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fteqw/engine/client/clq2_ents.c
Spoike 31ced9384d fix cl_maxfps as a q3 client.
implement cfg_save_auto cvar, to replicated vanilla quake, ish. default off, obviously.
support for Q2RDF_IRGOGGLES (in combination with Q2RF_IR_VISIBLE). untested.
rework vectorvectors to be more predictable. v_right_z is now _much_ more commonly 0.
fix potential sound-related lock-up/console spam.
implement $colored_armor+$colored_powerup macros.
if command now copes with ' quotes.
fix crash on flushing q3bsps.
fix black bits with r_renderscale+cl_sbar 1
implement emulation for legacy q3 shaders when glsl is required. this is primarily for webgl right now, but potentially also useful with any gles2 port (fixme: still need to tweak d3d11 backend to support this too).
include scrollbar glyphs in the fallback font logic. this is primarily for download progress bars, especially with webgl.
don't try applying gamma to screenshots when using glsl.


git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4976 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-08-28 03:13:45 +00:00

2022 lines
56 KiB
C

#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));
}
#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
}
}
/*
=========================================================================
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
==================
*/
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)
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)
{
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 (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 ; i<Q2MAX_STATS ; i++)
if (statbits & (1<<i) )
state->stats[i] = MSG_ReadShort();
}
/*
==================
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);
}
}
/*
================
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 ; j<i ; 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.demowaiting = false; // we can start recording now
}
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");
}
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 ; 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;
ent.h2playerclass = 0;
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_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].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]*=-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 |= 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;
// 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.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 = 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]), MLV_WARN);
/*
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)
{
//FIXME: cubemap orientation
if (P_ParticleTrail(cent->lerp_origin, ent.origin, rtq2_rocket, ent.keynum, NULL, &cent->trailstate))
if (P_ParticleTrail(cent->lerp_origin, ent.origin, rt_rocket, ent.keynum, NULL, &cent->trailstate))
P_ParticleTrailIndex(cent->lerp_origin, ent.origin, 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?
{
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, NULL, &cent->trailstate))
P_ParticleTrailIndex(cent->lerp_origin, ent.origin, 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, rtq2_gib, ent.keynum, NULL, &cent->trailstate))
if (P_ParticleTrail(cent->lerp_origin, ent.origin, rt_blood, ent.keynum, NULL, &cent->trailstate))
P_ParticleTrailIndex(cent->lerp_origin, ent.origin, 0xe8, 8, &cent->trailstate);
}
else if (effects & Q2EF_GRENADE)
{
if (P_ParticleTrail(cent->lerp_origin, ent.origin, rtq2_grenade, ent.keynum, NULL, &cent->trailstate))
if (P_ParticleTrail(cent->lerp_origin, ent.origin, rt_grenade, ent.keynum, NULL, &cent->trailstate))
P_ParticleTrailIndex(cent->lerp_origin, ent.origin, 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 (&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, NULL, &cent->trailstate))
P_ParticleTrailIndex(cent->lerp_origin, ent.origin, 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, P_FindParticleType("ef_flag2"), ent.keynum, NULL, &cent->trailstate))
P_ParticleTrailIndex(cent->lerp_origin, ent.origin, 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, P_FindParticleType("ef_tagtrail"), ent.keynum, NULL, &cent->trailstate))
P_ParticleTrailIndex(cent->lerp_origin, ent.origin, 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->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, NULL, &cent->trailstate))
P_ParticleTrailIndex(cent->lerp_origin, ent.origin, 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, P_FindParticleType("ef_greengib"), ent.keynum, NULL, &cent->trailstate))
P_ParticleTrailIndex(cent->lerp_origin, ent.origin, 219, 8, &cent->trailstate);
}
// RAFAEL
else if (effects & Q2EF_IONRIPPER)
{
if (P_ParticleTrail(cent->lerp_origin, ent.origin, P_FindParticleType("ef_ionripper"), ent.keynum, NULL, &cent->trailstate))
P_ParticleTrailIndex(cent->lerp_origin, ent.origin, 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, rtq2_blastertrail, 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
==============
*/
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.playerindex = -1;
gun.flags = Q2RF_MINLIGHT | RF_DEPTHHACK | RF_WEAPONMODEL;
gun.framestate.g[FS_REG].lerpweight[0] = cl.lerpfrac;
gun.framestate.g[FS_REG].lerpweight[1] = 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.areabitsknown = true;
memcpy(r_refdef.areabits, cl.q2frame.areabits, sizeof(r_refdef.areabits));
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)
{
extern cvar_t chase_active, chase_back, chase_up;
if (cls.state != ca_active)
return;
cl.lerpfrac = 1.0 - (cl.q2frame.servertime - cl.time*1000) * 0.01;
// Con_Printf("%g: %g\n", cl.q2frame.servertime - (cl.time*1000), cl.lerpfrac);
cl.lerpfrac = bound(0, cl.lerpfrac, 1);
/* 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 ();
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, 0, NULL, r_refdef.vieworg, camorg, vec3_origin, vec3_origin, MASK_WORLDSOLID, &tr))
VectorCopy(camorg, r_refdef.vieworg);
CL_EditExternalModels(0, NULL, 0);
}
}
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