/* Copyright (C) 1996-1997 Id Software, Inc. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ // cl_ents.c -- entity parsing and management #include "quakedef.h" extern cvar_t cl_predict_players; extern cvar_t cl_predict_players2; extern cvar_t cl_solid_players; static struct predicted_player { int flags; qboolean active; vec3_t origin; // predicted origin } predicted_players[MAX_CLIENTS]; //============================================================ /* =============== CL_AllocDlight =============== */ dlight_t *CL_AllocDlight (int key) { int i; dlight_t *dl; // first look for an exact key match if (key) { dl = cl_dlights; for (i=0 ; ikey == key) { memset (dl, 0, sizeof(*dl)); dl->key = key; return dl; } } } // then look for anything else dl = cl_dlights; for (i=0 ; idie < cl.time) { memset (dl, 0, sizeof(*dl)); dl->key = key; return dl; } } dl = &cl_dlights[0]; memset (dl, 0, sizeof(*dl)); dl->key = key; return dl; } /* =============== CL_NewDlight =============== */ void CL_NewDlight (int key, float x, float y, float z, float radius, float time, int type) { dlight_t *dl; dl = CL_AllocDlight (key); dl->origin[0] = x; dl->origin[1] = y; dl->origin[2] = z; dl->radius = radius; dl->die = cl.time + time; if (type == 0) { dl->color[0] = 0.2; dl->color[1] = 0.1; dl->color[2] = 0.05; dl->color[3] = 0.7; } else if (type == 1) { dl->color[0] = 0.05; dl->color[1] = 0.05; dl->color[2] = 0.3; dl->color[3] = 0.7; } else if (type == 2) { dl->color[0] = 0.5; dl->color[1] = 0.05; dl->color[2] = 0.05; dl->color[3] = 0.7; } else if (type == 3) { dl->color[0]=0.5; dl->color[1] = 0.05; dl->color[2] = 0.4; dl->color[3] = 0.7; } } /* =============== CL_DecayLights =============== */ void CL_DecayLights (void) { int i; dlight_t *dl; dl = cl_dlights; for (i=0 ; idie < cl.time || !dl->radius) continue; dl->radius -= host_frametime*dl->decay; if (dl->radius < 0) dl->radius = 0; } } /* ========================================================================= PACKET ENTITY PARSING / LINKING ========================================================================= */ /* ================== CL_ParseDelta Can go from either a baseline or a previous packet_entity ================== */ int bitcounts[32]; /// just for protocol profiling void CL_ParseDelta (entity_state_t *from, entity_state_t *to, int bits) { int i; // set everything to the state we are delta'ing from *to = *from; to->number = bits & 511; bits &= ~511; if (bits & U_MOREBITS) { // read in the low order bits i = MSG_ReadByte (); bits |= i; } // count the bits for net profiling for (i=0 ; i<16 ; i++) if (bits&(1<flags = bits; if (bits & U_MODEL) to->modelindex = MSG_ReadByte (); if (bits & U_FRAME) to->frame = MSG_ReadByte (); if (bits & U_COLORMAP) to->colormap = MSG_ReadByte(); if (bits & U_SKIN) to->skinnum = MSG_ReadByte(); if (bits & U_EFFECTS) to->effects = MSG_ReadByte(); if (bits & U_ORIGIN1) to->origin[0] = MSG_ReadCoord (); if (bits & U_ANGLE1) to->angles[0] = MSG_ReadAngle(); if (bits & U_ORIGIN2) to->origin[1] = MSG_ReadCoord (); if (bits & U_ANGLE2) to->angles[1] = MSG_ReadAngle(); if (bits & U_ORIGIN3) to->origin[2] = MSG_ReadCoord (); if (bits & U_ANGLE3) to->angles[2] = MSG_ReadAngle(); if (bits & U_SOLID) { // FIXME } } /* ================= FlushEntityPacket ================= */ void FlushEntityPacket (void) { int word; entity_state_t olde, newe; Con_DPrintf ("FlushEntityPacket\n"); memset (&olde, 0, sizeof(olde)); cl.validsequence = 0; // can't render a frame cl.frames[cls.netchan.incoming_sequence&UPDATE_MASK].invalid = true; // read it all, but ignore it while (1) { word = (unsigned short)MSG_ReadShort (); if (msg_badread) { // something didn't parse right... Host_EndGame ("msg_badread in packetentities"); return; } if (!word) break; // done CL_ParseDelta (&olde, &newe, word); } } /* ================== CL_ParsePacketEntities An svc_packetentities has just been parsed, deal with the rest of the data stream. ================== */ void CL_ParsePacketEntities (qboolean delta) { int oldpacket, newpacket; packet_entities_t *oldp, *newp, dummy; int oldindex, newindex; int word, newnum, oldnum; qboolean full; byte from; newpacket = cls.netchan.incoming_sequence&UPDATE_MASK; newp = &cl.frames[newpacket].packet_entities; cl.frames[newpacket].invalid = false; if (delta) { from = MSG_ReadByte (); oldpacket = cl.frames[newpacket].delta_sequence; if ( (from&UPDATE_MASK) != (oldpacket&UPDATE_MASK) ) Con_DPrintf ("WARNING: from mismatch\n"); } else oldpacket = -1; full = false; if (oldpacket != -1) { if (cls.netchan.outgoing_sequence - oldpacket >= UPDATE_BACKUP-1) { // we can't use this, it is too old FlushEntityPacket (); return; } cl.validsequence = cls.netchan.incoming_sequence; oldp = &cl.frames[oldpacket&UPDATE_MASK].packet_entities; } else { // this is a full update that we can start delta compressing from now oldp = &dummy; dummy.num_entities = 0; cl.validsequence = cls.netchan.incoming_sequence; full = true; } oldindex = 0; newindex = 0; newp->num_entities = 0; while (1) { word = (unsigned short)MSG_ReadShort (); if (msg_badread) { // something didn't parse right... Host_EndGame ("msg_badread in packetentities"); return; } if (!word) { while (oldindex < oldp->num_entities) { // copy all the rest of the entities from the old packet //Con_Printf ("copy %i\n", oldp->entities[oldindex].number); if (newindex >= MAX_PACKET_ENTITIES) Host_EndGame ("CL_ParsePacketEntities: newindex == MAX_PACKET_ENTITIES"); newp->entities[newindex] = oldp->entities[oldindex]; newindex++; oldindex++; } break; } newnum = word&511; oldnum = oldindex >= oldp->num_entities ? 9999 : oldp->entities[oldindex].number; while (newnum > oldnum) { if (full) { Con_Printf ("WARNING: oldcopy on full update"); FlushEntityPacket (); return; } //Con_Printf ("copy %i\n", oldnum); // copy one of the old entities over to the new packet unchanged if (newindex >= MAX_PACKET_ENTITIES) Host_EndGame ("CL_ParsePacketEntities: newindex == MAX_PACKET_ENTITIES"); newp->entities[newindex] = oldp->entities[oldindex]; newindex++; oldindex++; oldnum = oldindex >= oldp->num_entities ? 9999 : oldp->entities[oldindex].number; } if (newnum < oldnum) { // new from baseline //Con_Printf ("baseline %i\n", newnum); if (word & U_REMOVE) { if (full) { cl.validsequence = 0; Con_Printf ("WARNING: U_REMOVE on full update\n"); FlushEntityPacket (); return; } continue; } if (newindex >= MAX_PACKET_ENTITIES) Host_EndGame ("CL_ParsePacketEntities: newindex == MAX_PACKET_ENTITIES"); CL_ParseDelta (&cl_baselines[newnum], &newp->entities[newindex], word); newindex++; continue; } if (newnum == oldnum) { // delta from previous if (full) { cl.validsequence = 0; Con_Printf ("WARNING: delta on full update"); } if (word & U_REMOVE) { oldindex++; continue; } //Con_Printf ("delta %i\n",newnum); CL_ParseDelta (&oldp->entities[oldindex], &newp->entities[newindex], word); newindex++; oldindex++; } } newp->num_entities = newindex; } /* =============== CL_LinkPacketEntities =============== */ void CL_LinkPacketEntities (void) { entity_t *ent; packet_entities_t *pack; entity_state_t *s1, *s2; float f; model_t *model; vec3_t old_origin; float autorotate; int i; int pnum; dlight_t *dl; pack = &cl.frames[cls.netchan.incoming_sequence&UPDATE_MASK].packet_entities; autorotate = anglemod(100*cl.time); f = 0; // FIXME: no interpolation right now for (pnum=0 ; pnumnum_entities ; pnum++) { s1 = &pack->entities[pnum]; s2 = s1; // FIXME: no interpolation right now // spawn light flashes, even ones coming from invisible objects if ((s1->effects & (EF_BLUE | EF_RED)) == (EF_BLUE | EF_RED)) CL_NewDlight (s1->number, s1->origin[0], s1->origin[1], s1->origin[2], 200 + (rand()&31), 0.1, 3); else if (s1->effects & EF_BLUE) CL_NewDlight (s1->number, s1->origin[0], s1->origin[1], s1->origin[2], 200 + (rand()&31), 0.1, 1); else if (s1->effects & EF_RED) CL_NewDlight (s1->number, s1->origin[0], s1->origin[1], s1->origin[2], 200 + (rand()&31), 0.1, 2); else if (s1->effects & EF_BRIGHTLIGHT) CL_NewDlight (s1->number, s1->origin[0], s1->origin[1], s1->origin[2] + 16, 400 + (rand()&31), 0.1, 0); else if (s1->effects & EF_DIMLIGHT) CL_NewDlight (s1->number, s1->origin[0], s1->origin[1], s1->origin[2], 200 + (rand()&31), 0.1, 0); // if set to invisible, skip if (!s1->modelindex) continue; // create a new entity if (cl_numvisedicts == MAX_VISEDICTS) break; // object list is full ent = &cl_visedicts[cl_numvisedicts]; cl_numvisedicts++; ent->keynum = s1->number; ent->model = model = cl.model_precache[s1->modelindex]; // set colormap if (s1->colormap && (s1->colormap < MAX_CLIENTS) && !strcmp(ent->model->name,"progs/player.mdl") ) { ent->colormap = cl.players[s1->colormap-1].translations; ent->scoreboard = &cl.players[s1->colormap-1]; } else { ent->colormap = vid.colormap; ent->scoreboard = NULL; } // set skin ent->skinnum = s1->skinnum; // set frame ent->frame = s1->frame; // rotate binary objects locally if (model->flags & EF_ROTATE) { ent->angles[0] = 0; ent->angles[1] = autorotate; ent->angles[2] = 0; } else { float a1, a2; for (i=0 ; i<3 ; i++) { a1 = s1->angles[i]; a2 = s2->angles[i]; if (a1 - a2 > 180) a1 -= 360; if (a1 - a2 < -180) a1 += 360; ent->angles[i] = a2 + f * (a1 - a2); } } // calculate origin for (i=0 ; i<3 ; i++) ent->origin[i] = s2->origin[i] + f * (s1->origin[i] - s2->origin[i]); // add automatic particle trails if (!model->flags) continue; // scan the old entity display list for a matching for (i=0 ; ikeynum) { VectorCopy (cl_oldvisedicts[i].origin, old_origin); break; } } if (i == cl_oldnumvisedicts) continue; // not in last message for (i=0 ; i<3 ; i++) if ( abs(old_origin[i] - ent->origin[i]) > 128) { // no trail if too far VectorCopy (ent->origin, old_origin); break; } if (model->flags & EF_ROCKET) { R_RocketTrail (old_origin, ent->origin, 0); dl = CL_AllocDlight (s1->number); VectorCopy (ent->origin, dl->origin); dl->radius = 200; dl->die = cl.time + 0.1; } else if (model->flags & EF_GRENADE) R_RocketTrail (old_origin, ent->origin, 1); else if (model->flags & EF_GIB) R_RocketTrail (old_origin, ent->origin, 2); else if (model->flags & EF_ZOMGIB) R_RocketTrail (old_origin, ent->origin, 4); else if (model->flags & EF_TRACER) R_RocketTrail (old_origin, ent->origin, 3); else if (model->flags & EF_TRACER2) R_RocketTrail (old_origin, ent->origin, 5); else if (model->flags & EF_TRACER3) R_RocketTrail (old_origin, ent->origin, 6); } } /* ========================================================================= PROJECTILE PARSING / LINKING ========================================================================= */ typedef struct { int modelindex; vec3_t origin; vec3_t angles; } projectile_t; #define MAX_PROJECTILES 32 projectile_t cl_projectiles[MAX_PROJECTILES]; int cl_num_projectiles; extern int cl_spikeindex; void CL_ClearProjectiles (void) { cl_num_projectiles = 0; } /* ===================== CL_ParseProjectiles Nails are passed as efficient temporary entities ===================== */ void CL_ParseProjectiles (void) { int i, c, j; byte bits[6]; projectile_t *pr; c = MSG_ReadByte (); for (i=0 ; imodelindex = cl_spikeindex; 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; pr->angles[0] = 360*(bits[4]>>4)/16; pr->angles[1] = 360*bits[5]/256; } } /* ============= CL_LinkProjectiles ============= */ void CL_LinkProjectiles (void) { int i; projectile_t *pr; entity_t *ent; for (i=0, pr=cl_projectiles ; ikeynum = 0; if (pr->modelindex < 1) continue; ent->model = cl.model_precache[pr->modelindex]; ent->skinnum = 0; ent->frame = 0; ent->colormap = vid.colormap; ent->scoreboard = NULL; VectorCopy (pr->origin, ent->origin); VectorCopy (pr->angles, ent->angles); } } //======================================== extern int cl_spikeindex, cl_playerindex, cl_flagindex; entity_t *CL_NewTempEntity (void); /* =================== CL_ParsePlayerinfo =================== */ extern int parsecountmod; extern double parsecounttime; void CL_ParsePlayerinfo (void) { int msec; int flags; player_info_t *info; player_state_t *state; int num; int i; num = MSG_ReadByte (); if (num > MAX_CLIENTS) Sys_Error ("CL_ParsePlayerinfo: bad num"); info = &cl.players[num]; state = &cl.frames[parsecountmod].playerstate[num]; flags = state->flags = MSG_ReadShort (); state->messagenum = cl.parsecount; state->origin[0] = MSG_ReadCoord (); state->origin[1] = MSG_ReadCoord (); state->origin[2] = MSG_ReadCoord (); state->frame = MSG_ReadByte (); // the other player's last move was likely some time // before the packet was sent out, so accurately track // the exact time it was valid at if (flags & PF_MSEC) { msec = MSG_ReadByte (); state->state_time = parsecounttime - msec*0.001; } else state->state_time = parsecounttime; if (flags & PF_COMMAND) MSG_ReadDeltaUsercmd (&nullcmd, &state->command); for (i=0 ; i<3 ; i++) { if (flags & (PF_VELOCITY1<velocity[i] = MSG_ReadShort(); else state->velocity[i] = 0; } if (flags & PF_MODEL) state->modelindex = MSG_ReadByte (); else state->modelindex = cl_playerindex; if (flags & PF_SKINNUM) state->skinnum = MSG_ReadByte (); else state->skinnum = 0; if (flags & PF_EFFECTS) state->effects = MSG_ReadByte (); else state->effects = 0; if (flags & PF_WEAPONFRAME) state->weaponframe = MSG_ReadByte (); else state->weaponframe = 0; VectorCopy (state->command.angles, state->viewangles); } /* ================ CL_AddFlagModels Called when the CTF flags are set ================ */ void CL_AddFlagModels (entity_t *ent, int team) { int i; float f; vec3_t v_forward, v_right, v_up; entity_t *newent; if (cl_flagindex == -1) return; f = 14; if (ent->frame >= 29 && ent->frame <= 40) { if (ent->frame >= 29 && ent->frame <= 34) { //axpain if (ent->frame == 29) f = f + 2; else if (ent->frame == 30) f = f + 8; else if (ent->frame == 31) f = f + 12; else if (ent->frame == 32) f = f + 11; else if (ent->frame == 33) f = f + 10; else if (ent->frame == 34) f = f + 4; } else if (ent->frame >= 35 && ent->frame <= 40) { // pain if (ent->frame == 35) f = f + 2; else if (ent->frame == 36) f = f + 10; else if (ent->frame == 37) f = f + 10; else if (ent->frame == 38) f = f + 8; else if (ent->frame == 39) f = f + 4; else if (ent->frame == 40) f = f + 2; } } else if (ent->frame >= 103 && ent->frame <= 118) { if (ent->frame >= 103 && ent->frame <= 104) f = f + 6; //nailattack else if (ent->frame >= 105 && ent->frame <= 106) f = f + 6; //light else if (ent->frame >= 107 && ent->frame <= 112) f = f + 7; //rocketattack else if (ent->frame >= 112 && ent->frame <= 118) f = f + 7; //shotattack } newent = CL_NewTempEntity (); newent->model = cl.model_precache[cl_flagindex]; newent->skinnum = team; AngleVectors (ent->angles, v_forward, v_right, v_up); v_forward[2] = -v_forward[2]; // reverse z component for (i=0 ; i<3 ; i++) newent->origin[i] = ent->origin[i] - f*v_forward[i] + 22*v_right[i]; newent->origin[2] -= 16; VectorCopy (ent->angles, newent->angles) newent->angles[2] -= 45; } /* ============= CL_LinkPlayers Create visible entities in the correct position for all current players ============= */ void CL_LinkPlayers (void) { int j; player_info_t *info; player_state_t *state; player_state_t exact; double playertime; entity_t *ent; int msec; frame_t *frame; int oldphysent; playertime = realtime - cls.latency + 0.02; if (playertime > realtime) playertime = realtime; frame = &cl.frames[cl.parsecount&UPDATE_MASK]; for (j=0, info=cl.players, state=frame->playerstate ; j < MAX_CLIENTS ; j++, info++, state++) { if (state->messagenum != cl.parsecount) continue; // not present this frame // spawn light flashes, even ones coming from invisible objects #ifdef GLQUAKE if (!gl_flashblend.value || j != cl.playernum) { #endif if ((state->effects & (EF_BLUE | EF_RED)) == (EF_BLUE | EF_RED)) CL_NewDlight (j, state->origin[0], state->origin[1], state->origin[2], 200 + (rand()&31), 0.1, 3); else if (state->effects & EF_BLUE) CL_NewDlight (j, state->origin[0], state->origin[1], state->origin[2], 200 + (rand()&31), 0.1, 1); else if (state->effects & EF_RED) CL_NewDlight (j, state->origin[0], state->origin[1], state->origin[2], 200 + (rand()&31), 0.1, 2); else if (state->effects & EF_BRIGHTLIGHT) CL_NewDlight (j, state->origin[0], state->origin[1], state->origin[2] + 16, 400 + (rand()&31), 0.1, 0); else if (state->effects & EF_DIMLIGHT) CL_NewDlight (j, state->origin[0], state->origin[1], state->origin[2], 200 + (rand()&31), 0.1, 0); #ifdef GLQUAKE } #endif // the player object never gets added if (j == cl.playernum) continue; if (!state->modelindex) continue; if (!Cam_DrawPlayer(j)) continue; // grab an entity to fill in if (cl_numvisedicts == MAX_VISEDICTS) break; // object list is full ent = &cl_visedicts[cl_numvisedicts]; cl_numvisedicts++; ent->keynum = 0; ent->model = cl.model_precache[state->modelindex]; ent->skinnum = state->skinnum; ent->frame = state->frame; ent->colormap = info->translations; if (state->modelindex == cl_playerindex) ent->scoreboard = info; // use custom skin else ent->scoreboard = NULL; // // angles // ent->angles[PITCH] = -state->viewangles[PITCH]/3; ent->angles[YAW] = state->viewangles[YAW]; ent->angles[ROLL] = 0; ent->angles[ROLL] = V_CalcRoll (ent->angles, state->velocity)*4; // only predict half the move to minimize overruns msec = 500*(playertime - state->state_time); if (msec <= 0 || (!cl_predict_players.value && !cl_predict_players2.value)) { VectorCopy (state->origin, ent->origin); //Con_DPrintf ("nopredict\n"); } else { // predict players movement if (msec > 255) msec = 255; state->command.msec = msec; //Con_DPrintf ("predict: %i\n", msec); oldphysent = pmove.numphysent; CL_SetSolidPlayers (j); CL_PredictUsercmd (state, &exact, &state->command, false); pmove.numphysent = oldphysent; VectorCopy (exact.origin, ent->origin); } if (state->effects & EF_FLAG1) CL_AddFlagModels (ent, 0); else if (state->effects & EF_FLAG2) CL_AddFlagModels (ent, 1); } } //====================================================================== /* =============== CL_SetSolid Builds all the pmove physents for the current frame =============== */ void CL_SetSolidEntities (void) { int i; frame_t *frame; packet_entities_t *pak; entity_state_t *state; pmove.physents[0].model = cl.worldmodel; VectorCopy (vec3_origin, pmove.physents[0].origin); pmove.physents[0].info = 0; pmove.numphysent = 1; frame = &cl.frames[parsecountmod]; pak = &frame->packet_entities; for (i=0 ; inum_entities ; i++) { state = &pak->entities[i]; if (!state->modelindex) continue; if (!cl.model_precache[state->modelindex]) continue; if ( cl.model_precache[state->modelindex]->hulls[1].firstclipnode || cl.model_precache[state->modelindex]->clipbox ) { pmove.physents[pmove.numphysent].model = cl.model_precache[state->modelindex]; VectorCopy (state->origin, pmove.physents[pmove.numphysent].origin); pmove.numphysent++; } } } /* === Calculate the new position of players, without other player clipping We do this to set up real player prediction. Players are predicted twice, first without clipping other players, then with clipping against them. This sets up the first phase. === */ void CL_SetUpPlayerPrediction(qboolean dopred) { int j; player_state_t *state; player_state_t exact; double playertime; int msec; frame_t *frame; struct predicted_player *pplayer; playertime = realtime - cls.latency + 0.02; if (playertime > realtime) playertime = realtime; frame = &cl.frames[cl.parsecount&UPDATE_MASK]; for (j=0, pplayer = predicted_players, state=frame->playerstate; j < MAX_CLIENTS; j++, pplayer++, state++) { pplayer->active = false; if (state->messagenum != cl.parsecount) continue; // not present this frame if (!state->modelindex) continue; pplayer->active = true; pplayer->flags = state->flags; // note that the local player is special, since he moves locally // we use his last predicted postition if (j == cl.playernum) { VectorCopy(cl.frames[cls.netchan.outgoing_sequence&UPDATE_MASK].playerstate[cl.playernum].origin, pplayer->origin); } else { // only predict half the move to minimize overruns msec = 500*(playertime - state->state_time); if (msec <= 0 || (!cl_predict_players.value && !cl_predict_players2.value) || !dopred) { VectorCopy (state->origin, pplayer->origin); //Con_DPrintf ("nopredict\n"); } else { // predict players movement if (msec > 255) msec = 255; state->command.msec = msec; //Con_DPrintf ("predict: %i\n", msec); CL_PredictUsercmd (state, &exact, &state->command, false); VectorCopy (exact.origin, pplayer->origin); } } } } /* =============== CL_SetSolid Builds all the pmove physents for the current frame Note that CL_SetUpPlayerPrediction() must be called first! pmove must be setup with world and solid entity hulls before calling (via CL_PredictMove) =============== */ void CL_SetSolidPlayers (int playernum) { int j; extern vec3_t player_mins; extern vec3_t player_maxs; struct predicted_player *pplayer; physent_t *pent; if (!cl_solid_players.value) return; pent = pmove.physents + pmove.numphysent; for (j=0, pplayer = predicted_players; j < MAX_CLIENTS; j++, pplayer++) { if (!pplayer->active) continue; // not present this frame // the player object never gets added if (j == playernum) continue; if (pplayer->flags & PF_DEAD) continue; // dead players aren't solid pent->model = 0; VectorCopy(pplayer->origin, pent->origin); VectorCopy(player_mins, pent->mins); VectorCopy(player_maxs, pent->maxs); pmove.numphysent++; pent++; } } /* =============== CL_EmitEntities Builds the visedicts array for cl.time Made up of: clients, packet_entities, nails, and tents =============== */ void CL_EmitEntities (void) { if (cls.state != ca_active) return; if (!cl.validsequence) return; cl_oldnumvisedicts = cl_numvisedicts; cl_oldvisedicts = cl_visedicts_list[(cls.netchan.incoming_sequence-1)&1]; cl_visedicts = cl_visedicts_list[cls.netchan.incoming_sequence&1]; cl_numvisedicts = 0; CL_LinkPlayers (); CL_LinkPacketEntities (); CL_LinkProjectiles (); CL_UpdateTEnts (); }