#include "quakedef.h" #include "particles.h" #ifdef Q2CLIENT #include "shader.h" extern cvar_t r_drawviewmodel; extern cvar_t cl_nopred; typedef enum { Q2EV_NONE, Q2EV_ITEM_RESPAWN, Q2EV_FOOTSTEP, Q2EV_FALLSHORT, Q2EV_FALL, Q2EV_FALLFAR, Q2EV_PLAYER_TELEPORT, Q2EV_OTHER_TELEPORT } q2entity_event_t; #define Q2PMF_NO_PREDICTION 64 // temporarily disables prediction (used for grappling hook) float LerpAngle (float a2, float a1, float frac) { if (a1 - a2 > 180) a1 -= 360; if (a1 - a2 < -180) a1 += 360; return a2 + frac * (a1 - a2); } // entity_state_t->effects // Effects are things handled on the client side (lights, particles, frame animations) // that happen constantly on the given entity. // An entity that has effects will be sent to the client // even if it has a zero index model. #define Q2EF_ROTATE 0x00000001 // rotate (bonus items) #define Q2EF_GIB 0x00000002 // leave a trail #define Q2EF_BLASTER 0x00000008 // redlight + trail #define Q2EF_ROCKET 0x00000010 // redlight + trail #define Q2EF_GRENADE 0x00000020 #define Q2EF_HYPERBLASTER 0x00000040 #define Q2EF_BFG 0x00000080 #define Q2EF_COLOR_SHELL 0x00000100 #define Q2EF_POWERSCREEN 0x00000200 #define Q2EF_ANIM01 0x00000400 // automatically cycle between frames 0 and 1 at 2 hz #define Q2EF_ANIM23 0x00000800 // automatically cycle between frames 2 and 3 at 2 hz #define Q2EF_ANIM_ALL 0x00001000 // automatically cycle through all frames at 2hz #define Q2EF_ANIM_ALLFAST 0x00002000 // automatically cycle through all frames at 10hz #define Q2EF_FLIES 0x00004000 #define Q2EF_QUAD 0x00008000 #define Q2EF_PENT 0x00010000 #define Q2EF_TELEPORTER 0x00020000 // particle fountain #define Q2EF_FLAG1 0x00040000 #define Q2EF_FLAG2 0x00080000 // RAFAEL #define Q2EF_IONRIPPER 0x00100000 #define Q2EF_GREENGIB 0x00200000 #define Q2EF_BLUEHYPERBLASTER 0x00400000 #define Q2EF_SPINNINGLIGHTS 0x00800000 #define Q2EF_PLASMA 0x01000000 #define Q2EF_TRAP 0x02000000 //ROGUE #define Q2EF_TRACKER 0x04000000 #define Q2EF_DOUBLE 0x08000000 #define Q2EF_SPHERETRANS 0x10000000 #define Q2EF_TAGTRAIL 0x20000000 #define Q2EF_HALF_DAMAGE 0x40000000 #define Q2EF_TRACKERTRAIL 0x80000000 //ROGUE #define Q2MAX_STATS 32 typedef struct q2centity_s { entity_state_t baseline; // delta from this if not from a previous frame entity_state_t current; entity_state_t prev; // will always be valid, but might just be a copy of current int serverframe; // if not current, this ent isn't in the frame trailstate_t *trailstate; // float trailcount; // for diminishing grenade trails vec3_t lerp_origin; // for trails (variable hz) // int fly_stoptime; } q2centity_t; void CLQ2_EntityEvent(entity_state_t *es){}; void CLQ2_TeleporterParticles(entity_state_t *es){}; void CLQ2_Tracker_Shell(vec3_t org){}; void CLQ2_TrapParticles(entity_t *ent){}; void CLQ2_BfgParticles(entity_t *ent){}; void CLQ2_FlyEffect(q2centity_t *ent, vec3_t org){}; void CLQ2_BlasterTrail2(vec3_t oldorg, vec3_t neworg){}; #define MAX_Q2EDICTS 1024 #define MAX_PARSE_ENTITIES 1024 static q2centity_t cl_entities[MAX_Q2EDICTS]; entity_state_t clq2_parse_entities[MAX_PARSE_ENTITIES]; void Q2S_StartSound(vec3_t origin, int entnum, int entchannel, sfx_t *sfx, float fvol, float attenuation, float timeofs); void CL_SmokeAndFlash(vec3_t origin); void CLQ2_ClearState(void) { memset(cl_entities, 0, sizeof(cl_entities)); } //extern struct model_s *cl_mod_powerscreen; //PGM int vidref_val; //PGM #include "q2m_flash.c" void CLQ2_RunMuzzleFlash2 (int ent, int flash_number) { vec3_t origin; dlight_t *dl; vec3_t forward, right, up; char soundname[64]; // locate the origin AngleVectors (cl_entities[ent].current.angles, forward, right, up); origin[0] = cl_entities[ent].current.origin[0] + forward[0] * monster_flash_offset[flash_number][0] + right[0] * monster_flash_offset[flash_number][1]; origin[1] = cl_entities[ent].current.origin[1] + forward[1] * monster_flash_offset[flash_number][0] + right[1] * monster_flash_offset[flash_number][1]; origin[2] = cl_entities[ent].current.origin[2] + forward[2] * monster_flash_offset[flash_number][0] + right[2] * monster_flash_offset[flash_number][1] + monster_flash_offset[flash_number][2]; dl = CL_AllocDlight (ent); VectorCopy (origin, dl->origin); dl->radius = 200 + (rand()&31); // dl->minlight = 32; dl->die = cl.time + 0.1; switch (flash_number) { case Q2MZ2_INFANTRY_MACHINEGUN_1: case Q2MZ2_INFANTRY_MACHINEGUN_2: case Q2MZ2_INFANTRY_MACHINEGUN_3: case Q2MZ2_INFANTRY_MACHINEGUN_4: case Q2MZ2_INFANTRY_MACHINEGUN_5: case Q2MZ2_INFANTRY_MACHINEGUN_6: case Q2MZ2_INFANTRY_MACHINEGUN_7: case Q2MZ2_INFANTRY_MACHINEGUN_8: case Q2MZ2_INFANTRY_MACHINEGUN_9: case Q2MZ2_INFANTRY_MACHINEGUN_10: case Q2MZ2_INFANTRY_MACHINEGUN_11: case Q2MZ2_INFANTRY_MACHINEGUN_12: case Q2MZ2_INFANTRY_MACHINEGUN_13: dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0; P_RunParticleEffect (origin, vec3_origin, 0, 40); CL_SmokeAndFlash(origin); Q2S_StartSound (NULL, ent, CHAN_WEAPON, S_PrecacheSound("infantry/infatck1.wav"), 1, ATTN_NORM, 0); break; case Q2MZ2_SOLDIER_MACHINEGUN_1: case Q2MZ2_SOLDIER_MACHINEGUN_2: case Q2MZ2_SOLDIER_MACHINEGUN_3: case Q2MZ2_SOLDIER_MACHINEGUN_4: case Q2MZ2_SOLDIER_MACHINEGUN_5: case Q2MZ2_SOLDIER_MACHINEGUN_6: case Q2MZ2_SOLDIER_MACHINEGUN_7: case Q2MZ2_SOLDIER_MACHINEGUN_8: dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0; P_RunParticleEffect (origin, vec3_origin, 0, 40); CL_SmokeAndFlash(origin); Q2S_StartSound (NULL, ent, CHAN_WEAPON, S_PrecacheSound("soldier/solatck3.wav"), 1, ATTN_NORM, 0); break; case Q2MZ2_GUNNER_MACHINEGUN_1: case Q2MZ2_GUNNER_MACHINEGUN_2: case Q2MZ2_GUNNER_MACHINEGUN_3: case Q2MZ2_GUNNER_MACHINEGUN_4: case Q2MZ2_GUNNER_MACHINEGUN_5: case Q2MZ2_GUNNER_MACHINEGUN_6: case Q2MZ2_GUNNER_MACHINEGUN_7: case Q2MZ2_GUNNER_MACHINEGUN_8: dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0; P_RunParticleEffect (origin, vec3_origin, 0, 40); CL_SmokeAndFlash(origin); Q2S_StartSound (NULL, ent, CHAN_WEAPON, S_PrecacheSound("gunner/gunatck2.wav"), 1, ATTN_NORM, 0); break; case Q2MZ2_ACTOR_MACHINEGUN_1: case Q2MZ2_SUPERTANK_MACHINEGUN_1: case Q2MZ2_SUPERTANK_MACHINEGUN_2: case Q2MZ2_SUPERTANK_MACHINEGUN_3: case Q2MZ2_SUPERTANK_MACHINEGUN_4: case Q2MZ2_SUPERTANK_MACHINEGUN_5: case Q2MZ2_SUPERTANK_MACHINEGUN_6: case Q2MZ2_TURRET_MACHINEGUN: // PGM dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0; P_RunParticleEffect (origin, vec3_origin, 0, 40); CL_SmokeAndFlash(origin); Q2S_StartSound (NULL, ent, CHAN_WEAPON, S_PrecacheSound("infantry/infatck1.wav"), 1, ATTN_NORM, 0); break; case Q2MZ2_BOSS2_MACHINEGUN_L1: case Q2MZ2_BOSS2_MACHINEGUN_L2: case Q2MZ2_BOSS2_MACHINEGUN_L3: case Q2MZ2_BOSS2_MACHINEGUN_L4: case Q2MZ2_BOSS2_MACHINEGUN_L5: case Q2MZ2_CARRIER_MACHINEGUN_L1: // PMM case Q2MZ2_CARRIER_MACHINEGUN_L2: // PMM dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0; P_RunParticleEffect (origin, vec3_origin, 0, 40); CL_SmokeAndFlash(origin); Q2S_StartSound (NULL, ent, CHAN_WEAPON, S_PrecacheSound("infantry/infatck1.wav"), 1, ATTN_NONE, 0); break; case Q2MZ2_SOLDIER_BLASTER_1: case Q2MZ2_SOLDIER_BLASTER_2: case Q2MZ2_SOLDIER_BLASTER_3: case Q2MZ2_SOLDIER_BLASTER_4: case Q2MZ2_SOLDIER_BLASTER_5: case Q2MZ2_SOLDIER_BLASTER_6: case Q2MZ2_SOLDIER_BLASTER_7: case Q2MZ2_SOLDIER_BLASTER_8: case Q2MZ2_TURRET_BLASTER: // PGM dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0; Q2S_StartSound (NULL, ent, CHAN_WEAPON, S_PrecacheSound("soldier/solatck2.wav"), 1, ATTN_NORM, 0); break; case Q2MZ2_FLYER_BLASTER_1: case Q2MZ2_FLYER_BLASTER_2: dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0; Q2S_StartSound (NULL, ent, CHAN_WEAPON, S_PrecacheSound("flyer/flyatck3.wav"), 1, ATTN_NORM, 0); break; case Q2MZ2_MEDIC_BLASTER_1: dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0; Q2S_StartSound (NULL, ent, CHAN_WEAPON, S_PrecacheSound("medic/medatck1.wav"), 1, ATTN_NORM, 0); break; case Q2MZ2_HOVER_BLASTER_1: dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0; Q2S_StartSound (NULL, ent, CHAN_WEAPON, S_PrecacheSound("hover/hovatck1.wav"), 1, ATTN_NORM, 0); break; case Q2MZ2_FLOAT_BLASTER_1: dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0; Q2S_StartSound (NULL, ent, CHAN_WEAPON, S_PrecacheSound("floater/fltatck1.wav"), 1, ATTN_NORM, 0); break; case Q2MZ2_SOLDIER_SHOTGUN_1: case Q2MZ2_SOLDIER_SHOTGUN_2: case Q2MZ2_SOLDIER_SHOTGUN_3: case Q2MZ2_SOLDIER_SHOTGUN_4: case Q2MZ2_SOLDIER_SHOTGUN_5: case Q2MZ2_SOLDIER_SHOTGUN_6: case Q2MZ2_SOLDIER_SHOTGUN_7: case Q2MZ2_SOLDIER_SHOTGUN_8: dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0; CL_SmokeAndFlash(origin); Q2S_StartSound (NULL, ent, CHAN_WEAPON, S_PrecacheSound("soldier/solatck1.wav"), 1, ATTN_NORM, 0); break; case Q2MZ2_TANK_BLASTER_1: case Q2MZ2_TANK_BLASTER_2: case Q2MZ2_TANK_BLASTER_3: dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0; Q2S_StartSound (NULL, ent, CHAN_WEAPON, S_PrecacheSound("tank/tnkatck3.wav"), 1, ATTN_NORM, 0); break; case Q2MZ2_TANK_MACHINEGUN_1: case Q2MZ2_TANK_MACHINEGUN_2: case Q2MZ2_TANK_MACHINEGUN_3: case Q2MZ2_TANK_MACHINEGUN_4: case Q2MZ2_TANK_MACHINEGUN_5: case Q2MZ2_TANK_MACHINEGUN_6: case Q2MZ2_TANK_MACHINEGUN_7: case Q2MZ2_TANK_MACHINEGUN_8: case Q2MZ2_TANK_MACHINEGUN_9: case Q2MZ2_TANK_MACHINEGUN_10: case Q2MZ2_TANK_MACHINEGUN_11: case Q2MZ2_TANK_MACHINEGUN_12: case Q2MZ2_TANK_MACHINEGUN_13: case Q2MZ2_TANK_MACHINEGUN_14: case Q2MZ2_TANK_MACHINEGUN_15: case Q2MZ2_TANK_MACHINEGUN_16: case Q2MZ2_TANK_MACHINEGUN_17: case Q2MZ2_TANK_MACHINEGUN_18: case Q2MZ2_TANK_MACHINEGUN_19: dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0; P_RunParticleEffect (origin, vec3_origin, 0, 40); CL_SmokeAndFlash(origin); snprintf(soundname, sizeof(soundname), "tank/tnkatk2%c.wav", 'a' + rand() % 5); Q2S_StartSound (NULL, ent, CHAN_WEAPON, S_PrecacheSound(soundname), 1, ATTN_NORM, 0); break; case Q2MZ2_CHICK_ROCKET_1: case Q2MZ2_TURRET_ROCKET: // PGM dl->color[0] = 1;dl->color[1] = 0.5;dl->color[2] = 0.2; Q2S_StartSound (NULL, ent, CHAN_WEAPON, S_PrecacheSound("chick/chkatck2.wav"), 1, ATTN_NORM, 0); break; case Q2MZ2_TANK_ROCKET_1: case Q2MZ2_TANK_ROCKET_2: case Q2MZ2_TANK_ROCKET_3: dl->color[0] = 1;dl->color[1] = 0.5;dl->color[2] = 0.2; Q2S_StartSound (NULL, ent, CHAN_WEAPON, S_PrecacheSound("tank/tnkatck1.wav"), 1, ATTN_NORM, 0); break; case Q2MZ2_SUPERTANK_ROCKET_1: case Q2MZ2_SUPERTANK_ROCKET_2: case Q2MZ2_SUPERTANK_ROCKET_3: case Q2MZ2_BOSS2_ROCKET_1: case Q2MZ2_BOSS2_ROCKET_2: case Q2MZ2_BOSS2_ROCKET_3: case Q2MZ2_BOSS2_ROCKET_4: case Q2MZ2_CARRIER_ROCKET_1: // case Q2MZ2_CARRIER_ROCKET_2: // case Q2MZ2_CARRIER_ROCKET_3: // case Q2MZ2_CARRIER_ROCKET_4: dl->color[0] = 1;dl->color[1] = 0.5;dl->color[2] = 0.2; Q2S_StartSound (NULL, ent, CHAN_WEAPON, S_PrecacheSound("tank/rocket.wav"), 1, ATTN_NORM, 0); break; case Q2MZ2_GUNNER_GRENADE_1: case Q2MZ2_GUNNER_GRENADE_2: case Q2MZ2_GUNNER_GRENADE_3: case Q2MZ2_GUNNER_GRENADE_4: dl->color[0] = 1;dl->color[1] = 0.5;dl->color[2] = 0; Q2S_StartSound (NULL, ent, CHAN_WEAPON, S_PrecacheSound("gunner/gunatck3.wav"), 1, ATTN_NORM, 0); break; case Q2MZ2_GLADIATOR_RAILGUN_1: // PMM case Q2MZ2_CARRIER_RAILGUN: case Q2MZ2_WIDOW_RAIL: // pmm dl->color[0] = 0.5;dl->color[1] = 0.5;dl->color[2] = 1.0; break; // --- Xian's shit starts --- case Q2MZ2_MAKRON_BFG: dl->color[0] = 0.5;dl->color[1] = 1 ;dl->color[2] = 0.5; //Q2S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("makron/bfg_fire.wav"), 1, ATTN_NORM, 0); break; case Q2MZ2_MAKRON_BLASTER_1: case Q2MZ2_MAKRON_BLASTER_2: case Q2MZ2_MAKRON_BLASTER_3: case Q2MZ2_MAKRON_BLASTER_4: case Q2MZ2_MAKRON_BLASTER_5: case Q2MZ2_MAKRON_BLASTER_6: case Q2MZ2_MAKRON_BLASTER_7: case Q2MZ2_MAKRON_BLASTER_8: case Q2MZ2_MAKRON_BLASTER_9: case Q2MZ2_MAKRON_BLASTER_10: case Q2MZ2_MAKRON_BLASTER_11: case Q2MZ2_MAKRON_BLASTER_12: case Q2MZ2_MAKRON_BLASTER_13: case Q2MZ2_MAKRON_BLASTER_14: case Q2MZ2_MAKRON_BLASTER_15: case Q2MZ2_MAKRON_BLASTER_16: case Q2MZ2_MAKRON_BLASTER_17: dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0; Q2S_StartSound (NULL, ent, CHAN_WEAPON, S_PrecacheSound("makron/blaster.wav"), 1, ATTN_NORM, 0); break; case Q2MZ2_JORG_MACHINEGUN_L1: case Q2MZ2_JORG_MACHINEGUN_L2: case Q2MZ2_JORG_MACHINEGUN_L3: case Q2MZ2_JORG_MACHINEGUN_L4: case Q2MZ2_JORG_MACHINEGUN_L5: case Q2MZ2_JORG_MACHINEGUN_L6: dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0; P_RunParticleEffect (origin, vec3_origin, 0, 40); CL_SmokeAndFlash(origin); Q2S_StartSound (NULL, ent, CHAN_WEAPON, S_PrecacheSound("boss3/xfire.wav"), 1, ATTN_NORM, 0); break; case Q2MZ2_JORG_MACHINEGUN_R1: case Q2MZ2_JORG_MACHINEGUN_R2: case Q2MZ2_JORG_MACHINEGUN_R3: case Q2MZ2_JORG_MACHINEGUN_R4: case Q2MZ2_JORG_MACHINEGUN_R5: case Q2MZ2_JORG_MACHINEGUN_R6: dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0; P_RunParticleEffect (origin, vec3_origin, 0, 40); CL_SmokeAndFlash(origin); break; case Q2MZ2_JORG_BFG_1: dl->color[0] = 0.5;dl->color[1] = 1 ;dl->color[2] = 0.5; break; case Q2MZ2_BOSS2_MACHINEGUN_R1: case Q2MZ2_BOSS2_MACHINEGUN_R2: case Q2MZ2_BOSS2_MACHINEGUN_R3: case Q2MZ2_BOSS2_MACHINEGUN_R4: case Q2MZ2_BOSS2_MACHINEGUN_R5: case Q2MZ2_CARRIER_MACHINEGUN_R1: // PMM case Q2MZ2_CARRIER_MACHINEGUN_R2: // PMM dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0; P_RunParticleEffect (origin, vec3_origin, 0, 40); CL_SmokeAndFlash(origin); break; // ====== // ROGUE case Q2MZ2_STALKER_BLASTER: case Q2MZ2_DAEDALUS_BLASTER: case Q2MZ2_MEDIC_BLASTER_2: case Q2MZ2_WIDOW_BLASTER: case Q2MZ2_WIDOW_BLASTER_SWEEP1: case Q2MZ2_WIDOW_BLASTER_SWEEP2: case Q2MZ2_WIDOW_BLASTER_SWEEP3: case Q2MZ2_WIDOW_BLASTER_SWEEP4: case Q2MZ2_WIDOW_BLASTER_SWEEP5: case Q2MZ2_WIDOW_BLASTER_SWEEP6: case Q2MZ2_WIDOW_BLASTER_SWEEP7: case Q2MZ2_WIDOW_BLASTER_SWEEP8: case Q2MZ2_WIDOW_BLASTER_SWEEP9: case Q2MZ2_WIDOW_BLASTER_100: case Q2MZ2_WIDOW_BLASTER_90: case Q2MZ2_WIDOW_BLASTER_80: case Q2MZ2_WIDOW_BLASTER_70: case Q2MZ2_WIDOW_BLASTER_60: case Q2MZ2_WIDOW_BLASTER_50: case Q2MZ2_WIDOW_BLASTER_40: case Q2MZ2_WIDOW_BLASTER_30: case Q2MZ2_WIDOW_BLASTER_20: case Q2MZ2_WIDOW_BLASTER_10: case Q2MZ2_WIDOW_BLASTER_0: case Q2MZ2_WIDOW_BLASTER_10L: case Q2MZ2_WIDOW_BLASTER_20L: case Q2MZ2_WIDOW_BLASTER_30L: case Q2MZ2_WIDOW_BLASTER_40L: case Q2MZ2_WIDOW_BLASTER_50L: case Q2MZ2_WIDOW_BLASTER_60L: case Q2MZ2_WIDOW_BLASTER_70L: case Q2MZ2_WIDOW_RUN_1: case Q2MZ2_WIDOW_RUN_2: case Q2MZ2_WIDOW_RUN_3: case Q2MZ2_WIDOW_RUN_4: case Q2MZ2_WIDOW_RUN_5: case Q2MZ2_WIDOW_RUN_6: case Q2MZ2_WIDOW_RUN_7: case Q2MZ2_WIDOW_RUN_8: dl->color[0] = 0;dl->color[1] = 1;dl->color[2] = 0; Q2S_StartSound (NULL, ent, CHAN_WEAPON, S_PrecacheSound("tank/tnkatck3.wav"), 1, ATTN_NORM, 0); break; case Q2MZ2_WIDOW_DISRUPTOR: dl->color[0] = -1;dl->color[1] = -1;dl->color[2] = -1; Q2S_StartSound (NULL, ent, CHAN_WEAPON, S_PrecacheSound("weapons/disint2.wav"), 1, ATTN_NORM, 0); break; case Q2MZ2_WIDOW_PLASMABEAM: case Q2MZ2_WIDOW2_BEAMER_1: case Q2MZ2_WIDOW2_BEAMER_2: case Q2MZ2_WIDOW2_BEAMER_3: case Q2MZ2_WIDOW2_BEAMER_4: case Q2MZ2_WIDOW2_BEAMER_5: case Q2MZ2_WIDOW2_BEAM_SWEEP_1: case Q2MZ2_WIDOW2_BEAM_SWEEP_2: case Q2MZ2_WIDOW2_BEAM_SWEEP_3: case Q2MZ2_WIDOW2_BEAM_SWEEP_4: case Q2MZ2_WIDOW2_BEAM_SWEEP_5: case Q2MZ2_WIDOW2_BEAM_SWEEP_6: case Q2MZ2_WIDOW2_BEAM_SWEEP_7: case Q2MZ2_WIDOW2_BEAM_SWEEP_8: case Q2MZ2_WIDOW2_BEAM_SWEEP_9: case Q2MZ2_WIDOW2_BEAM_SWEEP_10: case Q2MZ2_WIDOW2_BEAM_SWEEP_11: dl->radius = 300 + (rand()&100); dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0; dl->die = cl.time + 200; break; // ROGUE // ====== // --- Xian's shit ends --- //hmm... he must take AGES on the loo.... :p } dl->color[0] /= 5; dl->color[1] /= 5; dl->color[2] /= 5; } /* ========================================================================= FRAME PARSING ========================================================================= */ /* ================= CL_ParseEntityBits Returns the entity number and the header bits ================= */ int bitcounts[32]; /// just for protocol profiling int CLQ2_ParseEntityBits (unsigned *bits) { unsigned b, total; int i; int number; total = MSG_ReadByte (); if (total & Q2U_MOREBITS1) { b = MSG_ReadByte (); total |= b<<8; } if (total & Q2U_MOREBITS2) { b = MSG_ReadByte (); total |= b<<16; } if (total & Q2U_MOREBITS3) { b = MSG_ReadByte (); total |= b<<24; } // count the bits for net profiling for (i=0 ; i<32 ; i++) if (total&(1<origin, to->u.q2.old_origin); to->number = number; if (bits & Q2U_MODEL) to->modelindex = MSG_ReadByte (); if (bits & Q2U_MODEL2) to->modelindex2 = MSG_ReadByte (); if (bits & Q2U_MODEL3) to->u.q2.modelindex3 = MSG_ReadByte (); if (bits & Q2U_MODEL4) to->u.q2.modelindex4 = MSG_ReadByte (); if (bits & Q2U_FRAME8) to->frame = MSG_ReadByte (); if (bits & Q2U_FRAME16) to->frame = MSG_ReadShort (); if ((bits & Q2U_SKIN8) && (bits & Q2U_SKIN16)) //used for laser colors to->skinnum = MSG_ReadLong(); else if (bits & Q2U_SKIN8) to->skinnum = MSG_ReadByte(); else if (bits & Q2U_SKIN16) to->skinnum = MSG_ReadShort(); if ( (bits & (Q2U_EFFECTS8|Q2U_EFFECTS16)) == (Q2U_EFFECTS8|Q2U_EFFECTS16) ) to->effects = MSG_ReadLong(); else if (bits & Q2U_EFFECTS8) to->effects = MSG_ReadByte(); else if (bits & Q2U_EFFECTS16) to->effects = MSG_ReadShort(); if ( (bits & (Q2U_RENDERFX8|Q2U_RENDERFX16)) == (Q2U_RENDERFX8|Q2U_RENDERFX16) ) to->u.q2.renderfx = MSG_ReadLong(); else if (bits & Q2U_RENDERFX8) to->u.q2.renderfx = MSG_ReadByte(); else if (bits & Q2U_RENDERFX16) to->u.q2.renderfx = MSG_ReadShort(); if (bits & Q2U_ORIGIN1) to->origin[0] = MSG_ReadCoord (); if (bits & Q2U_ORIGIN2) to->origin[1] = MSG_ReadCoord (); if (bits & Q2U_ORIGIN3) to->origin[2] = MSG_ReadCoord (); if (bits & Q2U_ANGLE1) to->angles[0] = MSG_ReadAngle(); if (bits & Q2U_ANGLE2) to->angles[1] = MSG_ReadAngle(); if (bits & Q2U_ANGLE3) to->angles[2] = MSG_ReadAngle(); if (bits & Q2U_OLDORIGIN) MSG_ReadPos (to->u.q2.old_origin); if (bits & Q2U_SOUND) to->u.q2.sound = MSG_ReadByte (); if (bits & Q2U_EVENT) to->u.q2.event = MSG_ReadByte (); else to->u.q2.event = 0; if (bits & Q2U_SOLID) to->solid = MSG_ReadShort (); } void CLQ2_ClearParticleState(void) { int i; for (i = 0; i < MAX_Q2EDICTS; i++) { P_DelinkTrailstate(&cl_entities[i].trailstate); } } /* ================== CL_DeltaEntity Parses deltas from the given base and adds the resulting entity to the current frame ================== */ static void CLQ2_DeltaEntity (q2frame_t *frame, int newnum, entity_state_t *old, int bits) { q2centity_t *ent; entity_state_t *state; ent = &cl_entities[newnum]; state = &clq2_parse_entities[cl.parse_entities & (MAX_PARSE_ENTITIES-1)]; cl.parse_entities++; frame->num_entities++; CLQ2_ParseDelta (old, state, newnum, bits); // some data changes will force no lerping if (state->modelindex != ent->current.modelindex || state->modelindex2 != ent->current.modelindex2 || state->u.q2.modelindex3 != ent->current.u.q2.modelindex3 || state->u.q2.modelindex4 != ent->current.u.q2.modelindex4 || abs(state->origin[0] - ent->current.origin[0]) > 512 || abs(state->origin[1] - ent->current.origin[1]) > 512 || abs(state->origin[2] - ent->current.origin[2]) > 512 || state->u.q2.event == Q2EV_PLAYER_TELEPORT || state->u.q2.event == Q2EV_OTHER_TELEPORT ) { ent->serverframe = -99; } if (ent->serverframe != cl.q2frame.serverframe - 1) { // wasn't in last update, so initialize some things // clear trailstate P_DelinkTrailstate(&ent->trailstate); // duplicate the current state so lerping doesn't hurt anything ent->prev = *state; if (state->u.q2.event == Q2EV_OTHER_TELEPORT) { VectorCopy (state->origin, ent->prev.origin); VectorCopy (state->origin, ent->lerp_origin); } else { VectorCopy (state->u.q2.old_origin, ent->prev.origin); VectorCopy (state->u.q2.old_origin, ent->lerp_origin); } } else { // shuffle the last state to previous ent->prev = ent->current; } ent->serverframe = cl.q2frame.serverframe; ent->current = *state; } /* ================== CL_ParsePacketEntities An svc_packetentities has just been parsed, deal with the rest of the data stream. ================== */ static void CLQ2_ParsePacketEntities (q2frame_t *oldframe, q2frame_t *newframe) { int newnum; int bits; entity_state_t *oldstate=NULL; int oldindex, oldnum; cl.validsequence = cls.netchan.incoming_sequence; newframe->parse_entities = cl.parse_entities; newframe->num_entities = 0; // delta from the entities present in oldframe oldindex = 0; if (!oldframe) oldnum = 99999; else { if (oldindex >= oldframe->num_entities) oldnum = 99999; else { oldstate = &clq2_parse_entities[(oldframe->parse_entities+oldindex) & (MAX_PARSE_ENTITIES-1)]; oldnum = oldstate->number; } } while (1) { newnum = CLQ2_ParseEntityBits (&bits); if (newnum >= MAX_Q2EDICTS) Host_EndGame ("CL_ParsePacketEntities: bad number:%i", newnum); if (msg_readcount > net_message.cursize) Host_EndGame ("CL_ParsePacketEntities: end of message"); if (!newnum) break; while (oldnum < newnum) { // one or more entities from the old packet are unchanged if (cl_shownet.ival == 3) Con_Printf (" unchanged: %i\n", oldnum); CLQ2_DeltaEntity (newframe, oldnum, oldstate, 0); oldindex++; if (oldindex >= oldframe->num_entities) oldnum = 99999; else { oldstate = &clq2_parse_entities[(oldframe->parse_entities+oldindex) & (MAX_PARSE_ENTITIES-1)]; oldnum = oldstate->number; } } if (bits & Q2U_REMOVE) { // the entity present in oldframe is not in the current frame if (cl_shownet.ival == 3) Con_Printf (" remove: %i\n", newnum); if (oldnum != newnum) Con_Printf ("U_REMOVE: oldnum != newnum\n"); oldindex++; if (oldindex >= oldframe->num_entities) oldnum = 99999; else { oldstate = &clq2_parse_entities[(oldframe->parse_entities+oldindex) & (MAX_PARSE_ENTITIES-1)]; oldnum = oldstate->number; } continue; } if (oldnum == newnum) { // delta from previous state if (cl_shownet.ival == 3) Con_Printf (" delta: %i\n", newnum); CLQ2_DeltaEntity (newframe, newnum, oldstate, bits); oldindex++; if (oldindex >= oldframe->num_entities) oldnum = 99999; else { oldstate = &clq2_parse_entities[(oldframe->parse_entities+oldindex) & (MAX_PARSE_ENTITIES-1)]; oldnum = oldstate->number; } continue; } if (oldnum > newnum) { // delta from baseline if (cl_shownet.ival == 3) Con_Printf (" baseline: %i\n", newnum); CLQ2_DeltaEntity (newframe, newnum, &cl_entities[newnum].baseline, bits); continue; } } // any remaining entities in the old frame are copied over while (oldnum != 99999) { // one or more entities from the old packet are unchanged if (cl_shownet.ival == 3) Con_Printf (" unchanged: %i\n", oldnum); CLQ2_DeltaEntity (newframe, oldnum, oldstate, 0); oldindex++; if (oldindex >= oldframe->num_entities) oldnum = 99999; else { oldstate = &clq2_parse_entities[(oldframe->parse_entities+oldindex) & (MAX_PARSE_ENTITIES-1)]; oldnum = oldstate->number; } } } void CLQ2_ParseBaseline (void) { entity_state_t *es; int bits; int newnum; entity_state_t nullstate; memset (&nullstate, 0, sizeof(nullstate)); newnum = CLQ2_ParseEntityBits (&bits); es = &cl_entities[newnum].baseline; CLQ2_ParseDelta (&nullstate, es, newnum, bits); } /* =================== CL_ParsePlayerstate =================== */ void CLQ2_ParsePlayerstate (q2frame_t *oldframe, q2frame_t *newframe) { int flags; q2player_state_t *state; int i; int statbits; state = &newframe->playerstate; // clear to old value before delta parsing if (oldframe) *state = oldframe->playerstate; else memset (state, 0, sizeof(*state)); flags = MSG_ReadShort (); // // parse the pmove_state_t // if (flags & Q2PS_M_TYPE) state->pmove.pm_type = MSG_ReadByte (); if (flags & Q2PS_M_ORIGIN) { state->pmove.origin[0] = MSG_ReadShort (); state->pmove.origin[1] = MSG_ReadShort (); state->pmove.origin[2] = MSG_ReadShort (); } if (flags & Q2PS_M_VELOCITY) { state->pmove.velocity[0] = MSG_ReadShort (); state->pmove.velocity[1] = MSG_ReadShort (); state->pmove.velocity[2] = MSG_ReadShort (); } if (flags & Q2PS_M_TIME) state->pmove.pm_time = MSG_ReadByte (); if (flags & Q2PS_M_FLAGS) state->pmove.pm_flags = MSG_ReadByte (); if (flags & Q2PS_M_GRAVITY) state->pmove.gravity = MSG_ReadShort (); if (flags & Q2PS_M_DELTA_ANGLES) { state->pmove.delta_angles[0] = MSG_ReadShort (); state->pmove.delta_angles[1] = MSG_ReadShort (); state->pmove.delta_angles[2] = MSG_ReadShort (); } // if (cl.attractloop) // state->pmove.pm_type = Q2PM_FREEZE; // demo playback // // parse the rest of the player_state_t // if (flags & Q2PS_VIEWOFFSET) { state->viewoffset[0] = MSG_ReadChar () * 0.25; state->viewoffset[1] = MSG_ReadChar () * 0.25; state->viewoffset[2] = MSG_ReadChar () * 0.25; } if (flags & Q2PS_VIEWANGLES) { state->viewangles[0] = MSG_ReadAngle16 (); state->viewangles[1] = MSG_ReadAngle16 (); state->viewangles[2] = MSG_ReadAngle16 (); } if (flags & Q2PS_KICKANGLES) { state->kick_angles[0] = MSG_ReadChar () * 0.25; state->kick_angles[1] = MSG_ReadChar () * 0.25; state->kick_angles[2] = MSG_ReadChar () * 0.25; } if (flags & Q2PS_WEAPONINDEX) { state->gunindex = MSG_ReadByte (); } if (flags & Q2PS_WEAPONFRAME) { state->gunframe = MSG_ReadByte (); state->gunoffset[0] = MSG_ReadChar ()*0.25; state->gunoffset[1] = MSG_ReadChar ()*0.25; state->gunoffset[2] = MSG_ReadChar ()*0.25; state->gunangles[0] = MSG_ReadChar ()*0.25; state->gunangles[1] = MSG_ReadChar ()*0.25; state->gunangles[2] = MSG_ReadChar ()*0.25; } if (flags & Q2PS_BLEND) { state->blend[0] = MSG_ReadByte ()/255.0; state->blend[1] = MSG_ReadByte ()/255.0; state->blend[2] = MSG_ReadByte ()/255.0; state->blend[3] = MSG_ReadByte ()/255.0; } if (flags & Q2PS_FOV) state->fov = MSG_ReadByte (); if (flags & Q2PS_RDFLAGS) state->rdflags = MSG_ReadByte (); // parse stats statbits = MSG_ReadLong (); for (i=0 ; istats[i] = MSG_ReadShort(); } /* ================== CL_FireEntityEvents ================== */ void CLQ2_FireEntityEvents (q2frame_t *frame) { entity_state_t *s1; int pnum, num; for (pnum = 0 ; pnumnum_entities ; pnum++) { num = (frame->parse_entities + pnum)&(MAX_PARSE_ENTITIES-1); s1 = &clq2_parse_entities[num]; if (s1->u.q2.event) CLQ2_EntityEvent (s1); // EF_TELEPORTER acts like an event, but is not cleared each frame if (s1->effects & Q2EF_TELEPORTER) CLQ2_TeleporterParticles (s1); } } /* ================ CL_ParseFrame ================ */ void CLQ2_ParseFrame (void) { int cmd; int len; q2frame_t *old; int i,j; memset (&cl.q2frame, 0, sizeof(cl.q2frame)); #if 0 CLQ2_ClearProjectiles(); // clear projectiles for new frame #endif cl.q2frame.serverframe = MSG_ReadLong (); cl.q2frame.deltaframe = MSG_ReadLong (); cl.q2frame.servertime = cl.q2frame.serverframe*100; cl.oldgametime = cl.gametime; cl.oldgametimemark = cl.gametimemark; cl.gametime = cl.q2frame.servertime/1000.f; cl.gametimemark = realtime; i = MSG_ReadByte (); for (j=0 ; jvalid) { // should never happen Con_Printf ("Delta from invalid frame (not supposed to happen!).\n"); } if (old->serverframe != cl.q2frame.deltaframe) { // The frame that the server did the delta from // is too old, so we can't reconstruct it properly. Con_Printf ("Delta frame too old.\n"); } else if (cl.parse_entities - old->parse_entities > MAX_PARSE_ENTITIES-128) { Con_Printf ("Delta parse_entities too old.\n"); } else cl.q2frame.valid = true; // valid delta parse } // clamp time if (cl.time > cl.q2frame.servertime/1000.0) cl.time = cl.q2frame.servertime/1000.0; else if (cl.time < (cl.q2frame.servertime - 100)/1000.0) cl.time = (cl.q2frame.servertime - 100)/1000.0; // read areabits len = MSG_ReadByte (); MSG_ReadData (&cl.q2frame.areabits, len); // read playerinfo cmd = MSG_ReadByte (); // SHOWNET(svc_strings[cmd]); if (cmd != svcq2_playerinfo) Host_EndGame ("CL_ParseFrame: not playerinfo"); CLQ2_ParsePlayerstate (old, &cl.q2frame); // read packet entities cmd = MSG_ReadByte (); // SHOWNET(svc_strings[cmd]); if (cmd != svcq2_packetentities) Host_EndGame ("CL_ParseFrame: not packetentities"); CLQ2_ParsePacketEntities (old, &cl.q2frame); // save the frame off in the backup array for later delta comparisons cl.q2frames[cl.q2frame.serverframe & Q2UPDATE_MASK] = cl.q2frame; if (cl.q2frame.valid) { // getting a valid frame message ends the connection process if (cls.state != ca_active) { CL_MakeActive("Quake2"); // cl.force_refdef = true; cl.predicted_origin[0] = cl.q2frame.playerstate.pmove.origin[0]*0.125; cl.predicted_origin[1] = cl.q2frame.playerstate.pmove.origin[1]*0.125; cl.predicted_origin[2] = cl.q2frame.playerstate.pmove.origin[2]*0.125; VectorCopy (cl.q2frame.playerstate.viewangles, cl.predicted_angles); // if (cls.disable_servercount != cl.servercount // && cl.refresh_prepped) SCR_EndLoadingPlaque (); // get rid of loading plaque } // cl.sound_prepped = true; // can start mixing ambient sounds // fire entity events CLQ2_FireEntityEvents (&cl.q2frame); #ifdef Q2BSPS CLQ2_CheckPredictionError (); #endif } } /* ========================================================================== INTERPOLATE BETWEEN FRAMES TO GET RENDERING PARMS ========================================================================== */ /* struct model_s *S_RegisterSexedModel (entity_state_t *ent, char *base) { int n; char *p; struct model_s *mdl; char model[MAX_QPATH]; char buffer[MAX_QPATH]; // determine what model the client is using model[0] = 0; n = CS_PLAYERSKINS + ent->number - 1; if (cl.configstrings[n][0]) { p = strchr(cl.configstrings[n], '\\'); if (p) { p += 1; strcpy(model, p); p = strchr(model, '/'); if (p) *p = 0; } } // if we can't figure it out, they're male if (!model[0]) strcpy(model, "male"); Com_sprintf (buffer, sizeof(buffer), "players/%s/%s", model, base+1); mdl = re.RegisterModel(buffer); if (!mdl) { // not found, try default weapon model Com_sprintf (buffer, sizeof(buffer), "players/%s/weapon.md2", model); mdl = re.RegisterModel(buffer); if (!mdl) { // no, revert to the male model Com_sprintf (buffer, sizeof(buffer), "players/%s/%s", "male", base+1); mdl = re.RegisterModel(buffer); if (!mdl) { // last try, default male weapon.md2 Com_sprintf (buffer, sizeof(buffer), "players/male/weapon.md2"); mdl = re.RegisterModel(buffer); } } } return mdl; } */ /* =============== CL_AddPacketEntities =============== */ void CLQ2_AddPacketEntities (q2frame_t *frame) { entity_t ent; entity_state_t *s1; float autorotate; int i; int pnum; q2centity_t *cent; int autoanim; // q2clientinfo_t *ci; player_info_t *player; unsigned int effects, renderfx; float back, fwds; // bonus items rotate at a fixed rate autorotate = anglemod(cl.time*100); // brush models can auto animate their frames autoanim = 2*cl.time; memset (&ent, 0, sizeof(ent)); for (pnum = 0 ; pnumnum_entities ; pnum++) { s1 = &clq2_parse_entities[(frame->parse_entities+pnum)&(MAX_PARSE_ENTITIES-1)]; cent = &cl_entities[s1->number]; effects = s1->effects; renderfx = s1->u.q2.renderfx; ent.rtype = RT_MODEL; ent.keynum = s1->number; ent.scale = 1; ent.shaderRGBAf[0] = 1; ent.shaderRGBAf[1] = 1; ent.shaderRGBAf[2] = 1; ent.shaderRGBAf[3] = 1; ent.glowmod[0] = 1; ent.glowmod[1] = 1; ent.glowmod[2] = 1; ent.fatness = 0; ent.topcolour = 1; ent.bottomcolour = 1; ent.h2playerclass = 0; ent.playerindex = -1; // set frame if (effects & Q2EF_ANIM01) ent.framestate.g[FS_REG].frame[0] = autoanim & 1; else if (effects & Q2EF_ANIM23) ent.framestate.g[FS_REG].frame[0] = 2 + (autoanim & 1); else if (effects & Q2EF_ANIM_ALL) ent.framestate.g[FS_REG].frame[0] = autoanim; else if (effects & Q2EF_ANIM_ALLFAST) ent.framestate.g[FS_REG].frame[0] = cl.time / 100; else ent.framestate.g[FS_REG].frame[0] = s1->frame; // quad and pent can do different things on client if (effects & Q2EF_PENT) { effects &= ~Q2EF_PENT; effects |= Q2EF_COLOR_SHELL; renderfx |= Q2RF_SHELL_RED; } if (effects & Q2EF_QUAD) { effects &= ~Q2EF_QUAD; effects |= Q2EF_COLOR_SHELL; renderfx |= Q2RF_SHELL_BLUE; } //====== // PMM if (effects & Q2EF_DOUBLE) { effects &= ~Q2EF_DOUBLE; effects |= Q2EF_COLOR_SHELL; renderfx |= Q2RF_SHELL_DOUBLE; } if (effects & Q2EF_HALF_DAMAGE) { effects &= ~Q2EF_HALF_DAMAGE; effects |= Q2EF_COLOR_SHELL; renderfx |= Q2RF_SHELL_HALF_DAM; } // pmm //====== ent.framestate.g[FS_REG].frame[1] = cent->prev.frame; ent.framestate.g[FS_REG].lerpfrac = cl.lerpfrac; if (renderfx & (Q2RF_FRAMELERP|Q2RF_BEAM)) { // step origin discretely, because the frames // do the animation properly VectorCopy (cent->current.origin, ent.origin); VectorCopy (cent->current.u.q2.old_origin, ent.oldorigin); } else { // interpolate origin for (i=0 ; i<3 ; i++) { ent.origin[i] = ent.oldorigin[i] = cent->prev.origin[i] + cl.lerpfrac * (cent->current.origin[i] - cent->prev.origin[i]); } } // create a new entity // tweak the color of beams if ( renderfx & Q2RF_BEAM ) { // the four beam colors are encoded in 32 bits of skinnum (hack) ent.skinnum = (s1->skinnum >> ((rand() % 4)*8)) & 0xff; ent.shaderRGBAf[0] = ((d_8to24rgbtable[ent.skinnum & 0xFF] >> 0) & 0xFF)/255.0; ent.shaderRGBAf[1] = ((d_8to24rgbtable[ent.skinnum & 0xFF] >> 8) & 0xFF)/255.0; ent.shaderRGBAf[2] = ((d_8to24rgbtable[ent.skinnum & 0xFF] >> 16) & 0xFF)/255.0; ent.shaderRGBAf[3] = 0.30; ent.model = NULL; ent.framestate.g[FS_REG].lerpfrac = 1; ent.rtype = RT_BEAM; } else { // set skin if (s1->modelindex == 255) { // use custom player skin ent.skinnum = 0; player = &cl.players[(s1->skinnum&0xff)%cl.allocated_client_slots]; ent.model = player->model; if (!ent.model || ent.model->needload) //we need to do better than this { char *pmodel = Info_ValueForKey(player->userinfo, "model"); if (*pmodel) ent.model = Mod_ForName(va("players/%s/tris.md2", pmodel), false); if (!ent.model || ent.model->needload) ent.model = Mod_ForName("players/male/tris.md2", false); } ent.playerindex = (s1->skinnum&0xff)%cl.allocated_client_slots; player->model = ent.model; /* ci = &cl.clientinfo[s1->skinnum & 0xff]; // ent.skin = ci->skin; ent.model = ci->model; if (!ent.skin || !ent.model) { ent.skin = cl.baseclientinfo.skin; ent.model = cl.baseclientinfo.model; } //============ //PGM if (renderfx & Q2RF_USE_DISGUISE) { if(!strncmp((char *)ent.skin, "players/male", 12)) { ent.skin = re.RegisterSkin ("players/male/disguise.pcx"); ent.model = re.RegisterModel ("players/male/tris.md2"); } else if(!strncmp((char *)ent.skin, "players/female", 14)) { ent.skin = re.RegisterSkin ("players/female/disguise.pcx"); ent.model = re.RegisterModel ("players/female/tris.md2"); } else if(!strncmp((char *)ent.skin, "players/cyborg", 14)) { ent.skin = re.RegisterSkin ("players/cyborg/disguise.pcx"); ent.model = re.RegisterModel ("players/cyborg/tris.md2"); } }*/ //PGM //============ } else { ent.skinnum = s1->skinnum; // ent.skin = NULL; ent.model = cl.model_precache[s1->modelindex]; } } // only used for black hole model right now, FIXME: do better if (renderfx == Q2RF_TRANSLUCENT) ent.shaderRGBAf[3] = 0.70; // render effects (fullbright, translucent, etc) if ((effects & Q2EF_COLOR_SHELL)) ent.flags = 0; // renderfx go on color shell entity else ent.flags = renderfx; // calculate angles if (effects & Q2EF_ROTATE) { // some bonus items auto-rotate ent.angles[0] = 0; ent.angles[1] = autorotate; ent.angles[2] = 0; } // RAFAEL else if (effects & Q2EF_SPINNINGLIGHTS) { ent.angles[0] = 0; ent.angles[1] = anglemod(cl.time/2) + s1->angles[1]; ent.angles[2] = 180; { vec3_t forward; vec3_t start; AngleVectors (ent.angles, forward, NULL, NULL); VectorMA (ent.origin, 64, forward, start); V_AddLight (ent.keynum, start, 100, 0.2, 0, 0); } } else { // interpolate angles float a1, a2; for (i=0 ; i<3 ; i++) { a1 = cent->current.angles[i]; a2 = cent->prev.angles[i]; ent.angles[i] = LerpAngle (a2, a1, cl.lerpfrac); } } ent.angles[0]*=-1; //q2 has it fixed. if (s1->number == cl.playerview[0].playernum+1) //woo! this is us! { // VectorCopy(cl.predicted_origin, ent.origin); // VectorCopy(cl.predicted_origin, ent.oldorigin); ent.flags |= Q2RF_EXTERNALMODEL; // only draw from mirrors if (effects & Q2EF_FLAG1) V_AddLight (ent.keynum, ent.origin, 225, 0.2, 0.05, 0.05); else if (effects & Q2EF_FLAG2) V_AddLight (ent.keynum, ent.origin, 225, 0.05, 0.05, 0.2); else if (effects & Q2EF_TAGTRAIL) //PGM V_AddLight (ent.keynum, ent.origin, 225, 0.2, 0.2, 0.0); //PGM else if (effects & Q2EF_TRACKERTRAIL) //PGM V_AddLight (ent.keynum, ent.origin, 225, -0.2, -0.2, -0.2); //PGM } // if set to invisible, skip if (!s1->modelindex) continue; if (effects & Q2EF_BFG) { ent.flags |= Q2RF_TRANSLUCENT; ent.shaderRGBAf[3] = 0.30; } // RAFAEL if (effects & Q2EF_PLASMA) { ent.flags |= Q2RF_TRANSLUCENT; ent.shaderRGBAf[3] = 0.6; } if (effects & Q2EF_SPHERETRANS) { ent.flags |= Q2RF_TRANSLUCENT; // PMM - *sigh* yet more EF overloading if (effects & Q2EF_TRACKERTRAIL) ent.shaderRGBAf[3] = 0.6; else ent.shaderRGBAf[3] = 0.3; } //pmm /*lerp the ent now*/ fwds = ent.framestate.g[FS_REG].lerpfrac; back = 1 - ent.framestate.g[FS_REG].lerpfrac; for (i = 0; i < 3; i++) { ent.origin[i] = ent.origin[i]*fwds + ent.oldorigin[i]*back; } ent.framestate.g[FS_REG].lerpfrac = back; // add to refresh list V_AddEntity (&ent); // color shells generate a seperate entity for the main model if (effects & Q2EF_COLOR_SHELL) { // PMM - at this point, all of the shells have been handled // if we're in the rogue pack, set up the custom mixing, otherwise just // keep going // all of the solo colors are fine. we need to catch any of the combinations that look bad // (double & half) and turn them into the appropriate color, and make double/quad something special if (renderfx & Q2RF_SHELL_HALF_DAM) { { // ditch the half damage shell if any of red, blue, or double are on if (renderfx & (Q2RF_SHELL_RED|Q2RF_SHELL_BLUE|Q2RF_SHELL_DOUBLE)) renderfx &= ~Q2RF_SHELL_HALF_DAM; } } if (renderfx & Q2RF_SHELL_DOUBLE) { { // lose the yellow shell if we have a red, blue, or green shell if (renderfx & (Q2RF_SHELL_RED|Q2RF_SHELL_BLUE|Q2RF_SHELL_GREEN)) renderfx &= ~Q2RF_SHELL_DOUBLE; // if we have a red shell, turn it to purple by adding blue if (renderfx & Q2RF_SHELL_RED) renderfx |= Q2RF_SHELL_BLUE; // if we have a blue shell (and not a red shell), turn it to cyan by adding green else if (renderfx & Q2RF_SHELL_BLUE) { // go to green if it's on already, otherwise do cyan (flash green) if (renderfx & Q2RF_SHELL_GREEN) renderfx &= ~Q2RF_SHELL_BLUE; else renderfx |= Q2RF_SHELL_GREEN; } } } // pmm ent.flags = renderfx; ent.shaderRGBAf[3] = 0.30; ent.shaderRGBAf[0] = (!!(renderfx & Q2RF_SHELL_RED)); ent.shaderRGBAf[1] = (!!(renderfx & Q2RF_SHELL_GREEN)); ent.shaderRGBAf[2] = (!!(renderfx & Q2RF_SHELL_BLUE)); ent.forcedshader = R_RegisterCustom("q2/shell", SUF_NONE, Shader_DefaultSkinShell, NULL); V_AddEntity (&ent); } ent.forcedshader = NULL; // ent.skin = NULL; // never use a custom skin on others ent.skinnum = 0; ent.flags &= Q2RF_EXTERNALMODEL; ent.shaderRGBAf[3] = 1; // duplicate for linked models if (s1->modelindex2) { if (s1->modelindex2 == 255) { // custom weapon char *modelname; char *skin; ent.model=NULL; player = &cl.players[(s1->skinnum&0xff)%MAX_CLIENTS]; modelname = Info_ValueForKey(player->userinfo, "skin"); if (!modelname[0]) modelname = "male"; skin = strchr(modelname, '/'); if (skin) *skin = '\0'; i = (s1->skinnum >> 8); // 0 is default weapon model if (i >= 0 && i < cl.numq2visibleweapons) ent.model = Mod_ForName(va("players/%s/%s", modelname, cl.q2visibleweapons[i]), false); /* ci = &cl.clientinfo[s1->skinnum & 0xff]; i = (s1->skinnum >> 8); // 0 is default weapon model if (!cl_vwep->value || i > MAX_CLIENTWEAPONMODELS - 1) i = 0; ent.model = ci->weaponmodel[i]; if (!ent.model) { if (i != 0) ent.model = ci->weaponmodel[0]; if (!ent.model) ent.model = cl.baseclientinfo.weaponmodel[0]; } */ } else ent.model = cl.model_precache[s1->modelindex2]; // PMM - check for the defender sphere shell .. make it translucent // replaces the previous version which used the high bit on modelindex2 to determine transparency /* if (!Q_strcasecmp (cl.model_name[(s1->modelindex2)], "models/items/shell/tris.md2")) { ent.alpha = 0.32; ent.flags = Q2RF_TRANSLUCENT; } */ // pmm V_AddEntity (&ent); //PGM - make sure these get reset. ent.flags = 0; ent.shaderRGBAf[3] = 1; //PGM } if (s1->u.q2.modelindex3) { ent.model = cl.model_precache[s1->u.q2.modelindex3]; V_AddEntity (&ent); } if (s1->u.q2.modelindex4) { ent.model = cl.model_precache[s1->u.q2.modelindex4]; V_AddEntity (&ent); } if ( effects & Q2EF_POWERSCREEN ) { /* ent.model = cl_mod_powerscreen; ent.oldframe = 0; ent.frame = 0; ent.flags |= (Q2RF_TRANSLUCENT | Q2RF_SHELL_GREEN); ent.alpha = 0.30; V_AddLerpEntity (&ent); */ } // add automatic particle trails if ( (effects&~Q2EF_ROTATE) ) { if (effects & Q2EF_ROCKET) { if (P_ParticleTrail(cent->lerp_origin, ent.origin, rtq2_rocket, ent.keynum, ¢->trailstate)) if (P_ParticleTrail(cent->lerp_origin, ent.origin, rt_rocket, ent.keynum, ¢->trailstate)) P_ParticleTrailIndex(cent->lerp_origin, ent.origin, 0xdc, 4, ¢->trailstate); V_AddLight (ent.keynum, ent.origin, 200, 0.2, 0.1, 0.05); } // PGM - Do not reorder EF_BLASTER and EF_HYPERBLASTER. // EF_BLASTER | EF_TRACKER is a special case for EF_BLASTER2... Cheese! else if (effects & Q2EF_BLASTER) { //PGM if (effects & Q2EF_TRACKER) // lame... problematic? { CLQ2_BlasterTrail2 (cent->lerp_origin, ent.origin); V_AddLight (ent.keynum, ent.origin, 200, 0, 0.2, 0); } else { if (P_ParticleTrail(cent->lerp_origin, ent.origin, rtq2_blastertrail, ent.keynum, ¢->trailstate)) P_ParticleTrailIndex(cent->lerp_origin, ent.origin, 0xe0, 1, ¢->trailstate); V_AddLight (ent.keynum, ent.origin, 200, 0.2, 0.2, 0); } //PGM } else if (effects & Q2EF_HYPERBLASTER) { if (effects & Q2EF_TRACKER) // PGM overloaded for blaster2. V_AddLight (ent.keynum, ent.origin, 200, 0, 0.2, 0); // PGM else // PGM V_AddLight (ent.keynum, ent.origin, 200, 0.2, 0.2, 0); } else if (effects & Q2EF_GIB) { if (P_ParticleTrail(cent->lerp_origin, ent.origin, rtq2_gib, ent.keynum, ¢->trailstate)) if (P_ParticleTrail(cent->lerp_origin, ent.origin, rt_blood, ent.keynum, ¢->trailstate)) P_ParticleTrailIndex(cent->lerp_origin, ent.origin, 0xe8, 8, ¢->trailstate); } else if (effects & Q2EF_GRENADE) { if (P_ParticleTrail(cent->lerp_origin, ent.origin, rtq2_grenade, ent.keynum, ¢->trailstate)) if (P_ParticleTrail(cent->lerp_origin, ent.origin, rt_grenade, ent.keynum, ¢->trailstate)) P_ParticleTrailIndex(cent->lerp_origin, ent.origin, 4, 8, ¢->trailstate); } else if (effects & Q2EF_FLIES) { CLQ2_FlyEffect (cent, ent.origin); } else if (effects & Q2EF_BFG) { static int bfg_lightramp[6] = {300, 400, 600, 300, 150, 75}; if (effects & Q2EF_ANIM_ALLFAST) { CLQ2_BfgParticles (&ent); i = 200; } else { i = bfg_lightramp[s1->frame]; } V_AddLight (ent.keynum, ent.origin, i, 0, 0.2, 0); } // RAFAEL else if (effects & Q2EF_TRAP) { ent.origin[2] += 32; CLQ2_TrapParticles (&ent); i = (rand()%100) + 100; V_AddLight (ent.keynum, ent.origin, i, 0.2, 0.16, 0.05); } else if (effects & Q2EF_FLAG1) { if (P_ParticleTrail(cent->lerp_origin, ent.origin, P_FindParticleType("ef_flag1"), ent.keynum, ¢->trailstate)) P_ParticleTrailIndex(cent->lerp_origin, ent.origin, 242, 1, ¢->trailstate); V_AddLight (ent.keynum, ent.origin, 225, 0.2, 0.05, 0.05); } else if (effects & Q2EF_FLAG2) { if (P_ParticleTrail(cent->lerp_origin, ent.origin, P_FindParticleType("ef_flag2"), ent.keynum, ¢->trailstate)) P_ParticleTrailIndex(cent->lerp_origin, ent.origin, 115, 1, ¢->trailstate); V_AddLight (ent.keynum, ent.origin, 225, 0.05, 0.05, 0.2); } //====== //ROGUE else if (effects & Q2EF_TAGTRAIL) { if (P_ParticleTrail(cent->lerp_origin, ent.origin, P_FindParticleType("ef_tagtrail"), ent.keynum, ¢->trailstate)) P_ParticleTrailIndex(cent->lerp_origin, ent.origin, 220, 1, ¢->trailstate); V_AddLight (ent.keynum, ent.origin, 225, 0.2, 0.2, 0.0); } else if (effects & Q2EF_TRACKERTRAIL) { if (effects & Q2EF_TRACKER) { float intensity; intensity = 50 + (500 * (sin(cl.time/500.0) + 1.0)); // FIXME - check out this effect in rendition V_AddLight (ent.keynum, ent.origin, intensity, -0.2, -0.2, -0.2); } else { CLQ2_Tracker_Shell (cent->lerp_origin); V_AddLight (ent.keynum, ent.origin, 155, -0.2, -0.2, -0.2); } } else if (effects & Q2EF_TRACKER) { if (P_ParticleTrail(cent->lerp_origin, ent.origin, P_FindParticleType("ef_tracker"), ent.keynum, ¢->trailstate)) P_ParticleTrailIndex(cent->lerp_origin, ent.origin, 0, 1, ¢->trailstate); V_AddLight (ent.keynum, ent.origin, 200, -0.2, -0.2, -0.2); } //ROGUE //====== // RAFAEL else if (effects & Q2EF_GREENGIB) { if (P_ParticleTrail(cent->lerp_origin, ent.origin, P_FindParticleType("ef_greengib"), ent.keynum, ¢->trailstate)) P_ParticleTrailIndex(cent->lerp_origin, ent.origin, 219, 8, ¢->trailstate); } // RAFAEL else if (effects & Q2EF_IONRIPPER) { if (P_ParticleTrail(cent->lerp_origin, ent.origin, P_FindParticleType("ef_ionripper"), ent.keynum, ¢->trailstate)) P_ParticleTrailIndex(cent->lerp_origin, ent.origin, 228, 4, ¢->trailstate); V_AddLight (ent.keynum, ent.origin, 100, 0.2, 0.1, 0.1); } // RAFAEL else if (effects & Q2EF_BLUEHYPERBLASTER) { V_AddLight (ent.keynum, ent.origin, 200, 0, 0, 0.2); } // RAFAEL else if (effects & Q2EF_PLASMA) { if (effects & Q2EF_ANIM_ALLFAST) { P_ParticleTrail(cent->lerp_origin, ent.origin, rtq2_blastertrail, ent.keynum, ¢->trailstate); } V_AddLight (ent.keynum, ent.origin, 130, 0.2, 0.1, 0.1); } } VectorCopy (ent.origin, cent->lerp_origin); } } /* ============== CL_AddViewWeapon ============== */ void CLQ2_AddViewWeapon (q2player_state_t *ps, q2player_state_t *ops) { entity_t gun; // view model extern cvar_t cl_gunx, cl_guny, cl_gunz; extern cvar_t cl_gunanglex, cl_gunangley, cl_gunanglez; playerview_t *pv = &cl.playerview[0]; // allow the gun to be completely removed if (!r_drawviewmodel.value) return; if (!Cam_DrawViewModel(0)) return; // don't draw gun if in wide angle view if (ps->fov > 90) return; //generate root matrix.. VectorCopy(cl.playerview[0].simorg, pv->vw_origin); AngleVectors(cl.playerview[0].simangles, pv->vw_axis[0], pv->vw_axis[1], pv->vw_axis[2]); VectorInverse(pv->vw_axis[1]); memset (&gun, 0, sizeof(gun)); // if (gun_model) // gun.model = gun_model; // development tool // else gun.model = cl.model_precache[ps->gunindex]; if (!gun.model) return; gun.shaderRGBAf[0] = 1; gun.shaderRGBAf[1] = 1; gun.shaderRGBAf[2] = 1; if (r_drawviewmodel.value < 1 || r_drawviewmodel.value > 0) gun.shaderRGBAf[3] = r_drawviewmodel.value; else gun.shaderRGBAf[3] = 1; // set up gun position #ifdef PEXT_SCALE gun.scale = 1; #endif gun.origin[0] = cl_gunz.value; gun.origin[1] = -cl_gunx.value; gun.origin[2] = -cl_guny.value; gun.angles[0] = cl_gunanglex.value; gun.angles[1] = cl_gunangley.value; gun.angles[2] = cl_gunanglez.value; gun.framestate.g[FS_REG].frame[0] = ps->gunframe; if (gun.framestate.g[FS_REG].frame[0] == 0) gun.framestate.g[FS_REG].frame[1] = 0; // just changed weapons, don't lerp from old else gun.framestate.g[FS_REG].frame[1] = ops->gunframe; gun.flags = Q2RF_MINLIGHT | Q2RF_DEPTHHACK | Q2RF_WEAPONMODEL; gun.framestate.g[FS_REG].lerpfrac = 1-cl.lerpfrac; VectorCopy (gun.origin, gun.oldorigin); // don't lerp at all V_AddEntity (&gun); } /* =============== CL_CalcViewValues Sets r_refdef view values =============== */ void CLQ2_CalcViewValues (void) { extern cvar_t v_gunkick_q2; int i; float lerp, backlerp; q2frame_t *oldframe; q2player_state_t *ps, *ops; extern cvar_t gl_cshiftenabled; r_refdef.useperspective = true; // find the previous frame to interpolate from ps = &cl.q2frame.playerstate; i = (cl.q2frame.serverframe - 1) & Q2UPDATE_MASK; oldframe = &cl.q2frames[i]; if (oldframe->serverframe != cl.q2frame.serverframe-1 || !oldframe->valid) oldframe = &cl.q2frame; // previous frame was dropped or involid ops = &oldframe->playerstate; // see if the player entity was teleported this frame if ( fabs(ops->pmove.origin[0] - ps->pmove.origin[0]) > 256*8 || abs(ops->pmove.origin[1] - ps->pmove.origin[1]) > 256*8 || abs(ops->pmove.origin[2] - ps->pmove.origin[2]) > 256*8) ops = ps; // don't interpolate lerp = cl.lerpfrac; // calculate the origin if (cl.worldmodel && (!cl_nopred.value) && !(cl.q2frame.playerstate.pmove.pm_flags & Q2PMF_NO_PREDICTION)) { // use predicted values float delta; backlerp = 1.0 - lerp; for (i=0 ; i<3 ; i++) { r_refdef.vieworg[i] = cl.predicted_origin[i] + ops->viewoffset[i] + cl.lerpfrac * (ps->viewoffset[i] - ops->viewoffset[i]) - backlerp * cl.prediction_error[i]; } // smooth out stair climbing delta = realtime - cl.predicted_step_time; if (delta < 0.1) r_refdef.vieworg[2] -= cl.predicted_step * (0.1 - delta)*10; } else { // just use interpolated values for (i=0 ; i<3 ; i++) r_refdef.vieworg [i] = ops->pmove.origin[i]*0.125 + ops->viewoffset[i] + lerp * (ps->pmove.origin[i]*0.125 + ps->viewoffset[i] - (ops->pmove.origin[i]*0.125 + ops->viewoffset[i]) ); } // if not running a demo or on a locked frame, add the local angle movement if (cl.worldmodel && cl.q2frame.playerstate.pmove.pm_type < Q2PM_DEAD ) { // use predicted values for (i=0 ; i<3 ; i++) r_refdef.viewangles[i] = cl.predicted_angles[i]; } else { // just use interpolated values for (i=0 ; i<3 ; i++) r_refdef.viewangles[i] = LerpAngle (ops->viewangles[i], ps->viewangles[i], lerp); } for (i=0 ; i<3 ; i++) r_refdef.viewangles[i] += v_gunkick_q2.value * LerpAngle (ops->kick_angles[i], ps->kick_angles[i], lerp); VectorCopy(r_refdef.vieworg, cl.playerview[0].simorg); VectorCopy(r_refdef.viewangles, cl.playerview[0].simangles); // VectorCopy(r_refdef.viewangles, cl.viewangles); // AngleVectors (r_refdef.viewangles, v_forward, v_right, v_up); // interpolate field of view r_refdef.fov_x = ops->fov + lerp * (ps->fov - ops->fov); // don't interpolate blend color for (i=0 ; i<3 ; i++) sw_blend[i] = ps->blend[i]; sw_blend[3] = ps->blend[3]*gl_cshiftenabled.value; // add the weapon CLQ2_AddViewWeapon (ps, ops); } /* =============== CL_AddEntities Emits all entities, particles, and lights to the refresh =============== */ void CLQ2_AddEntities (void) { if (cls.state != ca_active) return; if (cl.time*1000 > cl.q2frame.servertime) { // if (cl_showclamp.value) // Con_Printf ("high clamp %f\n", cl.time - cl.q2frame.servertime); cl.time = (cl.q2frame.servertime)/1000.0; cl.lerpfrac = 1.0; } else if (cl.time*1000 < cl.q2frame.servertime - 100) { // if (cl_showclamp.value) // Con_Printf ("low clamp %f\n", cl.q2frame.servertime-100 - cl.time); cl.time = (cl.q2frame.servertime - 100)/1000.0; cl.lerpfrac = 0; } else cl.lerpfrac = 1.0 - (cl.q2frame.servertime - cl.time*1000) * 0.01; CLQ2_CalcViewValues (); CLQ2_AddPacketEntities (&cl.q2frame); #if 0 CLQ2_AddProjectiles (); #endif CL_UpdateTEnts (); } void CL_GetNumberedEntityInfo (int num, float *org, float *ang) { q2centity_t *ent; if (num < 0 || num >= MAX_Q2EDICTS) Host_EndGame ("CL_GetNumberedEntityInfo: bad ent"); ent = &cl_entities[num]; if (org) VectorCopy (ent->current.origin, org); if (ang) VectorCopy (ent->current.angles, ang); // FIXME: bmodel issues... } #endif