1
0
Fork 0
forked from fte/fteqw
fteqw/engine/client/clq2_ents.c
Spoike 9ae7e2621d SOFTWARE RENDERING IS BROKEN: DO NOT USE ASM VERSION.
Lots of changes.
CSQC should be functional, but is still tied to debug builds. It WILL have some bugs still, hopefully I'll be able to clean them up better if people test it a bit.
Precompiled headers are working properly now. Compile times are now much quicker in msvc. This takes most of the files this commit.
Restructured how client commands work. They're buffered outside the network message, some multithreaded code is in. It needs a bit of testing before it's active.


git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@885 fc73d0e0-1445-4013-8a0c-d673dee63da5
2005-02-28 07:16:19 +00:00

1700 lines
41 KiB
C

#include "quakedef.h"
#ifdef Q2CLIENT
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_IonripperTrail(vec3_t oldorg, vec3_t neworg){};
void CLQ2_TrackerTrail(vec3_t oldorg, vec3_t neworg, int flags){};
void CLQ2_Tracker_Shell(vec3_t org){};
void CLQ2_TagTrail(vec3_t oldorg, vec3_t neworg, int flags){};
void CLQ2_FlagTrail(vec3_t oldorg, vec3_t neworg, int flags){};
void CLQ2_TrapParticles(entity_t *ent){};
void CLQ2_BfgParticles(entity_t *ent){};
void CLQ2_FlyEffect(q2centity_t *ent, vec3_t org){};
void CLQ2_DiminishingTrail(vec3_t oldorg, vec3_t neworg, q2centity_t *ent, unsigned int effects){};
void CLQ2_BlasterTrail(vec3_t oldorg, vec3_t neworg);
void CLQ2_BlasterTrail2(vec3_t oldorg, vec3_t neworg){};
void CLQ2_RocketTrail(vec3_t oldorg, vec3_t neworg, q2centity_t *ent)
{
extern int rt_rocket;
R_RocketTrail(oldorg, neworg, rt_rocket, &ent->trailstate);
};
#define MAX_Q2EDICTS 1024
#define MAX_PARSE_ENTITIES 1024
q2centity_t cl_entities[MAX_Q2EDICTS];
entity_state_t cl_parse_entities[MAX_PARSE_ENTITIES];
//extern struct model_s *cl_mod_powerscreen;
//PGM
int vidref_val;
//PGM
/*
=========================================================================
FRAME PARSING
=========================================================================
*/
#if 0
typedef struct
{
int modelindex;
int num; // entity number
int effects;
vec3_t origin;
vec3_t oldorigin;
vec3_t angles;
qboolean present;
} projectile_t;
#define MAX_PROJECTILES 64
projectile_t cl_projectiles[MAX_PROJECTILES];
void CLQ2_ClearProjectiles (void)
{
int i;
for (i = 0; i < MAX_PROJECTILES; i++) {
// if (cl_projectiles[i].present)
// Com_DPrintf("PROJ: %d CLEARED\n", cl_projectiles[i].num);
cl_projectiles[i].present = false;
}
}
/*
=====================
CL_ParseProjectiles
Flechettes are passed as efficient temporary entities
=====================
*/
void CLQ2_ParseProjectiles (void)
{
int i, c, j;
byte bits[8];
byte b;
projectile_t pr;
int lastempty = -1;
qboolean old = false;
c = MSG_ReadByte (&net_message);
for (i=0 ; i<c ; i++)
{
bits[0] = MSG_ReadByte (&net_message);
bits[1] = MSG_ReadByte (&net_message);
bits[2] = MSG_ReadByte (&net_message);
bits[3] = MSG_ReadByte (&net_message);
bits[4] = MSG_ReadByte (&net_message);
pr.origin[0] = ( ( bits[0] + ((bits[1]&15)<<8) ) <<1) - 4096;
pr.origin[1] = ( ( (bits[1]>>4) + (bits[2]<<4) ) <<1) - 4096;
pr.origin[2] = ( ( bits[3] + ((bits[4]&15)<<8) ) <<1) - 4096;
VectorCopy(pr.origin, pr.oldorigin);
if (bits[4] & 64)
pr.effects = EF_BLASTER;
else
pr.effects = 0;
if (bits[4] & 128) {
old = true;
bits[0] = MSG_ReadByte (&net_message);
bits[1] = MSG_ReadByte (&net_message);
bits[2] = MSG_ReadByte (&net_message);
bits[3] = MSG_ReadByte (&net_message);
bits[4] = MSG_ReadByte (&net_message);
pr.oldorigin[0] = ( ( bits[0] + ((bits[1]&15)<<8) ) <<1) - 4096;
pr.oldorigin[1] = ( ( (bits[1]>>4) + (bits[2]<<4) ) <<1) - 4096;
pr.oldorigin[2] = ( ( bits[3] + ((bits[4]&15)<<8) ) <<1) - 4096;
}
bits[0] = MSG_ReadByte (&net_message);
bits[1] = MSG_ReadByte (&net_message);
bits[2] = MSG_ReadByte (&net_message);
pr.angles[0] = 360*bits[0]/256;
pr.angles[1] = 360*bits[1]/256;
pr.modelindex = bits[2];
b = MSG_ReadByte (&net_message);
pr.num = (b & 0x7f);
if (b & 128) // extra entity number byte
pr.num |= (MSG_ReadByte (&net_message) << 7);
pr.present = true;
// find if this projectile already exists from previous frame
for (j = 0; j < MAX_PROJECTILES; j++) {
if (cl_projectiles[j].modelindex) {
if (cl_projectiles[j].num == pr.num) {
// already present, set up oldorigin for interpolation
if (!old)
VectorCopy(cl_projectiles[j].origin, pr.oldorigin);
cl_projectiles[j] = pr;
break;
}
} else
lastempty = j;
}
// not present previous frame, add it
if (j == MAX_PROJECTILES) {
if (lastempty != -1) {
cl_projectiles[lastempty] = pr;
}
}
}
}
/*
=============
CL_LinkProjectiles
=============
*/
void CLQ2_AddProjectiles (void)
{
int i, j;
projectile_t *pr;
entity_t ent;
memset (&ent, 0, sizeof(ent));
for (i=0, pr=cl_projectiles ; i < MAX_PROJECTILES ; i++, pr++)
{
// grab an entity to fill in
if (pr->modelindex < 1)
continue;
if (!pr->present) {
pr->modelindex = 0;
continue; // not present this frame (it was in the previous frame)
}
ent.model = cl.model_draw[pr->modelindex];
// interpolate origin
for (j=0 ; j<3 ; j++)
{
ent.origin[j] = ent.oldorigin[j] = pr->oldorigin[j] + cl.lerpfrac *
(pr->origin[j] - pr->oldorigin[j]);
}
if (pr->effects & EF_BLASTER)
CLQ2_BlasterTrail (pr->oldorigin, ent.origin);
V_AddLight (pr->origin, 200, 0.2, 0.2, 0);
VectorCopy (pr->angles, ent.angles);
V_AddEntity (&ent);
}
}
#endif
/*
=================
CL_ParseEntityBits
Returns the entity number and the header bits
=================
*/
int bitcounts[32]; /// just for protocol profiling
int CLQ2_ParseEntityBits (unsigned *bits)
{
unsigned b, total;
int i;
int number;
total = MSG_ReadByte ();
if (total & Q2U_MOREBITS1)
{
b = MSG_ReadByte ();
total |= b<<8;
}
if (total & Q2U_MOREBITS2)
{
b = MSG_ReadByte ();
total |= b<<16;
}
if (total & Q2U_MOREBITS3)
{
b = MSG_ReadByte ();
total |= b<<24;
}
// count the bits for net profiling
for (i=0 ; i<32 ; i++)
if (total&(1<<i))
bitcounts[i]++;
if (total & Q2U_NUMBER16)
number = 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->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->modelindex3 = MSG_ReadByte ();
if (bits & Q2U_MODEL4)
to->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->renderfx = MSG_ReadLong();
else if (bits & Q2U_RENDERFX8)
to->renderfx = MSG_ReadByte();
else if (bits & Q2U_RENDERFX16)
to->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->old_origin);
if (bits & Q2U_SOUND)
to->sound = MSG_ReadByte ();
if (bits & Q2U_EVENT)
to->event = MSG_ReadByte ();
else
to->event = 0;
if (bits & Q2U_SOLID)
to->solid = MSG_ReadShort ();
}
/*
==================
CL_DeltaEntity
Parses deltas from the given base and adds the resulting entity
to the current frame
==================
*/
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 = &cl_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->modelindex3 != ent->current.modelindex3
|| state->modelindex4 != ent->current.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->event == Q2EV_PLAYER_TELEPORT
|| state->event == Q2EV_OTHER_TELEPORT
)
{
ent->serverframe = -99;
}
if (ent->serverframe != cl.q2frame.serverframe - 1)
{ // wasn't in last update, so initialize some things
ent->trailstate.lastdist = 0; // for diminishing rocket / grenade trails
// duplicate the current state so lerping doesn't hurt anything
ent->prev = *state;
if (state->event == Q2EV_OTHER_TELEPORT)
{
VectorCopy (state->origin, ent->prev.origin);
VectorCopy (state->origin, ent->lerp_origin);
}
else
{
VectorCopy (state->old_origin, ent->prev.origin);
VectorCopy (state->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.
==================
*/
void CLQ2_ParsePacketEntities (q2frame_t *oldframe, q2frame_t *newframe)
{
int newnum;
int bits;
entity_state_t *oldstate=NULL;
int oldindex, oldnum;
cl.validsequence = cls.netchan.incoming_sequence;
newframe->parse_entities = cl.parse_entities;
newframe->num_entities = 0;
// delta from the entities present in oldframe
oldindex = 0;
if (!oldframe)
oldnum = 99999;
else
{
if (oldindex >= oldframe->num_entities)
oldnum = 99999;
else
{
oldstate = &cl_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.value == 3)
Con_Printf (" unchanged: %i\n", oldnum);
CLQ2_DeltaEntity (newframe, oldnum, oldstate, 0);
oldindex++;
if (oldindex >= oldframe->num_entities)
oldnum = 99999;
else
{
oldstate = &cl_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.value == 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 = &cl_parse_entities[(oldframe->parse_entities+oldindex) & (MAX_PARSE_ENTITIES-1)];
oldnum = oldstate->number;
}
continue;
}
if (oldnum == newnum)
{ // delta from previous state
if (cl_shownet.value == 3)
Con_Printf (" delta: %i\n", newnum);
CLQ2_DeltaEntity (newframe, newnum, oldstate, bits);
oldindex++;
if (oldindex >= oldframe->num_entities)
oldnum = 99999;
else
{
oldstate = &cl_parse_entities[(oldframe->parse_entities+oldindex) & (MAX_PARSE_ENTITIES-1)];
oldnum = oldstate->number;
}
continue;
}
if (oldnum > newnum)
{ // delta from baseline
if (cl_shownet.value == 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.value == 3)
Con_Printf (" unchanged: %i\n", oldnum);
CLQ2_DeltaEntity (newframe, oldnum, oldstate, 0);
oldindex++;
if (oldindex >= oldframe->num_entities)
oldnum = 99999;
else
{
oldstate = &cl_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 = &cl_parse_entities[num];
if (s1->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;
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.surpressCount = MSG_ReadByte ();
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)
{
if (VID_SetWindowCaption)
VID_SetWindowCaption(va("FTE QuakeWorld: %s (Q2)", cls.servername));
cls.state = ca_active;
// 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;
}
*/
void V_AddLight (vec3_t org, float quant, float r, float g, float b)
{
CL_NewDlightRGB (0, org[0], org[1], org[2], quant, 0, r, g, b);
}
/*
===============
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;
// 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 = &cl_parse_entities[(frame->parse_entities+pnum)&(MAX_PARSE_ENTITIES-1)];
cent = &cl_entities[s1->number];
effects = s1->effects;
renderfx = s1->renderfx;
ent.keynum = pnum;
ent.scale = 1;
ent.alpha = 1;
ent.fatness = 0;
ent.scoreboard = NULL;
// set frame
if (effects & Q2EF_ANIM01)
ent.frame = autoanim & 1;
else if (effects & Q2EF_ANIM23)
ent.frame = 2 + (autoanim & 1);
else if (effects & Q2EF_ANIM_ALL)
ent.frame = autoanim;
else if (effects & Q2EF_ANIM_ALLFAST)
ent.frame = cl.time / 100;
else
ent.frame = 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.oldframe = cent->prev.frame;
ent.lerptime = 1.0 - cl.lerpfrac;
if (renderfx & (Q2RF_FRAMELERP|Q2RF_BEAM))
{ // step origin discretely, because the frames
// do the animation properly
VectorCopy (cent->current.origin, ent.origin);
VectorCopy (cent->current.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.alpha = 0.30;
ent.skinnum = (s1->skinnum >> ((rand() % 4)*8)) & 0xff;
ent.model = NULL;
}
else
{
// set skin
if (s1->modelindex == 255)
{ // use custom player skin
ent.skinnum = 0;
ent.model = NULL;
player = &cl.players[s1->skinnum%MAX_CLIENTS];
ent.model = player->model;
if (!ent.model)
{
ent.model = Mod_ForName(va("players/%s/tris.md2", Info_ValueForKey(player->userinfo, "model")), false);
if (!ent.model)
ent.model = Mod_ForName("players/male/tris.md2", false);
}
ent.scoreboard = player;
/* ci = &cl.clientinfo[s1->skinnum & 0xff];
// ent.skin = ci->skin;
ent.model = ci->model;
if (!ent.skin || !ent.model)
{
ent.skin = cl.baseclientinfo.skin;
ent.model = cl.baseclientinfo.model;
}
//============
//PGM
if (renderfx & Q2RF_USE_DISGUISE)
{
if(!strncmp((char *)ent.skin, "players/male", 12))
{
ent.skin = re.RegisterSkin ("players/male/disguise.pcx");
ent.model = re.RegisterModel ("players/male/tris.md2");
}
else if(!strncmp((char *)ent.skin, "players/female", 14))
{
ent.skin = re.RegisterSkin ("players/female/disguise.pcx");
ent.model = re.RegisterModel ("players/female/tris.md2");
}
else if(!strncmp((char *)ent.skin, "players/cyborg", 14))
{
ent.skin = re.RegisterSkin ("players/cyborg/disguise.pcx");
ent.model = re.RegisterModel ("players/cyborg/tris.md2");
}
}*/
//PGM
//============
}
else
{
ent.skinnum = s1->skinnum;
// ent.skin = NULL;
ent.model = cl.model_precache[s1->modelindex];
}
}
// only used for black hole model right now, FIXME: do better
if (renderfx == Q2RF_TRANSLUCENT)
ent.alpha = 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 (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;
if (s1->number == cl.playernum[0]+1)
{
ent.flags |= Q2RF_VIEWERMODEL; // only draw from mirrors
// FIXME: still pass to refresh
if (effects & Q2EF_FLAG1)
V_AddLight (ent.origin, 225, 0.2, 0.05, 0.05);
else if (effects & Q2EF_FLAG2)
V_AddLight (ent.origin, 225, 0.05, 0.05, 0.2);
else if (effects & Q2EF_TAGTRAIL) //PGM
V_AddLight (ent.origin, 225, 0.2, 0.2, 0.0); //PGM
else if (effects & Q2EF_TRACKERTRAIL) //PGM
V_AddLight (ent.origin, 225, -0.2, -0.2, -0.2); //PGM
continue;
}
// if set to invisible, skip
if (!s1->modelindex)
continue;
if (effects & Q2EF_BFG)
{
ent.flags |= Q2RF_TRANSLUCENT;
ent.alpha = 0.30;
}
// RAFAEL
if (effects & Q2EF_PLASMA)
{
ent.flags |= Q2RF_TRANSLUCENT;
ent.alpha = 0.6;
}
if (effects & Q2EF_SPHERETRANS)
{
ent.flags |= Q2RF_TRANSLUCENT;
// PMM - *sigh* yet more EF overloading
if (effects & Q2EF_TRACKERTRAIL)
ent.alpha = 0.6;
else
ent.alpha = 0.3;
}
//pmm
// add to refresh list
V_AddEntity (&ent);
// color shells generate a seperate entity for the main model
if (effects & Q2EF_COLOR_SHELL)
{
// PMM - at this point, all of the shells have been handled
// if we're in the rogue pack, set up the custom mixing, otherwise just
// keep going
// all of the solo colors are fine. we need to catch any of the combinations that look bad
// (double & half) and turn them into the appropriate color, and make double/quad something special
/* if (renderfx & Q2RF_SHELL_HALF_DAM)
{
{
// ditch the half damage shell if any of red, blue, or double are on
if (renderfx & (Q2RF_SHELL_RED|Q2RF_SHELL_BLUE|Q2RF_SHELL_DOUBLE))
renderfx &= ~Q2RF_SHELL_HALF_DAM;
}
}
if (renderfx & Q2RF_SHELL_DOUBLE)
{
{
// lose the yellow shell if we have a red, blue, or green shell
if (renderfx & (Q2RF_SHELL_RED|Q2RF_SHELL_BLUE|Q2RF_SHELL_GREEN))
renderfx &= ~Q2RF_SHELL_DOUBLE;
// if we have a red shell, turn it to purple by adding blue
if (renderfx & Q2RF_SHELL_RED)
renderfx |= Q2RF_SHELL_BLUE;
// if we have a blue shell (and not a red shell), turn it to cyan by adding green
else if (renderfx & Q2RF_SHELL_BLUE)
// go to green if it's on already, otherwise do cyan (flash green)
if (renderfx & Q2RF_SHELL_GREEN)
renderfx &= ~Q2RF_SHELL_BLUE;
else
renderfx |= Q2RF_SHELL_GREEN;
}
}*/
// pmm
ent.flags = renderfx | Q2RF_TRANSLUCENT;
ent.alpha = 0.30;
ent.fatness = 10;
V_AddEntity (&ent);
}
// ent.skin = NULL; // never use a custom skin on others
ent.skinnum = 0;
ent.flags = 0;
ent.alpha = 0;
// duplicate for linked models
if (s1->modelindex2)
{
if (s1->modelindex2 == 255)
{ // custom weapon
ent.model=NULL;
/*
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.alpha = 0;
//PGM
}
if (s1->modelindex3)
{
ent.model = cl.model_precache[s1->modelindex3];
V_AddEntity (&ent);
}
if (s1->modelindex4)
{
ent.model = cl.model_precache[s1->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_AddEntity (&ent);
*/ }
// add automatic particle trails
if ( (effects&~Q2EF_ROTATE) )
{
if (effects & Q2EF_ROCKET)
{
CLQ2_RocketTrail (cent->lerp_origin, ent.origin, cent);
V_AddLight (ent.origin, 200, 0.2, 0.2, 0);
}
// 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)
{
// CLQ2_BlasterTrail (cent->lerp_origin, ent.origin);
//PGM
if (effects & Q2EF_TRACKER) // lame... problematic?
{
CLQ2_BlasterTrail2 (cent->lerp_origin, ent.origin);
V_AddLight (ent.origin, 200, 0, 0.2, 0);
}
else
{
CLQ2_BlasterTrail (cent->lerp_origin, ent.origin);
V_AddLight (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.origin, 200, 0, 0.2, 0); // PGM
else // PGM
V_AddLight (ent.origin, 200, 0.2, 0.2, 0);
}
else if (effects & Q2EF_GIB)
{
CLQ2_DiminishingTrail (cent->lerp_origin, ent.origin, cent, effects);
}
else if (effects & Q2EF_GRENADE)
{
CLQ2_DiminishingTrail (cent->lerp_origin, ent.origin, cent, effects);
}
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.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.origin, i, 0.2, 0.16, 0.05);
}
else if (effects & Q2EF_FLAG1)
{
CLQ2_FlagTrail (cent->lerp_origin, ent.origin, 242);
V_AddLight (ent.origin, 225, 0.2, 0.05, 0.05);
}
else if (effects & Q2EF_FLAG2)
{
CLQ2_FlagTrail (cent->lerp_origin, ent.origin, 115);
V_AddLight (ent.origin, 225, 0.05, 0.05, 0.2);
}
//======
//ROGUE
else if (effects & Q2EF_TAGTRAIL)
{
CLQ2_TagTrail (cent->lerp_origin, ent.origin, 220);
V_AddLight (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
// if(qrenderer == RQ_OPENGL)
V_AddLight (ent.origin, intensity, -0.2, -0.2, -0.2);
// else
// V_AddLight (ent.origin, -1.0 * intensity, 0.2, 0.2, 0.2);
}
else
{
CLQ2_Tracker_Shell (cent->lerp_origin);
V_AddLight (ent.origin, 155, -0.2, -0.2, -0.2);
}
}
else if (effects & Q2EF_TRACKER)
{
CLQ2_TrackerTrail (cent->lerp_origin, ent.origin, 0);
// FIXME - check out this effect in rendition
// if(qrenderer == QR_OPENGL)
V_AddLight (ent.origin, 200, -0.2, -0.2, -0.2);
// else
// V_AddLight (ent.origin, -200, 0.2, 0.2, 0.2);
}
//ROGUE
//======
// RAFAEL
else if (effects & Q2EF_GREENGIB)
{
CLQ2_DiminishingTrail (cent->lerp_origin, ent.origin, cent, effects);
}
// RAFAEL
else if (effects & Q2EF_IONRIPPER)
{
CLQ2_IonripperTrail (cent->lerp_origin, ent.origin);
V_AddLight (ent.origin, 100, 0.2, 0.1, 0.1);
}
// RAFAEL
else if (effects & Q2EF_BLUEHYPERBLASTER)
{
V_AddLight (ent.origin, 200, 0, 0, 0.2);
}
// RAFAEL
else if (effects & Q2EF_PLASMA)
{
if (effects & Q2EF_ANIM_ALLFAST)
{
CLQ2_BlasterTrail (cent->lerp_origin, ent.origin);
}
V_AddLight (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)
{
#if 1
entity_t gun; // view model
int i;
// allow the gun to be completely removed
if (!r_drawviewmodel.value)
return;
// don't draw gun if in wide angle view
if (ps->fov > 90)
return;
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.scale = 1;
gun.alpha = 1;
if (r_drawviewmodel.value < 1 || r_drawviewmodel.value > 0)
gun.alpha = r_drawviewmodel.value;
// set up gun position
for (i=0 ; i<3 ; i++)
{
gun.origin[i] = cl.simorg[0][i] + ops->gunoffset[i]
+ cl.lerpfrac * (ps->gunoffset[i] - ops->gunoffset[i]);
gun.angles[i] = r_refdef.viewangles[i] + LerpAngle (ops->gunangles[i],
ps->gunangles[i], cl.lerpfrac);
}
gun.angles[0]*=-1;
// if (gun_frame)
// {
// gun.frame = gun_frame; // development tool
// gun.oldframe = gun_frame; // development tool
// }
// else
{
gun.frame = ps->gunframe;
if (gun.frame == 0)
gun.oldframe = 0; // just changed weapons, don't lerp from old
else
gun.oldframe = ops->gunframe;
}
gun.flags = Q2RF_MINLIGHT | Q2RF_DEPTHHACK | Q2RF_WEAPONMODEL;
gun.lerptime = 1.0 - cl.lerpfrac;
VectorCopy (gun.origin, gun.oldorigin); // don't lerp at all
V_AddEntity (&gun);
#endif
}
/*
===============
CL_CalcViewValues
Sets r_refdef view values
===============
*/
void CLQ2_CalcViewValues (void)
{
int i;
float lerp, backlerp;
q2centity_t *ent;
q2frame_t *oldframe;
q2player_state_t *ps, *ops;
// 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
ent = &cl_entities[cl.playernum[0]+1];
lerp = cl.lerpfrac;
// calculate the origin
if (cl.worldmodel->fromgame == fg_quake2 && (!cl_nopred.value) && !(cl.q2frame.playerstate.pmove.pm_flags & Q2PMF_NO_PREDICTION))
{ // use predicted values
unsigned 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 < 100)
r_refdef.vieworg[2] -= cl.predicted_step * (100 - delta) * 0.01;
}
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->fromgame == fg_quake2 && 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] += LerpAngle (ops->kick_angles[i], ps->kick_angles[i], lerp);
VectorCopy(r_refdef.vieworg, cl.simorg[0]);
VectorCopy(r_refdef.viewangles, cl.simangles[0]);
// 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<4 ; i++)
v_blend[i] = ps->blend[i];
// add the weapon
CLQ2_AddViewWeapon (ps, ops);
}
/*
===============
CL_AddEntities
Emits all entities, particles, and lights to the refresh
===============
*/
void CLQ2_AddEntities (void)
{
if (cls.state != ca_active)
return;
r_refdef.currentplayernum = 0;
cl_visedicts = cl_visedicts_list[cls.netchan.incoming_sequence&1];
cl_numvisedicts = 0;
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;
// if (cl_timedemo.value)
// cl.lerpfrac = 1.0;
// CLQ2_AddPacketEntities (&cl.qwframe);
// CLQ2_AddTEnts ();
// CLQ2_AddParticles ();
// CLQ2_AddDLights ();
// CLQ2_AddLightStyles ();
CLQ2_CalcViewValues ();
// PMM - moved this here so the heat beam has the right values for the vieworg, and can lock the beam to the gun
CLQ2_AddPacketEntities (&cl.q2frame);
#if 0
CLQ2_AddProjectiles ();
#endif
CL_UpdateTEnts ();
// CLQ2_AddParticles ();
// CLQ2_AddDLights ();
// CLQ2_AddLightStyles ();
}
void CL_GetNumberedEntityInfo (int num, float *org, float *ang)
{
q2centity_t *ent;
if (num < 0 || num >= MAX_EDICTS)
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