#include "quakedef.h" #include "particles.h" #ifdef Q2CLIENT #include "shader.h" //q2pro's framerate scaling runs the entire server at a higher rate (including gamecode). //this allows lower latency on player movements without breaking things too much //animations are still assumed to run at 10fps, so those need some fixup too //events are keyed to not renew twice within the same 10fps window, unless the entity was actually updated. extern cvar_t r_drawviewmodel; extern cvar_t cl_nopred; typedef enum { Q2EV_NONE, Q2EV_ITEM_RESPAWN, Q2EV_FOOTSTEP, Q2EV_FALLSHORT, Q2EV_FALL, Q2EV_FALLFAR, Q2EV_PLAYER_TELEPORT, Q2EV_OTHER_TELEPORT } q2entity_event_t; #define Q2PMF_NO_PREDICTION 64 // temporarily disables prediction (used for grappling hook) float LerpAngle (float a2, float a1, float frac) { if (a1 - a2 > 180) a1 -= 360; if (a1 - a2 < -180) a1 += 360; return a2 + frac * (a1 - a2); } // entity_state_t->effects // Effects are things handled on the client side (lights, particles, frame animations) // that happen constantly on the given entity. // An entity that has effects will be sent to the client // even if it has a zero index model. #define Q2EF_ROTATE 0x00000001 // rotate (bonus items) #define Q2EF_GIB 0x00000002 // leave a trail #define Q2EF_BLASTER 0x00000008 // redlight + trail #define Q2EF_ROCKET 0x00000010 // redlight + trail #define Q2EF_GRENADE 0x00000020 #define Q2EF_HYPERBLASTER 0x00000040 #define Q2EF_BFG 0x00000080 #define Q2EF_COLOR_SHELL 0x00000100 #define Q2EF_POWERSCREEN 0x00000200 #define Q2EF_ANIM01 0x00000400 // automatically cycle between frames 0 and 1 at 2 hz #define Q2EF_ANIM23 0x00000800 // automatically cycle between frames 2 and 3 at 2 hz #define Q2EF_ANIM_ALL 0x00001000 // automatically cycle through all frames at 2hz #define Q2EF_ANIM_ALLFAST 0x00002000 // automatically cycle through all frames at 10hz #define Q2EF_FLIES 0x00004000 #define Q2EF_QUAD 0x00008000 #define Q2EF_PENT 0x00010000 #define Q2EF_TELEPORTER 0x00020000 // particle fountain #define Q2EF_FLAG1 0x00040000 #define Q2EF_FLAG2 0x00080000 // RAFAEL #define Q2EF_IONRIPPER 0x00100000 #define Q2EF_GREENGIB 0x00200000 #define Q2EF_BLUEHYPERBLASTER 0x00400000 #define Q2EF_SPINNINGLIGHTS 0x00800000 #define Q2EF_PLASMA 0x01000000 #define Q2EF_TRAP 0x02000000 //ROGUE #define Q2EF_TRACKER 0x04000000 #define Q2EF_DOUBLE 0x08000000 #define Q2EF_SPHERETRANS 0x10000000 #define Q2EF_TAGTRAIL 0x20000000 #define Q2EF_HALF_DAMAGE 0x40000000 #define Q2EF_TRACKERTRAIL 0x80000000 //ROGUE #define Q2MAX_STATS 32 typedef struct q2centity_s { entity_state_t baseline; // delta from this if not from a previous frame entity_state_t current; entity_state_t prev; // will always be valid, but might just be a copy of current int serverframe; // if not current, this ent isn't in the frame trailstate_t *trailstate; trailstate_t *emitstate; // float trailcount; // for diminishing grenade trails vec3_t lerp_origin; // for trails (variable hz) float fly_stoptime; } q2centity_t; static void Q2S_StartSound(vec3_t origin, int entnum, int entchannel, sfx_t *sfx, float fvol, float attenuation, float delay) { S_StartSound(entnum, entchannel, sfx, origin, NULL, fvol, attenuation, -delay, 0, 0); } sfx_t *S_PrecacheSexedSound(int entnum, const char *soundname) { if (soundname[0] == '*') { //a 'sexed' sound if (entnum > 0 && entnum <= MAX_CLIENTS) { char *model = InfoBuf_ValueForKey(&cl.players[entnum-1].userinfo, "skin"); char *skin; skin = strchr(model, '/'); if (skin) *skin = '\0'; if (*model) { sfx_t *sfx = S_PrecacheSound(va("players/%s/%s", model, soundname+1)); if (sfx && sfx->loadstate != SLS_FAILED) //warning: the sound might still be loading (and later fail). return sfx; } } return S_PrecacheSound(va("players/male/%s", soundname+1)); } return S_PrecacheSound(soundname); } void CLQ2_EntityEvent(entity_state_t *es) { switch (es->u.q2.event) { case Q2EV_NONE: case Q2EV_OTHER_TELEPORT: //inihibits interpolation. not an event in itself. break; case Q2EV_ITEM_RESPAWN: pe->RunParticleEffectState(es->origin, NULL, 1, pt_q2[Q2PT_RESPAWN], NULL); break; case Q2EV_PLAYER_TELEPORT: pe->RunParticleEffectState(es->origin, NULL, 1, pt_q2[Q2PT_PLAYER_TELEPORT], NULL); break; case Q2EV_FOOTSTEP: pe->RunParticleEffectState(es->origin, NULL, 1, pt_q2[Q2PT_FOOTSTEP], NULL); break; case Q2EV_FALLSHORT: Q2S_StartSound (NULL, es->number, CHAN_AUTO, S_PrecacheSound ("player/land1.wav"), 1, ATTN_NORM, 0); break; case Q2EV_FALL: Q2S_StartSound (NULL, es->number, CHAN_AUTO, S_PrecacheSexedSound (es->number, "*fall2.wav"), 1, ATTN_NORM, 0); break; case Q2EV_FALLFAR: Q2S_StartSound (NULL, es->number, CHAN_AUTO, S_PrecacheSexedSound (es->number, "*fall1.wav"), 1, ATTN_NORM, 0); break; default: Con_Printf("event %u not supported\n", es->u.q2.event); break; } }; void CLQ2_TeleporterParticles(entity_state_t *es){}; /*these are emissive effects (ie: emitted each frame), but they're also mutually exclusive, so sharing emitstate is fine*/ void CLQ2_Tracker_Shell(q2centity_t *ent, vec3_t org) { P_EmitEffect (org, NULL, 0, pt_q2[Q2PT_TRACKERSHELL], &(ent->emitstate)); }; void CLQ2_BfgParticles(q2centity_t *ent, vec3_t org) { P_EmitEffect (org, NULL, 0, pt_q2[Q2PT_BFGPARTICLES], &(ent->emitstate)); }; void CLQ2_FlyEffect(q2centity_t *ent, vec3_t org) { float starttime, n; float cltime = cl.time; int count; if (cl.paused) return; //q2 ramps up to 162 within the first 20 secs, sits at 162 for the next 20, then ramps back down for the 20 after that. //I have no idea how pvs issues are handled. if (ent->fly_stoptime < cltime) { starttime = cltime; ent->fly_stoptime = cltime + 60; } else { starttime = ent->fly_stoptime - 60; } n = cltime - starttime; if (n < 20) count = n * 162 / 20.0; else { n = ent->fly_stoptime - cltime; if (n < 20) count = n * 162 / 20.0; else count = 162; } if (count < 0) return; //these are assumed to be spawned anew pe->RunParticleEffectState(org, NULL, count, pt_q2[Q2PT_FLIES], &(ent->emitstate)); }; #define MAX_Q2EDICTS 1024 #define MAX_PARSE_ENTITIES 1024 static q2centity_t cl_entities[MAX_Q2EDICTS]; entity_state_t clq2_parse_entities[MAX_PARSE_ENTITIES]; void CL_SmokeAndFlash(vec3_t origin); void CL_GetNumberedEntityInfo (int num, float *org, float *ang) { q2centity_t *ent; if (num < 0 || num >= MAX_Q2EDICTS) Host_EndGame ("CL_GetNumberedEntityInfo: bad ent"); ent = &cl_entities[num]; if (org) VectorCopy (ent->current.origin, org); if (ang) VectorCopy (ent->current.angles, ang); // FIXME: bmodel issues... } #ifdef Q2SERVER void CLQ2_WriteDemoBaselines(sizebuf_t *buf) { int i; q2entity_state_t nullstate = {0}; for (i = 0; i < MAX_Q2EDICTS; i++) { q2entity_state_t es; entity_state_t *base = &cl_entities[i].baseline; if (!base->modelindex) continue; //I brought these copies on myself... es.number = i; VectorCopy(base->origin, es.origin); VectorCopy(base->angles, es.angles); VectorCopy(base->u.q2.old_origin, es.old_origin); es.modelindex = base->modelindex; es.modelindex2 = base->modelindex2; es.modelindex3 = base->u.q2.modelindex3; es.modelindex4 = base->u.q2.modelindex4; es.frame = base->frame; es.skinnum = base->skinnum; es.effects = base->effects; es.renderfx = base->u.q2.renderfx; es.solid = base->solidsize; es.sound = base->u.q2.sound; es.event = base->u.q2.event; if (buf->cursize > buf->maxsize/2) { CL_WriteRecordQ2DemoMessage (buf); SZ_Clear (buf); } MSG_WriteByte (buf, svcq2_spawnbaseline); MSGQ2_WriteDeltaEntity(&nullstate, &es, buf, true, true); } } #endif void CLQ2_ClearState(void) { memset(cl_entities, 0, sizeof(cl_entities)); } #include "q2m_flash.c" void CLQ2_RunMuzzleFlash2 (int ent, int flash_number) { vec3_t origin; dlight_t *dl; vec3_t forward, right, up; char soundname[64]; int ef; if (flash_number < 0 || flash_number >= sizeof(monster_flash_offset)/sizeof(monster_flash_offset[0])) return; // locate the origin AngleVectors (cl_entities[ent].current.angles, forward, right, up); origin[0] = cl_entities[ent].current.origin[0] + forward[0] * monster_flash_offset[flash_number].offset[0] + right[0] * monster_flash_offset[flash_number].offset[1]; origin[1] = cl_entities[ent].current.origin[1] + forward[1] * monster_flash_offset[flash_number].offset[0] + right[1] * monster_flash_offset[flash_number].offset[1]; origin[2] = cl_entities[ent].current.origin[2] + forward[2] * monster_flash_offset[flash_number].offset[0] + right[2] * monster_flash_offset[flash_number].offset[1] + monster_flash_offset[flash_number].offset[2]; ef = P_FindParticleType(monster_flash_offset[flash_number].name); if (ef != P_INVALID) { P_RunParticleEffectType(origin, NULL, 1, ef); return; } //the rest of the function is legacy code. dl = CL_AllocDlight (ent); VectorCopy (origin, dl->origin); dl->radius = 200 + (rand()&31); // dl->minlight = 32; dl->die = cl.time + 0.1; switch (flash_number) { case Q2MZ2_INFANTRY_MACHINEGUN_1: case Q2MZ2_INFANTRY_MACHINEGUN_2: case Q2MZ2_INFANTRY_MACHINEGUN_3: case Q2MZ2_INFANTRY_MACHINEGUN_4: case Q2MZ2_INFANTRY_MACHINEGUN_5: case Q2MZ2_INFANTRY_MACHINEGUN_6: case Q2MZ2_INFANTRY_MACHINEGUN_7: case Q2MZ2_INFANTRY_MACHINEGUN_8: case Q2MZ2_INFANTRY_MACHINEGUN_9: case Q2MZ2_INFANTRY_MACHINEGUN_10: case Q2MZ2_INFANTRY_MACHINEGUN_11: case Q2MZ2_INFANTRY_MACHINEGUN_12: case Q2MZ2_INFANTRY_MACHINEGUN_13: dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0; P_RunParticleEffect (origin, vec3_origin, 0, 40); CL_SmokeAndFlash(origin); Q2S_StartSound (NULL, ent, CHAN_WEAPON, S_PrecacheSound("infantry/infatck1.wav"), 1, ATTN_NORM, 0); break; case Q2MZ2_SOLDIER_MACHINEGUN_1: case Q2MZ2_SOLDIER_MACHINEGUN_2: case Q2MZ2_SOLDIER_MACHINEGUN_3: case Q2MZ2_SOLDIER_MACHINEGUN_4: case Q2MZ2_SOLDIER_MACHINEGUN_5: case Q2MZ2_SOLDIER_MACHINEGUN_6: case Q2MZ2_SOLDIER_MACHINEGUN_7: case Q2MZ2_SOLDIER_MACHINEGUN_8: dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0; P_RunParticleEffect (origin, vec3_origin, 0, 40); CL_SmokeAndFlash(origin); Q2S_StartSound (NULL, ent, CHAN_WEAPON, S_PrecacheSound("soldier/solatck3.wav"), 1, ATTN_NORM, 0); break; case Q2MZ2_GUNNER_MACHINEGUN_1: case Q2MZ2_GUNNER_MACHINEGUN_2: case Q2MZ2_GUNNER_MACHINEGUN_3: case Q2MZ2_GUNNER_MACHINEGUN_4: case Q2MZ2_GUNNER_MACHINEGUN_5: case Q2MZ2_GUNNER_MACHINEGUN_6: case Q2MZ2_GUNNER_MACHINEGUN_7: case Q2MZ2_GUNNER_MACHINEGUN_8: dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0; P_RunParticleEffect (origin, vec3_origin, 0, 40); CL_SmokeAndFlash(origin); Q2S_StartSound (NULL, ent, CHAN_WEAPON, S_PrecacheSound("gunner/gunatck2.wav"), 1, ATTN_NORM, 0); break; case Q2MZ2_ACTOR_MACHINEGUN_1: case Q2MZ2_SUPERTANK_MACHINEGUN_1: case Q2MZ2_SUPERTANK_MACHINEGUN_2: case Q2MZ2_SUPERTANK_MACHINEGUN_3: case Q2MZ2_SUPERTANK_MACHINEGUN_4: case Q2MZ2_SUPERTANK_MACHINEGUN_5: case Q2MZ2_SUPERTANK_MACHINEGUN_6: case Q2MZ2_TURRET_MACHINEGUN: // PGM dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0; P_RunParticleEffect (origin, vec3_origin, 0, 40); CL_SmokeAndFlash(origin); Q2S_StartSound (NULL, ent, CHAN_WEAPON, S_PrecacheSound("infantry/infatck1.wav"), 1, ATTN_NORM, 0); break; case Q2MZ2_BOSS2_MACHINEGUN_L1: case Q2MZ2_BOSS2_MACHINEGUN_L2: case Q2MZ2_BOSS2_MACHINEGUN_L3: case Q2MZ2_BOSS2_MACHINEGUN_L4: case Q2MZ2_BOSS2_MACHINEGUN_L5: case Q2MZ2_CARRIER_MACHINEGUN_L1: // PMM case Q2MZ2_CARRIER_MACHINEGUN_L2: // PMM dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0; P_RunParticleEffect (origin, vec3_origin, 0, 40); CL_SmokeAndFlash(origin); Q2S_StartSound (NULL, ent, CHAN_WEAPON, S_PrecacheSound("infantry/infatck1.wav"), 1, ATTN_NONE, 0); break; case Q2MZ2_SOLDIER_BLASTER_1: case Q2MZ2_SOLDIER_BLASTER_2: case Q2MZ2_SOLDIER_BLASTER_3: case Q2MZ2_SOLDIER_BLASTER_4: case Q2MZ2_SOLDIER_BLASTER_5: case Q2MZ2_SOLDIER_BLASTER_6: case Q2MZ2_SOLDIER_BLASTER_7: case Q2MZ2_SOLDIER_BLASTER_8: case Q2MZ2_TURRET_BLASTER: // PGM dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0; Q2S_StartSound (NULL, ent, CHAN_WEAPON, S_PrecacheSound("soldier/solatck2.wav"), 1, ATTN_NORM, 0); break; case Q2MZ2_FLYER_BLASTER_1: case Q2MZ2_FLYER_BLASTER_2: dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0; Q2S_StartSound (NULL, ent, CHAN_WEAPON, S_PrecacheSound("flyer/flyatck3.wav"), 1, ATTN_NORM, 0); break; case Q2MZ2_MEDIC_BLASTER_1: dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0; Q2S_StartSound (NULL, ent, CHAN_WEAPON, S_PrecacheSound("medic/medatck1.wav"), 1, ATTN_NORM, 0); break; case Q2MZ2_HOVER_BLASTER_1: dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0; Q2S_StartSound (NULL, ent, CHAN_WEAPON, S_PrecacheSound("hover/hovatck1.wav"), 1, ATTN_NORM, 0); break; case Q2MZ2_FLOAT_BLASTER_1: dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0; Q2S_StartSound (NULL, ent, CHAN_WEAPON, S_PrecacheSound("floater/fltatck1.wav"), 1, ATTN_NORM, 0); break; case Q2MZ2_SOLDIER_SHOTGUN_1: case Q2MZ2_SOLDIER_SHOTGUN_2: case Q2MZ2_SOLDIER_SHOTGUN_3: case Q2MZ2_SOLDIER_SHOTGUN_4: case Q2MZ2_SOLDIER_SHOTGUN_5: case Q2MZ2_SOLDIER_SHOTGUN_6: case Q2MZ2_SOLDIER_SHOTGUN_7: case Q2MZ2_SOLDIER_SHOTGUN_8: dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0; CL_SmokeAndFlash(origin); Q2S_StartSound (NULL, ent, CHAN_WEAPON, S_PrecacheSound("soldier/solatck1.wav"), 1, ATTN_NORM, 0); break; case Q2MZ2_TANK_BLASTER_1: case Q2MZ2_TANK_BLASTER_2: case Q2MZ2_TANK_BLASTER_3: dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0; Q2S_StartSound (NULL, ent, CHAN_WEAPON, S_PrecacheSound("tank/tnkatck3.wav"), 1, ATTN_NORM, 0); break; case Q2MZ2_TANK_MACHINEGUN_1: case Q2MZ2_TANK_MACHINEGUN_2: case Q2MZ2_TANK_MACHINEGUN_3: case Q2MZ2_TANK_MACHINEGUN_4: case Q2MZ2_TANK_MACHINEGUN_5: case Q2MZ2_TANK_MACHINEGUN_6: case Q2MZ2_TANK_MACHINEGUN_7: case Q2MZ2_TANK_MACHINEGUN_8: case Q2MZ2_TANK_MACHINEGUN_9: case Q2MZ2_TANK_MACHINEGUN_10: case Q2MZ2_TANK_MACHINEGUN_11: case Q2MZ2_TANK_MACHINEGUN_12: case Q2MZ2_TANK_MACHINEGUN_13: case Q2MZ2_TANK_MACHINEGUN_14: case Q2MZ2_TANK_MACHINEGUN_15: case Q2MZ2_TANK_MACHINEGUN_16: case Q2MZ2_TANK_MACHINEGUN_17: case Q2MZ2_TANK_MACHINEGUN_18: case Q2MZ2_TANK_MACHINEGUN_19: dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0; P_RunParticleEffect (origin, vec3_origin, 0, 40); CL_SmokeAndFlash(origin); snprintf(soundname, sizeof(soundname), "tank/tnkatk2%c.wav", 'a' + rand() % 5); Q2S_StartSound (NULL, ent, CHAN_WEAPON, S_PrecacheSound(soundname), 1, ATTN_NORM, 0); break; case Q2MZ2_CHICK_ROCKET_1: case Q2MZ2_TURRET_ROCKET: // PGM dl->color[0] = 1;dl->color[1] = 0.5;dl->color[2] = 0.2; Q2S_StartSound (NULL, ent, CHAN_WEAPON, S_PrecacheSound("chick/chkatck2.wav"), 1, ATTN_NORM, 0); break; case Q2MZ2_TANK_ROCKET_1: case Q2MZ2_TANK_ROCKET_2: case Q2MZ2_TANK_ROCKET_3: dl->color[0] = 1;dl->color[1] = 0.5;dl->color[2] = 0.2; Q2S_StartSound (NULL, ent, CHAN_WEAPON, S_PrecacheSound("tank/tnkatck1.wav"), 1, ATTN_NORM, 0); break; case Q2MZ2_SUPERTANK_ROCKET_1: case Q2MZ2_SUPERTANK_ROCKET_2: case Q2MZ2_SUPERTANK_ROCKET_3: case Q2MZ2_BOSS2_ROCKET_1: case Q2MZ2_BOSS2_ROCKET_2: case Q2MZ2_BOSS2_ROCKET_3: case Q2MZ2_BOSS2_ROCKET_4: case Q2MZ2_CARRIER_ROCKET_1: // case Q2MZ2_CARRIER_ROCKET_2: // case Q2MZ2_CARRIER_ROCKET_3: // case Q2MZ2_CARRIER_ROCKET_4: dl->color[0] = 1;dl->color[1] = 0.5;dl->color[2] = 0.2; Q2S_StartSound (NULL, ent, CHAN_WEAPON, S_PrecacheSound("tank/rocket.wav"), 1, ATTN_NORM, 0); break; case Q2MZ2_GUNNER_GRENADE_1: case Q2MZ2_GUNNER_GRENADE_2: case Q2MZ2_GUNNER_GRENADE_3: case Q2MZ2_GUNNER_GRENADE_4: dl->color[0] = 1;dl->color[1] = 0.5;dl->color[2] = 0; Q2S_StartSound (NULL, ent, CHAN_WEAPON, S_PrecacheSound("gunner/gunatck3.wav"), 1, ATTN_NORM, 0); break; case Q2MZ2_GLADIATOR_RAILGUN_1: // PMM case Q2MZ2_CARRIER_RAILGUN: case Q2MZ2_WIDOW_RAIL: // pmm dl->color[0] = 0.5;dl->color[1] = 0.5;dl->color[2] = 1.0; break; // --- Xian's shit starts --- case Q2MZ2_MAKRON_BFG: dl->color[0] = 0.5;dl->color[1] = 1 ;dl->color[2] = 0.5; //Q2S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("makron/bfg_fire.wav"), 1, ATTN_NORM, 0); break; case Q2MZ2_MAKRON_BLASTER_1: case Q2MZ2_MAKRON_BLASTER_2: case Q2MZ2_MAKRON_BLASTER_3: case Q2MZ2_MAKRON_BLASTER_4: case Q2MZ2_MAKRON_BLASTER_5: case Q2MZ2_MAKRON_BLASTER_6: case Q2MZ2_MAKRON_BLASTER_7: case Q2MZ2_MAKRON_BLASTER_8: case Q2MZ2_MAKRON_BLASTER_9: case Q2MZ2_MAKRON_BLASTER_10: case Q2MZ2_MAKRON_BLASTER_11: case Q2MZ2_MAKRON_BLASTER_12: case Q2MZ2_MAKRON_BLASTER_13: case Q2MZ2_MAKRON_BLASTER_14: case Q2MZ2_MAKRON_BLASTER_15: case Q2MZ2_MAKRON_BLASTER_16: case Q2MZ2_MAKRON_BLASTER_17: dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0; Q2S_StartSound (NULL, ent, CHAN_WEAPON, S_PrecacheSound("makron/blaster.wav"), 1, ATTN_NORM, 0); break; case Q2MZ2_JORG_MACHINEGUN_L1: case Q2MZ2_JORG_MACHINEGUN_L2: case Q2MZ2_JORG_MACHINEGUN_L3: case Q2MZ2_JORG_MACHINEGUN_L4: case Q2MZ2_JORG_MACHINEGUN_L5: case Q2MZ2_JORG_MACHINEGUN_L6: dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0; P_RunParticleEffect (origin, vec3_origin, 0, 40); CL_SmokeAndFlash(origin); Q2S_StartSound (NULL, ent, CHAN_WEAPON, S_PrecacheSound("boss3/xfire.wav"), 1, ATTN_NORM, 0); break; case Q2MZ2_JORG_MACHINEGUN_R1: case Q2MZ2_JORG_MACHINEGUN_R2: case Q2MZ2_JORG_MACHINEGUN_R3: case Q2MZ2_JORG_MACHINEGUN_R4: case Q2MZ2_JORG_MACHINEGUN_R5: case Q2MZ2_JORG_MACHINEGUN_R6: dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0; P_RunParticleEffect (origin, vec3_origin, 0, 40); CL_SmokeAndFlash(origin); break; case Q2MZ2_JORG_BFG_1: dl->color[0] = 0.5;dl->color[1] = 1 ;dl->color[2] = 0.5; break; case Q2MZ2_BOSS2_MACHINEGUN_R1: case Q2MZ2_BOSS2_MACHINEGUN_R2: case Q2MZ2_BOSS2_MACHINEGUN_R3: case Q2MZ2_BOSS2_MACHINEGUN_R4: case Q2MZ2_BOSS2_MACHINEGUN_R5: case Q2MZ2_CARRIER_MACHINEGUN_R1: // PMM case Q2MZ2_CARRIER_MACHINEGUN_R2: // PMM dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0; P_RunParticleEffect (origin, vec3_origin, 0, 40); CL_SmokeAndFlash(origin); break; // ====== // ROGUE case Q2MZ2_STALKER_BLASTER: case Q2MZ2_DAEDALUS_BLASTER: case Q2MZ2_MEDIC_BLASTER_2: case Q2MZ2_WIDOW_BLASTER: case Q2MZ2_WIDOW_BLASTER_SWEEP1: case Q2MZ2_WIDOW_BLASTER_SWEEP2: case Q2MZ2_WIDOW_BLASTER_SWEEP3: case Q2MZ2_WIDOW_BLASTER_SWEEP4: case Q2MZ2_WIDOW_BLASTER_SWEEP5: case Q2MZ2_WIDOW_BLASTER_SWEEP6: case Q2MZ2_WIDOW_BLASTER_SWEEP7: case Q2MZ2_WIDOW_BLASTER_SWEEP8: case Q2MZ2_WIDOW_BLASTER_SWEEP9: case Q2MZ2_WIDOW_BLASTER_100: case Q2MZ2_WIDOW_BLASTER_90: case Q2MZ2_WIDOW_BLASTER_80: case Q2MZ2_WIDOW_BLASTER_70: case Q2MZ2_WIDOW_BLASTER_60: case Q2MZ2_WIDOW_BLASTER_50: case Q2MZ2_WIDOW_BLASTER_40: case Q2MZ2_WIDOW_BLASTER_30: case Q2MZ2_WIDOW_BLASTER_20: case Q2MZ2_WIDOW_BLASTER_10: case Q2MZ2_WIDOW_BLASTER_0: case Q2MZ2_WIDOW_BLASTER_10L: case Q2MZ2_WIDOW_BLASTER_20L: case Q2MZ2_WIDOW_BLASTER_30L: case Q2MZ2_WIDOW_BLASTER_40L: case Q2MZ2_WIDOW_BLASTER_50L: case Q2MZ2_WIDOW_BLASTER_60L: case Q2MZ2_WIDOW_BLASTER_70L: case Q2MZ2_WIDOW_RUN_1: case Q2MZ2_WIDOW_RUN_2: case Q2MZ2_WIDOW_RUN_3: case Q2MZ2_WIDOW_RUN_4: case Q2MZ2_WIDOW_RUN_5: case Q2MZ2_WIDOW_RUN_6: case Q2MZ2_WIDOW_RUN_7: case Q2MZ2_WIDOW_RUN_8: dl->color[0] = 0;dl->color[1] = 1;dl->color[2] = 0; Q2S_StartSound (NULL, ent, CHAN_WEAPON, S_PrecacheSound("tank/tnkatck3.wav"), 1, ATTN_NORM, 0); break; case Q2MZ2_WIDOW_DISRUPTOR: dl->color[0] = -1;dl->color[1] = -1;dl->color[2] = -1; Q2S_StartSound (NULL, ent, CHAN_WEAPON, S_PrecacheSound("weapons/disint2.wav"), 1, ATTN_NORM, 0); break; case Q2MZ2_WIDOW_PLASMABEAM: case Q2MZ2_WIDOW2_BEAMER_1: case Q2MZ2_WIDOW2_BEAMER_2: case Q2MZ2_WIDOW2_BEAMER_3: case Q2MZ2_WIDOW2_BEAMER_4: case Q2MZ2_WIDOW2_BEAMER_5: case Q2MZ2_WIDOW2_BEAM_SWEEP_1: case Q2MZ2_WIDOW2_BEAM_SWEEP_2: case Q2MZ2_WIDOW2_BEAM_SWEEP_3: case Q2MZ2_WIDOW2_BEAM_SWEEP_4: case Q2MZ2_WIDOW2_BEAM_SWEEP_5: case Q2MZ2_WIDOW2_BEAM_SWEEP_6: case Q2MZ2_WIDOW2_BEAM_SWEEP_7: case Q2MZ2_WIDOW2_BEAM_SWEEP_8: case Q2MZ2_WIDOW2_BEAM_SWEEP_9: case Q2MZ2_WIDOW2_BEAM_SWEEP_10: case Q2MZ2_WIDOW2_BEAM_SWEEP_11: dl->radius = 300 + (rand()&100); dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0; dl->die = cl.time + 200; break; // ROGUE // ====== // --- Xian's shit ends --- //hmm... he must take AGES on the loo.... :p } } void CLQ2_ParseMuzzleFlash (void) { vec3_t fv, rv, dummy; dlight_t *dl; int i, weapon; vec3_t org, ang; int silenced; float volume; char soundname[64]; i = (unsigned short)(short)MSG_ReadShort (); if (i < 1 || i >= Q2MAX_EDICTS) Host_Error ("CL_ParseMuzzleFlash: bad entity"); weapon = MSG_ReadByte (); silenced = weapon & Q2MZ_SILENCED; weapon &= ~Q2MZ_SILENCED; CL_GetNumberedEntityInfo(i, org, ang); dl = CL_AllocDlight (i); VectorCopy (org, dl->origin); AngleVectors (ang, fv, rv, dummy); VectorMA (dl->origin, 18, fv, dl->origin); VectorMA (dl->origin, 16, rv, dl->origin); if (silenced) dl->radius = 100 + (rand()&31); else dl->radius = 200 + (rand()&31); dl->minlight = 32; dl->die = cl.time+0.05; //+ 0.1; dl->decay = 1; dl->channelfade[0] = 2; dl->channelfade[1] = 2; dl->channelfade[2] = 2; if (silenced) volume = 0.2; else volume = 1; switch (weapon) { case Q2MZ_BLASTER: dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0; Q2S_StartSound (NULL, i, CHAN_WEAPON, S_PrecacheSound("weapons/blastf1a.wav"), volume, ATTN_NORM, 0); break; case Q2MZ_BLUEHYPERBLASTER: dl->color[0] = 0;dl->color[1] = 0;dl->color[2] = 1; Q2S_StartSound (NULL, i, CHAN_WEAPON, S_PrecacheSound("weapons/hyprbf1a.wav"), volume, ATTN_NORM, 0); break; case Q2MZ_HYPERBLASTER: dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0; Q2S_StartSound (NULL, i, CHAN_WEAPON, S_PrecacheSound("weapons/hyprbf1a.wav"), volume, ATTN_NORM, 0); break; case Q2MZ_MACHINEGUN: dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0; Q_snprintfz(soundname, sizeof(soundname), "weapons/machgf%ib.wav", (rand() % 5) + 1); Q2S_StartSound (NULL, i, CHAN_WEAPON, S_PrecacheSound(soundname), volume, ATTN_NORM, 0); break; case Q2MZ_SHOTGUN: dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0; Q2S_StartSound (NULL, i, CHAN_WEAPON, S_PrecacheSound("weapons/shotgf1b.wav"), volume, ATTN_NORM, 0); Q2S_StartSound (NULL, i, CHAN_AUTO, S_PrecacheSound("weapons/shotgr1b.wav"), volume, ATTN_NORM, 0.1); break; case Q2MZ_SSHOTGUN: dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0; Q2S_StartSound (NULL, i, CHAN_WEAPON, S_PrecacheSound("weapons/sshotf1b.wav"), volume, ATTN_NORM, 0); break; case Q2MZ_CHAINGUN1: dl->radius = 200 + (rand()&31); dl->color[0] = 1;dl->color[1] = 0.25;dl->color[2] = 0; Q_snprintfz(soundname, sizeof(soundname), "weapons/machgf%ib.wav", (rand() % 5) + 1); Q2S_StartSound (NULL, i, CHAN_WEAPON, S_PrecacheSound(soundname), volume, ATTN_NORM, 0); break; case Q2MZ_CHAINGUN2: dl->radius = 225 + (rand()&31); dl->color[0] = 1;dl->color[1] = 0.5;dl->color[2] = 0; dl->die = cl.time + 0.1; // long delay Q_snprintfz(soundname, sizeof(soundname), "weapons/machgf%ib.wav", (rand() % 5) + 1); Q2S_StartSound (NULL, i, CHAN_WEAPON, S_PrecacheSound(soundname), volume, ATTN_NORM, 0); Q_snprintfz(soundname, sizeof(soundname), "weapons/machgf%ib.wav", (rand() % 5) + 1); Q2S_StartSound (NULL, i, CHAN_AUTO, S_PrecacheSound(soundname), volume, ATTN_NORM, 0.05); break; case Q2MZ_CHAINGUN3: dl->radius = 250 + (rand()&31); dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0; dl->die = cl.time + 0.1; // long delay Q_snprintfz(soundname, sizeof(soundname), "weapons/machgf%ib.wav", (rand() % 5) + 1); Q2S_StartSound (NULL, i, CHAN_WEAPON, S_PrecacheSound(soundname), volume, ATTN_NORM, 0); Q_snprintfz(soundname, sizeof(soundname), "weapons/machgf%ib.wav", (rand() % 5) + 1); Q2S_StartSound (NULL, i, CHAN_AUTO, S_PrecacheSound(soundname), volume, ATTN_NORM, 0.033); Q_snprintfz(soundname, sizeof(soundname), "weapons/machgf%ib.wav", (rand() % 5) + 1); Q2S_StartSound (NULL, i, CHAN_AUTO, S_PrecacheSound(soundname), volume, ATTN_NORM, 0.066); break; case Q2MZ_RAILGUN: dl->color[0] = 0.5;dl->color[1] = 0.5;dl->color[2] = 1; Q2S_StartSound (NULL, i, CHAN_WEAPON, S_PrecacheSound("weapons/railgf1a.wav"), volume, ATTN_NORM, 0); break; case Q2MZ_ROCKET: dl->color[0] = 1;dl->color[1] = 0.5;dl->color[2] = 0.2; Q2S_StartSound (NULL, i, CHAN_WEAPON, S_PrecacheSound("weapons/rocklf1a.wav"), volume, ATTN_NORM, 0); Q2S_StartSound (NULL, i, CHAN_AUTO, S_PrecacheSound("weapons/rocklr1b.wav"), volume, ATTN_NORM, 0.1); break; case Q2MZ_GRENADE: dl->color[0] = 1;dl->color[1] = 0.5;dl->color[2] = 0; Q2S_StartSound (NULL, i, CHAN_WEAPON, S_PrecacheSound("weapons/grenlf1a.wav"), volume, ATTN_NORM, 0); Q2S_StartSound (NULL, i, CHAN_AUTO, S_PrecacheSound("weapons/grenlr1b.wav"), volume, ATTN_NORM, 0.1); break; case Q2MZ_BFG: dl->color[0] = 0;dl->color[1] = 1;dl->color[2] = 0; Q2S_StartSound (NULL, i, CHAN_WEAPON, S_PrecacheSound("weapons/bfg__f1y.wav"), volume, ATTN_NORM, 0); break; case Q2MZ_LOGIN: dl->color[0] = 0;dl->color[1] = 1; dl->color[2] = 0; dl->die = cl.time + 1.0; Q2S_StartSound (NULL, i, CHAN_WEAPON, S_PrecacheSound("weapons/grenlf1a.wav"), 1, ATTN_NORM, 0); // CL_LogoutEffect (pl->current.origin, weapon); break; case Q2MZ_LOGOUT: dl->color[0] = 1;dl->color[1] = 0; dl->color[2] = 0; dl->die = cl.time + 1.0; Q2S_StartSound (NULL, i, CHAN_WEAPON, S_PrecacheSound("weapons/grenlf1a.wav"), 1, ATTN_NORM, 0); // CL_LogoutEffect (pl->current.origin, weapon); break; case Q2MZ_RESPAWN: dl->color[0] = 1;dl->color[1] = 1; dl->color[2] = 0; dl->die = cl.time + 1.0; Q2S_StartSound (NULL, i, CHAN_WEAPON, S_PrecacheSound("weapons/grenlf1a.wav"), 1, ATTN_NORM, 0); // CL_LogoutEffect (pl->current.origin, weapon); break; // RAFAEL case Q2MZ_PHALANX: dl->color[0] = 1;dl->color[1] = 0.5; dl->color[2] = 0.5; Q2S_StartSound (NULL, i, CHAN_WEAPON, S_PrecacheSound("weapons/plasshot.wav"), volume, ATTN_NORM, 0); break; // RAFAEL case Q2MZ_IONRIPPER: dl->color[0] = 1;dl->color[1] = 0.5; dl->color[2] = 0.5; Q2S_StartSound (NULL, i, CHAN_WEAPON, S_PrecacheSound("weapons/rippfire.wav"), volume, ATTN_NORM, 0); break; // ====================== // PGM case Q2MZ_ETF_RIFLE: dl->color[0] = 0.9;dl->color[1] = 0.7;dl->color[2] = 0; Q2S_StartSound (NULL, i, CHAN_WEAPON, S_PrecacheSound("weapons/nail1.wav"), volume, ATTN_NORM, 0); break; case Q2MZ_SHOTGUN2: dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0; Q2S_StartSound (NULL, i, CHAN_WEAPON, S_PrecacheSound("weapons/shotg2.wav"), volume, ATTN_NORM, 0); break; case Q2MZ_HEATBEAM: dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0; dl->die = cl.time + 100; // Q2S_StartSound (NULL, i, CHAN_WEAPON, S_PrecacheSound("weapons/bfg__l1a.wav"), volume, ATTN_NORM, 0); break; case Q2MZ_BLASTER2: dl->color[0] = 0;dl->color[1] = 1;dl->color[2] = 0; // FIXME - different sound for blaster2 ?? Q2S_StartSound (NULL, i, CHAN_WEAPON, S_PrecacheSound("weapons/blastf1a.wav"), volume, ATTN_NORM, 0); break; case Q2MZ_TRACKER: // negative flashes handled the same in gl/soft until CL_AddDLights dl->color[0] = -1;dl->color[1] = -1;dl->color[2] = -1; Q2S_StartSound (NULL, i, CHAN_WEAPON, S_PrecacheSound("weapons/disint2.wav"), volume, ATTN_NORM, 0); break; case Q2MZ_NUKE1: dl->color[0] = 1;dl->color[1] = 0;dl->color[2] = 0; dl->die = cl.time + 100; break; case Q2MZ_NUKE2: dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0; dl->die = cl.time + 100; break; case Q2MZ_NUKE4: dl->color[0] = 0;dl->color[1] = 0;dl->color[2] = 1; dl->die = cl.time + 100; break; case Q2MZ_NUKE8: dl->color[0] = 0;dl->color[1] = 1;dl->color[2] = 1; dl->die = cl.time + 100; break; // PGM // ====================== } } void CLQ2_ParseMuzzleFlash2 (void) { int ent; int flash_number; ent = (unsigned short)(short)MSG_ReadShort (); if (ent < 1 || ent >= Q2MAX_EDICTS) Host_EndGame ("CL_ParseMuzzleFlash2: bad entity"); flash_number = MSG_ReadByte (); CLQ2_RunMuzzleFlash2(ent, flash_number); } void CLQ2_ParseInventory (int seat) { unsigned int i; for (i=0 ; iorigin, to->u.q2.old_origin); to->number = number; if (bits & Q2U_MODEL) { if (bits & Q2UX_INDEX16) to->modelindex = MSG_ReadShort(); else to->modelindex = MSG_ReadByte (); } if (bits & Q2U_MODEL2) { if (bits & Q2UX_INDEX16) to->modelindex2 = MSG_ReadShort(); else to->modelindex2 = MSG_ReadByte (); } if (bits & Q2U_MODEL3) { if (bits & Q2UX_INDEX16) to->u.q2.modelindex3 = MSG_ReadShort(); else to->u.q2.modelindex3 = MSG_ReadByte (); } if (bits & Q2U_MODEL4) { if (bits & Q2UX_INDEX16) to->u.q2.modelindex4 = MSG_ReadShort(); else to->u.q2.modelindex4 = MSG_ReadByte (); } if (bits & Q2U_FRAME8) to->frame = MSG_ReadByte (); if (bits & Q2U_FRAME16) to->frame = MSG_ReadShort (); if ((bits & Q2U_SKIN8) && (bits & Q2U_SKIN16)) //used for laser colors to->skinnum = MSG_ReadLong(); else if (bits & Q2U_SKIN8) to->skinnum = MSG_ReadByte(); else if (bits & Q2U_SKIN16) to->skinnum = MSG_ReadShort(); if ( (bits & (Q2U_EFFECTS8|Q2U_EFFECTS16)) == (Q2U_EFFECTS8|Q2U_EFFECTS16) ) to->effects = MSG_ReadLong(); else if (bits & Q2U_EFFECTS8) to->effects = MSG_ReadByte(); else if (bits & Q2U_EFFECTS16) to->effects = MSG_ReadShort(); if ( (bits & (Q2U_RENDERFX8|Q2U_RENDERFX16)) == (Q2U_RENDERFX8|Q2U_RENDERFX16) ) to->u.q2.renderfx = MSG_ReadLong() & 0x0007ffff; //only the standard ones actually supported by vanilla q2. else if (bits & Q2U_RENDERFX8) to->u.q2.renderfx = MSG_ReadByte(); else if (bits & Q2U_RENDERFX16) to->u.q2.renderfx = MSG_ReadShort(); if (bits & Q2U_ORIGIN1) to->origin[0] = MSG_ReadCoord (); if (bits & Q2U_ORIGIN2) to->origin[1] = MSG_ReadCoord (); if (bits & Q2U_ORIGIN3) to->origin[2] = MSG_ReadCoord (); if ((bits & Q2UX_ANGLE16) && (net_message.prim.flags & NPQ2_ANG16)) { if (bits & Q2U_ANGLE1) to->angles[0] = MSG_ReadAngle16(); if (bits & Q2U_ANGLE2) to->angles[1] = MSG_ReadAngle16(); if (bits & Q2U_ANGLE3) to->angles[2] = MSG_ReadAngle16(); } else { if (bits & Q2U_ANGLE1) to->angles[0] = MSG_ReadAngle(); if (bits & Q2U_ANGLE2) to->angles[1] = MSG_ReadAngle(); if (bits & Q2U_ANGLE3) to->angles[2] = MSG_ReadAngle(); } if (bits & Q2U_OLDORIGIN) MSG_ReadPos (to->u.q2.old_origin); if (bits & Q2U_SOUND) { if (bits & Q2UX_INDEX16) to->u.q2.sound = MSG_ReadShort(); else to->u.q2.sound = MSG_ReadByte (); } if (bits & Q2U_EVENT) to->u.q2.event = MSG_ReadByte (); else to->u.q2.event = 0; if (bits & Q2U_SOLID) { if (net_message.prim.flags & NPQ2_SOLID32) to->solidsize = MSG_ReadLong(); else to->solidsize = MSG_ReadSize16 (&net_message); } } void CLQ2_ClearParticleState(void) { int i; for (i = 0; i < MAX_Q2EDICTS; i++) { P_DelinkTrailstate(&cl_entities[i].trailstate); } } /* ================== CL_DeltaEntity Parses deltas from the given base and adds the resulting entity to the current frame ================== */ static void CLQ2_DeltaEntity (q2frame_t *frame, int newnum, entity_state_t *old, int bits) { q2centity_t *ent; entity_state_t *state; ent = &cl_entities[newnum]; state = &clq2_parse_entities[cl.parse_entities & (MAX_PARSE_ENTITIES-1)]; cl.parse_entities++; frame->num_entities++; CLQ2_ParseDelta (old, state, newnum, bits); // some data changes will force no lerping if (state->modelindex != ent->current.modelindex || state->modelindex2 != ent->current.modelindex2 || state->u.q2.modelindex3 != ent->current.u.q2.modelindex3 || state->u.q2.modelindex4 != ent->current.u.q2.modelindex4 || fabs(state->origin[0] - ent->current.origin[0]) > 512 || fabs(state->origin[1] - ent->current.origin[1]) > 512 || fabs(state->origin[2] - ent->current.origin[2]) > 512 || state->u.q2.event == Q2EV_PLAYER_TELEPORT || state->u.q2.event == Q2EV_OTHER_TELEPORT ) { ent->serverframe = -99; } if (ent->serverframe != cl.q2frame.serverframe - 1) { // wasn't in last update, so initialize some things // clear trailstate P_DelinkTrailstate(&ent->trailstate); // duplicate the current state so lerping doesn't hurt anything ent->prev = *state; if (state->u.q2.event == Q2EV_OTHER_TELEPORT) { VectorCopy (state->origin, ent->prev.origin); VectorCopy (state->origin, ent->lerp_origin); } else { VectorCopy (state->u.q2.old_origin, ent->prev.origin); VectorCopy (state->u.q2.old_origin, ent->lerp_origin); } } else { // shuffle the last state to previous ent->prev = ent->current; } ent->serverframe = cl.q2frame.serverframe; ent->current = *state; } /* ================== CL_ParsePacketEntities An svc_packetentities has just been parsed, deal with the rest of the data stream. ================== */ static void CLQ2_ParsePacketEntities (q2frame_t *oldframe, q2frame_t *newframe) { unsigned int newnum; unsigned int bits; entity_state_t *oldstate=NULL; unsigned int oldindex, oldnum; cl.validsequence = cls.netchan.incoming_sequence; cl.ackedmovesequence = cl.validsequence; cl.outframes[cl.ackedmovesequence&UPDATE_MASK].latency = realtime - cl.outframes[cl.ackedmovesequence&UPDATE_MASK].senttime; newframe->parse_entities = cl.parse_entities; newframe->num_entities = 0; // delta from the entities present in oldframe oldindex = 0; if (!oldframe) oldnum = 99999; else { if (oldindex >= oldframe->num_entities) oldnum = 99999; else { oldstate = &clq2_parse_entities[(oldframe->parse_entities+oldindex) & (MAX_PARSE_ENTITIES-1)]; oldnum = oldstate->number; } } while (1) { newnum = CLQ2_ParseEntityBits (&bits); if (newnum >= MAX_Q2EDICTS) Host_EndGame ("CL_ParsePacketEntities: bad number:%i", newnum); if (msg_readcount > net_message.cursize) Host_EndGame ("CL_ParsePacketEntities: end of message"); if (!newnum) break; while (oldnum < newnum) { // one or more entities from the old packet are unchanged if (cl_shownet.ival == 3) Con_Printf (" unchanged: %i\n", oldnum); CLQ2_DeltaEntity (newframe, oldnum, oldstate, 0); oldindex++; if (!oldframe || oldindex >= oldframe->num_entities) oldnum = 99999; else { oldstate = &clq2_parse_entities[(oldframe->parse_entities+oldindex) & (MAX_PARSE_ENTITIES-1)]; oldnum = oldstate->number; } } if (bits & Q2U_REMOVE) { // the entity present in oldframe is not in the current frame if (cl_shownet.ival == 3) Con_Printf (" remove: %i\n", newnum); if (oldnum != newnum) Con_Printf ("U_REMOVE: oldnum != newnum\n"); oldindex++; if (!oldframe || oldindex >= oldframe->num_entities) oldnum = 99999; else { oldstate = &clq2_parse_entities[(oldframe->parse_entities+oldindex) & (MAX_PARSE_ENTITIES-1)]; oldnum = oldstate->number; } continue; } if (oldnum == newnum) { // delta from previous state if (cl_shownet.ival == 3) Con_Printf (" delta: %i\n", newnum); CLQ2_DeltaEntity (newframe, newnum, oldstate, bits); oldindex++; if (oldindex >= oldframe->num_entities) oldnum = 99999; else { oldstate = &clq2_parse_entities[(oldframe->parse_entities+oldindex) & (MAX_PARSE_ENTITIES-1)]; oldnum = oldstate->number; } continue; } if (oldnum > newnum) { // delta from baseline if (cl_shownet.ival == 3) Con_Printf (" baseline: %i\n", newnum); CLQ2_DeltaEntity (newframe, newnum, &cl_entities[newnum].baseline, bits); continue; } } // any remaining entities in the old frame are copied over while (oldnum != 99999) { // one or more entities from the old packet are unchanged if (cl_shownet.ival == 3) Con_Printf (" unchanged: %i\n", oldnum); CLQ2_DeltaEntity (newframe, oldnum, oldstate, 0); oldindex++; if (oldindex >= oldframe->num_entities) oldnum = 99999; else { oldstate = &clq2_parse_entities[(oldframe->parse_entities+oldindex) & (MAX_PARSE_ENTITIES-1)]; oldnum = oldstate->number; } } } void CLQ2_ParseBaseline (void) { entity_state_t *es; int bits; int newnum; entity_state_t nullstate; memset (&nullstate, 0, sizeof(nullstate)); newnum = CLQ2_ParseEntityBits (&bits); es = &cl_entities[newnum].baseline; CLQ2_ParseDelta (&nullstate, es, newnum, bits); } /* =================== CL_ParsePlayerstate =================== */ void CLQ2_ParsePlayerstate (int seat, q2frame_t *oldframe, q2frame_t *newframe, int extflags) { int flags; q2player_state_t *state; int i; int statbits; state = &newframe->playerstate[seat]; // clear to old value before delta parsing if (oldframe) { *state = oldframe->playerstate[seat]; newframe->clientnum[seat] = oldframe->clientnum[seat]; } else { memset (state, 0, sizeof(*state)); newframe->clientnum[seat] = cl.playerview[seat].playernum; } flags = (unsigned short)MSG_ReadShort (); if (flags & Q2PS_EXTRABITS) flags |= MSG_ReadByte()<<16; // // parse the pmove_state_t // if (flags & Q2PS_M_TYPE) state->pmove.pm_type = MSG_ReadByte (); if (flags & Q2PS_M_ORIGIN) { state->pmove.origin[0] = MSG_ReadShort (); state->pmove.origin[1] = MSG_ReadShort (); if (extflags & Q2PSX_OLD) state->pmove.origin[2] = MSG_ReadShort (); } if (extflags & Q2PSX_M_ORIGIN2) state->pmove.origin[2] = MSG_ReadShort (); if (flags & Q2PS_M_VELOCITY) { state->pmove.velocity[0] = MSG_ReadShort (); state->pmove.velocity[1] = MSG_ReadShort (); if (extflags & Q2PSX_OLD) state->pmove.velocity[2] = MSG_ReadShort (); } if (extflags & Q2PSX_M_VELOCITY2) state->pmove.velocity[2] = MSG_ReadShort (); if (flags & Q2PS_M_TIME) state->pmove.pm_time = MSG_ReadByte (); if (flags & Q2PS_M_FLAGS) state->pmove.pm_flags = MSG_ReadByte (); if (flags & Q2PS_M_GRAVITY) state->pmove.gravity = MSG_ReadShort (); if (flags & Q2PS_M_DELTA_ANGLES) { state->pmove.delta_angles[0] = MSG_ReadShort (); state->pmove.delta_angles[1] = MSG_ReadShort (); state->pmove.delta_angles[2] = MSG_ReadShort (); } // if (cl.attractloop) // state->pmove.pm_type = Q2PM_FREEZE; // demo playback // // parse the rest of the player_state_t // if (flags & Q2PS_VIEWOFFSET) { state->viewoffset[0] = MSG_ReadChar () * 0.25; state->viewoffset[1] = MSG_ReadChar () * 0.25; state->viewoffset[2] = MSG_ReadChar () * 0.25; } if (flags & Q2PS_VIEWANGLES) { state->viewangles[0] = MSG_ReadAngle16 (); state->viewangles[1] = MSG_ReadAngle16 (); if (extflags & Q2PSX_OLD) state->viewangles[2] = MSG_ReadAngle16 (); } if (extflags & Q2PSX_VIEWANGLE2) state->viewangles[2] = MSG_ReadAngle16 (); if (flags & Q2PS_KICKANGLES) { state->kick_angles[0] = MSG_ReadChar () * 0.25; state->kick_angles[1] = MSG_ReadChar () * 0.25; state->kick_angles[2] = MSG_ReadChar () * 0.25; } if (flags & Q2PS_WEAPONINDEX) { if (flags & Q2PS_INDEX16) state->gunindex = MSG_ReadShort (); else state->gunindex = MSG_ReadByte (); } if (flags & Q2PS_WEAPONFRAME) { if (flags & Q2PS_INDEX16) state->gunframe = MSG_ReadShort (); else state->gunframe = MSG_ReadByte (); if (extflags & Q2PSX_OLD) { state->gunoffset[0] = MSG_ReadChar ()*0.25; state->gunoffset[1] = MSG_ReadChar ()*0.25; state->gunoffset[2] = MSG_ReadChar ()*0.25; state->gunangles[0] = MSG_ReadChar ()*0.25; state->gunangles[1] = MSG_ReadChar ()*0.25; state->gunangles[2] = MSG_ReadChar ()*0.25; } } if (extflags & Q2PSX_GUNOFFSET) { state->gunoffset[0] = MSG_ReadChar ()*0.25; state->gunoffset[1] = MSG_ReadChar ()*0.25; state->gunoffset[2] = MSG_ReadChar ()*0.25; } if (extflags & Q2PSX_GUNANGLES) { state->gunangles[0] = MSG_ReadChar ()*0.25; state->gunangles[1] = MSG_ReadChar ()*0.25; state->gunangles[2] = MSG_ReadChar ()*0.25; } if (flags & Q2PS_BLEND) { state->blend[0] = MSG_ReadByte ()/255.0; state->blend[1] = MSG_ReadByte ()/255.0; state->blend[2] = MSG_ReadByte ()/255.0; state->blend[3] = MSG_ReadByte ()/255.0; } if (flags & Q2PS_FOV) state->fov = MSG_ReadByte (); if (flags & Q2PS_RDFLAGS) state->rdflags = MSG_ReadByte (); // parse stats if (extflags & (Q2PSX_OLD|Q2PSX_STATS)) statbits = MSG_ReadLong (); else statbits = 0; if (statbits) { for (i=0 ; istats[i] = MSG_ReadShort(); } if ((extflags & Q2PSX_CLIENTNUM) || (flags & Q2PS_CLIENTNUM)) newframe->clientnum[seat] = MSG_ReadByte(); } /* ================== CL_FireEntityEvents ================== */ void CLQ2_FireEntityEvents (q2frame_t *frame) { entity_state_t *s1; int pnum, num; for (pnum = 0 ; pnumnum_entities ; pnum++) { num = (frame->parse_entities + pnum)&(MAX_PARSE_ENTITIES-1); s1 = &clq2_parse_entities[num]; if (s1->u.q2.event) CLQ2_EntityEvent (s1); // EF_TELEPORTER acts like an event, but is not cleared each frame if (s1->effects & Q2EF_TELEPORTER) CLQ2_TeleporterParticles (s1); } } void CLR1Q2_ParsePlayerUpdate(void) { unsigned int framenum = MSG_ReadLong(); q2frame_t *frame = &cl.q2frames[framenum & Q2UPDATE_MASK]; int seat; if (frame->serverframe != framenum) Con_DPrintf("svcr1q2_playerupdate: stale frame\n"); else if (!frame->valid) Con_DPrintf("svcr1q2_playerupdate: invalid frame\n"); //excrement happens. else { int pnum; vec3_t neworg; entity_state_t *st; for (pnum = 0; pnum < frame->num_entities; pnum++) { st = &clq2_parse_entities[(frame->parse_entities+pnum) & (MAX_PARSE_ENTITIES-1)]; //I don't like how r1q2 does its maxclients, so I'm just going to go on message size instead if (msg_readcount == net_message.cursize) break; //the local client(s) is not included, thanks to prediction covering that. for (seat = 0; seat < cl.splitclients; seat++) { if (st->number == cl.playerview[0].playernum+1) break; } if (seat != cl.splitclients) continue; if (st->number != 1) continue; //FIXME: handle this, with lerping and stuff. MSG_ReadPos(neworg); } //just for sanity's sake if (msg_readcount != net_message.cursize) msg_badread = true; } //this should be the only/last thing in these packets, because if it isn't then we're screwed when a packet got lost msg_readcount = net_message.cursize; } /* ================ CL_ParseFrame ================ */ void CLQ2_ParseFrame (int extrabits) { int cmd; int len; q2frame_t *old; int i,j, chokecount; memset (&cl.q2frame, 0, sizeof(cl.q2frame)); #if 0 CLQ2_ClearProjectiles(); // clear projectiles for new frame #endif if (cls.protocol_q2 == PROTOCOL_VERSION_R1Q2 || cls.protocol_q2 == PROTOCOL_VERSION_Q2PRO) { unsigned int bits = MSG_ReadLong(); cl.q2frame.serverframe = bits & 0x07ffffff; i = bits >> 27; if (i == 31) cl.q2frame.deltaframe = -1; else cl.q2frame.deltaframe = cl.q2frame.serverframe - i; bits = MSG_ReadByte(); chokecount = bits & 0xf; extrabits = (extrabits<<4) | (bits>>4); } else { cl.q2frame.serverframe = MSG_ReadLong (); cl.q2frame.deltaframe = MSG_ReadLong (); if (cls.protocol_q2 > 26) chokecount = MSG_ReadByte (); else chokecount = 0; extrabits = Q2PSX_OLD; } cl.q2frame.servertime = cl.q2frame.serverframe*(1000/cl.q2svnetrate); cl.oldgametime = cl.gametime; cl.oldgametimemark = cl.gametimemark; cl.gametime = cl.q2frame.servertime/1000.f; cl.gametimemark = realtime; for (j=0 ; jvalid) { // should never happen Con_Printf ("Delta from invalid frame (not supposed to happen!).\n"); cl.q2frame.valid = true; // uncompressed frame old = NULL; } else if (old->serverframe != cl.q2frame.deltaframe) { // The frame that the server did the delta from // is too old, so we can't reconstruct it properly. Con_Printf ("Delta frame too old.\n"); } else if (cl.parse_entities - old->parse_entities > MAX_PARSE_ENTITIES-128) { Con_Printf ("Delta parse_entities too old.\n"); } else cl.q2frame.valid = true; // valid delta parse } // clamp time if (cl.time > cl.q2frame.servertime/1000.0) cl.time = cl.q2frame.servertime/1000.0; else if (cl.time < (cl.q2frame.servertime - 100)/1000.0) cl.time = (cl.q2frame.servertime - 100)/1000.0; // read areabits len = MSG_ReadByte (); MSG_ReadData (&cl.q2frame.areabits, len); // normally playerstate then packet entities //in splitscreen we may have multiple player states, one per player. if (cls.protocol_q2 != PROTOCOL_VERSION_R1Q2 && cls.protocol_q2 != PROTOCOL_VERSION_Q2PRO) { cl.splitclients = 0; for (cl.splitclients = 0; ; ) { cmd = MSG_ReadByte (); // SHOWNET(svc_strings[cmd]); if (cmd == svcq2_playerinfo && cl.splitclients < MAX_SPLITS) CLQ2_ParsePlayerstate (cl.splitclients++, old, &cl.q2frame, extrabits); else break; } if (!cl.splitclients) Host_EndGame ("CL_ParseFrame: no playerinfo"); if (cmd != svcq2_packetentities) Host_EndGame ("CL_ParseFrame: not packetentities"); } else { cl.splitclients = 1; CLQ2_ParsePlayerstate (0, old, &cl.q2frame, extrabits); } CLQ2_ParsePacketEntities (old, &cl.q2frame); for (cmd = 0; cmd < MAX_SPLITS; cmd++) cl.playerview[cmd].viewentity = cl.q2frame.clientnum[cmd]+1; // save the frame off in the backup array for later delta comparisons cl.q2frames[cl.q2frame.serverframe & Q2UPDATE_MASK] = cl.q2frame; cl.parsecount = cl.q2frame.serverframe; if (cl.q2frame.valid) { // getting a valid frame message ends the connection process if (cls.state != ca_active) { CL_MakeActive("Quake2"); // cl.force_refdef = true; // cl.predicted_origin[0] = cl.q2frame.playerstate[0].pmove.origin[0]*0.125; // cl.predicted_origin[1] = cl.q2frame.playerstate[0].pmove.origin[1]*0.125; // cl.predicted_origin[2] = cl.q2frame.playerstate[0].pmove.origin[2]*0.125; // VectorCopy (cl.q2frame.playerstate[0].viewangles, cl.predicted_angles); // if (cls.disable_servercount != cl.servercount // && cl.refresh_prepped) SCR_EndLoadingPlaque (); // get rid of loading plaque } // cl.sound_prepped = true; // can start mixing ambient sounds // fire entity events CLQ2_FireEntityEvents (&cl.q2frame); #ifdef Q2BSPS CLQ2_CheckPredictionError (); #endif cl.validsequence = cl.q2frame.serverframe; } } /* ========================================================================== INTERPOLATE BETWEEN FRAMES TO GET RENDERING PARMS ========================================================================== */ /* struct model_s *S_RegisterSexedModel (entity_state_t *ent, char *base) { int n; char *p; struct model_s *mdl; char model[MAX_QPATH]; char buffer[MAX_QPATH]; // determine what model the client is using model[0] = 0; n = CS_PLAYERSKINS + ent->number - 1; if (cl.configstrings[n][0]) { p = strchr(cl.configstrings[n], '\\'); if (p) { p += 1; strcpy(model, p); p = strchr(model, '/'); if (p) *p = 0; } } // if we can't figure it out, they're male if (!model[0]) strcpy(model, "male"); Com_sprintf (buffer, sizeof(buffer), "players/%s/%s", model, base+1); mdl = re.RegisterModel(buffer); if (!mdl) { // not found, try default weapon model Com_sprintf (buffer, sizeof(buffer), "players/%s/weapon.md2", model); mdl = re.RegisterModel(buffer); if (!mdl) { // no, revert to the male model Com_sprintf (buffer, sizeof(buffer), "players/%s/%s", "male", base+1); mdl = re.RegisterModel(buffer); if (!mdl) { // last try, default male weapon.md2 Com_sprintf (buffer, sizeof(buffer), "players/male/weapon.md2"); mdl = re.RegisterModel(buffer); } } } return mdl; } */ //returns a list of all the ents currently trying to play a sound. unsigned int CLQ2_GatherSounds(vec3_t *positions, unsigned int *entnums, sfx_t **sounds, unsigned int max) { entity_state_t *s1; sfx_t *sfx; unsigned int pnum; unsigned int count = 0; q2frame_t *frame = &cl.q2frame; for (pnum = 0 ; pnumnum_entities ; pnum++) { s1 = &clq2_parse_entities[(frame->parse_entities+pnum)&(MAX_PARSE_ENTITIES-1)]; if (s1->u.q2.sound > 0 && s1->u.q2.sound < MAX_PRECACHE_SOUNDS) { sfx = cl.sound_precache[s1->u.q2.sound]; if (sfx) { if (count == max) { Con_DPrintf("Exceeded limit of %d looped sounds\n", max); break; } //fixme: sexed sounds entnums[count] = s1->number; VectorCopy(s1->origin, positions[count]); sounds[count] = sfx; count++; } } } return count; } /* =============== CL_AddPacketEntities =============== */ static void CLQ2_AddPacketEntities (q2frame_t *frame) { entity_t ent; entity_state_t *s1; float autorotate; int i; int pnum; q2centity_t *cent; int autoanim; // q2clientinfo_t *ci; player_info_t *player; unsigned int effects, renderfx; float back, fwds; float timestep = cl.gametime-cl.oldgametime; // bonus items rotate at a fixed rate autorotate = anglemod(cl.time*100); // brush models can auto animate their frames autoanim = 2*cl.time; memset (&ent, 0, sizeof(ent)); for (pnum = 0 ; pnumnum_entities ; pnum++) { s1 = &clq2_parse_entities[(frame->parse_entities+pnum)&(MAX_PARSE_ENTITIES-1)]; cent = &cl_entities[s1->number]; effects = s1->effects; renderfx = s1->u.q2.renderfx; ent.rtype = RT_MODEL; ent.keynum = s1->number; ent.scale = 1; ent.shaderRGBAf[0] = 1; ent.shaderRGBAf[1] = 1; ent.shaderRGBAf[2] = 1; ent.shaderRGBAf[3] = 1; ent.glowmod[0] = 1; ent.glowmod[1] = 1; ent.glowmod[2] = 1; ent.fatness = 0; ent.topcolour = 1; ent.bottomcolour = 1; #ifdef HEXEN2 ent.h2playerclass = 0; #endif ent.playerindex = -1; ent.customskin = 0; // set frame if (effects & Q2EF_ANIM01) ent.framestate.g[FS_REG].frame[0] = autoanim & 1; else if (effects & Q2EF_ANIM23) ent.framestate.g[FS_REG].frame[0] = 2 + (autoanim & 1); else if (effects & Q2EF_ANIM_ALL) ent.framestate.g[FS_REG].frame[0] = autoanim; else if (effects & Q2EF_ANIM_ALLFAST) ent.framestate.g[FS_REG].frame[0] = cl.time / 100; else ent.framestate.g[FS_REG].frame[0] = s1->frame; // quad and pent can do different things on client if (effects & Q2EF_PENT) { effects &= ~Q2EF_PENT; effects |= Q2EF_COLOR_SHELL; renderfx |= Q2RF_SHELL_RED; } if (effects & Q2EF_QUAD) { effects &= ~Q2EF_QUAD; effects |= Q2EF_COLOR_SHELL; renderfx |= Q2RF_SHELL_BLUE; } //====== // PMM if (effects & Q2EF_DOUBLE) { effects &= ~Q2EF_DOUBLE; effects |= Q2EF_COLOR_SHELL; renderfx |= Q2RF_SHELL_DOUBLE; } if (effects & Q2EF_HALF_DAMAGE) { effects &= ~Q2EF_HALF_DAMAGE; effects |= Q2EF_COLOR_SHELL; renderfx |= Q2RF_SHELL_HALF_DAM; } // pmm //====== ent.framestate.g[FS_REG].frame[1] = cent->prev.frame; ent.framestate.g[FS_REG].lerpweight[0] = 1-cl.lerpfrac; ent.framestate.g[FS_REG].lerpweight[1] = cl.lerpfrac; if (renderfx & (Q2RF_FRAMELERP|Q2RF_BEAM)) { // step origin discretely, because the frames // do the animation properly VectorCopy (cent->current.origin, ent.origin); VectorCopy (cent->current.u.q2.old_origin, ent.oldorigin); } else { // interpolate origin for (i=0 ; i<3 ; i++) { ent.origin[i] = ent.oldorigin[i] = cent->prev.origin[i] + cl.lerpfrac * (cent->current.origin[i] - cent->prev.origin[i]); } } // create a new entity // tweak the color of beams if ( renderfx & Q2RF_BEAM ) { // the four beam colors are encoded in 32 bits of skinnum (hack) ent.skinnum = (s1->skinnum >> ((rand() % 4)*8)) & 0xff; ent.shaderRGBAf[0] = ((d_8to24srgbtable[ent.skinnum & 0xFF] >> 0) & 0xFF)/255.0; ent.shaderRGBAf[1] = ((d_8to24srgbtable[ent.skinnum & 0xFF] >> 8) & 0xFF)/255.0; ent.shaderRGBAf[2] = ((d_8to24srgbtable[ent.skinnum & 0xFF] >> 16) & 0xFF)/255.0; ent.shaderRGBAf[3] = 0.30; ent.model = NULL; ent.framestate.g[FS_REG].lerpweight[0] = 0; ent.framestate.g[FS_REG].lerpweight[1] = 1; ent.rtype = RT_BEAM; } else { // set skin if (s1->modelindex == 255) { // use custom player skin ent.skinnum = 0; player = &cl.players[(s1->skinnum&0xff)%cl.allocated_client_slots]; ent.model = player->model; if (!ent.model || ent.model->loadstate != MLS_LOADED) //we need to do better than this { ent.model = Mod_ForName("players/male/tris.md2", MLV_SILENT); ent.customskin = Mod_RegisterSkinFile("players/male/grunt.skin"); if (!ent.customskin) ent.customskin = Mod_ReadSkinFile("players/male/grunt.skin", "replace \"\" \"players/male/grunt.pcx\""); } else ent.customskin = player->skinid; ent.playerindex = (s1->skinnum&0xff)%cl.allocated_client_slots; /* ci = &cl.clientinfo[s1->skinnum & 0xff]; // ent.skin = ci->skin; ent.model = ci->model; if (!ent.skin || !ent.model) { ent.skin = cl.baseclientinfo.skin; ent.model = cl.baseclientinfo.model; } //============ //PGM if (renderfx & Q2RF_USE_DISGUISE) { if(!strncmp((char *)ent.skin, "players/male", 12)) { ent.skin = re.RegisterSkin ("players/male/disguise.pcx"); ent.model = re.RegisterModel ("players/male/tris.md2"); } else if(!strncmp((char *)ent.skin, "players/female", 14)) { ent.skin = re.RegisterSkin ("players/female/disguise.pcx"); ent.model = re.RegisterModel ("players/female/tris.md2"); } else if(!strncmp((char *)ent.skin, "players/cyborg", 14)) { ent.skin = re.RegisterSkin ("players/cyborg/disguise.pcx"); ent.model = re.RegisterModel ("players/cyborg/tris.md2"); } }*/ //PGM //============ } else { ent.skinnum = s1->skinnum; // ent.skin = NULL; ent.model = cl.model_precache[s1->modelindex]; } } // only used for black hole model right now, FIXME: do better if (renderfx == RF_TRANSLUCENT) ent.shaderRGBAf[3] = 0.70; // render effects (fullbright, translucent, etc) if ((effects & Q2EF_COLOR_SHELL)) ent.flags = 0; // renderfx go on color shell entity else ent.flags = renderfx; // calculate angles if (effects & Q2EF_ROTATE) { // some bonus items auto-rotate ent.angles[0] = 0; ent.angles[1] = autorotate; ent.angles[2] = 0; } // RAFAEL else if (effects & Q2EF_SPINNINGLIGHTS) { ent.angles[0] = 0; ent.angles[1] = anglemod(cl.time/2) + s1->angles[1]; ent.angles[2] = 180; { vec3_t forward; vec3_t start; AngleVectors (ent.angles, forward, NULL, NULL); VectorMA (ent.origin, 64, forward, start); V_AddLight (ent.keynum, start, 100, 0.2, 0, 0); } } else { // interpolate angles float a1, a2; for (i=0 ; i<3 ; i++) { a1 = cent->current.angles[i]; a2 = cent->prev.angles[i]; ent.angles[i] = LerpAngle (a2, a1, cl.lerpfrac); } } ent.angles[0]*=r_meshpitch.value; //q2 has it fixed. consistency... ent.angles[2]*=r_meshroll.value; //h2 doesn't. consistency... if (s1->number == cl.playerview[0].playernum+1) //woo! this is us! { // VectorCopy(cl.predicted_origin, ent.origin); // VectorCopy(cl.predicted_origin, ent.oldorigin); ent.flags |= RF_EXTERNALMODEL; // only draw from mirrors renderfx |= RF_EXTERNALMODEL; if (effects & Q2EF_FLAG1) V_AddLight (ent.keynum, ent.origin, 225, 0.2, 0.05, 0.05); else if (effects & Q2EF_FLAG2) V_AddLight (ent.keynum, ent.origin, 225, 0.05, 0.05, 0.2); else if (effects & Q2EF_TAGTRAIL) //PGM V_AddLight (ent.keynum, ent.origin, 225, 0.2, 0.2, 0.0); //PGM else if (effects & Q2EF_TRACKERTRAIL) //PGM V_AddLight (ent.keynum, ent.origin, 225, -0.2, -0.2, -0.2); //PGM } // if set to invisible, skip if (!s1->modelindex) continue; if (effects & Q2EF_BFG) { ent.flags |= RF_TRANSLUCENT; ent.shaderRGBAf[3] = 0.30; } // RAFAEL if (effects & Q2EF_PLASMA) { ent.flags |= RF_TRANSLUCENT; ent.shaderRGBAf[3] = 0.6; } if (effects & Q2EF_SPHERETRANS) { ent.flags |= RF_TRANSLUCENT; // PMM - *sigh* yet more EF overloading if (effects & Q2EF_TRACKERTRAIL) ent.shaderRGBAf[3] = 0.6; else ent.shaderRGBAf[3] = 0.3; } //pmm /*lerp the ent now*/ fwds = ent.framestate.g[FS_REG].lerpweight[1]; back = ent.framestate.g[FS_REG].lerpweight[0]; for (i = 0; i < 3; i++) { ent.origin[i] = ent.origin[i]*fwds + ent.oldorigin[i]*back; } ent.framestate.g[FS_REG].lerpweight[0] = fwds; ent.framestate.g[FS_REG].lerpweight[1] = back; if ((renderfx & Q2RF_IR_VISIBLE) && (r_refdef.flags & Q2RDF_IRGOGGLES)) { //IR googles make ir visible ents visible in pure red. ent.shaderRGBAf[0] = 1; ent.shaderRGBAf[1] = 0; ent.shaderRGBAf[2] = 0; //bypasses world lighting ent.light_known = true; VectorSet(ent.light_avg, 1, 1, 1); VectorSet(ent.light_range, 0, 0, 0); //(yes, its a bit shit. not even a post-process thing) } // add to refresh list V_AddEntity (&ent); ent.light_known = false; ent.customskin = 0; // color shells generate a seperate entity for the main model if (effects & Q2EF_COLOR_SHELL) { // PMM - at this point, all of the shells have been handled // if we're in the rogue pack, set up the custom mixing, otherwise just // keep going // all of the solo colors are fine. we need to catch any of the combinations that look bad // (double & half) and turn them into the appropriate color, and make double/quad something special if (renderfx & Q2RF_SHELL_HALF_DAM) { { // ditch the half damage shell if any of red, blue, or double are on if (renderfx & (Q2RF_SHELL_RED|Q2RF_SHELL_BLUE|Q2RF_SHELL_DOUBLE)) renderfx &= ~Q2RF_SHELL_HALF_DAM; } } if (renderfx & Q2RF_SHELL_DOUBLE) { { // lose the yellow shell if we have a red, blue, or green shell if (renderfx & (Q2RF_SHELL_RED|Q2RF_SHELL_BLUE|Q2RF_SHELL_GREEN)) renderfx &= ~Q2RF_SHELL_DOUBLE; // if we have a red shell, turn it to purple by adding blue if (renderfx & Q2RF_SHELL_RED) renderfx |= Q2RF_SHELL_BLUE; // if we have a blue shell (and not a red shell), turn it to cyan by adding green else if (renderfx & Q2RF_SHELL_BLUE) { // go to green if it's on already, otherwise do cyan (flash green) if (renderfx & Q2RF_SHELL_GREEN) renderfx &= ~Q2RF_SHELL_BLUE; else renderfx |= Q2RF_SHELL_GREEN; } } } // pmm ent.flags = renderfx; ent.shaderRGBAf[3] = 0.20; ent.shaderRGBAf[0] = (!!(renderfx & Q2RF_SHELL_RED)); ent.shaderRGBAf[1] = (!!(renderfx & Q2RF_SHELL_GREEN)); ent.shaderRGBAf[2] = (!!(renderfx & Q2RF_SHELL_BLUE)); ent.forcedshader = R_RegisterCustom(NULL, "q2/shell", SUF_NONE, Shader_DefaultSkinShell, NULL); ent.fatness = 2; V_AddEntity (&ent); ent.fatness = 0; } ent.forcedshader = NULL; // ent.skin = NULL; // never use a custom skin on others ent.skinnum = 0; ent.flags &= RF_EXTERNALMODEL; ent.shaderRGBAf[3] = 1; // duplicate for linked models if (s1->modelindex2) { if (s1->modelindex2 == 255) { // custom weapon char *modelname; char *skin; ent.model=NULL; player = &cl.players[(s1->skinnum&0xff)%MAX_CLIENTS]; modelname = InfoBuf_ValueForKey(&player->userinfo, "skin"); if (!modelname[0]) modelname = "male"; skin = strchr(modelname, '/'); if (skin) *skin = '\0'; i = (s1->skinnum >> 8); // 0 is default weapon model if (i < 0 || i >= cl.numq2visibleweapons) i = 0; //0 is always valid ent.model = Mod_ForName(va("players/%s/%s", modelname, cl.q2visibleweapons[i]), MLV_WARN); if (ent.model->loadstate == MLS_FAILED && i) { i = 0; ent.model = Mod_ForName(va("players/%s/%s", modelname, cl.q2visibleweapons[i]), MLV_WARN); } if (ent.model->loadstate == MLS_FAILED && strcmp(modelname, "male")) ent.model = Mod_ForName(va("players/%s/%s", "male", cl.q2visibleweapons[i]), MLV_WARN); } else ent.model = cl.model_precache[s1->modelindex2]; // PMM - check for the defender sphere shell .. make it translucent // replaces the previous version which used the high bit on modelindex2 to determine transparency /* if (!Q_strcasecmp (cl.model_name[(s1->modelindex2)], "models/items/shell/tris.md2")) { ent.alpha = 0.32; ent.flags |= Q2RF_TRANSLUCENT; V_AddEntity (&ent); // make sure these get reset. ent.flags &= RF_EXTERNALMODEL; ent.shaderRGBAf[3] = 1; } else */ // pmm V_AddEntity (&ent); } if (s1->u.q2.modelindex3) { ent.model = cl.model_precache[s1->u.q2.modelindex3]; V_AddEntity (&ent); } if (s1->u.q2.modelindex4) { ent.model = cl.model_precache[s1->u.q2.modelindex4]; V_AddEntity (&ent); } if ( effects & Q2EF_POWERSCREEN ) { ent.model = Mod_ForName("models/items/armor/effect/tris.md2", MLV_WARN); ent.framestate.g[FS_REG].frame[0] = 0; ent.framestate.g[FS_REG].frame[0] = 0; ent.flags |= (RF_TRANSLUCENT | Q2RF_SHELL_GREEN); ent.shaderRGBAf[3] = 0.30; V_AddEntity (&ent); } // add automatic particle trails if ( (effects&~Q2EF_ROTATE) ) { if (effects & Q2EF_ROCKET) { //FIXME: cubemap orientation if (P_ParticleTrail(cent->lerp_origin, ent.origin, pt_q2[Q2RT_ROCKET], timestep, ent.keynum, NULL, ¢->trailstate)) if (P_ParticleTrail(cent->lerp_origin, ent.origin, rt_rocket, timestep, ent.keynum, NULL, ¢->trailstate)) { P_ParticleTrailIndex(cent->lerp_origin, ent.origin, P_INVALID, timestep, 0xdc, 4, ¢->trailstate); V_AddLight (ent.keynum, ent.origin, 200, 0.2, 0.1, 0.05); } } // PGM - Do not reorder EF_BLASTER and EF_HYPERBLASTER. // EF_BLASTER | EF_TRACKER is a special case for EF_BLASTER2... Cheese! else if (effects & Q2EF_BLASTER) { //PGM if (effects & Q2EF_TRACKER) // lame... problematic? { if (P_ParticleTrail(cent->lerp_origin, ent.origin, pt_q2[Q2RT_BLASTERTRAIL2], timestep, ent.keynum, NULL, ¢->trailstate)) { P_ParticleTrailIndex(cent->lerp_origin, ent.origin, P_INVALID, timestep, 0xd0, 1, ¢->trailstate); V_AddLight (ent.keynum, ent.origin, 200, 0, 0.2, 0); } } else { if (P_ParticleTrail(cent->lerp_origin, ent.origin, pt_q2[Q2RT_BLASTERTRAIL], timestep, ent.keynum, NULL, ¢->trailstate)) { P_ParticleTrailIndex(cent->lerp_origin, ent.origin, P_INVALID, timestep, 0xe0, 1, ¢->trailstate); V_AddLight (ent.keynum, ent.origin, 200, 0.2, 0.2, 0); } } //PGM } else if (effects & Q2EF_HYPERBLASTER) { if (effects & Q2EF_TRACKER) // PGM overloaded for blaster2. V_AddLight (ent.keynum, ent.origin, 200, 0, 0.2, 0); // PGM else // PGM V_AddLight (ent.keynum, ent.origin, 200, 0.2, 0.2, 0); } else if (effects & Q2EF_GIB) { if (P_ParticleTrail(cent->lerp_origin, ent.origin, pt_q2[Q2RT_GIB], timestep, ent.keynum, NULL, ¢->trailstate)) if (P_ParticleTrail(cent->lerp_origin, ent.origin, rt_blood, timestep, ent.keynum, NULL, ¢->trailstate)) P_ParticleTrailIndex(cent->lerp_origin, ent.origin, P_INVALID, timestep, 0xe8, 8, ¢->trailstate); } else if (effects & Q2EF_GRENADE) { if (P_ParticleTrail(cent->lerp_origin, ent.origin, pt_q2[Q2RT_GRENADE], timestep, ent.keynum, NULL, ¢->trailstate)) if (P_ParticleTrail(cent->lerp_origin, ent.origin, rt_grenade, timestep, ent.keynum, NULL, ¢->trailstate)) P_ParticleTrailIndex(cent->lerp_origin, ent.origin, P_INVALID, timestep, 4, 8, ¢->trailstate); } else if (effects & Q2EF_FLIES) { CLQ2_FlyEffect (cent, ent.origin); } else if (effects & Q2EF_BFG) { static int bfg_lightramp[6] = {300, 400, 600, 300, 150, 75}; if (effects & Q2EF_ANIM_ALLFAST) { CLQ2_BfgParticles (cent, ent.origin); i = 200; } else { i = bfg_lightramp[s1->frame]; } V_AddLight (ent.keynum, ent.origin, i, 0, 0.2, 0); } // RAFAEL else if (effects & Q2EF_TRAP) { ent.origin[2] += 32; P_ParticleTrail(cent->lerp_origin, ent.origin, pt_q2[Q2RT_TRAP], timestep, ent.keynum, NULL, ¢->trailstate); } else if (effects & Q2EF_FLAG1) { if (P_ParticleTrail(cent->lerp_origin, ent.origin, pt_q2[Q2RT_FLAG1], timestep, ent.keynum, NULL, ¢->trailstate)) { P_ParticleTrailIndex(cent->lerp_origin, ent.origin, P_INVALID, timestep, 242, 1, ¢->trailstate); V_AddLight (ent.keynum, ent.origin, 225, 0.2, 0.05, 0.05); } } else if (effects & Q2EF_FLAG2) { if (P_ParticleTrail(cent->lerp_origin, ent.origin, pt_q2[Q2RT_FLAG2], timestep, ent.keynum, NULL, ¢->trailstate)) { P_ParticleTrailIndex(cent->lerp_origin, ent.origin, P_INVALID, timestep, 115, 1, ¢->trailstate); V_AddLight (ent.keynum, ent.origin, 225, 0.05, 0.05, 0.2); } } //====== //ROGUE else if (effects & Q2EF_TAGTRAIL) { if (P_ParticleTrail(cent->lerp_origin, ent.origin, pt_q2[Q2RT_TAGTRAIL], timestep, ent.keynum, NULL, ¢->trailstate)) { P_ParticleTrailIndex(cent->lerp_origin, ent.origin, P_INVALID, timestep, 220, 1, ¢->trailstate); V_AddLight (ent.keynum, ent.origin, 225, 0.2, 0.2, 0.0); } } else if (effects & Q2EF_TRACKERTRAIL) { if (effects & Q2EF_TRACKER) { float intensity; intensity = 50 + (500 * (sin(cl.time/500.0) + 1.0)); // FIXME - check out this effect in rendition V_AddLight (ent.keynum, ent.origin, intensity, -0.2, -0.2, -0.2); } else { CLQ2_Tracker_Shell (cent, cent->lerp_origin); V_AddLight (ent.keynum, ent.origin, 155, -0.2, -0.2, -0.2); } } else if (effects & Q2EF_TRACKER) { if (P_ParticleTrail(cent->lerp_origin, ent.origin, pt_q2[Q2RT_TRACKER], timestep, ent.keynum, NULL, ¢->trailstate)) { P_ParticleTrailIndex(cent->lerp_origin, ent.origin, P_INVALID, timestep, 0, 1, ¢->trailstate); V_AddLight (ent.keynum, ent.origin, 200, -0.2, -0.2, -0.2); } } //ROGUE //====== // RAFAEL else if (effects & Q2EF_GREENGIB) { if (P_ParticleTrail(cent->lerp_origin, ent.origin, pt_q2[Q2RT_GREENGIB], timestep, ent.keynum, NULL, ¢->trailstate)) P_ParticleTrailIndex(cent->lerp_origin, ent.origin, P_INVALID, timestep, 219, 8, ¢->trailstate); } // RAFAEL else if (effects & Q2EF_IONRIPPER) { if (P_ParticleTrail(cent->lerp_origin, ent.origin, pt_q2[Q2RT_IONRIPPER], timestep, ent.keynum, NULL, ¢->trailstate)) { P_ParticleTrailIndex(cent->lerp_origin, ent.origin, P_INVALID, timestep, 228, 4, ¢->trailstate); V_AddLight (ent.keynum, ent.origin, 100, 0.2, 0.1, 0.1); } } // RAFAEL else if (effects & Q2EF_BLUEHYPERBLASTER) { V_AddLight (ent.keynum, ent.origin, 200, 0, 0, 0.2); } // RAFAEL else if (effects & Q2EF_PLASMA) { if (effects & Q2EF_ANIM_ALLFAST) { P_ParticleTrail(cent->lerp_origin, ent.origin, pt_q2[Q2RT_PLASMA], timestep, ent.keynum, NULL, ¢->trailstate); } V_AddLight (ent.keynum, ent.origin, 130, 0.2, 0.1, 0.1); } } VectorCopy (ent.origin, cent->lerp_origin); } } /* ============== CL_AddViewWeapon ============== */ static void CLQ2_AddViewWeapon (int seat, q2player_state_t *ps, q2player_state_t *ops) { playerview_t *pv = &cl.playerview[seat]; pv->vm.oldmodel = NULL; // allow the gun to be completely removed if (!r_drawviewmodel.value) return; if (!Cam_DrawViewModel(pv)) return; // don't draw gun if in wide angle view if (ps->fov > 90) return; //generate root matrix.. VectorCopy(pv->simorg, pv->vw_origin); AngleVectors(pv->simangles, pv->vw_axis[0], pv->vw_axis[1], pv->vw_axis[2]); VectorInverse(pv->vw_axis[1]); pv->vm.oldmodel = cl.model_precache[ps->gunindex]; if (!pv->vm.oldmodel) return; pv->vm.oldframe = ps->gunframe; if (ps->gunindex != ops->gunindex) pv->vm.prevframe = ps->gunframe; else pv->vm.prevframe = ops->gunframe; } /* =============== CL_CalcViewValues Sets r_refdef view values =============== */ void CLQ2_CalcViewValues (int seat) { int i; float lerp, backlerp; q2frame_t *oldframe; q2player_state_t *ps, *ops; playerview_t *pv = &cl.playerview[seat]; r_refdef.areabitsknown = true; memcpy(r_refdef.areabits, cl.q2frame.areabits, sizeof(r_refdef.areabits)); r_refdef.useperspective = true; r_refdef.mindist = bound(0.1, gl_mindist.value, 4); r_refdef.maxdist = gl_maxdist.value; // find the previous frame to interpolate from ps = &cl.q2frame.playerstate[seat]; i = (cl.q2frame.serverframe - 1) & Q2UPDATE_MASK; oldframe = &cl.q2frames[i]; if (oldframe->serverframe != cl.q2frame.serverframe-1 || !oldframe->valid) oldframe = &cl.q2frame; // previous frame was dropped or involid ops = &oldframe->playerstate[seat]; // see if the player entity was teleported this frame if ( abs(ops->pmove.origin[0] - ps->pmove.origin[0]) > 256*8 || abs(ops->pmove.origin[1] - ps->pmove.origin[1]) > 256*8 || abs(ops->pmove.origin[2] - ps->pmove.origin[2]) > 256*8) ops = ps; // don't interpolate lerp = cl.lerpfrac; // calculate the origin if (cl.worldmodel && (!cl_nopred.value) && !(cl.q2frame.playerstate[seat].pmove.pm_flags & Q2PMF_NO_PREDICTION) && !cls.demoplayback) { // use predicted values float delta; backlerp = 1.0 - lerp; for (i=0 ; i<3 ; i++) { pv->simorg[i] = pv->predicted_origin[i] + ops->viewoffset[i] + lerp * (ps->viewoffset[i] - ops->viewoffset[i]) - backlerp * pv->prediction_error[i]; } // smooth out stair climbing delta = realtime - pv->predicted_step_time; if (delta < 0.1) pv->simorg[2] -= pv->predicted_step * (0.1 - delta)*10; } else { // just use interpolated values for (i=0 ; i<3 ; i++) pv->simorg [i] = ops->pmove.origin[i]*0.125 + ops->viewoffset[i] + lerp * (ps->pmove.origin[i]*0.125 + ps->viewoffset[i] - (ops->pmove.origin[i]*0.125 + ops->viewoffset[i]) ); } // if not running a demo or on a locked frame, add the local angle movement if (cl.worldmodel && ps->pmove.pm_type < Q2PM_DEAD && !cls.demoplayback) { // use predicted values for (i=0 ; i<3 ; i++) pv->simangles[i] = pv->predicted_angles[i]; } else { // just use interpolated values for (i=0 ; i<3 ; i++) pv->simangles[i] = LerpAngle (ops->viewangles[i], ps->viewangles[i], lerp); } for (i=0 ; i<3 ; i++) pv->simangles[i] += v_gunkick_q2.value * LerpAngle (ops->kick_angles[i], ps->kick_angles[i], lerp); // VectorCopy(r_refdef.viewangles, cl.viewangles); // AngleVectors (r_refdef.viewangles, v_forward, v_right, v_up); // interpolate field of view r_refdef.fov_x = ops->fov + lerp * (ps->fov - ops->fov); //do interpolate blend alpha, but only if the rgb didn't change // don't interpolate blend color for (i=0 ; i<3 ; i++) pv->screentint[i] = ps->blend[i]; if (ps->blend[0] == ops->blend[0] && ps->blend[1] == ops->blend[1] && ps->blend[2] == ops->blend[2] && (!ps->blend[3]) == (!ops->blend[3])) pv->screentint[3] = (ops->blend[3] + lerp * (ps->blend[3]-ops->blend[3]))*gl_cshiftenabled.value; else pv->screentint[3] = ps->blend[3]*gl_cshiftenabled.value; // add the weapon CLQ2_AddViewWeapon (seat, ps, ops); } /* =============== CL_AddEntities Emits all entities, particles, and lights to the refresh =============== */ void CLQ2_AddEntities (void) { int seat; if (cls.state != ca_active) return; cl.lerpfrac = 1.0 - (cl.q2frame.servertime/1000.0 - cl.time) * cl.q2svnetrate; // Con_Printf("%g: %g\n", cl.q2frame.servertime - (cl.time*1000), cl.lerpfrac); cl.lerpfrac = bound(0, cl.lerpfrac, 1); for (seat = 0; seat < cl.splitclients; seat++) CLQ2_CalcViewValues (seat); CLQ2_AddPacketEntities (&cl.q2frame); #if 0 CLQ2_AddProjectiles (); #endif CL_UpdateTEnts (); #ifdef _DEBUG if (chase_active.ival) { playerview_t *pv = &cl.playerview[0]; vec3_t axis[3]; vec3_t camorg; // trace_t tr; AngleVectors(r_refdef.viewangles, axis[0], axis[1], axis[2]); VectorMA(r_refdef.vieworg, -chase_back.value, axis[0], camorg); VectorMA(camorg, -chase_up.value, pv->gravitydir, camorg); // if (cl.worldmodel && cl.worldmodel->funcs.NativeTrace(cl.worldmodel, 0, NULLFRAMESTATE, NULL, r_refdef.vieworg, camorg, vec3_origin, vec3_origin, true, MASK_WORLDSOLID, &tr)) VectorCopy(camorg, r_refdef.vieworg); V_EditExternalModels(0, NULL, 0); } #endif } #endif