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/*
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"
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# include "particles.h"
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extern cvar_t cl_predict_players ;
extern cvar_t cl_predict_players2 ;
extern cvar_t cl_solid_players ;
extern cvar_t gl_part_inferno ;
extern cvar_t cl_item_bobbing ;
extern int cl_playerindex ;
static struct predicted_player {
int flags ;
int frame ;
int oldframe ;
float lerptime ;
qboolean active ;
vec3_t origin ; // predicted origin
} predicted_players [ MAX_CLIENTS ] ;
float newlerprate ;
//============================================================
/*
= = = = = = = = = = = = = = =
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 ; i < MAX_DLIGHTS ; i + + , dl + + )
{
if ( dl - > key = = key )
{
memset ( dl , 0 , sizeof ( * dl ) ) ;
dl - > key = key ;
return dl ;
}
}
}
// then look for anything else
dl = cl_dlights ;
for ( i = 0 ; i < MAX_DLIGHTS ; i + + , dl + + )
{
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if ( ! dl - > radius )
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{
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
= = = = = = = = = = = = = = =
*/
dlight_t * 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 ;
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dl - > die = ( float ) cl . time + time ;
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if ( type = = 0 ) {
dl - > color [ 0 ] = 0.2 ;
dl - > color [ 1 ] = 0.1 ;
dl - > color [ 2 ] = 0.05 ;
} else if ( type = = 1 ) {
dl - > color [ 0 ] = 0.05 ;
dl - > color [ 1 ] = 0.05 ;
dl - > color [ 2 ] = 0.3 ;
} else if ( type = = 2 ) {
dl - > color [ 0 ] = 0.5 ;
dl - > color [ 1 ] = 0.05 ;
dl - > color [ 2 ] = 0.05 ;
} else if ( type = = 3 ) {
dl - > color [ 0 ] = 0.5 ;
dl - > color [ 1 ] = 0.05 ;
dl - > color [ 2 ] = 0.4 ;
}
return dl ;
}
void CL_NewDlightRGB ( int key , float x , float y , float z , float radius , float time ,
float r , float g , float b )
{
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 ;
dl - > color [ 0 ] = r ;
dl - > color [ 1 ] = g ;
dl - > color [ 2 ] = b ;
}
/*
= = = = = = = = = = = = = = =
CL_DecayLights
= = = = = = = = = = = = = = =
*/
void CL_DecayLights ( void )
{
int i ;
dlight_t * dl ;
if ( cl . paused ) //DON'T DO IT!!!
return ;
dl = cl_dlights ;
for ( i = 0 ; i < MAX_DLIGHTS ; i + + , dl + + )
{
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if ( ! dl - > radius )
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continue ;
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if ( dl - > die < ( float ) cl . time )
{
dl - > radius = 0 ;
continue ;
}
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dl - > radius - = host_frametime * dl - > decay ;
if ( dl - > radius < 0 )
dl - > radius = 0 ;
if ( dl - > channelfade [ 0 ] )
{
dl - > color [ 0 ] - = host_frametime * dl - > channelfade [ 0 ] ;
if ( dl - > color [ 0 ] < 0 )
dl - > color [ 0 ] = 0 ;
}
if ( dl - > channelfade [ 1 ] )
{
dl - > color [ 1 ] - = host_frametime * dl - > channelfade [ 1 ] ;
if ( dl - > color [ 1 ] < 0 )
dl - > color [ 1 ] = 0 ;
}
if ( dl - > channelfade [ 2 ] )
{
dl - > color [ 2 ] - = host_frametime * dl - > channelfade [ 2 ] ;
if ( dl - > color [ 2 ] < 0 )
dl - > color [ 2 ] = 0 ;
}
# ifdef Q2CLIENT //FIXME: Why? why just q2 clients?
if ( cls . q2server )
if ( ! dl - > decay )
dl - > radius = 0 ;
# endif
}
}
/*
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
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 , qboolean new )
{
int i ;
# ifdef PROTOCOLEXTENSIONS
int morebits = 0 ;
# endif
vec3_t move ;
// 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 < < i ) )
bitcounts [ i ] + + ;
to - > flags = bits ;
# ifdef PROTOCOLEXTENSIONS
if ( bits & U_EVENMORE & & cls . fteprotocolextensions )
morebits = MSG_ReadByte ( ) ;
if ( morebits & U_YETMORE )
morebits | = MSG_ReadByte ( ) < < 8 ;
# endif
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
}
# ifdef PEXT_SCALE
if ( morebits & U_SCALE & & cls . fteprotocolextensions & PEXT_SCALE )
to - > scale = ( float ) MSG_ReadByte ( ) / 100.0 ;
# endif
# ifdef PEXT_TRANS
if ( morebits & U_TRANS & & cls . fteprotocolextensions & PEXT_TRANS )
to - > trans = ( float ) MSG_ReadByte ( ) / 255 ;
# endif
# ifdef PEXT_FATNESS
if ( morebits & U_FATNESS & & cls . fteprotocolextensions & PEXT_FATNESS )
to - > trans = ( float ) MSG_ReadChar ( ) / 2 ;
# endif
if ( morebits & U_DRAWFLAGS & & cls . fteprotocolextensions & PEXT_HEXEN2 )
to - > drawflags = MSG_ReadByte ( ) ;
if ( morebits & U_ABSLIGHT & & cls . fteprotocolextensions & PEXT_HEXEN2 )
to - > abslight = MSG_ReadByte ( ) ;
if ( morebits & U_ENTITYDBL )
to - > number + = 512 ;
if ( morebits & U_ENTITYDBL2 )
to - > number + = 1024 ;
if ( morebits & U_MODELDBL )
to - > modelindex + = 256 ;
VectorSubtract ( to - > origin , from - > origin , move ) ;
# ifdef HALFLIFEMODELS
if ( to - > frame ! = from - > frame )
cl . lerpents [ to - > number ] . framechange = cl . time ; //marked for hl models
# endif
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if ( to - > modelindex ! = from - > modelindex | | to - > number ! = from - > number | | VectorLength ( move ) > 128 ) //model changed... or entity changed...
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{
# ifdef HALFLIFEMODELS
cl . lerpents [ to - > number ] . framechange = cl . time ; //marked for hl models
# endif
cl . lerpents [ to - > number ] . lerptime = - 10 ;
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if ( ! new )
return ;
move [ 0 ] = 1 ; //make sure it enters the next block.
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}
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if ( to - > frame ! = from - > frame | | move [ 0 ] | | move [ 1 ] | | move [ 2 ] )
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{
cl . lerpents [ to - > number ] . origin [ 0 ] = from - > origin [ 0 ] ;
cl . lerpents [ to - > number ] . origin [ 1 ] = from - > origin [ 1 ] ;
cl . lerpents [ to - > number ] . origin [ 2 ] = from - > origin [ 2 ] ;
cl . lerpents [ to - > number ] . angles [ 0 ] = from - > angles [ 0 ] ;
cl . lerpents [ to - > number ] . angles [ 1 ] = from - > angles [ 1 ] ;
cl . lerpents [ to - > number ] . angles [ 2 ] = from - > angles [ 2 ] ;
//we have three sorts of movement.
//1: stepping monsters. These have frames and tick at 10fps.
//2: physics. Objects moving acording to gravity.
//3: both. This is really awkward. And I'm really lazy.
cl . lerpents [ to - > number ] . lerprate = cl . time - cl . lerpents [ to - > number ] . lerptime ; //time per update
cl . lerpents [ to - > number ] . frame = from - > frame ;
cl . lerpents [ to - > number ] . lerptime = cl . time ;
if ( cl . lerpents [ to - > number ] . lerprate > 0.5 )
cl . lerpents [ to - > number ] . lerprate = 0.1 ;
//store this off for new ents to use.
if ( new )
cl . lerpents [ to - > number ] . lerptime = newlerprate ;
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if ( to - > frame = = from - > frame & & ! new ) //(h2 runs at 20fps)
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newlerprate = cl . time - cl . lerpents [ to - > number ] . lerptime ;
}
}
/*
= = = = = = = = = = = = = = = = =
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 , true ) ;
}
}
/*
= = = = = = = = = = = = = = = = = =
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 ;
qbyte 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 ( cls . demoplayback = = DPB_MVD )
from = oldpacket = cls . netchan . incoming_sequence - 1 ;
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 . oldvalidsequence = cl . validsequence ;
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 . oldvalidsequence = cl . validsequence ;
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 > = newp - > max_entities )
{
newp - > max_entities = newindex + 1 ;
newp - > entities = BZ_Realloc ( newp - > entities , sizeof ( entity_state_t ) * newp - > max_entities ) ;
}
if ( oldindex > = oldp - > max_entities )
Host_EndGame ( " Old packet entity too big \n " ) ;
newp - > entities [ newindex ] = oldp - > entities [ oldindex ] ;
newindex + + ;
oldindex + + ;
}
break ;
}
newnum = word & 511 ;
if ( word & U_MOREBITS )
{
int oldpos = msg_readcount ;
int excessive ;
excessive = MSG_ReadByte ( ) ;
if ( excessive & U_EVENMORE )
{
excessive = MSG_ReadByte ( ) ;
if ( excessive & U_ENTITYDBL )
newnum + = 512 ;
if ( excessive & U_ENTITYDBL2 )
newnum + = 1024 ;
}
msg_readcount = oldpos ; //undo the read...
}
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 > = newp - > max_entities )
{
newp - > max_entities = newindex + 1 ;
newp - > entities = BZ_Realloc ( newp - > entities , sizeof ( entity_state_t ) * newp - > max_entities ) ;
}
if ( oldindex > = oldp - > max_entities )
Host_EndGame ( " Old packet entity too big \n " ) ;
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 > = newp - > max_entities )
{
newp - > max_entities = newindex + 1 ;
newp - > entities = BZ_Realloc ( newp - > entities , sizeof ( entity_state_t ) * newp - > max_entities ) ;
}
CL_ParseDelta ( & cl_baselines [ newnum ] , & newp - > entities [ newindex ] , word , true ) ;
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 ;
}
if ( newindex > = newp - > max_entities )
{
newp - > max_entities = newindex + 1 ;
newp - > entities = BZ_Realloc ( newp - > entities , sizeof ( entity_state_t ) * newp - > max_entities ) ;
}
//Con_Printf ("delta %i\n",newnum);
CL_ParseDelta ( & oldp - > entities [ oldindex ] , & newp - > entities [ newindex ] , word , false ) ;
newindex + + ;
oldindex + + ;
}
}
newp - > num_entities = newindex ;
}
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entity_state_t * CL_FindOldPacketEntity ( int num )
{
int pnum ;
entity_state_t * s1 ;
packet_entities_t * pack ;
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if ( ! cls . netchan . incoming_sequence )
return NULL ;
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pack = & cl . frames [ ( cls . netchan . incoming_sequence - 1 ) & UPDATE_MASK ] . packet_entities ;
for ( pnum = 0 ; pnum < pack - > num_entities ; pnum + + )
{
s1 = & pack - > entities [ pnum ] ;
if ( num = = s1 - > number )
return s1 ;
}
return NULL ;
}
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# ifdef NQPROT
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// reset all entity fields (typically used if status changed)
# define E5_FULLUPDATE (1<<0)
// E5_ORIGIN32=0: short[3] = s->origin[0] * 8, s->origin[1] * 8, s->origin[2] * 8
// E5_ORIGIN32=1: float[3] = s->origin[0], s->origin[1], s->origin[2]
# define E5_ORIGIN (1<<1)
// E5_ANGLES16=0: byte[3] = s->angle[0] * 256 / 360, s->angle[1] * 256 / 360, s->angle[2] * 256 / 360
// E5_ANGLES16=1: short[3] = s->angle[0] * 65536 / 360, s->angle[1] * 65536 / 360, s->angle[2] * 65536 / 360
# define E5_ANGLES (1<<2)
// E5_MODEL16=0: byte = s->modelindex
// E5_MODEL16=1: short = s->modelindex
# define E5_MODEL (1<<3)
// E5_FRAME16=0: byte = s->frame
// E5_FRAME16=1: short = s->frame
# define E5_FRAME (1<<4)
// byte = s->skin
# define E5_SKIN (1<<5)
// E5_EFFECTS16=0 && E5_EFFECTS32=0: byte = s->effects
// E5_EFFECTS16=1 && E5_EFFECTS32=0: short = s->effects
// E5_EFFECTS16=0 && E5_EFFECTS32=1: int = s->effects
// E5_EFFECTS16=1 && E5_EFFECTS32=1: int = s->effects
# define E5_EFFECTS (1<<6)
// bits >= (1<<8)
# define E5_EXTEND1 (1<<7)
// byte = s->renderflags
# define E5_FLAGS (1<<8)
// byte = bound(0, s->alpha * 255, 255)
# define E5_ALPHA (1<<9)
// byte = bound(0, s->scale * 16, 255)
# define E5_SCALE (1<<10)
// flag
# define E5_ORIGIN32 (1<<11)
// flag
# define E5_ANGLES16 (1<<12)
// flag
# define E5_MODEL16 (1<<13)
// byte = s->colormap
# define E5_COLORMAP (1<<14)
// bits >= (1<<16)
# define E5_EXTEND2 (1<<15)
// short = s->tagentity
// byte = s->tagindex
# define E5_ATTACHMENT (1<<16)
// short[4] = s->light[0], s->light[1], s->light[2], s->light[3]
// byte = s->lightstyle
// byte = s->lightpflags
# define E5_LIGHT (1<<17)
// byte = s->glowsize
// byte = s->glowcolor
# define E5_GLOW (1<<18)
// short = s->effects
# define E5_EFFECTS16 (1<<19)
// int = s->effects
# define E5_EFFECTS32 (1<<20)
// flag
# define E5_FRAME16 (1<<21)
// unused
# define E5_UNUSED22 (1<<22)
// bits >= (1<<24)
# define E5_EXTEND3 (1<<23)
// unused
# define E5_UNUSED24 (1<<24)
// unused
# define E5_UNUSED25 (1<<25)
// unused
# define E5_UNUSED26 (1<<26)
// unused
# define E5_UNUSED27 (1<<27)
// unused
# define E5_UNUSED28 (1<<28)
// unused
# define E5_UNUSED29 (1<<29)
// unused
# define E5_UNUSED30 (1<<30)
// bits2 > 0
# define E5_EXTEND4 (1<<31)
static entity_state_t defaultstate ;
void DP5_ParseDelta ( entity_state_t * s )
{
int bits ;
bits = MSG_ReadByte ( ) ;
if ( bits & E5_EXTEND1 )
{
bits | = MSG_ReadByte ( ) < < 8 ;
if ( bits & E5_EXTEND2 )
{
bits | = MSG_ReadByte ( ) < < 16 ;
if ( bits & E5_EXTEND3 )
bits | = MSG_ReadByte ( ) < < 24 ;
}
}
if ( bits & E5_FULLUPDATE )
{
* s = defaultstate ;
// s->active = true;
}
if ( bits & E5_FLAGS )
s - > flags = MSG_ReadByte ( ) ;
if ( bits & E5_ORIGIN )
{
if ( bits & E5_ORIGIN32 )
{
s - > origin [ 0 ] = MSG_ReadFloat ( ) ;
s - > origin [ 1 ] = MSG_ReadFloat ( ) ;
s - > origin [ 2 ] = MSG_ReadFloat ( ) ;
}
else
{
s - > origin [ 0 ] = MSG_ReadShort ( ) * ( 1 / 8.0f ) ;
s - > origin [ 1 ] = MSG_ReadShort ( ) * ( 1 / 8.0f ) ;
s - > origin [ 2 ] = MSG_ReadShort ( ) * ( 1 / 8.0f ) ;
}
}
if ( bits & E5_ANGLES )
{
if ( bits & E5_ANGLES16 )
{
s - > angles [ 0 ] = MSG_ReadAngle16 ( ) ;
s - > angles [ 1 ] = MSG_ReadAngle16 ( ) ;
s - > angles [ 2 ] = MSG_ReadAngle16 ( ) ;
}
else
{
s - > angles [ 0 ] = MSG_ReadChar ( ) * ( 360.0 / 256 ) ;
s - > angles [ 1 ] = MSG_ReadChar ( ) * ( 360.0 / 256 ) ;
s - > angles [ 2 ] = MSG_ReadChar ( ) * ( 360.0 / 256 ) ;
}
}
if ( bits & E5_MODEL )
{
if ( bits & E5_MODEL16 )
s - > modelindex = ( unsigned short ) MSG_ReadShort ( ) ;
else
s - > modelindex = MSG_ReadByte ( ) ;
}
if ( bits & E5_FRAME )
{
if ( bits & E5_FRAME16 )
s - > frame = ( unsigned short ) MSG_ReadShort ( ) ;
else
s - > frame = MSG_ReadByte ( ) ;
}
if ( bits & E5_SKIN )
s - > skinnum = MSG_ReadByte ( ) ;
if ( bits & E5_EFFECTS )
{
if ( bits & E5_EFFECTS32 )
s - > effects = ( unsigned int ) MSG_ReadLong ( ) ;
else if ( bits & E5_EFFECTS16 )
s - > effects = ( unsigned short ) MSG_ReadShort ( ) ;
else
s - > effects = MSG_ReadByte ( ) ;
}
if ( bits & E5_ALPHA )
s - > trans = MSG_ReadByte ( ) / 255.0f ;
if ( bits & E5_SCALE )
s - > scale = MSG_ReadByte ( ) / 255.0f ;
if ( bits & E5_COLORMAP )
s - > colormap = MSG_ReadByte ( ) ;
if ( bits & E5_ATTACHMENT )
{
MSG_ReadShort ( ) ;
MSG_ReadByte ( ) ;
// s->tagentity = (unsigned short) MSG_ReadShort();
// s->tagindex = MSG_ReadByte();
}
if ( bits & E5_LIGHT )
{
MSG_ReadShort ( ) ;
MSG_ReadShort ( ) ;
MSG_ReadShort ( ) ;
MSG_ReadShort ( ) ;
MSG_ReadByte ( ) ;
MSG_ReadByte ( ) ;
// s->light[0] = (unsigned short) MSG_ReadShort();
// s->light[1] = (unsigned short) MSG_ReadShort();
// s->light[2] = (unsigned short) MSG_ReadShort();
// s->light[3] = (unsigned short) MSG_ReadShort();
// s->lightstyle = MSG_ReadByte();
// s->lightpflags = MSG_ReadByte();
}
if ( bits & E5_GLOW )
{
MSG_ReadByte ( ) ;
MSG_ReadByte ( ) ;
// s->glowsize = MSG_ReadByte();
// s->glowcolor = MSG_ReadByte();
}
}
int cl_latestframenum ;
void CLNQ_ParseDarkPlaces5Entities ( void ) //the things I do.. :o(
{
//the incoming entities do not come in in any order. :(
//well, they come in in order of priorities, but that's not useful to us.
//I guess this means we'll have to go slowly.
packet_entities_t * pack , * oldpack ;
entity_state_t * to , * from ;
unsigned short read ;
int oldi ;
qboolean remove ;
cls . netchan . incoming_sequence + + ;
cl . validsequence = 1 ;
cl_latestframenum = MSG_ReadLong ( ) ;
pack = & cl . frames [ ( cls . netchan . incoming_sequence ) & UPDATE_MASK ] . packet_entities ;
oldpack = & cl . frames [ ( cls . netchan . incoming_sequence - 1 ) & UPDATE_MASK ] . packet_entities ;
from = oldpack - > entities ;
oldi = 0 ;
pack - > num_entities = 0 ;
for ( oldi = 0 ; oldi < oldpack - > num_entities ; oldi + + )
{
from = & oldpack - > entities [ oldi ] ;
from - > flags & = ~ 0x80000000 ;
}
for ( read = MSG_ReadShort ( ) ; read ! = 0x8000 ; read = MSG_ReadShort ( ) )
{
if ( msg_badread )
Host_EndGame ( " Corrupt entitiy message packet \n " ) ;
remove = ! ! ( read & 0x8000 ) ;
read & = ~ 0x8000 ;
from = & defaultstate ;
for ( oldi = 0 ; oldi < oldpack - > num_entities ; oldi + + )
{
if ( read = = oldpack - > entities [ oldi ] . number )
{
from = & oldpack - > entities [ oldi ] ;
break ;
}
}
from - > flags = 0x80000000 ;
if ( remove )
{
continue ;
}
if ( pack - > num_entities = = pack - > max_entities )
{
pack - > max_entities = pack - > num_entities + 16 ;
pack - > entities = BZ_Realloc ( pack - > entities , sizeof ( entity_state_t ) * pack - > max_entities ) ;
}
to = & pack - > entities [ pack - > num_entities ] ;
pack - > num_entities + + ;
memcpy ( to , from , sizeof ( * to ) ) ;
DP5_ParseDelta ( to ) ;
to - > number = read ;
if ( ! from | | to - > modelindex ! = from - > modelindex | | to - > number ! = from - > number ) //model changed... or entity changed...
cl . lerpents [ to - > number ] . lerptime = - 10 ;
else if ( to - > frame ! = from - > frame | | to - > origin [ 0 ] ! = from - > origin [ 0 ] | | to - > origin [ 1 ] ! = from - > origin [ 1 ] | | to - > origin [ 2 ] ! = from - > origin [ 2 ] )
{
cl . lerpents [ to - > number ] . origin [ 0 ] = from - > origin [ 0 ] ;
cl . lerpents [ to - > number ] . origin [ 1 ] = from - > origin [ 1 ] ;
cl . lerpents [ to - > number ] . origin [ 2 ] = from - > origin [ 2 ] ;
cl . lerpents [ to - > number ] . angles [ 0 ] = from - > angles [ 0 ] ;
cl . lerpents [ to - > number ] . angles [ 1 ] = from - > angles [ 1 ] ;
cl . lerpents [ to - > number ] . angles [ 2 ] = from - > angles [ 2 ] ;
//we have three sorts of movement.
//1: stepping monsters. These have frames and tick at 10fps.
//2: physics. Objects moving acording to gravity.
//3: both. This is really awkward. And I'm really lazy.
cl . lerpents [ to - > number ] . lerprate = cl . time - cl . lerpents [ to - > number ] . lerptime ; //time per update
cl . lerpents [ to - > number ] . frame = from - > frame ;
cl . lerpents [ to - > number ] . lerptime = cl . time ;
if ( cl . lerpents [ to - > number ] . lerprate > 0.5 )
cl . lerpents [ to - > number ] . lerprate = 0.1 ;
//store this off for new ents to use.
// if (new)
// cl.lerpents[state->number].lerptime = newlerprate;
// else
if ( to - > frame = = from - > frame )
newlerprate = cl . time - cl . lerpents [ to - > number ] . lerptime ;
}
to - > flags & = ~ 0x80000000 ;
}
//the pack has all the new ones in it, now copy the old ones in that wern't removed (or changed).
for ( oldi = 0 ; oldi < oldpack - > num_entities ; oldi + + )
{
from = & oldpack - > entities [ oldi ] ;
if ( from - > flags & 0x80000000 )
continue ;
if ( pack - > num_entities = = pack - > max_entities )
{
pack - > max_entities = pack - > num_entities + 16 ;
pack - > entities = BZ_Realloc ( pack - > entities , sizeof ( entity_state_t ) * pack - > max_entities ) ;
}
to = & pack - > entities [ pack - > num_entities ] ;
pack - > num_entities + + ;
from = & oldpack - > entities [ oldi ] ;
memcpy ( to , from , sizeof ( * to ) ) ;
}
}
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void CLNQ_ParseEntity ( unsigned int bits )
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{
int i ;
int num , pnum ;
entity_state_t * state , * from ;
entity_state_t * base ;
static float lasttime ;
packet_entities_t * pack ;
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cl . validsequence = 1 ;
# define NQU_MOREBITS (1<<0)
# define NQU_ORIGIN1 (1<<1)
# define NQU_ORIGIN2 (1<<2)
# define NQU_ORIGIN3 (1<<3)
# define NQU_ANGLE2 (1<<4)
# define NQU_NOLERP (1<<5) // don't interpolate movement
# define NQU_FRAME (1<<6)
# define NQU_SIGNAL (1<<7) // just differentiates from other updates
// svc_update can pass all of the fast update bits, plus more
# define NQU_ANGLE1 (1<<8)
# define NQU_ANGLE3 (1<<9)
# define NQU_MODEL (1<<10)
# define NQU_COLORMAP (1<<11)
# define NQU_SKIN (1<<12)
# define NQU_EFFECTS (1<<13)
# define NQU_LONGENTITY (1<<14)
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// LordHavoc's: protocol extension
# define DPU_EXTEND1 (1<<15)
// LordHavoc: first extend byte
# define DPU_DELTA (1<<16) // no data, while this is set the entity is delta compressed (uses previous frame as a baseline, meaning only things that have changed from the previous frame are sent, except for the forced full update every half second)
# define DPU_ALPHA (1<<17) // 1 byte, 0.0-1.0 maps to 0-255, not sent if exactly 1, and the entity is not sent if <=0 unless it has effects (model effects are checked as well)
# define DPU_SCALE (1<<18) // 1 byte, scale / 16 positive, not sent if 1.0
# define DPU_EFFECTS2 (1<<19) // 1 byte, this is .effects & 0xFF00 (second byte)
# define DPU_GLOWSIZE (1<<20) // 1 byte, encoding is float/4.0, unsigned, not sent if 0
# define DPU_GLOWCOLOR (1<<21) // 1 byte, palette index, default is 254 (white), this IS used for darklight (allowing colored darklight), however the particles from a darklight are always black, not sent if default value (even if glowsize or glowtrail is set)
// LordHavoc: colormod feature has been removed, because no one used it
# define DPU_COLORMOD (1<<22) // 1 byte, 3 bit red, 3 bit green, 2 bit blue, this lets you tint an object artifically, so you could make a red rocket, or a blue fiend...
# define DPU_EXTEND2 (1<<23) // another byte to follow
// LordHavoc: second extend byte
# define DPU_GLOWTRAIL (1<<24) // leaves a trail of particles (of color .glowcolor, or black if it is a negative glowsize)
# define DPU_VIEWMODEL (1<<25) // attachs the model to the view (origin and angles become relative to it), only shown to owner, a more powerful alternative to .weaponmodel and such
# define DPU_FRAME2 (1<<26) // 1 byte, this is .frame & 0xFF00 (second byte)
# define DPU_MODEL2 (1<<27) // 1 byte, this is .modelindex & 0xFF00 (second byte)
# define DPU_EXTERIORMODEL (1<<28) // causes this model to not be drawn when using a first person view (third person will draw it, first person will not)
# define DPU_UNUSED29 (1<<29) // future expansion
# define DPU_UNUSED30 (1<<30) // future expansion
# define DPU_EXTEND3 (1<<31) // another byte to follow, future expansion
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if ( cls . signon = = 4 - 1 )
{ // first update is the final signon stage
cls . signon = 4 ;
CLNQ_SignonReply ( ) ;
}
pack = & cl . frames [ cls . netchan . incoming_sequence & UPDATE_MASK ] . packet_entities ;
if ( bits & NQU_MOREBITS )
{
i = MSG_ReadByte ( ) ;
bits | = ( i < < 8 ) ;
}
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if ( bits & DPU_EXTEND1 )
{
i = MSG_ReadByte ( ) ;
bits | = ( i < < 16 ) ;
}
if ( bits & DPU_EXTEND2 )
{
i = MSG_ReadByte ( ) ;
bits | = ( i < < 24 ) ;
}
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if ( bits & NQU_LONGENTITY )
num = MSG_ReadShort ( ) ;
else
num = MSG_ReadByte ( ) ;
// state = CL_FindPacketEntity(num);
// if (!state)
{
// if ((int)(lasttime*100) != (int)(realtime*100))
// pack->num_entities=0;
// else
if ( pack - > num_entities = = pack - > max_entities )
{
pack - > max_entities = pack - > num_entities + 1 ;
pack - > entities = BZ_Realloc ( pack - > entities , sizeof ( entity_state_t ) * pack - > max_entities ) ;
}
lasttime = realtime ;
state = & pack - > entities [ pack - > num_entities + + ] ;
}
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from = CL_FindOldPacketEntity ( num ) ; //this could be optimised.
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base = & cl_baselines [ num ] ;
state - > number = num ;
if ( bits & NQU_MODEL )
state - > modelindex = MSG_ReadByte ( ) ;
else
state - > modelindex = base - > modelindex ;
if ( bits & NQU_FRAME )
state - > frame = MSG_ReadByte ( ) ;
else
state - > frame = base - > frame ;
if ( bits & NQU_COLORMAP )
state - > colormap = MSG_ReadByte ( ) ;
else
state - > colormap = 0 ;
if ( bits & NQU_SKIN )
state - > skinnum = MSG_ReadByte ( ) ;
else
state - > skinnum = base - > skinnum ;
if ( bits & NQU_EFFECTS )
state - > effects = MSG_ReadByte ( ) ;
else
state - > effects = base - > effects ;
if ( bits & NQU_ORIGIN1 )
state - > origin [ 0 ] = MSG_ReadCoord ( ) ;
else
state - > origin [ 0 ] = base - > origin [ 0 ] ;
if ( bits & NQU_ANGLE1 )
state - > angles [ 0 ] = MSG_ReadAngle ( ) ;
else
state - > angles [ 0 ] = base - > angles [ 0 ] ;
if ( bits & NQU_ORIGIN2 )
state - > origin [ 1 ] = MSG_ReadCoord ( ) ;
else
state - > origin [ 1 ] = base - > origin [ 1 ] ;
if ( bits & NQU_ANGLE2 )
state - > angles [ 1 ] = MSG_ReadAngle ( ) ;
else
state - > angles [ 1 ] = base - > angles [ 1 ] ;
if ( bits & NQU_ORIGIN3 )
state - > origin [ 2 ] = MSG_ReadCoord ( ) ;
else
state - > origin [ 2 ] = base - > origin [ 2 ] ;
if ( bits & NQU_ANGLE3 )
state - > angles [ 2 ] = MSG_ReadAngle ( ) ;
else
state - > angles [ 2 ] = base - > angles [ 2 ] ;
if ( cls . demoplayback ! = DPB_NONE )
for ( pnum = 0 ; pnum < cl . splitclients ; pnum + + )
if ( num = = cl . viewentity [ pnum ] )
{
state - > angles [ 0 ] = cl . viewangles [ pnum ] [ 0 ] / - 3 ;
state - > angles [ 1 ] = cl . viewangles [ pnum ] [ 1 ] ;
state - > angles [ 2 ] = cl . viewangles [ pnum ] [ 2 ] ;
}
if ( ! from | | state - > modelindex ! = from - > modelindex | | state - > number ! = from - > number ) //model changed... or entity changed...
cl . lerpents [ state - > number ] . lerptime = - 10 ;
else if ( state - > frame ! = from - > frame | | state - > origin [ 0 ] ! = from - > origin [ 0 ] | | state - > origin [ 1 ] ! = from - > origin [ 1 ] | | state - > origin [ 2 ] ! = from - > origin [ 2 ] )
{
cl . lerpents [ state - > number ] . origin [ 0 ] = from - > origin [ 0 ] ;
cl . lerpents [ state - > number ] . origin [ 1 ] = from - > origin [ 1 ] ;
cl . lerpents [ state - > number ] . origin [ 2 ] = from - > origin [ 2 ] ;
cl . lerpents [ state - > number ] . angles [ 0 ] = from - > angles [ 0 ] ;
cl . lerpents [ state - > number ] . angles [ 1 ] = from - > angles [ 1 ] ;
cl . lerpents [ state - > number ] . angles [ 2 ] = from - > angles [ 2 ] ;
//we have three sorts of movement.
//1: stepping monsters. These have frames and tick at 10fps.
//2: physics. Objects moving acording to gravity.
//3: both. This is really awkward. And I'm really lazy.
cl . lerpents [ state - > number ] . lerprate = cl . time - cl . lerpents [ state - > number ] . lerptime ; //time per update
cl . lerpents [ state - > number ] . frame = from - > frame ;
cl . lerpents [ state - > number ] . lerptime = cl . time ;
if ( cl . lerpents [ state - > number ] . lerprate > 0.5 )
cl . lerpents [ state - > number ] . lerprate = 0.1 ;
//store this off for new ents to use.
// if (new)
// cl.lerpents[state->number].lerptime = newlerprate;
// else
if ( state - > frame = = from - > frame )
newlerprate = cl . time - cl . lerpents [ state - > number ] . lerptime ;
}
/*
if ( num = = cl . viewentity )
{
cl . frames [ cls . netchan . incoming_sequence & UPDATE_MASK ] . playerstate [ cl . playernum [ 0 ] ] . velocity [ 0 ] = state - > origin [ 0 ] - cl . frames [ cls . netchan . incoming_sequence & UPDATE_MASK ] . playerstate [ cl . playernum [ 0 ] ] . origin [ 0 ] ;
cl . frames [ cls . netchan . incoming_sequence & UPDATE_MASK ] . playerstate [ cl . playernum [ 0 ] ] . velocity [ 1 ] = state - > origin [ 1 ] - cl . frames [ cls . netchan . incoming_sequence & UPDATE_MASK ] . playerstate [ cl . playernum [ 0 ] ] . origin [ 1 ] ;
cl . frames [ cls . netchan . incoming_sequence & UPDATE_MASK ] . playerstate [ cl . playernum [ 0 ] ] . velocity [ 2 ] = state - > origin [ 2 ] - cl . frames [ cls . netchan . incoming_sequence & UPDATE_MASK ] . playerstate [ cl . playernum [ 0 ] ] . origin [ 2 ] ;
VectorCopy ( state - > origin , cl . frames [ cls . netchan . incoming_sequence & UPDATE_MASK ] . playerstate [ cl . playernum [ 0 ] ] . origin ) ;
} */
}
# endif
# ifdef PEXT_SETVIEW
entity_state_t * CL_FindPacketEntity ( int num )
{
int pnum ;
entity_state_t * s1 ;
packet_entities_t * pack ;
pack = & cl . frames [ cls . netchan . incoming_sequence & UPDATE_MASK ] . packet_entities ;
for ( pnum = 0 ; pnum < pack - > num_entities ; pnum + + )
{
s1 = & pack - > entities [ pnum ] ;
if ( num = = s1 - > number )
return s1 ;
}
return NULL ;
}
# endif
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void CL_RotateAroundTag ( entity_t * ent , int num , int tagent )
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{
entity_state_t * ps ;
float * org = NULL , * ang = NULL ;
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vec3_t axis [ 3 ] ;
vec3_t temp [ 3 ] ;
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int model = 0 ; //these two are only initialised because msvc sucks at detecting usage.
int frame = 0 ;
float * tagorg = NULL ;
float * tagaxis ;
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ps = CL_FindPacketEntity ( tagent ) ;
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if ( ps )
{
org = ps - > origin ;
ang = ps - > angles ;
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model = ps - > modelindex ;
frame = ps - > frame ;
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}
else
{
extern int parsecountmod ;
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if ( tagent < = MAX_CLIENTS & & tagent > 0 )
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{
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if ( tagent - 1 = = cl . playernum [ 0 ] )
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{
org = cl . simorg [ 0 ] ;
ang = cl . simangles [ 0 ] ;
}
else
{
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org = cl . frames [ parsecountmod ] . playerstate [ tagent - 1 ] . origin ;
ang = cl . frames [ parsecountmod ] . playerstate [ tagent - 1 ] . viewangles ;
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}
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model = cl . frames [ parsecountmod ] . playerstate [ tagent - 1 ] . modelindex ;
frame = cl . frames [ parsecountmod ] . playerstate [ tagent - 1 ] . frame ;
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}
}
if ( ang )
{
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AngleVectors ( ang , axis [ 0 ] , axis [ 1 ] , axis [ 2 ] ) ;
VectorInverse ( axis [ 1 ] ) ;
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if ( Mod_GetTag )
Mod_GetTag ( cl . model_precache [ model ] , cl . lerpents [ tagent ] . tagindex , frame , & tagorg , & tagaxis ) ;
else
tagaxis = NULL ;
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if ( tagaxis )
{
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Matrix3_Multiply ( ent - > axis , ( void * ) tagaxis , temp ) ;
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}
else //hrm.
memcpy ( temp , ent - > axis , sizeof ( temp ) ) ;
Matrix3_Multiply ( axis , temp , ent - > axis ) ;
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}
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if ( org )
VectorAdd ( ent - > origin , org , ent - > origin ) ;
if ( tagorg )
VectorAdd ( ent - > origin , tagorg , ent - > origin ) ;
ent - > keynum = tagent ;
if ( cl . lerpents [ tagent ] . tagent )
CL_RotateAroundTag ( ent , num , cl . lerpents [ tagent ] . tagent ) ;
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}
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/*
= = = = = = = = = = = = = = =
CL_LinkPacketEntities
= = = = = = = = = = = = = = =
*/
void R_FlameTrail ( vec3_t start , vec3_t end , float seperation ) ;
void CL_LinkPacketEntities ( void )
{
entity_t * ent ;
packet_entities_t * pack ;
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entity_state_t * s1 ;
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float f ;
model_t * model ;
vec3_t old_origin ;
float autorotate ;
int i ;
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int pnum ;
//, spnum;
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dlight_t * dl ;
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vec3_t angles ;
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pack = & cl . frames [ cls . netchan . incoming_sequence & UPDATE_MASK ] . packet_entities ;
autorotate = anglemod ( 100 * cl . time ) ;
for ( pnum = 0 ; pnum < pack - > num_entities ; pnum + + )
{
s1 = & pack - > entities [ pnum ] ;
// spawn light flashes, even ones coming from invisible objects
if ( ( s1 - > effects & ( EF_BLUE | EF_RED ) ) = = ( EF_BLUE | EF_RED ) )
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CL_NewDlight ( s1 - > number , s1 - > origin [ 0 ] , s1 - > origin [ 1 ] , s1 - > origin [ 2 ] , 200 + ( rand ( ) & 31 ) , 0 , 3 ) ;
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else if ( s1 - > effects & EF_BLUE )
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CL_NewDlight ( s1 - > number , s1 - > origin [ 0 ] , s1 - > origin [ 1 ] , s1 - > origin [ 2 ] , 200 + ( rand ( ) & 31 ) , 0 , 1 ) ;
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else if ( s1 - > effects & EF_RED )
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CL_NewDlight ( s1 - > number , s1 - > origin [ 0 ] , s1 - > origin [ 1 ] , s1 - > origin [ 2 ] , 200 + ( rand ( ) & 31 ) , 0 , 2 ) ;
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else if ( s1 - > effects & EF_BRIGHTLIGHT )
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CL_NewDlight ( s1 - > number , s1 - > origin [ 0 ] , s1 - > origin [ 1 ] , s1 - > origin [ 2 ] + 16 , 400 + ( rand ( ) & 31 ) , 0 , 0 ) ;
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else if ( s1 - > effects & EF_DIMLIGHT )
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CL_NewDlight ( s1 - > number , s1 - > origin [ 0 ] , s1 - > origin [ 1 ] , s1 - > origin [ 2 ] , 200 + ( rand ( ) & 31 ) , 0 , 0 ) ;
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// if set to invisible, skip
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if ( s1 - > modelindex < 0 )
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continue ;
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#if 0
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for ( spnum = 0 ; spnum < cl . splitclients ; spnum + + )
{
if ( s1 - > number = = cl . viewentity [ spnum ] )
{
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// float a1, a2;
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cl . simvel [ spnum ] [ 0 ] = 0 ;
cl . simvel [ spnum ] [ 1 ] = 0 ;
cl . simvel [ spnum ] [ 2 ] = 0 ;
// f = 1-(realtime-cl.lerpents[s1->number].lerptime)*10;
f = 1 - ( cl . time - cl . lerpents [ s1 - > number ] . lerptime ) / cl . lerpents [ s1 - > number ] . lerprate ;
if ( f < 0 ) f = 0 ;
if ( f > 1 ) f = 1 ;
for ( i = 0 ; i < 3 ; i + + )
cl . simorg [ spnum ] [ i ] = r_refdef . vieworg [ i ] = s1 - > origin [ i ] +
f * ( cl . lerpents [ s1 - > number ] . origin [ i ] - s1 - > origin [ i ] ) ;
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/*
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for ( i = 0 ; i < 3 ; i + + )
{
a1 = cl . lerpents [ s1 - > number ] . angles [ i ] ;
a2 = s1 - > angles [ i ] ;
if ( a1 - a2 > 180 )
a1 - = 360 ;
if ( a1 - a2 < - 180 )
a1 + = 360 ;
cl . simangles [ spnum ] [ i ] = a2 + f * ( a1 - a2 ) ;
}
cl . simangles [ spnum ] [ 0 ] = cl . simangles [ spnum ] [ 0 ] * - 3 ;
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*/
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/*for (i=0 ; i<3 ; i++)
{
a1 = cl . lerpents [ s1 - > number ] . angles [ i ] ;
a2 = s1 - > angles [ i ] ;
if ( a1 - a2 > 180 )
a1 - = 360 ;
if ( a1 - a2 < - 180 )
a1 + = 360 ;
cl . simangles [ i ] = a2 + f * ( a1 - a2 ) ;
} */
}
}
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# endif
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// create a new entity
if ( cl_numvisedicts = = MAX_VISEDICTS )
break ; // object list is full
model = cl . model_precache [ s1 - > modelindex ] ;
if ( ! model )
{
Con_DPrintf ( " Bad modelindex \n " ) ;
continue ;
}
/*if (qrenderer == QR_OPENGL && model->type == mod_sprite) //more efficient strcmping - there arn't that many sprites.
{
if ( gl_part_inferno . value & & ( model - > numframes = = 6 | | gl_part_inferno . value = = 2 ) & & ! strcmp ( model - > name , " progs/s_explod.spr " ) )
{
VectorCopy ( s1 - > origin , old_origin ) ;
for ( i = 0 ; i < cl_oldnumvisedicts ; i + + )
{
if ( cl_oldvisedicts [ i ] . keynum = = s1 - > number )
{
VectorCopy ( cl_oldvisedicts [ i ] . origin , old_origin ) ;
break ;
}
}
for ( i = 0 ; i < 3 ; i + + )
if ( abs ( old_origin [ i ] - s1 - > origin [ i ] ) > 128 )
{ // no trail if too far
VectorCopy ( s1 - > origin , old_origin ) ;
break ;
}
R_FlameTrail ( old_origin , s1 - > origin , ( float ) s1 - > frame / model - > numframes ) ;
model = NULL ;
}
} */
ent = & cl_visedicts [ cl_numvisedicts ] ;
cl_numvisedicts + + ;
ent - > visframe = 0 ;
ent - > keynum = s1 - > number ;
ent - > model = model ; //Mod_ForName("progs/tris.md2", true);//model;
ent - > flags = 0 ;
// set colormap
if ( s1 - > colormap & & ( s1 - > colormap < = MAX_CLIENTS )
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& & ( gl_nocolors . value = = - 1 | | ( ent - > model /* && s1->modelindex == cl_playerindex*/ ) ) )
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{
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 ;
ent - > abslight = s1 - > abslight ;
ent - > drawflags = s1 - > drawflags ;
// set frame
ent - > frame = s1 - > frame ;
ent - > oldframe = cl . lerpents [ s1 - > number ] . frame ;
if ( ! cl . lerpents [ s1 - > number ] . lerprate )
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{
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ent - > lerptime = 0 ;
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}
2004-08-23 00:15:46 +00:00
else
{
ent - > lerptime = 1 - ( cl . time - cl . lerpents [ s1 - > number ] . lerptime ) / cl . lerpents [ s1 - > number ] . lerprate ;
}
if ( ent - > lerptime < 0 ) ent - > lerptime = 0 ;
if ( ent - > lerptime > 1 ) ent - > lerptime = 1 ;
f = ent - > lerptime ;
// f = (sin(realtime)+1)/2;
# ifdef PEXT_SCALE
//set scale
ent - > scale = s1 - > scale ;
if ( ! ent - > scale )
ent - > scale = 1 ;
# endif
# ifdef PEXT_TRANS
//set trans
ent - > alpha = s1 - > trans ;
if ( ! ent - > alpha )
ent - > alpha = 1 ;
# endif
# ifdef PEXT_FATNESS
//set trans
ent - > fatness = s1 - > fatness ;
# endif
// calculate origin
for ( i = 0 ; i < 3 ; i + + )
ent - > origin [ i ] = s1 - > origin [ i ] +
f * ( cl . lerpents [ s1 - > number ] . origin [ i ] - s1 - > origin [ i ] ) ;
// rotate binary objects locally
if ( model & & model - > flags & EF_ROTATE )
{
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angles [ 0 ] = 0 ;
angles [ 1 ] = autorotate ;
angles [ 2 ] = 0 ;
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if ( cl_item_bobbing . value )
ent - > origin [ 2 ] + = 5 + sin ( cl . time * 3 ) * 5 ; //don't let it into the ground
}
else
{
float a1 , a2 ;
for ( i = 0 ; i < 3 ; i + + )
{
a1 = cl . lerpents [ s1 - > number ] . angles [ i ] ;
a2 = s1 - > angles [ i ] ;
if ( a1 - a2 > 180 )
a1 - = 360 ;
if ( a1 - a2 < - 180 )
a1 + = 360 ;
2004-11-17 17:55:19 +00:00
angles [ i ] = a2 + f * ( a1 - a2 ) ;
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}
}
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VectorCopy ( angles , ent - > angles ) ;
angles [ 0 ] * = - 1 ;
AngleVectors ( angles , ent - > axis [ 0 ] , ent - > axis [ 1 ] , ent - > axis [ 2 ] ) ;
VectorInverse ( ent - > axis [ 1 ] ) ;
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if ( cl . lerpents [ s1 - > number ] . tagent )
{ //ent is attached to a tag, rotate this ent accordingly.
2004-11-17 17:55:19 +00:00
CL_RotateAroundTag ( ent , s1 - > number , cl . lerpents [ s1 - > number ] . tagent ) ;
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}
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// add automatic particle trails
if ( ! model | | ( ! ( model - > flags & ~ EF_ROTATE ) & & model - > particletrail < 0 ) )
continue ;
if ( ! cls . allow_anyparticles & & ! ( model - > flags & ~ EF_ROTATE ) )
continue ;
// scan the old entity display list for a matching
for ( i = 0 ; i < cl_oldnumvisedicts ; i + + )
{
if ( cl_oldvisedicts [ i ] . keynum = = ent - > keynum )
{
VectorCopy ( cl_oldvisedicts [ i ] . origin , old_origin ) ;
break ;
}
}
if ( i = = cl_oldnumvisedicts )
{
2004-10-15 00:00:15 +00:00
trailstate_t * t ;
t = & cl . lerpents [ s1 - > number ] . trailstate ;
t - > lastdist = 0 ;
if ( t - > lastbeam )
{
t - > lastbeam - > flags & = ~ BS_LASTSEG ;
t - > lastbeam - > flags | = BS_NODRAW ;
}
t - > lastbeam = NULL ;
2004-08-23 00:15:46 +00:00
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 - > particletrail > = 0 )
2004-10-03 22:52:02 +00:00
R_RocketTrail ( old_origin , ent - > origin , model - > particletrail , & cl . lerpents [ s1 - > number ] . trailstate ) ;
2004-08-23 00:15:46 +00:00
//dlights are not customisable.
if ( model - > flags & EF_ROCKET )
{
if ( strncmp ( model - > name , " models/sflesh " , 13 ) )
{ //hmm. hexen spider gibs...
dl = CL_AllocDlight ( s1 - > number ) ;
VectorCopy ( ent - > origin , dl - > origin ) ;
dl - > radius = 200 ;
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dl - > die = ( float ) cl . time ;
2004-08-23 00:15:46 +00:00
dl - > color [ 0 ] = 0.20 ;
dl - > color [ 1 ] = 0.1 ;
dl - > color [ 2 ] = 0.05 ;
}
}
else if ( model - > flags & EF_FIREBALL )
{
dl = CL_AllocDlight ( i ) ;
VectorCopy ( ent - > origin , dl - > origin ) ;
dl - > radius = 120 - ( rand ( ) % 20 ) ;
2004-11-27 08:16:25 +00:00
dl - > die = ( float ) cl . time ;
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}
else if ( model - > flags & EF_ACIDBALL )
{
dl = CL_AllocDlight ( i ) ;
VectorCopy ( ent - > origin , dl - > origin ) ;
dl - > radius = 120 - ( rand ( ) % 20 ) ;
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dl - > die = ( float ) cl . time ;
2004-08-23 00:15:46 +00:00
}
else if ( model - > flags & EF_SPIT )
{
dl = CL_AllocDlight ( i ) ;
VectorCopy ( ent - > origin , dl - > origin ) ;
dl - > radius = - 120 - ( rand ( ) % 20 ) ;
2004-11-27 08:16:25 +00:00
dl - > die = ( float ) cl . time ;
2004-08-23 00:15:46 +00:00
}
}
}
/*
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
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 ( int modelindex )
{
int i , c , j ;
qbyte bits [ 6 ] ;
projectile_t * pr ;
c = MSG_ReadByte ( ) ;
for ( i = 0 ; i < c ; i + + )
{
for ( j = 0 ; j < 6 ; j + + )
bits [ j ] = MSG_ReadByte ( ) ;
if ( cl_num_projectiles = = MAX_PROJECTILES )
continue ;
pr = & cl_projectiles [ cl_num_projectiles ] ;
cl_num_projectiles + + ;
pr - > modelindex = modelindex ;
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 ; i < cl_num_projectiles ; i + + , pr + + )
{
// 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 ;
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 ;
# ifdef PEXT_SCALE
ent - > scale = 1 ;
# endif
# ifdef PEXT_TRANS
ent - > alpha = 1 ;
# endif
VectorCopy ( pr - > origin , ent - > origin ) ;
VectorCopy ( pr - > angles , ent - > angles ) ;
}
}
//========================================
extern int cl_spikeindex , cl_playerindex , cl_flagindex ;
entity_t * CL_NewTempEntity ( void ) ;
# define DF_ORIGIN 1
# define DF_ANGLES (1<<3)
# define DF_EFFECTS (1<<6)
# define DF_SKINNUM (1<<7)
# define DF_DEAD (1<<8)
# define DF_GIB (1<<9)
# define DF_WEAPONFRAME (1<<10)
# define DF_MODEL (1<<11)
static int MVD_TranslateFlags ( int src )
{
int dst = 0 ;
if ( src & DF_EFFECTS )
dst | = PF_EFFECTS ;
if ( src & DF_SKINNUM )
dst | = PF_SKINNUM ;
if ( src & DF_DEAD )
dst | = PF_DEAD ;
if ( src & DF_GIB )
dst | = PF_GIB ;
if ( src & DF_WEAPONFRAME )
dst | = PF_WEAPONFRAME ;
if ( src & DF_MODEL )
dst | = PF_MODEL ;
return dst ;
}
/*
= = = = = = = = = = = = = = = = = = =
CL_ParsePlayerinfo
= = = = = = = = = = = = = = = = = = =
*/
extern int parsecountmod ;
extern double parsecounttime ;
int lastplayerinfo ;
void CL_ParsePlayerinfo ( void )
{
int msec ;
unsigned int flags ;
player_info_t * info ;
player_state_t * state ;
int num ;
int i ;
int new ;
2004-09-13 02:19:15 +00:00
vec3_t org ;
2004-08-23 00:15:46 +00:00
lastplayerinfo = num = MSG_ReadByte ( ) ;
if ( num > = MAX_CLIENTS )
Host_EndGame ( " CL_ParsePlayerinfo: bad num " ) ;
info = & cl . players [ num ] ;
state = & cl . frames [ parsecountmod ] . playerstate [ num ] ;
if ( cls . demoplayback = = DPB_MVD )
{
player_state_t * prevstate , dummy ;
if ( ! cl . parsecount | | info - > prevcount > cl . parsecount | | cl . parsecount - info - > prevcount > = UPDATE_BACKUP - 1 )
{
memset ( & dummy , 0 , sizeof ( dummy ) ) ;
prevstate = & dummy ;
}
else
{
prevstate = & cl . frames [ info - > prevcount & UPDATE_MASK ] . playerstate [ num ] ;
}
memcpy ( state , prevstate , sizeof ( player_state_t ) ) ;
2004-08-27 00:37:05 +00:00
info - > prevcount = cl . parsecount ;
2004-08-23 00:15:46 +00:00
/* if (cls.findtrack && info->stats[STAT_HEALTH] > 0)
{
extern int ideal_track ;
autocam = CAM_TRACK ;
Cam_Lock ( num ) ;
ideal_track = num ;
cls . findtrack = false ;
}
*/
flags = MSG_ReadShort ( ) ;
state - > flags = MVD_TranslateFlags ( flags ) ;
state - > messagenum = cl . parsecount ;
state - > command . msec = 0 ;
state - > frame = MSG_ReadByte ( ) ;
state - > state_time = parsecounttime ;
state - > command . msec = 0 ;
for ( i = 0 ; i < 3 ; i + + )
{
if ( flags & ( DF_ORIGIN < < i ) )
state - > origin [ i ] = MSG_ReadCoord ( ) ;
}
for ( i = 0 ; i < 3 ; i + + )
{
if ( flags & ( DF_ANGLES < < i ) )
2004-08-27 00:37:05 +00:00
{
state - > command . angles [ i ] = MSG_ReadShort ( ) ;
}
state - > viewangles [ i ] = state - > command . angles [ i ] * ( 360.0 / 65536 ) ;
2004-08-23 00:15:46 +00:00
}
if ( flags & DF_MODEL )
state - > modelindex = MSG_ReadByte ( ) ;
if ( flags & DF_SKINNUM )
state - > skinnum = MSG_ReadByte ( ) ;
if ( flags & DF_EFFECTS )
state - > effects = MSG_ReadByte ( ) ;
if ( flags & DF_WEAPONFRAME )
state - > weaponframe = MSG_ReadByte ( ) ;
state - > hullnum = 1 ;
state - > scale = 1 ;
2004-10-10 06:32:29 +00:00
state - > trans = 1 ;
2004-08-23 00:15:46 +00:00
state - > fatness = 0 ;
2004-08-27 00:37:05 +00:00
state - > pm_type = PM_NORMAL ;
2004-08-23 00:15:46 +00:00
return ;
}
flags = state - > flags = ( unsigned short ) MSG_ReadShort ( ) ;
if ( cls . z_ext & Z_EXT_PM_TYPE )
if ( flags & PF_EXTRA_PFS )
flags | = MSG_ReadByte ( ) < < 16 ;
state - > messagenum = cl . parsecount ;
2004-09-07 18:22:30 +00:00
org [ 0 ] = MSG_ReadCoord ( ) ;
org [ 1 ] = MSG_ReadCoord ( ) ;
org [ 2 ] = MSG_ReadCoord ( ) ;
VectorCopy ( org , state - > origin ) ;
2004-08-23 00:15:46 +00:00
new = MSG_ReadByte ( ) ;
if ( state - > frame ! = new )
{
// state->lerpstarttime = realtime;
state - > frame = new ;
}
// 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 ) ;
state - > viewangles [ 0 ] = state - > command . angles [ 0 ] * ( 360.0 / 65536 ) ;
state - > viewangles [ 1 ] = state - > command . angles [ 1 ] * ( 360.0 / 65536 ) ;
state - > viewangles [ 2 ] = state - > command . angles [ 2 ] * ( 360.0 / 65536 ) ;
}
for ( i = 0 ; i < 3 ; i + + )
{
if ( flags & ( PF_VELOCITY1 < < i ) )
state - > 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 ( ) ;
if ( state - > skinnum & ( 1 < < 7 ) & & ( flags & PF_MODEL ) )
{
state - > modelindex + = 256 ;
state - > skinnum - = ( 1 < < 7 ) ;
}
}
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 ;
state - > hullnum = 1 ;
state - > scale = 1 ;
2004-10-10 06:32:29 +00:00
state - > trans = 1 ;
2004-08-23 00:15:46 +00:00
state - > fatness = 0 ;
if ( cls . z_ext & Z_EXT_PM_TYPE )
{
int pm_code ;
# ifdef PEXT_SCALE
if ( flags & PF_SCALE_Z & & cls . fteprotocolextensions & PEXT_SCALE )
state - > scale = ( float ) MSG_ReadByte ( ) / 100 ;
# endif
# ifdef PEXT_TRANS
if ( flags & PF_TRANS_Z & & cls . fteprotocolextensions & PEXT_TRANS )
2004-10-10 06:32:29 +00:00
state - > trans = ( float ) MSG_ReadByte ( ) / 255 ;
2004-08-23 00:15:46 +00:00
# endif
# ifdef PEXT_FATNESS
if ( flags & PF_FATNESS_Z & & cls . fteprotocolextensions & PEXT_FATNESS )
state - > fatness = ( float ) MSG_ReadChar ( ) / 2 ;
# endif
# ifdef PEXT_HULLSIZE
if ( cls . fteprotocolextensions & PEXT_HULLSIZE )
{
if ( flags & PF_HULLSIZE_Z )
state - > hullnum = MSG_ReadByte ( ) ;
}
else
state - > hullnum = 1 ;
//should be passed to player move func.
# endif
pm_code = ( flags & PF_PMC_MASK ) > > PF_PMC_SHIFT ;
if ( pm_code = = PMC_NORMAL | | pm_code = = PMC_NORMAL_JUMP_HELD )
{
if ( flags & PF_DEAD )
state - > pm_type = PM_DEAD ;
else
{
state - > pm_type = PM_NORMAL ;
state - > jump_held = ( pm_code = = PMC_NORMAL_JUMP_HELD ) ;
}
}
else if ( pm_code = = PMC_OLD_SPECTATOR )
state - > pm_type = PM_OLD_SPECTATOR ;
else
{
if ( cls . z_ext & Z_EXT_PM_TYPE_NEW )
{
if ( pm_code = = PMC_SPECTATOR )
state - > pm_type = PM_SPECTATOR ;
else if ( pm_code = = PMC_FLY )
state - > pm_type = PM_FLY ;
else if ( pm_code = = PMC_NONE )
state - > pm_type = PM_NONE ;
else if ( pm_code = = PMC_FREEZE )
state - > pm_type = PM_FREEZE ;
else {
// future extension?
goto guess_pm_type ;
}
}
else
{
// future extension?
goto guess_pm_type ;
}
}
}
else
{
# ifdef PEXT_SCALE
if ( flags & PF_SCALE_NOZ & & cls . fteprotocolextensions & PEXT_SCALE )
state - > scale = ( float ) MSG_ReadByte ( ) / 100 ;
# endif
# ifdef PEXT_TRANS
if ( flags & PF_TRANS_NOZ & & cls . fteprotocolextensions & PEXT_TRANS )
2004-10-10 06:32:29 +00:00
state - > trans = ( float ) MSG_ReadByte ( ) / 255 ;
2004-08-23 00:15:46 +00:00
# endif
# ifdef PEXT_FATNESS
if ( flags & PF_FATNESS_NOZ & & cls . fteprotocolextensions & PEXT_FATNESS )
state - > fatness = ( float ) MSG_ReadChar ( ) / 2 ;
# endif
# ifdef PEXT_HULLSIZE
if ( flags & PF_HULLSIZE_NOZ & & cls . fteprotocolextensions & PEXT_HULLSIZE )
state - > hullnum = MSG_ReadByte ( ) ;
//should be passed to player move func.
# endif
guess_pm_type :
if ( cl . players [ num ] . spectator )
state - > pm_type = PM_OLD_SPECTATOR ;
else if ( flags & PF_DEAD )
state - > pm_type = PM_DEAD ;
else
state - > pm_type = PM_NORMAL ;
}
}
void CL_ParseClientPersist ( void )
{
player_info_t * info ;
int flags ;
flags = MSG_ReadShort ( ) ;
info = & cl . players [ lastplayerinfo ] ;
if ( flags & 1 )
info - > vweapindex = MSG_ReadShort ( ) ;
}
/*
= = = = = = = = = = = = = = = =
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 ;
2004-11-17 17:55:19 +00:00
vec3_t angles ;
2004-08-23 00:15:46 +00:00
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 ;
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VectorCopy ( newent - > angles , angles ) ;
angles [ 0 ] * = - 1 ;
AngleVectors ( angles , newent - > axis [ 0 ] , newent - > axis [ 1 ] , newent - > axis [ 2 ] ) ;
VectorInverse ( newent - > axis [ 1 ] ) ;
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}
void CL_AddVWeapModel ( entity_t * player , int model )
{
entity_t * newent ;
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vec3_t angles ;
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newent = CL_NewTempEntity ( ) ;
VectorCopy ( player - > origin , newent - > origin ) ;
VectorCopy ( player - > angles , newent - > angles ) ;
newent - > skinnum = player - > skinnum ;
newent - > model = cl . model_precache [ model ] ;
newent - > frame = player - > frame ;
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VectorCopy ( newent - > angles , angles ) ;
angles [ 0 ] * = - 1 ;
AngleVectors ( angles , newent - > axis [ 0 ] , newent - > axis [ 1 ] , newent - > axis [ 2 ] ) ;
VectorInverse ( newent - > axis [ 1 ] ) ;
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}
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void CL_ParseAttachment ( void )
{
int e = ( unsigned short ) MSG_ReadShort ( ) ;
int o = ( unsigned short ) MSG_ReadShort ( ) ;
int i = ( unsigned short ) MSG_ReadShort ( ) ;
cl . lerpents [ e ] . tagent = o ;
cl . lerpents [ e ] . tagindex = i ;
}
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/*
= = = = = = = = = = = = =
CL_LinkPlayers
Create visible entities in the correct position
for all current players
= = = = = = = = = = = = =
*/
void CL_LinkPlayers ( void )
{
int pnum ;
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 ;
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vec3_t angles ;
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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
if ( ! r_flashblend . value | | j ! = cl . playernum [ 0 ] )
{
if ( ( state - > effects & ( EF_BLUE | EF_RED ) ) = = ( EF_BLUE | EF_RED ) )
CL_NewDlight ( j + 1 , state - > origin [ 0 ] , state - > origin [ 1 ] , state - > origin [ 2 ] , 200 + ( rand ( ) & 31 ) , 0.1 , 3 ) - > noppl = ( j ! = cl . playernum [ 0 ] ) ;
else if ( state - > effects & EF_BLUE )
CL_NewDlight ( j + 1 , state - > origin [ 0 ] , state - > origin [ 1 ] , state - > origin [ 2 ] , 200 + ( rand ( ) & 31 ) , 0.1 , 1 ) - > noppl = ( j ! = cl . playernum [ 0 ] ) ;
else if ( state - > effects & EF_RED )
CL_NewDlight ( j + 1 , state - > origin [ 0 ] , state - > origin [ 1 ] , state - > origin [ 2 ] , 200 + ( rand ( ) & 31 ) , 0.1 , 2 ) - > noppl = ( j ! = cl . playernum [ 0 ] ) ;
else if ( state - > effects & EF_BRIGHTLIGHT )
CL_NewDlight ( j + 1 , state - > origin [ 0 ] , state - > origin [ 1 ] , state - > origin [ 2 ] + 16 , 400 + ( rand ( ) & 31 ) , 0.1 , 0 ) - > noppl = ( j ! = cl . playernum [ 0 ] ) ;
else if ( state - > effects & EF_DIMLIGHT )
CL_NewDlight ( j + 1 , state - > origin [ 0 ] , state - > origin [ 1 ] , state - > origin [ 2 ] , 200 + ( rand ( ) & 31 ) , 0.1 , 0 ) - > noppl = ( j ! = cl . playernum [ 0 ] ) ;
}
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 = j + 1 ;
ent - > flags = 0 ;
ent - > model = cl . model_precache [ state - > modelindex ] ;
ent - > skinnum = state - > skinnum ;
ent - > frame = state - > frame ;
ent - > oldframe = state - > oldframe ;
if ( state - > lerpstarttime )
{
ent - > lerptime = 1 - ( realtime - state - > lerpstarttime ) * 10 ;
if ( ent - > lerptime < 0 )
ent - > lerptime = 0 ;
}
else
ent - > lerptime = 0 ;
ent - > colormap = info - > translations ;
if ( state - > modelindex = = cl_playerindex )
ent - > scoreboard = info ; // use custom skin
else
ent - > scoreboard = NULL ;
# ifdef PEXT_SCALE
ent - > scale = state - > scale ;
if ( ! ent - > scale )
ent - > scale = 1 ;
# endif
# ifdef PEXT_TRANS
ent - > alpha = state - > trans ;
if ( ! ent - > alpha )
ent - > alpha = 1 ;
# endif
//
// angles
//
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angles [ PITCH ] = - state - > viewangles [ PITCH ] / 3 ;
angles [ YAW ] = state - > viewangles [ YAW ] ;
angles [ ROLL ] = 0 ;
angles [ ROLL ] = V_CalcRoll ( angles , state - > velocity ) * 4 ;
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// the player object gets added with flags | 2
for ( pnum = 0 ; pnum < cl . splitclients ; pnum + + )
{
if ( j = = cl . playernum [ pnum ] )
{
if ( cl . spectator )
{
cl_numvisedicts - - ;
continue ;
}
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angles [ 0 ] = - 1 * cl . viewangles [ pnum ] [ 0 ] / 3 ;
angles [ 1 ] = cl . viewangles [ pnum ] [ 1 ] ;
angles [ 2 ] = cl . viewangles [ pnum ] [ 2 ] ;
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ent - > origin [ 0 ] = cl . simorg [ pnum ] [ 0 ] ;
ent - > origin [ 1 ] = cl . simorg [ pnum ] [ 1 ] ;
ent - > origin [ 2 ] = cl . simorg [ pnum ] [ 2 ] + cl . crouch [ pnum ] ;
ent - > flags | = 2 ;
break ;
}
}
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VectorCopy ( angles , ent - > angles ) ;
angles [ 0 ] * = - 1 ;
AngleVectors ( angles , ent - > axis [ 0 ] , ent - > axis [ 1 ] , ent - > axis [ 2 ] ) ;
VectorInverse ( ent - > axis [ 1 ] ) ;
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// only predict half the move to minimize overruns
msec = 500 * ( playertime - state - > state_time ) ;
if ( pnum < cl . splitclients )
{
}
else 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 ( 0 , state , & exact , & state - > command ) ; //uses player 0's maxspeed/grav...
pmove . numphysent = oldphysent ;
VectorCopy ( exact . origin , ent - > origin ) ;
}
if ( cl . worldmodel - > fromgame = = fg_halflife )
ent - > origin [ 2 ] - = 12 ;
if ( state - > effects & EF_FLAG1 )
CL_AddFlagModels ( ent , 0 ) ;
else if ( state - > effects & EF_FLAG2 )
CL_AddFlagModels ( ent , 1 ) ;
else if ( info - > vweapindex )
CL_AddVWeapModel ( ent , info - > vweapindex ) ;
}
}
//======================================================================
/*
= = = = = = = = = = = = = = =
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 ; i < pak - > num_entities ; i + + )
{
state = & pak - > entities [ i ] ;
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if ( state - > modelindex < 0 )
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continue ;
if ( ! cl . model_precache [ state - > modelindex ] )
continue ;
if ( * cl . model_precache [ state - > modelindex ] - > name = = ' * ' | | cl . model_precache [ state - > modelindex ] - > numsubmodels )
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 ) ;
VectorCopy ( state - > angles , pmove . physents [ pmove . numphysent ] . angles ) ;
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pmove . physents [ pmove . numphysent ] . angles [ 0 ] * = - 1 ;
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if ( + + pmove . numphysent = = MAX_PHYSENTS )
break ;
}
}
}
/*
= = =
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 ;
extern cvar_t cl_nopred ;
playertime = realtime - cls . latency + 0.02 ;
if ( playertime > realtime )
playertime = realtime ;
if ( cl_nopred . value )
return ;
frame = & cl . frames [ cl . parsecount & UPDATE_MASK ] ;
for ( j = 0 , pplayer = predicted_players , state = frame - > playerstate ;
j < MAX_CLIENTS ;
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j + + , pplayer + + , state + + )
{
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pplayer - > active = false ;
if ( state - > messagenum ! = cl . parsecount )
continue ; // not present this frame
if ( ! state - > modelindex )
continue ;
pplayer - > active = true ;
pplayer - > flags = state - > flags ;
if ( pplayer - > frame ! = state - > frame )
{
state - > oldframe = pplayer - > oldframe = pplayer - > frame ;
state - > lerpstarttime = pplayer - > lerptime = realtime ;
pplayer - > frame = state - > frame ;
}
else
{
state - > lerpstarttime = pplayer - > lerptime ;
state - > oldframe = pplayer - > oldframe ;
}
// note that the local player is special, since he moves locally
// we use his last predicted postition
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if ( j = = cl . playernum [ 0 ] )
{
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VectorCopy ( cl . frames [ cls . netchan . outgoing_sequence & UPDATE_MASK ] . playerstate [ cl . playernum [ 0 ] ] . origin ,
pplayer - > origin ) ;
2004-10-04 07:26:16 +00:00
}
else
{
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// 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 ( 0 , state , & exact , & state - > command ) ;
VectorCopy ( exact . origin , pplayer - > origin ) ;
}
2004-10-04 07:26:16 +00:00
if ( cl . spectator )
{
if ( ! Cam_DrawPlayer ( 0 , j ) )
VectorCopy ( pplayer - > origin , cl . simorg [ 0 ] ) ;
}
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}
}
}
/*
= = = = = = = = = = = = = = =
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 ;
if ( pmove . numphysent = = MAX_PHYSENTS ) //too many.
return ;
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 ) ;
pent - > angles [ 0 ] = pent - > angles [ 1 ] = pent - > angles [ 2 ] = 0 ; //don't bother rotating - only useful with bsps
VectorCopy ( player_mins , pent - > mins ) ;
VectorCopy ( player_maxs , pent - > maxs ) ;
if ( + + pmove . numphysent = = MAX_PHYSENTS ) //we just hit 88 miles per hour.
break ;
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 ;
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CL_DecayLights ( ) ;
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# ifdef Q2CLIENT
if ( cls . q2server )
{
CLQ2_AddEntities ( ) ;
return ;
}
# endif
if ( ! cl . validsequence )
return ;
cl_oldnumvisedicts = cl_numvisedicts ;
2004-08-27 00:37:05 +00:00
cl_oldvisedicts = cl_visedicts ;
if ( cl_visedicts = = cl_visedicts_list [ 0 ] )
cl_visedicts = cl_visedicts_list [ 1 ] ;
else
cl_visedicts = cl_visedicts_list [ 0 ] ;
// cl_oldvisedicts = cl_visedicts_list[(cls.netchan.incoming_sequence-1)&1];
// cl_visedicts = cl_visedicts_list[cls.netchan.incoming_sequence&1];
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cl_numvisedicts = 0 ;
CL_LinkPlayers ( ) ;
CL_LinkPacketEntities ( ) ;
CL_LinkProjectiles ( ) ;
CL_UpdateTEnts ( ) ;
}
void MVD_Interpolate ( void )
{
cls . netchan . outgoing_sequence = cl . parsecount + 1 ;
}
/*
int mvd_fixangle ;
static float MVD_AdjustAngle ( float current , float ideal , float fraction ) {
float move ;
move = ideal - current ;
if ( move > = 180 )
move - = 360 ;
else if ( move < = - 180 )
move + = 360 ;
return current + fraction * move ;
}
static void MVD_InitInterpolation ( void ) {
player_state_t * state , * oldstate ;
int i , tracknum ;
frame_t * frame , * oldframe ;
vec3_t dist ;
struct predicted_player * pplayer ;
if ( ! cl . validsequence )
return ;
// if (nextdemotime <= olddemotime)
// return;
frame = & cl . frames [ cl . parsecount & UPDATE_MASK ] ;
oldframe = & cl . frames [ ( cl . parsecount - 1 ) & UPDATE_MASK ] ;
// clients
for ( i = 0 ; i < MAX_CLIENTS ; i + + ) {
pplayer = & predicted_players [ i ] ;
state = & frame - > playerstate [ i ] ;
oldstate = & oldframe - > playerstate [ i ] ;
if ( pplayer - > predict ) {
VectorCopy ( pplayer - > oldo , oldstate - > origin ) ;
VectorCopy ( pplayer - > olda , oldstate - > command . angles ) ;
VectorCopy ( pplayer - > oldv , oldstate - > velocity ) ;
}
pplayer - > predict = false ;
tracknum = Cam_TrackNum ( ) ;
if ( ( mvd_fixangle & 1 ) < < i ) {
if ( i = = tracknum ) {
VectorCopy ( cl . viewangles , state - > command . angles ) ;
VectorCopy ( cl . viewangles , state - > viewangles ) ;
}
// no angle interpolation
VectorCopy ( state - > command . angles , oldstate - > command . angles ) ;
mvd_fixangle & = ~ ( 1 < < i ) ;
}
// we dont interpolate ourself if we are spectating
if ( i = = cl . playernum & & cl . spectator )
continue ;
memset ( state - > velocity , 0 , sizeof ( state - > velocity ) ) ;
if ( state - > messagenum ! = cl . parsecount )
continue ; // not present this frame
if ( oldstate - > messagenum ! = cl . oldparsecount | | ! oldstate - > messagenum )
continue ; // not present last frame
if ( ! ISDEAD ( state - > frame ) & & ISDEAD ( oldstate - > frame ) )
continue ;
VectorSubtract ( state - > origin , oldstate - > origin , dist ) ;
if ( DotProduct ( dist , dist ) > 22500 )
continue ;
VectorScale ( dist , 1 / ( nextdemotime - olddemotime ) , pplayer - > oldv ) ;
VectorCopy ( state - > origin , pplayer - > oldo ) ;
VectorCopy ( state - > command . angles , pplayer - > olda ) ;
pplayer - > oldstate = oldstate ;
pplayer - > predict = true ;
}
// nails
for ( i = 0 ; i < cl_num_projectiles ; i + + ) {
if ( ! cl . int_projectiles [ i ] . interpolate )
continue ;
VectorCopy ( cl . int_projectiles [ i ] . origin , cl_projectiles [ i ] . origin ) ;
}
}
void MVD_Interpolate ( void )
{
int i , j ;
float f ;
frame_t * frame , * oldframe ;
player_state_t * state , * oldstate , * self , * oldself ;
entity_state_t * oldents ;
struct predicted_player * pplayer ;
static float old ;
self = & cl . frames [ cl . parsecount & UPDATE_MASK ] . playerstate [ cl . playernum ] ;
oldself = & cl . frames [ ( cls . netchan . outgoing_sequence - 1 ) & UPDATE_MASK ] . playerstate [ cl . playernum ] ;
self - > messagenum = cl . parsecount ;
VectorCopy ( oldself - > origin , self - > origin ) ;
VectorCopy ( oldself - > velocity , self - > velocity ) ;
VectorCopy ( oldself - > viewangles , self - > viewangles ) ;
if ( old ! = nextdemotime ) {
old = nextdemotime ;
MVD_InitInterpolation ( ) ;
}
CL_ParseClientdata ( ) ;
cls . netchan . outgoing_sequence = cl . parsecount + 1 ;
if ( ! cl . validsequence )
return ;
if ( nextdemotime < = olddemotime )
return ;
frame = & cl . frames [ cl . parsecount & UPDATE_MASK ] ;
oldframe = & cl . frames [ cl . oldparsecount & UPDATE_MASK ] ;
oldents = oldframe - > packet_entities . entities ;
f = bound ( 0 , ( cls . demotime - olddemotime ) / ( nextdemotime - olddemotime ) , 1 ) ;
// interpolate nails
for ( i = 0 ; i < cl_num_projectiles ; i + + ) {
if ( ! cl . int_projectiles [ i ] . interpolate )
continue ;
for ( j = 0 ; j < 3 ; j + + ) {
cl_projectiles [ i ] . origin [ j ] = cl_oldprojectiles [ cl . int_projectiles [ i ] . oldindex ] . origin [ j ] +
f * ( cl . int_projectiles [ i ] . origin [ j ] - cl_oldprojectiles [ cl . int_projectiles [ i ] . oldindex ] . origin [ j ] ) ;
}
}
// interpolate clients
for ( i = 0 ; i < MAX_CLIENTS ; i + + ) {
pplayer = & predicted_players [ i ] ;
state = & frame - > playerstate [ i ] ;
oldstate = & oldframe - > playerstate [ i ] ;
if ( pplayer - > predict ) {
for ( j = 0 ; j < 3 ; j + + ) {
state - > viewangles [ j ] = MVD_AdjustAngle ( oldstate - > command . angles [ j ] , pplayer - > olda [ j ] , f ) ;
state - > origin [ j ] = oldstate - > origin [ j ] + f * ( pplayer - > oldo [ j ] - oldstate - > origin [ j ] ) ;
state - > velocity [ j ] = oldstate - > velocity [ j ] + f * ( pplayer - > oldv [ j ] - oldstate - > velocity [ j ] ) ;
}
}
}
}
void CL_ClearPredict ( void ) {
memset ( predicted_players , 0 , sizeof ( predicted_players ) ) ;
mvd_fixangle = 0 ;
}
*/