1
0
Fork 0
forked from fte/fteqw
fteqw/engine/client/clq2_ents.c
Spoike 432bc96456 Add r_meshroll, like r_meshpitch (hexen2 requires it set to -1 - they made the bug worse).
HTTP client code now tracks the reason for failure better (so we can distinguish between dns, no response, disconnects, and tls cert issues).
Downloads menu shows reasons for failure for its various sources.
make hexen2's +infoplaque button work even when tab isn't held! Yes! usability! who'd a thought it?
Try to clean up some client-only build issues.
Added 'librequake' as a recognised game name (mostly so that we can reuse the quake-specific engine compat settings.
.map support now supports patches enough to query+create(+network)+select them. Collisions are basically defective though.
qcc: Remove char as default keyword.
qcc: Fix some recent regressions.
sv: Add 'sv_protocol csqc' setting to force csqc protocols on clients that disabled handshakes, for mods that NEED csqc support. other options include 'fte1' and 'fte2', if you want to force extra stuff. Engines that don't support the selected protocols will crash out so only set these if your mod/map always requires it.
sv: default to qw physics whenever a mod defines the SV_RunClientCommand, even if its an nq mod.


git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5775 fc73d0e0-1445-4013-8a0c-d673dee63da5
2020-10-06 03:17:28 +00:00

2558 lines
73 KiB
C

#include "quakedef.h"
#include "particles.h"
#ifdef Q2CLIENT
#include "shader.h"
//q2pro's framerate scaling runs the entire server at a higher rate (including gamecode).
//this allows lower latency on player movements without breaking things too much
//animations are still assumed to run at 10fps, so those need some fixup too
//events are keyed to not renew twice within the same 10fps window, unless the entity was actually updated.
extern cvar_t r_drawviewmodel;
extern cvar_t cl_nopred;
typedef enum
{
Q2EV_NONE,
Q2EV_ITEM_RESPAWN,
Q2EV_FOOTSTEP,
Q2EV_FALLSHORT,
Q2EV_FALL,
Q2EV_FALLFAR,
Q2EV_PLAYER_TELEPORT,
Q2EV_OTHER_TELEPORT
} 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;
trailstate_t *emitstate;
// float trailcount; // for diminishing grenade trails
vec3_t lerp_origin; // for trails (variable hz)
float fly_stoptime;
} q2centity_t;
static void Q2S_StartSound(vec3_t origin, int entnum, int entchannel, sfx_t *sfx, float fvol, float attenuation, float delay)
{
S_StartSound(entnum, entchannel, sfx, origin, NULL, fvol, attenuation, -delay, 0, 0);
}
sfx_t *S_PrecacheSexedSound(int entnum, const char *soundname)
{
if (soundname[0] == '*')
{ //a 'sexed' sound
if (entnum > 0 && entnum <= MAX_CLIENTS)
{
char *model = InfoBuf_ValueForKey(&cl.players[entnum-1].userinfo, "skin");
char *skin;
skin = strchr(model, '/');
if (skin)
*skin = '\0';
if (*model)
{
sfx_t *sfx = S_PrecacheSound(va("players/%s/%s", model, soundname+1));
if (sfx && sfx->loadstate != SLS_FAILED) //warning: the sound might still be loading (and later fail).
return sfx;
}
}
return S_PrecacheSound(va("players/male/%s", soundname+1));
}
return S_PrecacheSound(soundname);
}
void CLQ2_EntityEvent(entity_state_t *es)
{
switch (es->u.q2.event)
{
case Q2EV_NONE:
case Q2EV_OTHER_TELEPORT: //inihibits interpolation. not an event in itself.
break;
case Q2EV_ITEM_RESPAWN:
pe->RunParticleEffectState(es->origin, NULL, 1, pt_q2[Q2PT_RESPAWN], NULL);
break;
case Q2EV_PLAYER_TELEPORT:
pe->RunParticleEffectState(es->origin, NULL, 1, pt_q2[Q2PT_PLAYER_TELEPORT], NULL);
break;
case Q2EV_FOOTSTEP:
pe->RunParticleEffectState(es->origin, NULL, 1, pt_q2[Q2PT_FOOTSTEP], NULL);
break;
case Q2EV_FALLSHORT:
Q2S_StartSound (NULL, es->number, CHAN_AUTO, S_PrecacheSound ("player/land1.wav"), 1, ATTN_NORM, 0);
break;
case Q2EV_FALL:
Q2S_StartSound (NULL, es->number, CHAN_AUTO, S_PrecacheSexedSound (es->number, "*fall2.wav"), 1, ATTN_NORM, 0);
break;
case Q2EV_FALLFAR:
Q2S_StartSound (NULL, es->number, CHAN_AUTO, S_PrecacheSexedSound (es->number, "*fall1.wav"), 1, ATTN_NORM, 0);
break;
default:
Con_Printf("event %u not supported\n", es->u.q2.event);
break;
}
};
void CLQ2_TeleporterParticles(entity_state_t *es){};
/*these are emissive effects (ie: emitted each frame), but they're also mutually exclusive, so sharing emitstate is fine*/
void CLQ2_Tracker_Shell(q2centity_t *ent, vec3_t org)
{
P_EmitEffect (org, NULL, 0, pt_q2[Q2PT_TRACKERSHELL], &(ent->emitstate));
};
void CLQ2_BfgParticles(q2centity_t *ent, vec3_t org)
{
P_EmitEffect (org, NULL, 0, pt_q2[Q2PT_BFGPARTICLES], &(ent->emitstate));
};
void CLQ2_FlyEffect(q2centity_t *ent, vec3_t org)
{
float starttime, n;
float cltime = cl.time;
int count;
if (cl.paused)
return;
//q2 ramps up to 162 within the first 20 secs, sits at 162 for the next 20, then ramps back down for the 20 after that.
//I have no idea how pvs issues are handled.
if (ent->fly_stoptime < cltime)
{
starttime = cltime;
ent->fly_stoptime = cltime + 60;
}
else
{
starttime = ent->fly_stoptime - 60;
}
n = cltime - starttime;
if (n < 20)
count = n * 162 / 20.0;
else
{
n = ent->fly_stoptime - cltime;
if (n < 20)
count = n * 162 / 20.0;
else
count = 162;
}
if (count < 0)
return;
//these are assumed to be spawned anew
pe->RunParticleEffectState(org, NULL, count, pt_q2[Q2PT_FLIES], &(ent->emitstate));
};
#define MAX_Q2EDICTS 1024
#define MAX_PARSE_ENTITIES 1024
static q2centity_t cl_entities[MAX_Q2EDICTS];
entity_state_t clq2_parse_entities[MAX_PARSE_ENTITIES];
void CL_SmokeAndFlash(vec3_t origin);
void CL_GetNumberedEntityInfo (int num, float *org, float *ang)
{
q2centity_t *ent;
if (num < 0 || num >= MAX_Q2EDICTS)
Host_EndGame ("CL_GetNumberedEntityInfo: bad ent");
ent = &cl_entities[num];
if (org)
VectorCopy (ent->current.origin, org);
if (ang)
VectorCopy (ent->current.angles, ang);
// FIXME: bmodel issues...
}
#ifdef Q2SERVER
void CLQ2_WriteDemoBaselines(sizebuf_t *buf)
{
int i;
q2entity_state_t nullstate = {0};
for (i = 0; i < MAX_Q2EDICTS; i++)
{
q2entity_state_t es;
entity_state_t *base = &cl_entities[i].baseline;
if (!base->modelindex)
continue;
//I brought these copies on myself...
es.number = i;
VectorCopy(base->origin, es.origin);
VectorCopy(base->angles, es.angles);
VectorCopy(base->u.q2.old_origin, es.old_origin);
es.modelindex = base->modelindex;
es.modelindex2 = base->modelindex2;
es.modelindex3 = base->u.q2.modelindex3;
es.modelindex4 = base->u.q2.modelindex4;
es.frame = base->frame;
es.skinnum = base->skinnum;
es.effects = base->effects;
es.renderfx = base->u.q2.renderfx;
es.solid = base->solidsize;
es.sound = base->u.q2.sound;
es.event = base->u.q2.event;
if (buf->cursize > buf->maxsize/2)
{
CL_WriteRecordQ2DemoMessage (buf);
SZ_Clear (buf);
}
MSG_WriteByte (buf, svcq2_spawnbaseline);
MSGQ2_WriteDeltaEntity(&nullstate, &es, buf, true, true);
}
}
#endif
void CLQ2_ClearState(void)
{
memset(cl_entities, 0, sizeof(cl_entities));
}
#include "q2m_flash.c"
void CLQ2_RunMuzzleFlash2 (int ent, int flash_number)
{
vec3_t origin;
dlight_t *dl;
vec3_t forward, right, up;
char soundname[64];
int ef;
if (flash_number < 0 || flash_number >= sizeof(monster_flash_offset)/sizeof(monster_flash_offset[0]))
return;
// locate the origin
AngleVectors (cl_entities[ent].current.angles, forward, right, up);
origin[0] = cl_entities[ent].current.origin[0] + forward[0] * monster_flash_offset[flash_number].offset[0] + right[0] * monster_flash_offset[flash_number].offset[1];
origin[1] = cl_entities[ent].current.origin[1] + forward[1] * monster_flash_offset[flash_number].offset[0] + right[1] * monster_flash_offset[flash_number].offset[1];
origin[2] = cl_entities[ent].current.origin[2] + forward[2] * monster_flash_offset[flash_number].offset[0] + right[2] * monster_flash_offset[flash_number].offset[1] + monster_flash_offset[flash_number].offset[2];
ef = P_FindParticleType(monster_flash_offset[flash_number].name);
if (ef != P_INVALID)
{
P_RunParticleEffectType(origin, NULL, 1, ef);
return;
}
//the rest of the function is legacy code.
dl = CL_AllocDlight (ent);
VectorCopy (origin, dl->origin);
dl->radius = 200 + (rand()&31);
// dl->minlight = 32;
dl->die = cl.time + 0.1;
switch (flash_number)
{
case Q2MZ2_INFANTRY_MACHINEGUN_1:
case Q2MZ2_INFANTRY_MACHINEGUN_2:
case Q2MZ2_INFANTRY_MACHINEGUN_3:
case Q2MZ2_INFANTRY_MACHINEGUN_4:
case Q2MZ2_INFANTRY_MACHINEGUN_5:
case Q2MZ2_INFANTRY_MACHINEGUN_6:
case Q2MZ2_INFANTRY_MACHINEGUN_7:
case Q2MZ2_INFANTRY_MACHINEGUN_8:
case Q2MZ2_INFANTRY_MACHINEGUN_9:
case Q2MZ2_INFANTRY_MACHINEGUN_10:
case Q2MZ2_INFANTRY_MACHINEGUN_11:
case Q2MZ2_INFANTRY_MACHINEGUN_12:
case Q2MZ2_INFANTRY_MACHINEGUN_13:
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
P_RunParticleEffect (origin, vec3_origin, 0, 40);
CL_SmokeAndFlash(origin);
Q2S_StartSound (NULL, ent, CHAN_WEAPON, S_PrecacheSound("infantry/infatck1.wav"), 1, ATTN_NORM, 0);
break;
case Q2MZ2_SOLDIER_MACHINEGUN_1:
case Q2MZ2_SOLDIER_MACHINEGUN_2:
case Q2MZ2_SOLDIER_MACHINEGUN_3:
case Q2MZ2_SOLDIER_MACHINEGUN_4:
case Q2MZ2_SOLDIER_MACHINEGUN_5:
case Q2MZ2_SOLDIER_MACHINEGUN_6:
case Q2MZ2_SOLDIER_MACHINEGUN_7:
case Q2MZ2_SOLDIER_MACHINEGUN_8:
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
P_RunParticleEffect (origin, vec3_origin, 0, 40);
CL_SmokeAndFlash(origin);
Q2S_StartSound (NULL, ent, CHAN_WEAPON, S_PrecacheSound("soldier/solatck3.wav"), 1, ATTN_NORM, 0);
break;
case Q2MZ2_GUNNER_MACHINEGUN_1:
case Q2MZ2_GUNNER_MACHINEGUN_2:
case Q2MZ2_GUNNER_MACHINEGUN_3:
case Q2MZ2_GUNNER_MACHINEGUN_4:
case Q2MZ2_GUNNER_MACHINEGUN_5:
case Q2MZ2_GUNNER_MACHINEGUN_6:
case Q2MZ2_GUNNER_MACHINEGUN_7:
case Q2MZ2_GUNNER_MACHINEGUN_8:
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
P_RunParticleEffect (origin, vec3_origin, 0, 40);
CL_SmokeAndFlash(origin);
Q2S_StartSound (NULL, ent, CHAN_WEAPON, S_PrecacheSound("gunner/gunatck2.wav"), 1, ATTN_NORM, 0);
break;
case Q2MZ2_ACTOR_MACHINEGUN_1:
case Q2MZ2_SUPERTANK_MACHINEGUN_1:
case Q2MZ2_SUPERTANK_MACHINEGUN_2:
case Q2MZ2_SUPERTANK_MACHINEGUN_3:
case Q2MZ2_SUPERTANK_MACHINEGUN_4:
case Q2MZ2_SUPERTANK_MACHINEGUN_5:
case Q2MZ2_SUPERTANK_MACHINEGUN_6:
case Q2MZ2_TURRET_MACHINEGUN: // PGM
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
P_RunParticleEffect (origin, vec3_origin, 0, 40);
CL_SmokeAndFlash(origin);
Q2S_StartSound (NULL, ent, CHAN_WEAPON, S_PrecacheSound("infantry/infatck1.wav"), 1, ATTN_NORM, 0);
break;
case Q2MZ2_BOSS2_MACHINEGUN_L1:
case Q2MZ2_BOSS2_MACHINEGUN_L2:
case Q2MZ2_BOSS2_MACHINEGUN_L3:
case Q2MZ2_BOSS2_MACHINEGUN_L4:
case Q2MZ2_BOSS2_MACHINEGUN_L5:
case Q2MZ2_CARRIER_MACHINEGUN_L1: // PMM
case Q2MZ2_CARRIER_MACHINEGUN_L2: // PMM
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
P_RunParticleEffect (origin, vec3_origin, 0, 40);
CL_SmokeAndFlash(origin);
Q2S_StartSound (NULL, ent, CHAN_WEAPON, S_PrecacheSound("infantry/infatck1.wav"), 1, ATTN_NONE, 0);
break;
case Q2MZ2_SOLDIER_BLASTER_1:
case Q2MZ2_SOLDIER_BLASTER_2:
case Q2MZ2_SOLDIER_BLASTER_3:
case Q2MZ2_SOLDIER_BLASTER_4:
case Q2MZ2_SOLDIER_BLASTER_5:
case Q2MZ2_SOLDIER_BLASTER_6:
case Q2MZ2_SOLDIER_BLASTER_7:
case Q2MZ2_SOLDIER_BLASTER_8:
case Q2MZ2_TURRET_BLASTER: // PGM
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
Q2S_StartSound (NULL, ent, CHAN_WEAPON, S_PrecacheSound("soldier/solatck2.wav"), 1, ATTN_NORM, 0);
break;
case Q2MZ2_FLYER_BLASTER_1:
case Q2MZ2_FLYER_BLASTER_2:
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
Q2S_StartSound (NULL, ent, CHAN_WEAPON, S_PrecacheSound("flyer/flyatck3.wav"), 1, ATTN_NORM, 0);
break;
case Q2MZ2_MEDIC_BLASTER_1:
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
Q2S_StartSound (NULL, ent, CHAN_WEAPON, S_PrecacheSound("medic/medatck1.wav"), 1, ATTN_NORM, 0);
break;
case Q2MZ2_HOVER_BLASTER_1:
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
Q2S_StartSound (NULL, ent, CHAN_WEAPON, S_PrecacheSound("hover/hovatck1.wav"), 1, ATTN_NORM, 0);
break;
case Q2MZ2_FLOAT_BLASTER_1:
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
Q2S_StartSound (NULL, ent, CHAN_WEAPON, S_PrecacheSound("floater/fltatck1.wav"), 1, ATTN_NORM, 0);
break;
case Q2MZ2_SOLDIER_SHOTGUN_1:
case Q2MZ2_SOLDIER_SHOTGUN_2:
case Q2MZ2_SOLDIER_SHOTGUN_3:
case Q2MZ2_SOLDIER_SHOTGUN_4:
case Q2MZ2_SOLDIER_SHOTGUN_5:
case Q2MZ2_SOLDIER_SHOTGUN_6:
case Q2MZ2_SOLDIER_SHOTGUN_7:
case Q2MZ2_SOLDIER_SHOTGUN_8:
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
CL_SmokeAndFlash(origin);
Q2S_StartSound (NULL, ent, CHAN_WEAPON, S_PrecacheSound("soldier/solatck1.wav"), 1, ATTN_NORM, 0);
break;
case Q2MZ2_TANK_BLASTER_1:
case Q2MZ2_TANK_BLASTER_2:
case Q2MZ2_TANK_BLASTER_3:
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
Q2S_StartSound (NULL, ent, CHAN_WEAPON, S_PrecacheSound("tank/tnkatck3.wav"), 1, ATTN_NORM, 0);
break;
case Q2MZ2_TANK_MACHINEGUN_1:
case Q2MZ2_TANK_MACHINEGUN_2:
case Q2MZ2_TANK_MACHINEGUN_3:
case Q2MZ2_TANK_MACHINEGUN_4:
case Q2MZ2_TANK_MACHINEGUN_5:
case Q2MZ2_TANK_MACHINEGUN_6:
case Q2MZ2_TANK_MACHINEGUN_7:
case Q2MZ2_TANK_MACHINEGUN_8:
case Q2MZ2_TANK_MACHINEGUN_9:
case Q2MZ2_TANK_MACHINEGUN_10:
case Q2MZ2_TANK_MACHINEGUN_11:
case Q2MZ2_TANK_MACHINEGUN_12:
case Q2MZ2_TANK_MACHINEGUN_13:
case Q2MZ2_TANK_MACHINEGUN_14:
case Q2MZ2_TANK_MACHINEGUN_15:
case Q2MZ2_TANK_MACHINEGUN_16:
case Q2MZ2_TANK_MACHINEGUN_17:
case Q2MZ2_TANK_MACHINEGUN_18:
case Q2MZ2_TANK_MACHINEGUN_19:
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
P_RunParticleEffect (origin, vec3_origin, 0, 40);
CL_SmokeAndFlash(origin);
snprintf(soundname, sizeof(soundname), "tank/tnkatk2%c.wav", 'a' + rand() % 5);
Q2S_StartSound (NULL, ent, CHAN_WEAPON, S_PrecacheSound(soundname), 1, ATTN_NORM, 0);
break;
case Q2MZ2_CHICK_ROCKET_1:
case Q2MZ2_TURRET_ROCKET: // PGM
dl->color[0] = 1;dl->color[1] = 0.5;dl->color[2] = 0.2;
Q2S_StartSound (NULL, ent, CHAN_WEAPON, S_PrecacheSound("chick/chkatck2.wav"), 1, ATTN_NORM, 0);
break;
case Q2MZ2_TANK_ROCKET_1:
case Q2MZ2_TANK_ROCKET_2:
case Q2MZ2_TANK_ROCKET_3:
dl->color[0] = 1;dl->color[1] = 0.5;dl->color[2] = 0.2;
Q2S_StartSound (NULL, ent, CHAN_WEAPON, S_PrecacheSound("tank/tnkatck1.wav"), 1, ATTN_NORM, 0);
break;
case Q2MZ2_SUPERTANK_ROCKET_1:
case Q2MZ2_SUPERTANK_ROCKET_2:
case Q2MZ2_SUPERTANK_ROCKET_3:
case Q2MZ2_BOSS2_ROCKET_1:
case Q2MZ2_BOSS2_ROCKET_2:
case Q2MZ2_BOSS2_ROCKET_3:
case Q2MZ2_BOSS2_ROCKET_4:
case Q2MZ2_CARRIER_ROCKET_1:
// case Q2MZ2_CARRIER_ROCKET_2:
// case Q2MZ2_CARRIER_ROCKET_3:
// case Q2MZ2_CARRIER_ROCKET_4:
dl->color[0] = 1;dl->color[1] = 0.5;dl->color[2] = 0.2;
Q2S_StartSound (NULL, ent, CHAN_WEAPON, S_PrecacheSound("tank/rocket.wav"), 1, ATTN_NORM, 0);
break;
case Q2MZ2_GUNNER_GRENADE_1:
case Q2MZ2_GUNNER_GRENADE_2:
case Q2MZ2_GUNNER_GRENADE_3:
case Q2MZ2_GUNNER_GRENADE_4:
dl->color[0] = 1;dl->color[1] = 0.5;dl->color[2] = 0;
Q2S_StartSound (NULL, ent, CHAN_WEAPON, S_PrecacheSound("gunner/gunatck3.wav"), 1, ATTN_NORM, 0);
break;
case Q2MZ2_GLADIATOR_RAILGUN_1:
// PMM
case Q2MZ2_CARRIER_RAILGUN:
case Q2MZ2_WIDOW_RAIL:
// pmm
dl->color[0] = 0.5;dl->color[1] = 0.5;dl->color[2] = 1.0;
break;
// --- Xian's shit starts ---
case Q2MZ2_MAKRON_BFG:
dl->color[0] = 0.5;dl->color[1] = 1 ;dl->color[2] = 0.5;
//Q2S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("makron/bfg_fire.wav"), 1, ATTN_NORM, 0);
break;
case Q2MZ2_MAKRON_BLASTER_1:
case Q2MZ2_MAKRON_BLASTER_2:
case Q2MZ2_MAKRON_BLASTER_3:
case Q2MZ2_MAKRON_BLASTER_4:
case Q2MZ2_MAKRON_BLASTER_5:
case Q2MZ2_MAKRON_BLASTER_6:
case Q2MZ2_MAKRON_BLASTER_7:
case Q2MZ2_MAKRON_BLASTER_8:
case Q2MZ2_MAKRON_BLASTER_9:
case Q2MZ2_MAKRON_BLASTER_10:
case Q2MZ2_MAKRON_BLASTER_11:
case Q2MZ2_MAKRON_BLASTER_12:
case Q2MZ2_MAKRON_BLASTER_13:
case Q2MZ2_MAKRON_BLASTER_14:
case Q2MZ2_MAKRON_BLASTER_15:
case Q2MZ2_MAKRON_BLASTER_16:
case Q2MZ2_MAKRON_BLASTER_17:
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
Q2S_StartSound (NULL, ent, CHAN_WEAPON, S_PrecacheSound("makron/blaster.wav"), 1, ATTN_NORM, 0);
break;
case Q2MZ2_JORG_MACHINEGUN_L1:
case Q2MZ2_JORG_MACHINEGUN_L2:
case Q2MZ2_JORG_MACHINEGUN_L3:
case Q2MZ2_JORG_MACHINEGUN_L4:
case Q2MZ2_JORG_MACHINEGUN_L5:
case Q2MZ2_JORG_MACHINEGUN_L6:
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
P_RunParticleEffect (origin, vec3_origin, 0, 40);
CL_SmokeAndFlash(origin);
Q2S_StartSound (NULL, ent, CHAN_WEAPON, S_PrecacheSound("boss3/xfire.wav"), 1, ATTN_NORM, 0);
break;
case Q2MZ2_JORG_MACHINEGUN_R1:
case Q2MZ2_JORG_MACHINEGUN_R2:
case Q2MZ2_JORG_MACHINEGUN_R3:
case Q2MZ2_JORG_MACHINEGUN_R4:
case Q2MZ2_JORG_MACHINEGUN_R5:
case Q2MZ2_JORG_MACHINEGUN_R6:
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
P_RunParticleEffect (origin, vec3_origin, 0, 40);
CL_SmokeAndFlash(origin);
break;
case Q2MZ2_JORG_BFG_1:
dl->color[0] = 0.5;dl->color[1] = 1 ;dl->color[2] = 0.5;
break;
case Q2MZ2_BOSS2_MACHINEGUN_R1:
case Q2MZ2_BOSS2_MACHINEGUN_R2:
case Q2MZ2_BOSS2_MACHINEGUN_R3:
case Q2MZ2_BOSS2_MACHINEGUN_R4:
case Q2MZ2_BOSS2_MACHINEGUN_R5:
case Q2MZ2_CARRIER_MACHINEGUN_R1: // PMM
case Q2MZ2_CARRIER_MACHINEGUN_R2: // PMM
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
P_RunParticleEffect (origin, vec3_origin, 0, 40);
CL_SmokeAndFlash(origin);
break;
// ======
// ROGUE
case Q2MZ2_STALKER_BLASTER:
case Q2MZ2_DAEDALUS_BLASTER:
case Q2MZ2_MEDIC_BLASTER_2:
case Q2MZ2_WIDOW_BLASTER:
case Q2MZ2_WIDOW_BLASTER_SWEEP1:
case Q2MZ2_WIDOW_BLASTER_SWEEP2:
case Q2MZ2_WIDOW_BLASTER_SWEEP3:
case Q2MZ2_WIDOW_BLASTER_SWEEP4:
case Q2MZ2_WIDOW_BLASTER_SWEEP5:
case Q2MZ2_WIDOW_BLASTER_SWEEP6:
case Q2MZ2_WIDOW_BLASTER_SWEEP7:
case Q2MZ2_WIDOW_BLASTER_SWEEP8:
case Q2MZ2_WIDOW_BLASTER_SWEEP9:
case Q2MZ2_WIDOW_BLASTER_100:
case Q2MZ2_WIDOW_BLASTER_90:
case Q2MZ2_WIDOW_BLASTER_80:
case Q2MZ2_WIDOW_BLASTER_70:
case Q2MZ2_WIDOW_BLASTER_60:
case Q2MZ2_WIDOW_BLASTER_50:
case Q2MZ2_WIDOW_BLASTER_40:
case Q2MZ2_WIDOW_BLASTER_30:
case Q2MZ2_WIDOW_BLASTER_20:
case Q2MZ2_WIDOW_BLASTER_10:
case Q2MZ2_WIDOW_BLASTER_0:
case Q2MZ2_WIDOW_BLASTER_10L:
case Q2MZ2_WIDOW_BLASTER_20L:
case Q2MZ2_WIDOW_BLASTER_30L:
case Q2MZ2_WIDOW_BLASTER_40L:
case Q2MZ2_WIDOW_BLASTER_50L:
case Q2MZ2_WIDOW_BLASTER_60L:
case Q2MZ2_WIDOW_BLASTER_70L:
case Q2MZ2_WIDOW_RUN_1:
case Q2MZ2_WIDOW_RUN_2:
case Q2MZ2_WIDOW_RUN_3:
case Q2MZ2_WIDOW_RUN_4:
case Q2MZ2_WIDOW_RUN_5:
case Q2MZ2_WIDOW_RUN_6:
case Q2MZ2_WIDOW_RUN_7:
case Q2MZ2_WIDOW_RUN_8:
dl->color[0] = 0;dl->color[1] = 1;dl->color[2] = 0;
Q2S_StartSound (NULL, ent, CHAN_WEAPON, S_PrecacheSound("tank/tnkatck3.wav"), 1, ATTN_NORM, 0);
break;
case Q2MZ2_WIDOW_DISRUPTOR:
dl->color[0] = -1;dl->color[1] = -1;dl->color[2] = -1;
Q2S_StartSound (NULL, ent, CHAN_WEAPON, S_PrecacheSound("weapons/disint2.wav"), 1, ATTN_NORM, 0);
break;
case Q2MZ2_WIDOW_PLASMABEAM:
case Q2MZ2_WIDOW2_BEAMER_1:
case Q2MZ2_WIDOW2_BEAMER_2:
case Q2MZ2_WIDOW2_BEAMER_3:
case Q2MZ2_WIDOW2_BEAMER_4:
case Q2MZ2_WIDOW2_BEAMER_5:
case Q2MZ2_WIDOW2_BEAM_SWEEP_1:
case Q2MZ2_WIDOW2_BEAM_SWEEP_2:
case Q2MZ2_WIDOW2_BEAM_SWEEP_3:
case Q2MZ2_WIDOW2_BEAM_SWEEP_4:
case Q2MZ2_WIDOW2_BEAM_SWEEP_5:
case Q2MZ2_WIDOW2_BEAM_SWEEP_6:
case Q2MZ2_WIDOW2_BEAM_SWEEP_7:
case Q2MZ2_WIDOW2_BEAM_SWEEP_8:
case Q2MZ2_WIDOW2_BEAM_SWEEP_9:
case Q2MZ2_WIDOW2_BEAM_SWEEP_10:
case Q2MZ2_WIDOW2_BEAM_SWEEP_11:
dl->radius = 300 + (rand()&100);
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
dl->die = cl.time + 200;
break;
// ROGUE
// ======
// --- Xian's shit ends ---
//hmm... he must take AGES on the loo.... :p
}
}
void CLQ2_ParseMuzzleFlash (void)
{
vec3_t fv, rv, dummy;
dlight_t *dl;
int i, weapon;
vec3_t org, ang;
int silenced;
float volume;
char soundname[64];
i = (unsigned short)(short)MSG_ReadShort ();
if (i < 1 || i >= Q2MAX_EDICTS)
Host_Error ("CL_ParseMuzzleFlash: bad entity");
weapon = MSG_ReadByte ();
silenced = weapon & Q2MZ_SILENCED;
weapon &= ~Q2MZ_SILENCED;
CL_GetNumberedEntityInfo(i, org, ang);
dl = CL_AllocDlight (i);
VectorCopy (org, dl->origin);
AngleVectors (ang, fv, rv, dummy);
VectorMA (dl->origin, 18, fv, dl->origin);
VectorMA (dl->origin, 16, rv, dl->origin);
if (silenced)
dl->radius = 100 + (rand()&31);
else
dl->radius = 200 + (rand()&31);
dl->minlight = 32;
dl->die = cl.time+0.05; //+ 0.1;
dl->decay = 1;
dl->channelfade[0] = 2;
dl->channelfade[1] = 2;
dl->channelfade[2] = 2;
if (silenced)
volume = 0.2;
else
volume = 1;
switch (weapon)
{
case Q2MZ_BLASTER:
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
Q2S_StartSound (NULL, i, CHAN_WEAPON, S_PrecacheSound("weapons/blastf1a.wav"), volume, ATTN_NORM, 0);
break;
case Q2MZ_BLUEHYPERBLASTER:
dl->color[0] = 0;dl->color[1] = 0;dl->color[2] = 1;
Q2S_StartSound (NULL, i, CHAN_WEAPON, S_PrecacheSound("weapons/hyprbf1a.wav"), volume, ATTN_NORM, 0);
break;
case Q2MZ_HYPERBLASTER:
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
Q2S_StartSound (NULL, i, CHAN_WEAPON, S_PrecacheSound("weapons/hyprbf1a.wav"), volume, ATTN_NORM, 0);
break;
case Q2MZ_MACHINEGUN:
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
Q_snprintfz(soundname, sizeof(soundname), "weapons/machgf%ib.wav", (rand() % 5) + 1);
Q2S_StartSound (NULL, i, CHAN_WEAPON, S_PrecacheSound(soundname), volume, ATTN_NORM, 0);
break;
case Q2MZ_SHOTGUN:
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
Q2S_StartSound (NULL, i, CHAN_WEAPON, S_PrecacheSound("weapons/shotgf1b.wav"), volume, ATTN_NORM, 0);
Q2S_StartSound (NULL, i, CHAN_AUTO, S_PrecacheSound("weapons/shotgr1b.wav"), volume, ATTN_NORM, 0.1);
break;
case Q2MZ_SSHOTGUN:
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
Q2S_StartSound (NULL, i, CHAN_WEAPON, S_PrecacheSound("weapons/sshotf1b.wav"), volume, ATTN_NORM, 0);
break;
case Q2MZ_CHAINGUN1:
dl->radius = 200 + (rand()&31);
dl->color[0] = 1;dl->color[1] = 0.25;dl->color[2] = 0;
Q_snprintfz(soundname, sizeof(soundname), "weapons/machgf%ib.wav", (rand() % 5) + 1);
Q2S_StartSound (NULL, i, CHAN_WEAPON, S_PrecacheSound(soundname), volume, ATTN_NORM, 0);
break;
case Q2MZ_CHAINGUN2:
dl->radius = 225 + (rand()&31);
dl->color[0] = 1;dl->color[1] = 0.5;dl->color[2] = 0;
dl->die = cl.time + 0.1; // long delay
Q_snprintfz(soundname, sizeof(soundname), "weapons/machgf%ib.wav", (rand() % 5) + 1);
Q2S_StartSound (NULL, i, CHAN_WEAPON, S_PrecacheSound(soundname), volume, ATTN_NORM, 0);
Q_snprintfz(soundname, sizeof(soundname), "weapons/machgf%ib.wav", (rand() % 5) + 1);
Q2S_StartSound (NULL, i, CHAN_AUTO, S_PrecacheSound(soundname), volume, ATTN_NORM, 0.05);
break;
case Q2MZ_CHAINGUN3:
dl->radius = 250 + (rand()&31);
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
dl->die = cl.time + 0.1; // long delay
Q_snprintfz(soundname, sizeof(soundname), "weapons/machgf%ib.wav", (rand() % 5) + 1);
Q2S_StartSound (NULL, i, CHAN_WEAPON, S_PrecacheSound(soundname), volume, ATTN_NORM, 0);
Q_snprintfz(soundname, sizeof(soundname), "weapons/machgf%ib.wav", (rand() % 5) + 1);
Q2S_StartSound (NULL, i, CHAN_AUTO, S_PrecacheSound(soundname), volume, ATTN_NORM, 0.033);
Q_snprintfz(soundname, sizeof(soundname), "weapons/machgf%ib.wav", (rand() % 5) + 1);
Q2S_StartSound (NULL, i, CHAN_AUTO, S_PrecacheSound(soundname), volume, ATTN_NORM, 0.066);
break;
case Q2MZ_RAILGUN:
dl->color[0] = 0.5;dl->color[1] = 0.5;dl->color[2] = 1;
Q2S_StartSound (NULL, i, CHAN_WEAPON, S_PrecacheSound("weapons/railgf1a.wav"), volume, ATTN_NORM, 0);
break;
case Q2MZ_ROCKET:
dl->color[0] = 1;dl->color[1] = 0.5;dl->color[2] = 0.2;
Q2S_StartSound (NULL, i, CHAN_WEAPON, S_PrecacheSound("weapons/rocklf1a.wav"), volume, ATTN_NORM, 0);
Q2S_StartSound (NULL, i, CHAN_AUTO, S_PrecacheSound("weapons/rocklr1b.wav"), volume, ATTN_NORM, 0.1);
break;
case Q2MZ_GRENADE:
dl->color[0] = 1;dl->color[1] = 0.5;dl->color[2] = 0;
Q2S_StartSound (NULL, i, CHAN_WEAPON, S_PrecacheSound("weapons/grenlf1a.wav"), volume, ATTN_NORM, 0);
Q2S_StartSound (NULL, i, CHAN_AUTO, S_PrecacheSound("weapons/grenlr1b.wav"), volume, ATTN_NORM, 0.1);
break;
case Q2MZ_BFG:
dl->color[0] = 0;dl->color[1] = 1;dl->color[2] = 0;
Q2S_StartSound (NULL, i, CHAN_WEAPON, S_PrecacheSound("weapons/bfg__f1y.wav"), volume, ATTN_NORM, 0);
break;
case Q2MZ_LOGIN:
dl->color[0] = 0;dl->color[1] = 1; dl->color[2] = 0;
dl->die = cl.time + 1.0;
Q2S_StartSound (NULL, i, CHAN_WEAPON, S_PrecacheSound("weapons/grenlf1a.wav"), 1, ATTN_NORM, 0);
// CL_LogoutEffect (pl->current.origin, weapon);
break;
case Q2MZ_LOGOUT:
dl->color[0] = 1;dl->color[1] = 0; dl->color[2] = 0;
dl->die = cl.time + 1.0;
Q2S_StartSound (NULL, i, CHAN_WEAPON, S_PrecacheSound("weapons/grenlf1a.wav"), 1, ATTN_NORM, 0);
// CL_LogoutEffect (pl->current.origin, weapon);
break;
case Q2MZ_RESPAWN:
dl->color[0] = 1;dl->color[1] = 1; dl->color[2] = 0;
dl->die = cl.time + 1.0;
Q2S_StartSound (NULL, i, CHAN_WEAPON, S_PrecacheSound("weapons/grenlf1a.wav"), 1, ATTN_NORM, 0);
// CL_LogoutEffect (pl->current.origin, weapon);
break;
// RAFAEL
case Q2MZ_PHALANX:
dl->color[0] = 1;dl->color[1] = 0.5; dl->color[2] = 0.5;
Q2S_StartSound (NULL, i, CHAN_WEAPON, S_PrecacheSound("weapons/plasshot.wav"), volume, ATTN_NORM, 0);
break;
// RAFAEL
case Q2MZ_IONRIPPER:
dl->color[0] = 1;dl->color[1] = 0.5; dl->color[2] = 0.5;
Q2S_StartSound (NULL, i, CHAN_WEAPON, S_PrecacheSound("weapons/rippfire.wav"), volume, ATTN_NORM, 0);
break;
// ======================
// PGM
case Q2MZ_ETF_RIFLE:
dl->color[0] = 0.9;dl->color[1] = 0.7;dl->color[2] = 0;
Q2S_StartSound (NULL, i, CHAN_WEAPON, S_PrecacheSound("weapons/nail1.wav"), volume, ATTN_NORM, 0);
break;
case Q2MZ_SHOTGUN2:
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
Q2S_StartSound (NULL, i, CHAN_WEAPON, S_PrecacheSound("weapons/shotg2.wav"), volume, ATTN_NORM, 0);
break;
case Q2MZ_HEATBEAM:
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
dl->die = cl.time + 100;
// Q2S_StartSound (NULL, i, CHAN_WEAPON, S_PrecacheSound("weapons/bfg__l1a.wav"), volume, ATTN_NORM, 0);
break;
case Q2MZ_BLASTER2:
dl->color[0] = 0;dl->color[1] = 1;dl->color[2] = 0;
// FIXME - different sound for blaster2 ??
Q2S_StartSound (NULL, i, CHAN_WEAPON, S_PrecacheSound("weapons/blastf1a.wav"), volume, ATTN_NORM, 0);
break;
case Q2MZ_TRACKER:
// negative flashes handled the same in gl/soft until CL_AddDLights
dl->color[0] = -1;dl->color[1] = -1;dl->color[2] = -1;
Q2S_StartSound (NULL, i, CHAN_WEAPON, S_PrecacheSound("weapons/disint2.wav"), volume, ATTN_NORM, 0);
break;
case Q2MZ_NUKE1:
dl->color[0] = 1;dl->color[1] = 0;dl->color[2] = 0;
dl->die = cl.time + 100;
break;
case Q2MZ_NUKE2:
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
dl->die = cl.time + 100;
break;
case Q2MZ_NUKE4:
dl->color[0] = 0;dl->color[1] = 0;dl->color[2] = 1;
dl->die = cl.time + 100;
break;
case Q2MZ_NUKE8:
dl->color[0] = 0;dl->color[1] = 1;dl->color[2] = 1;
dl->die = cl.time + 100;
break;
// PGM
// ======================
}
}
void CLQ2_ParseMuzzleFlash2 (void)
{
int ent;
int flash_number;
ent = (unsigned short)(short)MSG_ReadShort ();
if (ent < 1 || ent >= Q2MAX_EDICTS)
Host_EndGame ("CL_ParseMuzzleFlash2: bad entity");
flash_number = MSG_ReadByte ();
CLQ2_RunMuzzleFlash2(ent, flash_number);
}
void CLQ2_ParseInventory (int seat)
{
unsigned int i;
for (i=0 ; i<Q2MAX_ITEMS ; i++)
cl.inventory[seat][i] = MSG_ReadShort ();
}
/*
=========================================================================
FRAME PARSING
=========================================================================
*/
/*
=================
CL_ParseEntityBits
Returns the entity number and the header bits
=================
*/
//static int bitcounts[32]; /// just for protocol profiling
static int CLQ2_ParseEntityBits (unsigned int *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<<i))
bitcounts[i]++;
*/
if (total & Q2U_NUMBER16)
number = (unsigned short)MSG_ReadShort ();
else
number = MSG_ReadByte ();
*bits = total;
return number;
}
/*
==================
CL_ParseDelta
Can go from either a baseline or a previous packet_entity
==================
*/
static void CLQ2_ParseDelta (entity_state_t *from, entity_state_t *to, int number, int bits)
{
// set everything to the state we are delta'ing from
*to = *from;
VectorCopy (from->origin, to->u.q2.old_origin);
to->number = number;
if (bits & Q2U_MODEL)
{
if (bits & Q2UX_INDEX16)
to->modelindex = MSG_ReadShort();
else
to->modelindex = MSG_ReadByte ();
}
if (bits & Q2U_MODEL2)
{
if (bits & Q2UX_INDEX16)
to->modelindex2 = MSG_ReadShort();
else
to->modelindex2 = MSG_ReadByte ();
}
if (bits & Q2U_MODEL3)
{
if (bits & Q2UX_INDEX16)
to->u.q2.modelindex3 = MSG_ReadShort();
else
to->u.q2.modelindex3 = MSG_ReadByte ();
}
if (bits & Q2U_MODEL4)
{
if (bits & Q2UX_INDEX16)
to->u.q2.modelindex4 = MSG_ReadShort();
else
to->u.q2.modelindex4 = MSG_ReadByte ();
}
if (bits & Q2U_FRAME8)
to->frame = MSG_ReadByte ();
if (bits & Q2U_FRAME16)
to->frame = MSG_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() & 0x0007ffff; //only the standard ones actually supported by vanilla q2.
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 & Q2UX_ANGLE16) && (net_message.prim.flags & NPQ2_ANG16))
{
if (bits & Q2U_ANGLE1)
to->angles[0] = MSG_ReadAngle16();
if (bits & Q2U_ANGLE2)
to->angles[1] = MSG_ReadAngle16();
if (bits & Q2U_ANGLE3)
to->angles[2] = MSG_ReadAngle16();
}
else
{
if (bits & Q2U_ANGLE1)
to->angles[0] = MSG_ReadAngle();
if (bits & Q2U_ANGLE2)
to->angles[1] = MSG_ReadAngle();
if (bits & Q2U_ANGLE3)
to->angles[2] = MSG_ReadAngle();
}
if (bits & Q2U_OLDORIGIN)
MSG_ReadPos (to->u.q2.old_origin);
if (bits & Q2U_SOUND)
{
if (bits & Q2UX_INDEX16)
to->u.q2.sound = MSG_ReadShort();
else
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)
{
if (net_message.prim.flags & NPQ2_SOLID32)
to->solidsize = MSG_ReadLong();
else
to->solidsize = MSG_ReadSize16 (&net_message);
}
}
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
|| fabs(state->origin[0] - ent->current.origin[0]) > 512
|| fabs(state->origin[1] - ent->current.origin[1]) > 512
|| fabs(state->origin[2] - ent->current.origin[2]) > 512
|| state->u.q2.event == Q2EV_PLAYER_TELEPORT
|| state->u.q2.event == Q2EV_OTHER_TELEPORT
)
{
ent->serverframe = -99;
}
if (ent->serverframe != cl.q2frame.serverframe - 1)
{ // wasn't in last update, so initialize some things
// clear trailstate
P_DelinkTrailstate(&ent->trailstate);
// duplicate the current state so lerping doesn't hurt anything
ent->prev = *state;
if (state->u.q2.event == Q2EV_OTHER_TELEPORT)
{
VectorCopy (state->origin, ent->prev.origin);
VectorCopy (state->origin, ent->lerp_origin);
}
else
{
VectorCopy (state->u.q2.old_origin, ent->prev.origin);
VectorCopy (state->u.q2.old_origin, ent->lerp_origin);
}
}
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)
{
unsigned int newnum;
unsigned int bits;
entity_state_t *oldstate=NULL;
unsigned int oldindex, oldnum;
cl.validsequence = cls.netchan.incoming_sequence;
cl.ackedmovesequence = cl.validsequence;
cl.outframes[cl.ackedmovesequence&UPDATE_MASK].latency = realtime - cl.outframes[cl.ackedmovesequence&UPDATE_MASK].senttime;
newframe->parse_entities = cl.parse_entities;
newframe->num_entities = 0;
// delta from the entities present in oldframe
oldindex = 0;
if (!oldframe)
oldnum = 99999;
else
{
if (oldindex >= oldframe->num_entities)
oldnum = 99999;
else
{
oldstate = &clq2_parse_entities[(oldframe->parse_entities+oldindex) & (MAX_PARSE_ENTITIES-1)];
oldnum = oldstate->number;
}
}
while (1)
{
newnum = CLQ2_ParseEntityBits (&bits);
if (newnum >= MAX_Q2EDICTS)
Host_EndGame ("CL_ParsePacketEntities: bad number:%i", newnum);
if (msg_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 (!oldframe || oldindex >= oldframe->num_entities)
oldnum = 99999;
else
{
oldstate = &clq2_parse_entities[(oldframe->parse_entities+oldindex) & (MAX_PARSE_ENTITIES-1)];
oldnum = oldstate->number;
}
}
if (bits & Q2U_REMOVE)
{ // the entity present in oldframe is not in the current frame
if (cl_shownet.ival == 3)
Con_Printf (" remove: %i\n", newnum);
if (oldnum != newnum)
Con_Printf ("U_REMOVE: oldnum != newnum\n");
oldindex++;
if (!oldframe || oldindex >= oldframe->num_entities)
oldnum = 99999;
else
{
oldstate = &clq2_parse_entities[(oldframe->parse_entities+oldindex) & (MAX_PARSE_ENTITIES-1)];
oldnum = oldstate->number;
}
continue;
}
if (oldnum == newnum)
{ // delta from previous state
if (cl_shownet.ival == 3)
Con_Printf (" 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 (int seat, q2frame_t *oldframe, q2frame_t *newframe, int extflags)
{
int flags;
q2player_state_t *state;
int i;
int statbits;
state = &newframe->playerstate[seat];
// clear to old value before delta parsing
if (oldframe)
{
*state = oldframe->playerstate[seat];
newframe->clientnum[seat] = oldframe->clientnum[seat];
}
else
{
memset (state, 0, sizeof(*state));
newframe->clientnum[seat] = cl.playerview[seat].playernum;
}
flags = (unsigned short)MSG_ReadShort ();
if (flags & Q2PS_EXTRABITS)
flags |= MSG_ReadByte()<<16;
//
// 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 ();
if (extflags & Q2PSX_OLD)
state->pmove.origin[2] = MSG_ReadShort ();
}
if (extflags & Q2PSX_M_ORIGIN2)
state->pmove.origin[2] = MSG_ReadShort ();
if (flags & Q2PS_M_VELOCITY)
{
state->pmove.velocity[0] = MSG_ReadShort ();
state->pmove.velocity[1] = MSG_ReadShort ();
if (extflags & Q2PSX_OLD)
state->pmove.velocity[2] = MSG_ReadShort ();
}
if (extflags & Q2PSX_M_VELOCITY2)
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 ();
if (extflags & Q2PSX_OLD)
state->viewangles[2] = MSG_ReadAngle16 ();
}
if (extflags & Q2PSX_VIEWANGLE2)
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)
{
if (flags & Q2PS_INDEX16)
state->gunindex = MSG_ReadShort ();
else
state->gunindex = MSG_ReadByte ();
}
if (flags & Q2PS_WEAPONFRAME)
{
if (flags & Q2PS_INDEX16)
state->gunframe = MSG_ReadShort ();
else
state->gunframe = MSG_ReadByte ();
if (extflags & Q2PSX_OLD)
{
state->gunoffset[0] = MSG_ReadChar ()*0.25;
state->gunoffset[1] = MSG_ReadChar ()*0.25;
state->gunoffset[2] = MSG_ReadChar ()*0.25;
state->gunangles[0] = MSG_ReadChar ()*0.25;
state->gunangles[1] = MSG_ReadChar ()*0.25;
state->gunangles[2] = MSG_ReadChar ()*0.25;
}
}
if (extflags & Q2PSX_GUNOFFSET)
{
state->gunoffset[0] = MSG_ReadChar ()*0.25;
state->gunoffset[1] = MSG_ReadChar ()*0.25;
state->gunoffset[2] = MSG_ReadChar ()*0.25;
}
if (extflags & Q2PSX_GUNANGLES)
{
state->gunangles[0] = MSG_ReadChar ()*0.25;
state->gunangles[1] = MSG_ReadChar ()*0.25;
state->gunangles[2] = MSG_ReadChar ()*0.25;
}
if (flags & Q2PS_BLEND)
{
state->blend[0] = MSG_ReadByte ()/255.0;
state->blend[1] = MSG_ReadByte ()/255.0;
state->blend[2] = MSG_ReadByte ()/255.0;
state->blend[3] = MSG_ReadByte ()/255.0;
}
if (flags & Q2PS_FOV)
state->fov = MSG_ReadByte ();
if (flags & Q2PS_RDFLAGS)
state->rdflags = MSG_ReadByte ();
// parse stats
if (extflags & (Q2PSX_OLD|Q2PSX_STATS))
statbits = MSG_ReadLong ();
else
statbits = 0;
if (statbits)
{
for (i=0 ; i<Q2MAX_STATS ; i++)
if (statbits & (1<<i) )
state->stats[i] = MSG_ReadShort();
}
if ((extflags & Q2PSX_CLIENTNUM) || (flags & Q2PS_CLIENTNUM))
newframe->clientnum[seat] = MSG_ReadByte();
}
/*
==================
CL_FireEntityEvents
==================
*/
void CLQ2_FireEntityEvents (q2frame_t *frame)
{
entity_state_t *s1;
int pnum, num;
for (pnum = 0 ; pnum<frame->num_entities ; pnum++)
{
num = (frame->parse_entities + pnum)&(MAX_PARSE_ENTITIES-1);
s1 = &clq2_parse_entities[num];
if (s1->u.q2.event)
CLQ2_EntityEvent (s1);
// EF_TELEPORTER acts like an event, but is not cleared each frame
if (s1->effects & Q2EF_TELEPORTER)
CLQ2_TeleporterParticles (s1);
}
}
void CLR1Q2_ParsePlayerUpdate(void)
{
unsigned int framenum = MSG_ReadLong();
q2frame_t *frame = &cl.q2frames[framenum & Q2UPDATE_MASK];
int seat;
if (frame->serverframe != framenum)
Con_DPrintf("svcr1q2_playerupdate: stale frame\n");
else if (!frame->valid)
Con_DPrintf("svcr1q2_playerupdate: invalid frame\n"); //excrement happens.
else
{
int pnum;
vec3_t neworg;
entity_state_t *st;
for (pnum = 0; pnum < frame->num_entities; pnum++)
{
st = &clq2_parse_entities[(frame->parse_entities+pnum) & (MAX_PARSE_ENTITIES-1)];
//I don't like how r1q2 does its maxclients, so I'm just going to go on message size instead
if (msg_readcount == net_message.cursize)
break;
//the local client(s) is not included, thanks to prediction covering that.
for (seat = 0; seat < cl.splitclients; seat++)
{
if (st->number == cl.playerview[0].playernum+1)
break;
}
if (seat != cl.splitclients)
continue;
if (st->number != 1)
continue;
//FIXME: handle this, with lerping and stuff.
MSG_ReadPos(neworg);
}
//just for sanity's sake
if (msg_readcount != net_message.cursize)
msg_badread = true;
}
//this should be the only/last thing in these packets, because if it isn't then we're screwed when a packet got lost
msg_readcount = net_message.cursize;
}
/*
================
CL_ParseFrame
================
*/
void CLQ2_ParseFrame (int extrabits)
{
int cmd;
int len;
q2frame_t *old;
int i,j, chokecount;
memset (&cl.q2frame, 0, sizeof(cl.q2frame));
#if 0
CLQ2_ClearProjectiles(); // clear projectiles for new frame
#endif
if (cls.protocol_q2 == PROTOCOL_VERSION_R1Q2 || cls.protocol_q2 == PROTOCOL_VERSION_Q2PRO)
{
unsigned int bits = MSG_ReadLong();
cl.q2frame.serverframe = bits & 0x07ffffff;
i = bits >> 27;
if (i == 31)
cl.q2frame.deltaframe = -1;
else
cl.q2frame.deltaframe = cl.q2frame.serverframe - i;
bits = MSG_ReadByte();
chokecount = bits & 0xf;
extrabits = (extrabits<<4) | (bits>>4);
}
else
{
cl.q2frame.serverframe = MSG_ReadLong ();
cl.q2frame.deltaframe = MSG_ReadLong ();
if (cls.protocol_q2 > 26)
chokecount = MSG_ReadByte ();
else
chokecount = 0;
extrabits = Q2PSX_OLD;
}
cl.q2frame.servertime = cl.q2frame.serverframe*(1000/cl.q2svnetrate);
cl.oldgametime = cl.gametime;
cl.oldgametimemark = cl.gametimemark;
cl.gametime = cl.q2frame.servertime/1000.f;
cl.gametimemark = realtime;
for (j=0 ; j<chokecount ; j++)
cl.outframes[ (cls.netchan.incoming_acknowledged-1-j)&UPDATE_MASK ].latency = -2;
if (cl_shownet.value == 3)
Con_Printf (" frame:%i delta:%i\n", cl.q2frame.serverframe, cl.q2frame.deltaframe);
// If the frame is delta compressed from data that we
// no longer have available, we must suck up the rest of
// the frame, but not use it, then ask for a non-compressed
// message
if (cl.q2frame.deltaframe <= 0)
{
cl.q2frame.valid = true; // uncompressed frame
old = NULL;
cls.demohadkeyframe = true; //yay! all is right with the world!
}
else
{
old = &cl.q2frames[cl.q2frame.deltaframe & Q2UPDATE_MASK];
if (!old->valid)
{ // should never happen
Con_Printf ("Delta from invalid frame (not supposed to happen!).\n");
cl.q2frame.valid = true; // uncompressed frame
old = NULL;
}
else if (old->serverframe != cl.q2frame.deltaframe)
{ // The frame that the server did the delta from
// is too old, so we can't reconstruct it properly.
Con_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);
// normally playerstate then packet entities
//in splitscreen we may have multiple player states, one per player.
if (cls.protocol_q2 != PROTOCOL_VERSION_R1Q2 && cls.protocol_q2 != PROTOCOL_VERSION_Q2PRO)
{
cl.splitclients = 0;
for (cl.splitclients = 0; ; )
{
cmd = MSG_ReadByte ();
// SHOWNET(svc_strings[cmd]);
if (cmd == svcq2_playerinfo && cl.splitclients < MAX_SPLITS)
CLQ2_ParsePlayerstate (cl.splitclients++, old, &cl.q2frame, extrabits);
else
break;
}
if (!cl.splitclients)
Host_EndGame ("CL_ParseFrame: no playerinfo");
if (cmd != svcq2_packetentities)
Host_EndGame ("CL_ParseFrame: not packetentities");
}
else
{
cl.splitclients = 1;
CLQ2_ParsePlayerstate (0, old, &cl.q2frame, extrabits);
}
CLQ2_ParsePacketEntities (old, &cl.q2frame);
for (cmd = 0; cmd < MAX_SPLITS; cmd++)
cl.playerview[cmd].viewentity = cl.q2frame.clientnum[cmd]+1;
// save the frame off in the backup array for later delta comparisons
cl.q2frames[cl.q2frame.serverframe & Q2UPDATE_MASK] = cl.q2frame;
cl.parsecount = cl.q2frame.serverframe;
if (cl.q2frame.valid)
{
// getting a valid frame message ends the connection process
if (cls.state != ca_active)
{
CL_MakeActive("Quake2");
// cl.force_refdef = true;
// cl.predicted_origin[0] = cl.q2frame.playerstate[0].pmove.origin[0]*0.125;
// cl.predicted_origin[1] = cl.q2frame.playerstate[0].pmove.origin[1]*0.125;
// cl.predicted_origin[2] = cl.q2frame.playerstate[0].pmove.origin[2]*0.125;
// VectorCopy (cl.q2frame.playerstate[0].viewangles, cl.predicted_angles);
// if (cls.disable_servercount != cl.servercount
// && cl.refresh_prepped)
SCR_EndLoadingPlaque (); // get rid of loading plaque
}
// cl.sound_prepped = true; // can start mixing ambient sounds
// fire entity events
CLQ2_FireEntityEvents (&cl.q2frame);
#ifdef Q2BSPS
CLQ2_CheckPredictionError ();
#endif
cl.validsequence = cl.q2frame.serverframe;
}
}
/*
==========================================================================
INTERPOLATE BETWEEN FRAMES TO GET RENDERING PARMS
==========================================================================
*/
/*
struct model_s *S_RegisterSexedModel (entity_state_t *ent, char *base)
{
int n;
char *p;
struct model_s *mdl;
char model[MAX_QPATH];
char buffer[MAX_QPATH];
// determine what model the client is using
model[0] = 0;
n = CS_PLAYERSKINS + ent->number - 1;
if (cl.configstrings[n][0])
{
p = strchr(cl.configstrings[n], '\\');
if (p)
{
p += 1;
strcpy(model, p);
p = strchr(model, '/');
if (p)
*p = 0;
}
}
// if we can't figure it out, they're male
if (!model[0])
strcpy(model, "male");
Com_sprintf (buffer, sizeof(buffer), "players/%s/%s", model, base+1);
mdl = re.RegisterModel(buffer);
if (!mdl) {
// not found, try default weapon model
Com_sprintf (buffer, sizeof(buffer), "players/%s/weapon.md2", model);
mdl = re.RegisterModel(buffer);
if (!mdl) {
// no, revert to the male model
Com_sprintf (buffer, sizeof(buffer), "players/%s/%s", "male", base+1);
mdl = re.RegisterModel(buffer);
if (!mdl) {
// last try, default male weapon.md2
Com_sprintf (buffer, sizeof(buffer), "players/male/weapon.md2");
mdl = re.RegisterModel(buffer);
}
}
}
return mdl;
}
*/
//returns a list of all the ents currently trying to play a sound.
unsigned int CLQ2_GatherSounds(vec3_t *positions, unsigned int *entnums, sfx_t **sounds, unsigned int max)
{
entity_state_t *s1;
sfx_t *sfx;
unsigned int pnum;
unsigned int count = 0;
q2frame_t *frame = &cl.q2frame;
for (pnum = 0 ; pnum<frame->num_entities ; pnum++)
{
s1 = &clq2_parse_entities[(frame->parse_entities+pnum)&(MAX_PARSE_ENTITIES-1)];
if (s1->u.q2.sound > 0 && s1->u.q2.sound < MAX_PRECACHE_SOUNDS)
{
sfx = cl.sound_precache[s1->u.q2.sound];
if (sfx)
{
if (count == max)
{
Con_DPrintf("Exceeded limit of %d looped sounds\n", max);
break;
}
//fixme: sexed sounds
entnums[count] = s1->number;
VectorCopy(s1->origin, positions[count]);
sounds[count] = sfx;
count++;
}
}
}
return count;
}
/*
===============
CL_AddPacketEntities
===============
*/
static void CLQ2_AddPacketEntities (q2frame_t *frame)
{
entity_t ent;
entity_state_t *s1;
float autorotate;
int i;
int pnum;
q2centity_t *cent;
int autoanim;
// q2clientinfo_t *ci;
player_info_t *player;
unsigned int effects, renderfx;
float back, fwds;
float timestep = cl.gametime-cl.oldgametime;
// 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 ; pnum<frame->num_entities ; pnum++)
{
s1 = &clq2_parse_entities[(frame->parse_entities+pnum)&(MAX_PARSE_ENTITIES-1)];
cent = &cl_entities[s1->number];
effects = s1->effects;
renderfx = s1->u.q2.renderfx;
ent.rtype = RT_MODEL;
ent.keynum = s1->number;
ent.scale = 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;
#ifdef HEXEN2
ent.h2playerclass = 0;
#endif
ent.playerindex = -1;
ent.customskin = 0;
// set frame
if (effects & Q2EF_ANIM01)
ent.framestate.g[FS_REG].frame[0] = autoanim & 1;
else if (effects & Q2EF_ANIM23)
ent.framestate.g[FS_REG].frame[0] = 2 + (autoanim & 1);
else if (effects & Q2EF_ANIM_ALL)
ent.framestate.g[FS_REG].frame[0] = autoanim;
else if (effects & Q2EF_ANIM_ALLFAST)
ent.framestate.g[FS_REG].frame[0] = cl.time / 100;
else
ent.framestate.g[FS_REG].frame[0] = s1->frame;
// quad and pent can do different things on client
if (effects & Q2EF_PENT)
{
effects &= ~Q2EF_PENT;
effects |= Q2EF_COLOR_SHELL;
renderfx |= Q2RF_SHELL_RED;
}
if (effects & Q2EF_QUAD)
{
effects &= ~Q2EF_QUAD;
effects |= Q2EF_COLOR_SHELL;
renderfx |= Q2RF_SHELL_BLUE;
}
//======
// PMM
if (effects & Q2EF_DOUBLE)
{
effects &= ~Q2EF_DOUBLE;
effects |= Q2EF_COLOR_SHELL;
renderfx |= Q2RF_SHELL_DOUBLE;
}
if (effects & Q2EF_HALF_DAMAGE)
{
effects &= ~Q2EF_HALF_DAMAGE;
effects |= Q2EF_COLOR_SHELL;
renderfx |= Q2RF_SHELL_HALF_DAM;
}
// pmm
//======
ent.framestate.g[FS_REG].frame[1] = cent->prev.frame;
ent.framestate.g[FS_REG].lerpweight[0] = 1-cl.lerpfrac;
ent.framestate.g[FS_REG].lerpweight[1] = 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_8to24srgbtable[ent.skinnum & 0xFF] >> 0) & 0xFF)/255.0;
ent.shaderRGBAf[1] = ((d_8to24srgbtable[ent.skinnum & 0xFF] >> 8) & 0xFF)/255.0;
ent.shaderRGBAf[2] = ((d_8to24srgbtable[ent.skinnum & 0xFF] >> 16) & 0xFF)/255.0;
ent.shaderRGBAf[3] = 0.30;
ent.model = NULL;
ent.framestate.g[FS_REG].lerpweight[0] = 0;
ent.framestate.g[FS_REG].lerpweight[1] = 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->loadstate != MLS_LOADED) //we need to do better than this
{
ent.model = Mod_ForName("players/male/tris.md2", MLV_SILENT);
ent.customskin = Mod_RegisterSkinFile("players/male/grunt.skin");
if (!ent.customskin)
ent.customskin = Mod_ReadSkinFile("players/male/grunt.skin", "replace \"\" \"players/male/grunt.pcx\"");
}
else
ent.customskin = player->skinid;
ent.playerindex = (s1->skinnum&0xff)%cl.allocated_client_slots;
/* ci = &cl.clientinfo[s1->skinnum & 0xff];
// ent.skin = ci->skin;
ent.model = ci->model;
if (!ent.skin || !ent.model)
{
ent.skin = cl.baseclientinfo.skin;
ent.model = cl.baseclientinfo.model;
}
//============
//PGM
if (renderfx & Q2RF_USE_DISGUISE)
{
if(!strncmp((char *)ent.skin, "players/male", 12))
{
ent.skin = re.RegisterSkin ("players/male/disguise.pcx");
ent.model = re.RegisterModel ("players/male/tris.md2");
}
else if(!strncmp((char *)ent.skin, "players/female", 14))
{
ent.skin = re.RegisterSkin ("players/female/disguise.pcx");
ent.model = re.RegisterModel ("players/female/tris.md2");
}
else if(!strncmp((char *)ent.skin, "players/cyborg", 14))
{
ent.skin = re.RegisterSkin ("players/cyborg/disguise.pcx");
ent.model = re.RegisterModel ("players/cyborg/tris.md2");
}
}*/
//PGM
//============
}
else
{
ent.skinnum = s1->skinnum;
// ent.skin = NULL;
ent.model = cl.model_precache[s1->modelindex];
}
}
// only used for black hole model right now, FIXME: do better
if (renderfx == RF_TRANSLUCENT)
ent.shaderRGBAf[3] = 0.70;
// render effects (fullbright, translucent, etc)
if ((effects & Q2EF_COLOR_SHELL))
ent.flags = 0; // renderfx go on color shell entity
else
ent.flags = renderfx;
// calculate angles
if (effects & Q2EF_ROTATE)
{ // some bonus items auto-rotate
ent.angles[0] = 0;
ent.angles[1] = autorotate;
ent.angles[2] = 0;
}
// RAFAEL
else if (effects & Q2EF_SPINNINGLIGHTS)
{
ent.angles[0] = 0;
ent.angles[1] = anglemod(cl.time/2) + s1->angles[1];
ent.angles[2] = 180;
{
vec3_t forward;
vec3_t start;
AngleVectors (ent.angles, forward, NULL, NULL);
VectorMA (ent.origin, 64, forward, start);
V_AddLight (ent.keynum, start, 100, 0.2, 0, 0);
}
}
else
{ // interpolate angles
float a1, a2;
for (i=0 ; i<3 ; i++)
{
a1 = cent->current.angles[i];
a2 = cent->prev.angles[i];
ent.angles[i] = LerpAngle (a2, a1, cl.lerpfrac);
}
}
ent.angles[0]*=r_meshpitch.value; //q2 has it fixed. consistency...
ent.angles[2]*=r_meshroll.value; //h2 doesn't. consistency...
if (s1->number == cl.playerview[0].playernum+1) //woo! this is us!
{
// VectorCopy(cl.predicted_origin, ent.origin);
// VectorCopy(cl.predicted_origin, ent.oldorigin);
ent.flags |= RF_EXTERNALMODEL; // only draw from mirrors
renderfx |= RF_EXTERNALMODEL;
if (effects & Q2EF_FLAG1)
V_AddLight (ent.keynum, ent.origin, 225, 0.2, 0.05, 0.05);
else if (effects & Q2EF_FLAG2)
V_AddLight (ent.keynum, ent.origin, 225, 0.05, 0.05, 0.2);
else if (effects & Q2EF_TAGTRAIL) //PGM
V_AddLight (ent.keynum, ent.origin, 225, 0.2, 0.2, 0.0); //PGM
else if (effects & Q2EF_TRACKERTRAIL) //PGM
V_AddLight (ent.keynum, ent.origin, 225, -0.2, -0.2, -0.2); //PGM
}
// if set to invisible, skip
if (!s1->modelindex)
continue;
if (effects & Q2EF_BFG)
{
ent.flags |= RF_TRANSLUCENT;
ent.shaderRGBAf[3] = 0.30;
}
// RAFAEL
if (effects & Q2EF_PLASMA)
{
ent.flags |= RF_TRANSLUCENT;
ent.shaderRGBAf[3] = 0.6;
}
if (effects & Q2EF_SPHERETRANS)
{
ent.flags |= RF_TRANSLUCENT;
// PMM - *sigh* yet more EF overloading
if (effects & Q2EF_TRACKERTRAIL)
ent.shaderRGBAf[3] = 0.6;
else
ent.shaderRGBAf[3] = 0.3;
}
//pmm
/*lerp the ent now*/
fwds = ent.framestate.g[FS_REG].lerpweight[1];
back = ent.framestate.g[FS_REG].lerpweight[0];
for (i = 0; i < 3; i++)
{
ent.origin[i] = ent.origin[i]*fwds + ent.oldorigin[i]*back;
}
ent.framestate.g[FS_REG].lerpweight[0] = fwds;
ent.framestate.g[FS_REG].lerpweight[1] = back;
if ((renderfx & Q2RF_IR_VISIBLE) && (r_refdef.flags & Q2RDF_IRGOGGLES))
{
//IR googles make ir visible ents visible in pure red.
ent.shaderRGBAf[0] = 1;
ent.shaderRGBAf[1] = 0;
ent.shaderRGBAf[2] = 0;
//bypasses world lighting
ent.light_known = true;
VectorSet(ent.light_avg, 1, 1, 1);
VectorSet(ent.light_range, 0, 0, 0);
//(yes, its a bit shit. not even a post-process thing)
}
// add to refresh list
V_AddEntity (&ent);
ent.light_known = false;
ent.customskin = 0;
// color shells generate a seperate entity for the main model
if (effects & Q2EF_COLOR_SHELL)
{
// PMM - at this point, all of the shells have been handled
// if we're in the rogue pack, set up the custom mixing, otherwise just
// keep going
// all of the solo colors are fine. we need to catch any of the combinations that look bad
// (double & half) and turn them into the appropriate color, and make double/quad something special
if (renderfx & Q2RF_SHELL_HALF_DAM)
{
{
// ditch the half damage shell if any of red, blue, or double are on
if (renderfx & (Q2RF_SHELL_RED|Q2RF_SHELL_BLUE|Q2RF_SHELL_DOUBLE))
renderfx &= ~Q2RF_SHELL_HALF_DAM;
}
}
if (renderfx & Q2RF_SHELL_DOUBLE)
{
{
// lose the yellow shell if we have a red, blue, or green shell
if (renderfx & (Q2RF_SHELL_RED|Q2RF_SHELL_BLUE|Q2RF_SHELL_GREEN))
renderfx &= ~Q2RF_SHELL_DOUBLE;
// if we have a red shell, turn it to purple by adding blue
if (renderfx & Q2RF_SHELL_RED)
renderfx |= Q2RF_SHELL_BLUE;
// if we have a blue shell (and not a red shell), turn it to cyan by adding green
else if (renderfx & Q2RF_SHELL_BLUE)
{
// go to green if it's on already, otherwise do cyan (flash green)
if (renderfx & Q2RF_SHELL_GREEN)
renderfx &= ~Q2RF_SHELL_BLUE;
else
renderfx |= Q2RF_SHELL_GREEN;
}
}
}
// pmm
ent.flags = renderfx;
ent.shaderRGBAf[3] = 0.20;
ent.shaderRGBAf[0] = (!!(renderfx & Q2RF_SHELL_RED));
ent.shaderRGBAf[1] = (!!(renderfx & Q2RF_SHELL_GREEN));
ent.shaderRGBAf[2] = (!!(renderfx & Q2RF_SHELL_BLUE));
ent.forcedshader = R_RegisterCustom("q2/shell", SUF_NONE, Shader_DefaultSkinShell, NULL);
ent.fatness = 2;
V_AddEntity (&ent);
ent.fatness = 0;
}
ent.forcedshader = NULL;
// ent.skin = NULL; // never use a custom skin on others
ent.skinnum = 0;
ent.flags &= RF_EXTERNALMODEL;
ent.shaderRGBAf[3] = 1;
// duplicate for linked models
if (s1->modelindex2)
{
if (s1->modelindex2 == 255)
{ // custom weapon
char *modelname;
char *skin;
ent.model=NULL;
player = &cl.players[(s1->skinnum&0xff)%MAX_CLIENTS];
modelname = InfoBuf_ValueForKey(&player->userinfo, "skin");
if (!modelname[0])
modelname = "male";
skin = strchr(modelname, '/');
if (skin) *skin = '\0';
i = (s1->skinnum >> 8); // 0 is default weapon model
if (i < 0 || i >= cl.numq2visibleweapons)
i = 0; //0 is always valid
ent.model = Mod_ForName(va("players/%s/%s", modelname, cl.q2visibleweapons[i]), MLV_WARN);
if (ent.model->loadstate == MLS_FAILED && i)
{
i = 0;
ent.model = Mod_ForName(va("players/%s/%s", modelname, cl.q2visibleweapons[i]), MLV_WARN);
}
if (ent.model->loadstate == MLS_FAILED && strcmp(modelname, "male"))
ent.model = Mod_ForName(va("players/%s/%s", "male", cl.q2visibleweapons[i]), MLV_WARN);
}
else
ent.model = cl.model_precache[s1->modelindex2];
// PMM - check for the defender sphere shell .. make it translucent
// replaces the previous version which used the high bit on modelindex2 to determine transparency
/* if (!Q_strcasecmp (cl.model_name[(s1->modelindex2)], "models/items/shell/tris.md2"))
{
ent.alpha = 0.32;
ent.flags |= Q2RF_TRANSLUCENT;
V_AddEntity (&ent);
// make sure these get reset.
ent.flags &= RF_EXTERNALMODEL;
ent.shaderRGBAf[3] = 1;
}
else
*/ // pmm
V_AddEntity (&ent);
}
if (s1->u.q2.modelindex3)
{
ent.model = cl.model_precache[s1->u.q2.modelindex3];
V_AddEntity (&ent);
}
if (s1->u.q2.modelindex4)
{
ent.model = cl.model_precache[s1->u.q2.modelindex4];
V_AddEntity (&ent);
}
if ( effects & Q2EF_POWERSCREEN )
{
ent.model = Mod_ForName("models/items/armor/effect/tris.md2", MLV_WARN);
ent.framestate.g[FS_REG].frame[0] = 0;
ent.framestate.g[FS_REG].frame[0] = 0;
ent.flags |= (RF_TRANSLUCENT | Q2RF_SHELL_GREEN);
ent.shaderRGBAf[3] = 0.30;
V_AddEntity (&ent);
}
// add automatic particle trails
if ( (effects&~Q2EF_ROTATE) )
{
if (effects & Q2EF_ROCKET)
{
//FIXME: cubemap orientation
if (P_ParticleTrail(cent->lerp_origin, ent.origin, pt_q2[Q2RT_ROCKET], timestep, ent.keynum, NULL, &cent->trailstate))
if (P_ParticleTrail(cent->lerp_origin, ent.origin, rt_rocket, timestep, ent.keynum, NULL, &cent->trailstate))
{
P_ParticleTrailIndex(cent->lerp_origin, ent.origin, P_INVALID, timestep, 0xdc, 4, &cent->trailstate);
V_AddLight (ent.keynum, ent.origin, 200, 0.2, 0.1, 0.05);
}
}
// PGM - Do not reorder EF_BLASTER and EF_HYPERBLASTER.
// EF_BLASTER | EF_TRACKER is a special case for EF_BLASTER2... Cheese!
else if (effects & Q2EF_BLASTER)
{
//PGM
if (effects & Q2EF_TRACKER) // lame... problematic?
{
if (P_ParticleTrail(cent->lerp_origin, ent.origin, pt_q2[Q2RT_BLASTERTRAIL2], timestep, ent.keynum, NULL, &cent->trailstate))
{
P_ParticleTrailIndex(cent->lerp_origin, ent.origin, P_INVALID, timestep, 0xd0, 1, &cent->trailstate);
V_AddLight (ent.keynum, ent.origin, 200, 0, 0.2, 0);
}
}
else
{
if (P_ParticleTrail(cent->lerp_origin, ent.origin, pt_q2[Q2RT_BLASTERTRAIL], timestep, ent.keynum, NULL, &cent->trailstate))
{
P_ParticleTrailIndex(cent->lerp_origin, ent.origin, P_INVALID, timestep, 0xe0, 1, &cent->trailstate);
V_AddLight (ent.keynum, ent.origin, 200, 0.2, 0.2, 0);
}
}
//PGM
}
else if (effects & Q2EF_HYPERBLASTER)
{
if (effects & Q2EF_TRACKER) // PGM overloaded for blaster2.
V_AddLight (ent.keynum, ent.origin, 200, 0, 0.2, 0); // PGM
else // PGM
V_AddLight (ent.keynum, ent.origin, 200, 0.2, 0.2, 0);
}
else if (effects & Q2EF_GIB)
{
if (P_ParticleTrail(cent->lerp_origin, ent.origin, pt_q2[Q2RT_GIB], timestep, ent.keynum, NULL, &cent->trailstate))
if (P_ParticleTrail(cent->lerp_origin, ent.origin, rt_blood, timestep, ent.keynum, NULL, &cent->trailstate))
P_ParticleTrailIndex(cent->lerp_origin, ent.origin, P_INVALID, timestep, 0xe8, 8, &cent->trailstate);
}
else if (effects & Q2EF_GRENADE)
{
if (P_ParticleTrail(cent->lerp_origin, ent.origin, pt_q2[Q2RT_GRENADE], timestep, ent.keynum, NULL, &cent->trailstate))
if (P_ParticleTrail(cent->lerp_origin, ent.origin, rt_grenade, timestep, ent.keynum, NULL, &cent->trailstate))
P_ParticleTrailIndex(cent->lerp_origin, ent.origin, P_INVALID, timestep, 4, 8, &cent->trailstate);
}
else if (effects & Q2EF_FLIES)
{
CLQ2_FlyEffect (cent, ent.origin);
}
else if (effects & Q2EF_BFG)
{
static int bfg_lightramp[6] = {300, 400, 600, 300, 150, 75};
if (effects & Q2EF_ANIM_ALLFAST)
{
CLQ2_BfgParticles (cent, ent.origin);
i = 200;
}
else
{
i = bfg_lightramp[s1->frame];
}
V_AddLight (ent.keynum, ent.origin, i, 0, 0.2, 0);
}
// RAFAEL
else if (effects & Q2EF_TRAP)
{
ent.origin[2] += 32;
P_ParticleTrail(cent->lerp_origin, ent.origin, pt_q2[Q2RT_TRAP], timestep, ent.keynum, NULL, &cent->trailstate);
}
else if (effects & Q2EF_FLAG1)
{
if (P_ParticleTrail(cent->lerp_origin, ent.origin, pt_q2[Q2RT_FLAG1], timestep, ent.keynum, NULL, &cent->trailstate))
{
P_ParticleTrailIndex(cent->lerp_origin, ent.origin, P_INVALID, timestep, 242, 1, &cent->trailstate);
V_AddLight (ent.keynum, ent.origin, 225, 0.2, 0.05, 0.05);
}
}
else if (effects & Q2EF_FLAG2)
{
if (P_ParticleTrail(cent->lerp_origin, ent.origin, pt_q2[Q2RT_FLAG2], timestep, ent.keynum, NULL, &cent->trailstate))
{
P_ParticleTrailIndex(cent->lerp_origin, ent.origin, P_INVALID, timestep, 115, 1, &cent->trailstate);
V_AddLight (ent.keynum, ent.origin, 225, 0.05, 0.05, 0.2);
}
}
//======
//ROGUE
else if (effects & Q2EF_TAGTRAIL)
{
if (P_ParticleTrail(cent->lerp_origin, ent.origin, pt_q2[Q2RT_TAGTRAIL], timestep, ent.keynum, NULL, &cent->trailstate))
{
P_ParticleTrailIndex(cent->lerp_origin, ent.origin, P_INVALID, timestep, 220, 1, &cent->trailstate);
V_AddLight (ent.keynum, ent.origin, 225, 0.2, 0.2, 0.0);
}
}
else if (effects & Q2EF_TRACKERTRAIL)
{
if (effects & Q2EF_TRACKER)
{
float intensity;
intensity = 50 + (500 * (sin(cl.time/500.0) + 1.0));
// FIXME - check out this effect in rendition
V_AddLight (ent.keynum, ent.origin, intensity, -0.2, -0.2, -0.2);
}
else
{
CLQ2_Tracker_Shell (cent, cent->lerp_origin);
V_AddLight (ent.keynum, ent.origin, 155, -0.2, -0.2, -0.2);
}
}
else if (effects & Q2EF_TRACKER)
{
if (P_ParticleTrail(cent->lerp_origin, ent.origin, pt_q2[Q2RT_TRACKER], timestep, ent.keynum, NULL, &cent->trailstate))
{
P_ParticleTrailIndex(cent->lerp_origin, ent.origin, P_INVALID, timestep, 0, 1, &cent->trailstate);
V_AddLight (ent.keynum, ent.origin, 200, -0.2, -0.2, -0.2);
}
}
//ROGUE
//======
// RAFAEL
else if (effects & Q2EF_GREENGIB)
{
if (P_ParticleTrail(cent->lerp_origin, ent.origin, pt_q2[Q2RT_GREENGIB], timestep, ent.keynum, NULL, &cent->trailstate))
P_ParticleTrailIndex(cent->lerp_origin, ent.origin, P_INVALID, timestep, 219, 8, &cent->trailstate);
}
// RAFAEL
else if (effects & Q2EF_IONRIPPER)
{
if (P_ParticleTrail(cent->lerp_origin, ent.origin, pt_q2[Q2RT_IONRIPPER], timestep, ent.keynum, NULL, &cent->trailstate))
{
P_ParticleTrailIndex(cent->lerp_origin, ent.origin, P_INVALID, timestep, 228, 4, &cent->trailstate);
V_AddLight (ent.keynum, ent.origin, 100, 0.2, 0.1, 0.1);
}
}
// RAFAEL
else if (effects & Q2EF_BLUEHYPERBLASTER)
{
V_AddLight (ent.keynum, ent.origin, 200, 0, 0, 0.2);
}
// RAFAEL
else if (effects & Q2EF_PLASMA)
{
if (effects & Q2EF_ANIM_ALLFAST)
{
P_ParticleTrail(cent->lerp_origin, ent.origin, pt_q2[Q2RT_PLASMA], timestep, ent.keynum, NULL, &cent->trailstate);
}
V_AddLight (ent.keynum, ent.origin, 130, 0.2, 0.1, 0.1);
}
}
VectorCopy (ent.origin, cent->lerp_origin);
}
}
/*
==============
CL_AddViewWeapon
==============
*/
static void CLQ2_AddViewWeapon (int seat, q2player_state_t *ps, q2player_state_t *ops)
{
playerview_t *pv = &cl.playerview[seat];
pv->vm.oldmodel = NULL;
// allow the gun to be completely removed
if (!r_drawviewmodel.value)
return;
if (!Cam_DrawViewModel(pv))
return;
// don't draw gun if in wide angle view
if (ps->fov > 90)
return;
//generate root matrix..
VectorCopy(pv->simorg, pv->vw_origin);
AngleVectors(pv->simangles, pv->vw_axis[0], pv->vw_axis[1], pv->vw_axis[2]);
VectorInverse(pv->vw_axis[1]);
pv->vm.oldmodel = cl.model_precache[ps->gunindex];
if (!pv->vm.oldmodel)
return;
pv->vm.oldframe = ps->gunframe;
if (ps->gunindex != ops->gunindex)
pv->vm.prevframe = ps->gunframe;
else
pv->vm.prevframe = ops->gunframe;
}
/*
===============
CL_CalcViewValues
Sets r_refdef view values
===============
*/
void CLQ2_CalcViewValues (int seat)
{
int i;
float lerp, backlerp;
q2frame_t *oldframe;
q2player_state_t *ps, *ops;
playerview_t *pv = &cl.playerview[seat];
r_refdef.areabitsknown = true;
memcpy(r_refdef.areabits, cl.q2frame.areabits, sizeof(r_refdef.areabits));
r_refdef.useperspective = true;
r_refdef.mindist = bound(0.1, gl_mindist.value, 4);
r_refdef.maxdist = gl_maxdist.value;
// find the previous frame to interpolate from
ps = &cl.q2frame.playerstate[seat];
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[seat];
// see if the player entity was teleported this frame
if ( abs(ops->pmove.origin[0] - ps->pmove.origin[0]) > 256*8
|| abs(ops->pmove.origin[1] - ps->pmove.origin[1]) > 256*8
|| abs(ops->pmove.origin[2] - ps->pmove.origin[2]) > 256*8)
ops = ps; // don't interpolate
lerp = cl.lerpfrac;
// calculate the origin
if (cl.worldmodel && (!cl_nopred.value) && !(cl.q2frame.playerstate[seat].pmove.pm_flags & Q2PMF_NO_PREDICTION) && !cls.demoplayback)
{ // use predicted values
float delta;
backlerp = 1.0 - lerp;
for (i=0 ; i<3 ; i++)
{
pv->simorg[i] = pv->predicted_origin[i] + ops->viewoffset[i]
+ lerp * (ps->viewoffset[i] - ops->viewoffset[i])
- backlerp * pv->prediction_error[i];
}
// smooth out stair climbing
delta = realtime - pv->predicted_step_time;
if (delta < 0.1)
pv->simorg[2] -= pv->predicted_step * (0.1 - delta)*10;
}
else
{ // just use interpolated values
for (i=0 ; i<3 ; i++)
pv->simorg
[i] = ops->pmove.origin[i]*0.125 + ops->viewoffset[i]
+ lerp * (ps->pmove.origin[i]*0.125 + ps->viewoffset[i]
- (ops->pmove.origin[i]*0.125 + ops->viewoffset[i]) );
}
// if not running a demo or on a locked frame, add the local angle movement
if (cl.worldmodel && ps->pmove.pm_type < Q2PM_DEAD && !cls.demoplayback)
{ // use predicted values
for (i=0 ; i<3 ; i++)
pv->simangles[i] = pv->predicted_angles[i];
}
else
{ // just use interpolated values
for (i=0 ; i<3 ; i++)
pv->simangles[i] = LerpAngle (ops->viewangles[i], ps->viewangles[i], lerp);
}
for (i=0 ; i<3 ; i++)
pv->simangles[i] += v_gunkick_q2.value * LerpAngle (ops->kick_angles[i], ps->kick_angles[i], lerp);
// VectorCopy(r_refdef.viewangles, cl.viewangles);
// AngleVectors (r_refdef.viewangles, v_forward, v_right, v_up);
// interpolate field of view
r_refdef.fov_x = ops->fov + lerp * (ps->fov - ops->fov);
//do interpolate blend alpha, but only if the rgb didn't change
// don't interpolate blend color
for (i=0 ; i<3 ; i++)
pv->screentint[i] = ps->blend[i];
if (ps->blend[0] == ops->blend[0] && ps->blend[1] == ops->blend[1] && ps->blend[2] == ops->blend[2] && (!ps->blend[3]) == (!ops->blend[3]))
pv->screentint[3] = (ops->blend[3] + lerp * (ps->blend[3]-ops->blend[3]))*gl_cshiftenabled.value;
else
pv->screentint[3] = ps->blend[3]*gl_cshiftenabled.value;
// add the weapon
CLQ2_AddViewWeapon (seat, ps, ops);
}
/*
===============
CL_AddEntities
Emits all entities, particles, and lights to the refresh
===============
*/
void CLQ2_AddEntities (void)
{
int seat;
if (cls.state != ca_active)
return;
cl.lerpfrac = 1.0 - (cl.q2frame.servertime/1000.0 - cl.time) * cl.q2svnetrate;
// Con_Printf("%g: %g\n", cl.q2frame.servertime - (cl.time*1000), cl.lerpfrac);
cl.lerpfrac = bound(0, cl.lerpfrac, 1);
for (seat = 0; seat < cl.splitclients; seat++)
CLQ2_CalcViewValues (seat);
CLQ2_AddPacketEntities (&cl.q2frame);
#if 0
CLQ2_AddProjectiles ();
#endif
CL_UpdateTEnts ();
#ifdef _DEBUG
if (chase_active.ival)
{
playerview_t *pv = &cl.playerview[0];
vec3_t axis[3];
vec3_t camorg;
// trace_t tr;
AngleVectors(r_refdef.viewangles, axis[0], axis[1], axis[2]);
VectorMA(r_refdef.vieworg, -chase_back.value, axis[0], camorg);
VectorMA(camorg, -chase_up.value, pv->gravitydir, camorg);
// if (cl.worldmodel && cl.worldmodel->funcs.NativeTrace(cl.worldmodel, 0, NULLFRAMESTATE, NULL, r_refdef.vieworg, camorg, vec3_origin, vec3_origin, true, MASK_WORLDSOLID, &tr))
VectorCopy(camorg, r_refdef.vieworg);
V_EditExternalModels(0, NULL, 0);
}
#endif
}
#endif