset_allow_overlong_sounds generally make it redundant. Fix threading race condition in sha1 lookups. Updated f_ruleset to include the same extra flags reported by ezquake. A mod's default.fmf file can now contain an eg 'mainconfig config.cfg' line (to explicitly set the main config saved with cfg_save_auto 1 etc). fmf: basegame steam:GameName/GameDir can be used to try to load a mod directory from an installed steam game. The resulting gamedir will be read-only. HOMEDIR CHANGE: use homedirs only if the basedir cannot be written or a homedir already exists, which should further reduce the probability of microsoft randomly uploading our data to their cloud (but mostly because its annoying to never know where your data is written). Fixed buf_cvarlist, should work in xonotic now, and without segfaults. Added an extra arg to URI_Get_Callback calls - the response size, also changed the tempstring to contain all bytes of the response, you need to be careful about nulls though. Try to work around nvidia's forced-panning bug on x11 when changing video modes. This might screw with other programs. sdl: support custom icons. sdl: support choosing a specific display. Added some documentation to menuqc builtins. menusys: use outlines for slightly more readable fonts. menusys: switch vid_width and vid_height combos into a single video mode combo to set both according to reported video modes. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5581 fc73d0e0-1445-4013-8a0c-d673dee63da5
2019-11-20 03:09:50 +00:00
Con_Printf(" te_unknown_%i\n", type);
}
switch (type)
{
case TE_WIZSPIKE: // spike hitting wall
pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
if (cl_legacystains.ival) Surf_AddStain(pos, -10, 0, -10, 20);
if (P_RunParticleEffectType(pos, NULL, 1, pt_wizspike))
P_RunParticleEffect (pos, vec3_origin, 20, 30);
S_StartSound (0, 0, cl_sfx_wizhit, pos, NULL, 1, 1, 0, 0, 0);
break;
case TE_KNIGHTSPIKE: // spike hitting wall
pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
if (cl_legacystains.ival) Surf_AddStain(pos, -10, -10, -10, 20);
if (P_RunParticleEffectType(pos, NULL, 1, pt_knightspike))
P_RunParticleEffect (pos, vec3_origin, 226, 20);
S_StartSound (0, 0, cl_sfx_knighthit, pos, NULL, 1, 1, 0, 0, 0);
break;
case TEDP_SPIKEQUAD:
pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
if (cl_legacystains.ival) Surf_AddStain(pos, -10, -10, -10, 20);
if (P_RunParticleEffectType(pos, NULL, 1, ptdp_spikequad))
if (P_RunParticleEffectType(pos, NULL, 1, pt_spike))
if (P_RunParticleEffectType(pos, NULL, 10, pt_gunshot))
P_RunParticleEffect (pos, vec3_origin, 0, 10);
if ( rand() % 5 )
S_StartSound (0, 0, cl_sfx_tink1, pos, NULL, 1, 1, 0, 0, 0);
else
{
rnd = rand() & 3;
if (rnd == 1)
S_StartSound (0, 0, cl_sfx_ric1, pos, NULL, 1, 1, 0, 0, 0);
else if (rnd == 2)
S_StartSound (0, 0, cl_sfx_ric2, pos, NULL, 1, 1, 0, 0, 0);
else
S_StartSound (0, 0, cl_sfx_ric3, pos, NULL, 1, 1, 0, 0, 0);
}
break;
case TE_SPIKE: // spike hitting wall
pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
if (cl_legacystains.ival) Surf_AddStain(pos, -10, -10, -10, 20);
if (P_RunParticleEffectType(pos, NULL, 1, pt_spike))
if (P_RunParticleEffectType(pos, NULL, 10, pt_gunshot))
P_RunParticleEffect (pos, vec3_origin, 0, 10);
if ( rand() % 5 )
S_StartSound (0, 0, cl_sfx_tink1, pos, NULL, 1, 1, 0, 0, 0);
else
{
rnd = rand() & 3;
if (rnd == 1)
S_StartSound (0, 0, cl_sfx_ric1, pos, NULL, 1, 1, 0, 0, 0);
else if (rnd == 2)
S_StartSound (0, 0, cl_sfx_ric2, pos, NULL, 1, 1, 0, 0, 0);
else
S_StartSound (0, 0, cl_sfx_ric3, pos, NULL, 1, 1, 0, 0, 0);
}
break;
case TEDP_SUPERSPIKEQUAD: // super spike hitting wall
pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
if (cl_legacystains.ival) Surf_AddStain(pos, -10, -10, -10, 20);
if (P_RunParticleEffectType(pos, NULL, 1, ptdp_superspikequad))
if (P_RunParticleEffectType(pos, NULL, 1, pt_superspike))
if (P_RunParticleEffectType(pos, NULL, 2, pt_spike))
if (P_RunParticleEffectType(pos, NULL, 20, pt_gunshot))
P_RunParticleEffect (pos, vec3_origin, 0, 20);
if ( rand() % 5 )
S_StartSound (0, 0, cl_sfx_tink1, pos, NULL, 1, 1, 0, 0, 0);
else
{
rnd = rand() & 3;
if (rnd == 1)
S_StartSound (0, 0, cl_sfx_ric1, pos, NULL, 1, 1, 0, 0, 0);
else if (rnd == 2)
S_StartSound (0, 0, cl_sfx_ric2, pos, NULL, 1, 1, 0, 0, 0);
else
S_StartSound (0, 0, cl_sfx_ric3, pos, NULL, 1, 1, 0, 0, 0);
}
break;
case TE_SUPERSPIKE: // super spike hitting wall
pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
if (cl_legacystains.ival) Surf_AddStain(pos, -10, -10, -10, 20);
if (P_RunParticleEffectType(pos, NULL, 1, pt_superspike))
if (P_RunParticleEffectType(pos, NULL, 2, pt_spike))
if (P_RunParticleEffectType(pos, NULL, 20, pt_gunshot))
P_RunParticleEffect (pos, vec3_origin, 0, 20);
if ( rand() % 5 )
S_StartSound (0, 0, cl_sfx_tink1, pos, NULL, 1, 1, 0, 0, 0);
else
{
rnd = rand() & 3;
if (rnd == 1)
S_StartSound (0, 0, cl_sfx_ric1, pos, NULL, 1, 1, 0, 0, 0);
else if (rnd == 2)
S_StartSound (0, 0, cl_sfx_ric2, pos, NULL, 1, 1, 0, 0, 0);
else
S_StartSound (0, 0, cl_sfx_ric3, pos, NULL, 1, 1, 0, 0, 0);
}
break;
#ifdef PEXT_TE_BULLET
case TE_BULLET:
if (!(cls.fteprotocolextensions & PEXT_TE_BULLET))
Host_EndGame("Thought PEXT_TE_BULLET was disabled");
pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
if (cl_legacystains.ival) Surf_AddStain(pos, -10, -10, -10, 20);
if (P_RunParticleEffectType(pos, NULL, 1, ptfte_bullet))
if (P_RunParticleEffectType(pos, NULL, 10, pt_gunshot))
P_RunParticleEffect (pos, vec3_origin, 0, 10);
if ( rand() % 5 )
S_StartSound (0, 0, cl_sfx_tink1, pos, NULL, 1, 1, 0, 0, 0);
else
{
rnd = rand() & 3;
if (rnd == 1)
S_StartSound (0, 0, cl_sfx_ric1, pos, NULL, 1, 1, 0, 0, 0);
else if (rnd == 2)
S_StartSound (0, 0, cl_sfx_ric2, pos, NULL, 1, 1, 0, 0, 0);
else
S_StartSound (0, 0, cl_sfx_ric3, pos, NULL, 1, 1, 0, 0, 0);
}
break;
case TEQW_SUPERBULLET:
pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
if (cl_legacystains.ival) Surf_AddStain(pos, -10, -10, -10, 20);
if (P_RunParticleEffectType(pos, NULL, 1, ptfte_superbullet))
if (P_RunParticleEffectType(pos, NULL, 2, ptfte_bullet))
if (P_RunParticleEffectType(pos, NULL, 20, pt_gunshot))
P_RunParticleEffect (pos, vec3_origin, 0, 20);
if ( rand() % 5 )
S_StartSound (0, 0, cl_sfx_tink1, pos, NULL, 1, 1, 0, 0, 0);
else
{
rnd = rand() & 3;
if (rnd == 1)
S_StartSound (0, 0, cl_sfx_ric1, pos, NULL, 1, 1, 0, 0, 0);
else if (rnd == 2)
S_StartSound (0, 0, cl_sfx_ric2, pos, NULL, 1, 1, 0, 0, 0);
else
S_StartSound (0, 0, cl_sfx_ric3, pos, NULL, 1, 1, 0, 0, 0);
}
break;
#endif
case TEDP_EXPLOSIONQUAD: // rocket explosion
// particles
pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
if (P_RunParticleEffectType(pos, NULL, 1, ptdp_explosionquad))
if (P_RunParticleEffectType(pos, NULL, 1, pt_explosion))
P_RunParticleEffect(pos, NULL, 107, 1024); // should be 97-111
if (cl_legacystains.ival) Surf_AddStain(pos, -1, -1, -1, 100);
// light
if (r_explosionlight.value)
{
dl = CL_AllocDlight (0);
VectorCopy (pos, dl->origin);
dl->radius = 150 + r_explosionlight.value*200;
dl->die = cl.time + 1;
dl->decay = 300;
dl->color[0] = 4.0;
dl->color[1] = 2.0;
dl->color[2] = 0.5;
dl->channelfade[0] = 0.196;
dl->channelfade[1] = 0.23;
dl->channelfade[2] = 0.12;
}
// sound
S_StartSound (0, 0, cl_sfx_r_exp3, pos, NULL, 1, 1, 0, 0, 0);
// sprite
if (cl_expsprite.ival) // temp hopefully
{
explosion_t *ex = CL_AllocExplosion (pos);
ex->start = cl.time;
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
ex->model = Mod_ForName ("progs/s_explod.spr", MLV_WARN);
ex->endalpha = ex->startalpha; //don't fade out
}
break;
case TEQW_NQEXPLOSION: //nq-style, no sprite
case TEQW_QWEXPLOSION: //qw-style, with (optional) sprite
// particles
pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
if (P_RunParticleEffectType(pos, NULL, 1, pt_explosion))
P_RunParticleEffect(pos, NULL, 107, 1024); // should be 97-111
if (cl_legacystains.ival) Surf_AddStain(pos, -1, -1, -1, 100);
// light
if (r_explosionlight.value)
{
dl = CL_AllocDlight (0);
VectorCopy (pos, dl->origin);
dl->radius = 150 + r_explosionlight.value*200;
dl->die = cl.time + 0.75;
dl->decay = dl->radius*2;
VectorCopy(r_explosionlight_colour.vec4, dl->color);
VectorCopy(r_explosionlight_fade.vec4, dl->channelfade);
}
// sound
S_StartSound (0, 0, cl_sfx_r_exp3, pos, NULL, 1, 1, 0, 0, 0);
// sprite
if (type == TEQW_QWEXPLOSION && cl_expsprite.ival) // temp hopefully
{
explosion_t *ex = CL_AllocExplosion (pos);
ex->start = cl.time;
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
ex->model = Mod_ForName ("progs/s_explod.spr", MLV_WARN);
added r_meshpitch cvar that allows for fixing the unfixable mesh pitch bug from vanilla... needs a better name... do note that this will break pretty much any mod, so this is really only for TCs designed to use it. Its likely that I missed places. nqsv: added support for spectators with nq clients. the angles are a bit rough, but hey. need to do something about frags so nq clients know who's a spectator. use 'cmd observe' to get an nq client to spectate on an fte server (then attack/jump behave the same as in qw clients). nqsv: rewrote EF_MUZZLEFLASH handling, so svc_muzzleflash is now translated properly to EF_MUZZLEFLASH, and vice versa. No more missing muzzleflashes! added screenshot_cubemap, so you can actually pre-generate cubemaps with fte (which can be used for reflections or whatever). misc fixes (server crash, a couple of other less important ones). external files based on a model's name will now obey r_replacemodels properly, instead of needing to use foo.mdl_0.skin for foo.md3. identify <playernum> should now use the correct masked ip, instead of abrubtly failing (reported by kt) vid_toggle console command should now obey vid_width and vid_height when switching to fullscreen, but only if vid_fullscreen is actually set, which should make it seem better behaved (reported by kt). qcc: cleaned up sym->symboldata[sym->ofs] to be more consistent at all stages. qcc: typedef float vec4[4]; now works to define a float array with 4 elements (however, it will be passed by-value rather than by-reference). qcc: cleaned up optional vs __out ordering issues. qccgui: shift+f3 searches backwards git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5064 fc73d0e0-1445-4013-8a0c-d673dee63da5
2017-02-27 09:34:35 +00:00
ex->endalpha = ex->startalpha; //don't fade out
}
break;
case TEQW_EXPLOSION2:
{
int colorStart;
int colorLength;
int ef;
pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
colorStart = MSG_ReadByte ();
colorLength = MSG_ReadByte ();
ef = P_FindParticleType(va("TE_EXPLOSION2_%i_%i", colorStart, colorLength));
if (ef == P_INVALID)
ef = pt_explosion;
P_RunParticleEffectType(pos, NULL, 1, ef);
if (r_explosionlight.value)
{
dl = CL_AllocDlight (0);
VectorCopy (pos, dl->origin);
dl->radius = 350;
dl->die = cl.time + 0.5;
dl->decay = 300;
}
S_StartSound (0, 0, cl_sfx_r_exp3, pos, NULL, 1, 1, 0, 0, 0);
}
break;
case TE_EXPLOSION3_NEH:
case TEDP_EXPLOSIONRGB:
pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
if (P_RunParticleEffectType(pos, NULL, 1, pt_explosion))
P_RunParticleEffect(pos, NULL, 107, 1024); // should be 97-111
if (cl_legacystains.ival) Surf_AddStain(pos, -1, -1, -1, 100);
if (type == TEDP_EXPLOSIONRGB)
{
pos2[0] = MSG_ReadByte()/255.0;
pos2[1] = MSG_ReadByte()/255.0;
pos2[2] = MSG_ReadByte()/255.0;
}
else
{ //TE_EXPLOSION3_NEH
pos2[0] = MSG_ReadCoord();
pos2[1] = MSG_ReadCoord();
pos2[2] = MSG_ReadCoord();
}
// light
if (r_explosionlight.value)
{
dl = CL_AllocDlight (0);
VectorCopy (pos, dl->origin);
dl->radius = 150 + r_explosionlight.value*200;
dl->die = cl.time + 0.5;
dl->decay = 300;
dl->color[0] = 0.4f*pos2[0];
dl->color[1] = 0.4f*pos2[1];
dl->color[2] = 0.4f*pos2[2];
dl->channelfade[0] = 0;
dl->channelfade[1] = 0;
dl->channelfade[2] = 0;
}
S_StartSound (0, 0, cl_sfx_r_exp3, pos, NULL, 1, 1, 0, 0, 0);
break;
case TEDP_TEI_BIGEXPLOSION:
pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
if (P_RunParticleEffectType(pos, NULL, 1, ptdp_tei_bigexplosion))
if (P_RunParticleEffectType(pos, NULL, 1, pt_explosion))
P_RunParticleEffect(pos, NULL, 107, 1024); // should be 97-111
if (cl_legacystains.ival) Surf_AddStain(pos, -1, -1, -1, 100);
// light
if (r_explosionlight.value)
{
dl = CL_AllocDlight (0);
VectorCopy (pos, dl->origin);
// no point in doing this the fuh/ez way
dl->radius = 500*r_explosionlight.value;
dl->die = cl.time + 1;
dl->decay = 500;
dl->color[0] = 2.0f;
dl->color[1] = 1.5f;
dl->color[2] = 0.75f;
dl->channelfade[0] = 0;
dl->channelfade[1] = 0;
dl->channelfade[2] = 0;
}
S_StartSound (0, 0, cl_sfx_r_exp3, pos, NULL, 1, 1, 0, 0, 0);
break;
case TE_TAREXPLOSION: // tarbaby explosion
pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
P_RunParticleEffectType(pos, NULL, 1, pt_tarexplosion);
S_StartSound (0, 0, cl_sfx_r_exp3, pos, NULL, 1, 1, 0, 0, 0);
break;
case TE_LIGHTNING1: // lightning bolts
CL_ParseBeam (BT_Q1LIGHTNING1);
break;
case TE_LIGHTNING2: // lightning bolts
CL_ParseBeam (BT_Q1LIGHTNING2);
break;
case TE_LIGHTNING3: // lightning bolts
CL_ParseBeam (BT_Q1LIGHTNING3);
break;
case TEQW_NEHLIGHTNING4:
Con_DPrintf("TEQW_NEHLIGHTNING4 not implemented\n");
MSG_ReadString();
CL_ParseBeam (BT_Q1LIGHTNING2);
break;
case TE_LAVASPLASH:
pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
P_RunParticleEffectType(pos, NULL, 1, pt_lavasplash);
break;
case TE_TELEPORT:
pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
P_RunParticleEffectType(pos, NULL, 1, pt_teleportsplash);
break;
case TEDP_GUNSHOTQUAD: // bullet hitting wall
pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
if (cl_legacystains.ival) Surf_AddStain(pos, -10, -10, -10, 20);
if (P_RunParticleEffectType(pos, NULL, 1, ptdp_gunshotquad))
if (P_RunParticleEffectType(pos, NULL, 1, pt_gunshot))
P_RunParticleEffect (pos, vec3_origin, 0, 20);
break;
case TEQW_QWGUNSHOT: // bullet hitting wall
case TEQW_NQGUNSHOT:
if (type == TEQW_NQGUNSHOT)
cnt = 1;
else
cnt = MSG_ReadByte ();
pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
if (cl_legacystains.ival) Surf_AddStain(pos, -10, -10, -10, 20);
if (P_RunParticleEffectType(pos, NULL, cnt, pt_gunshot))
P_RunParticleEffect (pos, vec3_origin, 0, 20*cnt);
break;
case TEQW_QWBLOOD: // bullets hitting body
cnt = MSG_ReadByte ();
pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
if (cl_legacystains.ival) Surf_AddStain(pos, 0, -10, -10, 40);
if (P_RunParticleEffectType(pos, NULL, cnt, ptqw_blood))
if (P_RunParticleEffectType(pos, NULL, cnt, ptdp_blood))
P_RunParticleEffect (pos, vec3_origin, 73, 20*cnt);
break;
case TEQW_LIGHTNINGBLOOD: // lightning hitting body
pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
if (cl_legacystains.ival) Surf_AddStain(pos, 1, -10, -10, 20);
if (P_RunParticleEffectType(pos, NULL, 1, ptqw_lightningblood))
P_RunParticleEffect (pos, vec3_origin, 225, 50);
break;
------------------------------------------------------------------------ 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
case TEQW_BEAM:
CL_ParseBeam (BT_Q1BEAM);
------------------------------------------------------------------------ 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
break;
case TEQW_RAILTRAIL:
pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
pos2[0] = MSG_ReadCoord ();
pos2[1] = MSG_ReadCoord ();
pos2[2] = MSG_ReadCoord ();
if (P_ParticleTrail(pos, pos2, rtqw_railtrail, 1, 0, NULL, NULL))
P_ParticleTrailIndex(pos, pos2, P_INVALID, 1, 208, 8, NULL);
break;
case TEH2_STREAM_LIGHTNING_SMALL:
case TEH2_STREAM_CHAIN:
case TEH2_STREAM_SUNSTAFF1:
case TEH2_STREAM_SUNSTAFF2:
case TEH2_STREAM_LIGHTNING:
case TEH2_STREAM_COLORBEAM:
case TEH2_STREAM_ICECHUNKS:
case TEH2_STREAM_GAZE:
case TEH2_STREAM_FAMINE:
CL_ParseStream (type);
break;
case TEDP_BLOOD:
pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
pos2[0] = MSG_ReadChar ();
pos2[1] = MSG_ReadChar ();
pos2[2] = MSG_ReadChar ();
cnt = MSG_ReadByte ();
P_RunParticleEffectType(pos, pos2, cnt, ptdp_blood);
break;
case TEDP_SPARK:
pos[0] = MSG_ReadCoord (); //org
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
pos2[0] = MSG_ReadChar (); //vel
pos2[1] = MSG_ReadChar ();
pos2[2] = MSG_ReadChar ();
cnt = MSG_ReadByte ();
{
P_RunParticleEffectType(pos, pos2, cnt, ptdp_spark);
}
break;
case TEDP_BLOODSHOWER:
{
vec3_t vel = {0,0,0};
pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
pos2[0] = MSG_ReadCoord ();
pos2[1] = MSG_ReadCoord ();
pos2[2] = MSG_ReadCoord ();
vel[2] = -MSG_ReadCoord ();
cnt = MSG_ReadShort ();
P_RunParticleCube(P_FindParticleType("te_bloodshower"), pos, pos2, vel, vel, cnt, 0, false, 0);
}
break;
case TEDP_SMALLFLASH:
pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
// light
dl = CL_AllocDlight (0);
VectorCopy (pos, dl->origin);
dl->radius = 200;
dl->decay = 1000;
dl->die = cl.time + 0.2;
dl->color[0] = 2.0;
dl->color[1] = 2.0;
dl->color[2] = 2.0;
break;
case TEDP_CUSTOMFLASH:
pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
// light
dl = CL_AllocDlight (0);
VectorCopy (pos, dl->origin);
dl->radius = MSG_ReadByte()*8;
pos2[0] = (MSG_ReadByte() + 1) * (1.0 / 256.0);
dl->die = cl.time + pos2[0];
dl->decay = dl->radius / pos2[0];
dl->color[0] = MSG_ReadByte()*(1.0f/127.0f);
dl->color[1] = MSG_ReadByte()*(1.0f/127.5f);
dl->color[2] = MSG_ReadByte()*(1.0f/127.0f);
break;
case TEDP_FLAMEJET:
// origin
pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
// velocity
pos2[0] = MSG_ReadCoord ();
pos2[1] = MSG_ReadCoord ();
pos2[2] = MSG_ReadCoord ();
// count
cnt = MSG_ReadByte ();
if (P_RunParticleEffectType(pos, pos2, cnt, ptdp_flamejet))
P_RunParticleEffect (pos, pos2, 232, cnt);
break;
case TEDP_PLASMABURN:
// origin
pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
// stain (Hopefully this is close to how DP does it)
if (cl_legacystains.ival) Surf_AddStain(pos, -10, -10, -10, 30);
if (P_RunParticleEffectType(pos, NULL, 1, P_FindParticleType("te_plasmaburn")))
P_RunParticleEffect(pos, vec3_origin, 15, 50);
break;
case TEDP_TEI_G3: //nexuiz's nex beam
pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
pos2[0] = MSG_ReadCoord ();
pos2[1] = MSG_ReadCoord ();
pos2[2] = MSG_ReadCoord ();
//sigh...
MSG_ReadCoord ();
MSG_ReadCoord ();
MSG_ReadCoord ();
if (P_ParticleTrail(pos, pos2, P_FindParticleType("te_nexbeam"), 1, 0, NULL, NULL))
P_ParticleTrailIndex(pos, pos2, P_INVALID, 1, 15, 0, NULL);
break;
case TEDP_SMOKE:
//org
pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
//dir
pos2[0] = MSG_ReadCoord ();
pos2[1] = MSG_ReadCoord ();
pos2[2] = MSG_ReadCoord ();
//count
cnt = MSG_ReadByte ();
{
P_RunParticleEffectType(pos, pos2, cnt, ptdp_tei_smoke);
}
break;
case TEDP_TEI_PLASMAHIT:
pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
//dir
pos2[0] = MSG_ReadCoord ();
pos2[1] = MSG_ReadCoord ();
pos2[2] = MSG_ReadCoord ();
cnt = MSG_ReadByte ();
{
P_RunParticleEffectType(pos, pos2, cnt, ptdp_tei_plasmahit);
}
break;
case TEDP_PARTICLECUBE:
{
vec3_t dir;
int jitter;
int gravity;
//min
pos[0] = MSG_ReadCoord();
pos[1] = MSG_ReadCoord();
pos[2] = MSG_ReadCoord();
//max
pos2[0] = MSG_ReadCoord();
pos2[1] = MSG_ReadCoord();
pos2[2] = MSG_ReadCoord();
//dir
dir[0] = MSG_ReadCoord();
dir[1] = MSG_ReadCoord();
dir[2] = MSG_ReadCoord();
cnt = MSG_ReadShort(); //count
colour = MSG_ReadByte (); //colour
gravity = MSG_ReadByte (); //gravity flag
jitter = MSG_ReadCoord(); //jitter
P_RunParticleCube(P_INVALID, pos, pos2, dir, dir, cnt, colour, gravity, jitter);
}
break;
case TEDP_PARTICLERAIN:
{
vec3_t dir;
//min
pos[0] = MSG_ReadCoord();
pos[1] = MSG_ReadCoord();
pos[2] = MSG_ReadCoord();
//max
pos2[0] = MSG_ReadCoord();
pos2[1] = MSG_ReadCoord();
pos2[2] = MSG_ReadCoord();
//dir
dir[0] = MSG_ReadCoord();
dir[1] = MSG_ReadCoord();
dir[2] = MSG_ReadCoord();
cnt = (unsigned short)MSG_ReadShort(); //count
colour = MSG_ReadByte (); //colour
P_RunParticleWeather(pos, pos2, dir, cnt, colour, "rain");
}
break;
case TEDP_PARTICLESNOW:
{
vec3_t dir;
//min
pos[0] = MSG_ReadCoord();
pos[1] = MSG_ReadCoord();
pos[2] = MSG_ReadCoord();
//max
pos2[0] = MSG_ReadCoord();
pos2[1] = MSG_ReadCoord();
pos2[2] = MSG_ReadCoord();
//dir
dir[0] = MSG_ReadCoord();
dir[1] = MSG_ReadCoord();
dir[2] = MSG_ReadCoord();
cnt = (unsigned short)MSG_ReadShort(); //count
colour = MSG_ReadByte (); //colour
P_RunParticleWeather(pos, pos2, dir, cnt, colour, "snow");
}
break;
// case TEQW_NEHRAILTRAIL:
// case TEQW_NEHEXPLOSION3:
// case TEQW_NEHLIGHTNING4:
// case TEQW_NEHSMOKE:
default:
Host_EndGame ("CL_ParseTEnt: bad type - %i", type);
}
}
void MSG_ReadPos (vec3_t pos);
void MSG_ReadDir (vec3_t dir);
typedef struct {
char name[64];
int netstyle;
int particleeffecttype;
char stain[3];
qbyte radius;
vec3_t dlightrgb;
float dlightradius;
float dlighttime;
vec3_t dlightcfade;
} clcustomtents_t;
typedef struct custtentinst_s
{
struct custtentinst_s *next;
clcustomtents_t *type;
int id;
vec3_t pos;
vec3_t pos2;
vec3_t dir;
int count;
} custtentinst_t;
custtentinst_t *activepcusttents;
void CL_SpawnCustomTEnt(custtentinst_t *info)
{
clcustomtents_t *t = info->type;
qboolean failed;
if (t->netstyle & CTE_ISBEAM)
{
if (t->netstyle & (CTE_CUSTOMVELOCITY|CTE_CUSTOMDIRECTION))
{
vec3_t org;
int i, j;
//FIXME: pvs cull
if (t->particleeffecttype == -1)
failed = true;
else
{
failed = false;
for (i=0 ; i<info->count ; i++)
{
for (j=0 ; j<3 ; j++)
{
org[j] = info->pos[j] + (info->pos2[j] - info->pos[j])*frandom();
}
failed |= P_RunParticleEffectType(org, info->dir, 1, t->particleeffecttype);
}
}
}
else
failed = P_ParticleTrail(info->pos, info->pos2, t->particleeffecttype, 1, 0, NULL, NULL);
}
else
{
if (t->netstyle & (CTE_CUSTOMVELOCITY|CTE_CUSTOMDIRECTION))
failed = P_RunParticleEffectType(info->pos, info->dir, info->count, t->particleeffecttype);
else
failed = P_RunParticleEffectType(info->pos, NULL, info->count, t->particleeffecttype);
}
if (failed)
Con_DPrintf("Failed to create effect %s\n", t->name);
if (t->netstyle & CTE_STAINS)
{ //added at pos2 - end of trail
Surf_AddStain(info->pos2, t->stain[0], t->stain[1], t->stain[2], 40);
}
if (t->netstyle & CTE_GLOWS)
{ //added at pos1 firer's end.
dlight_t *dl;
dl = CL_AllocDlight (0);
VectorCopy (info->pos, dl->origin);
dl->radius = t->dlightradius*4;
dl->die = cl.time + t->dlighttime;
dl->decay = t->radius/t->dlighttime;
dl->color[0] = t->dlightrgb[0];
dl->color[1] = t->dlightrgb[1];
dl->color[2] = t->dlightrgb[2];
if (t->netstyle & CTE_CHANNELFADE)
{
dl->channelfade[0] = t->dlightcfade[0];
dl->channelfade[1] = t->dlightcfade[1];
dl->channelfade[2] = t->dlightcfade[2];
}
/*
if (dl->color[0] < 0)
dl->channelfade[0] = 0;
else
dl->channelfade[0] = dl->color[0]/t->dlighttime;
if (dl->color[1] < 0)
dl->channelfade[1] = 0;
else
dl->channelfade[1] = dl->color[0]/t->dlighttime;
if (dl->color[2] < 0)
dl->channelfade[2] = 0;
else
dl->channelfade[2] = dl->color[0]/t->dlighttime;
*/
}
}
void CL_RunPCustomTEnts(void)
{
custtentinst_t *ef;
static float lasttime;
float since = cl.time - lasttime;
if (since < 0)
lasttime = cl.time;
else if (since < 1/60.0)
return;
lasttime = cl.time;
for (ef = activepcusttents; ef; ef = ef->next)
{
CL_SpawnCustomTEnt(ef);
}
}
clcustomtents_t customtenttype[255]; //network based.
qboolean CL_WriteCustomTEnt(sizebuf_t *buf, int id)
{
clcustomtents_t *t;
if ((unsigned)id >= 255u)
return false;
t = &customtenttype[id];
if (*t->name)
{
MSG_WriteByte(buf, svcfte_customtempent);
MSG_WriteByte(buf, 255);
MSG_WriteByte(buf, id);
MSG_WriteByte(buf, t->netstyle);
MSG_WriteString(buf, t->name);
if (t->netstyle & CTE_STAINS)
{
MSG_WriteChar(buf, t->stain[0]);
MSG_WriteChar(buf, t->stain[1]);
MSG_WriteChar(buf, t->stain[2]);
MSG_WriteByte(buf, t->radius);
}
if (t->netstyle & CTE_GLOWS)
{
MSG_WriteByte(buf, t->dlightrgb[0]*255);
MSG_WriteByte(buf, t->dlightrgb[1]*255);
MSG_WriteByte(buf, t->dlightrgb[2]*255);
MSG_WriteByte(buf, t->dlightradius);
MSG_WriteByte(buf, t->dlighttime*16);
if (t->netstyle & CTE_CHANNELFADE)
{
MSG_WriteByte(buf, t->dlightcfade[0]*64);
MSG_WriteByte(buf, t->dlightcfade[1]*64);
MSG_WriteByte(buf, t->dlightcfade[2]*64);
}
}
}
return true;
}
void CL_ParseCustomTEnt(void)
{
char *str;
clcustomtents_t *t;
int type = MSG_ReadByte();
custtentinst_t info;
if (type == 255) //255 is register
{
type = MSG_ReadByte();
if (type == 255)
Host_EndGame("Custom temp type 255 isn't valid\n");
t = &customtenttype[type];
t->netstyle = MSG_ReadByte();
str = MSG_ReadString();
Q_strncpyz(t->name, str, sizeof(t->name));
t->particleeffecttype = P_FindParticleType(str);
if (cl_shownet.ival >= 3)
Con_Printf("\tdefine \"%s\" (%x)\n", t->name, t->netstyle);
if (t->netstyle & CTE_STAINS)
{
t->stain[0] = MSG_ReadChar();
t->stain[1] = MSG_ReadChar();
t->stain[2] = MSG_ReadChar();
t->radius = MSG_ReadByte();
}
else
t->radius = 0;
if (t->netstyle & CTE_GLOWS)
{
t->dlightrgb[0] = MSG_ReadByte()/255.0f;
t->dlightrgb[1] = MSG_ReadByte()/255.0f;
t->dlightrgb[2] = MSG_ReadByte()/255.0f;
t->dlightradius = MSG_ReadByte();
t->dlighttime = MSG_ReadByte()/16.0f;
if (t->netstyle & CTE_CHANNELFADE)
{
t->dlightcfade[0] = MSG_ReadByte()/64.0f;
t->dlightcfade[1] = MSG_ReadByte()/64.0f;
t->dlightcfade[2] = MSG_ReadByte()/64.0f;
}
}
else
t->dlighttime = 0;
return;
}
t = &customtenttype[type];
if (cl_shownet.ival >= 3)
Con_Printf("\tspawn \"%s\" (%x)\n", t->name, t->netstyle);
info.type = t;
if (t->netstyle & CTE_PERSISTANT)
{
info.id = MSG_ReadShort();
}
else
info.id = 0;
if (info.id & 0x8000)
{
VectorClear(info.pos);
VectorClear(info.pos2);
info.count = 0;
VectorClear(info.dir);
}
else
{
MSG_ReadPos (info.pos);
if (t->netstyle & CTE_ISBEAM)
MSG_ReadPos (info.pos2);
else
VectorCopy(info.pos, info.pos2);
if (t->netstyle & CTE_CUSTOMCOUNT)
info.count = MSG_ReadByte();
else
info.count = 1;
if (t->netstyle & CTE_CUSTOMVELOCITY)
{
info.dir[0] = MSG_ReadCoord();
info.dir[1] = MSG_ReadCoord();
info.dir[2] = MSG_ReadCoord();
}
else if (t->netstyle & CTE_CUSTOMDIRECTION)
MSG_ReadDir (info.dir);
else
VectorClear(info.dir);
}
if (t->netstyle & CTE_PERSISTANT)
{
if (info.id & 0x8000)
{
custtentinst_t **link, *o;
for (link = &activepcusttents; *link; )
{
o = *link;
if (o->id == info.id)
{
*link = o->next;
Z_Free(o);
}
else
link = &(*link)->next;
}
}
else
{
//heap fragmentation is going to suck here.
custtentinst_t *n = Z_Malloc(sizeof(*n));
info.next = activepcusttents;
*n = info;
activepcusttents = n;
}
}
else
CL_SpawnCustomTEnt(&info);
}
void CL_RefreshCustomTEnts(void)
{
int i;
for (i = 0; i < sizeof(customtenttype)/sizeof(customtenttype[0]); i++)
{
customtenttype[i].particleeffecttype = (!*customtenttype[i].name)?-1:P_FindParticleType(customtenttype[i].name);
// if (customtenttype[i].particleeffecttype == P_INVALID && *customtenttype[i].name)
// Con_DPrintf("%s was not loaded\n", customtenttype[i].name);
}
if (cl.particle_ssprecaches)
{
for (i = 0; i < MAX_SSPARTICLESPRE; i++)
{
if (cl.particle_ssname[i])
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
cl.particle_ssprecache[i] = P_FindParticleType(cl.particle_ssname[i]);
else
cl.particle_ssprecache[i] = P_INVALID;
}
}
if (cl.particle_csprecaches)
{
for (i = 0; i < MAX_CSPARTICLESPRE; i++)
{
if (cl.particle_csname[i])
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
cl.particle_csprecache[i] = P_FindParticleType(cl.particle_csname[i]);
else
cl.particle_csprecache[i] = P_INVALID;
}
}
#ifdef CSQC_DAT
CSQC_ResetTrails();
#endif
}
void CL_ClearCustomTEnts(void)
{
int i;
custtentinst_t *p;
while(activepcusttents)
{
p = activepcusttents;
activepcusttents = p->next;
Z_Free(p);
}
for (i = 0; i < sizeof(customtenttype)/sizeof(customtenttype[0]); i++)
{
*customtenttype[i].name = 0;
customtenttype[i].particleeffecttype = -1;
}
}
int CL_TranslateParticleFromServer(int qceffect)
{
if (cl.particle_ssprecaches && qceffect >= 0 && qceffect < MAX_SSPARTICLESPRE)
{
/*proper precaches*/
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
return cl.particle_ssprecache[qceffect];
}
else if (-qceffect >= 0 && -qceffect < MAX_CSPARTICLESPRE)
{
qceffect = -qceffect;
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
return cl.particle_csprecache[qceffect];
}
else
return P_INVALID;
}
void CL_ParseTrailParticles(void)
{
int entityindex;
int effectindex;
vec3_t start, end;
trailstate_t **ts;
------------------------------------------------------------------------ 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
entityindex = MSGCL_ReadEntity();
effectindex = (unsigned short)MSG_ReadShort();
start[0] = MSG_ReadCoord();
start[1] = MSG_ReadCoord();
start[2] = MSG_ReadCoord();
end[0] = MSG_ReadCoord();
end[1] = MSG_ReadCoord();
end[2] = MSG_ReadCoord();
effectindex = CL_TranslateParticleFromServer(effectindex);
if (entityindex>0 && (unsigned int)entityindex < cl.maxlerpents)
ts = &cl.lerpents[entityindex].trailstate;
else
ts = NULL;
if (P_ParticleTrail(start, end, effectindex, 1, entityindex, NULL, ts))
P_ParticleTrail(start, end, rt_blood, 1, entityindex, NULL, ts);
}
void CL_ParsePointParticles(qboolean compact)
{
vec3_t org, dir;
unsigned int effectindex;
float count;
effectindex = (unsigned short)MSG_ReadShort();
org[0] = MSG_ReadCoord();
org[1] = MSG_ReadCoord();
org[2] = MSG_ReadCoord();
if (compact)
{
dir[0] = dir[1] = dir[2] = 0;
count = 1;
}
else
{
dir[0] = MSG_ReadCoord();
dir[1] = MSG_ReadCoord();
dir[2] = MSG_ReadCoord();
count = (unsigned short)MSG_ReadShort();
}
effectindex = CL_TranslateParticleFromServer(effectindex);
if (cl.splitclients <= 1 && cl_part_density_fade.value > 0)
{
vec3_t move;
float dist;
VectorSubtract(org, cl.playerview[0].audio.origin, move);
dist = VectorLength(move);
if (dist > cl_part_density_fade_start.value)
{
dist -= cl_part_density_fade_start.value;
count = count - dist/cl_part_density_fade.value;
if (count < 0)
return;
}
}
if (P_RunParticleEffectType(org, dir, count, effectindex))
P_RunParticleEffect (org, dir, 15, 15);
}
void CLNQ_ParseParticleEffect (void)
{
vec3_t org, dir;
int i, msgcount, color;
for (i=0 ; i<3 ; i++)
org[i] = MSG_ReadCoord ();
for (i=0 ; i<3 ; i++)
dir[i] = MSG_ReadChar () * (1.0/16);
msgcount = MSG_ReadByte ();
color = MSG_ReadByte ();
if (msgcount == 255)
{
// treat as spriteless explosion (qtest/some mods require this)
if (P_RunParticleEffectType(org, NULL, 1, pt_explosion))
P_RunParticleEffect(org, NULL, 107, 1024); // should be 97-111
}
else
P_RunParticleEffect (org, dir, color, msgcount);
}
void CL_ParseParticleEffect2 (void)
{
vec3_t org, dmin, dmax;
int i, msgcount, color, effect;
for (i=0 ; i<3 ; i++)
org[i] = MSG_ReadCoord ();
for (i=0 ; i<3 ; i++)
dmin[i] = MSG_ReadFloat ();
for (i=0 ; i<3 ; i++)
dmax[i] = MSG_ReadFloat ();
color = MSG_ReadShort ();
msgcount = MSG_ReadByte ();
effect = MSG_ReadByte ();
P_RunParticleEffect2 (org, dmin, dmax, color, effect, msgcount);
}
void CL_ParseParticleEffect3 (void)
{
vec3_t org, box;
int i, msgcount, color, effect;
for (i=0 ; i<3 ; i++)
org[i] = MSG_ReadCoord ();
for (i=0 ; i<3 ; i++)
box[i] = MSG_ReadByte ();
color = MSG_ReadShort ();
msgcount = MSG_ReadByte ();
effect = MSG_ReadByte ();
P_RunParticleEffect3 (org, box, color, effect, msgcount);
}
void CL_ParseParticleEffect4 (void)
{
vec3_t org;
int i, msgcount, color, effect;
float radius;
for (i=0 ; i<3 ; i++)
org[i] = MSG_ReadCoord ();
radius = MSG_ReadByte();
color = MSG_ReadShort ();
msgcount = MSG_ReadByte ();
effect = MSG_ReadByte ();
P_RunParticleEffect4 (org, radius, color, effect, msgcount);
}
void CL_SpawnSpriteEffect(vec3_t org, vec3_t dir, vec3_t orientationup, model_t *model, int startframe, int framecount, float framerate, float alpha, float scale, float randspin, float gravity, int traileffect, unsigned int renderflags, int skinnum)
{
explosion_t *ex;
ex = CL_AllocExplosion (org);
ex->start = cl.time;
ex->model = model;
ex->firstframe = startframe;
ex->numframes = framecount;
ex->framerate = framerate;
ex->skinnum = skinnum;
ex->traileffect = traileffect;
ex->scale = scale;
ex->flags |= renderflags;
//sprites always use a fixed alpha. models can too if the alpha is < 0
if (model->type == mod_sprite || alpha < 0)
ex->endalpha = fabs(alpha);
ex->startalpha = fabs(alpha);
if (ex->endalpha < 1 || ex->startalpha < 1)
ex->flags |= RF_TRANSLUCENT;
if (randspin)
{
ex->angles[0] = frandom()*360;
ex->angles[1] = frandom()*360;
ex->angles[2] = frandom()*360;
ex->avel[0] = crandom()*randspin;
ex->avel[1] = crandom()*randspin;
ex->avel[2] = crandom()*randspin;
}
ex->gravity = gravity;
if (orientationup)
{
ex->angles[0] = acos(orientationup[2])/M_PI*180;
if (orientationup[0])
ex->angles[1] = atan2(orientationup[1], orientationup[0])/M_PI*180;
else if (orientationup[1] > 0)
ex->angles[1] = 90;
else if (orientationup[1] < 0)
ex->angles[1] = 270;
else
ex->angles[1] = 0;
added r_meshpitch cvar that allows for fixing the unfixable mesh pitch bug from vanilla... needs a better name... do note that this will break pretty much any mod, so this is really only for TCs designed to use it. Its likely that I missed places. nqsv: added support for spectators with nq clients. the angles are a bit rough, but hey. need to do something about frags so nq clients know who's a spectator. use 'cmd observe' to get an nq client to spectate on an fte server (then attack/jump behave the same as in qw clients). nqsv: rewrote EF_MUZZLEFLASH handling, so svc_muzzleflash is now translated properly to EF_MUZZLEFLASH, and vice versa. No more missing muzzleflashes! added screenshot_cubemap, so you can actually pre-generate cubemaps with fte (which can be used for reflections or whatever). misc fixes (server crash, a couple of other less important ones). external files based on a model's name will now obey r_replacemodels properly, instead of needing to use foo.mdl_0.skin for foo.md3. identify <playernum> should now use the correct masked ip, instead of abrubtly failing (reported by kt) vid_toggle console command should now obey vid_width and vid_height when switching to fullscreen, but only if vid_fullscreen is actually set, which should make it seem better behaved (reported by kt). qcc: cleaned up sym->symboldata[sym->ofs] to be more consistent at all stages. qcc: typedef float vec4[4]; now works to define a float array with 4 elements (however, it will be passed by-value rather than by-reference). qcc: cleaned up optional vs __out ordering issues. qccgui: shift+f3 searches backwards git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5064 fc73d0e0-1445-4013-8a0c-d673dee63da5
2017-02-27 09:34:35 +00:00
ex->angles[0]*=r_meshpitch.value;
}
if (dir)
{
// vec3_t spos;
// float dlen;
// dlen = -10/VectorLength(dir);
// VectorMA(ex->origin, dlen, dir, spos);
// TraceLineN(spos, org, ex->origin, NULL);
VectorCopy(dir, ex->velocity);
}
else
VectorClear(ex->velocity);
}
// [vector] org [byte] modelindex [byte] startframe [byte] framecount [byte] framerate
// [vector] org [short] modelindex [short] startframe [byte] framecount [byte] framerate
void CL_ParseEffect (qboolean effect2)
{
vec3_t org;
int modelindex;
int startframe;
int framecount;
int framerate;
model_t *mod;
org[0] = MSG_ReadCoord();
org[1] = MSG_ReadCoord();
org[2] = MSG_ReadCoord();
if (effect2)
modelindex = MSG_ReadShort();
else
modelindex = MSG_ReadByte();
if (effect2)
startframe = MSG_ReadShort();
else
startframe = MSG_ReadByte();
framecount = MSG_ReadByte();
framerate = MSG_ReadByte();
mod = cl.model_precache[modelindex];
CL_SpawnSpriteEffect(org, NULL, NULL, mod, startframe, framecount, framerate, mod->type==mod_sprite?-1:1, 1, 0, 0, P_INVALID, 0, 0);
}
#ifdef Q2CLIENT
void CL_SmokeAndFlash(vec3_t origin)
{
explosion_t *ex;
ex = CL_AllocExplosion (origin);
VectorClear(ex->angles);
// ex->type = ex_misc;
ex->numframes = 4;
ex->flags = RF_TRANSLUCENT;
ex->start = cl.time;
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
ex->model = Mod_ForName (q2tentmodels[q2cl_mod_smoke].modelname, MLV_WARN);
ex = CL_AllocExplosion (origin);
VectorClear(ex->angles);
// ex->type = ex_flash;
ex->flags = RF_FULLBRIGHT;
ex->numframes = 2;
ex->start = cl.time;
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
ex->model = Mod_ForName (q2tentmodels[q2cl_mod_flash].modelname, MLV_WARN);
}
void CL_Laser (vec3_t start, vec3_t end, int colors)
{
explosion_t *ex = CL_AllocExplosion(start);
ex->firstframe = 0;
ex->numframes = 10;
ex->startalpha = 0.33f;
ex->endalpha = 0;
ex->model = NULL;
ex->skinnum = (colors >> ((rand() % 4)*8)) & 0xff;
VectorCopy (start, ex->origin);
VectorCopy (end, ex->oldorigin);
ex->flags = RF_TRANSLUCENT | Q2RF_BEAM;
ex->start = cl.time;
ex->framerate = 100; // smoother fading
}
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_ParseSteam(void)
{
vec3_t pos, dir;
/*qbyte colour;
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
short magnitude;
unsigned int duration;*/
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
signed int id = MSG_ReadShort();
/*qbyte count =*/ 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
MSG_ReadPos(pos);
MSG_ReadDir(dir);
/*colour =*/ MSG_ReadByte();
/*magnitude =*/ MSG_ReadShort();
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 (id != -1)
/*duration =*/ MSG_ReadLong();
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
/*duration = 0;*/
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-18 05:22:07 +00:00
Con_Printf("FIXME: CLQ2_ParseSteam: stub\n");
}
void CLQ2_ParseTEnt (void)
{
beam_t *b;
q2particleeffects_t type;
int pt;
vec3_t pos, pos2, dir;
int cnt;
int color;
int r;
int ent;
// int magnitude;
explosion_t *ex;
type = MSG_ReadByte ();
if (type <= Q2TE_MAX)
pt = pt_q2[type];
else
pt = P_INVALID;
switch (type)
{
case Q2TE_GUNSHOT: //grey tall thing with smoke+sparks
case Q2TE_BLOOD: //red tall thing
case Q2TE_SPARKS: //orange tall thing (with not many particles)
case Q2TE_BLASTER: //regular blaster
case Q2TE_SHOTGUN: //gunshot with less particles
case Q2TE_SCREEN_SPARKS://green+grey tall
case Q2TE_SHIELD_SPARKS://blue+grey tall
case Q2TE_BULLET_SPARKS://orange+grey tall+smoke
case Q2TE_GREENBLOOD: //yellow...
case Q2TE_BLASTER2: //green version of te_blaster
case Q2TE_MOREBLOOD: //te_blood*2
case Q2TE_HEATBEAM_SPARKS://white outwards puffs
case Q2TE_HEATBEAM_STEAM://orange outwards puffs
case Q2TE_ELECTRIC_SPARKS://blue tall
case Q2TE_FLECHETTE: //grey version of te_blaster
MSG_ReadPos (pos);
MSG_ReadDir (dir);
P_RunParticleEffectType(pos, dir, 1, pt);
break;
case Q2TE_BFG_LASER:
MSG_ReadPos (pos);
MSG_ReadPos (pos2);
CL_Laser(pos, pos2, 0xd0d1d2d3);
break;
case Q2TE_RAILTRAIL: //blue spiral, grey particles
case Q2TE_BUBBLETRAIL: //grey sparse trail, slow riser
// case Q2TE_BFG_LASER: //green laser
case Q2TE_DEBUGTRAIL: //long lived blue trail
case Q2TE_BUBBLETRAIL2: //grey rising trail
case Q2TE_BLUEHYPERBLASTER: //TE_BLASTER without model+light
MSG_ReadPos (pos);
MSG_ReadPos (pos2);
P_ParticleTrail(pos, pos2, pt, 1, 0, NULL, NULL);
break;
case Q2TE_EXPLOSION1: //column
case Q2TE_EXPLOSION2: //splits
case Q2TE_ROCKET_EXPLOSION://top blob/column
case Q2TE_GRENADE_EXPLOSION://indistinguishable from TE_EXPLOSION2
case Q2TE_ROCKET_EXPLOSION_WATER://rocket but with different sound
case Q2TE_GRENADE_EXPLOSION_WATER://different sound
case Q2TE_BFG_EXPLOSION://green light+sprite
case Q2TE_BFG_BIGEXPLOSION://green+white fast particles
case Q2TE_BOSSTPORT://splitting+merging+upwards particles.
case Q2TE_PLASMA_EXPLOSION://looks like rocket explosion to me
case Q2TE_PLAIN_EXPLOSION://looks like rocket explosion to me
case Q2TE_CHAINFIST_SMOKE://small smoke
case Q2TE_TRACKER_EXPLOSION://black light, slow particles
case Q2TE_TELEPORT_EFFECT://q1-style teleport
case Q2TE_DBALL_GOAL://q1-style teleport
case Q2TE_NUKEBLAST://dome expansion (blue/white particles)
case Q2TE_WIDOWSPLASH://dome (orange+gravity)
case Q2TE_EXPLOSION1_BIG://buggy model
case Q2TE_EXPLOSION1_NP://looks like a rocket explosion to me
MSG_ReadPos (pos);
P_RunParticleEffectType(pos, NULL, 1, pt);
break;
case Q2TE_SPLASH:
cnt = MSG_ReadByte ();
MSG_ReadPos (pos);
MSG_ReadDir (dir);
r = MSG_ReadByte () + Q2SPLASH_UNKNOWN;
if (r > Q2SPLASH_MAX)
r = Q2SPLASH_UNKNOWN;
pt = pt_q2[r];
P_RunParticleEffectType(pos, NULL, 1, pt);
break;
case Q2TE_PARASITE_ATTACK:
case Q2TE_MEDIC_CABLE_ATTACK:
CL_ParseBeam (BT_Q2PARASITE);
break;
case Q2TE_HEATBEAM:
b = CL_ParseBeam (BT_Q2HEATBEAM); //2, 7, -3
if (b)
{
b->bflags |= STREAM_ATTACHED;
VectorSet(b->offset, 2, 7, -3);
}
break;
case Q2TE_MONSTER_HEATBEAM:
b = CL_ParseBeam (BT_Q2HEATBEAM);
if (b)
b->bflags |= STREAM_ATTACHED;
break;
case Q2TE_GRAPPLE_CABLE:
CL_ParseBeamOffset (BT_Q2GRAPPLE);
break;
case Q2TE_LIGHTNING:
ent = MSGCL_ReadEntity ();
/*toent =*/ MSGCL_ReadEntity (); //ident only.
pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
pos2[0] = MSG_ReadCoord ();
pos2[1] = MSG_ReadCoord ();
pos2[2] = MSG_ReadCoord ();
CL_AddBeam(BT_Q2LIGHTNING, ent, pos, pos2);
break;
case Q2TE_LASER_SPARKS:
case Q2TE_WELDING_SPARKS:
case Q2TE_TUNNEL_SPARKS:
cnt = MSG_ReadByte ();
MSG_ReadPos (pos);
MSG_ReadDir (dir);
color = MSG_ReadByte ();
P_RunParticleEffectPalette(va("q2part.%s", q2efnames[type]), pos, dir, color, cnt);
break;
case Q2TE_STEAM:
CLQ2_ParseSteam();
break;
case Q2TE_FORCEWALL:
MSG_ReadPos (pos);
MSG_ReadPos (pos2);
color = MSG_ReadByte ();
P_ParticleTrailIndex(pos, pos2, pt, 1, color, 0, NULL);
break;
case Q2TE_FLASHLIGHT: //white 400-radius dlight
MSG_ReadPos(pos);
ent = MSG_ReadShort();
P_ParticleTrail(pos, pos, pt, 1, ent, NULL, NULL);
break;
case Q2TE_WIDOWBEAMOUT: /*requires state tracking to keep it splurting constantly for 2.1 secs*/
ent = MSG_ReadShort();
MSG_ReadPos(pos);
Con_Printf("FIXME: Q2TE_WIDOWBEAMOUT not implemented\n");
break;
case Q2TE_RAILTRAIL2: /*not implemented in vanilla*/
case Q2TE_FLAME: /*not implemented in vanilla*/
Host_EndGame ("CLQ2_ParseTEnt: bad/non-implemented type %i", type);
break;
//My old attempt at running AlienArena years ago. probably not enough now. Other engines will have other effects.
case CRTE_LEADERBLASTER:
Host_EndGame ("CLQ2_ParseTEnt: bad/non-implemented type %i", type);
case CRTE_BLASTER_MUZZLEFLASH:
MSG_ReadPos (pos);
ex = CL_AllocExplosion (pos);
ex->flags = RF_FULLBRIGHT|RF_NOSHADOW;
ex->start = cl.q2frame.servertime - 100;
CL_NewDlight(0, pos, 350, 0.5, 0.2*5, 0.1*5, 0*5);
P_RunParticleEffectTypeString(pos, NULL, 1, "te_muzzleflash");
break;
case CRTE_BLUE_MUZZLEFLASH:
MSG_ReadPos (pos);
ex = CL_AllocExplosion (pos);
ex->flags = RF_FULLBRIGHT|RF_NOSHADOW;
ex->start = cl.q2frame.servertime - 100;
CL_NewDlight(0, pos, 350, 0.5, 0.2*5, 0.1*5, 0*5);
P_RunParticleEffectTypeString(pos, NULL, 1, "te_blue_muzzleflash");
break;
case CRTE_SMART_MUZZLEFLASH:
MSG_ReadPos (pos);
ex = CL_AllocExplosion (pos);
ex->flags = RF_FULLBRIGHT|RF_NOSHADOW;
ex->start = cl.q2frame.servertime - 100;
CL_NewDlight(0, pos, 350, 0.5, 0.2*5, 0*5, 0.2*5);
P_RunParticleEffectTypeString(pos, NULL, 1, "te_smart_muzzleflash");
break;
case CRTE_LEADERFIELD:
Host_EndGame ("CLQ2_ParseTEnt: bad/non-implemented type %i", type);
case CRTE_DEATHFIELD:
MSG_ReadPos (pos);
ex = CL_AllocExplosion (pos);
VectorCopy (pos, ex->origin);
ex->flags = RF_FULLBRIGHT|RF_NOSHADOW;
ex->start = cl.q2frame.servertime - 100;
CL_NewDlight(0, pos, 350, 0.5, 0.2*5, 0*5, 0.2*5);
P_RunParticleEffectTypeString(pos, NULL, 1, "te_deathfield");
break;
case CRTE_BLASTERBEAM:
MSG_ReadPos (pos);
MSG_ReadPos (pos2);
P_ParticleTrail(pos, pos2, P_FindParticleType("q2part.TR_BLASTERTRAIL2"), 1, 0, NULL, NULL);
break;
/* case CRTE_STAIN:
Host_EndGame ("CLQ2_ParseTEnt: bad/non-implemented type %i", type);
case CRTE_FIRE:
Host_EndGame ("CLQ2_ParseTEnt: bad/non-implemented type %i", type);
case CRTE_CABLEGUT:
Host_EndGame ("CLQ2_ParseTEnt: bad/non-implemented type %i", type);
case CRTE_SMOKE:
Host_EndGame ("CLQ2_ParseTEnt: bad/non-implemented type %i", type);
*/
default:
Host_EndGame ("CLQ2_ParseTEnt: bad/non-implemented type %i", type);
break;
}
}
#endif
/*
=================
CL_NewTempEntity
=================
*/
entity_t *CL_NewTempEntity (void)
{
entity_t *ent;
------------------------------------------------------------------------ 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
if (cl_numvisedicts == cl_maxvisedicts)
return NULL;
ent = &cl_visedicts[cl_numvisedicts];
cl_numvisedicts++;
ent->keynum = 0;
memset (ent, 0, sizeof(*ent));
------------------------------------------------------------------------ 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->topcolour = TOP_DEFAULT;
ent->bottomcolour = BOTTOM_DEFAULT;
#ifdef PEXT_SCALE
ent->scale = 1;
#endif
ent->shaderRGBAf[0] = 1;
ent->shaderRGBAf[1] = 1;
ent->shaderRGBAf[2] = 1;
ent->shaderRGBAf[3] = 1;
return ent;
}
void CSQC_GetEntityOrigin(unsigned int csqcent, float *out);
/*
=================
CL_UpdateBeams
=================
*/
void CL_UpdateBeams (void)
{
int bnum;
int i, j;
beam_t *b;
vec3_t dist, org;
Reworked client support for DPP5+. less code now, its much more graceful. added waterfog command. waterfog overrides regular fog only when the view is in water. fixed 64bit printf format specifiers. should work better on winxp64. fixed some spec angle weirdness. fixed viewsize 99.99 weirdness with ezhud. fixed extra offset on the console (exhibited in 64bit builds, but not limited to). fixed .avi playback, can now actually display frames again. reimplemented line sparks. fixed r_editlights_save flipping the light's pitch. fixed issue with oggs failing to load. fixed condump to cope with unicode properly. made sv_bigcoords default except in quake. hexen2 kinda needs it for bsp angle precision. fixed nq server to not stall weirdly on map changes. fixed qwprogs svc_cdtrack not bugging out with nq clients on the server. fixed restart command to load the last map run by the server, instead of start.bsp (when idle) optimised d3d9 renderer a little. now uses less draw calls, especially with complex scenes. seems to get higher framerates than opengl now. fixed d3d9 renderer to not bug out quite so much when run fullscreen (shader subsystem is now correctly initialised). fixed a couple of bugs from font change. also now supports utf-8 in a few more places. r_editlights_reload no longer generates rtlights inside the void. this resolves a few glitches (but should also help framerates a little). fixed so corona-only lights won't generate shadowmaps and waste lots of time. removed lots of #defines from qclib. I should never have made them in the first place, but I was lazy. obviously there's more left that I cba to remove yet. fixed nested calls with variant-vectors. this fixes csaddon's light editor. fixed qcc hc calling conventions using redundant stores. disabled keywords can still be used by using __keyword instead. fixed ftegccgui grep feature. fixed motionless-dog qcc bug. tweaked qcc warnings a little. -Wall is now a viable setting. you should be able to fix all those warnings. fixed qw svc_intermission + dpp5+ clients bug. fixed annoying spam about disconnecting in hexen2. rewrote status command a little to cope with ipv6 addresses more gracefully fixed significant stall when hibernating/debugging a server with a player sitting on it. fixed truelightning. fixed rocketlight overriding pflags. fixed torches vanishing on vid_restart. fixed issue with decal scaling. fixed findentityfield builtin. fixed fteqcc issue with ptr+1 fixed use of arrays inside class functions. fixed/implemented fteqcc emulation of pointer opcodes. added __inout keyword to fteqcc, so that it doesn't feel so horrendous. fixed sizeof(*foo) fixed *struct = struct; fixed recursive structs. fixed fteqcc warning report. fixed sdl2 controller support, hopefully. attempted to implement xinput, including per-player audio playback. slightly fixed relaxed attitude to mouse focus when running fullscreen. fixed weird warnings/errors with 'ent.arrayhead' terms. now generates sane errors. implemented bindmaps (for csqc). fixed crashing bug with eprint builtin. implemented subset of music_playlist_* functionality. significant changes to music playback. fixed some more dpcsqc compat. fixed binds menu. now displays and accepts modifiers. fixed issues with huge lightmaps. fixed protocol determinism with dp clients connecting to fte servers. the initial getchallenge request now inhibits vanilla nq connection requests. implemented support for 'dupe' userinfo key, allowing clients to request client->server packet duplication. should probably queue them tbh. implemented sv_saveentfile command. fixed resume after breaking inside a stepped-over function. fixed erroneous footer after debugging. (I wonder just how many things I broke with these fixes) git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4946 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-07-26 10:56:18 +00:00
float *vieworg;
float d;
entity_t *ent;
entity_state_t *st;
float yaw, pitch;
float forward, offset;
int lastrunningbeam = -1;
tentmodels_t *type;
extern cvar_t cl_truelightning, v_viewheight;
// update lightning
for (bnum=0, b=cl_beams; bnum < beams_running; bnum++, b++)
{
type = b->info;
if (!type)
continue;
if (b->endtime < cl.time)
{
if (!cl.paused)
{ /*don't let lightning decay while paused*/
P_DelinkTrailstate(&b->trailstate);
P_DelinkTrailstate(&b->emitstate);
b->info = NULL;
continue;
}
}
lastrunningbeam = bnum;
// if coming from the player, update the start position
if ((b->bflags & STREAM_ATTACHTOPLAYER) && b->entity > 0 && b->entity <= cl.allocated_client_slots)
{
for (j = 0; j < cl.splitclients; j++)
{
playerview_t *pv = &cl.playerview[j];
if (b->entity == pv->viewentity)
{
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
// player_state_t *pl;
// VectorSubtract(cl.simorg, b->start, org);
// VectorAdd(b->end, org, b->end); //move the end point by simorg-start
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
// pl = &cl.inframes[cl.parsecount&UPDATE_MASK].playerstate[b->entity-1];
// if (pl->messagenum == cl.parsecount || cls.protocol == CP_NETQUAKE)
{
Reworked client support for DPP5+. less code now, its much more graceful. added waterfog command. waterfog overrides regular fog only when the view is in water. fixed 64bit printf format specifiers. should work better on winxp64. fixed some spec angle weirdness. fixed viewsize 99.99 weirdness with ezhud. fixed extra offset on the console (exhibited in 64bit builds, but not limited to). fixed .avi playback, can now actually display frames again. reimplemented line sparks. fixed r_editlights_save flipping the light's pitch. fixed issue with oggs failing to load. fixed condump to cope with unicode properly. made sv_bigcoords default except in quake. hexen2 kinda needs it for bsp angle precision. fixed nq server to not stall weirdly on map changes. fixed qwprogs svc_cdtrack not bugging out with nq clients on the server. fixed restart command to load the last map run by the server, instead of start.bsp (when idle) optimised d3d9 renderer a little. now uses less draw calls, especially with complex scenes. seems to get higher framerates than opengl now. fixed d3d9 renderer to not bug out quite so much when run fullscreen (shader subsystem is now correctly initialised). fixed a couple of bugs from font change. also now supports utf-8 in a few more places. r_editlights_reload no longer generates rtlights inside the void. this resolves a few glitches (but should also help framerates a little). fixed so corona-only lights won't generate shadowmaps and waste lots of time. removed lots of #defines from qclib. I should never have made them in the first place, but I was lazy. obviously there's more left that I cba to remove yet. fixed nested calls with variant-vectors. this fixes csaddon's light editor. fixed qcc hc calling conventions using redundant stores. disabled keywords can still be used by using __keyword instead. fixed ftegccgui grep feature. fixed motionless-dog qcc bug. tweaked qcc warnings a little. -Wall is now a viable setting. you should be able to fix all those warnings. fixed qw svc_intermission + dpp5+ clients bug. fixed annoying spam about disconnecting in hexen2. rewrote status command a little to cope with ipv6 addresses more gracefully fixed significant stall when hibernating/debugging a server with a player sitting on it. fixed truelightning. fixed rocketlight overriding pflags. fixed torches vanishing on vid_restart. fixed issue with decal scaling. fixed findentityfield builtin. fixed fteqcc issue with ptr+1 fixed use of arrays inside class functions. fixed/implemented fteqcc emulation of pointer opcodes. added __inout keyword to fteqcc, so that it doesn't feel so horrendous. fixed sizeof(*foo) fixed *struct = struct; fixed recursive structs. fixed fteqcc warning report. fixed sdl2 controller support, hopefully. attempted to implement xinput, including per-player audio playback. slightly fixed relaxed attitude to mouse focus when running fullscreen. fixed weird warnings/errors with 'ent.arrayhead' terms. now generates sane errors. implemented bindmaps (for csqc). fixed crashing bug with eprint builtin. implemented subset of music_playlist_* functionality. significant changes to music playback. fixed some more dpcsqc compat. fixed binds menu. now displays and accepts modifiers. fixed issues with huge lightmaps. fixed protocol determinism with dp clients connecting to fte servers. the initial getchallenge request now inhibits vanilla nq connection requests. implemented support for 'dupe' userinfo key, allowing clients to request client->server packet duplication. should probably queue them tbh. implemented sv_saveentfile command. fixed resume after breaking inside a stepped-over function. fixed erroneous footer after debugging. (I wonder just how many things I broke with these fixes) git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4946 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-07-26 10:56:18 +00:00
vec3_t fwd, org, ang, viewang;
float delta, f, len;
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
// if (cl.spectator && pv->cam_auto)
// { //if we're tracking someone, use their origin explicitly.
// vieworg = pl->origin;
// }
// 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
#ifdef Q2CLIENT
if (cls.protocol == CP_QUAKE2)
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-18 05:22:07 +00:00
vieworg = pv->predicted_origin;
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
#endif
vieworg = pv->simorg;
Reworked client support for DPP5+. less code now, its much more graceful. added waterfog command. waterfog overrides regular fog only when the view is in water. fixed 64bit printf format specifiers. should work better on winxp64. fixed some spec angle weirdness. fixed viewsize 99.99 weirdness with ezhud. fixed extra offset on the console (exhibited in 64bit builds, but not limited to). fixed .avi playback, can now actually display frames again. reimplemented line sparks. fixed r_editlights_save flipping the light's pitch. fixed issue with oggs failing to load. fixed condump to cope with unicode properly. made sv_bigcoords default except in quake. hexen2 kinda needs it for bsp angle precision. fixed nq server to not stall weirdly on map changes. fixed qwprogs svc_cdtrack not bugging out with nq clients on the server. fixed restart command to load the last map run by the server, instead of start.bsp (when idle) optimised d3d9 renderer a little. now uses less draw calls, especially with complex scenes. seems to get higher framerates than opengl now. fixed d3d9 renderer to not bug out quite so much when run fullscreen (shader subsystem is now correctly initialised). fixed a couple of bugs from font change. also now supports utf-8 in a few more places. r_editlights_reload no longer generates rtlights inside the void. this resolves a few glitches (but should also help framerates a little). fixed so corona-only lights won't generate shadowmaps and waste lots of time. removed lots of #defines from qclib. I should never have made them in the first place, but I was lazy. obviously there's more left that I cba to remove yet. fixed nested calls with variant-vectors. this fixes csaddon's light editor. fixed qcc hc calling conventions using redundant stores. disabled keywords can still be used by using __keyword instead. fixed ftegccgui grep feature. fixed motionless-dog qcc bug. tweaked qcc warnings a little. -Wall is now a viable setting. you should be able to fix all those warnings. fixed qw svc_intermission + dpp5+ clients bug. fixed annoying spam about disconnecting in hexen2. rewrote status command a little to cope with ipv6 addresses more gracefully fixed significant stall when hibernating/debugging a server with a player sitting on it. fixed truelightning. fixed rocketlight overriding pflags. fixed torches vanishing on vid_restart. fixed issue with decal scaling. fixed findentityfield builtin. fixed fteqcc issue with ptr+1 fixed use of arrays inside class functions. fixed/implemented fteqcc emulation of pointer opcodes. added __inout keyword to fteqcc, so that it doesn't feel so horrendous. fixed sizeof(*foo) fixed *struct = struct; fixed recursive structs. fixed fteqcc warning report. fixed sdl2 controller support, hopefully. attempted to implement xinput, including per-player audio playback. slightly fixed relaxed attitude to mouse focus when running fullscreen. fixed weird warnings/errors with 'ent.arrayhead' terms. now generates sane errors. implemented bindmaps (for csqc). fixed crashing bug with eprint builtin. implemented subset of music_playlist_* functionality. significant changes to music playback. fixed some more dpcsqc compat. fixed binds menu. now displays and accepts modifiers. fixed issues with huge lightmaps. fixed protocol determinism with dp clients connecting to fte servers. the initial getchallenge request now inhibits vanilla nq connection requests. implemented support for 'dupe' userinfo key, allowing clients to request client->server packet duplication. should probably queue them tbh. implemented sv_saveentfile command. fixed resume after breaking inside a stepped-over function. fixed erroneous footer after debugging. (I wonder just how many things I broke with these fixes) git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4946 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-07-26 10:56:18 +00:00
if (cl_truelightning.ival > 1 && cl.movesequence > cl_truelightning.ival)
{
Reworked client support for DPP5+. less code now, its much more graceful. added waterfog command. waterfog overrides regular fog only when the view is in water. fixed 64bit printf format specifiers. should work better on winxp64. fixed some spec angle weirdness. fixed viewsize 99.99 weirdness with ezhud. fixed extra offset on the console (exhibited in 64bit builds, but not limited to). fixed .avi playback, can now actually display frames again. reimplemented line sparks. fixed r_editlights_save flipping the light's pitch. fixed issue with oggs failing to load. fixed condump to cope with unicode properly. made sv_bigcoords default except in quake. hexen2 kinda needs it for bsp angle precision. fixed nq server to not stall weirdly on map changes. fixed qwprogs svc_cdtrack not bugging out with nq clients on the server. fixed restart command to load the last map run by the server, instead of start.bsp (when idle) optimised d3d9 renderer a little. now uses less draw calls, especially with complex scenes. seems to get higher framerates than opengl now. fixed d3d9 renderer to not bug out quite so much when run fullscreen (shader subsystem is now correctly initialised). fixed a couple of bugs from font change. also now supports utf-8 in a few more places. r_editlights_reload no longer generates rtlights inside the void. this resolves a few glitches (but should also help framerates a little). fixed so corona-only lights won't generate shadowmaps and waste lots of time. removed lots of #defines from qclib. I should never have made them in the first place, but I was lazy. obviously there's more left that I cba to remove yet. fixed nested calls with variant-vectors. this fixes csaddon's light editor. fixed qcc hc calling conventions using redundant stores. disabled keywords can still be used by using __keyword instead. fixed ftegccgui grep feature. fixed motionless-dog qcc bug. tweaked qcc warnings a little. -Wall is now a viable setting. you should be able to fix all those warnings. fixed qw svc_intermission + dpp5+ clients bug. fixed annoying spam about disconnecting in hexen2. rewrote status command a little to cope with ipv6 addresses more gracefully fixed significant stall when hibernating/debugging a server with a player sitting on it. fixed truelightning. fixed rocketlight overriding pflags. fixed torches vanishing on vid_restart. fixed issue with decal scaling. fixed findentityfield builtin. fixed fteqcc issue with ptr+1 fixed use of arrays inside class functions. fixed/implemented fteqcc emulation of pointer opcodes. added __inout keyword to fteqcc, so that it doesn't feel so horrendous. fixed sizeof(*foo) fixed *struct = struct; fixed recursive structs. fixed fteqcc warning report. fixed sdl2 controller support, hopefully. attempted to implement xinput, including per-player audio playback. slightly fixed relaxed attitude to mouse focus when running fullscreen. fixed weird warnings/errors with 'ent.arrayhead' terms. now generates sane errors. implemented bindmaps (for csqc). fixed crashing bug with eprint builtin. implemented subset of music_playlist_* functionality. significant changes to music playback. fixed some more dpcsqc compat. fixed binds menu. now displays and accepts modifiers. fixed issues with huge lightmaps. fixed protocol determinism with dp clients connecting to fte servers. the initial getchallenge request now inhibits vanilla nq connection requests. implemented support for 'dupe' userinfo key, allowing clients to request client->server packet duplication. should probably queue them tbh. implemented sv_saveentfile command. fixed resume after breaking inside a stepped-over function. fixed erroneous footer after debugging. (I wonder just how many things I broke with these fixes) git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4946 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-07-26 10:56:18 +00:00
outframe_t *frame = &cl.outframes[(cl.movesequence-cl_truelightning.ival)&UPDATE_MASK];
viewang[0] = SHORT2ANGLE(frame->cmd[j].angles[0]);
viewang[1] = SHORT2ANGLE(frame->cmd[j].angles[1]);
viewang[2] = SHORT2ANGLE(frame->cmd[j].angles[2]);
}
Reworked client support for DPP5+. less code now, its much more graceful. added waterfog command. waterfog overrides regular fog only when the view is in water. fixed 64bit printf format specifiers. should work better on winxp64. fixed some spec angle weirdness. fixed viewsize 99.99 weirdness with ezhud. fixed extra offset on the console (exhibited in 64bit builds, but not limited to). fixed .avi playback, can now actually display frames again. reimplemented line sparks. fixed r_editlights_save flipping the light's pitch. fixed issue with oggs failing to load. fixed condump to cope with unicode properly. made sv_bigcoords default except in quake. hexen2 kinda needs it for bsp angle precision. fixed nq server to not stall weirdly on map changes. fixed qwprogs svc_cdtrack not bugging out with nq clients on the server. fixed restart command to load the last map run by the server, instead of start.bsp (when idle) optimised d3d9 renderer a little. now uses less draw calls, especially with complex scenes. seems to get higher framerates than opengl now. fixed d3d9 renderer to not bug out quite so much when run fullscreen (shader subsystem is now correctly initialised). fixed a couple of bugs from font change. also now supports utf-8 in a few more places. r_editlights_reload no longer generates rtlights inside the void. this resolves a few glitches (but should also help framerates a little). fixed so corona-only lights won't generate shadowmaps and waste lots of time. removed lots of #defines from qclib. I should never have made them in the first place, but I was lazy. obviously there's more left that I cba to remove yet. fixed nested calls with variant-vectors. this fixes csaddon's light editor. fixed qcc hc calling conventions using redundant stores. disabled keywords can still be used by using __keyword instead. fixed ftegccgui grep feature. fixed motionless-dog qcc bug. tweaked qcc warnings a little. -Wall is now a viable setting. you should be able to fix all those warnings. fixed qw svc_intermission + dpp5+ clients bug. fixed annoying spam about disconnecting in hexen2. rewrote status command a little to cope with ipv6 addresses more gracefully fixed significant stall when hibernating/debugging a server with a player sitting on it. fixed truelightning. fixed rocketlight overriding pflags. fixed torches vanishing on vid_restart. fixed issue with decal scaling. fixed findentityfield builtin. fixed fteqcc issue with ptr+1 fixed use of arrays inside class functions. fixed/implemented fteqcc emulation of pointer opcodes. added __inout keyword to fteqcc, so that it doesn't feel so horrendous. fixed sizeof(*foo) fixed *struct = struct; fixed recursive structs. fixed fteqcc warning report. fixed sdl2 controller support, hopefully. attempted to implement xinput, including per-player audio playback. slightly fixed relaxed attitude to mouse focus when running fullscreen. fixed weird warnings/errors with 'ent.arrayhead' terms. now generates sane errors. implemented bindmaps (for csqc). fixed crashing bug with eprint builtin. implemented subset of music_playlist_* functionality. significant changes to music playback. fixed some more dpcsqc compat. fixed binds menu. now displays and accepts modifiers. fixed issues with huge lightmaps. fixed protocol determinism with dp clients connecting to fte servers. the initial getchallenge request now inhibits vanilla nq connection requests. implemented support for 'dupe' userinfo key, allowing clients to request client->server packet duplication. should probably queue them tbh. implemented sv_saveentfile command. fixed resume after breaking inside a stepped-over function. fixed erroneous footer after debugging. (I wonder just how many things I broke with these fixes) git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4946 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-07-26 10:56:18 +00:00
else
VectorCopy(pv->simangles, viewang);
VectorCopy (vieworg, b->start);
b->start[2] += pv->crouch + bound(-7, v_viewheight.value, 4);
f = bound(0, cl_truelightning.value, 1);
if (!f)
break;
VectorSubtract (playerbeam_end[j], vieworg, org);
len = VectorLength(org);
org[2] -= 22; // adjust for view height
added r_meshpitch cvar that allows for fixing the unfixable mesh pitch bug from vanilla... needs a better name... do note that this will break pretty much any mod, so this is really only for TCs designed to use it. Its likely that I missed places. nqsv: added support for spectators with nq clients. the angles are a bit rough, but hey. need to do something about frags so nq clients know who's a spectator. use 'cmd observe' to get an nq client to spectate on an fte server (then attack/jump behave the same as in qw clients). nqsv: rewrote EF_MUZZLEFLASH handling, so svc_muzzleflash is now translated properly to EF_MUZZLEFLASH, and vice versa. No more missing muzzleflashes! added screenshot_cubemap, so you can actually pre-generate cubemaps with fte (which can be used for reflections or whatever). misc fixes (server crash, a couple of other less important ones). external files based on a model's name will now obey r_replacemodels properly, instead of needing to use foo.mdl_0.skin for foo.md3. identify <playernum> should now use the correct masked ip, instead of abrubtly failing (reported by kt) vid_toggle console command should now obey vid_width and vid_height when switching to fullscreen, but only if vid_fullscreen is actually set, which should make it seem better behaved (reported by kt). qcc: cleaned up sym->symboldata[sym->ofs] to be more consistent at all stages. qcc: typedef float vec4[4]; now works to define a float array with 4 elements (however, it will be passed by-value rather than by-reference). qcc: cleaned up optional vs __out ordering issues. qccgui: shift+f3 searches backwards git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5064 fc73d0e0-1445-4013-8a0c-d673dee63da5
2017-02-27 09:34:35 +00:00
VectorAngles (org, NULL, ang, false);
// lerp pitch
if (ang[0] < -180)
ang[0] += 360;
ang[0] += (viewang[0] - ang[0]) * f;
// lerp yaw
Reworked client support for DPP5+. less code now, its much more graceful. added waterfog command. waterfog overrides regular fog only when the view is in water. fixed 64bit printf format specifiers. should work better on winxp64. fixed some spec angle weirdness. fixed viewsize 99.99 weirdness with ezhud. fixed extra offset on the console (exhibited in 64bit builds, but not limited to). fixed .avi playback, can now actually display frames again. reimplemented line sparks. fixed r_editlights_save flipping the light's pitch. fixed issue with oggs failing to load. fixed condump to cope with unicode properly. made sv_bigcoords default except in quake. hexen2 kinda needs it for bsp angle precision. fixed nq server to not stall weirdly on map changes. fixed qwprogs svc_cdtrack not bugging out with nq clients on the server. fixed restart command to load the last map run by the server, instead of start.bsp (when idle) optimised d3d9 renderer a little. now uses less draw calls, especially with complex scenes. seems to get higher framerates than opengl now. fixed d3d9 renderer to not bug out quite so much when run fullscreen (shader subsystem is now correctly initialised). fixed a couple of bugs from font change. also now supports utf-8 in a few more places. r_editlights_reload no longer generates rtlights inside the void. this resolves a few glitches (but should also help framerates a little). fixed so corona-only lights won't generate shadowmaps and waste lots of time. removed lots of #defines from qclib. I should never have made them in the first place, but I was lazy. obviously there's more left that I cba to remove yet. fixed nested calls with variant-vectors. this fixes csaddon's light editor. fixed qcc hc calling conventions using redundant stores. disabled keywords can still be used by using __keyword instead. fixed ftegccgui grep feature. fixed motionless-dog qcc bug. tweaked qcc warnings a little. -Wall is now a viable setting. you should be able to fix all those warnings. fixed qw svc_intermission + dpp5+ clients bug. fixed annoying spam about disconnecting in hexen2. rewrote status command a little to cope with ipv6 addresses more gracefully fixed significant stall when hibernating/debugging a server with a player sitting on it. fixed truelightning. fixed rocketlight overriding pflags. fixed torches vanishing on vid_restart. fixed issue with decal scaling. fixed findentityfield builtin. fixed fteqcc issue with ptr+1 fixed use of arrays inside class functions. fixed/implemented fteqcc emulation of pointer opcodes. added __inout keyword to fteqcc, so that it doesn't feel so horrendous. fixed sizeof(*foo) fixed *struct = struct; fixed recursive structs. fixed fteqcc warning report. fixed sdl2 controller support, hopefully. attempted to implement xinput, including per-player audio playback. slightly fixed relaxed attitude to mouse focus when running fullscreen. fixed weird warnings/errors with 'ent.arrayhead' terms. now generates sane errors. implemented bindmaps (for csqc). fixed crashing bug with eprint builtin. implemented subset of music_playlist_* functionality. significant changes to music playback. fixed some more dpcsqc compat. fixed binds menu. now displays and accepts modifiers. fixed issues with huge lightmaps. fixed protocol determinism with dp clients connecting to fte servers. the initial getchallenge request now inhibits vanilla nq connection requests. implemented support for 'dupe' userinfo key, allowing clients to request client->server packet duplication. should probably queue them tbh. implemented sv_saveentfile command. fixed resume after breaking inside a stepped-over function. fixed erroneous footer after debugging. (I wonder just how many things I broke with these fixes) git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4946 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-07-26 10:56:18 +00:00
delta = anglemod(viewang[1] - ang[1]);
if (delta > 180)
delta -= 360;
if (delta < -180)
delta += 360;
ang[1] += delta * f;
ang[2] = 0;
AngleVectors (ang, fwd, ang, ang);
VectorCopy(fwd, ang);
VectorScale (fwd, len, fwd);
VectorCopy (vieworg, org);
org[2] += 16;
VectorAdd (org, fwd, b->end);
if (cl_beam_trace.ival)
{
vec3_t normal;
VectorMA(org, len+4, ang, fwd);
if (CL_TraceLine(org, fwd, ang, normal, NULL) < 1)
VectorCopy (ang, b->end);
}
break;
}
}
}
VectorCopy (b->start, org);
}
#ifdef CSQC_DAT
else if ((b->bflags & 1) && b->entity > MAX_EDICTS)
{
CSQC_GetEntityOrigin(b->entity-MAX_EDICTS, org);
VectorCopy (b->start, org);
}
#endif
else if (b->bflags & STREAM_ATTACHED)
{
player_state_t *pl;
st = CL_FindPacketEntity(b->entity);
if (st)
{
VectorCopy(st->origin, b->start);
}
else if (b->entity <= cl.allocated_client_slots && b->entity > 0)
{
pl = &cl.inframes[cl.parsecount&UPDATE_MASK].playerstate[b->entity-1];
VectorCopy(pl->origin, b->start);
}
VectorCopy (b->start, org);
}
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
VectorCopy (b->start, org);
VectorAdd(org, b->offset, org);
// calculate pitch and yaw
VectorSubtract (b->end, org, dist);
if (dist[1] == 0 && dist[0] == 0)
{
yaw = 0;
if (dist[2] > 0)
pitch = 90;
else
pitch = 270;
}
else
{
yaw = (int) (atan2(dist[1], dist[0]) * 180 / M_PI);
if (yaw < 0)
yaw += 360;
forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
pitch = (int) (atan2(dist[2], forward) * 180 / M_PI);
if (pitch < 0)
pitch += 360;
}
if (ruleset_allow_particle_lightning.ival || !type->modelname)
if (type->ef_beam >= 0 && !P_ParticleTrail(org, b->end, type->ef_beam, host_frametime, b->entity, NULL, &b->trailstate))
continue;
if (!type->model)
{
type->model = type->modelname?Mod_ForName(type->modelname, MLV_WARN):NULL;
if (!type->model)
continue;
}
// add new entities for the lightning
d = VectorNormalize(dist);
if(b->bflags & STREAM_JITTER)
{
offset = (int)(cl.time*40)%30;
for(i = 0; i < 3; i++)
{
org[i] += dist[i]*offset;
}
}
while (d > 0)
{
ent = CL_NewTempEntity ();
if (!ent)
return;
VectorCopy (org, ent->origin);
ent->model = type->model;
#ifdef HEXEN2
ent->drawflags |= MLS_ABSLIGHT;
ent->abslight = 64 + 128 * bound(0, cl_shaftlight.value, 1);
#endif
ent->shaderRGBAf[3] = b->alpha;
ent->flags = b->rflags;
ent->angles[0] = -pitch;
ent->angles[1] = yaw;
ent->angles[2] = rand()%360;
AngleVectors(ent->angles, ent->axis[0], ent->axis[1], ent->axis[2]);
ent->angles[0] = pitch;
ent->framestate.g[FS_REG].lerpweight[0] = 1;
ent->framestate.g[FS_REG].frame[0] = 0;
ent->framestate.g[FS_REG].frametime[0] = cl.time - (b->endtime - 0.2);
for (i=0 ; i<3 ; i++)
org[i] += dist[i]*30;
d -= 30;
}
}
beams_running = lastrunningbeam+1;
}
/*
=================
CL_UpdateExplosions
=================
*/
void CL_UpdateExplosions (void)
{
int i;
float f;
int of;
int numframes;
int firstframe;
explosion_t *ex;
entity_t *ent;
int lastrunningexplosion = -1;
vec3_t pos, norm;
static float oldtime;
float scale;
float frametime = cl.time - oldtime;
if (frametime < 0 || frametime > 100)
frametime = 0;
oldtime = cl.time;
for (i=0, ex=cl_explosions; i < explosions_running; i++, ex++)
{
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 (!ex->model && !(ex->flags&Q2RF_BEAM))
continue;
lastrunningexplosion = i;
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-18 05:22:07 +00:00
if (ex->model)
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
if (ex->model->loadstate == MLS_LOADING)
continue;
if (ex->model->loadstate != MLS_LOADED)
{
ex->model = NULL;
ex->flags = 0;
P_DelinkTrailstate(&(ex->trailstate));
continue;
}
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
}
f = ex->framerate*(cl.time - ex->start);
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 (ex->firstframe >= 0)
{
firstframe = ex->firstframe;
numframes = ex->numframes;
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 (!numframes)
numframes = ex->model->numframes - firstframe;
}
else
{
firstframe = 0;
numframes = ex->model->numframes;
}
of = (int)f-1;
if (ex->endalpha && (int)f == numframes)
{
scale = 1-(f-(int)f); //if we have endalpha not 0, then there is a final 'bonus' frame where the model scales down to 0. use numframes+framerate to control how fast it fades.
f = of; //clamp it to the old frame
}
else if ((int)f >= numframes || (int)f < 0)
{
ex->model = NULL;
ex->flags = 0;
P_DelinkTrailstate(&(ex->trailstate));
continue;
}
else
scale = 1;
if (of < 0)
of = 0;
ent = CL_NewTempEntity ();
if (!ent)
return;
if (ex->gravity)
{
VectorMA(ex->origin, frametime, ex->velocity, pos);
if (ex->velocity[0] || ex->velocity[1] || ex->velocity[2])
{
VectorClear(norm);
if (CL_TraceLine(ex->origin, pos, ent->origin, norm, NULL) < 1)
{
float sc = DotProduct(ex->velocity, norm) * -1.5;
VectorMA(ex->velocity, sc, norm, ex->velocity);
VectorScale(ex->velocity, 0.9, ex->velocity);
if (norm[2] > 0.7 && DotProduct(ex->velocity, ex->velocity) < 100)
{
VectorClear(ex->velocity);
VectorClear(ex->avel);
}
}
else
ex->velocity[2] -= ex->gravity * frametime;
VectorCopy(ent->origin, ex->origin);
}
else
VectorCopy(ex->origin, ent->origin);
}
else
{
VectorMA (ex->origin, f, ex->velocity, ent->origin);
}
VectorMA(ex->angles, frametime, ex->avel, ex->angles);
VectorCopy (ex->oldorigin, ent->oldorigin);
VectorCopy (ex->angles, ent->angles);
ent->skinnum = ex->skinnum;
added r_meshpitch cvar that allows for fixing the unfixable mesh pitch bug from vanilla... needs a better name... do note that this will break pretty much any mod, so this is really only for TCs designed to use it. Its likely that I missed places. nqsv: added support for spectators with nq clients. the angles are a bit rough, but hey. need to do something about frags so nq clients know who's a spectator. use 'cmd observe' to get an nq client to spectate on an fte server (then attack/jump behave the same as in qw clients). nqsv: rewrote EF_MUZZLEFLASH handling, so svc_muzzleflash is now translated properly to EF_MUZZLEFLASH, and vice versa. No more missing muzzleflashes! added screenshot_cubemap, so you can actually pre-generate cubemaps with fte (which can be used for reflections or whatever). misc fixes (server crash, a couple of other less important ones). external files based on a model's name will now obey r_replacemodels properly, instead of needing to use foo.mdl_0.skin for foo.md3. identify <playernum> should now use the correct masked ip, instead of abrubtly failing (reported by kt) vid_toggle console command should now obey vid_width and vid_height when switching to fullscreen, but only if vid_fullscreen is actually set, which should make it seem better behaved (reported by kt). qcc: cleaned up sym->symboldata[sym->ofs] to be more consistent at all stages. qcc: typedef float vec4[4]; now works to define a float array with 4 elements (however, it will be passed by-value rather than by-reference). qcc: cleaned up optional vs __out ordering issues. qccgui: shift+f3 searches backwards git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5064 fc73d0e0-1445-4013-8a0c-d673dee63da5
2017-02-27 09:34:35 +00:00
ent->angles[0]*=r_meshpitch.value;
AngleVectors(ent->angles, ent->axis[0], ent->axis[1], ent->axis[2]);
VectorInverse(ent->axis[1]);
ent->model = ex->model;
ent->framestate.g[FS_REG].frame[1] = (int)f+firstframe;
ent->framestate.g[FS_REG].frame[0] = of+firstframe;
ent->framestate.g[FS_REG].lerpweight[1] = (f - (int)f);
ent->framestate.g[FS_REG].lerpweight[0] = 1-ent->framestate.g[FS_REG].lerpweight[1];
ent->shaderRGBAf[3] = (1.0 - f/(numframes))*(ex->startalpha-ex->endalpha) + ex->endalpha;
ent->flags = ex->flags;
ent->scale = scale*ex->scale;
#ifdef HEXEN2
ent->drawflags = SCALE_ORIGIN_ORIGIN;
#endif
if (ex->traileffect != P_INVALID)
pe->ParticleTrail(ent->oldorigin, ent->origin, ex->traileffect, frametime, 0, ent->axis, &(ex->trailstate));
if (!(ex->flags & Q2RF_BEAM))
VectorCopy(ent->origin, ex->oldorigin); //don't corrupt q2 beams
if (ex->flags & Q2RF_BEAM)
{
ent->rtype = RT_BEAM;
ent->shaderRGBAf[0] = ((d_8to24srgbtable[ex->skinnum & 0xFF] >> 0) & 0xFF)/255.0;
ent->shaderRGBAf[1] = ((d_8to24srgbtable[ex->skinnum & 0xFF] >> 8) & 0xFF)/255.0;
ent->shaderRGBAf[2] = ((d_8to24srgbtable[ex->skinnum & 0xFF] >> 16) & 0xFF)/255.0;
}
else if (ex->skinnum < 0)
{
ent->skinnum = 7*f/(numframes);
}
}
explosions_running = lastrunningexplosion + 1;
}
entity_state_t *CL_FindPacketEntity(int num);
/*
=================
CL_UpdateTEnts
=================
*/
void CL_UpdateTEnts (void)
{
CL_UpdateBeams ();
CL_UpdateExplosions ();
CL_RunPCustomTEnts ();
}