fteqw/engine/client/cl_ents.c

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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"
#include "particles.h"
#include "shader.h"
extern cvar_t cl_predict_players;
extern cvar_t cl_predict_players_frac;
extern cvar_t cl_lerp_players;
extern cvar_t cl_solid_players;
extern cvar_t cl_item_bobbing;
extern cvar_t r_rocketlight;
extern cvar_t r_lightflicker;
extern cvar_t cl_r2g;
extern cvar_t r_powerupglow;
extern cvar_t v_powerupshell;
extern cvar_t cl_nolerp;
extern cvar_t cl_nolerp_netquake;
extern cvar_t r_torch;
extern cvar_t r_shadows;
extern cvar_t r_showbboxes;
extern cvar_t cl_gibfilter, cl_deadbodyfilter;
extern int cl_playerindex;
static struct predicted_player
{
int flags;
qboolean active;
vec3_t origin; // predicted origin
vec3_t oldo;
vec3_t olda;
vec3_t oldv;
qboolean predict;
player_state_t *oldstate;
} predicted_players[MAX_CLIENTS];
static void CL_LerpNetFrameState(int fsanim, framestate_t *fs, lerpents_t *le);
qboolean CL_PredictPlayer(lerpents_t *le, entity_state_t *state, int sequence);
void CL_PlayerFrameUpdated(player_state_t *plstate, entity_state_t *state, int sequence);
extern int cl_playerindex, cl_h_playerindex, cl_rocketindex, cl_grenadeindex, cl_gib1index, cl_gib2index, cl_gib3index;
qboolean CL_FilterModelindex(int modelindex, int frame)
{
if (modelindex == cl_playerindex)
{
if (cl_deadbodyfilter.ival == 2)
{
if (frame >= 41 && frame <= 102)
return true;
}
else if (cl_deadbodyfilter.ival)
{
if (frame == 49 || frame == 60 || frame == 69 || frame == 84 || frame == 93 || frame == 102)
return true;
}
}
if (cl_gibfilter.ival && (
modelindex == cl_h_playerindex ||
modelindex == cl_gib1index ||
modelindex == cl_gib2index ||
modelindex == cl_gib3index))
return true;
return false;
}
//============================================================
void CL_FreeDlights(void)
{
#ifdef RTLIGHTS
int i;
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
if (cl_dlights)
for (i = 0; i < rtlights_max; i++)
if (cl_dlights[i].worldshadowmesh)
SH_FreeShadowMesh(cl_dlights[i].worldshadowmesh);
#endif
rtlights_max = cl_maxdlights = 0;
BZ_Free(cl_dlights);
cl_dlights = NULL;
}
void CL_InitDlights(void)
{
rtlights_max = cl_maxdlights = RTL_FIRST;
cl_dlights = BZ_Realloc(cl_dlights, sizeof(*cl_dlights)*cl_maxdlights);
memset(cl_dlights, 0, sizeof(*cl_dlights)*cl_maxdlights);
}
static void CL_ClearDlight(dlight_t *dl, int key)
{
void *sm;
sm = dl->worldshadowmesh;
memset (dl, 0, sizeof(*dl));
dl->rebuildcache = true;
dl->worldshadowmesh = sm;
dl->axis[0][0] = 1;
dl->axis[1][1] = 1;
dl->axis[2][2] = 1;
dl->key = key;
dl->flags = LFLAG_DYNAMIC;
dl->color[0] = 1;
dl->color[1] = 1;
dl->color[2] = 1;
dl->corona = r_flashblend.value * 0.25;
dl->coronascale = r_flashblendscale.value;
dl->lightcolourscales[0] = r_shadow_realtime_dlight_ambient.value;
dl->lightcolourscales[1] = r_shadow_realtime_dlight_diffuse.value;
dl->lightcolourscales[2] = r_shadow_realtime_dlight_specular.value;
// if (r_shadow_realtime_dlight_shadowmap.value)
// dl->flags |= LFLAG_SHADOWMAP;
}
dlight_t *CL_AllocSlight(void)
{
dlight_t *dl;
if (rtlights_max == cl_maxdlights)
{
cl_maxdlights = rtlights_max+8;
cl_dlights = BZ_Realloc(cl_dlights, sizeof(*cl_dlights)*cl_maxdlights);
memset(&cl_dlights[rtlights_max], 0, sizeof(*cl_dlights)*(cl_maxdlights-rtlights_max));
}
dl = &cl_dlights[rtlights_max++];
CL_ClearDlight(dl, 0);
dl->corona = 0;
return dl;
}
/*
===============
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+rtlights_first;
for (i=rtlights_first ; i<RTL_FIRST ; i++, dl++)
{
if (dl->key == key)
{
CL_ClearDlight(dl, key);
return dl;
}
}
}
//default to the first
dl = &cl_dlights[rtlights_first?rtlights_first-1:0];
//try and find one that is free
for (i=RTL_FIRST; i > rtlights_first && i > 0; )
{
i--;
if (!cl_dlights[i].radius)
{
dl = &cl_dlights[i];
break;
}
}
if (rtlights_first > dl - cl_dlights)
rtlights_first = dl - cl_dlights;
CL_ClearDlight(dl, key);
return dl;
}
/*
===============
CL_NewDlight
===============
*/
dlight_t *CL_NewDlight (int key, const vec3_t org, float radius, float time,
float r, float g, float b)
{
dlight_t *dl;
dl = CL_AllocDlight (key);
VectorCopy(org, dl->origin);
dl->radius = radius;
dl->die = cl.time + time;
dl->color[0] = r;
dl->color[1] = g;
dl->color[2] = b;
return dl;
}
dlight_t *CL_NewDlightRGB(int key, const vec3_t org, float radius, float time,
float r, float g, float b)
{
return CL_NewDlight(key, org, radius, time, r*5, g*5, b*5);
}
/*
===============
CL_DecayLights
===============
*/
void CL_DecayLights (void)
{
int i;
dlight_t *dl;
if (cl.paused) //DON'T DO IT!!!
return;
dl = cl_dlights+rtlights_first;
for (i=rtlights_first ; i<RTL_FIRST ; i++, dl++)
{
if (!dl->radius)
{
continue;
}
if (!dl->die)
{
continue;
}
if (dl->die < (float)cl.time)
{
if (i==rtlights_first)
rtlights_first++;
dl->radius = 0;
continue;
}
dl->radius -= host_frametime*dl->decay;
if (dl->radius < 0)
{
if (i==rtlights_first)
rtlights_first++;
dl->radius = 0;
continue;
}
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;
}
}
}
/*
=========================================================================
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 CLQW_ParseDelta (entity_state_t *from, entity_state_t *to, int bits, qboolean new)
{
int i;
#ifdef PROTOCOLEXTENSIONS
int morebits=0;
#endif
// 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]++;
#ifdef PROTOCOLEXTENSIONS
if (bits & U_EVENMORE && (cls.fteprotocolextensions & (PEXT_SCALE|PEXT_TRANS|PEXT_FATNESS|PEXT_HEXEN2|PEXT_COLOURMOD|PEXT_DPFLAGS|PEXT_MODELDBL|PEXT_ENTITYDBL|PEXT_ENTITYDBL2)))
morebits = MSG_ReadByte ();
if (morebits & U_YETMORE)
morebits |= MSG_ReadByte()<<8;
#endif
if ((morebits & U_ENTITYDBL) && (cls.fteprotocolextensions & PEXT_ENTITYDBL))
to->number += 512;
if ((morebits & U_ENTITYDBL2) && (cls.fteprotocolextensions & PEXT_ENTITYDBL2))
to->number += 1024;
if (bits & U_MODEL)
{
to->modelindex = MSG_ReadByte ();
if (morebits & U_MODELDBL && (cls.fteprotocolextensions & PEXT_MODELDBL))
to->modelindex += 256;
}
else if (morebits & U_MODELDBL && (cls.fteprotocolextensions & PEXT_MODELDBL))
to->modelindex = MSG_ReadShort();
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 (to->skinnum >= 256-32) /*final 32 skins are taken as a content value instead*/
to->skinnum = (char)to->skinnum;
}
if (bits & U_EFFECTS)
to->effects = (to->effects&0xff00)|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 ();
to->solid = ES_SOLID_BSP;
if (bits & U_SOLID)
{
//doesn't mean anything. solidity is infered instead.
}
#ifdef PEXT_SCALE
if ((morebits & U_SCALE) && (cls.fteprotocolextensions & PEXT_SCALE))
to->scale = MSG_ReadByte();
#endif
#ifdef PEXT_TRANS
if ((morebits & U_TRANS) && (cls.fteprotocolextensions & PEXT_TRANS))
to->trans = MSG_ReadByte();
#endif
#ifdef PEXT_FATNESS
if ((morebits & U_FATNESS) && (cls.fteprotocolextensions & PEXT_FATNESS))
to->fatness = MSG_ReadChar();
#endif
if ((morebits & U_DRAWFLAGS) && (cls.fteprotocolextensions & PEXT_HEXEN2))
to->hexen2flags = MSG_ReadByte();
if ((morebits & U_ABSLIGHT) && (cls.fteprotocolextensions & PEXT_HEXEN2))
to->abslight = MSG_ReadByte();
if ((morebits & U_COLOURMOD) && (cls.fteprotocolextensions & PEXT_COLOURMOD))
{
to->colormod[0] = MSG_ReadByte();
to->colormod[1] = MSG_ReadByte();
to->colormod[2] = MSG_ReadByte();
}
if (morebits & U_DPFLAGS)// && cls.fteprotocolextensions & PEXT_DPFLAGS)
{
// these are bits for the 'flags' field of the entity_state_t
i = MSG_ReadByte();
to->dpflags = i;
}
if (!(cls.fteprotocolextensions & PEXT_DPFLAGS))
{
if (to->frame)
to->dpflags |= RENDER_STEP;
}
if (morebits & U_TAGINFO)
{
to->tagentity = MSG_ReadShort();
to->tagindex = MSG_ReadShort();
}
if (morebits & U_LIGHT)
{
to->light[0] = MSG_ReadShort();
to->light[1] = MSG_ReadShort();
to->light[2] = MSG_ReadShort();
to->light[3] = MSG_ReadShort();
to->lightstyle = MSG_ReadByte();
to->lightpflags = MSG_ReadByte();
}
if (morebits & U_EFFECTS16)
to->effects = (to->effects&0x00ff)|(MSG_ReadByte()<<8);
}
/*
=================
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
CLQW_ParseDelta (&olde, &newe, word, true);
}
}
void CLFTE_ReadDelta(unsigned int entnum, entity_state_t *news, entity_state_t *olds, entity_state_t *baseline)
{
unsigned int bits;
bits = MSG_ReadByte();
if (bits & UF_EXTEND1)
bits |= MSG_ReadByte()<<8;
if (bits & UF_EXTEND2)
bits |= MSG_ReadByte()<<16;
if (bits & UF_EXTEND3)
bits |= MSG_ReadByte()<<24;
if (cl_shownet.ival >= 3)
Con_Printf("%3i: Update %4i 0x%x\n", msg_readcount, entnum, bits);
if (bits & UF_RESET)
{
// Con_Printf("%3i: Reset %i @ %i\n", msg_readcount, entnum, cls.netchan.incoming_sequence);
*news = *baseline;
}
else if (!olds)
{
/*reset got lost, probably the data will be filled in later - FIXME: we should probably ignore this entity*/
Con_DPrintf("New entity without reset\n");
*news = nullentitystate;
// *news = *baseline;
}
else
*news = *olds;
news->number = entnum;
if (bits & UF_FRAME)
{
if (bits & UF_16BIT)
news->frame = MSG_ReadShort();
else
news->frame = MSG_ReadByte();
}
if (bits & UF_ORIGINXY)
{
news->origin[0] = MSG_ReadCoord();
news->origin[1] = MSG_ReadCoord();
}
if (bits & UF_ORIGINZ)
news->origin[2] = MSG_ReadCoord();
if (bits & UF_PREDINFO)
{
/*predicted stuff gets more precise angles*/
if (bits & UF_ANGLESXZ)
{
news->angles[0] = MSG_ReadAngle16();
news->angles[2] = MSG_ReadAngle16();
}
if (bits & UF_ANGLESY)
news->angles[1] = MSG_ReadAngle16();
}
else
{
if (bits & UF_ANGLESXZ)
{
news->angles[0] = MSG_ReadAngle();
news->angles[2] = MSG_ReadAngle();
}
if (bits & UF_ANGLESY)
news->angles[1] = MSG_ReadAngle();
}
if ((bits & (UF_EFFECTS | UF_EFFECTS2)) == (UF_EFFECTS | UF_EFFECTS2))
news->effects = MSG_ReadLong();
else if (bits & UF_EFFECTS2)
news->effects = MSG_ReadShort();
else if (bits & UF_EFFECTS)
news->effects = MSG_ReadByte();
news->u.q1.movement[0] = 0;
news->u.q1.movement[1] = 0;
news->u.q1.movement[2] = 0;
news->u.q1.velocity[0] = 0;
news->u.q1.velocity[1] = 0;
news->u.q1.velocity[2] = 0;
if (bits & UF_PREDINFO)
{
unsigned int predbits;
predbits = MSG_ReadByte();
if (predbits & UFP_FORWARD)
news->u.q1.movement[0] = MSG_ReadShort();
else
news->u.q1.movement[0] = 0;
if (predbits & UFP_SIDE)
news->u.q1.movement[1] = MSG_ReadShort();
else
news->u.q1.movement[1] = 0;
if (predbits & UFP_UP)
news->u.q1.movement[2] = MSG_ReadShort();
else
news->u.q1.movement[2] = 0;
if (predbits & UFP_MOVETYPE)
news->u.q1.pmovetype = MSG_ReadByte();
if (predbits & UFP_VELOCITYXY)
{
news->u.q1.velocity[0] = MSG_ReadShort();
news->u.q1.velocity[1] = MSG_ReadShort();
}
else
{
news->u.q1.velocity[0] = 0;
news->u.q1.velocity[1] = 0;
}
if (predbits & UFP_VELOCITYZ)
news->u.q1.velocity[2] = MSG_ReadShort();
else
news->u.q1.velocity[2] = 0;
if (predbits & UFP_MSEC)
news->u.q1.msec = MSG_ReadByte();
else
news->u.q1.msec = 0;
if (predbits & UFP_WEAPONFRAME)
{
news->u.q1.weaponframe = MSG_ReadByte();
if (news->u.q1.weaponframe & 0x80)
news->u.q1.weaponframe = (news->u.q1.weaponframe & 127) | (MSG_ReadByte()<<7);
}
}
else
news->u.q1.msec = 0;
if (bits & UF_MODEL)
{
if (bits & UF_16BIT)
news->modelindex = MSG_ReadShort();
else
news->modelindex = MSG_ReadByte();
}
if (bits & UF_SKIN)
{
if (bits & UF_16BIT)
news->skinnum = MSG_ReadShort();
else
news->skinnum = MSG_ReadByte();
}
if (bits & UF_COLORMAP)
news->colormap = MSG_ReadByte();
if (bits & UF_SOLID)
news->solid = MSG_ReadShort();
if (bits & UF_FLAGS)
news->dpflags = MSG_ReadByte();
if (bits & UF_ALPHA)
news->trans = MSG_ReadByte();
if (bits & UF_SCALE)
news->scale = MSG_ReadByte();
if (bits & UF_ABSLIGHT)
news->abslight = MSG_ReadByte();
if (bits & UF_DRAWFLAGS)
news->hexen2flags = MSG_ReadByte();
if (bits & UF_TAGINFO)
{
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
news->tagentity = MSGCL_ReadEntity();
news->tagindex = MSG_ReadByte();
}
if (bits & UF_LIGHT)
{
news->light[0] = MSG_ReadShort();
news->light[1] = MSG_ReadShort();
news->light[1] = MSG_ReadShort();
news->light[1] = MSG_ReadShort();
news->lightstyle = MSG_ReadByte();
news->lightpflags = MSG_ReadByte();
}
if (bits & UF_TRAILEFFECT)
news->u.q1.traileffectnum = MSG_ReadShort();
if (bits & UF_COLORMOD)
{
news->colormod[0] = MSG_ReadByte();
news->colormod[1] = MSG_ReadByte();
news->colormod[2] = MSG_ReadByte();
}
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
if (bits & UF_GLOW)
{
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
news->glowsize = MSG_ReadByte();
news->glowcolour = MSG_ReadByte();
news->glowmod[0] = MSG_ReadByte();
news->glowmod[1] = MSG_ReadByte();
news->glowmod[2] = MSG_ReadByte();
}
if (bits & UF_FATNESS)
news->fatness = MSG_ReadByte();
if (bits & UF_MODELINDEX2)
{
if (bits & UF_16BIT)
news->modelindex2 = MSG_ReadShort();
else
news->modelindex2 = MSG_ReadByte();
}
if (bits & UF_GRAVITYDIR)
{
news->u.q1.gravitydir[0] = MSG_ReadByte();
news->u.q1.gravitydir[1] = MSG_ReadByte();
}
}
void CLFTE_ParseBaseline(entity_state_t *es, qboolean numberisimportant)
{
int entnum = 0;
if (numberisimportant)
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
entnum = MSGCL_ReadEntity();
CLFTE_ReadDelta(entnum, es, &nullentitystate, &nullentitystate);
}
/*
Note: strictly speaking, you don't need multiple frames, just two and flip between them.
FTE retains the full 64 frames because its interpolation will go multiple packets back in time to cover packet loss.
*/
void CLFTE_ParseEntities(void)
{
int oldpacket, newpacket;
packet_entities_t *oldp, *newp, nullp;
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
unsigned int newnum, oldnum;
int oldindex;
qboolean isvalid = false;
entity_state_t *e;
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
qboolean removeflag;
// int i;
// for (i = cl.validsequence+1; i < cls.netchan.incoming_sequence; i++)
// {
// Con_Printf("CL: Dropped %i\n", i);
// }
newpacket = cls.netchan.incoming_sequence&UPDATE_MASK;
oldpacket = cl.validsequence&UPDATE_MASK;
newp = &cl.frames[newpacket].packet_entities;
oldp = &cl.frames[oldpacket].packet_entities;
cl.frames[newpacket].invalid = true;
if (!cl.validsequence || cls.netchan.incoming_sequence-cl.validsequence >= UPDATE_BACKUP-1)
{
oldp = &nullp;
oldp->num_entities = 0;
oldp->max_entities = 0;
}
else
isvalid = true;
newp->servertime = MSG_ReadFloat();
cl.oldgametime = cl.gametime;
cl.oldgametimemark = cl.gametimemark;
cl.gametime = newp->servertime;
cl.gametimemark = realtime;
/*clear all entities*/
newp->num_entities = 0;
oldindex = 0;
while(1)
{
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
//high bit means remove, second high bit means 22bit index
newnum = (unsigned short)(short)MSG_ReadShort();
removeflag = !!(newnum & 0x8000);
if (newnum & 0x4000)
newnum = (newnum & 0x3fff) | (MSG_ReadByte()<<14);
else
newnum &= ~0x8000;
if ((!newnum && !removeflag) || msg_badread)
{
/*reached the end, don't forget old entities*/
while(oldindex < oldp->num_entities)
{
if (newp->num_entities >= newp->max_entities)
{
newp->max_entities = newp->num_entities+1;
newp->entities = BZ_Realloc(newp->entities, sizeof(entity_state_t)*newp->max_entities);
}
newp->entities[newp->num_entities++] = oldp->entities[oldindex++];
}
break;
}
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
oldnum = (oldindex >= oldp->num_entities) ? 0xffffffff : oldp->entities[oldindex].number;
/*if we skipped some, then they were unchanged*/
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
while (newnum > oldnum)
{
if (newp->num_entities >= newp->max_entities)
{
newp->max_entities = newp->num_entities+1;
newp->entities = BZ_Realloc(newp->entities, sizeof(entity_state_t)*newp->max_entities);
}
newp->entities[newp->num_entities++] = oldp->entities[oldindex++];
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
oldnum = (oldindex >= oldp->num_entities) ? 0xffffffff : oldp->entities[oldindex].number;
}
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
if (removeflag)
{
if (cl_shownet.ival >= 3)
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
Con_Printf("%3i: Remove %i @ %i\n", msg_readcount, newnum, cls.netchan.incoming_sequence);
if (!newnum)
{
/*removal of world - means forget all entities*/
if (cl_shownet.ival >= 3)
Con_Printf("%3i: Reset all\n", msg_readcount);
newp->num_entities = 0;
isvalid = true;
continue;
}
if (oldnum == newnum)
oldindex++;
continue;
}
else
{
if (!CL_CheckBaselines(newnum))
Host_EndGame("CL_ParsePacketEntities: check baselines failed with size %i", newnum);
if (newp->num_entities >= newp->max_entities)
{
newp->max_entities = newp->num_entities+1;
newp->entities = BZ_Realloc(newp->entities, sizeof(entity_state_t)*newp->max_entities);
}
if (oldnum == newnum)
CLFTE_ReadDelta(newnum, &newp->entities[newp->num_entities++], &oldp->entities[oldindex++], cl_baselines + newnum);
else
CLFTE_ReadDelta(newnum, &newp->entities[newp->num_entities++], NULL, cl_baselines + newnum);
}
}
for (oldindex = 0; oldindex < newp->num_entities; oldindex++)
{
e = newp->entities + oldindex;
if (e->number > cl.allocated_client_slots)
break;
/*update the prediction info if needed*/
// if (e->u.q1.pmovetype)
{
frame_t *fram;
fram = &cl.frames[cls.netchan.incoming_sequence & UPDATE_MASK];
CL_PlayerFrameUpdated(&fram->playerstate[e->number-1], e, cls.netchan.incoming_sequence);
}
}
if (isvalid)
{
cl.oldvalidsequence = cl.validsequence;
cl.validsequence = cls.netchan.incoming_sequence;
cl.ackedinputsequence = cl.validsequence;
cl.frames[newpacket].invalid = false;
}
else
{
newp->num_entities = 0;
cl.validsequence = 0;
}
/*ackedinputsequence is updated when we have new player prediction info*/
cl.ackedinputsequence = cls.netchan.incoming_sequence;
}
/*
==================
CL_ParsePacketEntities
An svc_packetentities has just been parsed, deal with the
rest of the data stream.
==================
*/
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
void CLQW_ParsePacketEntities (qboolean delta)
{
int oldpacket, newpacket;
packet_entities_t *oldp, *newp, dummy;
int oldindex, newindex;
int word, newnum, oldnum;
qboolean full;
int from;
newpacket = cls.netchan.incoming_sequence&UPDATE_MASK;
newp = &cl.frames[newpacket].packet_entities;
cl.frames[newpacket].invalid = false;
if (cls.protocol == CP_QUAKEWORLD && cls.demoplayback == DPB_MVD)
{
extern float olddemotime; //time from the most recent demo packet
cl.oldgametime = cl.gametime;
cl.oldgametimemark = cl.gametimemark;
cl.gametime = olddemotime;
cl.gametimemark = realtime;
}
else if (!(cls.fteprotocolextensions & PEXT_ACCURATETIMINGS) && cls.protocol == CP_QUAKEWORLD)
{
cl.oldgametime = cl.gametime;
cl.oldgametimemark = cl.gametimemark;
cl.gametime = realtime;//cl.frames[newpacket].senttime - cl.frames[(newpacket-1)&UPDATE_MASK].senttime;
cl.gametimemark = realtime;
}
newp->servertime = cl.gametime;
if (delta)
{
from = MSG_ReadByte ();
// Con_Printf("%i %i from %i\n", cls.netchan.outgoing_sequence, cls.netchan.incoming_sequence, from);
oldpacket = cl.frames[newpacket].delta_sequence;
if (cls.demoplayback == DPB_MVD || cls.demoplayback == DPB_EZTV)
from = oldpacket = cls.netchan.incoming_sequence - 1;
if (cls.netchan.outgoing_sequence - cls.netchan.incoming_sequence >= UPDATE_BACKUP - 1) {
// there are no valid frames left, so drop it
FlushEntityPacket ();
cl.validsequence = 0;
return;
}
if ((from & UPDATE_MASK) != (oldpacket & UPDATE_MASK)) {
Con_DPrintf ("WARNING: from mismatch\n");
// FlushEntityPacket ();
// cl.validsequence = 0;
// return;
}
if (cls.netchan.outgoing_sequence - oldpacket >= UPDATE_BACKUP - 1)
{
// we can't use this, it is too old
FlushEntityPacket ();
// don't clear cl.validsequence, so that frames can still be rendered;
// it is possible that a fresh packet will be received before
// (outgoing_sequence - incoming_sequence) exceeds UPDATE_BACKUP - 1
return;
}
oldp = &cl.frames[oldpacket & UPDATE_MASK].packet_entities;
full = false;
}
else
{ // this is a full update that we can start delta compressing from now
oldp = &dummy;
dummy.num_entities = 0;
full = true;
}
cl.oldvalidsequence = cl.validsequence;
cl.validsequence = cls.netchan.incoming_sequence;
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)
{ //really read the extra entity number if required
if (word & U_MOREBITS)
if (MSG_ReadByte() & U_EVENMORE)
MSG_ReadByte();
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);
}
if (!CL_CheckBaselines(newnum))
Host_EndGame("CL_ParsePacketEntities: check baselines failed with size %i", newnum);
CLQW_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)
{
if (word & U_MOREBITS)
if (MSG_ReadByte() & U_EVENMORE)
MSG_ReadByte();
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);
CLQW_ParseDelta (&oldp->entities[oldindex], &newp->entities[newindex], word, false);
newindex++;
oldindex++;
}
}
newp->num_entities = newindex;
}
entity_state_t *CL_FindOldPacketEntity(int num)
{
int pnum;
entity_state_t *s1;
packet_entities_t *pack;
if (!cl.validsequence)
return NULL;
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;
}
#ifdef NQPROT
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_ALLUNUSED)
{
Host_EndGame("Detected 'unused' bits in DP5+ entity delta - %x (%x)\n", bits, (bits & E5_ALLUNUSED));
}
if (bits & E5_FULLUPDATE)
{
int num;
num = s->number;
*s = defaultstate;
s->trans = 255;
s->scale = 16;
s->number = num;
s->colormod[0] = (256)/8;
s->colormod[1] = (256)/8;
s->colormod[2] = (256)/8;
s->solid = ES_SOLID_BSP;
// s->active = true;
}
if (bits & E5_FLAGS)
{
int i = MSG_ReadByte();
s->dpflags = i;
}
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();
if (bits & E5_SCALE)
s->scale = MSG_ReadByte();
if (bits & E5_COLORMAP)
s->colormap = MSG_ReadByte();
if (bits & E5_ATTACHMENT)
{
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
s->tagentity = MSGCL_ReadEntity();
s->tagindex = MSG_ReadByte();
}
if (bits & E5_LIGHT)
{
s->light[0] = MSG_ReadShort();
s->light[1] = MSG_ReadShort();
s->light[2] = MSG_ReadShort();
s->light[3] = MSG_ReadShort();
s->lightstyle = MSG_ReadByte();
s->lightpflags = MSG_ReadByte();
}
if (bits & E5_GLOW)
{
s->glowsize = MSG_ReadByte();
s->glowcolour = MSG_ReadByte();
}
if (bits & E5_COLORMOD)
{
s->colormod[0] = MSG_ReadByte();
s->colormod[1] = MSG_ReadByte();
s->colormod[2] = MSG_ReadByte();
}
if (bits & E5_GLOWMOD)
{
s->glowmod[0] = MSG_ReadByte();
s->glowmod[1] = MSG_ReadByte();
s->glowmod[2] = MSG_ReadByte();
}
}
int cl_latestframenum;
void CLDP_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.
//dp deltas update in-place
//this gets in the way of tracking multiple frames, and thus doesn't match fte too well
packet_entities_t *pack, oldpack;
static packet_entities_t newpack;
entity_state_t *to, *from;
unsigned short read;
int oldi, newi, lowesti, lowestv, newremaining;
qboolean remove;
cl_latestframenum = MSG_ReadLong(); /*server sequence to be acked*/
if (cls.protocol_nq >= CPNQ_DP7)
cl.ackedinputsequence = MSG_ReadLong(); /*client input sequence which has been acked*/
cl.frames[(cls.netchan.incoming_sequence)&UPDATE_MASK].receivedtime = realtime;
pack = &cl.frames[(cls.netchan.incoming_sequence)&UPDATE_MASK].packet_entities;
pack->servertime = cl.gametime;
oldpack = *pack;
oldi = 0;
newpack.num_entities = 0;
for (read = MSG_ReadShort(); read!=0x8000; read = MSG_ReadShort())
{
if (msg_badread)
Host_EndGame("Corrupt entitiy message packet\n");
remove = !!(read&0x8000);
read&=~0x8000;
if (read >= MAX_EDICTS)
Host_EndGame("Too many entities.\n");
from = &defaultstate;
for (oldi=0 ; oldi<oldpack.num_entities ; oldi++)
{
if (read == oldpack.entities[oldi].number)
{
from = &oldpack.entities[oldi];
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
from->inactiveflag |= 1; //so we don't copy it.
break;
}
}
if (remove)
{
continue;
}
if (newpack.num_entities==newpack.max_entities)
{
newpack.max_entities = newpack.num_entities+16;
newpack.entities = BZ_Realloc(newpack.entities, sizeof(entity_state_t)*newpack.max_entities);
}
to = &newpack.entities[newpack.num_entities];
newpack.num_entities++;
memcpy(to, from, sizeof(*to));
to->number = read;
DP5_ParseDelta(to);
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
to->inactiveflag &= ~1;
}
/*we're writing into the old one, clear it out prematurely (to make the malloc below trigger, and free it at the end)*/
pack->max_entities = 0;
pack->entities = NULL;
//make sure there's enough space for both lists
if (oldpack.num_entities + newpack.num_entities>=pack->max_entities)
{
pack->max_entities = oldpack.num_entities + newpack.num_entities;
pack->entities = BZ_Realloc(pack->entities, sizeof(entity_state_t)*pack->max_entities);
}
pack->num_entities = 0;
//we're read all the new states, so have current info
//merge the packets, sorting the new ones (so the output is always sorted)
for (oldi = 0, lowesti=0, lowestv = 0, newremaining = newpack.num_entities; newremaining || oldi < oldpack.num_entities; )
{
if (oldi == oldpack.num_entities)
from = NULL;
else
{
from = &oldpack.entities[oldi];
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
if (from->inactiveflag & 1)
{
oldi++;
continue;
}
}
if (newremaining && !lowestv)
{
lowestv = 0x7ffffffe;
for(newi = 0; newi < newpack.num_entities; newi++)
{
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
if (newpack.entities[newi].inactiveflag & 1)
continue;
if (newpack.entities[newi].number < lowestv)
{
lowestv = newpack.entities[newi].number;
lowesti = newi;
}
}
}
/*use the new packet instead if we need to*/
if (!from || (from->number > lowestv && lowestv))
{
from = &newpack.entities[lowesti];
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
from->inactiveflag |= 1;
lowestv = 0; /*find the next oldest*/
newremaining--;
}
else
oldi++;
to = &pack->entities[pack->num_entities];
pack->num_entities++;
memcpy(to, from, sizeof(*to));
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
to->inactiveflag &= ~1;
}
BZ_Free(oldpack.entities);
}
void CLNQ_ParseEntity(unsigned int bits)
{
int i;
int num;
entity_state_t *state;//, *from;
entity_state_t *base;
static float lasttime;
packet_entities_t *pack;
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);
}
if (bits & DPU_EXTEND1)
{
i = MSG_ReadByte ();
bits |= (i<<16);
}
if (bits & DPU_EXTEND2)
{
i = MSG_ReadByte ();
bits |= (i<<24);
}
if (bits & NQU_LONGENTITY)
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
num = MSGCL_ReadEntity ();
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);
memset(pack->entities + pack->num_entities, 0, sizeof(entity_state_t));
}
lasttime = realtime;
state = &pack->entities[pack->num_entities++];
}
// from = CL_FindOldPacketEntity(num); //this could be optimised.
if (!CL_CheckBaselines(num))
Host_EndGame("CLNQ_ParseEntity: check baselines failed with size %i", num);
base = cl_baselines + num;
memcpy(state, base, sizeof(*state));
state->number = num;
state->solid = ES_SOLID_BSP;
state->dpflags = (bits & NQU_NOLERP)?RENDER_STEP:0;
if (bits & NQU_MODEL)
state->modelindex = MSG_ReadByte ();
if (bits & NQU_FRAME)
state->frame = MSG_ReadByte();
if (bits & NQU_COLORMAP)
state->colormap = MSG_ReadByte();
if (bits & NQU_SKIN)
state->skinnum = MSG_ReadByte();
if (bits & NQU_EFFECTS)
state->effects = MSG_ReadByte();
if (bits & NQU_ORIGIN1)
state->origin[0] = MSG_ReadCoord ();
if (bits & NQU_ANGLE1)
state->angles[0] = MSG_ReadAngle();
if (bits & NQU_ORIGIN2)
state->origin[1] = MSG_ReadCoord ();
if (bits & NQU_ANGLE2)
state->angles[1] = MSG_ReadAngle();
if (bits & NQU_ORIGIN3)
state->origin[2] = MSG_ReadCoord ();
if (bits & NQU_ANGLE3)
state->angles[2] = MSG_ReadAngle();
if (cls.protocol_nq == CPNQ_FITZ666)
{
if (bits & FITZU_ALPHA)
state->trans = MSG_ReadByte();
if (bits & RMQU_SCALE)
state->scale = MSG_ReadByte();
if (bits & FITZU_FRAME2)
state->frame = (state->frame & 0xff) | (MSG_ReadByte() << 8);
if (bits & FITZU_MODEL2)
state->modelindex = (state->modelindex & 0xff) | (MSG_ReadByte() << 8);
if (bits & FITZU_LERPFINISH)
MSG_ReadByte();
}
else
{
if (bits & DPU_ALPHA)
state->trans = MSG_ReadByte();
if (bits & DPU_SCALE)
state->scale = MSG_ReadByte();
if (bits & DPU_EFFECTS2)
state->effects |= MSG_ReadByte() << 8;
if (bits & DPU_GLOWSIZE)
state->glowsize = MSG_ReadByte();
if (bits & DPU_GLOWCOLOR)
state->glowcolour = MSG_ReadByte();
if (bits & DPU_COLORMOD)
{
i = MSG_ReadByte(); // follows format RRRGGGBB
state->colormod[0] = (qbyte)(((i >> 5) & 7) * (32.0f / 7.0f));
state->colormod[1] = (qbyte)(((i >> 2) & 7) * (32.0f / 7.0f));
state->colormod[2] = (qbyte)((i & 3) * (32.0f / 3.0f));
}
if (bits & DPU_FRAME2)
state->frame |= MSG_ReadByte() << 8;
if (bits & DPU_MODEL2)
state->modelindex |= MSG_ReadByte() << 8;
}
}
#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
void CL_RotateAroundTag(entity_t *ent, int entnum, int parenttagent, int parenttagnum)
{
entity_state_t *ps;
float *org=NULL, *ang=NULL;
vec3_t axis[3];
float transform[12], parent[12], result[12], old[12], temp[12];
int model;
framestate_t fstate;
if (parenttagent > cl.maxlerpents)
{
Con_Printf("tag entity out of range!\n");
return;
}
memset(&fstate, 0, sizeof(fstate));
//for visibility checks
ent->keynum = parenttagent;
ps = CL_FindPacketEntity(parenttagent);
if (ps)
{
if (ps->tagentity)
CL_RotateAroundTag(ent, entnum, ps->tagentity, ps->tagindex);
org = ps->origin;
ang = ps->angles;
model = ps->modelindex;
CL_LerpNetFrameState(FS_REG, &fstate, &cl.lerpents[parenttagent]);
}
else
{
extern int parsecountmod;
// Con_Printf("tagent %i\n", tagent);
if (parenttagent <= MAX_CLIENTS && parenttagent > 0)
{
if (parenttagent == cl.playernum[0]+1)
{
org = cl.playerview[0].simorg;
ang = cl.playerview[0].simangles;
}
else
{
org = cl.frames[parsecountmod].playerstate[parenttagent-1].origin;
ang = cl.frames[parsecountmod].playerstate[parenttagent-1].viewangles;
}
model = cl.frames[parsecountmod].playerstate[parenttagent-1].modelindex;
CL_LerpNetFrameState(FS_REG, &fstate, &cl.lerpplayers[parenttagent-1]);
}
else
{
CL_LerpNetFrameState(FS_REG, &fstate, &cl.lerpents[parenttagent]);
model = 0;
}
}
if (ang)
{
ang[0]*=-1;
AngleVectors(ang, axis[0], axis[1], axis[2]);
ang[0]*=-1;
VectorInverse(axis[1]);
// fstate.g[FS_REG].lerpfrac = CL_EntLerpFactor(tagent);
// fstate.g[FS_REG].frametime[0] = cl.time - cl.lerpents[tagent].framechange;
// fstate.g[FS_REG].frametime[1] = cl.time - cl.lerpents[tagent].oldframechange;
if (Mod_GetTag(cl.model_precache[model], parenttagnum, &fstate, transform))
{
old[0] = ent->axis[0][0];
old[1] = ent->axis[1][0];
old[2] = ent->axis[2][0];
old[3] = ent->origin[0];
old[4] = ent->axis[0][1];
old[5] = ent->axis[1][1];
old[6] = ent->axis[2][1];
old[7] = ent->origin[1];
old[8] = ent->axis[0][2];
old[9] = ent->axis[1][2];
old[10] = ent->axis[2][2];
old[11] = ent->origin[2];
parent[0] = axis[0][0];
parent[1] = axis[1][0];
parent[2] = axis[2][0];
parent[3] = org[0];
parent[4] = axis[0][1];
parent[5] = axis[1][1];
parent[6] = axis[2][1];
parent[7] = org[1];
parent[8] = axis[0][2];
parent[9] = axis[1][2];
parent[10] = axis[2][2];
parent[11] = org[2];
R_ConcatTransforms((void*)old, (void*)parent, (void*)temp);
R_ConcatTransforms((void*)temp, (void*)transform, (void*)result);
ent->axis[0][0] = result[0];
ent->axis[1][0] = result[1];
ent->axis[2][0] = result[2];
ent->origin[0] = result[3];
ent->axis[0][1] = result[4];
ent->axis[1][1] = result[5];
ent->axis[2][1] = result[6];
ent->origin[1] = result[7];
ent->axis[0][2] = result[8];
ent->axis[1][2] = result[9];
ent->axis[2][2] = result[10];
ent->origin[2] = result[11];
}
else //hrm.
{
old[0] = ent->axis[0][0];
old[1] = ent->axis[1][0];
old[2] = ent->axis[2][0];
old[3] = ent->origin[0];
old[4] = ent->axis[0][1];
old[5] = ent->axis[1][1];
old[6] = ent->axis[2][1];
old[7] = ent->origin[1];
old[8] = ent->axis[0][2];
old[9] = ent->axis[1][2];
old[10] = ent->axis[2][2];
old[11] = ent->origin[2];
parent[0] = axis[0][0];
parent[1] = axis[1][0];
parent[2] = axis[2][0];
parent[3] = org[0];
parent[4] = axis[0][1];
parent[5] = axis[1][1];
parent[6] = axis[2][1];
parent[7] = org[1];
parent[8] = axis[0][2];
parent[9] = axis[1][2];
parent[10] = axis[2][2];
parent[11] = org[2];
R_ConcatTransforms((void*)old, (void*)parent, (void*)result);
ent->axis[0][0] = result[0];
ent->axis[1][0] = result[1];
ent->axis[2][0] = result[2];
ent->origin[0] = result[3];
ent->axis[0][1] = result[4];
ent->axis[1][1] = result[5];
ent->axis[2][1] = result[6];
ent->origin[1] = result[7];
ent->axis[0][2] = result[8];
ent->axis[1][2] = result[9];
ent->axis[2][2] = result[10];
ent->origin[2] = result[11];
}
}
}
void V_AddAxisEntity(entity_t *in)
{
entity_t *ent;
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
if (cl_numvisedicts == cl_maxvisedicts)
{
return; // object list is full
}
ent = &cl_visedicts[cl_numvisedicts];
cl_numvisedicts++;
*ent = *in;
}
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
void V_ClearEntity(entity_t *e)
{
memset(e, 0, sizeof(*e));
e->playerindex = -1;
e->topcolour = TOP_DEFAULT;
e->bottomcolour = BOTTOM_DEFAULT;
e->h2playerclass = 0;
}
entity_t *V_AddEntity(entity_t *in)
{
entity_t *ent;
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
if (cl_numvisedicts == cl_maxvisedicts)
{
return NULL; // object list is full
}
ent = &cl_visedicts[cl_numvisedicts];
cl_numvisedicts++;
*ent = *in;
ent->angles[0]*=-1;
AngleVectors(ent->angles, ent->axis[0], ent->axis[1], ent->axis[2]);
VectorInverse(ent->axis[1]);
ent->angles[0]*=-1;
return ent;
}
/*
void VQ2_AddLerpEntity(entity_t *in) //a convienience function
{
entity_t *ent;
float fwds, back;
int i;
if (cl_numvisedicts == MAX_VISEDICTS)
return; // object list is full
ent = &cl_visedicts[cl_numvisedicts];
cl_numvisedicts++;
*ent = *in;
fwds = ent->framestate.g[FS_REG].lerpfrac;
back = 1 - ent->framestate.g[FS_REG].lerpfrac;
for (i = 0; i < 3; i++)
{
ent->origin[i] = in->origin[i]*fwds + in->oldorigin[i]*back;
}
ent->framestate.g[FS_REG].lerpfrac = back;
ent->angles[0]*=-1;
AngleVectors(ent->angles, ent->axis[0], ent->axis[1], ent->axis[2]);
VectorInverse(ent->axis[1]);
ent->angles[0]*=-1;
}
*/
int V_AddLight (int entsource, vec3_t org, float quant, float r, float g, float b)
{
return CL_NewDlightRGB (entsource, org, quant, -0.1, r, g, b) - cl_dlights;
}
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
void CLQ1_AddOrientedHalfSphere(shader_t *shader, float radius, float gap, float *matrix, float r, float g, float b, float a)
{
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
//use simple algo
//a series of cylinders that gets progressively narrower
int latsteps = 16;
int lngsteps = 16;
float cradius;
int v, i, j;
scenetris_t *t;
vec3_t corner;
float x,y;
int flags = BEF_NODLIGHT|BEF_NOSHADOWS;
if (!r && !g && !b)
return;
/*reuse the previous trigroup if its the same shader*/
if (cl_numstris && cl_stris[cl_numstris-1].shader == shader && cl_stris[cl_numstris-1].flags == flags)
t = &cl_stris[cl_numstris-1];
else
{
if (cl_numstris == cl_maxstris)
{
cl_maxstris += 8;
cl_stris = BZ_Realloc(cl_stris, sizeof(*cl_stris)*cl_maxstris);
}
t = &cl_stris[cl_numstris++];
t->shader = shader;
t->numidx = 0;
t->numvert = 0;
t->firstidx = cl_numstrisidx;
t->firstvert = cl_numstrisvert;
t->flags = flags;
}
if (cl_numstrisvert + latsteps*lngsteps > cl_maxstrisvert)
{
cl_maxstrisvert = cl_numstrisvert + latsteps*lngsteps;
cl_strisvertv = BZ_Realloc(cl_strisvertv, sizeof(*cl_strisvertv)*cl_maxstrisvert);
cl_strisvertt = BZ_Realloc(cl_strisvertt, sizeof(vec2_t)*cl_maxstrisvert);
cl_strisvertc = BZ_Realloc(cl_strisvertc, sizeof(vec4_t)*cl_maxstrisvert);
}
if (cl_maxstrisidx < cl_numstrisidx+latsteps*(lngsteps-1)*6)
{
cl_maxstrisidx = cl_numstrisidx+latsteps*(lngsteps-1)*6 + 64;
cl_strisidx = BZ_Realloc(cl_strisidx, sizeof(*cl_strisidx)*cl_maxstrisidx);
}
for (i = 0; i < latsteps; i++)
{
x = sin(i * 2 * M_PI / latsteps);
y = cos(i * 2 * M_PI / latsteps);
for (j = 0; j < lngsteps; j++)
{
v = i*lngsteps + j;
cradius = sin(j * 0.5 * M_PI / (lngsteps-1))*radius;
corner[0] = x*cradius;
corner[1] = y*cradius;
corner[2] = (cos(j * 0.5 * M_PI / (lngsteps-1))*-radius) - gap;
Matrix3x4_RM_Transform3(matrix, corner, cl_strisvertv[cl_numstrisvert+v]);
cl_strisvertt[cl_numstrisvert+v][0] = 0;
cl_strisvertt[cl_numstrisvert+v][1] = 0;
cl_strisvertc[cl_numstrisvert+v][0] = r;
cl_strisvertc[cl_numstrisvert+v][1] = g;
cl_strisvertc[cl_numstrisvert+v][2] = b;
cl_strisvertc[cl_numstrisvert+v][3] = a;
}
}
if (radius < 0)
{
for (i = 0; i < lngsteps-1; i++)
{
v = latsteps-1;
for (v = 0; v < latsteps-1; v++)
{
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+lngsteps + v*lngsteps + i;
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+0 + v*lngsteps + i;
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+1 + v*lngsteps + i;
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+lngsteps+1 + v*lngsteps + i;
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+lngsteps + v*lngsteps + i;
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+1 + v*lngsteps + i;
}
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert + i;
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+0 + v*lngsteps + i;
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+1 + v*lngsteps + i;
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+1 + i;
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert + i;
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+1 + v*lngsteps + i;
}
}
else
{
for (i = 0; i < lngsteps-1; i++)
{
v = latsteps-1;
for (v = 0; v < latsteps-1; v++)
{
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+0 + v*lngsteps + i;
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+lngsteps + v*lngsteps + i;
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+1 + v*lngsteps + i;
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+lngsteps + v*lngsteps + i;
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+lngsteps+1 + v*lngsteps + i;
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+1 + v*lngsteps + i;
}
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+0 + v*lngsteps + i;
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert + i;
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+1 + v*lngsteps + i;
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert + i;
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+1 + i;
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+1 + v*lngsteps + i;
}
}
t->numvert += lngsteps*latsteps;
t->numidx = cl_numstrisidx - t->firstidx;
cl_numstrisvert += lngsteps*latsteps;
}
void CLQ1_AddOrientedCylinder(shader_t *shader, float radius, float height, qboolean capsule, float *matrix, float r, float g, float b, float a)
{
int sides = 16;
int v;
scenetris_t *t;
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
vec3_t corner;
int flags = BEF_NODLIGHT|BEF_NOSHADOWS;
if (!r && !g && !b)
return;
radius *= 0.5;
height *= 0.5;
if (capsule)
height -= radius;
if (height > 0)
{
/*reuse the previous trigroup if its the same shader*/
if (cl_numstris && cl_stris[cl_numstris-1].shader == shader && cl_stris[cl_numstris-1].flags == flags)
t = &cl_stris[cl_numstris-1];
else
{
if (cl_numstris == cl_maxstris)
{
cl_maxstris += 8;
cl_stris = BZ_Realloc(cl_stris, sizeof(*cl_stris)*cl_maxstris);
}
t = &cl_stris[cl_numstris++];
t->shader = shader;
t->numidx = 0;
t->numvert = 0;
t->firstidx = cl_numstrisidx;
t->firstvert = cl_numstrisvert;
t->flags = flags;
}
if (cl_numstrisvert + sides*2 > cl_maxstrisvert)
{
cl_maxstrisvert = cl_numstrisvert + sides*2;
cl_strisvertv = BZ_Realloc(cl_strisvertv, sizeof(*cl_strisvertv)*cl_maxstrisvert);
cl_strisvertt = BZ_Realloc(cl_strisvertt, sizeof(vec2_t)*cl_maxstrisvert);
cl_strisvertc = BZ_Realloc(cl_strisvertc, sizeof(vec4_t)*cl_maxstrisvert);
}
if (cl_maxstrisidx < cl_numstrisidx+sides*6)
{
cl_maxstrisidx = cl_numstrisidx+sides*6 + 64;
cl_strisidx = BZ_Realloc(cl_strisidx, sizeof(*cl_strisidx)*cl_maxstrisidx);
}
for (v = 0; v < sides*2; v++)
{
corner[0] = sin((v>>1) * 2 * M_PI / sides)*radius;
corner[1] = cos((v>>1) * 2 * M_PI / sides)*radius;
corner[2] = (v & 1)?height:-height;
Matrix3x4_RM_Transform3(matrix, corner, cl_strisvertv[cl_numstrisvert+v]);
cl_strisvertt[cl_numstrisvert+v][0] = 0;
cl_strisvertt[cl_numstrisvert+v][1] = 0;
cl_strisvertc[cl_numstrisvert+v][0] = r;
cl_strisvertc[cl_numstrisvert+v][1] = g;
cl_strisvertc[cl_numstrisvert+v][2] = b;
cl_strisvertc[cl_numstrisvert+v][3] = a;
}
for (v = 0; v < sides-1; v++)
{
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+2 + v*2;
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+1 + v*2;
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+0 + v*2;
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+3 + v*2;
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+1 + v*2;
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+2 + v*2;
}
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+0;
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+1 + v*2;
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+0 + v*2;
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+1;
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+1 + v*2;
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+0;
if (!capsule)
{
for (v = 4; v < sides*2; v+=2)
{
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+v;
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+(v-2);
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+0;
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+1;
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+(v-2)+1;
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+v+1;
}
}
t->numvert += sides*2;
t->numidx = cl_numstrisidx - t->firstidx;
cl_numstrisvert += sides*2;
}
if (capsule)
{
CLQ1_AddOrientedHalfSphere(shader, radius, height, matrix, r, g, b, a);
CLQ1_AddOrientedHalfSphere(shader, -radius, -height, matrix, r, g, b, a);
}
}
void CLQ1_DrawLine(shader_t *shader, vec3_t v1, vec3_t v2, float r, float g, float b, float a)
{
scenetris_t *t;
int flags = BEF_NODLIGHT|BEF_NOSHADOWS|BEF_LINES;
if (cl_numstris && cl_stris[cl_numstris-1].shader == shader && cl_stris[cl_numstris-1].flags == flags)
t = &cl_stris[cl_numstris-1];
else
{
if (cl_numstris == cl_maxstris)
{
cl_maxstris += 8;
cl_stris = BZ_Realloc(cl_stris, sizeof(*cl_stris)*cl_maxstris);
}
t = &cl_stris[cl_numstris++];
t->shader = shader;
t->numidx = 0;
t->numvert = 0;
t->firstidx = cl_numstrisidx;
t->firstvert = cl_numstrisvert;
t->flags = flags;
}
if (cl_numstrisvert + 2 > cl_maxstrisvert)
{
cl_maxstrisvert = cl_numstrisvert + 2;
cl_strisvertv = BZ_Realloc(cl_strisvertv, sizeof(*cl_strisvertv)*cl_maxstrisvert);
cl_strisvertt = BZ_Realloc(cl_strisvertt, sizeof(vec2_t)*cl_maxstrisvert);
cl_strisvertc = BZ_Realloc(cl_strisvertc, sizeof(vec4_t)*cl_maxstrisvert);
}
if (cl_maxstrisidx < cl_numstrisidx+2)
{
cl_maxstrisidx = cl_numstrisidx+2;
cl_strisidx = BZ_Realloc(cl_strisidx, sizeof(*cl_strisidx)*cl_maxstrisidx);
}
VectorCopy(v1, cl_strisvertv[cl_numstrisvert+0]);
cl_strisvertt[cl_numstrisvert+0][0] = 0;
cl_strisvertt[cl_numstrisvert+0][1] = 0;
cl_strisvertc[cl_numstrisvert+0][0] = r;
cl_strisvertc[cl_numstrisvert+0][1] = g;
cl_strisvertc[cl_numstrisvert+0][2] = b;
cl_strisvertc[cl_numstrisvert+0][3] = a;
VectorCopy(v2, cl_strisvertv[cl_numstrisvert+1]);
cl_strisvertt[cl_numstrisvert+1][0] = 0;
cl_strisvertt[cl_numstrisvert+1][1] = 0;
cl_strisvertc[cl_numstrisvert+1][0] = r;
cl_strisvertc[cl_numstrisvert+1][1] = g;
cl_strisvertc[cl_numstrisvert+1][2] = b;
cl_strisvertc[cl_numstrisvert+1][3] = a;
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert-t->firstvert+0;
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert-t->firstvert+1;
t->numvert += 2;
t->numidx = cl_numstrisidx - t->firstidx;
cl_numstrisvert += 2;
}
void CLQ1_AddOrientedCube(shader_t *shader, vec3_t mins, vec3_t maxs, float *matrix, float r, float g, float b, float a)
{
int v;
scenetris_t *t;
vec3_t corner;
int flags = BEF_NODLIGHT|BEF_NOSHADOWS;
if (!r && !g && !b)
return;
/*reuse the previous trigroup if its the same shader*/
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
if (cl_numstris && cl_stris[cl_numstris-1].shader == shader && cl_stris[cl_numstris-1].flags == flags && cl_stris[cl_numstris-1].numvert + 8 <= MAX_INDICIES)
t = &cl_stris[cl_numstris-1];
else
{
if (cl_numstris == cl_maxstris)
{
cl_maxstris += 8;
cl_stris = BZ_Realloc(cl_stris, sizeof(*cl_stris)*cl_maxstris);
}
t = &cl_stris[cl_numstris++];
t->shader = shader;
t->numidx = 0;
t->numvert = 0;
t->firstidx = cl_numstrisidx;
t->firstvert = cl_numstrisvert;
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
t->flags = flags;
}
if (cl_numstrisvert + 8 > cl_maxstrisvert)
{
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
cl_maxstrisvert = cl_numstrisvert + 8 + 1024;
cl_strisvertv = BZ_Realloc(cl_strisvertv, sizeof(*cl_strisvertv)*cl_maxstrisvert);
cl_strisvertt = BZ_Realloc(cl_strisvertt, sizeof(vec2_t)*cl_maxstrisvert);
cl_strisvertc = BZ_Realloc(cl_strisvertc, sizeof(vec4_t)*cl_maxstrisvert);
}
if (cl_maxstrisidx < cl_numstrisidx+6*6)
{
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
cl_maxstrisidx = cl_numstrisidx + 6*6 + 1024;
cl_strisidx = BZ_Realloc(cl_strisidx, sizeof(*cl_strisidx)*cl_maxstrisidx);
}
for (v = 0; v < 8; v++)
{
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
corner[0] = (v & 1)?mins[0]:maxs[0];
corner[1] = (v & 2)?mins[1]:maxs[1];
corner[2] = (v & 4)?mins[2]:maxs[2];
if (matrix)
Matrix3x4_RM_Transform3(matrix, corner, cl_strisvertv[cl_numstrisvert+v]);
else
VectorCopy(corner, cl_strisvertv[cl_numstrisvert+v]);
cl_strisvertt[cl_numstrisvert+v][0] = 0;
cl_strisvertt[cl_numstrisvert+v][1] = 0;
cl_strisvertc[cl_numstrisvert+v][0] = r;
cl_strisvertc[cl_numstrisvert+v][1] = g;
cl_strisvertc[cl_numstrisvert+v][2] = b;
cl_strisvertc[cl_numstrisvert+v][3] = a;
}
/*top*/
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+2 - t->firstvert;
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+1 - t->firstvert;
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+0 - t->firstvert;
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+3 - t->firstvert;
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+1 - t->firstvert;
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+2 - t->firstvert;
/*bottom*/
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+4 - t->firstvert;
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+5 - t->firstvert;
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+6 - t->firstvert;
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+6 - t->firstvert;
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+5 - t->firstvert;
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+7 - t->firstvert;
/*'left'*/
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+5 - t->firstvert;
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+4 - t->firstvert;
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+0 - t->firstvert;
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+1 - t->firstvert;
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+5 - t->firstvert;
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+0 - t->firstvert;
/*right*/
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+2 - t->firstvert;
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+6 - t->firstvert;
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+7 - t->firstvert;
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+2 - t->firstvert;
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+7 - t->firstvert;
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+3 - t->firstvert;
/*urm, the other way*/
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+2 - t->firstvert;
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+4 - t->firstvert;
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+6 - t->firstvert;
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+4 - t->firstvert;
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+2 - t->firstvert;
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+0 - t->firstvert;
/*and its oposite*/
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+7 - t->firstvert;
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+5 - t->firstvert;
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+3 - t->firstvert;
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+1 - t->firstvert;
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+3 - t->firstvert;
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+5 - t->firstvert;
t->numvert += 8;
t->numidx = cl_numstrisidx - t->firstidx;
cl_numstrisvert += 8;
}
#include "pr_common.h"
void CLQ1_AddVisibleBBoxes(void)
{
world_t *w;
wedict_t *e;
int i;
shader_t *s;
extern world_t csqc_world;
vec3_t min, max, size;
switch(r_showbboxes.ival & 3)
{
default:
return;
#ifndef CLIENTONLY
case 1:
w = &sv.world;
break;
#endif
#ifdef CSQC_DAT
case 2:
w = &csqc_world;
break;
#endif
case 3:
{
frame_t *frame;
packet_entities_t *pak;
entity_state_t *state;
model_t *mod;
s = R_RegisterShader("bboxshader",
"{\n"
"polygonoffset\n"
"{\n"
"map $whiteimage\n"
"blendfunc add\n"
"rgbgen vertex\n"
"alphagen vertex\n"
"}\n"
"}\n");
frame = &cl.frames[cl.parsecount & UPDATE_MASK];
pak = &frame->packet_entities;
for (i=0 ; i<pak->num_entities ; i++)
{
state = &pak->entities[i];
if (!state->solid && !state->skinnum)
continue;
if (state->solid == ES_SOLID_BSP)
{ /*bsp model size*/
if (state->modelindex <= 0)
continue;
if (!cl.model_precache[state->modelindex])
continue;
/*this makes non-inline bsp objects non-solid for prediction*/
if ((*cl.model_precache[state->modelindex]->name == '*' || cl.model_precache[state->modelindex]->numsubmodels) && cl.model_precache[state->modelindex]->hulls[1].firstclipnode)
{
mod = cl.model_precache[state->modelindex];
VectorAdd(state->origin, mod->mins, min);
VectorAdd(state->origin, mod->maxs, max);
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
CLQ1_AddOrientedCube(s, min, max, NULL, 0.1, 0, 0, 1);
}
}
else
{
/*don't bother with angles*/
max[0] = max[1] = 8*(state->solid & 31);
min[0] = min[1] = -max[0];
min[2] = -8*((state->solid>>5) & 31);
max[2] = 8*((state->solid>>10) & 63) - 32;
VectorAdd(state->origin, min, min);
VectorAdd(state->origin, max, max);
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
CLQ1_AddOrientedCube(s, min, max, NULL, 0.1, 0, 0, 1);
}
}
}
return;
}
if (!w->progs)
return;
s = R_RegisterShader("bboxshader",
"{\n"
"polygonoffset\n"
"{\n"
"map $whiteimage\n"
"blendfunc add\n"
"rgbgen vertex\n"
"alphagen vertex\n"
"}\n"
"}\n");
for (i = 1; i < w->num_edicts; i++)
{
e = WEDICT_NUM(w->progs, i);
if (e->isfree)
continue;
if (r_showbboxes.ival & 4)
{
//shows the hulls instead
/*mins is easy*/
VectorAdd(e->v->origin, e->v->mins, min);
/*maxs is weeeeird*/
VectorSubtract (e->v->maxs, e->v->mins, size);
if (size[0] < 3)
VectorCopy(min, max);
else if (size[0] <= 32)
{
max[0] = min[0] + 32;
max[1] = min[1] + 32;
max[2] = min[2] + 56;
}
else
{
max[0] = min[0] + 64;
max[1] = min[1] + 64;
max[2] = min[2] + 88;
}
}
else
{
VectorCopy(e->v->absmin, min);
VectorCopy(e->v->absmax, max);
}
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
CLQ1_AddOrientedCube(s, min, max, NULL, (e->v->solid || e->v->movetype)?0.1:0, (e->v->movetype == MOVETYPE_STEP || e->v->movetype == MOVETYPE_TOSS || e->v->movetype == MOVETYPE_BOUNCE)?0.1:0, ((int)e->v->flags & (FL_ONGROUND | ((e->v->movetype == MOVETYPE_STEP)?FL_FLY:0)))?0.1:0, 1);
}
}
void CL_AddDecal(shader_t *shader, vec3_t origin, vec3_t up, vec3_t side, vec3_t rgbvalue, float alphavalue)
{
int num, v;
vec3_t tang;
float radius = 1;
float *verts;
float tx, ty, tz;
scenetris_t *t;
float l, s;
VectorNegate(up, up);
CrossProduct(up, side, tang);
s = sqrt(DotProduct(side, side));
l = sqrt(DotProduct(tang, tang));
VectorScale(tang, s/l, tang);
num = Q1BSP_ClipDecal(origin, up, side, tang, 2, &verts);
if (!num)
return;
num*=3;
VectorScale(tang, 0.5/(s*s), tang);
VectorScale(side, 0.5/(s*s), side);
l = sqrt(DotProduct(up, up));
VectorScale(up, 1/(l*l), up);
tx = DotProduct(origin, tang) + 0.5;
ty = DotProduct(origin, side) + 0.5;
tz = DotProduct(origin, up);
/*reuse the previous trigroup if its the same shader*/
if (cl_numstris && cl_stris[cl_numstris-1].shader == shader && cl_stris[cl_numstris-1].flags == (BEF_NODLIGHT|BEF_NOSHADOWS))
t = &cl_stris[cl_numstris-1];
else
{
if (cl_numstris == cl_maxstris)
{
cl_maxstris += 8;
cl_stris = BZ_Realloc(cl_stris, sizeof(*cl_stris)*cl_maxstris);
}
t = &cl_stris[cl_numstris++];
t->shader = shader;
t->numidx = 0;
t->numvert = 0;
t->flags = BEF_NODLIGHT|BEF_NOSHADOWS;
t->firstidx = cl_numstrisidx;
t->firstvert = cl_numstrisvert;
}
if (cl_numstrisvert + num > cl_maxstrisvert)
{
cl_maxstrisvert = cl_numstrisvert + num;
cl_strisvertv = BZ_Realloc(cl_strisvertv, sizeof(*cl_strisvertv)*cl_maxstrisvert);
cl_strisvertt = BZ_Realloc(cl_strisvertt, sizeof(vec2_t)*cl_maxstrisvert);
cl_strisvertc = BZ_Realloc(cl_strisvertc, sizeof(vec4_t)*cl_maxstrisvert);
}
if (cl_maxstrisidx < cl_numstrisidx+num)
{
cl_maxstrisidx = cl_numstrisidx+num + 64;
cl_strisidx = BZ_Realloc(cl_strisidx, sizeof(*cl_strisidx)*cl_maxstrisidx);
}
for (v = 0; v < num; v++)
{
VectorCopy(verts, cl_strisvertv[cl_numstrisvert+v]);
cl_strisvertt[cl_numstrisvert+v][0] = (DotProduct(verts, tang) - tx);
cl_strisvertt[cl_numstrisvert+v][1] = -(DotProduct(verts, side) - ty);
cl_strisvertc[cl_numstrisvert+v][0] = rgbvalue[0];
cl_strisvertc[cl_numstrisvert+v][1] = rgbvalue[1];
cl_strisvertc[cl_numstrisvert+v][2] = rgbvalue[2];
cl_strisvertc[cl_numstrisvert+v][3] = alphavalue * (1-(DotProduct(verts, up) - tz));
verts+=3;
}
for (v = 0; v < num; v++)
{
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+v - t->firstvert;
}
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
t->numvert += num;
t->numidx += num;
cl_numstrisvert += num;
}
void CLQ1_AddShadow(entity_t *ent)
{
float radius;
vec3_t shadoworg;
vec3_t eang;
vec3_t axis[3];
float tx, ty, tz;
float *verts;
shader_t *s;
int v, num;
scenetris_t *t;
if (!r_shadows.value || !ent->model || ent->model->type != mod_alias)
return;
s = R_RegisterShader("shadowshader",
"{\n"
"polygonoffset\n"
"{\n"
"map $diffuse\n"
"blendfunc blend\n"
"rgbgen vertex\n"
"alphagen vertex\n"
"}\n"
"}\n");
TEXASSIGN(s->defaulttextures.base, balltexture);
tx = ent->model->maxs[0] - ent->model->mins[0];
ty = ent->model->maxs[1] - ent->model->mins[1];
if (tx > ty)
radius = tx;
else
radius = ty;
radius/=2;
shadoworg[0] = ent->origin[0];
shadoworg[1] = ent->origin[1];
shadoworg[2] = ent->origin[2] + ent->model->mins[2];
eang[0] = 0;
eang[1] = ent->angles[1];
eang[2] = 0;
AngleVectors(eang, axis[0], axis[1], axis[2]);
VectorNegate(axis[2], axis[2]);
num = Q1BSP_ClipDecal(shadoworg, axis[2], axis[1], axis[0], radius, &verts);
if (!num)
return;
num*=3;
tx = DotProduct(shadoworg, axis[1]) + 0.5*radius;
ty = DotProduct(shadoworg, axis[0]) + 0.5*radius;
tz = DotProduct(shadoworg, axis[2]);
/*reuse the previous trigroup if its the same shader*/
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
if (cl_numstris && cl_stris[cl_numstris-1].shader == s && cl_stris[cl_numstris-1].flags == (BEF_NODLIGHT|BEF_NOSHADOWS))
t = &cl_stris[cl_numstris-1];
else
{
if (cl_numstris == cl_maxstris)
{
cl_maxstris += 8;
cl_stris = BZ_Realloc(cl_stris, sizeof(*cl_stris)*cl_maxstris);
}
t = &cl_stris[cl_numstris++];
t->shader = s;
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
t->flags = BEF_NODLIGHT|BEF_NOSHADOWS;
t->numidx = 0;
t->numvert = 0;
t->firstidx = cl_numstrisidx;
t->firstvert = cl_numstrisvert;
}
if (cl_numstrisvert + num > cl_maxstrisvert)
{
cl_maxstrisvert = cl_numstrisvert + num;
cl_strisvertv = BZ_Realloc(cl_strisvertv, sizeof(*cl_strisvertv)*cl_maxstrisvert);
cl_strisvertt = BZ_Realloc(cl_strisvertt, sizeof(vec2_t)*cl_maxstrisvert);
cl_strisvertc = BZ_Realloc(cl_strisvertc, sizeof(vec4_t)*cl_maxstrisvert);
}
if (cl_maxstrisidx < cl_numstrisidx+num)
{
cl_maxstrisidx = cl_numstrisidx+num + 64;
cl_strisidx = BZ_Realloc(cl_strisidx, sizeof(*cl_strisidx)*cl_maxstrisidx);
}
for (v = 0; v < num; v++)
{
VectorCopy(verts, cl_strisvertv[cl_numstrisvert+v]);
cl_strisvertt[cl_numstrisvert+v][0] = (DotProduct(verts, axis[1]) - tx)/radius;
cl_strisvertt[cl_numstrisvert+v][1] = -(DotProduct(verts, axis[0]) - ty)/radius;
cl_strisvertc[cl_numstrisvert+v][0] = 0;
cl_strisvertc[cl_numstrisvert+v][1] = 0;
cl_strisvertc[cl_numstrisvert+v][2] = 0;
cl_strisvertc[cl_numstrisvert+v][3] = r_shadows.value * (1-((DotProduct(verts, axis[2]) - tz)/(radius/2)));
verts+=3;
}
for (v = 0; v < num; v++)
{
cl_strisidx[cl_numstrisidx++] = cl_numstrisvert+v - t->firstvert;
}
t->numvert += num;
t->numidx += num;
cl_numstrisvert += num;
}
void CLQ1_AddPowerupShell(entity_t *ent, qboolean viewweap, unsigned int effects)
{
entity_t *shell;
if (!(effects & (EF_BLUE | EF_RED)) || !v_powerupshell.value || !ent)
return;
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
if (cl_numvisedicts == cl_maxvisedicts)
return; // object list is full
shell = &cl_visedicts[cl_numvisedicts++];
*shell = *ent;
/*view weapons are much closer to the screen, the scales don't work too well, so use a different shader with a smaller expansion*/
if (viewweap)
{
shell->forcedshader = R_RegisterShader("powerups/shellweapon",
"{\n"
"program defaultpowerupshell\n"
"sort additive\n"
"deformVertexes wave 100 sin 0.5 0 0 0\n"
"noshadows\n"
"surfaceparm nodlight\n"
"{\n"
"map $whiteimage\n"
"rgbgen entity\n"
"alphagen entity\n"
"blendfunc src_alpha one\n"
"}\n"
"}\n"
);
}
else
{
shell->forcedshader = R_RegisterShader("powerups/shell",
"{\n"
"program defaultpowerupshell\n"
"sort additive\n"
"deformVertexes wave 100 sin 3 0 0 0\n"
"noshadows\n"
"surfaceparm nodlight\n"
"{\n"
"map $whiteimage\n"
"rgbgen entity\n"
"alphagen entity\n"
"blendfunc src_alpha one\n"
"}\n"
"}\n"
);
}
shell->shaderRGBAf[0] *= (effects & EF_RED)?1:0;
shell->shaderRGBAf[1] *= 0;//(effects & EF_GREEN)?1:0;
shell->shaderRGBAf[2] *= (effects & EF_BLUE)?1:0;
shell->shaderRGBAf[3] *= v_powerupshell.value;
/*let the shader do all the work*/
shell->flags &= ~Q2RF_TRANSLUCENT|Q2RF_ADDITIVE;
}
static void CL_LerpNetFrameState(int fsanim, framestate_t *fs, lerpents_t *le)
{
fs->g[fsanim].frame[0] = le->newframe;
fs->g[fsanim].frame[1] = le->oldframe;
fs->g[fsanim].frametime[0] = cl.servertime - le->newframestarttime;
fs->g[fsanim].frametime[1] = cl.servertime - le->oldframestarttime;
fs->g[fsanim].lerpfrac = 1-(fs->g[fsanim].frametime[0]) / le->framelerpdeltatime;
fs->g[fsanim].lerpfrac = bound(0, fs->g[FS_REG].lerpfrac, 1);
}
static void CL_UpdateNetFrameLerpState(qboolean force, unsigned int curframe, lerpents_t *le)
{
if (force || curframe != le->newframe)
{
le->framelerpdeltatime = bound(0, cl.servertime - le->newframestarttime, 0.1); //clamp to 10 tics per second
if (!force)
{
le->oldframe = le->newframe;
le->oldframestarttime = le->newframestarttime;
}
else
{
le->oldframe = curframe;
le->oldframestarttime = cl.servertime;
}
le->newframe = curframe;
le->newframestarttime = cl.servertime;
}
}
void CL_ClearLerpEntsParticleState(void)
{
int i;
for (i = 0; i < cl.maxlerpents; i++)
{
pe->DelinkTrailstate(&(cl.lerpents[i].trailstate));
pe->DelinkTrailstate(&(cl.lerpents[i].emitstate));
}
}
void CL_LinkStaticEntities(void *pvs)
{
int i;
entity_t *ent, *stat;
model_t *clmodel;
extern cvar_t r_drawflame, gl_part_flame;
if (r_drawflame.ival < 0)
return;
if (!cl.worldmodel)
return;
for (i = 0; i < cl.num_statics; i++)
{
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
if (cl_numvisedicts == cl_maxvisedicts)
break;
stat = &cl_static_entities[i].ent;
clmodel = stat->model;
if (!clmodel || clmodel->needload)
continue;
if ((!r_drawflame.ival) && (clmodel->engineflags & MDLF_FLAME))
continue;
/*pvs test*/
if (pvs && !cl.worldmodel->funcs.EdictInFatPVS(cl.worldmodel, &cl_static_entities[i].pvscache, pvs))
continue;
ent = &cl_visedicts[cl_numvisedicts++];
*ent = *stat;
ent->framestate.g[FS_REG].frametime[0] = cl.time;
ent->framestate.g[FS_REG].frametime[1] = cl.time;
// emit particles for statics (we don't need to cheat check statics)
if (clmodel->particleeffect >= 0 && gl_part_flame.ival)
{
// TODO: this is ugly.. assumes ent is in static entities, and subtracts
// pointer math to get an index to use in cl_static emit
// there needs to be a cleaner method for this
P_EmitEffect(ent->origin, clmodel->particleeffect, &cl_static_entities[i].emit);
}
// FIXME: no effects on static ents
// CLQ1_AddPowerupShell(ent, false, stat->effects);
}
}
/*
===============
CL_LinkPacketEntities
===============
*/
void R_FlameTrail(vec3_t start, vec3_t end, float seperation);
/*
Interpolates the two packets by the given time, writes its results into the lerpentities array.
*/
static void CL_TransitionPacketEntities(int newsequence, packet_entities_t *newpack, packet_entities_t *oldpack, float servertime)
{
lerpents_t *le;
entity_state_t *snew, *sold;
int i;
int oldpnum, newpnum;
vec3_t move;
float a1, a2;
float frac;
/*
seeing as how dropped packets cannot be filled in due to the reliable networking stuff,
We can simply detect changes and lerp towards them
*/
//we have two index-sorted lists of entities
//we figure out which ones are new,
//we don't care about old, as our caller will use the lerpents array we fill, and the entity numbers from the 'new' packet.
if (newpack->servertime == oldpack->servertime)
frac = 1; //lerp totally into the new
else
frac = (servertime-oldpack->servertime)/(newpack->servertime-oldpack->servertime);
cl.lerpentssequence = newsequence;
oldpnum=0;
for (newpnum=0 ; newpnum<newpack->num_entities ; newpnum++)
{
snew = &newpack->entities[newpnum];
sold = NULL;
for ( ; oldpnum<oldpack->num_entities ; oldpnum++)
{
sold = &oldpack->entities[oldpnum];
if (sold->number >= snew->number)
{
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
oldpnum++;
if (sold->number > snew->number)
sold = NULL; //woo, it's a new entity.
break;
}
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
#ifdef RAGDOLL
le = &cl.lerpents[sold->number];
if (le->skeletalobject)
rag_removedeltaent(le);
#endif
}
if (!sold) //I'm lazy
sold = snew;
if (snew->number >= cl.maxlerpents)
{
int newmaxle = snew->number+16;
cl.lerpents = BZ_Realloc(cl.lerpents, newmaxle*sizeof(lerpents_t));
memset(cl.lerpents + cl.maxlerpents, 0, sizeof(lerpents_t)*(newmaxle - cl.maxlerpents));
cl.maxlerpents = newmaxle;
}
le = &cl.lerpents[snew->number];
le->sequence = newsequence;
le->entstate = snew;
VectorSubtract(snew->origin, sold->origin, move);
if (DotProduct(move, move) > 200*200 || snew->modelindex != sold->modelindex)
{
sold = snew; //teleported?
VectorClear(move);
}
VectorCopy(le->origin, le->lastorigin);
if (snew->u.q1.pmovetype && CL_PredictPlayer(le, snew, newsequence))
{
if (sold == snew)
{
/*keep trails correct*/
le->isnew = true;
VectorCopy(le->origin, le->lastorigin);
}
}
else if (sold == snew)
{
//new this frame (or we noticed something changed significantly)
VectorCopy(snew->origin, le->origin);
VectorCopy(snew->angles, le->angles);
VectorCopy(snew->origin, le->oldorigin);
VectorCopy(snew->angles, le->oldangle);
VectorCopy(snew->origin, le->neworigin);
VectorCopy(snew->angles, le->newangle);
le->orglerpdeltatime = 0.1;
le->orglerpstarttime = oldpack->servertime;
le->isnew = true;
VectorCopy(le->origin, le->lastorigin);
}
else
{
if (snew->dpflags & RENDER_STEP)
{
float lfrac;
//ignore the old packet entirely, except for maybe its time.
if (!VectorEquals(le->neworigin, snew->origin) || !VectorEquals(le->newangle, snew->angles))
{
le->orglerpdeltatime = bound(0, oldpack->servertime - le->orglerpstarttime, 0.11); //clamp to 10 tics per second
le->orglerpstarttime = oldpack->servertime;
VectorCopy(le->neworigin, le->oldorigin);
VectorCopy(le->newangle, le->oldangle);
VectorCopy(snew->origin, le->neworigin);
VectorCopy(snew->angles, le->newangle);
}
lfrac = (servertime - le->orglerpstarttime) / le->orglerpdeltatime;
lfrac = bound(0, lfrac, 1);
for (i = 0; i < 3; i++)
{
le->origin[i] = le->oldorigin[i] + lfrac*(le->neworigin[i] - le->oldorigin[i]);
a1 = le->oldangle[i];
a2 = le->newangle[i];
if (a1 - a2 > 180)
a1 -= 360;
if (a1 - a2 < -180)
a1 += 360;
le->angles[i] = a1 + lfrac * (a2 - a1);
}
}
else
{
//lerp based purely on the packet times,
for (i = 0; i < 3; i++)
{
le->origin[i] = sold->origin[i] + frac*(move[i]);
a1 = sold->angles[i];
a2 = snew->angles[i];
if (a1 - a2 > 180)
a1 -= 360;
if (a1 - a2 < -180)
a1 += 360;
le->angles[i] = a1 + frac * (a2 - a1);
}
VectorCopy(le->origin, le->neworigin);
VectorCopy(le->angles, le->newangle);
le->orglerpdeltatime = 0.1;
le->orglerpstarttime = oldpack->servertime;
}
}
CL_UpdateNetFrameLerpState(sold == snew, snew->frame, le);
}
}
static qboolean CL_ChooseInterpolationFrames(int *newf, int *oldf, float servertime)
{
int i;
float newtime = 0;
*oldf = -1;
*newf = -1;
//choose the two packets.
//we should be picking the packet just after the server time, and the one just before
for (i = cls.netchan.incoming_sequence; i >= cls.netchan.incoming_sequence-UPDATE_MASK; i--)
{
if (cl.frames[i&UPDATE_MASK].receivedtime < 0 || cl.frames[i&UPDATE_MASK].invalid)
continue; //packetloss/choke, it's really only a problem for the oldframe, but...
if (cl.frames[i&UPDATE_MASK].packet_entities.servertime >= servertime)
{
if (cl.frames[i&UPDATE_MASK].packet_entities.servertime)
{
if (!newtime || newtime != cl.frames[i&UPDATE_MASK].packet_entities.servertime) //if it's a duplicate, pick the latest (so just-shot rockets are still present)
{
newtime = cl.frames[i&UPDATE_MASK].packet_entities.servertime;
*newf = i;
}
}
}
else if (newtime)
{
if (cl.frames[i&UPDATE_MASK].packet_entities.servertime != newtime)
{ //it does actually lerp, and isn't an identical frame.
*oldf = i;
break;
}
}
}
if (*newf == -1)
{
/*
This can happen if the client's predicted time is greater than the most recently received packet.
This should of course not happen...
*/
Con_DPrintf("Warning: No lerp-to frame packet\n");
/*just grab the most recent frame that is valid*/
for (i = cls.netchan.incoming_sequence; i >= cls.netchan.incoming_sequence-UPDATE_MASK; i--)
{
if (cl.frames[i&UPDATE_MASK].receivedtime < 0 || cl.frames[i&UPDATE_MASK].invalid)
continue; //packetloss/choke, it's really only a problem for the oldframe, but...
*oldf = *newf = i;
return true;
}
return false;
}
else if (*oldf == -1) //can happen at map start, and really laggy games, but really shouldn't in a normal game
{
*oldf = *newf;
}
return true;
}
qboolean CL_MayLerp(void)
{
//force lerping when playing low-framerate demos.
if (cls.demoplayback == DPB_MVD || cls.demoplayback == DPB_EZTV)
return true;
#ifdef NQPROT
if (cls.demoplayback == DPB_NETQUAKE)
return true;
if (cls.protocol == CP_NETQUAKE) //this includes DP protocols.
return !cl_nolerp_netquake.ival;
#endif
if (cl_nolerp.ival == 2 && cls.gamemode != GAME_DEATHMATCH)
return true;
return !cl_nolerp.ival;
}
/*fills in cl.lerpents and cl.currentpackentities*/
void CL_TransitionEntities (void)
{
packet_entities_t *packnew, *packold;
int newf, newff, oldf;
qboolean nolerp;
float servertime;
if (cls.protocol == CP_QUAKEWORLD && (cls.demoplayback == DPB_MVD || cls.demoplayback == DPB_EZTV))
{
nolerp = false;
}
else
{
nolerp = !CL_MayLerp() && cls.demoplayback != DPB_MVD && cls.demoplayback != DPB_EZTV;
}
//force our emulated time to as late as we can, if we're not using interpolation, which has the effect of disabling all interpolation
if (nolerp)
servertime = cl.frames[cls.netchan.incoming_sequence&UPDATE_MASK].packet_entities.servertime;
else
servertime = cl.servertime;
// servertime -= 0.1;
/*make sure we have some info for it, on failure keep the info from the last frame (its possible that the frame data can be changed by a network packet, but mneh, but chances are if there's no info then there are NO packets at all)*/
if (!CL_ChooseInterpolationFrames(&newf, &oldf, servertime))
return;
newff = newf;
newf&=UPDATE_MASK;
oldf&=UPDATE_MASK;
/*transition the ents and stuff*/
packnew = &cl.frames[newf].packet_entities;
packold = &cl.frames[oldf].packet_entities;
CL_TransitionPacketEntities(newff, packnew, packold, servertime);
cl.currentpacktime = servertime;
cl.currentpackentities = packnew;
/*and transition players too*/
{
float frac, a1, a2;
int i, p;
vec3_t move;
lerpents_t *le;
player_state_t *pnew, *pold;
if (!cl_lerp_players.ival && !(cls.demoplayback == DPB_MVD || cls.demoplayback == DPB_EZTV))
{
newf = newff = oldf = cl.parsecount;
newf&=UPDATE_MASK;
oldf&=UPDATE_MASK;
}
if (packnew->servertime == packold->servertime)
frac = 1; //lerp totally into the new
else
frac = (servertime-packold->servertime)/(packnew->servertime-packold->servertime);
pnew = &cl.frames[newf].playerstate[0];
pold = &cl.frames[oldf].playerstate[0];
for (p = 0; p < cl.allocated_client_slots; p++, pnew++, pold++)
{
if (pnew->messagenum != newff)
{
continue;
}
le = &cl.lerpplayers[p];
VectorSubtract(pnew->predorigin, pold->predorigin, move);
if (DotProduct(move, move) > 120*120)
frac = 1;
//lerp based purely on the packet times,
for (i = 0; i < 3; i++)
{
le->origin[i] = pold->predorigin[i] + frac*(move[i]);
a1 = SHORT2ANGLE(pold->command.angles[i]);
a2 = SHORT2ANGLE(pnew->command.angles[i]);
if (a1 - a2 > 180)
a1 -= 360;
if (a1 - a2 < -180)
a1 += 360;
le->angles[i] = a1 + frac * (a2 - a1);
}
le->orglerpdeltatime = 0.1;
le->orglerpstarttime = packold->servertime;
}
}
}
void CL_LinkPacketEntities (void)
{
entity_t *ent;
packet_entities_t *pack;
entity_state_t *state;
lerpents_t *le;
model_t *model;
vec3_t old_origin;
float autorotate;
int i;
int newpnum;
//, spnum;
dlight_t *dl;
vec3_t angles;
static int flickertime;
static int flicker;
int trailef;
pack = cl.currentpackentities;
if (!pack)
return;
i = cl.currentpacktime*20;
if (flickertime != i)
{
flickertime = i;
flicker = rand();
}
autorotate = anglemod(100*cl.currentpacktime);
#ifdef CSQC_DAT
CSQC_DeltaStart(cl.currentpacktime);
#endif
for (newpnum=0 ; newpnum<pack->num_entities ; newpnum++)
{
state = &pack->entities[newpnum];
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
if (cl_numvisedicts == cl_maxvisedicts)
{
break;
}
#ifdef CSQC_DAT
if (CSQC_DeltaUpdate(state))
continue;
#endif
ent = &cl_visedicts[cl_numvisedicts];
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
ent->playerindex = -1;
ent->topcolour = TOP_DEFAULT;
ent->bottomcolour = BOTTOM_DEFAULT;
ent->h2playerclass = 0;
ent->light_known = 0;
ent->forcedshader = NULL;
le = &cl.lerpents[state->number];
memset(&ent->framestate, 0, sizeof(ent->framestate));
VectorCopy(le->origin, ent->origin);
//bots or powerup glows. items always glow, bots can be disabled
if (state->modelindex != cl_playerindex || r_powerupglow.ival)
if (state->effects & (EF_BLUE | EF_RED | EF_BRIGHTLIGHT | EF_DIMLIGHT))
{
vec3_t colour;
float radius;
colour[0] = 0;
colour[1] = 0;
colour[2] = 0;
radius = 0;
if (state->effects & EF_BRIGHTLIGHT)
{
radius = max(radius,400);
colour[0] += 2.0;
colour[1] += 1.0;
colour[2] += 0.5;
}
if (state->effects & EF_DIMLIGHT)
{
radius = max(radius,200);
colour[0] += 2.0;
colour[1] += 1.0;
colour[2] += 0.5;
}
if (state->effects & EF_BLUE)
{
radius = max(radius,200);
colour[0] += 0.5;
colour[1] += 0.5;
colour[2] += 3.0;
}
if (state->effects & EF_RED)
{
radius = max(radius,200);
colour[0] += 3.0;
colour[1] += 0.5;
colour[2] += 0.5;
}
if (radius)
{
radius += r_lightflicker.value?((flicker + state->number)&31):0;
CL_NewDlight(state->number, state->origin, radius, 0.1, colour[0], colour[1], colour[2]);
}
}
if (state->lightpflags & PFLAGS_FULLDYNAMIC)
{
vec3_t colour;
if (!state->light[0] && !state->light[1] && !state->light[2])
{
colour[0] = colour[1] = colour[2] = 1;
}
else
{
colour[0] = state->light[0]/1024.0f;
colour[1] = state->light[1]/1024.0f;
colour[2] = state->light[2]/1024.0f;
}
dl = CL_NewDlight(state->number, state->origin, state->light[3]?state->light[3]:350, 0.1, colour[0], colour[1], colour[2]);
dl->corona = (state->lightpflags & PFLAGS_CORONA)?1:0;
dl->coronascale = 0.25;
dl->flags &= ~LFLAG_FLASHBLEND;
dl->flags |= (state->lightpflags & PFLAGS_NOSHADOW)?LFLAG_NOSHADOWS:0;
if (state->skinnum)
{
VectorCopy(angles, ent->angles);
angles[0]*=-1; //pflags matches alias models.
AngleVectors(angles, dl->axis[0], dl->axis[1], dl->axis[2]);
VectorInverse(dl->axis[1]);
snprintf(dl->cubemapname, sizeof(dl->cubemapname), "cubemaps/%i", state->skinnum);
dl->cubetexture = R_LoadReplacementTexture(dl->cubemapname, "", IF_CUBEMAP);
}
}
// if set to invisible, skip
if (state->modelindex<1)
continue;
if (CL_FilterModelindex(state->modelindex, state->frame))
continue;
model = cl.model_precache[state->modelindex];
if (!model)
{
Con_DPrintf("Bad modelindex (%i)\n", state->modelindex);
continue;
}
cl_numvisedicts++;
ent->externalmodelview = 0;
ent->forcedshader = NULL;
ent->keynum = state->number;
if (cl_r2g.value && state->modelindex == cl_rocketindex && cl_rocketindex && cl_grenadeindex)
ent->model = cl.model_precache[cl_grenadeindex];
else
ent->model = model;
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
ent->flags = 0;
if (state->dpflags & RENDER_VIEWMODEL)
ent->flags |= Q2RF_WEAPONMODEL|Q2RF_MINLIGHT|Q2RF_DEPTHHACK;
if (state->dpflags & RENDER_EXTERIORMODEL)
ent->flags |= Q2RF_EXTERNALMODEL;
if (state->effects & NQEF_ADDITIVE)
ent->flags |= Q2RF_ADDITIVE;
if (state->effects & EF_NODEPTHTEST)
ent->flags |= RF_NODEPTHTEST;
if (state->effects & DPEF_NOSHADOW)
ent->flags |= RF_NOSHADOW;
if (state->trans != 0xff)
ent->flags |= Q2RF_TRANSLUCENT;
/*FIXME: pay attention to tags instead, so nexuiz can work with splitscreen*/
if (ent->flags & Q2RF_EXTERNALMODEL)
ent->externalmodelview = ~0;
/* if (le->origin[2] < r_refdef.waterheight != le->lastorigin[2] < r_refdef.waterheight)
{
P_RunParticleEffectTypeString(le->origin, NULL, 1, "te_watertransition");
}
*/
// set colormap
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
if (state->dpflags & RENDER_COLORMAPPED)
{
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
ent->topcolour = (state->colormap>>4) & 0xf;
ent->bottomcolour = (state->colormap>>0) & 0xf;
}
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
else if (state->colormap > 0 && state->colormap <= MAX_CLIENTS)
{
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
ent->topcolour = cl.players[state->colormap-1].ttopcolor;
ent->bottomcolour = cl.players[state->colormap-1].tbottomcolor;
}
// set skin
ent->skinnum = state->skinnum;
ent->abslight = state->abslight;
ent->drawflags = state->hexen2flags;
CL_LerpNetFrameState(FS_REG, &ent->framestate, le);
#ifdef PEXT_SCALE
//set scale
ent->scale = state->scale/16.0;
#endif
ent->shaderRGBAf[0] = (state->colormod[0]*8.0f)/256;
ent->shaderRGBAf[1] = (state->colormod[1]*8.0f)/256;
ent->shaderRGBAf[2] = (state->colormod[2]*8.0f)/256;
ent->shaderRGBAf[3] = state->trans/255.0f;
#ifdef PEXT_FATNESS
//set trans
ent->fatness = state->fatness/16.0;
#endif
// rotate binary objects locally
if (model && model->flags & MF_ROTATE)
{
angles[0] = 0;
angles[1] = autorotate;
angles[2] = 0;
if (cl_item_bobbing.value)
ent->origin[2] += 5+sin(cl.time*3+(state->origin[0]+state->origin[1])/8)*5.5; //don't let it into the ground
}
else
{
for (i=0 ; i<3 ; i++)
{
angles[i] = le->angles[i];
}
}
VectorCopy(angles, ent->angles);
if (model && model->type == mod_alias)
angles[0]*=-1; //carmack screwed up when he added alias models - they pitch the wrong way.
AngleVectors(angles, ent->axis[0], ent->axis[1], ent->axis[2]);
VectorInverse(ent->axis[1]);
/*if this entity is in a player's slot...*/
if (ent->keynum <= cl.allocated_client_slots)
{
if (!cl.nolocalplayer[0])
ent->keynum += MAX_EDICTS;
}
if (state->tagentity)
{ //ent is attached to a tag, rotate this ent accordingly.
CL_RotateAroundTag(ent, state->number, state->tagentity, state->tagindex);
}
CLQ1_AddShadow(ent);
CLQ1_AddPowerupShell(ent, false, state->effects);
if (r_torch.ival && ent->keynum <= cl.allocated_client_slots)
{
dlight_t *dl;
dl = CL_NewDlight(ent->keynum, ent->origin, 300, r_torch.ival, 0.9, 0.9, 0.6);
dl->flags |= LFLAG_SHADOWMAP|LFLAG_FLASHBLEND;
dl->fov = 90;
angles[0] *= 3;
// angles[1] += sin(realtime)*8;
// angles[0] += cos(realtime*1.13)*5;
AngleVectors(angles, dl->axis[0], dl->axis[1], dl->axis[2]);
VectorMA(dl->origin, 16, dl->axis[0], dl->origin);
}
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
#ifdef RAGDOLL
if (ent->model->dollinfo)
rag_updatedeltaent(ent, le);
#endif
// add automatic particle trails
if (!model || (!(model->flags&~MF_ROTATE) && model->particletrail<0 && model->particleeffect<0 && state->u.q1.traileffectnum==0))
continue;
if (!cls.allow_anyparticles && !(model->flags & ~MF_ROTATE))
continue;
if (le->isnew)
{
le->isnew = false;
pe->DelinkTrailstate(&(cl.lerpents[state->number].trailstate));
pe->DelinkTrailstate(&(cl.lerpents[state->number].emitstate));
continue; // not in last message
}
VectorCopy(le->lastorigin, old_origin);
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;
}
}
trailef = model->particletrail;
if (state->u.q1.traileffectnum)
trailef = CL_TranslateParticleFromServer(state->u.q1.traileffectnum);
if (trailef == P_INVALID || pe->ParticleTrail (old_origin, ent->origin, trailef, ent->keynum, &(le->trailstate)))
if (model->traildefaultindex >= 0)
pe->ParticleTrailIndex(old_origin, ent->origin, model->traildefaultindex, 0, &(le->trailstate));
{
extern cvar_t gl_part_flame;
if (model->particleeffect != P_INVALID && cls.allow_anyparticles && gl_part_flame.ival)
{
P_EmitEffect (ent->origin, model->particleeffect, &(le->emitstate));
}
}
//dlights are not so customisable.
if (r_rocketlight.value)
{
float rad = 0;
vec3_t dclr;
dclr[0] = 2.0;
dclr[1] = 1.0;
dclr[2] = 0.25;
if (model->flags & MF_ROCKET)
{
#ifdef warningmsg
#pragma warningmsg("Replace this flag on load for hexen2 models")
#endif
if (strncmp(model->name, "models/sflesh", 13))
{ //hmm. hexen spider gibs...
rad = 200;
rad += r_lightflicker.value?((flicker + state->number)&31):0;
}
}
else if (model->flags & MFH2_FIREBALL)
{
rad = 120 - (rand() % 20);
}
else if (model->flags & MFH2_ACIDBALL)
{
rad = 120 - (rand() % 20);
dclr[0] = 0.1;
dclr[1] = 0.2;
}
else if (model->flags & MFH2_SPIT)
{
// as far as I can tell this effect inverses the light...
dclr[0] = -dclr[0];
dclr[0] = -dclr[1];
dclr[0] = -dclr[2];
rad = 120 - (rand() % 20);
}
if (rad)
{
dl = CL_AllocDlight (state->number);
memcpy(dl->axis, ent->axis, sizeof(dl->axis));
VectorCopy (ent->origin, dl->origin);
dl->die = (float)cl.time;
if (model->flags & MF_ROCKET)
dl->origin[2] += 1; // is this even necessary
dl->radius = rad * r_rocketlight.value;
VectorCopy(dclr, dl->color);
}
}
}
#ifdef CSQC_DAT
CSQC_DeltaEnd();
#endif
CLQ1_AddVisibleBBoxes();
}
/*
=========================================================================
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, qboolean nails2)
{
int i, c, j;
qbyte bits[6];
projectile_t *pr;
c = MSG_ReadByte ();
for (i=0 ; i<c ; i++)
{
if (nails2)
MSG_ReadByte();
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*(((int)bits[4]>>4)/16.0f + 1/32.0f);
pr->angles[1] = 360*(int)bits[5]/256.0f;
}
}
/*
=============
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
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
if (cl_numvisedicts == cl_maxvisedicts)
break; // object list is full
ent = &cl_visedicts[cl_numvisedicts];
cl_numvisedicts++;
ent->light_known = 0;
ent->keynum = 0;
if (pr->modelindex < 1)
continue;
ent->forcedshader = NULL;
ent->model = cl.model_precache[pr->modelindex];
ent->skinnum = 0;
memset(&ent->framestate, 0, sizeof(ent->framestate));
ent->flags = 0;
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
ent->playerindex = -1;
ent->topcolour = TOP_DEFAULT;
ent->bottomcolour = BOTTOM_DEFAULT;
ent->h2playerclass = 0;
#ifdef PEXT_SCALE
ent->scale = 1;
#endif
ent->shaderRGBAf[0] = 1;
ent->shaderRGBAf[1] = 1;
ent->shaderRGBAf[2] = 1;
ent->shaderRGBAf[3] = 1;
VectorCopy (pr->origin, ent->origin);
VectorCopy (pr->angles, ent->angles);
ent->angles[0]*=-1;
AngleVectors(ent->angles, ent->axis[0], ent->axis[1], ent->axis[2]);
VectorInverse(ent->axis[1]);
ent->angles[0]*=-1;
}
}
//========================================
extern int cl_spikeindex, cl_playerindex, cl_flagindex, cl_rocketindex, cl_grenadeindex;
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, oldparsecountmod;
extern double parsecounttime;
int lastplayerinfo;
void CL_ParseClientdata (void);
void CL_MVDUpdateSpectator(void)
{
player_state_t *self, *oldself;
int s;
for (s = 0; s < cl.splitclients; s++)
{
self = &cl.frames[cl.parsecount & UPDATE_MASK].playerstate[cl.playernum[s]];
oldself = &cl.frames[(cls.netchan.outgoing_sequence - 1) & UPDATE_MASK].playerstate[cl.playernum[s]];
// cl.frames[cl.parsecount & UPDATE_MASK].senttime = cl.frames[(cls.netchan.outgoing_sequence - 1) & UPDATE_MASK].senttime;
// self->messagenum = cl.parsecount;
// VectorCopy(oldself->origin, self->origin);
// VectorCopy(oldself->velocity, self->velocity);
// VectorCopy(oldself->viewangles, self->viewangles);
}
CL_ParseClientdata();
}
void CL_ParsePlayerinfo (void)
{
int msec;
unsigned int flags;
player_info_t *info;
player_state_t *state, *oldstate;
int num;
int i;
int newf;
vec3_t org, dist;
lastplayerinfo = num = MSG_ReadByte ();
if (num >= MAX_CLIENTS)
Host_EndGame ("CL_ParsePlayerinfo: bad num");
info = &cl.players[num];
oldstate = &cl.frames[oldparsecountmod].playerstate[num];
state = &cl.frames[parsecountmod].playerstate[num];
if (cls.demoplayback == DPB_MVD || cls.demoplayback == DPB_EZTV)
{
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));
info->prevcount = cl.parsecount;
if (cls.findtrack && info->stats[STAT_HEALTH] > 0)
{
// extern int ideal_track;
autocam[0] = CAM_TRACK;
Cam_Lock(0, 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 ();
}
VectorSubtract(state->origin, prevstate->origin, dist);
VectorScale(dist, 1/(cl.frames[parsecountmod].packet_entities.servertime - cl.frames[oldparsecountmod].packet_entities.servertime), state->velocity);
VectorCopy (state->origin, state->predorigin);
for (i = 0; i < 3; i++)
{
if (flags & (DF_ANGLES << i))
{
state->command.angles[i] = MSG_ReadShort();
}
state->viewangles[i] = state->command.angles[i] * (360.0/65536);
}
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 ();
VectorSet(state->szmins, -16, -16, -24);
VectorSet(state->szmaxs, 16, 16, 32);
state->scale = 1;
state->alpha = 255;
state->fatness = 0;
state->colourmod[0] = 32;
state->colourmod[1] = 32;
state->colourmod[2] = 32;
state->gravitydir[0] = 0;
state->gravitydir[1] = 0;
state->gravitydir[2] = -1;
state->pm_type = PM_NORMAL;
TP_ParsePlayerInfo(oldstate, state, info);
//can't CL_SetStatInt as we don't know if its actually us or not
cl.players[num].stats[STAT_WEAPONFRAME] = state->weaponframe;
cl.players[num].statsf[STAT_WEAPONFRAME] = state->weaponframe;
for (i = 0; i < cl.splitclients; i++)
{
if (spec_track[i] == num)
{
cl.playerview[i].stats[STAT_WEAPONFRAME] = state->weaponframe;
cl.playerview[i].statsf[STAT_WEAPONFRAME] = state->weaponframe;
}
}
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
if (cl.splitclients < MAX_SPLITS && !cl.players[num].spectator)
{
extern cvar_t cl_splitscreen;
if (cl.splitclients < cl_splitscreen.value+1)
{
for (i = 0; i < cl.splitclients; i++)
if (autocam[i] && spec_track[i] == num)
return;
if (i == cl.splitclients)
{
autocam[cl.splitclients] = CAM_TRACK;
spec_track[cl.splitclients] = num;
cl.splitclients++;
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
Cam_Lock(i, num);
}
}
}
return;
}
flags = (unsigned short)MSG_ReadShort ();
if (cls.fteprotocolextensions & (PEXT_HULLSIZE|PEXT_TRANS|PEXT_SCALE|PEXT_FATNESS))
if (flags & PF_EXTRA_PFS)
flags |= MSG_ReadByte()<<16;
state->flags = flags;
state->messagenum = cl.parsecount;
org[0] = MSG_ReadCoord ();
org[1] = MSG_ReadCoord ();
org[2] = MSG_ReadCoord ();
VectorCopy(org, state->origin);
newf = MSG_ReadByte ();
if (state->frame != newf)
{
// state->lerpstarttime = realtime;
state->frame = newf;
}
// 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
{
msec = 0;
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);
if (!(cls.z_ext & Z_EXT_VWEP))
state->command.impulse = 0;
}
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;
VectorSet(state->szmins, -16, -16, -24);
VectorSet(state->szmaxs, 16, 16, 32);
state->scale = 1;
state->alpha = 255;
state->fatness = 0;
state->gravitydir[0] = 0;
state->gravitydir[1] = 0;
state->gravitydir[2] = -1;
#ifdef PEXT_SCALE
if (flags & PF_SCALE && cls.fteprotocolextensions & PEXT_SCALE)
state->scale = (float)MSG_ReadByte()/50;
#endif
#ifdef PEXT_TRANS
if (flags & PF_TRANS && cls.fteprotocolextensions & PEXT_TRANS)
state->alpha = MSG_ReadByte();
#endif
#ifdef PEXT_FATNESS
if (flags & PF_FATNESS && cls.fteprotocolextensions & PEXT_FATNESS)
state->fatness = (float)MSG_ReadChar();
#endif
#ifdef PEXT_HULLSIZE
if ((cls.fteprotocolextensions & PEXT_HULLSIZE) && (flags & PF_HULLSIZE_Z))
{
int num;
num = MSG_ReadByte();
if (!cl.worldmodel || cl.worldmodel->fromgame != fg_quake)
{
VectorScale(state->szmins, num/56.0f, state->szmins);
VectorScale(state->szmaxs, num/56.0f, state->szmaxs);
}
else
{
VectorCopy(cl.worldmodel->hulls[num&(MAX_MAP_HULLSM-1)].clip_mins, state->szmins);
VectorCopy(cl.worldmodel->hulls[num&(MAX_MAP_HULLSM-1)].clip_maxs, state->szmaxs);
}
if (num & 128)
{ //this hack is for hexen2.
state->szmaxs[2] -= state->szmins[2];
state->szmins[2] = 0;
}
}
//should be passed to player move func.
#endif
if (cls.fteprotocolextensions & PEXT_COLOURMOD && (flags & PF_COLOURMOD))
{
state->colourmod[0] = MSG_ReadByte();
state->colourmod[1] = MSG_ReadByte();
state->colourmod[2] = MSG_ReadByte();
}
else
{
state->colourmod[0] = 32;
state->colourmod[1] = 32;
state->colourmod[2] = 32;
}
if (cls.z_ext & Z_EXT_PM_TYPE)
{
int pm_code;
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 if (pm_code == PMC_WALLWALK)
state->pm_type = PM_WALLWALK;
else {
// future extension?
goto guess_pm_type;
}
}
else
{
// future extension?
goto guess_pm_type;
}
}
}
else
{
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;
}
TP_ParsePlayerInfo(oldstate, state, info);
//can't CL_SetStatInt as we don't know if its actually us or not
for (i = 0; i < cl.splitclients; i++)
{
if (spec_track[i] == num)
{
cl.playerview[i].stats[STAT_WEAPONFRAME] = state->weaponframe;
cl.playerview[i].statsf[STAT_WEAPONFRAME] = state->weaponframe;
}
}
if (cl.worldmodel && cl_lerp_players.ival)
{
player_state_t exact;
msec += cls.latency*1000;
// msec = 1000*((realtime - cls.latency + 0.02) - state->state_time);
// predict players movement
if (msec > 255)
msec = 255;
state->command.msec = msec;
CL_SetSolidEntities();
CL_SetSolidPlayers();
CL_PredictUsercmd (0, num+1, state, &exact, &state->command); //uses player 0's maxspeed/grav...
VectorCopy (exact.origin, state->predorigin);
}
else
VectorCopy (state->origin, state->predorigin);
}
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
/*
void CL_ParseClientPersist(void)
{
player_info_t *info;
int flags;
flags = MSG_ReadShort();
info = &cl.players[lastplayerinfo];
if (flags & 1)
info->vweapindex = MSG_ReadShort();
}
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
*/
/*
================
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;
vec3_t angles;
float offs = 0;
if (cl_flagindex == -1)
return;
for (i = 0; i < 2; i++)
{
f = 14;
if (ent->framestate.g[FS_REG].frame[i] >= 29 && ent->framestate.g[FS_REG].frame[i] <= 40) {
if (ent->framestate.g[FS_REG].frame[i] >= 29 && ent->framestate.g[FS_REG].frame[i] <= 34) { //axpain
if (ent->framestate.g[FS_REG].frame[i] == 29) f = f + 2;
else if (ent->framestate.g[FS_REG].frame[i] == 30) f = f + 8;
else if (ent->framestate.g[FS_REG].frame[i] == 31) f = f + 12;
else if (ent->framestate.g[FS_REG].frame[i] == 32) f = f + 11;
else if (ent->framestate.g[FS_REG].frame[i] == 33) f = f + 10;
else if (ent->framestate.g[FS_REG].frame[i] == 34) f = f + 4;
} else if (ent->framestate.g[FS_REG].frame[i] >= 35 && ent->framestate.g[FS_REG].frame[i] <= 40) { // pain
if (ent->framestate.g[FS_REG].frame[i] == 35) f = f + 2;
else if (ent->framestate.g[FS_REG].frame[i] == 36) f = f + 10;
else if (ent->framestate.g[FS_REG].frame[i] == 37) f = f + 10;
else if (ent->framestate.g[FS_REG].frame[i] == 38) f = f + 8;
else if (ent->framestate.g[FS_REG].frame[i] == 39) f = f + 4;
else if (ent->framestate.g[FS_REG].frame[i] == 40) f = f + 2;
}
} else if (ent->framestate.g[FS_REG].frame[i] >= 103 && ent->framestate.g[FS_REG].frame[i] <= 118) {
if (ent->framestate.g[FS_REG].frame[i] >= 103 && ent->framestate.g[FS_REG].frame[i] <= 104) f = f + 6; //nailattack
else if (ent->framestate.g[FS_REG].frame[i] >= 105 && ent->framestate.g[FS_REG].frame[i] <= 106) f = f + 6; //light
else if (ent->framestate.g[FS_REG].frame[i] >= 107 && ent->framestate.g[FS_REG].frame[i] <= 112) f = f + 7; //rocketattack
else if (ent->framestate.g[FS_REG].frame[i] >= 112 && ent->framestate.g[FS_REG].frame[i] <= 118) f = f + 7; //shotattack
}
offs += f + ((i==0)?(ent->framestate.g[FS_REG].lerpfrac):(1-ent->framestate.g[FS_REG].lerpfrac));
}
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] - offs*v_forward[i] + 22*v_right[i];
newent->origin[2] -= 16;
VectorCopy (ent->angles, newent->angles);
newent->angles[2] -= 45;
VectorCopy(newent->angles, angles);
angles[0]*=-1;
AngleVectors(angles, newent->axis[0], newent->axis[1], newent->axis[2]);
VectorInverse(newent->axis[1]);
}
void CL_AddVWeapModel(entity_t *player, model_t *model)
{
entity_t *newent;
vec3_t angles;
if (!model)
return;
newent = CL_NewTempEntity ();
newent->keynum = player->keynum;
VectorCopy(player->origin, newent->origin);
VectorCopy(player->angles, newent->angles);
newent->skinnum = player->skinnum;
newent->model = model;
newent->framestate = player->framestate;
VectorCopy(newent->angles, angles);
angles[0]*=-1;
AngleVectors(angles, newent->axis[0], newent->axis[1], newent->axis[2]);
VectorInverse(newent->axis[1]);
}
/*
=============
CL_LinkPlayers
Create visible entities in the correct position
for all current players
=============
*/
vec3_t nametagorg[MAX_CLIENTS];
qboolean nametagseen[MAX_CLIENTS];
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;
frame_t *fromf;
int oldphysent;
vec3_t angles;
qboolean predictplayers;
model_t *model;
static int flickertime;
static int flicker;
float predictmsmult = 1000*cl_predict_players_frac.value;
if (!cl.worldmodel || cl.worldmodel->needload)
return;
playertime = realtime - cls.latency + 0.02;
if (playertime > realtime)
playertime = realtime;
frame = &cl.frames[cl.validsequence&UPDATE_MASK];
fromf = &cl.frames[cl.oldvalidsequence&UPDATE_MASK];
predictplayers = cl_predict_players.ival;
if (cls.demoplayback == DPB_MVD || cls.demoplayback == DPB_EZTV)
predictplayers = false;
for (j=0, info=cl.players, state=frame->playerstate ; j < MAX_CLIENTS
; j++, info++, state++)
{
nametagseen[j] = false;
if (state->messagenum != cl.validsequence)
{
#ifdef CSQC_DAT
CSQC_DeltaPlayer(j, NULL);
#endif
continue; // not present this frame
}
CL_UpdateNetFrameLerpState(false, state->frame, &cl.lerpplayers[j]);
#ifdef CSQC_DAT
if (CSQC_DeltaPlayer(j, state))
continue;
#endif
if (info->spectator)
continue;
//the extra modelindex check is to stop lame mods from using vweps with rings
if (state->command.impulse && cl.model_precache_vwep[0] && state->modelindex == cl_playerindex)
model = cl.model_precache_vwep[0];
else
model = cl.model_precache[state->modelindex];
// spawn light flashes, even ones coming from invisible objects
if (r_powerupglow.value && !(r_powerupglow.value == 2 && j == cl.playernum[0])
&& (state->effects & (EF_BLUE|EF_RED|EF_BRIGHTLIGHT|EF_DIMLIGHT)))
{
vec3_t colour;
float radius;
colour[0] = 0;
colour[1] = 0;
colour[2] = 0;
radius = 0;
if (state->effects & EF_BRIGHTLIGHT)
{
radius = max(radius,400);
colour[0] += 0.2;
colour[1] += 0.1;
colour[2] += 0.05;
}
if (state->effects & EF_DIMLIGHT)
{
radius = max(radius,200);
colour[0] += 2.0;
colour[1] += 1.0;
colour[2] += 0.5;
}
if (state->effects & EF_BLUE)
{
radius = max(radius,200);
colour[0] += 0.5;
colour[1] += 0.5;
colour[2] += 3.0;
}
if (state->effects & EF_RED)
{
radius = max(radius,200);
colour[0] += 5.0;
colour[1] += 0.5;
colour[2] += 0.5;
}
if (radius)
{
vec3_t org;
VectorCopy(state->origin, org);
//make the light appear at the predicted position rather than anywhere else.
for (pnum = 0; pnum < cl.splitclients; pnum++)
if (cl.playernum[pnum] == j)
VectorCopy(cl.playerview[pnum].simorg, org);
if (model)
{
org[2] += model->mins[2];
org[2] += 32;
}
if (r_lightflicker.value)
{
pnum = realtime*20;
if (flickertime != pnum)
{
flickertime = pnum;
flicker = rand();
}
radius += (flicker+j)&31;
}
CL_NewDlight(j+1, org, radius, 0.1, colour[0], colour[1], colour[2])->flags &= ~LFLAG_FLASHBLEND;
}
}
if (state->modelindex < 1)
continue;
if (CL_FilterModelindex(state->modelindex, state->frame))
continue;
/*
if (!Cam_DrawPlayer(j))
continue;
*/
// grab an entity to fill in
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
if (cl_numvisedicts == cl_maxvisedicts)
break; // object list is full
ent = &cl_visedicts[cl_numvisedicts];
cl_numvisedicts++;
ent->light_known = 0;
ent->keynum = j+1;
ent->flags = 0;
ent->model = model;
ent->forcedshader = NULL;
ent->skinnum = state->skinnum;
CL_LerpNetFrameState(FS_REG, &ent->framestate, &cl.lerpplayers[j]);
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
// set colormap
ent->playerindex = j;
ent->topcolour = info->ttopcolor;
ent->bottomcolour = info->tbottomcolor;
ent->h2playerclass = info->h2playerclass;
#ifdef PEXT_SCALE
ent->scale = state->scale;
#endif
ent->shaderRGBAf[0] = state->colourmod[0]/32.0f;
ent->shaderRGBAf[1] = state->colourmod[1]/32.0f;
ent->shaderRGBAf[2] = state->colourmod[2]/32.0f;
ent->shaderRGBAf[3] = state->alpha/255.0f;
if (state->alpha != 255)
ent->flags |= Q2RF_TRANSLUCENT;
ent->fatness = state->fatness;
//
// angles
//
angles[PITCH] = -state->viewangles[PITCH]/3;
angles[YAW] = state->viewangles[YAW];
angles[ROLL] = 0;
angles[ROLL] = V_CalcRoll (angles, state->velocity)*4;
ent->externalmodelview = 0;
// the player object gets added with flags | 2
for (pnum = 0; pnum < cl.splitclients; pnum++)
{
if (j == (cl.viewentity[pnum]?cl.viewentity[pnum]:cl.playernum[pnum]))
{
ent->flags |= Q2RF_EXTERNALMODEL;
ent->externalmodelview |= (1<<pnum);
}
if (j == cl.playernum[pnum])
{
/* if (cl.spectator)
{
cl_numvisedicts--;
continue;
}
*/ angles[0] = -1*cl.playerview[pnum].viewangles[0] / 3;
angles[1] = cl.playerview[pnum].viewangles[1];
angles[2] = cl.playerview[pnum].viewangles[2];
ent->origin[0] = cl.playerview[pnum].simorg[0];
ent->origin[1] = cl.playerview[pnum].simorg[1];
ent->origin[2] = cl.playerview[pnum].simorg[2]+cl.crouch[pnum];
break;
}
}
VectorCopy(angles, ent->angles);
angles[0]*=-1;
AngleVectors(angles, ent->axis[0], ent->axis[1], ent->axis[2]);
VectorInverse(ent->axis[1]);
// only predict half the move to minimize overruns
msec = predictmsmult*(playertime - state->state_time);
if (pnum < cl.splitclients)
{ //this is a local player
}
else if (cl_lerp_players.ival || (cls.demoplayback==DPB_MVD || cls.demoplayback == DPB_EZTV))
{
lerpents_t *le = &cl.lerpplayers[j];
VectorCopy (le->origin, ent->origin);
VectorCopy(le->angles, ent->angles);
ent->angles[0] /= 3;
AngleVectors(ent->angles, ent->axis[0], ent->axis[1], ent->axis[2]);
VectorInverse(ent->axis[1]);
}
else if (msec <= 0 || (!predictplayers))
{
VectorCopy (state->origin, ent->origin);
//Con_DPrintf ("nopredict\n");
}
else
{
// predict players movement
if (msec > 250)
msec = 250;
state->command.msec = msec;
//Con_DPrintf ("predict: %i\n", msec);
oldphysent = pmove.numphysent;
CL_SetSolidPlayers ();
CL_PredictUsercmd (0, j+1, state, &exact, &state->command); //uses player 0's maxspeed/grav...
pmove.numphysent = oldphysent;
VectorCopy (exact.origin, ent->origin);
}
VectorCopy(ent->origin, nametagorg[j]);
nametagseen[j] = true;
if (state->effects & QWEF_FLAG1)
CL_AddFlagModels (ent, 0);
else if (state->effects & QWEF_FLAG2)
CL_AddFlagModels (ent, 1);
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
if (state->command.impulse)
CL_AddVWeapModel (ent, cl.model_precache_vwep[state->command.impulse]);
CLQ1_AddShadow(ent);
CLQ1_AddPowerupShell(ent, false, state->effects);
if (r_torch.ival)
{
dlight_t *dl;
dl = CL_NewDlight(j+1, ent->origin, 300, r_torch.ival, 0.5, 0.5, 0.2);
dl->flags |= LFLAG_SHADOWMAP|LFLAG_FLASHBLEND;
dl->fov = 60;
angles[0] *= 3;
angles[1] += sin(realtime)*8;
angles[0] += cos(realtime*1.13)*5;
AngleVectors(angles, dl->axis[0], dl->axis[1], dl->axis[2]);
}
}
}
void CL_LinkViewModel(void)
{
entity_t ent;
unsigned int plnum;
player_state_t *plstate;
static struct model_s *oldmodel[MAX_SPLITS];
static float lerptime[MAX_SPLITS];
static float frameduration[MAX_SPLITS];
static int prevframe[MAX_SPLITS];
static int oldframe[MAX_SPLITS];
float alpha;
extern cvar_t cl_gunx, cl_guny, cl_gunz;
extern cvar_t cl_gunanglex, cl_gunangley, cl_gunanglez;
#ifdef SIDEVIEWS
extern qboolean r_secondaryview;
if (r_secondaryview==1)
return;
#endif
if (r_drawviewmodel.value <= 0 || !Cam_DrawViewModel(r_refdef.currentplayernum))
return;
#ifdef Q2CLIENT
if (cls.protocol == CP_QUAKE2)
return;
#endif
if (!r_drawentities.ival)
return;
if ((cl.playerview[r_refdef.currentplayernum].stats[STAT_ITEMS] & IT_INVISIBILITY) && r_drawviewmodelinvis.value <= 0)
return;
if (cl.playerview[r_refdef.currentplayernum].stats[STAT_HEALTH] <= 0)
return;
if (r_drawviewmodel.value > 0 && r_drawviewmodel.value < 1)
alpha = r_drawviewmodel.value;
else
alpha = 1;
if ((cl.playerview[r_refdef.currentplayernum].stats[STAT_ITEMS] & IT_INVISIBILITY)
&& r_drawviewmodelinvis.value > 0
&& r_drawviewmodelinvis.value < 1)
alpha *= r_drawviewmodelinvis.value;
if (alpha <= 0)
return;
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
V_ClearEntity(&ent);
ent.model = cl.viewent[r_refdef.currentplayernum].model;
if (!ent.model)
return;
#ifdef PEXT_SCALE
ent.scale = 1;
#endif
ent.origin[0] = cl_gunz.value;
ent.origin[1] = -cl_gunx.value;
ent.origin[2] = -cl_guny.value;
ent.angles[0] = cl_gunanglex.value;
ent.angles[1] = cl_gunangley.value;
ent.angles[2] = cl_gunanglez.value;
ent.shaderRGBAf[0] = 1;
ent.shaderRGBAf[1] = 1;
ent.shaderRGBAf[2] = 1;
ent.shaderRGBAf[3] = alpha;
if (alpha != 1)
{
ent.flags |= Q2RF_TRANSLUCENT;
}
#ifdef HLCLIENT
if (!CLHL_AnimateViewEntity(&ent))
#endif
{
ent.framestate.g[FS_REG].frame[0] = cl.viewent[r_refdef.currentplayernum].framestate.g[FS_REG].frame[0];
ent.framestate.g[FS_REG].frame[1] = oldframe[r_refdef.currentplayernum];
if (ent.framestate.g[FS_REG].frame[0] != prevframe[r_refdef.currentplayernum])
{
oldframe[r_refdef.currentplayernum] = ent.framestate.g[FS_REG].frame[1] = prevframe[r_refdef.currentplayernum];
frameduration[r_refdef.currentplayernum] = (realtime - lerptime[r_refdef.currentplayernum]);
if (frameduration[r_refdef.currentplayernum] < 0.01)//no faster than 100 times a second... to avoid divide by zero
frameduration[r_refdef.currentplayernum] = 0.01;
if (frameduration[r_refdef.currentplayernum] > 0.2) //no slower than 5 times a second
frameduration[r_refdef.currentplayernum] = 0.2;
lerptime[r_refdef.currentplayernum] = realtime;
}
prevframe[r_refdef.currentplayernum] = ent.framestate.g[FS_REG].frame[0];
if (ent.model != oldmodel[r_refdef.currentplayernum])
{
oldmodel[r_refdef.currentplayernum] = ent.model;
oldframe[r_refdef.currentplayernum] = ent.framestate.g[FS_REG].frame[1] = ent.framestate.g[FS_REG].frame[0];
frameduration[r_refdef.currentplayernum] = 0.1;
lerptime[r_refdef.currentplayernum] = realtime;
}
ent.framestate.g[FS_REG].lerpfrac = 1-(realtime-lerptime[r_refdef.currentplayernum])/frameduration[r_refdef.currentplayernum];
ent.framestate.g[FS_REG].lerpfrac = bound(0, ent.framestate.g[FS_REG].lerpfrac, 1);
}
ent.flags |= Q2RF_WEAPONMODEL|Q2RF_DEPTHHACK|RF_NOSHADOW;
plnum = -1;
if (cl.spectator)
plnum = Cam_TrackNum(r_refdef.currentplayernum);
if (plnum == -1)
plnum = cl.playernum[r_refdef.currentplayernum];
plstate = &cl.frames[parsecountmod].playerstate[plnum];
CLQ1_AddPowerupShell(V_AddEntity(&ent), true, plstate?plstate->effects:0);
if (alpha < 1 && qrenderer == QR_OPENGL)
{
ent.forcedshader = R_RegisterShader("viewmodeldepthmask",
"{\n"
"noshadows\n"
"surfaceparm nodlight\n"
"{\n"
"map $whiteimage\n"
"maskcolor\n"
"depthwrite\n"
"}\n"
"}\n"
);
ent.shaderRGBAf[3] = 1;
ent.flags &= ~Q2RF_TRANSLUCENT;
V_AddEntity(&ent);
ent.forcedshader = NULL;
ent.shaderRGBAf[3] = alpha;
ent.flags |= Q2RF_TRANSLUCENT;
}
}
//======================================================================
/*
===============
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;
physent_t *pent;
memset(&pmove.physents[0], 0, sizeof(physent_t));
pmove.physents[0].model = cl.worldmodel;
VectorClear (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];
if (!state->solid && !state->skinnum)
continue;
if (state->solid == ES_SOLID_BSP)
{ /*bsp model size*/
if (state->modelindex <= 0)
continue;
if (!cl.model_precache[state->modelindex])
continue;
/*this makes non-inline bsp objects non-solid for prediction*/
if ((*cl.model_precache[state->modelindex]->name == '*' || cl.model_precache[state->modelindex]->numsubmodels) && cl.model_precache[state->modelindex]->hulls[1].firstclipnode)
{
pent = &pmove.physents[pmove.numphysent];
memset(pent, 0, sizeof(physent_t));
pent->model = cl.model_precache[state->modelindex];
VectorCopy (state->angles, pent->angles);
pent->angles[0]*=-1;
}
else
continue;
}
else
{
pent = &pmove.physents[pmove.numphysent];
memset(pent, 0, sizeof(physent_t));
pent->info = state->number;
/*don't bother with angles*/
pent->maxs[0] = pent->maxs[1] = 8*(state->solid & 31);
pent->mins[0] = pent->mins[1] = -pent->maxs[0];
pent->mins[2] = -8*((state->solid>>5) & 31);
pent->maxs[2] = 8*((state->solid>>10) & 63) - 32;
}
if (++pmove.numphysent == MAX_PHYSENTS)
break;
VectorCopy(state->origin, pent->origin);
pent->info = state->number;
switch((int)state->skinnum)
{
case 0:
break;
case Q1CONTENTS_LADDER:
pent->nonsolid = true;
pent->forcecontentsmask = FTECONTENTS_LADDER;
break;
case Q1CONTENTS_SKY:
pent->nonsolid = true;
pent->forcecontentsmask = FTECONTENTS_SKY;
break;
case Q1CONTENTS_LAVA:
pent->nonsolid = true;
pent->forcecontentsmask = FTECONTENTS_LAVA;
break;
case Q1CONTENTS_SLIME:
pent->nonsolid = true;
pent->forcecontentsmask = FTECONTENTS_SLIME;
break;
case Q1CONTENTS_WATER:
pent->nonsolid = true;
pent->forcecontentsmask = FTECONTENTS_WATER;
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;
float predictmsmult = 1000*cl_predict_players_frac.value;
int s;
playertime = realtime - cls.latency + 0.02;
if (playertime > realtime)
playertime = realtime;
if (cl_nopred.value || /*cls.demoplayback ||*/ cl.paused || cl.worldmodel->needload)
return;
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
for (s = 0; s < cl.splitclients; s++)
{
if (j == cl.playernum[s])
{
VectorCopy(cl.frames[cls.netchan.outgoing_sequence&UPDATE_MASK].playerstate[cl.playernum[s]].origin,
pplayer->origin);
break;
}
}
if (s == cl.splitclients)
{
// only predict half the move to minimize overruns
msec = predictmsmult*(playertime - state->state_time);
if (msec <= 0 ||
!cl_predict_players.ival ||
!dopred)
{
VectorCopy (state->origin, pplayer->origin);
//Con_DPrintf ("nopredict\n");
}
else
{
// predict players movement
if (msec > 250)
msec = 250;
state->command.msec = msec;
//Con_DPrintf ("predict: %i\n", msec);
CL_PredictUsercmd (0, j+1, state, &exact, &state->command);
VectorCopy (exact.origin, pplayer->origin);
}
if (cl.spectator)
{
// if (!Cam_DrawPlayer(0, j))
// VectorCopy(pplayer->origin, cl.simorg[0]);
}
}
}
}
/*
===============
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 (void)
{
int j;
extern vec3_t player_mins;
extern vec3_t player_maxs;
struct predicted_player *pplayer;
physent_t *pent;
if (!cl_solid_players.ival)
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
if (pplayer->flags & PF_DEAD)
continue; // dead players aren't solid
memset(pent, 0, sizeof(physent_t));
VectorCopy(pplayer->origin, pent->origin);
pent->info = j+1;
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
===============
*/
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
void CL_ClearEntityLists(void)
{
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
if (cl_numvisedicts == cl_maxvisedicts)
{
int newnum = cl_maxvisedicts + 32;
entity_t *n = BZ_Realloc(cl_visedicts, newnum * sizeof(*n));
if (n)
{
cl_visedicts = n;
cl_maxvisedicts = newnum;
}
}
cl_numvisedicts = 0;
cl_numstrisidx = 0;
cl_numstrisvert = 0;
cl_numstris = 0;
}
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
void CL_FreeVisEdicts(void)
{
BZ_Free(cl_visedicts);
cl_visedicts = NULL;
cl_maxvisedicts = 0;
cl_numvisedicts = 0;
}
/*
static void CL_WaterSplashes(void)
{
int i;
entity_t *ent;
vec3_t org;
static unsigned int ltime;
unsigned int ntime = cl.time*1000;
if (ntime - ltime < 200)
return;
ltime = ntime;
for (i = 0; i < cl_numvisedicts; i++)
{
ent = &cl_visedicts[i];
if (ent->model)
{
if (ent->origin[2] + ent->model->mins[2] < r_refdef.waterheight &&
ent->origin[2] + ent->model->maxs[2] > r_refdef.waterheight)
{
org[0] = ent->origin[0];
org[1] = ent->origin[1];
org[2] = r_refdef.waterheight;
P_RunParticleEffectTypeString(org, NULL, 1, "te_watertransition");
}
}
}
}
*/
void CL_EmitEntities (void)
{
if (cls.state != ca_active)
return;
CL_DecayLights ();
#ifdef Q2CLIENT
if (cls.protocol == CP_QUAKE2)
{
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
CL_ClearEntityLists();
CLQ2_AddEntities();
return;
}
#endif
if (!cl.validsequence)
return;
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
CL_ClearEntityLists();
CL_LinkPlayers ();
CL_LinkPacketEntities ();
CL_LinkProjectiles ();
CL_UpdateTEnts ();
// CL_WaterSplashes();
}
void CL_ClearPredict(void)
{
memset(predicted_players, 0, sizeof(predicted_players));
}