fteqw/engine/server/sv_user.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.
*/
// sv_user.c -- server code for moving users
#include "quakedef.h"
#include "fs.h"
#ifndef CLIENTONLY
#include "pr_common.h"
#include <ctype.h>
#define Q2EDICT_NUM(i) (q2edict_t*)((char *)ge->edicts+i*ge->edict_size)
#define Q2NUM_FOR_EDICT(ent) (((char *)ent - (char *)ge->edicts) / ge->edict_size)
hull_t *SV_HullForEntity (edict_t *ent, int hullnum, vec3_t mins, vec3_t maxs, vec3_t offset);
edict_t *sv_player;
usercmd_t cmd;
#ifdef SERVERONLY
cvar_t cl_rollspeed = SCVAR("cl_rollspeed", "200");
cvar_t cl_rollangle = SCVAR("cl_rollangle", "2.0");
#else
extern cvar_t cl_rollspeed;
extern cvar_t cl_rollangle;
#endif
cvar_t sv_spectalk = SCVAR("sv_spectalk", "1");
cvar_t sv_mapcheck = SCVAR("sv_mapcheck", "1");
cvar_t sv_fullredirect = CVARD("sv_fullredirect", "", "This is the ip:port to redirect players to when the server is full");
cvar_t sv_antilag = CVARFD("sv_antilag", "1", CVAR_SERVERINFO, "Attempt to backdate impacts to compensate for lag. 0=completely off. 1=mod-controlled. 2=forced, which might break certain uses of traceline.");
cvar_t sv_antilag_frac = CVARF("sv_antilag_frac", "1", CVAR_SERVERINFO);
qc: qc temp-strings are now garbage collected. this makes strzone redundant. net: revert the player angles inversion thing from last build. hack some angles. gonna need to tweak the protocol. net: cl_lerp_players is smoother, and defaulted. lets see how many people complain. cl: fix juddering with chase_active+prediction. cl: download progress where the total size is not known now displays something more sane. cl: fixed some issues with rawinput keyboards. cl: added autoupdate option to the menu. cl: autoupdate defaults to a new 'tested' set of builds, instead of the completely untested svn builds. cl: added 'borderless windowed' option to the menus. works on windows. cl: saved games save a preview screenshot. cl: fix some memory leaks on shutdown. cl: added 'setrenderer random' option, might be useful for modders in that it helps highlight bugs/differences between renderers... qc: r_showbboxes now displays the fields of the various entities. tweaked entity lighting to overbright more gracefully. gl: fixed crepuscular lighting. qcc: added % operator. qcc: added inline keyword. qcc: some fixes for accessors. qccgui: now prompts for exe+basedir. sv: added sv_specprint, ala mvdsv. sv: stats now sent over the unreliable channel instead of the reliable one. this allows them to change more frequently. sv: rewrote speedcheat detection. clients will be throttled instead of kicked. unresponsive clients will be simulated instead of freezing in mid-air. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4829 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-01-21 18:18:37 +00:00
#ifndef NEWSPEEDCHEATPROT
cvar_t sv_cheatpc = CVARD("sv_cheatpc", "125", "If the client tried to claim more than this percentage of time within any speed-cheat period, the client will be deemed to have cheated.");
cvar_t sv_cheatspeedchecktime = CVARD("sv_cheatspeedchecktime", "30", "The interval between each speed-cheat check.");
qc: qc temp-strings are now garbage collected. this makes strzone redundant. net: revert the player angles inversion thing from last build. hack some angles. gonna need to tweak the protocol. net: cl_lerp_players is smoother, and defaulted. lets see how many people complain. cl: fix juddering with chase_active+prediction. cl: download progress where the total size is not known now displays something more sane. cl: fixed some issues with rawinput keyboards. cl: added autoupdate option to the menu. cl: autoupdate defaults to a new 'tested' set of builds, instead of the completely untested svn builds. cl: added 'borderless windowed' option to the menus. works on windows. cl: saved games save a preview screenshot. cl: fix some memory leaks on shutdown. cl: added 'setrenderer random' option, might be useful for modders in that it helps highlight bugs/differences between renderers... qc: r_showbboxes now displays the fields of the various entities. tweaked entity lighting to overbright more gracefully. gl: fixed crepuscular lighting. qcc: added % operator. qcc: added inline keyword. qcc: some fixes for accessors. qccgui: now prompts for exe+basedir. sv: added sv_specprint, ala mvdsv. sv: stats now sent over the unreliable channel instead of the reliable one. this allows them to change more frequently. sv: rewrote speedcheat detection. clients will be throttled instead of kicked. unresponsive clients will be simulated instead of freezing in mid-air. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4829 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-01-21 18:18:37 +00:00
#endif
cvar_t sv_playermodelchecks = CVAR("sv_playermodelchecks", "0");
cvar_t sv_ping_ignorepl = CVARD("sv_ping_ignorepl", "0", "If 1, ping times reported for players will ignore the effects of packetloss on ping times. 0 is slightly more honest, but less useful for connection diagnosis.");
cvar_t sv_protocol_nq = CVARD("sv_protocol_nq", "0", "Specifies the default protocol to use for new NQ clients. Supported values are\n0 = autodetect\n15 = vanilla\n666 = fitzquake\n999 = rmq protocol\nThe sv_bigcoords cvar forces upgrades as required.");
cvar_t sv_cmdlikercon = SCVAR("sv_cmdlikercon", "0"); //set to 1 to allow a password of username:password instead of the correct rcon password.
cvar_t cmd_allowaccess = SCVAR("cmd_allowaccess", "0"); //set to 1 to allow cmd to execute console commands on the server.
cvar_t cmd_gamecodelevel = SCVAR("cmd_gamecodelevel", STRINGIFY(RESTRICT_LOCAL)); //execution level which gamecode is told about (for unrecognised commands)
cvar_t sv_pure = CVARFD("sv_pure", "", CVAR_SERVERINFO, "The most evil cvar in the world, many clients will ignore this.\n0=standard quake rules.\n1=clients should prefer files within packages present on the server.\n2=clients should use *only* files within packages present on the server.\nDue to quake 1.01/1.06 differences, a setting of 2 only works in total conversions.");
cvar_t sv_nqplayerphysics = CVARAD("sv_nqplayerphysics", "0", "sv_nomsec", "Disable player prediction and run NQ-style player physics instead. This can be used for compatibility with mods that expect exact behaviour.");
cvar_t sv_edgefriction = CVARAF("sv_edgefriction", "2",
"edgefriction", 0);
cvar_t sv_brokenmovetypes = CVARD("sv_brokenmovetypes", "0", "Emulate vanilla quakeworld by forcing MOVETYPE_WALK on all players. Shouldn't be used for any games other than QuakeWorld.");
cvar_t sv_chatfilter = CVAR("sv_chatfilter", "0");
cvar_t sv_floodprotect = CVAR("sv_floodprotect", "1");
cvar_t sv_floodprotect_messages = CVAR("sv_floodprotect_messages", "4");
cvar_t sv_floodprotect_interval = CVAR("sv_floodprotect_interval", "4");
cvar_t sv_floodprotect_silencetime = CVAR("sv_floodprotect_silencetime", "10");
cvar_t sv_floodprotect_suicide = CVAR("sv_floodprotect_suicide", "1");
cvar_t sv_floodprotect_sendmessage = CVARAF("sv_floodprotect_sendmessage", "",
"floodprotmsg", 0);
cvar_t votelevel = SCVAR("votelevel", "0");
cvar_t voteminimum = SCVAR("voteminimum", "4");
cvar_t votepercent = SCVAR("votepercent", "-1");
cvar_t votetime = SCVAR("votetime", "10");
cvar_t pr_allowbutton1 = CVARFD("pr_allowbutton1", "1", CVAR_LATCH, "The button1 field is believed to have been intended to work with the +use command, but it was never hooked up. In NetQuake, this field was often repurposed for other things as it was not otherwise used (and cannot be removed without breaking the crc), while third-party QuakeWorld engines did decide to implement it as believed was intended. As a result, this cvar only applies to QuakeWorld mods and a value of 1 is only likely to cause issues with NQ mods that were ported to QW.");
extern cvar_t sv_minping;
extern cvar_t pm_bunnyspeedcap;
extern cvar_t pm_ktjump;
extern cvar_t pm_slidefix;
extern cvar_t pm_slidyslopes;
extern cvar_t pm_airstep;
extern cvar_t pm_walljump;
extern cvar_t pm_watersinkspeed;
extern cvar_t pm_flyfriction;
cvar_t sv_pushplayers = SCVAR("sv_pushplayers", "0");
//yes, realip cvars need to be fully initialised or realip will be disabled
cvar_t sv_getrealip = CVARD("sv_getrealip", "0", "Attempt to obtain a more reliable IP for clients, rather than just their proxy.");
cvar_t sv_realip_kick = SCVAR("sv_realip_kick", "0");
cvar_t sv_realiphostname_ipv4 = CVARD("sv_realiphostname_ipv4", "", "This is the server's public ip:port. This is needed for realip to work when the autodetected/local ip is not globally routable");
cvar_t sv_realiphostname_ipv6 = CVARD("sv_realiphostname_ipv6", "", "This is the server's public ip:port. This is needed for realip to work when the autodetected/local ip is not globally routable");
cvar_t sv_realip_timeout = SCVAR("sv_realip_timeout", "10");
#ifdef VOICECHAT
cvar_t sv_voip = CVARD("sv_voip", "1", "Enable reception of voice packets.");
cvar_t sv_voip_record = CVARD("sv_voip_record", "0", "Record voicechat into mvds. Requires player support. 0=noone, 1=everyone, 2=spectators only");
cvar_t sv_voip_echo = CVARD("sv_voip_echo", "0", "Echo voice packets back to their sender, a debug/test setting.");
#endif
char sv_votinggroup[] = "server voting";
extern char cvargroup_serverpermissions[];
extern char cvargroup_serverinfo[];
extern char cvargroup_serverphysics[];
extern char cvargroup_servercontrol[];
extern cvar_t pausable;
/*
============================================================
USER STRINGCMD EXECUTION
host_client and sv_player will be valid.
============================================================
*/
qboolean SV_CheckRealIP(client_t *client, qboolean force)
{
//returns true if they have a real ip
char *serverip;
char *msg;
if (sv_getrealip.value <= client->realip_status || sv_getrealip.value > 3)
return true;
if (client->netchan.remote_address.type == NA_LOOPBACK)
return true; //the loopback client doesn't have to pass realip checks
if (client->realip_status == 3)
return true; //we know that the ip is authentic
if (client->realip_status == 2)
{
ClientReliableWrite_Begin(client, svc_print, 256);
ClientReliableWrite_Byte(client, PRINT_HIGH);
ClientReliableWrite_String(client, "Couldn't verify your real ip\n");
return true; //client doesn't support certainty.
}
if (client->realip_status == -1)
return true; //this client timed out.
if (realtime - client->connection_started > sv_realip_timeout.value)
{
ClientReliableWrite_Begin(client, svc_print, 256);
ClientReliableWrite_Byte(client, PRINT_HIGH);
if (client->realip_status > 0)
ClientReliableWrite_String(client, "Couldn't verify your real ip\n");
else
ClientReliableWrite_String(client, "Couldn't determine your real ip\n");
if (sv_realip_kick.value > host_client->realip_status)
{
client->drop = true;
return false;
}
if (!client->realip_status)
client->realip_status = -1;
return true;
}
if (client->realip_status == 1)
{
msg = va("\xff\xff\xff\xff%c %i", A2A_PING, client->realip_ping);
NET_SendPacket(NS_SERVER, strlen(msg), msg, &client->realip);
}
else
{
if (client->netchan.remote_address.type == NA_IPV6)
{
serverip = sv_realiphostname_ipv6.string;
// serverip = NET_AdrToString (net_local_sv_ip6adr);
}
else
{
serverip = sv_realiphostname_ipv4.string;
// serverip = NET_AdrToString (net_local_sv_ipadr);
}
if (!*serverip)
{
Con_Printf("realip not fully configured\n");
client->realip_status = -1;
return true;
}
ClientReliableWrite_Begin(client, svc_stufftext, 256);
ClientReliableWrite_String(client, va("packet %s \"realip %i %i\"\n", serverip, (int)(client-svs.clients), client->realip_num));
}
return false;
}
/*
================
SV_New_f
Sends the first message from the server to a connected client.
This will be sent on the initial connection and upon each server load.
================
*/
void SV_New_f (void)
{
char *gamedir;
int playernum;
int splitnum;
client_t *split;
------------------------------------------------------------------------ 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
host_client->prespawn_stage = PRESPAWN_INVALID;
host_client->prespawn_idx = 0;
if (host_client->state == cs_spawned)
return;
if (host_client->redirect)
{
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
if (host_client->redirect == 1)
{
char *msg = va("connect \"%s\"\n", sv_fullredirect.string);
ClientReliableWrite_Begin (host_client, svc_stufftext, 2+strlen(msg));
ClientReliableWrite_String (host_client, msg);
}
return;
}
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
else
{
char *srv = Info_ValueForKey(host_client->userinfo, "*redirect");
if (*srv)
{
char *msg = va("connect \"%s\"\n", srv);
ClientReliableWrite_Begin (host_client, svc_stufftext, 2+strlen(msg));
ClientReliableWrite_String (host_client, msg);
return;
}
}
/* splitt delay
host_client->state = cs_connected;
host_client->connection_started = realtime;
#ifdef SVRANKING
host_client->stats_started = realtime;
#endif*/
// send the info about the new client to all connected clients
// SV_FullClientUpdate (host_client, &sv.reliable_datagram);
// host_client->sendinfo = true;
gamedir = Info_ValueForKey (svs.info, "*gamedir");
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
if (!gamedir[0])
{
if (ISQWCLIENT(host_client) || ISQ2CLIENT(host_client))
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
gamedir = FS_GetGamedir(true);
else
gamedir = "";
}
//NOTE: This doesn't go through ClientReliableWrite since it's before the user
//spawns. These functions are written to not overflow
/* if (host_client->num_backbuf)
{
Con_Printf("WARNING %s: [SV_New] Back buffered (%d0, clearing)\n", host_client->name, host_client->netchan.message.cursize);
host_client->num_backbuf = 0;
SZ_Clear(&host_client->netchan.message);
}
*/
if (svs.netprim.coordsize > 2 && !(host_client->fteprotocolextensions & PEXT_FLOATCOORDS))
{
SV_ClientPrintf(host_client, 2, "\n\n\n\nSorry, but your client does not appear to support FTE's bigcoords\nFTE users will need to set cl_nopext to 0 and then reconnect, or to upgrade\n");
Con_Printf("%s does not support bigcoords\n", host_client->name);
return;
}
ClientReliableCheckBlock(host_client, 800); //okay, so it might be longer, but I'm too lazy to work out the real size.
// send the serverdata
ClientReliableWrite_Byte (host_client, ISQ2CLIENT(host_client)?svcq2_serverdata:svc_serverdata);
#ifdef PROTOCOL_VERSION_FTE
if (host_client->fteprotocolextensions)//let the client know
{
ClientReliableWrite_Long (host_client, PROTOCOL_VERSION_FTE);
if (svs.netprim.coordsize == 2) //we're not using float orgs on this level.
ClientReliableWrite_Long (host_client, host_client->fteprotocolextensions&~PEXT_FLOATCOORDS);
else
ClientReliableWrite_Long (host_client, host_client->fteprotocolextensions|PEXT_FLOATCOORDS);
}
if (host_client->fteprotocolextensions2)//let the client know
{
ClientReliableWrite_Long (host_client, PROTOCOL_VERSION_FTE2);
ClientReliableWrite_Long (host_client, host_client->fteprotocolextensions2);
}
#endif
ClientReliableWrite_Long (host_client, ISQ2CLIENT(host_client)?PROTOCOL_VERSION_Q2:PROTOCOL_VERSION_QW);
ClientReliableWrite_Long (host_client, svs.spawncount);
if (ISQ2CLIENT(host_client))
ClientReliableWrite_Byte (host_client, 0);
ClientReliableWrite_String (host_client, gamedir);
if (host_client->fteprotocolextensions2 & PEXT2_MAXPLAYERS)
{
/*is this a sane way to do it? or should we split the spectator thing off entirely?*/
ClientReliableWrite_Byte (host_client, sv.allocated_client_slots);
splitnum = 0;
for (split = host_client, splitnum = 0; split; split = split->controlled)
splitnum++;
ClientReliableWrite_Byte (host_client, (host_client->spectator?128:0) | splitnum); //read each player's userinfo to see if its a spectator or not. this hint is merely a cheat.
for (split = host_client; split; split = split->controlled)
{
playernum = split - svs.clients;// NUM_FOR_EDICT(svprogfuncs, split->edict)-1;
if (sv.state == ss_cinematic)
playernum = -1;
ClientReliableWrite_Byte (host_client, playernum);
split->state = cs_connected;
split->connection_started = realtime;
#ifdef SVRANKING
split->stats_started = realtime;
#endif
splitnum++;
}
}
else
{
splitnum = 0;
for (split = host_client; split; split = split->controlled)
{
switch(svs.gametype)
{
#ifdef HLSERVER
case GT_HALFLIFE:
playernum = split - svs.clients;
break;
#endif
#ifdef Q2SERVER
case GT_QUAKE2:
playernum = Q2NUM_FOR_EDICT(split->q2edict)-1;
break;
#endif
default:
playernum = NUM_FOR_EDICT(svprogfuncs, split->edict)-1;
}
#ifdef SERVER_DEMO_PLAYBACK
if (sv.demostate)
{
playernum = (MAX_CLIENTS-1-splitnum)|128;
}
else
#endif
if (split->spectator)
playernum |= 128;
if (sv.state == ss_cinematic)
playernum = -1;
if (ISQ2CLIENT(host_client))
ClientReliableWrite_Short (host_client, playernum);
else
ClientReliableWrite_Byte (host_client, playernum);
split->state = cs_connected;
split->connection_started = realtime;
#ifdef SVRANKING
split->stats_started = realtime;
#endif
splitnum++;
}
if (host_client->fteprotocolextensions & PEXT_SPLITSCREEN)
ClientReliableWrite_Byte (host_client, 128);
}
// send full levelname
#ifdef SERVER_DEMO_PLAYBACK
if (sv.demostatevalid)
ClientReliableWrite_String (host_client, sv.demfullmapname);
else
#endif
ClientReliableWrite_String (host_client, sv.mapname);
//
// game server
//
#ifdef Q2SERVER
if (ISQ2CLIENT(host_client))
{
if (sv.state != ss_cinematic)
{
// host_client->q2edict = Q2NUM_FOR_EDICT(split->q2edict)-1;
memset (&host_client->lastcmd, 0, sizeof(host_client->lastcmd));
// begin fetching configstrings
ClientReliableWrite_Byte (host_client, svcq2_stufftext);
ClientReliableWrite_String (host_client, va("cmd configstrings %i 0\n",svs.spawncount) );
}
return;
}
#endif
// send the movevars
ClientReliableWrite_Float(host_client, movevars.gravity);
ClientReliableWrite_Float(host_client, movevars.stopspeed);
ClientReliableWrite_Float(host_client, movevars.maxspeed);
ClientReliableWrite_Float(host_client, movevars.spectatormaxspeed);
ClientReliableWrite_Float(host_client, movevars.accelerate);
ClientReliableWrite_Float(host_client, movevars.airaccelerate);
ClientReliableWrite_Float(host_client, movevars.wateraccelerate);
ClientReliableWrite_Float(host_client, movevars.friction);
ClientReliableWrite_Float(host_client, movevars.waterfriction);
ClientReliableWrite_Float(host_client, movevars.entgravity);
host_client->csqcactive = false;
host_client->realip_num = rand()+(host_client->challenge<<16);
SV_CheckRealIP(host_client, false);
SV_LogPlayer(host_client, "new (QW)");
------------------------------------------------------------------------ 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
host_client->prespawn_stage = PRESPAWN_SERVERINFO;
host_client->prespawn_idx = 0;
}
void SVNQ_New_f (void)
{
extern cvar_t coop;
char message[2048];
int i;
int maxplayers = 0;
int op;
unsigned int protext1 = 0, protext2 = 0, protmain = 0, protfl = 0;
char *protoname;
extern cvar_t sv_listen_nq;
host_client->prespawn_stage = PRESPAWN_INVALID;
host_client->prespawn_idx = 0;
host_client->send_message = true;
if (host_client->redirect)
{
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
if (host_client->redirect == 1)
{
char *msg = va("connect \"%s\"\n", sv_fullredirect.string);
ClientReliableWrite_Begin (host_client, svc_stufftext, 2+strlen(msg));
ClientReliableWrite_String (host_client, msg);
}
return;
}
if (!host_client->pextknown && sv_listen_nq.ival != 1) //1 acts as a legacy mode, used for clients that can't cope with cmd before serverdata (either because they crash out or because they refuse to send reliables until after they got the first serverdata)
{
------------------------------------------------------------------------ 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
char *msg = va("cmd pext\n");
ClientReliableWrite_Begin (host_client, svc_stufftext, 2+strlen(msg));
ClientReliableWrite_String (host_client, msg);
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
Z_Free(host_client->csqcentversions);
host_client->csqcentversions = NULL;
Z_Free(host_client->csqcentsequence);
host_client->csqcentsequence = NULL;
host_client->csqcactive = false;
protext1 = host_client->fteprotocolextensions;
protext2 = host_client->fteprotocolextensions2;
protmain = NQ_PROTOCOL_VERSION;
protfl = 0;
//force floatcoords as required.
if (sv.nqdatagram.prim.coordsize >= 4)
protext1 |= PEXT_FLOATCOORDS;
else
protext1 &= ~PEXT_FLOATCOORDS;
op = host_client->protocol;
switch(host_client->protocol)
{
#ifdef NQPROT
case SCP_NETQUAKE:
case SCP_PROQUAKE:
case SCP_FITZ666:
SV_LogPlayer(host_client, "new (NQ)");
------------------------------------------------------------------------ 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 (sv.nqdatagram.prim.anglesize != 1 || sv.nqdatagram.prim.coordsize != 2 || host_client->protocol == SCP_FITZ666)
{
protfl =
((sv.nqdatagram.prim.coordsize==4)?RMQFL_FLOATCOORD:0) |
((sv.nqdatagram.prim.anglesize==2)?RMQFL_SHORTANGLE:0);
host_client->protocol = SCP_FITZ666; /*mneh, close enough, the rmq stuff is just modifiers*/
if (protfl)
{
protext1 &= ~PEXT_FLOATCOORDS; //never report floatcoords when using rmq protocol, as the base protocol allows us to be more specific anyway.
protmain = RMQ_PROTOCOL_VERSION;
protoname = "RMQ";
}
else
{
protmain = FITZ_PROTOCOL_VERSION;
protoname = "666";
}
}
else
{
host_client->protocol = (host_client->protocol==SCP_PROQUAKE)?SCP_PROQUAKE:SCP_NETQUAKE; //identical other than the client->server angles
protmain = NQ_PROTOCOL_VERSION;
protoname = "NQ";
}
maxplayers = 16;
break;
case SCP_DARKPLACES6:
SV_LogPlayer(host_client, "new (DP6)");
protmain = DP6_PROTOCOL_VERSION;
protext1 &= ~PEXT_FLOATCOORDS; //always enabled, try not to break things
maxplayers = 255;
protoname = "DPP6";
break;
case SCP_DARKPLACES7:
SV_LogPlayer(host_client, "new (DP7)");
protmain = DP7_PROTOCOL_VERSION;
protext1 &= ~PEXT_FLOATCOORDS; //always enabled, try not to break things
maxplayers = 255;
protoname = "DPP7";
break;
#endif
default:
host_client->drop = true;
protoname = "?""?""?";
break;
}
MSG_WriteByte (&host_client->netchan.message, svc_print);
Q_snprintfz (message, sizeof(message), "%c\n%s %s%s%s%s server\n", 2, version_string(), (protext2&PEXT2_REPLACEMENTDELTAS)?"FTE":"", protoname, (protext1||(protext2&~(PEXT2_REPLACEMENTDELTAS|PEXT2_VOICECHAT)))?"+":"", (protext2&PEXT2_VOICECHAT)?"V":"");
MSG_WriteString (&host_client->netchan.message,message);
if (host_client->protocol == SCP_DARKPLACES6 || host_client->protocol == SCP_DARKPLACES7)
{
size_t sz;
extern cvar_t allow_download;
char *f;
if (allow_download.value)
{
MSG_WriteByte (&host_client->netchan.message, svc_stufftext);
MSG_WriteString (&host_client->netchan.message, "cl_serverextension_download 1\n");
}
f = COM_LoadTempFile("csprogs.dat", &sz);
if (f)
{
MSG_WriteByte (&host_client->netchan.message, svc_stufftext);
MSG_WriteString (&host_client->netchan.message, va("csqc_progname %s\n", "csprogs.dat"));
MSG_WriteByte (&host_client->netchan.message, svc_stufftext);
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
MSG_WriteString (&host_client->netchan.message, va("csqc_progsize %u\n", (unsigned int)sz));
MSG_WriteByte (&host_client->netchan.message, svc_stufftext);
MSG_WriteString (&host_client->netchan.message, va("csqc_progcrc %i\n", QCRC_Block(f, sz)));
MSG_WriteByte (&host_client->netchan.message, svc_stufftext);
MSG_WriteString (&host_client->netchan.message, "cmd enablecsqc\n");
}
}
MSG_WriteByte (&host_client->netchan.message, svc_serverdata);
if (protext1)
{
MSG_WriteLong (&host_client->netchan.message, PROTOCOL_VERSION_FTE);
MSG_WriteLong (&host_client->netchan.message, protext1);
}
if (protext2)
{
MSG_WriteLong (&host_client->netchan.message, PROTOCOL_VERSION_FTE2);
MSG_WriteLong (&host_client->netchan.message, protext2);
}
MSG_WriteLong (&host_client->netchan.message, protmain);
if (protmain == RMQ_PROTOCOL_VERSION)
MSG_WriteLong (&host_client->netchan.message, protfl);
MSG_WriteByte (&host_client->netchan.message, (sv.allocated_client_slots>maxplayers)?maxplayers:sv.allocated_client_slots);
if (op != host_client->protocol)
SV_ClientProtocolExtensionsChanged(host_client);
------------------------------------------------------------------------ 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 (!coop.value && deathmatch.value)
MSG_WriteByte (&host_client->netchan.message, GAME_DEATHMATCH);
else
MSG_WriteByte (&host_client->netchan.message, GAME_COOP);
strcpy (message, sv.mapname);
MSG_WriteString (&host_client->netchan.message,message);
//fixme: don't send too many models.
for (i = 1; sv.strings.model_precache[i] ; i++)
MSG_WriteString (&host_client->netchan.message, sv.strings.model_precache[i]);
MSG_WriteByte (&host_client->netchan.message, 0);
//fixme: don't send too many sounds.
for (i = 1; *sv.strings.sound_precache[i] ; i++)
MSG_WriteString (&host_client->netchan.message, sv.strings.sound_precache[i]);
MSG_WriteByte (&host_client->netchan.message, 0);
// set view
MSG_WriteByte (&host_client->netchan.message, svc_setview);
MSG_WriteEntity (&host_client->netchan.message, (host_client - svs.clients)+1);//NUM_FOR_EDICT(svprogfuncs, host_client->edict));
MSG_WriteByte (&host_client->netchan.message, svc_signonnum);
MSG_WriteByte (&host_client->netchan.message, 1);
// host_client->sendsignon = true;
// host_client->spawned = false; // need prespawn, spawn, etc
------------------------------------------------------------------------ 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
host_client->prespawn_stage = PRESPAWN_SERVERINFO;
------------------------------------------------------------------------ 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
host_client->prespawn_idx = 0;
}
#ifdef Q2SERVER
void SVQ2_ConfigStrings_f (void)
{
int start;
char *str;
Con_DPrintf ("Configstrings() from %s\n", host_client->name);
if (host_client->state != cs_connected)
{
Con_DPrintf ("configstrings not valid -- already spawned\n");
return;
}
// handle the case of a level changing while a client was connecting
if ( atoi(Cmd_Argv(1)) != svs.spawncount )
{
Con_DPrintf ("SV_Configstrings_f from different level\n");
SV_New_f ();
return;
}
start = atoi(Cmd_Argv(2));
if (start < 0)
{
Con_Printf ("SV_Configstrings_f: %s tried crashing us\n", host_client->name);
host_client->drop = true;
return;
}
// write a packet full of data
while ( host_client->netchan.message.cursize < host_client->netchan.message.maxsize/2
&& start < Q2MAX_CONFIGSTRINGS)
{
str = sv.strings.configstring[start];
if (*str)
{
MSG_WriteByte (&host_client->netchan.message, svcq2_configstring);
MSG_WriteShort (&host_client->netchan.message, start);
MSG_WriteString (&host_client->netchan.message, str);
}
/*
//choose range to grab from.
if (start < Q2CS_CDTRACK)
{
MSG_WriteByte (&host_client->netchan.message, svcq2_configstring);
MSG_WriteShort (&host_client->netchan.message, start);
MSG_WriteString (&host_client->netchan.message, sv.name);
}
else if (start < Q2CS_SKY)
{
MSG_WriteByte (&host_client->netchan.message, svcq2_configstring);
MSG_WriteShort (&host_client->netchan.message, start);
if (svprogfuncs)
MSG_WriteString (&host_client->netchan.message, va("%i", sv.edicts->v->sounds));
else
MSG_WriteString (&host_client->netchan.message, "0");
}
else if (start < Q2CS_SKYAXIS)
{
MSG_WriteByte (&host_client->netchan.message, svcq2_configstring);
MSG_WriteShort (&host_client->netchan.message, start);
MSG_WriteString (&host_client->netchan.message, "unit1_");
}
else if (start < Q2CS_SKYROTATE)
{
MSG_WriteByte (&host_client->netchan.message, svcq2_configstring);
MSG_WriteShort (&host_client->netchan.message, start);
MSG_WriteString (&host_client->netchan.message, "0");
}
else if (start < Q2CS_STATUSBAR)
{
MSG_WriteByte (&host_client->netchan.message, svcq2_configstring);
MSG_WriteShort (&host_client->netchan.message, start);
MSG_WriteString (&host_client->netchan.message, "0");
}
else if (start < Q2CS_AIRACCEL)
{//show status bar
if (start == Q2CS_STATUSBAR)
{
MSG_WriteByte (&host_client->netchan.message, svcq2_configstring);
MSG_WriteShort (&host_client->netchan.message, start);
MSG_WriteString (&host_client->netchan.message, sv.statusbar);
}
}
else if (start < Q2CS_MAXCLIENTS)
{
MSG_WriteByte (&host_client->netchan.message, svcq2_configstring);
MSG_WriteShort (&host_client->netchan.message, start);
MSG_WriteString (&host_client->netchan.message, va("%i", (int)1));
}
else if (start < Q2CS_MAPCHECKSUM)
{
MSG_WriteByte (&host_client->netchan.message, svcq2_configstring);
MSG_WriteShort (&host_client->netchan.message, start);
MSG_WriteString (&host_client->netchan.message, va("%i", (int)32));
}
else if (start < Q2CS_MODELS)
{
extern int map_checksum;
MSG_WriteByte (&host_client->netchan.message, svcq2_configstring);
MSG_WriteShort (&host_client->netchan.message, start);
MSG_WriteString (&host_client->netchan.message, va("%i", map_checksum));
}
else if (start < Q2CS_SOUNDS)
{
if (*sv.model_precache[start-Q2CS_MODELS])
{
MSG_WriteByte (&host_client->netchan.message, svcq2_configstring);
MSG_WriteShort (&host_client->netchan.message, start);
MSG_WriteString (&host_client->netchan.message, sv.model_precache[start-Q2CS_MODELS]);
}
}
else if (start < Q2CS_IMAGES)
{
if (*sv.sound_precache[start-Q2CS_SOUNDS])
{
MSG_WriteByte (&host_client->netchan.message, svcq2_configstring);
MSG_WriteShort (&host_client->netchan.message, start);
MSG_WriteString (&host_client->netchan.message, sv.sound_precache[start-Q2CS_SOUNDS]);
}
}
else if (start < Q2CS_LIGHTS)
{
if (*sv.image_precache[start-Q2CS_IMAGES])
{
MSG_WriteByte (&host_client->netchan.message, svcq2_configstring);
MSG_WriteShort (&host_client->netchan.message, start);
MSG_WriteString (&host_client->netchan.message, sv.image_precache[start-Q2CS_IMAGES]);
}
}
else if (start < Q2CS_ITEMS)
{
if (start-Q2CS_LIGHTS < MAX_LIGHTSTYLES && sv.lightstyles[start-Q2CS_LIGHTS])
{
MSG_WriteByte (&host_client->netchan.message, svcq2_configstring);
MSG_WriteShort (&host_client->netchan.message, start);
MSG_WriteString (&host_client->netchan.message, sv.lightstyles[start-Q2CS_LIGHTS]);
}
}
else if (start < Q2CS_PLAYERSKINS)
{
// MSG_WriteByte (&host_client->netchan.message, svcq2_configstring);
// MSG_WriteShort (&host_client->netchan.message, start);
// MSG_WriteString (&host_client->netchan.message, sv.configstrings[start-Q2CS_ITEMS]);
}
else if (start < Q2CS_GENERAL)
{
// MSG_WriteByte (&host_client->netchan.message, svcq2_configstring);
// MSG_WriteShort (&host_client->netchan.message, start);
// MSG_WriteString (&host_client->netchan.message, sv.configstrings[start]);
}
else
{
// MSG_WriteByte (&host_client->netchan.message, svcq2_configstring);
// MSG_WriteShort (&host_client->netchan.message, start);
// MSG_WriteString (&host_client->netchan.message, sv.configstrings[start]);
}
*/
start++;
}
// send next command
if (start == Q2MAX_CONFIGSTRINGS)
{
MSG_WriteByte (&host_client->netchan.message, svcq2_stufftext);
MSG_WriteString (&host_client->netchan.message, va("cmd baselines %i 0\n",svs.spawncount) );
}
else
{
MSG_WriteByte (&host_client->netchan.message, svcq2_stufftext);
MSG_WriteString (&host_client->netchan.message, va("cmd configstrings %i %i\n",svs.spawncount, start) );
}
}
#endif
#ifdef Q2SERVER
void SVQ2_BaseLines_f (void)
{
int start;
q2entity_state_t nullstate;
q2entity_state_t *base;
extern q2entity_state_t sv_baselines[Q2MAX_EDICTS];
Con_DPrintf ("Baselines() from %s\n", host_client->name);
if (host_client->state != cs_connected)
{
Con_Printf ("baselines not valid -- already spawned\n");
return;
}
// handle the case of a level changing while a client was connecting
if ( atoi(Cmd_Argv(1)) != svs.spawncount )
{
Con_Printf ("SV_Baselines_f from different level\n");
SV_New_f ();
return;
}
start = atoi(Cmd_Argv(2));
memset (&nullstate, 0, sizeof(nullstate));
// write a packet full of data
while ( host_client->netchan.message.cursize < host_client->netchan.message.maxsize/2
&& start < Q2MAX_EDICTS)
{
base = &sv_baselines[start];
if (base->modelindex || base->sound || base->effects)
{
MSG_WriteByte (&host_client->netchan.message, svcq2_spawnbaseline);
MSGQ2_WriteDeltaEntity (&nullstate, base, &host_client->netchan.message, true, true);
}
start++;
}
// send next command
if (start == Q2MAX_EDICTS)
{
MSG_WriteByte (&host_client->netchan.message, svcq2_stufftext);
MSG_WriteString (&host_client->netchan.message, va("precache %i\n", svs.spawncount) );
}
else
{
MSG_WriteByte (&host_client->netchan.message, svcq2_stufftext);
MSG_WriteString (&host_client->netchan.message, va("cmd baselines %i %i\n",svs.spawncount, start) );
}
}
void SVQ2_NextServer_f (void)
{
if (!*sv.modelname && atoi(Cmd_Argv(1)) == svs.spawncount)
{
cvar_t *nsv = Cvar_FindVar("nextserver");
if (!nsv || !*nsv->string)
return;
svs.spawncount++; // make sure another doesn't sneak in
Cbuf_AddText(nsv->string, RESTRICT_LOCAL);
Cbuf_AddText("\n", RESTRICT_LOCAL);
Cvar_Set(nsv, "");
}
}
#endif
------------------------------------------------------------------------ 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
/*
==================
SV_Soundlist_f
==================
*/
void SVQW_Soundlist_f (void)
{
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
host_client->prespawn_allow_soundlist = true;
}
/*
==================
------------------------------------------------------------------------ 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
SV_Modellist_f
==================
*/
------------------------------------------------------------------------ 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 SVQW_Modellist_f (void)
{
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
host_client->prespawn_allow_modellist = true;
------------------------------------------------------------------------ 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
}
------------------------------------------------------------------------ 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 SV_SendClientPrespawnInfo(client_t *client)
{
qboolean started;
int i;
entity_state_t *state;
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
staticsound_state_t *sound;
------------------------------------------------------------------------ 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
edict_t *ent;
svcustomtents_t *ctent;
//much of this function is written to fill packets enough to overflow them (assuming max packet sizes are large enough), but some bits are lazy and just backbuffer as needed.
//FIXME: have per-stage indicies, to allow returning to a previous stage when new precaches or whatever get added
if (client->num_backbuf || client->prespawn_stage == PRESPAWN_DONE)
{
------------------------------------------------------------------------ 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
//don't spam too much.
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 (client->prespawn_stage == PRESPAWN_SERVERINFO)
{
------------------------------------------------------------------------ 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
char buffer[1024];
------------------------------------------------------------------------ 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 (client->netchan.message.cursize < (client->netchan.message.maxsize/2))
{
if (client->prespawn_idx == 0)
{
if (!ISNQCLIENT(client) || (client->fteprotocolextensions2 & PEXT2_PREDINFO))
{ //nq does not normally get serverinfo sent to it.
ClientReliableWrite_Begin(client, svc_stufftext, 20 + strlen(svs.info));
ClientReliableWrite_String (client, va("fullserverinfo \"%s\"\n", svs.info) );
}
------------------------------------------------------------------------ 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 (client->prespawn_idx == 1)
{
int track = 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
if (progstype == PROG_H2)
track = sv.h2cdtrack; //hexen2 has a special hack
------------------------------------------------------------------------ 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 (svprogfuncs)
track = ((edict_t*)sv.world.edicts)->v->sounds;
ClientReliableWrite_Begin(client, svc_cdtrack, 2);
ClientReliableWrite_Byte (client, track);
if (ISNQCLIENT(client))
ClientReliableWrite_Byte (client, track);
if (!track && *sv.h2miditrack)
SV_StuffcmdToClient(client, va("cd loop \"%s\"\n", sv.h2miditrack));
------------------------------------------------------------------------ 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 (client->prespawn_idx == 2)
{
FS_GetPackNames(buffer, sizeof(buffer), 2, true); /*retain extensions, or we'd have to assume pk3*/
ClientReliableWrite_Begin(client, svc_stufftext, 1+11+strlen(buffer)+1+1);
ClientReliableWrite_SZ(client, "//paknames ", 11);
ClientReliableWrite_SZ(client, buffer, strlen(buffer));
ClientReliableWrite_String(client, "\n");
}
else if (client->prespawn_idx == 3)
{
FS_GetPackHashes(buffer, sizeof(buffer), false);
ClientReliableWrite_Begin(client, svc_stufftext, 1+7+strlen(buffer)+1+1);
ClientReliableWrite_SZ(client, "//paks ", 7);
ClientReliableWrite_SZ(client, buffer, strlen(buffer));
ClientReliableWrite_String(client, "\n");
}
else if (client->prespawn_idx == 4)
{
ClientReliableWrite_Begin(client, svc_setpause, 2);
ClientReliableWrite_Byte (client, sv.paused);
}
------------------------------------------------------------------------ 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
{
client->prespawn_stage++;
client->prespawn_idx = 0;
break;
}
client->prespawn_idx++;
}
}
------------------------------------------------------------------------ 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 (client->prespawn_stage == PRESPAWN_SOUNDLIST)
{
if (!ISQWCLIENT(client))
client->prespawn_stage++; //nq sends sound lists as part of the svc_serverdata
else
{
int maxclientsupportedsounds = 256;
#ifdef PEXT_SOUNDDBL
if (client->fteprotocolextensions & PEXT_SOUNDDBL)
maxclientsupportedsounds = MAX_PRECACHE_SOUNDS;
#endif
started = false;
//allows stalling for the soundlist command, for compat.
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
if (!client->prespawn_allow_soundlist)
if (!(client->fteprotocolextensions2 & PEXT2_REPLACEMENTDELTAS))
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
while (client->netchan.message.cursize < (client->netchan.message.maxsize/2))
------------------------------------------------------------------------ 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 (!started)
------------------------------------------------------------------------ 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
{
started = true;
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
client->prespawn_allow_soundlist = false;
#ifdef PEXT_SOUNDDBL
if (client->prespawn_idx > 255)
{
MSG_WriteByte (&client->netchan.message, svcfte_soundlistshort);
MSG_WriteShort (&client->netchan.message, client->prespawn_idx);
}
else
#endif
{
MSG_WriteByte (&client->netchan.message, svc_soundlist);
MSG_WriteByte (&client->netchan.message, client->prespawn_idx);
}
------------------------------------------------------------------------ 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
}
client->prespawn_idx++;
if (client->prespawn_idx >= maxclientsupportedsounds || !*sv.strings.sound_precache[client->prespawn_idx])
------------------------------------------------------------------------ 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 (*sv.strings.sound_precache[client->prespawn_idx] && !(client->plimitwarned & PLIMIT_SOUNDS))
{
client->plimitwarned |= PLIMIT_SOUNDS;
SV_ClientPrintf(client, PRINT_HIGH, "WARNING: Your client's network protocol only supports %i sounds. Please upgrade or enable extensions.\n", client->prespawn_idx);
}
//write final-end-of-list
MSG_WriteByte (&client->netchan.message, 0);
MSG_WriteByte (&client->netchan.message, 0);
started = 0;
client->prespawn_stage++;
client->prespawn_idx = 0;
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
}
else
MSG_WriteString (&client->netchan.message, sv.strings.sound_precache[client->prespawn_idx]);
------------------------------------------------------------------------ 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 (started)
------------------------------------------------------------------------ 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
{
//write end-of-packet
------------------------------------------------------------------------ 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
MSG_WriteByte (&client->netchan.message, 0);
MSG_WriteByte (&client->netchan.message, (client->prespawn_idx&0xff)?client->prespawn_idx:0xff);
}
------------------------------------------------------------------------ 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 (client->prespawn_stage == PRESPAWN_VWEPMODELLIST)
{
//no indicies. the protocol can't cope with them.
if (client->zquake_extensions & Z_EXT_VWEP)
{
char mname[MAX_QPATH];
char ext[8];
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
char vweaplist[2048] = "//vwep";
for (i = 0; sv.strings.vw_model_precache[i]; i++)
{
//grab the model name... without a progs/ prefix if it has one
if (!strncmp(sv.strings.vw_model_precache[i], "progs/", 6))
Q_strncpy(mname, sv.strings.vw_model_precache[i]+6, sizeof(mname));
else
Q_strncpy(mname, sv.strings.vw_model_precache[i], sizeof(mname));
//strip .mdl extensions, for compat with ezquake
COM_FileExtension(mname, ext, sizeof(ext));
if (!strcmp(ext, "mdl"))
COM_StripExtension(mname, mname, sizeof(mname));
//add it to the vweap command, taking care of any remaining spaces in names.
if (strchr(mname, ' ') || !*mname)
Q_strncatz(vweaplist, va(" \"%s\"", mname), sizeof(vweaplist));
else
Q_strncatz(vweaplist, va(" %s", mname), sizeof(vweaplist));
}
if (strlen(vweaplist) <= sizeof(vweaplist)-2)
{
Q_strncatz(vweaplist, "\n", sizeof(vweaplist));
ClientReliableWrite_Begin(client, svc_stufftext, 2+strlen(vweaplist));
ClientReliableWrite_String(client, vweaplist);
}
}
client->prespawn_stage++;
}
------------------------------------------------------------------------ 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 (client->prespawn_stage == PRESPAWN_MODELLIST)
{
if (!ISQWCLIENT(client))
client->prespawn_stage++;
else
{
started = false;
------------------------------------------------------------------------ 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
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
//allows stalling for the modellist command, for compat.
if (!client->prespawn_allow_modellist)
if (!(client->fteprotocolextensions2 & PEXT2_REPLACEMENTDELTAS))
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
while (client->netchan.message.cursize < (client->netchan.message.maxsize/2))
------------------------------------------------------------------------ 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 (!started)
------------------------------------------------------------------------ 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
{
started = true;
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
client->prespawn_allow_modellist = false;
#ifdef PEXT_SOUNDDBL
if (client->prespawn_idx > 255)
{
MSG_WriteByte (&client->netchan.message, svcfte_modellistshort);
MSG_WriteShort (&client->netchan.message, client->prespawn_idx);
}
else
#endif
{
MSG_WriteByte (&client->netchan.message, svc_modellist);
MSG_WriteByte (&client->netchan.message, client->prespawn_idx);
}
------------------------------------------------------------------------ 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
}
client->prespawn_idx++;
if (client->prespawn_idx >= client->maxmodels || !sv.strings.model_precache[client->prespawn_idx])
------------------------------------------------------------------------ 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 (sv.strings.model_precache[client->prespawn_idx] && !(client->plimitwarned & PLIMIT_MODELS))
{
client->plimitwarned |= PLIMIT_MODELS;
SV_ClientPrintf(client, PRINT_HIGH, "WARNING: Your client's network protocol only supports %i models. Please upgrade or enable extensions.\n", client->prespawn_idx);
}
//write final-end-of-list
MSG_WriteByte (&client->netchan.message, 0);
MSG_WriteByte (&client->netchan.message, 0);
started = 0;
client->prespawn_stage++;
client->prespawn_idx = 0;
break;
}
else
MSG_WriteString (&client->netchan.message, sv.strings.model_precache[client->prespawn_idx]);
------------------------------------------------------------------------ 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 (started)
{
//write end-of-packet
MSG_WriteByte (&client->netchan.message, 0);
MSG_WriteByte (&client->netchan.message, (client->prespawn_idx&0xff)?client->prespawn_idx:0xff);
}
------------------------------------------------------------------------ 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
}
}
------------------------------------------------------------------------ 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 (client->prespawn_stage == PRESPAWN_MAPCHECK)
{
------------------------------------------------------------------------ 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
//can't progress beyond this as we're waiting for the client.
// host_client->prespawn_idx = client->prespawn_idx;
return;
}
if (client->prespawn_stage == PRESPAWN_PARTICLES)
{
if (!(client->fteprotocolextensions & PEXT_CSQC))
client->prespawn_idx = MAX_SSPARTICLESPRE;
while (client->netchan.message.cursize < (client->netchan.message.maxsize/2))
{
if (client->prespawn_idx >= MAX_SSPARTICLESPRE)
{
client->prespawn_stage++;
client->prespawn_idx = 0;
break;
}
if (*sv.strings.particle_precache[client->prespawn_idx])
{
ClientReliableWrite_Begin (client, ISNQCLIENT(client)?svcdp_precache:svcfte_precache, 4 + strlen(sv.strings.particle_precache[client->prespawn_idx]));
ClientReliableWrite_Short (client, client->prespawn_idx | PC_PARTICLE);
ClientReliableWrite_String (client, sv.strings.particle_precache[client->prespawn_idx]);
}
client->prespawn_idx++;
}
}
------------------------------------------------------------------------ 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 (client->prespawn_stage == PRESPAWN_CUSTOMTENTS)
{
------------------------------------------------------------------------ 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 (client->netchan.message.cursize < (client->netchan.message.maxsize/2))
{
if (client->prespawn_idx >= 255)
{
client->prespawn_stage++;
client->prespawn_idx = 0;
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
ctent = &sv.customtents[client->prespawn_idx];
------------------------------------------------------------------------ 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 (*ctent->particleeffecttype)
{
if (client->fteprotocolextensions & PEXT_CUSTOMTEMPEFFECTS)
{
MSG_WriteByte(&client->netchan.message, svcfte_customtempent);
MSG_WriteByte(&client->netchan.message, 255);
MSG_WriteByte(&client->netchan.message, client->prespawn_idx);
MSG_WriteByte(&client->netchan.message, ctent->netstyle);
MSG_WriteString(&client->netchan.message, ctent->particleeffecttype);
if (ctent->netstyle & CTE_STAINS)
{
MSG_WriteChar(&client->netchan.message, ctent->stain[0]);
MSG_WriteChar(&client->netchan.message, ctent->stain[0]);
MSG_WriteChar(&client->netchan.message, ctent->stain[0]);
MSG_WriteByte(&client->netchan.message, ctent->radius);
}
if (ctent->netstyle & CTE_GLOWS)
{
MSG_WriteByte(&client->netchan.message, ctent->dlightrgb[0]);
MSG_WriteByte(&client->netchan.message, ctent->dlightrgb[1]);
MSG_WriteByte(&client->netchan.message, ctent->dlightrgb[2]);
MSG_WriteByte(&client->netchan.message, ctent->dlightradius);
MSG_WriteByte(&client->netchan.message, ctent->dlighttime);
}
}
}
client->prespawn_idx++;
}
}
------------------------------------------------------------------------ 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 (client->prespawn_stage == PRESPAWN_SIGNON_BUF)
{
------------------------------------------------------------------------ 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 (client->netchan.message.cursize < (client->netchan.message.maxsize/2))
{
------------------------------------------------------------------------ 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 (client->prespawn_idx >= sv.num_signon_buffers)
{
client->prespawn_stage++;
client->prespawn_idx = 0;
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
if (client->netchan.message.cursize+sv.signon_buffer_size[client->prespawn_idx]+30 < client->netchan.message.maxsize)
{
SZ_Write (&client->netchan.message,
sv.signon_buffers[client->prespawn_idx],
sv.signon_buffer_size[client->prespawn_idx]);
}
else
break;
client->prespawn_idx++;
}
}
------------------------------------------------------------------------ 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 (client->prespawn_stage == PRESPAWN_SPAWNSTATIC)
{
while (client->netchan.message.cursize < (client->netchan.message.maxsize/2)) //static entities
{
if (client->prespawn_idx >= sv.num_static_entities)
{
client->prespawn_stage++;
client->prespawn_idx = 0;
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
state = &sv_staticentities[client->prespawn_idx];
client->prespawn_idx++;
------------------------------------------------------------------------ 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 (client->fteprotocolextensions2 & PEXT2_REPLACEMENTDELTAS)
{
MSG_WriteByte(&client->netchan.message, svcfte_spawnstatic2);
SVFTE_EmitBaseline(state, false, &client->netchan.message, client);
------------------------------------------------------------------------ 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
continue;
}
if (client->fteprotocolextensions & PEXT_SPAWNSTATIC2)
{
/*if it uses some new feature, use the updated spawnstatic*/
if (state->hexen2flags || state->trans || state->modelindex >= 256 || state->frame > 255 || state->scale || state->abslight)
{
MSG_WriteByte(&client->netchan.message, svcfte_spawnstatic2);
------------------------------------------------------------------------ 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
SVQW_WriteDelta(&nullentitystate, state, &client->netchan.message, true, client->fteprotocolextensions);
continue;
}
}
/*couldn't use protocol extensions?
use the fallback, unless the model is invalid as that's silly*/
if (state->modelindex < 256)
{
MSG_WriteByte(&client->netchan.message, svc_spawnstatic);
------------------------------------------------------------------------ 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
MSG_WriteByte (&client->netchan.message, state->modelindex);
------------------------------------------------------------------------ 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
MSG_WriteByte (&client->netchan.message, state->frame);
MSG_WriteByte (&client->netchan.message, (int)state->colormap);
MSG_WriteByte (&client->netchan.message, (int)state->skinnum);
for (i=0 ; i<3 ; i++)
{
MSG_WriteCoord(&client->netchan.message, state->origin[i]);
MSG_WriteAngle(&client->netchan.message, state->angles[i]);
}
continue;
}
}
}
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
if (client->prespawn_stage == PRESPAWN_AMBIENTSOUND)
{
while (client->netchan.message.cursize < (client->netchan.message.maxsize/2)) //static entities
{
qboolean large = false;
if (client->prespawn_idx >= sv.num_static_sounds)
{
client->prespawn_stage++;
client->prespawn_idx = 0;
break;
}
sound = &sv_staticsounds[client->prespawn_idx];
client->prespawn_idx++;
if (sound->soundnum > 0xff)
{
large = true;
if (ISDPCLIENT(client))
MSG_WriteByte(&client->netchan.message, svcdp_spawnstaticsound2);
else if (ISNQCLIENT(client))
MSG_WriteByte(&client->netchan.message, svcfitz_spawnstaticsound2);
else
continue; //not supported
}
else
MSG_WriteByte(&client->netchan.message, svc_spawnstaticsound);
for (i=0 ; i<3 ; i++)
MSG_WriteCoord(&client->netchan.message, sound->position[i]);
if (large)
MSG_WriteShort(&client->netchan.message, sound->soundnum);
else
MSG_WriteByte(&client->netchan.message, sound->soundnum);
MSG_WriteByte(&client->netchan.message, sound->volume);
MSG_WriteByte(&client->netchan.message, sound->attenuation);
}
}
------------------------------------------------------------------------ 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 (client->prespawn_stage == PRESPAWN_BASELINES)
{
while (client->netchan.message.cursize < (client->netchan.message.maxsize/2)) //baselines
{
------------------------------------------------------------------------ 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 (client->prespawn_idx >= sv.world.num_edicts)
{
client->prespawn_stage++;
client->prespawn_idx = 0;
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
ent = EDICT_NUM(svprogfuncs, client->prespawn_idx);
------------------------------------------------------------------------ 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 (!ent)
state = &nullentitystate;
else
------------------------------------------------------------------------ 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
state = &ent->baseline;
------------------------------------------------------------------------ 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->number || !state->modelindex)
{ //ent doesn't have a baseline
client->prespawn_idx++;
continue;
}
if (state->number >= client->max_net_ents || state->modelindex >= client->maxmodels)
{
/*can't send this ent*/
}
else if (client->fteprotocolextensions2 & PEXT2_REPLACEMENTDELTAS)
{
MSG_WriteByte(&client->netchan.message, svcfte_spawnbaseline2);
SVFTE_EmitBaseline(state, true, &client->netchan.message, client);
------------------------------------------------------------------------ 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 (client->fteprotocolextensions & PEXT_SPAWNSTATIC2)
{
MSG_WriteByte(&client->netchan.message, svcfte_spawnbaseline2);
SVQW_WriteDelta(&nullentitystate, state, &client->netchan.message, true, client->fteprotocolextensions);
}
else if (ISDPCLIENT(client) && (state->modelindex > 255 || state->frame > 255))
{
MSG_WriteByte(&client->netchan.message, svcdp_spawnbaseline2);
MSG_WriteEntity (&client->netchan.message, state->number);
MSG_WriteShort (&client->netchan.message, state->modelindex);
MSG_WriteShort (&client->netchan.message, state->frame);
MSG_WriteByte (&client->netchan.message, (int)state->colormap);
MSG_WriteByte (&client->netchan.message, (int)state->skinnum);
for (i=0 ; i<3 ; i++)
{
MSG_WriteCoord(&client->netchan.message, state->origin[i]);
MSG_WriteAngle(&client->netchan.message, state->angles[i]);
}
}
else if (client->protocol == SCP_FITZ666 && (state->modelindex > 255 || state->frame > 255 || state->trans != 255 || state->scale != 16))
{
int fl = 0;
if (state->modelindex > 255) fl |= FITZ_B_LARGEMODEL;
if (state->frame > 255) fl |= FITZ_B_LARGEFRAME;
if (state->trans != 255) fl |= FITZ_B_ALPHA;
if (state->scale != 16) fl |= RMQFITZ_B_SCALE;
MSG_WriteByte(&client->netchan.message, svcfitz_spawnbaseline2);
MSG_WriteEntity (&client->netchan.message, state->number);
MSG_WriteByte(&client->netchan.message, fl);
if (fl & FITZ_B_LARGEMODEL)
MSG_WriteShort (&client->netchan.message, state->modelindex);
else
MSG_WriteByte (&client->netchan.message, state->modelindex);
if (fl & FITZ_B_LARGEFRAME)
MSG_WriteShort (&client->netchan.message, state->frame);
else
MSG_WriteByte (&client->netchan.message, state->frame);
MSG_WriteByte (&client->netchan.message, state->colormap);
MSG_WriteByte (&client->netchan.message, state->skinnum);
for (i=0 ; i<3 ; i++)
{
MSG_WriteCoord(&client->netchan.message, state->origin[i]);
MSG_WriteAngle(&client->netchan.message, state->angles[i]);
}
if (fl & FITZ_B_ALPHA)
MSG_WriteByte (&client->netchan.message, state->trans);
if (fl & RMQFITZ_B_SCALE)
MSG_WriteByte (&client->netchan.message, state->scale);
}
else if (state->modelindex)
{
MSG_WriteByte(&client->netchan.message, svc_spawnbaseline);
MSG_WriteEntity (&client->netchan.message, state->number);
if (state->modelindex > 255)
MSG_WriteByte (&client->netchan.message, 0); //invalid modelindex. at least try to give something
else
MSG_WriteByte (&client->netchan.message, state->modelindex);
MSG_WriteByte (&client->netchan.message, state->frame & 0xff);
MSG_WriteByte (&client->netchan.message, state->colormap & 0xff);
MSG_WriteByte (&client->netchan.message, state->skinnum & 0xff);
------------------------------------------------------------------------ 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
for (i=0 ; i<3 ; i++)
{
MSG_WriteCoord(&client->netchan.message, state->origin[i]);
MSG_WriteAngle(&client->netchan.message, state->angles[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
client->prespawn_idx++;
}
}
if (client->prespawn_stage == PRESPAWN_DONE)
{
if (!client->prespawn_idx)
{
//we'll spawn the client and then send all the updating stuff only when we know the channel is clear, by pinging the client for it.
if (ISNQCLIENT(client))
{
//effectively a cmd spawn... but also causes the client to actually send the player's name too.
ClientReliableWrite_Begin (client, svc_signonnum, 2);
ClientReliableWrite_Byte (client, 2);
}
else
{
char *cmd = va("cmd spawn %i\n",svs.spawncount);
ClientReliableWrite_Begin(client, svc_stufftext, 2+strlen(cmd));
ClientReliableWrite_String(client, cmd);
}
------------------------------------------------------------------------ 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
client->prespawn_idx++;
}
}
}
/*
==================
SV_PreSpawn_f
==================
*/
void SVQW_PreSpawn_f (void)
{
unsigned check;
if (host_client->state != cs_connected)
{
Con_Printf ("prespawn not valid -- already spawned\n");
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 (host_client->prespawn_stage != PRESPAWN_MAPCHECK)
{
Con_Printf("Wrong stage for prespawn command\n");
return;
}
// handle the case of a level changing while a client was connecting
if ( atoi(Cmd_Argv(1)) != svs.spawncount && !sv.msgfromdemo)
{
Con_Printf ("SV_PreSpawn_f from different level\n");
------------------------------------------------------------------------ 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
//FIXME: we shouldn't need the following line.
SV_New_f ();
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 (host_client->prespawn_stage == PRESPAWN_MAPCHECK)
{
check = COM_RemapMapChecksum(atoi(Cmd_Argv(3)));
// Con_DPrintf("Client check = %d\n", check);
if (sv_mapcheck.value && check != sv.world.worldmodel->checksum &&
check != COM_RemapMapChecksum(LittleLong(sv.world.worldmodel->checksum2)))
#ifdef SERVER_DEMO_PLAYBACK
if (!sv.demofile || (sv.demofile && !sv.democausesreconnect)) //demo playing causes no check. If it's the return level, check anyway to avoid that loophole.
#endif
{
char *msg;
SV_ClientTPrintf (host_client, PRINT_HIGH,
"Map model file does not match (%s), %i != %i/%i.\nYou may need a new version of the map, or the proper install files.\n",
sv.modelname, check, sv.world.worldmodel->checksum, sv.world.worldmodel->checksum2);
msg = va("\n//kickfile \"%s\"\n", sv.modelname);
ClientReliableWrite_Begin (host_client, svc_stufftext, 3+strlen(msg));
ClientReliableWrite_String (host_client, msg);
SV_DropClient (host_client);
return;
}
host_client->checksum = check;
------------------------------------------------------------------------ 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
host_client->prespawn_stage = PRESPAWN_MAPCHECK+1;
host_client->prespawn_idx = 0;
return;
}
}
/*
==================
SV_Spawn_f
==================
*/
void SVQW_Spawn_f (void)
{
int i;
client_t *client, *split;
edict_t *ent;
int secret_total, secret_found, monsters_total, monsters_found;
if (host_client->state != cs_connected)
{
Con_Printf ("Spawn not valid -- already spawned\n");
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 (host_client->prespawn_stage != PRESPAWN_DONE)
{
Con_Printf ("%s sent spawn without prespawn!\n", host_client->name);
------------------------------------------------------------------------ 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
SV_New_f ();
return;
}
// handle the case of a level changing while a client was connecting
if ( atoi(Cmd_Argv(1)) != svs.spawncount && !sv.msgfromdemo)
{
Con_Printf ("SV_Spawn_f from different level\n");
SV_New_f ();
return;
}
// send all current names, colors, and frag counts
// FIXME: is this a good thing?
SZ_Clear (&host_client->netchan.message);
// send current status of all other players
// normally this could overflow, but no need to check due to backbuf
for (i=0, client = svs.clients ; i<svs.allocated_client_slots ; i++, client++)
SV_FullClientUpdate(client, host_client);
SV_MVD_FullClientUpdate(NULL, host_client);
// send all current light styles
for (i=0 ; i<MAX_LIGHTSTYLES ; i++)
{
#ifdef SERVER_DEMO_PLAYBACK
if (sv.democausesreconnect)
{
if (i >= MAX_STANDARDLIGHTSTYLES)
continue;
ClientReliableWrite_Begin (host_client, svc_lightstyle,
3 + (sv.demolightstyles[i] ? strlen(sv.demolightstyles[i]) : 1));
ClientReliableWrite_Byte (host_client, (char)i);
ClientReliableWrite_String (host_client, sv.demolightstyles[i]);
}
else
#endif
{
if (i >= MAX_STANDARDLIGHTSTYLES)
if (!sv.strings.lightstyles[i])
continue;
#ifdef PEXT_LIGHTSTYLECOL
if ((host_client->fteprotocolextensions & PEXT_LIGHTSTYLECOL) && (sv.strings.lightstylecolours[i][0]!=1||sv.strings.lightstylecolours[i][1]!=1||sv.strings.lightstylecolours[i][2]!=1) && sv.strings.lightstyles[i])
{
ClientReliableWrite_Begin (host_client, svcfte_lightstylecol,
10 + (sv.strings.lightstyles[i] ? strlen(sv.strings.lightstyles[i]) : 1));
ClientReliableWrite_Byte (host_client, (char)i);
ClientReliableWrite_Char (host_client, 0x87);
ClientReliableWrite_Short (host_client, sv.strings.lightstylecolours[i][0]*1024);
ClientReliableWrite_Short (host_client, sv.strings.lightstylecolours[i][1]*1024);
ClientReliableWrite_Short (host_client, sv.strings.lightstylecolours[i][2]*1024);
ClientReliableWrite_String (host_client, sv.strings.lightstyles[i]);
}
else
#endif
{
ClientReliableWrite_Begin (host_client, svc_lightstyle,
3 + (sv.strings.lightstyles[i] ? strlen(sv.strings.lightstyles[i]) : 1));
ClientReliableWrite_Byte (host_client, (char)i);
ClientReliableWrite_String (host_client, sv.strings.lightstyles[i]);
}
}
}
#ifdef HLSERVER
if (svs.gametype == GT_HALFLIFE)
{
for (split = host_client; split; split = split->controlled)
{
split->entgravity = 1;
split->maxspeed = 320;
SVHL_PutClientInServer(split);
}
secret_total = 0;
secret_found = 0;
monsters_total = 0;
monsters_found = 0;
}
else
#endif
{
// set up the edict
for (split = host_client; split; split = split->controlled)
{
ent = split->edict;
if (split->istobeloaded) //minimal setup
{
split->entgravity = ent->xv->gravity;
split->maxspeed = ent->xv->maxspeed;
split->playerclass = ent->xv->playerclass;
}
else
{
SV_SetUpClientEdict(split, ent);
}
//
// force stats to be updated
//
memset (split->statsi, 0, sizeof(split->statsi));
memset (split->statsf, 0, sizeof(split->statsf));
memset (split->statss, 0, sizeof(split->statss));
}
secret_total = pr_global_struct->total_secrets;
secret_found = pr_global_struct->found_secrets;
monsters_total = pr_global_struct->total_monsters;
monsters_found = pr_global_struct->killed_monsters;
}
ClientReliableWrite_Begin (host_client, svcqw_updatestatlong, 6);
ClientReliableWrite_Byte (host_client, STAT_TOTALSECRETS);
ClientReliableWrite_Long (host_client, secret_total);
ClientReliableWrite_Begin (host_client, svcqw_updatestatlong, 6);
ClientReliableWrite_Byte (host_client, STAT_TOTALMONSTERS);
ClientReliableWrite_Long (host_client, monsters_total);
ClientReliableWrite_Begin (host_client, svcqw_updatestatlong, 6);
ClientReliableWrite_Byte (host_client, STAT_SECRETS);
ClientReliableWrite_Long (host_client, secret_found);
ClientReliableWrite_Begin (host_client, svcqw_updatestatlong, 6);
ClientReliableWrite_Byte (host_client, STAT_MONSTERS);
ClientReliableWrite_Long (host_client, monsters_found);
// get the client to check and download skins
// when that is completed, a begin command will be issued
ClientReliableWrite_Begin (host_client, svc_stufftext, 8);
ClientReliableWrite_String (host_client, "skins\n" );
}
/*
==================
SV_SpawnSpectator
==================
*/
void SV_SpawnSpectator (void)
{
int i;
edict_t *e;
VectorClear (sv_player->v->origin);
VectorClear (sv_player->v->view_ofs);
sv_player->v->view_ofs[2] = DEFAULT_VIEWHEIGHT;
sv_player->v->movetype = MOVETYPE_NOCLIP;
// search for an info_playerstart to spawn the spectator at
//this is only useful when a mod doesn't nativly support spectators. old qw on nq mods.
for (i=svs.allocated_client_slots+1 ; i<sv.world.num_edicts ; i++)
{
e = EDICT_NUM(svprogfuncs, i);
if (!strcmp(PR_GetString(svprogfuncs, e->v->classname), "info_player_start"))
{
VectorCopy (e->v->origin, sv_player->v->origin);
return;
}
}
}
void SV_Begin_Core(client_t *split)
{ //this is the client-protocol-independant core, for q1/q2 gamecode
client_t *oh;
int i;
if (progstype == PROG_H2 && split->playerclass)
split->edict->xv->playerclass = split->playerclass; //make sure it's set the same as the userinfo
#ifdef Q2SERVER
if (ge)
{
ge->ClientUserinfoChanged (split->q2edict, split->userinfo); //tell the gamecode
------------------------------------------------------------------------ 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
SV_ExtractFromUserinfo(split, true); //let the server routines know
ge->ClientBegin(split->q2edict);
split->istobeloaded = false;
sv.spawned_client_slots++;
}
else
#endif
if (split->istobeloaded)
{
func_t f;
split->istobeloaded = false;
f = PR_FindFunction(svprogfuncs, "RestoreGame", PR_ANY);
if (f)
{
pr_global_struct->time = sv.world.physicstime;
pr_global_struct->self = EDICT_TO_PROG(svprogfuncs, split->edict);
PR_ExecuteProgram (svprogfuncs, f);
}
}
else
{
if (split->spectator)
{
SV_SpawnSpectator ();
if (SpectatorConnect)
{
//keep the spectator tracking the player from the previous map
if (split->spec_track > 0)
split->edict->v->goalentity = EDICT_TO_PROG(svprogfuncs, EDICT_NUM(svprogfuncs, split->spec_track));
else
split->edict->v->goalentity = 0;
// copy spawn parms out of the client_t
for (i=0 ; i< NUM_SPAWN_PARMS ; i++)
{
if (pr_global_ptrs->spawnparamglobals[i])
*pr_global_ptrs->spawnparamglobals[i] = split->spawn_parms[i];
}
// call the spawn function
pr_global_struct->time = sv.world.physicstime;
pr_global_struct->self = EDICT_TO_PROG(svprogfuncs, split->edict);
PR_ExecuteProgram (svprogfuncs, SpectatorConnect);
}
sv.spawned_observer_slots++;
}
else
{
sv.spawned_client_slots++;
if (svprogfuncs)
{
eval_t *eval, *eval2;
eval = PR_FindGlobal(svprogfuncs, "ClientReEnter", 0, NULL);
if (eval && eval->function && split->spawninfo)
{
globalvars_t *pr_globals = PR_globals(svprogfuncs, PR_CURRENT);
int j;
edict_t *ent;
ent = split->edict;
j = strlen(split->spawninfo);
World_UnlinkEdict((wedict_t*)ent);
svprogfuncs->restoreent(svprogfuncs, split->spawninfo, &j, ent);
eval2 = svprogfuncs->GetEdictFieldValue(svprogfuncs, ent, "stats_restored", NULL);
if (eval2)
eval2->_float = 1;
for (j=0 ; j< NUM_SPAWN_PARMS ; j++)
{
if (pr_global_ptrs->spawnparamglobals[j])
*pr_global_ptrs->spawnparamglobals[j] = split->spawn_parms[j];
}
pr_global_struct->time = sv.world.physicstime;
pr_global_struct->self = EDICT_TO_PROG(svprogfuncs, ent);
G_FLOAT(OFS_PARM0) = sv.time - split->spawninfotime;
PR_ExecuteProgram(svprogfuncs, eval->function);
}
else
{
// copy spawn parms out of the client_t
for (i=0 ; i< NUM_SPAWN_PARMS ; i++)
{
if (pr_global_ptrs->spawnparamglobals[i])
*pr_global_ptrs->spawnparamglobals[i] = split->spawn_parms[i];
}
// call the spawn function
#ifdef VM_Q1
if (svs.gametype == GT_Q1QVM)
Q1QVM_ClientConnect(split);
else
#endif
{
globalvars_t *pr_globals = PR_globals(svprogfuncs, PR_CURRENT);
pr_global_struct->time = sv.world.physicstime;
pr_global_struct->self = EDICT_TO_PROG(svprogfuncs, split->edict);
if (pr_globals)
G_FLOAT(OFS_PARM0) = split->csqcactive; //this arg is part of EXT_CSQC_1, but doesn't have to be supported by the mod
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
sv.skipbprintclient = host_client;
if (pr_global_ptrs->ClientConnect)
PR_ExecuteProgram (svprogfuncs, *pr_global_ptrs->ClientConnect);
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
sv.skipbprintclient = NULL;
// actually spawn the player
pr_global_struct->time = sv.world.physicstime;
pr_global_struct->self = EDICT_TO_PROG(svprogfuncs, split->edict);
if (pr_global_ptrs->PutClientInServer)
PR_ExecuteProgram (svprogfuncs, *pr_global_ptrs->PutClientInServer);
else
{
split->edict->v->health = 100;
split->edict->v->mins[0] = -16;
split->edict->v->mins[1] = -16;
split->edict->v->mins[2] = -24;
split->edict->v->maxs[0] = 16;
split->edict->v->maxs[1] = 16;
split->edict->v->maxs[2] = 32;
split->edict->v->movetype = MOVETYPE_NOCLIP;
}
}
oh = host_client;
host_client = split;
sv_player = host_client->edict;
SV_PreRunCmd();
{
usercmd_t cmd;
memset(&cmd, 0, sizeof(cmd));
cmd.msec = 0;
#define ANGLE2SHORT(x) (x) * (65536/360.0)
cmd.angles[0] = ANGLE2SHORT(split->edict->v->v_angle[0]);
cmd.angles[1] = ANGLE2SHORT(split->edict->v->v_angle[1]);
cmd.angles[2] = ANGLE2SHORT(split->edict->v->v_angle[2]);
SV_RunCmd(&cmd, false);
}
SV_PostRunCmd();
host_client = oh;
sv_player = host_client->edict;
}
}
}
}
}
/*
==================
SV_Begin_f
==================
*/
void SV_Begin_f (void)
{
client_t *split;
unsigned pmodel = 0, emodel = 0;
qboolean sendangles=false;
if (!SV_CheckRealIP(host_client, true))
{
if (host_client->protocol == SCP_QUAKE2)
ClientReliableWrite_Begin (host_client, svcq2_stufftext, 13+strlen(Cmd_Args()));
else
ClientReliableWrite_Begin (host_client, svc_stufftext, 13+strlen(Cmd_Args()));
ClientReliableWrite_String (host_client, va("cmd begin %s\n", Cmd_Args()));
return;
}
if (host_client->state == cs_spawned)
return; // don't begin again
for (split = host_client; split; split = split->controlled)
split->state = cs_spawned;
// handle the case of a level changing while a client was connecting
if ( atoi(Cmd_Argv(1)) != svs.spawncount && !sv.msgfromdemo)
{
Con_Printf ("SV_Begin_f from different level\n");
SV_New_f ();
return;
}
if (host_client->istobeloaded)
sendangles = true;
if (host_client->protocol == SCP_QUAKE2)
sendangles = false;
for (split = host_client; split; split = split->controlled)
{ //tell the gamecode they're ready
SV_Begin_Core(split);
}
// clear the net statistics, because connecting gives a bogus picture
host_client->netchan.frame_latency = 0;
host_client->netchan.frame_rate = 0;
host_client->netchan.drop_count = 0;
host_client->netchan.good_count = 0;
//check he's not cheating
if (progstype == PROG_QW)
{
pmodel = atoi(Info_ValueForKey (host_client->userinfo, "pmodel"));
emodel = atoi(Info_ValueForKey (host_client->userinfo, "emodel"));
if (pmodel != sv.model_player_checksum ||
emodel != sv.eyes_player_checksum)
SV_BroadcastTPrintf (PRINT_HIGH, "warning: %s eyes or player model does not match\n", host_client->name);
}
// if we are paused, tell the client
if (sv.paused)
{
if (!ISQ2CLIENT(host_client))
{
ClientReliableWrite_Begin (host_client, svc_setpause, 2);
ClientReliableWrite_Byte (host_client, sv.paused!=0);
}
if (sv.paused&~4)
SV_ClientTPrintf(host_client, PRINT_HIGH, "server is paused\n");
}
if (sendangles)
{
//
// send a fixangle over the reliable channel to make sure it gets there
// Never send a roll angle, because savegames can catch the server
// in a state where it is expecting the client to correct the angle
// and it won't happen if the game was just loaded, so you wind up
// with a permanent head tilt
MSG_WriteByte (&host_client->netchan.message, svc_setangle);
MSG_WriteAngle (&host_client->netchan.message, 0 );
MSG_WriteAngle (&host_client->netchan.message, host_client->edict->v->angles[1] );
MSG_WriteAngle (&host_client->netchan.message, 0 );
}
}
//=============================================================================
//dp downloads are a 2-stream system
//the server->client stream is as you'd expect. except that its unreliable rather than reliable
//the client->server stream contains no actual data.
//when c2s has a hole, the s2c stream is reset to the last-known 'good' position.
//eventually the client is left acking packets with no data in them, the server then tells the client that the download is complete.
//the client does no checks to see if there's a hole, other than the crc
//so any single lost packet (even client->server) means that the entire stream will be set back by your ping time
void SV_DarkPlacesDownloadChunk(client_t *cl, sizebuf_t *msg)
{
#define MAXDPDOWNLOADCHUNK 1024
char buffer[MAXDPDOWNLOADCHUNK];
int size, start;
if (!ISNQCLIENT(cl))
return;
if (!cl->download)
return;
if (!cl->downloadstarted)
return;
if (cl->num_backbuf)
return;
size = 1024; //fixme
if (size > cl->datagram.maxsize - cl->datagram.cursize)
size = cl->datagram.maxsize - cl->datagram.cursize - 16;
if (size > MAXDPDOWNLOADCHUNK) //don't clog it too much
size = MAXDPDOWNLOADCHUNK;
start = VFS_TELL(cl->download);
if (start+size > cl->downloadsize) //clamp to the size of the file.
size = cl->downloadsize - start;
size = VFS_READ(cl->download, buffer, size);
if (size < 0)
size = 0;
MSG_WriteByte(msg, svcdp_downloaddata);
MSG_WriteLong (msg, start);
MSG_WriteShort (msg, size);
SZ_Write(msg, buffer, size);
}
void SVDP_StartDownload_f(void)
{
if (host_client->protocol != SCP_DARKPLACES7)
return;
if (!host_client->download)
return;
host_client->downloadstarted = true;
}
void SV_DarkPlacesDownloadAck(client_t *cl)
{
int start = MSG_ReadLong();
int size = (unsigned short)MSG_ReadShort();
if (!cl->download)
return;
if (start != cl->downloadacked)
{
//packetloss
VFS_SEEK(cl->download, cl->downloadacked);
}
else if (size != 0)
{
cl->downloadacked += size; //successful packet
cl->downloadcount = cl->downloadacked;
}
else
{
char *s;
unsigned short crc;
int pos=0, csize;
qbyte chunk[1024];
QCRC_Init(&crc);
VFS_SEEK(host_client->download, 0);
while (pos < host_client->downloadsize)
{
csize = sizeof(chunk);
if (pos + csize > host_client->downloadsize)
csize = host_client->downloadsize - pos;
VFS_READ(host_client->download, chunk, csize);
QCRC_AddBlock(&crc, chunk, csize);
pos += csize;
}
s = va("\ncl_downloadfinished %u %i \"\"\n", (unsigned int)host_client->downloadsize, crc);
ClientReliableWrite_Begin (cl, svc_stufftext, 2+strlen(s));
ClientReliableWrite_String(cl, s);
VFS_CLOSE(host_client->download);
host_client->send_message = true;
host_client->download = NULL;
host_client->downloadsize = 0;
}
}
static void SV_NextChunkedDownload(unsigned int chunknum, int ezpercent, int ezfilenum, int chunks)
{
#define CHUNKSIZE 1024
char buffer[CHUNKSIZE];
qbyte oobdata[1+ (sizeof("\\chunk")-1) + 4 + 1 + 4 + CHUNKSIZE];
sizebuf_t *msg, msg_oob;
int i;
int error = false;
//can't support this yet. at least forcing to 1 avoids too bad infinite loops. this can be a nasty dos attack on a server. if (chunks < 1)
chunks = 1;
msg = &host_client->datagram;
if (chunknum == -1)
error = 2; //silent, don't report it
else if (chunknum*CHUNKSIZE > host_client->downloadsize)
{
SV_ClientTPrintf (host_client, PRINT_HIGH, "Warning: Invalid file chunk requested %u to %u of %u.\n", chunknum*CHUNKSIZE, (chunknum+1)*CHUNKSIZE, host_client->downloadsize);
error = 2;
}
if (!error && VFS_SEEK (host_client->download, (qofs_t)chunknum*CHUNKSIZE) == false)
error = true;
else
{
if (host_client->downloadcount < chunknum*CHUNKSIZE)
host_client->downloadcount = chunknum*CHUNKSIZE;
}
while (!error && chunks > 0)
{
if ((host_client->datagram.cursize + CHUNKSIZE+5+50 > host_client->datagram.maxsize) || (host_client->datagram.cursize + CHUNKSIZE+5 > 1400))
{
//would overflow the packet, or result in (ethernet) fragmentation and high packet loss.
msg = &msg_oob;
if (!ezfilenum) //can't oob it
return;
if (host_client->waschoked)
return; //don't let chunked downloads flood out the standard packets.
if (!Netchan_CanPacket(&host_client->netchan, SV_RateForClient(host_client)))
return;
}
i = VFS_READ (host_client->download, buffer, CHUNKSIZE);
if (i > 0)
{
if (msg == &msg_oob)
{
msg = &msg_oob;
msg->cursize = 0;
msg->maxsize = sizeof(oobdata);
msg->currentbit = 0;
msg->packing = SZ_RAWBYTES;
msg->allowoverflow = 0;
msg->overflowed = 0;
msg->data = oobdata;
MSG_WriteByte(msg, A2C_PRINT);
SZ_Write(msg, "\\chunk", 6);
MSG_WriteLong(msg, ezfilenum); //echoing the file num is used so the packets don't go out of sync.
}
if (i != CHUNKSIZE)
memset(buffer+i, 0, CHUNKSIZE-i);
MSG_WriteByte(msg, svc_download);
MSG_WriteLong(msg, chunknum);
SZ_Write(msg, buffer, CHUNKSIZE);
if (msg == &msg_oob)
{
Netchan_OutOfBand(NS_SERVER, &host_client->netchan.remote_address, msg_oob.cursize, msg_oob.data);
Netchan_Block(&host_client->netchan, msg_oob.cursize, SV_RateForClient(host_client));
host_client->netchan.bytesout += msg_oob.cursize;
}
}
else if (i < 0)
error = true;
chunks--;
chunknum++;
}
if (error)
{
VFS_CLOSE (host_client->download);
host_client->download = NULL;
if (error != 2)
{/*work around for ezquake*/
ClientReliableWrite_Begin (host_client, svc_download, 10+strlen(host_client->downloadfn));
ClientReliableWrite_Long (host_client, -1);
ClientReliableWrite_Long (host_client, -3);
ClientReliableWrite_String (host_client, host_client->downloadfn);
}
host_client->downloadstarted = false;
}
}
/*
==================
SV_NextDownload_f
==================
*/
void SV_NextDownload_f (void)
{
qbyte buffer[1024];
int r;
int percent;
int size;
if (!host_client->download)
return;
#ifdef PEXT_CHUNKEDDOWNLOADS
if (host_client->fteprotocolextensions & PEXT_CHUNKEDDOWNLOADS)
{
if (Cmd_Argc() < 2)
SV_NextChunkedDownload(atoi(Cmd_Argv(1)), atoi(Cmd_Argv(2)), atoi(Cmd_Argv(3)), atoi(Cmd_Argv(4)));
else
SV_NextChunkedDownload(atoi(Cmd_Argv(1)), atoi(Cmd_Argv(2)), atoi(Cmd_Argv(3)), atoi(Cmd_Argv(4)));
return;
}
#endif
r = host_client->downloadsize - host_client->downloadcount;
/*
#ifdef PEXT_ZLIBDL
if (host_client->protocolextensions & PEXT_ZLIBDL)
{
if (r>1024) //expect a little more.
r=1024;
}
else
#endif
*/
if (r > 768)
r = 768;
r = VFS_READ (host_client->download, buffer, r);
ClientReliableWrite_Begin (host_client, ISQ2CLIENT(host_client)?svcq2_download:svc_download, 6+r);
ClientReliableWrite_Short (host_client, r);
host_client->downloadcount += r;
size = host_client->downloadsize;
if (host_client->downloadcount < size)
{
if (!size)
size = 1;
percent = (double)host_client->downloadcount*100.0/size;
percent = bound(0, percent, 99);
}
else
percent = 100;
#ifdef PEXT_ZLIBDL
if (host_client->fteprotocolextensions & PEXT_ZLIBDL)
{
ClientReliableWrite_Byte (host_client, percent+101);
ClientReliableWrite_ZLib (host_client, buffer, r);
}
else
#endif
{
ClientReliableWrite_Byte (host_client, percent);
ClientReliableWrite_SZ (host_client, buffer, r);
}
if (host_client->downloadcount < host_client->downloadsize)
return;
VFS_CLOSE (host_client->download);
host_client->download = NULL;
}
void VARGS OutofBandPrintf(netadr_t *where, char *fmt, ...)
{
va_list argptr;
char send[1024];
send[0] = 0xff;
send[1] = 0xff;
send[2] = 0xff;
send[3] = 0xff;
send[4] = A2C_PRINT;
va_start (argptr, fmt);
vsnprintf (send+5, sizeof(send)-5, fmt, argptr);
va_end (argptr);
NET_SendPacket (NS_SERVER, strlen(send)+1, send, where);
}
/*
==================
SV_NextUpload
==================
*/
void SV_NextUpload (void)
{
int percent;
int size;
if (!*host_client->uploadfn)
{
SV_ClientTPrintf(host_client, PRINT_HIGH, "Upload denied\n");
ClientReliableWrite_Begin (host_client, svc_stufftext, 8);
ClientReliableWrite_String (host_client, "stopul\n");
// suck out rest of packet
size = MSG_ReadShort (); MSG_ReadByte ();
msg_readcount += size;
return;
}
size = MSG_ReadShort ();
percent = MSG_ReadByte ();
if (!host_client->upload)
{
FS_CreatePath(host_client->uploadfn, FS_GAMEONLY);
host_client->upload = FS_OpenVFS(host_client->uploadfn, "wb", FS_GAMEONLY);
if (!host_client->upload)
{
Sys_Printf("Can't create %s\n", host_client->uploadfn);
ClientReliableWrite_Begin (host_client, svc_stufftext, 8);
ClientReliableWrite_String (host_client, "stopul\n");
*host_client->uploadfn = 0;
return;
}
Con_Printf("Receiving %s from %d...\n", host_client->uploadfn, host_client->userid);
if (host_client->remote_snap)
OutofBandPrintf(&host_client->snap_from, "Server receiving %s from %d...\n", host_client->uploadfn, host_client->userid);
}
VFS_WRITE (host_client->upload, net_message.data + msg_readcount, size);
msg_readcount += size;
if (percent != 100)
{
ClientReliableWrite_Begin (host_client, svc_stufftext, 8);
ClientReliableWrite_String (host_client, "nextul\n");
}
else
{
VFS_CLOSE (host_client->upload);
host_client->upload = NULL;
Con_Printf("%s upload completed.\n", host_client->uploadfn);
if (host_client->remote_snap)
{
char *p;
if ((p = strchr(host_client->uploadfn, '/')) != NULL)
p++;
else
p = host_client->uploadfn;
OutofBandPrintf(&host_client->snap_from, "%s upload completed.\nTo download, enter:\ndownload %s\n",
host_client->uploadfn, p);
}
*host_client->uploadfn = 0; //don't let it get overwritten again
}
}
#ifdef VOICECHAT
/*
Pivicy issues:
By sending voice chat to a server, you are unsure who might be listening.
Voice can be recorded to an mvd, potentially including voice.
Spectators tracvking you are able to hear team chat of your team.
You're never quite sure if anyone might join the server and your team before you finish saying a sentance.
You run the risk of sounds around you being recorded by quake, including but not limited to: TV channels, loved ones, phones, YouTube videos featuring certain moans.
Default on non-team games is to broadcast.
*/
#define VOICE_RING_SIZE 512 /*POT*/
struct
{
struct voice_ring_s
{
unsigned int sender;
unsigned char receiver[(MAX_CLIENTS+7)/8];
unsigned char gen;
unsigned char seq;
unsigned int datalen;
unsigned char data[1024];
} ring[VOICE_RING_SIZE];
unsigned int write;
} voice;
void SV_VoiceReadPacket(void)
{
unsigned int vt = host_client->voice_target;
unsigned int j;
struct voice_ring_s *ring;
unsigned short bytes;
client_t *cl;
unsigned char gen = MSG_ReadByte();
unsigned char seq = MSG_ReadByte();
/*read the data from the client*/
bytes = MSG_ReadShort();
ring = &voice.ring[voice.write & (VOICE_RING_SIZE-1)];
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
//voice data does not get echoed to the sender unless sv_voip_echo is on too, which is rarely the case, so no worries about leaking the mute+deaf talking-to-yourself thing
if (bytes > sizeof(ring->data) || (host_client->penalties & BAN_MUTE) || !sv_voip.ival)
{
MSG_ReadSkip(bytes);
return;
}
else
{
voice.write++;
MSG_ReadData(ring->data, bytes);
}
ring->datalen = bytes;
ring->sender = host_client - svs.clients;
ring->gen = gen;
ring->seq = seq;
/*broadcast it its to their team, and its not teamplay*/
if (vt == VT_TEAM && !teamplay.ival)
vt = VT_ALL;
/*figure out which team members are meant to receive it*/
for (j = 0; j < (MAX_CLIENTS+7)/8; j++)
ring->receiver[j] = 0;
for (j = 0, cl = svs.clients; j < svs.allocated_client_slots; j++, cl++)
{
if (cl->state != cs_spawned && cl->state != cs_connected)
continue;
/*spectators may only talk to spectators*/
if (host_client->spectator && !sv_spectalk.ival)
if (!cl->spectator)
continue;
if (cl->penalties & BAN_DEAF)
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
continue;
if (vt == VT_TEAM)
{
// the spectator team
if (host_client->spectator)
{
if (!cl->spectator)
continue;
}
else
{
if (strcmp(cl->team, host_client->team) || cl->spectator)
continue; // on different teams
}
}
else if (vt == VT_NONMUTED)
{
if (host_client->voice_mute[j>>3] & (1<<(j&3)))
continue;
}
else if (vt == VT_SPECSELF)
{
//spectators spectating self hear it.
//self hears it (for demos, voip_echo stops it from actually being echoed)
if (!host_client->spectator || host_client->spec_track != host_client-svs.clients)
if (j != host_client-svs.clients)
continue;
}
else if (vt >= VT_PLAYERSLOT0)
{
if (j != vt - VT_PLAYERSLOT0)
continue;
}
ring->receiver[j>>3] |= 1<<(j&3);
}
if (sv.mvdrecording && sv_voip_record.ival && !(sv_voip_record.ival == 2 && !host_client->spectator))
{
sizebuf_t *msg;
// non-team messages should be seen always, even if not tracking any player
if (vt == VT_ALL && (!host_client->spectator || sv_spectalk.ival))
{
msg = MVDWrite_Begin (dem_all, 0, ring->datalen+6);
}
else
{
unsigned int cls;
cls = ring->receiver[0] |
(ring->receiver[1]<<8) |
(ring->receiver[2]<<16) |
(ring->receiver[3]<<24);
msg = MVDWrite_Begin (dem_multiple, cls, ring->datalen+6);
}
MSG_WriteByte(msg, svcfte_voicechat);
MSG_WriteByte(msg, ring->sender);
MSG_WriteByte(msg, ring->gen);
MSG_WriteByte(msg, ring->seq);
MSG_WriteShort(msg, ring->datalen);
SZ_Write(msg, ring->data, ring->datalen);
}
}
void SV_VoiceInitClient(client_t *client)
{
client->voice_target = VT_TEAM;
client->voice_active = false;
client->voice_read = voice.write;
memset(client->voice_mute, 0, sizeof(client->voice_mute));
}
void SV_VoiceSendPacket(client_t *client, sizebuf_t *buf)
{
unsigned int clno;
qboolean send;
struct voice_ring_s *ring;
if (client->controller)
client = client->controller;
clno = client - svs.clients;
if (!(client->fteprotocolextensions2 & PEXT2_VOICECHAT))
return;
if (!client->voice_active || client->num_backbuf)
{
client->voice_read = voice.write;
return;
}
while(client->voice_read < voice.write)
{
/*they might be too far behind*/
if (client->voice_read+VOICE_RING_SIZE < voice.write)
client->voice_read = voice.write - VOICE_RING_SIZE;
ring = &voice.ring[(client->voice_read) & (VOICE_RING_SIZE-1)];
/*figure out if it was for us*/
send = false;
if (ring->receiver[clno>>3] & (1<<(clno&3)))
send = true;
/*if you're spectating, you can hear whatever your tracked player can hear*/
if (host_client->spectator && host_client->spec_track && host_client->spec_track <= sv.allocated_client_slots)
if (ring->receiver[(host_client->spec_track-1)>>3] & (1<<((host_client->spec_track-1)&3)))
send = true;
if (client->voice_mute[ring->sender>>3] & (1<<(ring->sender&3)))
send = false;
if (ring->sender == clno && !sv_voip_echo.ival)
send = false;
/*additional ways to block voice*/
if (client->download)
send = false;
if (send)
{
if (buf->maxsize - buf->cursize < ring->datalen+5)
break;
MSG_WriteByte(buf, svcfte_voicechat);
MSG_WriteByte(buf, ring->sender);
MSG_WriteByte(buf, ring->gen);
MSG_WriteByte(buf, ring->seq);
MSG_WriteShort(buf, ring->datalen);
SZ_Write(buf, ring->data, ring->datalen);
}
client->voice_read++;
}
}
void SV_Voice_Ignore_f(void)
{
unsigned int other;
int type = 0;
if (Cmd_Argc() < 2)
{
/*only a name = toggle*/
type = 0;
}
else
{
/*mute if 1, unmute if 0*/
if (atoi(Cmd_Argv(2)))
type = 1;
else
type = -1;
}
other = atoi(Cmd_Argv(1));
if (other >= svs.allocated_client_slots)
return;
switch(type)
{
case -1:
host_client->voice_mute[other>>3] &= ~(1<<(other&3));
break;
case 0:
host_client->voice_mute[other>>3] ^= (1<<(other&3));
break;
case 1:
host_client->voice_mute[other>>3] |= (1<<(other&3));
}
}
void SV_Voice_Target_f(void)
{
unsigned int other;
char *t = Cmd_Argv(1);
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
char *v = Cmd_Argv(2);
qboolean verbose = *v?atoi(v):host_client->voice_active;
if (!strcmp(t, "team"))
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
{
host_client->voice_target = VT_TEAM;
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
if (verbose)
{
if (teamplay.ival)
SV_ClientTPrintf(host_client, PRINT_HIGH, "Now sending voice to team\n");
else
SV_ClientTPrintf(host_client, PRINT_HIGH, "Now sending voice to all (no teamplay)\n");
}
}
else if (!strcmp(t, "all"))
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
{
host_client->voice_target = VT_ALL;
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
if (verbose)
SV_ClientTPrintf(host_client, PRINT_HIGH, "Now sending voice to all\n");
}
else if (!strcmp(t, "specself"))
{
host_client->voice_target = VT_SPECSELF;
if (verbose)
SV_ClientTPrintf(host_client, PRINT_HIGH, "Now sending voice to your personal admirers\n");
}
else if (!strcmp(t, "nonmuted"))
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
{
host_client->voice_target = VT_NONMUTED;
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
if (verbose)
SV_ClientTPrintf(host_client, PRINT_HIGH, "Now sending voice to all people you've not ignored\n");
}
else if (*t >= '0' && *t <= '9')
{
other = atoi(t);
if (other >= svs.allocated_client_slots)
{
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
if (verbose)
SV_ClientTPrintf(host_client, PRINT_HIGH, "Invalid client\n");
return;
}
host_client->voice_target = VT_PLAYERSLOT0 + other;
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
if (verbose)
{
if (host_client->state >= cs_connected)
SV_ClientTPrintf(host_client, PRINT_HIGH, "Now sending voice only to %s\n", host_client->name);
else
SV_ClientTPrintf(host_client, PRINT_HIGH, "Now sending voice only to player slot %i, if someone occupies it\n", other);
}
}
else
{
/*don't know who you mean, futureproofing*/
host_client->voice_target = VT_TEAM;
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
if (verbose)
SV_ClientTPrintf(host_client, PRINT_HIGH, "Now sending voice to team\n");
}
}
void SV_Voice_MuteAll_f(void)
{
host_client->voice_active = false;
}
void SV_Voice_UnmuteAll_f(void)
{
host_client->voice_active = true;
}
#endif
//Use of this function is on name only.
//Be aware that the maps directory should be restricted based on weather the file was from a pack file
//this is to preserve copyright - please do not breach due to a bug.
qboolean SV_AllowDownload (const char *name)
{
extern cvar_t allow_download;
extern cvar_t allow_download_skins;
extern cvar_t allow_download_models;
extern cvar_t allow_download_sounds;
extern cvar_t allow_download_demos;
extern cvar_t allow_download_maps;
extern cvar_t allow_download_textures;
extern cvar_t allow_download_packages;
extern cvar_t allow_download_wads;
extern cvar_t allow_download_root;
extern cvar_t allow_download_logs;
extern cvar_t allow_download_configs;
extern cvar_t allow_download_copyrighted;
extern cvar_t allow_download_other;
char cleanname[MAX_QPATH];
char ext[8];
int i=0;
if (strlen(name) >= MAX_QPATH)
return false;
do
{
cleanname[i++] = *name;
} while(*name++);
name = cleanname;
//allowed at all?
if (!allow_download.ival)
return false;
//no subdirs?
if (strstr (name, "..")) //no under paths.
return false;
if (*name == '.') //relative is pointless
return false;
if (*name == '/') //no absolute.
return false;
if (strchr(name, '\\')) //no windows paths - grow up lame windows users.
return false;
COM_FileExtension(name, ext, sizeof(ext));
//block attempts to download logs
if (!Q_strcasecmp("log", ext))
return !!allow_download_logs.value;
if (strncmp(name, "logs/", 5) == 0)
return !!allow_download_logs.value;
if (!strncmp(name, "package/", 8))
{
if (!strcmp("pk4", ext) || !strcmp("pk3", ext) || !strcmp("pak", ext))
{
if (!allow_download_packages.ival)
return false;
/*do not permit 'id1/pak1.pak' or 'baseq3/pak0.pk3' or any similarly named packages. such packages would violate copyright, and must be obtained through other means (like buying the damn game)*/
if (!allow_download_copyrighted.ival && !FS_GetPackageDownloadable(name+8))
return false;
return true;
}
return false;
}
if (strncmp(name, "maps/", 5) == 0)
return !!allow_download_maps.value;
//skins?
if (strncmp(name, "skins/", 6) == 0)
return !!allow_download_skins.value;
//models
if ((strncmp(name, "progs/", 6) == 0) ||
(strncmp(name, "models/", 7) == 0))
return !!allow_download_models.value;
//sound
if (strncmp(name, "sound/", 6) == 0)
return !!allow_download_sounds.value;
//demos
if (strncmp(name, "demos/", 6) == 0)
return !!allow_download_demos.value;
//textures
if (strncmp(name, "textures/", 9) == 0)
return !!allow_download_textures.value;
if (strncmp(name, "config/", 9) == 0)
return !!allow_download_configs.value;
//wads
if (strncmp(name, "wads/", 5) == 0)
return !!allow_download_wads.value;
if (!strchr(name, '/') && !strcmp("wad", ext))
return !!allow_download_wads.value;
//pak/pk3s.
if (!strcmp("pk4", ext) || !strcmp("pk3", ext) || !strcmp("pak", ext))
{
if (strnicmp(name, "pak", 3)) //don't give out core pak/pk3 files. This matches q3 logic.
return !!allow_download_packages.value;
else
return !!allow_download_packages.value && !!allow_download_copyrighted.value;
}
if (!strcmp("cfg", ext))
return !!allow_download_configs.value;
//root of gamedir
if (!strchr(name, '/') && !allow_download_root.value)
{
if (!strcmp(name, "csprogs.dat")) //we always allow csprogs.dat to be downloaded (if downloads are permitted).
return true;
return false;
}
//any other subdirs are allowed
return !!allow_download_other.value;
}
static int SV_LocateDownload(char *name, flocation_t *loc, char **replacementname, qboolean redirectpaks)
{
extern cvar_t allow_download_anymap, allow_download_pakcontents;
extern cvar_t sv_demoDir;
qboolean protectedpak;
qboolean found;
if (replacementname)
*replacementname = NULL;
//mangle the name by making it lower case.
{
char *p;
for (p = name; *p; p++)
------------------------------------------------------------------------ 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
*p = (char)tolower((unsigned char)*p);
}
if (!SV_AllowDownload(name))
{
Sys_Printf ("%s denied download of %s due to path/name rules\n", host_client->name, name);
return -2; //not permitted (even if it exists).
}
//mvdsv demo downloading support demonum/ -> demos/XXXX (sets up the client paths)
if (!strncmp(name, "demonum/", 8))
{
if (replacementname)
{
char mvdnamebuffer[MAX_QPATH];
char *mvdname = SV_MVDNum(mvdnamebuffer, sizeof(mvdnamebuffer), atoi(name+8));
if (!mvdname)
{
SV_ClientPrintf (host_client, PRINT_HIGH, "%s is an invalid MVD demonum.\n", name+8);
Sys_Printf ("%s requested invalid demonum %s\n", host_client->name, name+8);
return -1; //not found
}
*replacementname = va("demos/%s\n", mvdname);
return -4; //redirect
}
}
//mvdsv demo downloading support. demos/ -> demodir (sets up the server paths)
if (!strncmp(name, "demos/", 6))
name = va("%s/%s", sv_demoDir.string, name+6);
if (!strncmp(name, "package/", 8))
{
vfsfile_t *f = FS_OpenVFS(name+8, "rb", FS_ROOT);
if (f)
{
VFS_CLOSE(f);
return -5; //found package
}
else
return -1; //not found/unable to open
}
#ifdef TERRAIN
else if (Terrain_LocateSection(name, loc))
{
found = true;
}
#endif
else
found = FS_FLocateFile(name, FSLFRT_IFFOUND, loc);
//nexuiz names certain files as .wav but they're really .ogg on disk.
if (!found && replacementname)
{
char ext[8];
if (!strcmp(COM_FileExtension(name, ext, sizeof(ext)), "wav"))
{
char tryogg[MAX_QPATH];
COM_StripExtension(name, tryogg, sizeof(tryogg));
COM_DefaultExtension(tryogg, ".ogg", sizeof(tryogg));
found = FS_FLocateFile(tryogg, FSLFRT_IFFOUND, loc);
if (found)
{
name = *replacementname = va("%s", tryogg);
}
}
}
//nexuiz also names files with absolute paths (yet sounds are meant to have an extra prefix)
//this results in clients asking for sound/sound/blah.wav (or sound/sound/blah.ogg for nexuiz)
if (!found && replacementname)
{
if (!strncmp(name, "sound/", 6))
{
int result;
result = SV_LocateDownload(name+6, loc, replacementname, redirectpaks);
if (!result)
{ //if that was successful... redirect to it.
result = -4;
*replacementname = name+6;
}
return result;
}
}
if (found)
{
protectedpak = loc->search && (loc->search->flags & SPF_COPYPROTECTED);
// special check for maps, if it came from a pak file, don't allow download
if (protectedpak)
{
if (!allow_download_anymap.value && !strncmp(name, "maps/", 5))
{
Sys_Printf ("%s denied download of %s - it is in a pak\n", host_client->name, name+8);
return -2;
}
}
if (replacementname)
{
char *pakname = FS_WhichPackForLocation(loc, false);
if (pakname && SV_AllowDownload(pakname))
{
//return loc of the pak instead.
if (FS_FLocateFile(name, FSLFRT_IFFOUND, loc))
{
//its inside a pak file, return the name of this file instead
*replacementname = pakname;
return -4; //redirect
}
else
Con_Printf("Failed to read %s\n", pakname);
}
}
if (protectedpak)
{ //if its in a pak file, don't allow downloads if we don't allow the contents of paks to be sent.
if (!allow_download_pakcontents.value)
{
Sys_Printf ("%s denied download of %s - it is in a pak\n", host_client->name, name+8);
return -2;
}
}
if (replacementname && *replacementname)
return -4;
return 0;
}
return -1; //not found
}
//this function is only meaningful for nq/qw
void SV_DownloadSize_f(void)
{
flocation_t loc;
char *name = Cmd_Argv(1);
char *redirected = "";
switch(SV_LocateDownload(name, &loc, &redirected, true))
{
case -4: /*redirect*/
name = va("dlsize \"%s\" r \"%s\"\n", name, redirected);
ClientReliableWrite_Begin (host_client, svc_stufftext, 2+strlen(name));
ClientReliableWrite_String (host_client, name);
break;
default:
case -1: /*not found*/
name = va("dlsize \"%s\" e\n", name);
ClientReliableWrite_Begin (host_client, svc_stufftext, 2+strlen(name));
ClientReliableWrite_String (host_client, name);
break;
case -2: /*permission*/
name = va("dlsize \"%s\" p\n", name);
ClientReliableWrite_Begin (host_client, svc_stufftext, 2+strlen(name));
ClientReliableWrite_String (host_client, name);
break;
case -5: /*package*/
case 0: /*exists*/
name = va("dlsize \"%s\" %u\n", name, (unsigned int)loc.len);
ClientReliableWrite_Begin (host_client, svc_stufftext, 2+strlen(name));
ClientReliableWrite_String (host_client, name);
break;
case -6: /*heightmap section*/
//don't reply.
break;
}
}
/*
==================
SV_BeginDownload_f
==================
*/
void SV_BeginDownload_f(void)
{
char *name = Cmd_Argv(1);
char *redirection = NULL;
extern cvar_t allow_download_anymap, allow_download_pakcontents;
extern cvar_t sv_demoDir;
flocation_t loc;
int result;
if (ISNQCLIENT(host_client) && host_client->protocol != SCP_DARKPLACES7)
{
SV_PrintToClient(host_client, PRINT_HIGH, "Your client isn't meant to support downloads\n");
return;
}
/*
if (ISQWCLIENT(host_client) && !strcmp(name, "ezquake-security.dll"))
{
vfsfile_t *f = FS_OpenVFS("evil.dll", "rb", FS_GAME);
if (f)
{
int chunk, o = 0;
int l = VFS_GETLEN(f);
char *data = malloc(l);
VFS_READ(f, data, l);
VFS_CLOSE(f);
while (o < l)
{
chunk = 768;
if (o + chunk > l)
chunk = l - o;
ClientReliableWrite_Begin (host_client, ISQ2CLIENT(host_client)?svcq2_download:svc_download, 6+chunk);
ClientReliableWrite_Short (host_client, chunk);
ClientReliableWrite_Byte (host_client, (o+chunk == l)?100:0); //lame, whatever.
ClientReliableWrite_SZ (host_client, data + o, chunk);
o += chunk;
}
}
ClientReliableWrite_Begin (host_client, svc_stufftext, 128);
ClientReliableWrite_String (host_client, "cmd new\n");
return;
}
*/
*host_client->downloadfn = 0;
if (host_client->download)
{
VFS_CLOSE (host_client->download);
host_client->download = NULL;
}
result = SV_LocateDownload(name, &loc, &redirection, false);
if (result == -5)
{
//package download
result = 0;
host_client->download = FS_OpenVFS(name+8, "rb", FS_ROOT);
}
else
{
//redirection protocol-specific code goes here.
if (result == -4)
{
#ifdef PEXT_CHUNKEDDOWNLOADS
if (host_client->fteprotocolextensions & PEXT_CHUNKEDDOWNLOADS)
{
//redirect the client (before the message saying download failed)
char *s = va("dlsize \"%s\" r \"%s\"\n", name, redirection);
ClientReliableWrite_Begin (host_client, svc_stufftext, 2+strlen(s));
ClientReliableWrite_String (host_client, s);
}
#endif
}
if (result == 0)
{ //if we are allowed and could find it
host_client->download = FS_OpenReadLocation(&loc);
}
}
if (!host_client->download)
result = -1; //this isn't likely, but hey.
//handle errors
if (result != 0)
{ // don't allow anything with .. path
char *error;
switch(result)
{
default:
error = "Download could not be found\n";
break;
case -2:
error = "Download permission denied\n";
break;
case -4:
result = -1;
error = "Package contents not available individually\n";
break;
}
#ifdef PEXT_CHUNKEDDOWNLOADS
if (host_client->fteprotocolextensions & PEXT_CHUNKEDDOWNLOADS)
{
ClientReliableWrite_Begin (host_client, svc_download, 10+strlen(name));
ClientReliableWrite_Long (host_client, -1);
ClientReliableWrite_Long (host_client, result);
ClientReliableWrite_String (host_client, name);
}
else
#endif
if (ISNQCLIENT(host_client))
{
SV_PrintToClient(host_client, PRINT_HIGH, error);
ClientReliableWrite_Begin (host_client, svc_stufftext, 2+12);
ClientReliableWrite_String (host_client, "\nstopdownload\n");
}
else
{
SV_PrintToClient(host_client, PRINT_HIGH, error);
ClientReliableWrite_Begin (host_client, ISQ2CLIENT(host_client)?svcq2_download:svc_download, 4);
ClientReliableWrite_Short (host_client, -1);
ClientReliableWrite_Byte (host_client, 0);
}
return;
}
Q_strncpyz(host_client->downloadfn, name, sizeof(host_client->downloadfn));
host_client->downloadcount = 0;
host_client->downloadsize = VFS_GETLEN(host_client->download);
#ifdef PEXT_CHUNKEDDOWNLOADS
if (host_client->fteprotocolextensions & PEXT_CHUNKEDDOWNLOADS)
{
if (host_client->download->seekingisabadplan)
{ //if seeking is a bad plan (for whatever reason - usually because of zip files)
//create a temp file instead
int i, len;
char buffer[8192];
vfsfile_t *tmp;
tmp = FS_OpenTemp();
for (i = 0; ; i+=len)
{
len = sizeof(buffer);
if (len > host_client->downloadsize-i)
len = host_client->downloadsize-i;
if (len == 0)
break;
VFS_READ(host_client->download, buffer, len);
VFS_WRITE(tmp, buffer, len);
}
VFS_CLOSE(host_client->download);
host_client->download = tmp;
}
ClientReliableWrite_Begin (host_client, svc_download, 18+strlen(host_client->downloadfn));
ClientReliableWrite_Long (host_client, -1);
if (host_client->downloadsize >= 0x7fffffff)
{ //avoid unsigned values.
ClientReliableWrite_Long (host_client, 0x80000000); //signal that its 64bit
ClientReliableWrite_Long (host_client, qofs_Low(host_client->downloadsize));
ClientReliableWrite_Long (host_client, qofs_High(host_client->downloadsize));
}
else
ClientReliableWrite_Long (host_client, host_client->downloadsize);
ClientReliableWrite_String (host_client, host_client->downloadfn);
}
else
#endif
if (ISNQCLIENT(host_client))
{
//FIXME support 64bit files
char *s = va("\ncl_downloadbegin %u %s\n", (unsigned int)host_client->downloadsize, host_client->downloadfn);
ClientReliableWrite_Begin (host_client, svc_stufftext, 2+strlen(s));
ClientReliableWrite_String (host_client, s);
host_client->send_message = true;
}
else
SV_NextDownload_f ();
SV_EndRedirect();
Con_Printf ("Downloading %s to %s\n", host_client->downloadfn, host_client->name);
}
void SV_StopDownload_f(void)
{
//this doesn't mean the download failed or was canceled.
if (host_client->download)
{
VFS_CLOSE (host_client->download);
host_client->download = NULL;
}
else
SV_ClientPrintf(host_client, PRINT_HIGH, "Can't stop download - not downloading anything\n");
host_client->downloadstarted = false;
}
//=============================================================================
/*
==================
SV_SayOne_f
==================
*/
void SV_SayOne_f (void)
{
char text[1024];
client_t *to;
int i;
char *s, *s2;
int clnum=-1;
if (Cmd_Argc () < 3)
return;
if ((host_client->penalties & BAN_MUTE) && !(host_client->penalties & BAN_DEAF))
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
{
SV_ClientTPrintf(host_client, PRINT_CHAT, "You are muted\n");
return;
}
while((to = SV_GetClientForString(Cmd_Argv(1), &clnum)))
{
if ((host_client->penalties & BAN_MUTE))
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
continue;
if (host_client->spectator)
{
if (!sv_spectalk.value || to->spectator)
Q_snprintfz (text, sizeof(text), "[SPEC] {%s}:", host_client->name);
else
continue;
}
else
Q_snprintfz (text, sizeof(text), "{%s}:", host_client->name);
if (to->penalties & BAN_DEAF)
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
continue;
for (i = 2; ; i++)
{
s = Cmd_Argv(i);
if (!*s)
break;
if (strlen(text) + strlen(s) + 2 >= sizeof(text)-1)
break;
strcat(text, " ");
strcat(text, s);
}
//filter out '\n' and '\r'
s = text;
s2 = text;
while(*s2)
{
if (*s2 == '\r' || *s2 == '\n')
{
s2++;
continue;
}
*s = *s2;
s++;
s2++;
}
*s = '\0';
strcat(text, "\n");
SV_ClientPrintf(to, PRINT_CHAT, "%s", text);
}
if (clnum==-1) //none found
{
SV_ClientTPrintf(host_client, PRINT_CHAT, "client does not exist\n");
return;
}
}
float SV_CheckFloodProt(client_t *client)
{
if (!sv_floodprotect.value)
return 0;
if (sv_floodprotect_messages.value <= 0 || sv_floodprotect_interval.value <= 0)
return 0;
if (sv.paused)
return 0;
if (realtime < client->lockedtill)
return client->lockedtill - realtime;
if (client->floodprotmessage > sv_floodprotect_messages.value)
{
client->lockedtill = realtime + sv_floodprotect_silencetime.value;
client->floodprotmessage = 0.0;
client->lastspoke = 0.0;
if (sv_floodprotect_sendmessage.string[0])
SV_ClientPrintf(client, PRINT_CHAT, "FloodProt: %s\n", sv_floodprotect_sendmessage.string);
return sv_floodprotect_silencetime.value;
}
return 0;
}
void SV_PushFloodProt(client_t *client)
{
if (!sv_floodprotect.value)
return;
if (sv_floodprotect_messages.value <= 0 || sv_floodprotect_interval.value <= 0)
return;
if (sv.paused)
return;
if (client->lastspoke)
{
client->floodprotmessage -= (realtime - client->lastspoke)
* sv_floodprotect_messages.value
/ sv_floodprotect_interval.value;
client->floodprotmessage = max(0, client->floodprotmessage);
client->floodprotmessage++;
}
else
client->floodprotmessage = 1.0;
client->lastspoke = realtime;
}
/*
==================
SV_Say
==================
*/
void SV_Say (qboolean team)
{
client_t *client;
int j;
char *p;
char text[1024];
char t1[32], *t2;
int cls = 0;
float floodtime;
sizebuf_t *msg;
qboolean sent[MAX_CLIENTS]; //so we don't send to the same splitscreen connection twice. (it's ugly)
int cln;
qboolean mvdrecording;
char *s, *s2;
if (Cmd_Argc () < 2)
return;
if (!(host_client->penalties & BAN_MUTE))
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
Sys_ServerActivity();
memset(sent, 0, sizeof(sent));
if (team)
{
Q_strncpyz (t1, Info_ValueForKey (host_client->userinfo, "team"), sizeof(t1));
}
if (host_client->spectator && (!sv_spectalk.value || team))
Q_snprintfz (text, sizeof(text), "[SPEC] %s: ", host_client->name);
else if (team)
Q_snprintfz (text, sizeof(text), "(%s): ", host_client->name);
else
Q_snprintfz (text, sizeof(text), "%s: ", host_client->name);
if ((host_client->penalties & BAN_MUTE) && !(host_client->penalties & BAN_DEAF))
{
SV_ClientTPrintf(host_client, PRINT_CHAT, "You cannot chat while muted\n");
return;
}
#ifdef VM_Q1
if (Q1QVM_ClientSay(sv_player, team))
return;
#endif
if ((floodtime=SV_CheckFloodProt(host_client)))
{
SV_ClientTPrintf(host_client, PRINT_CHAT, "You can't talk for %i more seconds\n", (int) (floodtime));
return;
}
SV_PushFloodProt(host_client);
p = Cmd_Args();
if (*p == '"')
{
p++;
p[Q_strlen(p)-1] = 0;
}
if (strlen(text)+strlen(p)+2 >= sizeof(text)-10)
{
SV_ClientTPrintf(host_client, PRINT_CHAT, "buffer overflow protection: failiure\n");
return;
}
if (svprogfuncs)
if (PR_QCChat(p, team)) //true if handled.
return;
if (strstr(p, "password"))
{
Z_Free(host_client->centerprintstring);
host_client->centerprintstring = Z_StrDup("big brother is watching you");
}
Q_strcat(text, p);
//filter out '\n' and '\r'
if (sv_chatfilter.value)
{
s = text;
s2 = text;
while(*s2)
{
if (*s2 == '\r' || *s2 == '\n')
{
s2++;
continue;
}
*s = *s2;
s++;
s2++;
}
*s = '\0';
}
Q_strcat(text, "\n");
if (!(host_client->penalties & BAN_MUTE))
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
Sys_Printf ("%s", text);
mvdrecording = sv.mvdrecording;
sv.mvdrecording = false; //so that the SV_ClientPrintf doesn't send to all players.
for (j = 0, client = svs.clients; j < svs.allocated_client_slots; j++, client++)
{
if (client->state != cs_spawned && client->state != cs_connected)
continue;
if (host_client->spectator && !sv_spectalk.value)
if (!client->spectator)
continue;
if (team)
{
// the spectator team
if (host_client->spectator) {
if (!client->spectator)
continue;
} else {
t2 = Info_ValueForKey (client->userinfo, "team");
if (strcmp(t1, t2) || client->spectator)
continue; // on different teams
}
}
if (host_client->penalties & BAN_MUTE)
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
{
if (client != host_client)
continue;
}
else if (client->penalties & BAN_DEAF)
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
continue;
cls |= 1 << j;
//make sure we don't send the say to the same client 20 times due to splitscreen
if (client->controller)
cln = client->controller - svs.clients;
else
cln = client - svs.clients;
if (sent[cln])
continue;
else
sent[cln] = true;
SV_ClientPrintf(client, PRINT_CHAT, "%s", text);
}
sv.mvdrecording = mvdrecording;
if (!sv.mvdrecording || !cls)
return;
// non-team messages should be seen always, even if not tracking any player
if (!team && ((host_client->spectator && sv_spectalk.value) || !host_client->spectator))
msg = MVDWrite_Begin (dem_all, 0, strlen(text)+3);
else
msg = MVDWrite_Begin (dem_multiple, cls, strlen(text)+3);
MSG_WriteByte (msg, svc_print);
MSG_WriteByte (msg, PRINT_CHAT);
MSG_WriteString (msg, text);
}
/*
==================
SV_Say_f
==================
*/
void SV_Say_f(void)
{
SV_Say (false);
}
/*
==================
SV_Say_Team_f
==================
*/
void SV_Say_Team_f(void)
{
SV_Say (true);
}
//============================================================================
/*
=================
SV_Pings_f
The client is showing the scoreboard, so send new ping times for all
clients
=================
*/
void SV_Pings_f (void)
{
client_t *client;
int j;
#ifdef SERVER_DEMO_PLAYBACK
if (sv.demofile)
{
for (j = 0, client = svs.clients; j < svs.allocated_client_slots; j++, client++)
{
if (!*sv.recordedplayer[j].userinfo)
continue;
ClientReliableWrite_Begin (host_client, svc_updateping, 4);
ClientReliableWrite_Byte (host_client, j);
ClientReliableWrite_Short (host_client, sv.recordedplayer[j].ping);
ClientReliableWrite_Begin (host_client, svc_updatepl, 4);
ClientReliableWrite_Byte (host_client, j);
ClientReliableWrite_Byte (host_client, sv.recordedplayer[j].pl);
}
return;
}
#endif
if (ISNQCLIENT(host_client))
{
char *s;
ClientReliableWrite_Begin(host_client, svc_stufftext, 15+10*sv.allocated_client_slots);
ClientReliableWrite_SZ(host_client, "pingplreport", 12);
for (j = 0, client = svs.clients; j < sv.allocated_client_slots && j < host_client->max_net_clients; j++, client++)
{
s = va(" %i %i", SV_CalcPing(client, false), client->lossage);
ClientReliableWrite_SZ(host_client, s, strlen(s));
}
ClientReliableWrite_Byte (host_client, '\n');
ClientReliableWrite_Byte (host_client, '\0');
}
else
{
for (j = 0, client = svs.clients; j < sv.allocated_client_slots && j < host_client->max_net_clients; j++, client++)
{
if (client->state != cs_spawned)
continue;
ClientReliableWrite_Begin (host_client, svc_updateping, 4);
ClientReliableWrite_Byte (host_client, j);
ClientReliableWrite_Short (host_client, SV_CalcPing(client, false));
ClientReliableWrite_Begin (host_client, svc_updatepl, 4);
ClientReliableWrite_Byte (host_client, j);
ClientReliableWrite_Byte (host_client, client->lossage);
}
}
}
/*
==================
SV_Kill_f
==================
*/
void SV_Kill_f (void)
{
float floodtime;
#ifdef HLSERVER
if (svs.gametype == GT_HALFLIFE)
{
HLSV_ClientCommand(host_client);
return;
}
#endif
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
switch(svs.gametype)
{
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
#ifdef VM_Q1
case GT_Q1QVM:
pr_global_struct->time = sv.world.physicstime;
pr_global_struct->self = EDICT_TO_PROG(svprogfuncs, sv_player);
Q1QVM_ClientCommand();
return;
#endif
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
#ifdef VM_LUA
case GT_LUA:
#endif
case GT_PROGS:
break;
default:
return; //should have its own parsing.
}
if (sv_player->v->health <= 0)
{
SV_ClientTPrintf (host_client, PRINT_HIGH, "Can't suicide -- Already dead\n");
return;
}
if (sv_floodprotect_suicide.value)
{
if ((floodtime = SV_CheckFloodProt(host_client)))
{
SV_ClientPrintf (host_client, PRINT_HIGH, "You can't suicide for %i seconds\n", (int)floodtime);
return;
}
SV_PushFloodProt(host_client);
}
pr_global_struct->time = sv.world.physicstime;
pr_global_struct->self = EDICT_TO_PROG(svprogfuncs, sv_player);
if (pr_global_ptrs->ClientKill)
PR_ExecuteProgram (svprogfuncs, pr_global_struct->ClientKill);
}
/*
==================
SV_TogglePause
==================
*/
qboolean SV_TogglePause (client_t *initiator)
{
int newv;
newv = sv.paused^1;
if (!PR_ShouldTogglePause(initiator, newv))
return false;
sv.paused = newv;
sv.pausedstart = Sys_DoubleTime();
return true;
}
/*
==================
SV_Pause_f
==================
*/
void SV_Pause_f (void)
{
if (!pausable.value)
{
SV_ClientTPrintf (host_client, PRINT_HIGH, "Can't pause. Not allowed\n");
return;
}
if (host_client->spectator && !svs.demoplayback)
{
SV_ClientTPrintf (host_client, PRINT_HIGH, "Spectators may not pause the game\n");
return;
}
if (SV_TogglePause(host_client))
{
if (sv.paused & 1)
SV_BroadcastTPrintf (PRINT_HIGH, "%s paused the game\n", host_client->name);
else
SV_BroadcastTPrintf (PRINT_HIGH, "%s unpaused the game\n", host_client->name);
}
}
/*
=================
SV_Drop_f
The client is going to disconnect, so remove the connection immediately
=================
*/
void SV_Drop_f (void)
{
extern cvar_t sv_fullredirect;
SV_EndRedirect ();
if (!host_client->drop)
{
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
if (host_client->redirect == 2)
SV_BroadcastPrintf (PRINT_HIGH, "%s transfered to %s\n", host_client->name, Info_ValueForKey(host_client->userinfo, "*transfer"));
else if (host_client->redirect)
SV_BroadcastPrintf (PRINT_HIGH, "%s redirected to %s\n", host_client->name, sv_fullredirect.string);
else
{
if (!host_client->spectator)
SV_BroadcastTPrintf (PRINT_HIGH, "%s dropped\n", host_client->name);
}
host_client->drop = true;
}
}
/*
=================
SV_PTrack_f
Change the bandwidth estimate for a client
=================
*/
void SV_PTrack_f (void)
{
int i;
edict_t *ent, *tent;
if (!host_client->spectator
#ifdef SERVER_DEMO_PLAYBACK
&& !sv.demofile
#endif
)
return;
if (Cmd_Argc() != 2)
{
// turn off tracking
host_client->spec_track = 0;
ent = EDICT_NUM(svprogfuncs, host_client - svs.clients + 1);
tent = EDICT_NUM(svprogfuncs, 0);
ent->v->goalentity = EDICT_TO_PROG(svprogfuncs, tent);
return;
}
i = atoi(Cmd_Argv(1));
#ifdef SERVER_DEMO_PLAYBACK
if (*sv.recordedplayer[i].userinfo)
{
host_client->spec_track = i+1;
return;
}
#endif
if (!SV_CanTrack(host_client, i+1))
{
SV_ClientTPrintf (host_client, PRINT_HIGH, "invalid player to track\n");
host_client->spec_track = 0;
ent = EDICT_NUM(svprogfuncs, host_client - svs.clients + 1);
tent = EDICT_NUM(svprogfuncs, 0);
ent->v->goalentity = EDICT_TO_PROG(svprogfuncs, tent);
return;
}
host_client->spec_track = i + 1; // now tracking
ent = EDICT_NUM(svprogfuncs, host_client - svs.clients + 1);
tent = EDICT_NUM(svprogfuncs, i + 1);
ent->v->goalentity = EDICT_TO_PROG(svprogfuncs, tent);
}
/*
=================
SV_Rate_f
Change the bandwidth estimate for a client
=================
*/
void SV_Rate_f (void)
{
if (Cmd_Argc() != 2)
{
int rate = SV_RateForClient(host_client);
if (!rate)
SV_ClientPrintf (host_client, PRINT_HIGH, "Effective rate is unlimited\n");
else
SV_ClientPrintf (host_client, PRINT_HIGH, "Effective rate %i\n", rate);
return;
}
Info_SetValueForKey (host_client->userinfo, "rate", Cmd_Argv(1), sizeof(host_client->userinfo));
------------------------------------------------------------------------ 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
SV_ExtractFromUserinfo (host_client, true);
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
if (host_client->state > cs_connected)
SV_ClientTPrintf (host_client, PRINT_HIGH, "rate is changed to %i\n", SV_RateForClient(host_client));
}
/*
=================
SV_Msg_f
Change the message level for a client
=================
*/
void SV_Msg_f (void)
{
if (Cmd_Argc() != 2)
{
SV_ClientTPrintf (host_client, PRINT_HIGH, "current msg level is %i\n",
host_client->messagelevel);
return;
}
host_client->messagelevel = atoi(Cmd_Argv(1));
SV_ClientTPrintf (host_client, PRINT_HIGH, "new msg level set to %i\n", host_client->messagelevel);
}
qboolean SV_UserInfoIsBasic(char *infoname)
{
int i;
char *basicinfos[] = {
"name",
"team",
"skin",
"topcolor",
"bottomcolor",
NULL};
for (i = 0; basicinfos[i]; i++)
{
if (*infoname == '*' || !strcmp(infoname, basicinfos[i]))
return true;
}
return false;
}
/*
==================
SV_SetInfo_f
Allow clients to change userinfo
==================
*/
void SV_SetInfo_f (void)
{
int i, j;
char oldval[MAX_INFO_KEY];
char *key, *val;
qboolean basic; //infos that we send to any old qw client.
client_t *client;
if (Cmd_Argc() == 1)
{
SV_ClientPrintf(host_client, PRINT_HIGH, "User info settings:\n");
Info_Print (host_client->userinfo, "");
return;
}
if (Cmd_Argc() != 3)
{
SV_ClientPrintf(host_client, PRINT_HIGH, "usage: setinfo [ <key> <value> ]\n");
return;
}
key = Cmd_Argv(1);
if (key[0] == '*')
return; // don't set priveledged values
if (strstr(key, "\\") || strstr(Cmd_Argv(2), "\\"))
return; // illegal char
Q_strncpyz(oldval, Info_ValueForKey(host_client->userinfo, key), sizeof(oldval));
#ifdef VM_Q1
if (Q1QVM_UserInfoChanged(sv_player))
return;
#endif
Info_SetValueForKey (host_client->userinfo, key, Cmd_Argv(2), sizeof(host_client->userinfo));
// name is extracted below in ExtractFromUserInfo
// strncpy (host_client->name, Info_ValueForKey (host_client->userinfo, "name")
// , sizeof(host_client->name)-1);
// SV_FullClientUpdate (host_client, &sv.reliable_datagram);
// host_client->sendinfo = true;
if (!strcmp(Info_ValueForKey(host_client->userinfo, key), oldval))
return; // key hasn't changed
// process any changed values
------------------------------------------------------------------------ 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
SV_ExtractFromUserinfo (host_client, true);
if (progstype != PROG_QW && !strcmp(key, "bottomcolor"))
{ //team fortress has a nasty habit of booting people without this
sv_player->v->team = atoi(Cmd_Argv(2))+1;
}
if (*key != '_')
{
i = host_client - svs.clients;
val = Info_ValueForKey(host_client->userinfo, key);
basic = SV_UserInfoIsBasic(key);
for (j = 0; j < svs.allocated_client_slots; j++)
{
client = svs.clients+j;
if (client->state < cs_connected)
continue; // reliables go to all connected or spawned
if (client->controller)
continue; //splitscreen
if (client->protocol == SCP_BAD)
continue; //botclient
if (ISQWCLIENT(client))
{
if (basic || (client->fteprotocolextensions & PEXT_BIGUSERINFOS))
{
ClientReliableWrite_Begin(client, svc_setinfo, 1+1+strlen(key)+1+strlen(val)+1);
ClientReliableWrite_Byte(client, i);
ClientReliableWrite_String(client, key);
ClientReliableWrite_String(client, val);
}
}
if (ISNQCLIENT(client))
{
if (!strcmp(key, "name"))
{
ClientReliableWrite_Begin(client, svc_updatename, 1+1+strlen(val)+1);
ClientReliableWrite_Byte(client, i);
ClientReliableWrite_String(client, val);
}
}
}
if (sv.mvdrecording && (basic || (demo.recorder.fteprotocolextensions & PEXT_BIGUSERINFOS)))
{
sizebuf_t *msg = MVDWrite_Begin (dem_all, 0, strlen(key)+strlen(val)+4);
MSG_WriteByte (msg, svc_setinfo);
MSG_WriteByte (msg, i);
MSG_WriteString (msg, key);
MSG_WriteString (msg, val);
}
}
//doh't spam chat changes. they're not interesting, and just spammy.
if (strcmp(key, "chat"))
SV_LogPlayer(host_client, "userinfo changed");
PR_ClientUserInfoChanged(key, oldval, Info_ValueForKey(host_client->userinfo, key));
}
/*
==================
SV_ShowServerinfo_f
Dumps the serverinfo info string
==================
*/
void SV_ShowServerinfo_f (void)
{
SV_BeginRedirect(RD_CLIENT, host_client->language);
Info_Print (svs.info, "");
SV_EndRedirect();
}
void SV_NoSnap_f(void)
{
SV_LogPlayer(host_client, "refused snap");
if (*host_client->uploadfn)
{
*host_client->uploadfn = 0;
SV_BroadcastTPrintf (PRINT_HIGH, "%s refused remote screenshot\n", host_client->name);
}
}
//3 votes per player.
typedef struct voteinfo_s {
struct voteinfo_s *next;
float timeout;
int clientid;
char command[1];
} voteinfo_t;
voteinfo_t *voteinfo;
void VoteAdd (char *cmd, int id)
{
voteinfo_t *vote;
vote = Z_Malloc(sizeof(voteinfo_t)+strlen(cmd)); //null term is part of voteinfo_t
strcpy(vote->command, cmd);
vote->clientid = id;
vote->timeout = realtime+votetime.value*60;
vote->next = voteinfo;
voteinfo = vote;
}
void VoteRemoveCommands(char *command, int id) //all of one command
{
voteinfo_t *vote, *prev;
prev = NULL;
for (vote = voteinfo; vote; vote = vote->next)
{
if ((!command || !strcmp(vote->command, command)) && (vote->clientid == id || id == -1))
{
if (prev)
prev->next = vote->next;
else
voteinfo = vote->next;
Z_Free(vote);
VoteRemoveCommands(command, id);
return;
}
else
prev = vote;
}
}
void VoteFlushAll(void)
{
VoteRemoveCommands(NULL, -1);
}
int VoteCount(char *command, int id) //all of one command
{
voteinfo_t *vote;
int num=0;
for (vote = voteinfo; vote; vote = vote->next)
{
if (!command || !strcmp(vote->command, command))
{
if (vote->clientid == id || id == -1)
num++;
}
}
return num;
}
void VoteCheckTimes(void)
{
voteinfo_t *vote, *prev;
prev = NULL;
for (vote = voteinfo; vote; )
{
if (vote->timeout < realtime)
{
if (prev)
prev->next = vote->next;
else
voteinfo = vote->next;
Z_Free(vote);
if (prev)
vote = prev;
else
vote = voteinfo;
}
else
prev = vote;
vote = vote->next;
}
}
void SV_Vote_f (void)
{
char *command = Cmd_Args();
char *base;
int id = host_client->userid;
int num;
int totalusers = 0;
qboolean passes;
if (!votelevel.value || ((host_client->penalties & (BAN_MUTE|BAN_DEAF)) == (BAN_MUTE|BAN_DEAF)))
{
SV_ClientTPrintf(host_client, PRINT_HIGH, "Voting was dissallowed\n");
return;
}
if (host_client->penalties & BAN_MUTE)
{
SV_ClientTPrintf(host_client, PRINT_HIGH, "Sorry, you cannot vote when muted as it may allow you to send a message.\n");
return;
}
Cmd_ExecLevel = votelevel.value;
base = command;
while(*base>' ')
base++;
if (*base)
*base = '\0';
else
base = NULL;
if (strchr(command, ';') || !strcmp(command, "if"))
{
SV_ClientTPrintf(host_client, PRINT_HIGH, "You arn't allowed to vote for that\n");
return;
}
num = Cmd_Level(command);
if (base)
*base = ' ';
if (num != Cmd_ExecLevel)
{
SV_ClientTPrintf(host_client, PRINT_HIGH, "You arn't allowed to vote for that\n");
return;
}
VoteCheckTimes();
for (num = 0; num < sv.allocated_client_slots; num++)
if (svs.clients[num].state == cs_spawned)
totalusers++;
if (VoteCount(command, id))
{
VoteRemoveCommands(command, id);
SV_ClientTPrintf(host_client, PRINT_HIGH, "Old vote removed.\n");
return;
}
if (VoteCount(NULL, id)>=3)
{
VoteRemoveCommands(NULL, id);
SV_ClientTPrintf(host_client, PRINT_HIGH, "All votes removed.\n");
}
num = VoteCount(command, -1)+1;
passes = true;
if (votepercent.value < 0 && (float)(totalusers-num) >= 0.5*totalusers)
passes = false;
if (votepercent.value >= 0 && num <= totalusers*votepercent.value/100)
passes = false;
if (num < voteminimum.value)
passes = false;
if (passes) //>min number of votes, and meets the percent required
{
SV_BroadcastTPrintf(PRINT_HIGH, "%s casts final vote for '%s'\n", host_client->name, command);
VoteRemoveCommands(command, -1);
Cbuf_AddText(command, votelevel.value);
Cbuf_AddText("\n", votelevel.value);
//Cmd_ExecuteString (command, votelevel.value);
return;
}
else //otherwise, try later.
{
SV_BroadcastTPrintf(PRINT_HIGH, "%s casts a vote for '%s'\n", host_client->name, command);
VoteAdd(command, id);
}
}
void Cmd_Notarget_f (void)
{
if (!SV_MayCheat())
{
SV_PrintToClient(host_client, PRINT_HIGH, "Cheats are not allowed on this server\n");
return;
}
if (svs.gametype != GT_PROGS)
return;
SV_LogPlayer(host_client, "notarget cheat");
if ((int) (sv_player->v->flags = (int) sv_player->v->flags ^ FL_NOTARGET) & FL_NOTARGET)
SV_ClientPrintf (host_client, PRINT_HIGH, "notarget ON\n");
else
SV_ClientPrintf (host_client, PRINT_HIGH, "notarget OFF\n");
}
//Sets client to godmode
void Cmd_God_f (void)
{
if (!SV_MayCheat())
{
SV_TPrintToClient(host_client, PRINT_HIGH, "Cheats are not allowed on this server\n");
return;
}
if (svs.gametype != GT_PROGS)
return;
SV_LogPlayer(host_client, "god cheat");
if ((int) (sv_player->v->flags = (int) sv_player->v->flags ^ FL_GODMODE) & FL_GODMODE)
SV_ClientTPrintf (host_client, PRINT_HIGH, "godmode ON\n");
else
SV_ClientTPrintf (host_client, PRINT_HIGH, "godmode OFF\n");
}
void Cmd_Give_f (void)
{
char *t;
int v;
#ifdef HLSERVER
if (svs.gametype == GT_HALFLIFE)
{
HLSV_ClientCommand(host_client);
return;
}
#endif
if (!SV_MayCheat())
{
SV_TPrintToClient(host_client, PRINT_HIGH, "Cheats are not allowed on this server\n");
return;
}
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
if (!svprogfuncs)
return;
t = Cmd_Argv(1);
v = atoi (Cmd_Argv(2));
SV_LogPlayer(host_client, "give cheat");
if (strlen(t) == 1 && (Cmd_Argc() == 3 || (*t>='0' && *t <= '9')))
{
switch (t[0])
{
case '2':
case '3':
case '4':
case '5':
case '6':
case '7':
case '8':
case '9':
sv_player->v->items = (int) sv_player->v->items | IT_SHOTGUN<< (t[0] - '2');
break;
case 's':
sv_player->v->ammo_shells = v;
break;
case 'n':
sv_player->v->ammo_nails = v;
break;
case 'r':
sv_player->v->ammo_rockets = v;
break;
case 'h':
sv_player->v->health = v;
break;
case 'c':
sv_player->v->ammo_cells = v;
break;
default:
SV_TPrintToClient(host_client, PRINT_HIGH, "give: unknown item\n");
}
}
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
else if (svprogfuncs->EvaluateDebugString)
{
if (developer.value < 2 && host_client->netchan.remote_address.type != NA_LOOPBACK) //we don't want clients doing nasty things... like setting movetype 3123
{
SV_TPrintToClient(host_client, PRINT_HIGH, "'give' debugging command requires developer 2 set on the server before you may use it\n");
}
else
{
int oldself;
oldself = pr_global_struct->self;
pr_global_struct->self = EDICT_TO_PROG(svprogfuncs, sv_player);
SV_ClientTPrintf(host_client, PRINT_HIGH, "Result: %s\n", svprogfuncs->EvaluateDebugString(svprogfuncs, Cmd_Args()));
pr_global_struct->self = oldself;
}
}
}
void Cmd_Spiderpig_f(void)
{
if (!SV_MayCheat())
{
SV_TPrintToClient(host_client, PRINT_HIGH, "Cheats are not allowed on this server\n");
return;
}
if (!svprogfuncs)
return;
SV_LogPlayer(host_client, "spiderpig cheat");
if (sv_player->v->movetype != MOVETYPE_WALLWALK)
{
sv_player->v->movetype = MOVETYPE_WALLWALK;
sv_player->v->solid = SOLID_TRIGGER;
SV_ClientTPrintf (host_client, PRINT_HIGH, "Spider-Pig, Spider-Pig, does whatever a Spider-Pig does...\n");
}
else
{
sv_player->v->movetype = MOVETYPE_WALK;
if (sv_player->v->health > 0)
sv_player->v->solid = SOLID_SLIDEBOX;
else
sv_player->v->solid = SOLID_NOT;
SV_ClientTPrintf (host_client, PRINT_HIGH, "Spider-Pig, Spider-Pig!\n");
}
}
void Cmd_Noclip_f (void)
{
if (!SV_MayCheat())
{
SV_TPrintToClient(host_client, PRINT_HIGH, "Cheats are not allowed on this server\n");
return;
}
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
if (!svprogfuncs)
return;
SV_LogPlayer(host_client, "noclip cheat");
if (sv_player->v->movetype != MOVETYPE_NOCLIP)
{
sv_player->v->movetype = MOVETYPE_NOCLIP;
sv_player->v->solid = SOLID_TRIGGER;
SV_ClientTPrintf (host_client, PRINT_HIGH, "noclip ON\n");
}
else
{
sv_player->v->movetype = MOVETYPE_WALK;
if (sv_player->v->health > 0)
sv_player->v->solid = SOLID_SLIDEBOX;
else
sv_player->v->solid = SOLID_NOT;
SV_ClientTPrintf (host_client, PRINT_HIGH, "noclip OFF\n");
}
}
void Cmd_6dof_f (void)
{
if (!SV_MayCheat())
{
SV_TPrintToClient(host_client, PRINT_HIGH, "Cheats are not allowed on this server\n");
return;
}
if (!svprogfuncs)
return;
SV_LogPlayer(host_client, "6dof cheat");
if (sv_player->v->movetype != MOVETYPE_6DOF)
{
sv_player->v->movetype = MOVETYPE_6DOF;
SV_ClientTPrintf (host_client, PRINT_HIGH, "6dof mode ON\n");
}
else
{
sv_player->v->movetype = MOVETYPE_WALK;
if (sv_player->v->health > 0)
sv_player->v->solid = SOLID_SLIDEBOX;
else
sv_player->v->solid = SOLID_NOT;
SV_ClientTPrintf (host_client, PRINT_HIGH, "6dof mode OFF\n");
}
}
void Cmd_Fly_f (void)
{
if (!SV_MayCheat())
{
SV_TPrintToClient(host_client, PRINT_HIGH, "Cheats are not allowed on this server\n");
return;
}
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
if (!svprogfuncs)
return;
SV_LogPlayer(host_client, "fly cheat");
if (sv_player->v->movetype != MOVETYPE_FLY)
{
sv_player->v->movetype = MOVETYPE_FLY;
SV_ClientTPrintf (host_client, PRINT_HIGH, "flymode ON\n");
}
else
{
sv_player->v->movetype = MOVETYPE_WALK;
if (sv_player->v->health > 0)
sv_player->v->solid = SOLID_SLIDEBOX;
else
sv_player->v->solid = SOLID_NOT;
SV_ClientTPrintf (host_client, PRINT_HIGH, "flymode OFF\n");
}
}
#ifdef SUBSERVERS
void Cmd_SSV_Transfer_f(void)
{
char *dest = Cmd_Argv(1);
if (!SV_MayCheat())
{
SV_TPrintToClient(host_client, PRINT_HIGH, "Cheats are not allowed on this server\n");
return;
}
SSV_InitiatePlayerTransfer(host_client, dest);
}
void Cmd_SSV_AllSay_f(void)
{
char *text = Cmd_Args();
if (!SV_MayCheat())
{
SV_TPrintToClient(host_client, PRINT_HIGH, "Cheats are not allowed on this server\n");
return;
}
SSV_Send("", host_client->name, "say", text);
}
void Cmd_SSV_Join_f(void)
{
int i;
char *who = Cmd_Argv(1);
if (!SV_MayCheat())
{
SV_TPrintToClient(host_client, PRINT_HIGH, "Cheats are not allowed on this server\n");
return;
}
for (i = 0; i < sv.allocated_client_slots; i++)
{
if (!strcmp(who, svs.clients[i].name))
{
// VectorCopy(svs.clients[i].edict->v->origin, sv_player->v->oldorigin);
VectorCopy(svs.clients[i].edict->v->origin, sv_player->v->origin);
World_LinkEdict (&sv.world, (wedict_t*)sv_player, false);
sv_player->xv->dimension_hit = (int)sv_player->xv->dimension_hit & ~128;
sv_player->xv->dimension_solid = (int)sv_player->xv->dimension_solid & 128;
svs.clients[i].edict->xv->dimension_hit = (int)svs.clients[i].edict->xv->dimension_hit & ~128;
svs.clients[i].edict->xv->dimension_solid = (int)svs.clients[i].edict->xv->dimension_solid & 128;
return;
}
}
SSV_Send(who, host_client->name, "join", "");
}
#endif
/*
====================
Host_SetPos_f UDC
By Alex Shadowalker (and added to fte because he kept winging)
====================
*/
void Cmd_SetPos_f(void)
{
if (!SV_MayCheat())
{
SV_TPrintToClient(host_client, PRINT_HIGH, "Cheats are not allowed on this server\n");
return;
}
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
if (!svprogfuncs)
return;
if (Cmd_Argc() != 4)
{
SV_ClientPrintf(host_client, PRINT_HIGH, "setpos %f %f %f\n", sv_player->v->origin[0], sv_player->v->origin[1], sv_player->v->origin[2]);
return;
}
SV_LogPlayer(host_client, "setpos cheat");
if (sv_player->v->movetype != MOVETYPE_NOCLIP)
{
sv_player->v->movetype = MOVETYPE_NOCLIP;
SV_TPrintToClient(host_client, PRINT_HIGH, "noclip on\n");
}
//make sure they're not going to whizz away from it
VectorClear(sv_player->v->velocity);
sv_player->v->origin[0] = atof(Cmd_Argv(1));
sv_player->v->origin[1] = atof(Cmd_Argv(2));
sv_player->v->origin[2] = atof(Cmd_Argv(3));
World_LinkEdict (&sv.world, (wedict_t*)sv_player, false);
}
void SV_SetUpClientEdict (client_t *cl, edict_t *ent)
{
extern int pr_teamfield;
#ifdef VM_Q1
if (svs.gametype == GT_Q1QVM)
{
string_t preserve;
preserve = ent->v->netname;
Q1QVMED_ClearEdict(ent, true);
ent->v->netname = preserve;
}
else
#endif
{
if (progstype != PROG_NQ) //allow frikbots to work in NQ mods (but not qw!)
ED_Clear(svprogfuncs, ent);
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
svprogfuncs->SetStringField(svprogfuncs, ent, &ent->v->netname, cl->name, true);
}
ED_Spawned(ent, false);
ent->isfree = false;
ent->v->colormap = NUM_FOR_EDICT(svprogfuncs, ent);
if (pr_teamfield)
((string_t *)ent->v)[pr_teamfield] = (string_t)(cl->team-svprogfuncs->stringtable);
{
int tc = atoi(Info_ValueForKey(cl->userinfo, "topcolor"));
int bc = atoi(Info_ValueForKey(cl->userinfo, "bottomcolor"));
if (tc < 0 || tc > 13)
tc = 0;
if (bc < 0 || bc > 13)
bc = 0;
ent->xv->clientcolors = 16*tc + bc;
}
ent->xv->gravity = cl->entgravity = 1.0;
ent->xv->maxspeed = cl->maxspeed = sv_maxspeed.value;
ent->v->movetype = MOVETYPE_NOCLIP;
ent->v->frags = 0;
cl->connection_started = realtime;
}
/*
==================
Cmd_Join_f
Set client to player mode without reconnecting
==================
*/
void Cmd_Join_f (void)
{
int i;
client_t *cl;
int numclients;
extern cvar_t maxclients;
int seats;
if (host_client->controller)
{
host_client = host_client->controller;
sv_player = host_client->edict;
}
if (host_client->state != cs_spawned)
return;
if (svs.gametype != GT_PROGS)
{
SV_TPrintToClient(host_client, PRINT_HIGH, "Sorry, not implemented in this gamecode type. Try moaning at the dev team\n");
return;
}
if (!(host_client->zquake_extensions & Z_EXT_JOIN_OBSERVE))
{
SV_TPrintToClient(host_client, PRINT_HIGH, "Your game client doesn't support this command\n");
return;
}
if (!host_client->spectator)
{
SV_ClientTPrintf(host_client, PRINT_HIGH, "You are not currently spectating.\n");
return;
}
if (host_client->joinobservelockeduntil > realtime)
{
SV_TPrintToClient(host_client, PRINT_HIGH, va("Please wait %.1g more seconds\n", host_client->joinobservelockeduntil-realtime));
return;
}
host_client->joinobservelockeduntil = realtime + 2;
if (password.string[0] && stricmp(password.string, "none"))
{
SV_ClientTPrintf(host_client, PRINT_HIGH, "This server requires a %s password. Please disconnect, set the password and reconnect as %s.\n", "player", "player");
return;
}
if (host_client->penalties & BAN_SPECONLY)
{
SV_ClientTPrintf(host_client, PRINT_HIGH, "You are banned from joining the game.\n");
return;
}
// count players already on server
numclients = 0;
seats = 0;
for (i=0,cl=svs.clients ; i<sv.allocated_client_slots ; i++,cl++)
{
if (cl->state != cs_free && !cl->spectator)
numclients++;
if ((cl == host_client || cl->controller == host_client) && cl->spectator)
seats++;
}
if (numclients+seats > maxclients.value)
{
SV_TPrintToClient(host_client, PRINT_HIGH, "Can't join, all player slots full\n");
return;
}
for (; host_client; host_client = host_client->controlled)
{
sv_player = host_client->edict;
if (!host_client->spectator)
continue;
// call the prog function for removing a client
// this will set the body to a dead frame, among other things
pr_global_struct->self = EDICT_TO_PROG(svprogfuncs, sv_player);
if (SpectatorDisconnect)
PR_ExecuteProgram (svprogfuncs, SpectatorDisconnect);
sv.spawned_observer_slots--;
SV_SetUpClientEdict (host_client, host_client->edict);
// turn the spectator into a player
host_client->spectator = false;
Info_RemoveKey (host_client->userinfo, "*spectator");
// FIXME, bump the client's userid?
// call the progs to get default spawn parms for the new client
if (pr_global_ptrs->SetNewParms)
PR_ExecuteProgram (svprogfuncs, pr_global_struct->SetNewParms);
for (i=0 ; i<NUM_SPAWN_PARMS ; i++)
{
if (pr_global_ptrs->spawnparamglobals[i])
host_client->spawn_parms[i] = *pr_global_ptrs->spawnparamglobals[i];
else
host_client->spawn_parms[i] = 0;
}
// call the spawn function
pr_global_struct->time = sv.world.physicstime;
pr_global_struct->self = EDICT_TO_PROG(svprogfuncs, sv_player);
PR_ExecuteProgram (svprogfuncs, pr_global_struct->ClientConnect);
// actually spawn the player
pr_global_struct->time = sv.world.physicstime;
pr_global_struct->self = EDICT_TO_PROG(svprogfuncs, sv_player);
PR_ExecuteProgram (svprogfuncs, pr_global_struct->PutClientInServer);
sv.spawned_client_slots++;
// send notification to all clients
host_client->old_frags = host_client->edict->v->frags;
host_client->sendinfo = true;
SV_LogPlayer(host_client, "joined");
}
}
/*
==================
Cmd_Observe_f
Set client to spectator mode without reconnecting
==================
*/
void Cmd_Observe_f (void)
{
int i;
client_t *cl;
int numspectators;
extern cvar_t maxspectators, spectator_password;
int seats;
if (host_client->controller)
{
host_client = host_client->controller;
sv_player = host_client->edict;
}
if (host_client->state != cs_spawned)
return;
if (svs.gametype != GT_PROGS)
{
SV_TPrintToClient(host_client, PRINT_HIGH, "Sorry, not implemented in this gamecode type. Try moaning at the dev team\n");
return;
}
if (!(host_client->zquake_extensions & Z_EXT_JOIN_OBSERVE))
{
SV_TPrintToClient(host_client, PRINT_HIGH, "Your game client doesn't support this command\n");
return;
}
if (host_client->spectator)
{
SV_ClientTPrintf(host_client, PRINT_HIGH, "You are already spectating.\n");
return;
}
if (host_client->joinobservelockeduntil > realtime)
{
SV_TPrintToClient(host_client, PRINT_HIGH, va("Please wait %.1g more seconds\n", host_client->joinobservelockeduntil-realtime));
return;
}
host_client->joinobservelockeduntil = realtime + 2;
if (spectator_password.string[0] && stricmp(spectator_password.string, "none"))
{
SV_ClientTPrintf(host_client, PRINT_HIGH, "This server requires a %s password. Please disconnect, set the password and reconnect as %s.\n", "spectator", "spectator");
return;
}
// count spectators already on server
numspectators = 0;
seats = 0;
for (i=0,cl=svs.clients ; i<sv.allocated_client_slots ; i++,cl++)
{
if (cl->state != cs_free && cl->spectator)
numspectators++;
if ((cl == host_client || cl->controller == host_client) && !cl->spectator)
seats++;
}
if (numspectators+seats > maxspectators.value)
{
SV_TPrintToClient(host_client, PRINT_HIGH, "Can't join, all spectator slots full\n");
return;
}
for (; host_client; host_client = host_client->controlled)
{
sv_player = host_client->edict;
if (host_client->spectator)
continue;
// call the prog function for removing a client
// this will set the body to a dead frame, among other things
pr_global_struct->self = EDICT_TO_PROG(svprogfuncs, sv_player);
PR_ExecuteProgram (svprogfuncs, pr_global_struct->ClientDisconnect);
sv.spawned_client_slots--;
SV_SetUpClientEdict (host_client, host_client->edict);
// turn the player into a spectator
host_client->spectator = true;
Info_SetValueForStarKey (host_client->userinfo, "*spectator", "1", sizeof(host_client->userinfo));
// FIXME, bump the client's userid?
// call the progs to get default spawn parms for the new client
if (pr_global_ptrs->SetNewParms)
PR_ExecuteProgram (svprogfuncs, pr_global_struct->SetNewParms);
for (i=0 ; i<NUM_SPAWN_PARMS ; i++)
{
if (pr_global_ptrs->spawnparamglobals[i])
host_client->spawn_parms[i] = *pr_global_ptrs->spawnparamglobals[i];
else
host_client->spawn_parms[i] = 0;
}
SV_SpawnSpectator ();
// call the spawn function
if (SpectatorConnect)
{
pr_global_struct->time = sv.world.physicstime;
pr_global_struct->self = EDICT_TO_PROG(svprogfuncs, sv_player);
PR_ExecuteProgram (svprogfuncs, SpectatorConnect);
}
else
{
sv_player->v->movetype = MOVETYPE_NOCLIP;
sv_player->v->model = 0;
sv_player->v->modelindex = 0;
}
sv.spawned_observer_slots++;
// send notification to all clients
host_client->old_frags = host_client->edict->v->frags;
host_client->sendinfo = true;
SV_LogPlayer(host_client, "observing");
}
}
void SV_CalcNetRates(client_t *cl, double *ftime, int *frames, double *minf, double *maxf)
{
int f;
int fmsec;
*minf = 1000;
*maxf = 0;
*ftime = 0;
*frames = 0;
if (ISQWCLIENT(cl) || ISNQCLIENT(cl))
{
if (cl->frameunion.frames)
{
for (f = 0; f < UPDATE_BACKUP; f++)
{
if (cl->frameunion.frames[f].move_msecs >= 0)
{
if (!cl->frameunion.frames[f].move_msecs)
{
fmsec = 1001;
}
else
{
fmsec = 1000.0f/cl->frameunion.frames[f].move_msecs;
}
*ftime += fmsec;
if (*minf > fmsec)
*minf = fmsec;
if (*maxf < fmsec)
*maxf = fmsec;
*frames+=1;
}
}
}
}
}
void Cmd_FPSList_f(void)
{
client_t *cl;
int c;
double minf, maxf;
double ftime;
int frames;
char *protoname;
for (c = 0; c < sv.allocated_client_slots; c++)
{
cl = &svs.clients[c];
if (!cl->state)
continue;
SV_CalcNetRates(cl, &ftime, &frames, &minf, &maxf);
switch(cl->protocol)
{
case SCP_QUAKEWORLD: protoname = (cl->fteprotocolextensions2 & PEXT2_REPLACEMENTDELTAS)?"fteqw":(cl->fteprotocolextensions||cl->fteprotocolextensions2?"qw":"qwid"); break;
case SCP_QUAKE2: protoname = "q2"; break;
case SCP_QUAKE3: protoname = "q3"; break;
case SCP_NETQUAKE: protoname = (cl->fteprotocolextensions2 & PEXT2_REPLACEMENTDELTAS)?"ftenq":"nqid"; break;
case SCP_PROQUAKE: protoname = (cl->fteprotocolextensions2 & PEXT2_REPLACEMENTDELTAS)?"ftenq":"nq"; break;
case SCP_FITZ666: protoname = (cl->fteprotocolextensions2 & PEXT2_REPLACEMENTDELTAS)?"ftenq":"fitz"; break;
case SCP_DARKPLACES6: protoname = "dpp6"; break;
case SCP_DARKPLACES7: protoname = "dpp7"; break;
default: protoname = "?"; break;
}
if (frames)
SV_ClientPrintf(host_client, PRINT_HIGH, "%s: %gfps (%g - %g), c2s: %ibps, s2c: %ibps, ping %ims(-%i), pl %i%% %s\n", cl->name, ftime/frames, minf, maxf, (int)cl->inrate, (int)cl->outrate, SV_CalcPing(cl, false), (int)(1000*cl->delay), cl->lossage, protoname);
else
SV_ClientPrintf(host_client, PRINT_HIGH, "%s: unknown framerate, c2s: %ibps, s2c: %ibps, ping %ims(-%i), pl %i%% %s\n", cl->name, (int)cl->inrate, (int)cl->outrate, SV_CalcPing(cl, false), (int)(1000*cl->delay), cl->lossage, protoname);
}
}
void SV_EnableClientsCSQC(void)
{
#ifdef PEXT_CSQC
// if ((host_client->fteprotocolextensions & PEXT_CSQC) || atoi(Cmd_Argv(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
{
host_client->csqcactive = true;
------------------------------------------------------------------------ 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 (!host_client->csqcentversions)
host_client->csqcentversions = Z_Malloc(sizeof(*host_client->csqcentversions) * host_client->max_net_ents);
if (!host_client->csqcentsequence)
host_client->csqcentsequence = Z_Malloc(sizeof(*host_client->csqcentsequence) * host_client->max_net_ents);
}
// else
// SV_ClientPrintf(host_client, PRINT_HIGH, "CSQC entities not enabled - no support from network protocol\n");
#endif
}
void SV_DisableClientsCSQC(void)
{
#ifdef PEXT_CSQC
host_client->csqcactive = false;
#endif
}
void SV_UserCmdMVDList_f (void);
static void SV_STFU_f(void)
{
char *msg;
SV_ClientPrintf(host_client, 255, "stfu\n");
msg = "cl_antilag 0\n";
ClientReliableWrite_Begin(host_client, svc_stufftext, 2+strlen(msg));
ClientReliableWrite_String(host_client, msg);
}
#ifdef NQPROT
void SVNQ_Spawn_f (void)
{
extern cvar_t sv_gravity;
int i;
client_t *client;
edict_t *ent;
if (host_client->state != cs_connected)
{
Con_Printf ("spawn not valid -- already spawned\n");
return;
}
// send all current names, colors, and frag counts
// FIXME: is this a good thing?
SZ_Clear (&host_client->netchan.message);
// send current status of all other players
// normally this could overflow, but no need to check due to backbuf
for (i=0, client = svs.clients; i<sv.allocated_client_slots ; i++, client++)
SV_FullClientUpdate(client, host_client);
SV_MVD_FullClientUpdate(NULL, host_client);
// send all current light styles
for (i=0 ; i<MAX_LIGHTSTYLES ; i++)
{
if (i >= MAX_STANDARDLIGHTSTYLES && host_client->protocol != SCP_DARKPLACES7)
break; //dp7 clients support more lightstyles.
ClientReliableWrite_Begin (host_client, svc_lightstyle,
3 + (sv.strings.lightstyles[i] ? strlen(sv.strings.lightstyles[i]) : 1));
ClientReliableWrite_Byte (host_client, (char)i);
ClientReliableWrite_String (host_client, sv.strings.lightstyles[i]);
}
// set up the edict
ent = host_client->edict;
if (!ent)
{
}
else if (host_client->istobeloaded) //minimal setup
{
host_client->entgravity = ent->xv->gravity*sv_gravity.value;
host_client->maxspeed = ent->xv->maxspeed;
}
else
{
ED_Clear(svprogfuncs, ent);
ED_Spawned(ent, false);
ent->v->colormap = NUM_FOR_EDICT(svprogfuncs, ent);
ent->v->team = 0; // FIXME
ent->v->netname = PR_SetString(svprogfuncs, host_client->name);
host_client->entgravity = ent->xv->gravity = 1.0;
host_client->entgravity*=sv_gravity.value;
host_client->maxspeed = ent->xv->maxspeed = sv_maxspeed.value;
}
//
// force stats to be updated
//
memset (host_client->statsi, 0, sizeof(host_client->statsi));
memset (host_client->statsf, 0, sizeof(host_client->statsf));
memset (host_client->statss, 0, sizeof(host_client->statss));
if (pr_global_ptrs->total_secrets)
{
ClientReliableWrite_Begin (host_client, svcnq_updatestatlong, 6);
ClientReliableWrite_Byte (host_client, STAT_TOTALSECRETS);
ClientReliableWrite_Long (host_client, pr_global_struct->total_secrets);
}
if (pr_global_ptrs->total_monsters)
{
ClientReliableWrite_Begin (host_client, svcnq_updatestatlong, 6);
ClientReliableWrite_Byte (host_client, STAT_TOTALMONSTERS);
ClientReliableWrite_Long (host_client, pr_global_struct->total_monsters);
}
if (pr_global_ptrs->found_secrets)
{
ClientReliableWrite_Begin (host_client, svcnq_updatestatlong, 6);
ClientReliableWrite_Byte (host_client, STAT_SECRETS);
ClientReliableWrite_Long (host_client, pr_global_struct->found_secrets);
}
if (pr_global_ptrs->killed_monsters)
{
ClientReliableWrite_Begin (host_client, svcnq_updatestatlong, 6);
ClientReliableWrite_Byte (host_client, STAT_MONSTERS);
ClientReliableWrite_Long (host_client, pr_global_struct->killed_monsters);
}
ClientReliableWrite_Begin (host_client, svc_signonnum, 2);
ClientReliableWrite_Byte (host_client, 3);
host_client->send_message = true;
}
void SVNQ_Begin_f (void)
{
unsigned pmodel = 0, emodel = 0;
int i;
qboolean sendangles=false;
if (host_client->state == cs_spawned)
return; // don't begin again
host_client->state = cs_spawned;
if (host_client->istobeloaded)
{
sendangles = true;
host_client->istobeloaded = false;
}
else
{
if (host_client->spectator)
{
SV_SpawnSpectator ();
if (SpectatorConnect)
{
// copy spawn parms out of the client_t
for (i=0 ; i< NUM_SPAWN_PARMS ; i++)
{
if (pr_global_ptrs->spawnparamglobals[i])
*pr_global_ptrs->spawnparamglobals[i] = host_client->spawn_parms[i];
}
// call the spawn function
pr_global_struct->time = sv.world.physicstime;
pr_global_struct->self = EDICT_TO_PROG(svprogfuncs, sv_player);
PR_ExecuteProgram (svprogfuncs, SpectatorConnect);
}
sv.spawned_observer_slots++;
}
else
{
sv.spawned_client_slots++;
// copy spawn parms out of the client_t
for (i=0 ; i< NUM_SPAWN_PARMS ; i++)
{
if (pr_global_ptrs->spawnparamglobals[i])
*pr_global_ptrs->spawnparamglobals[i] = host_client->spawn_parms[i];
}
// call the spawn function
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
sv.skipbprintclient = host_client;
pr_global_struct->time = sv.world.physicstime;
pr_global_struct->self = EDICT_TO_PROG(svprogfuncs, sv_player);
PR_ExecuteProgram (svprogfuncs, pr_global_struct->ClientConnect);
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
sv.skipbprintclient = NULL;
// actually spawn the player
pr_global_struct->time = sv.world.physicstime;
pr_global_struct->self = EDICT_TO_PROG(svprogfuncs, sv_player);
PR_ExecuteProgram (svprogfuncs, pr_global_struct->PutClientInServer);
}
}
// clear the net statistics, because connecting gives a bogus picture
host_client->netchan.frame_latency = 0;
host_client->netchan.frame_rate = 0;
host_client->netchan.drop_count = 0;
host_client->netchan.good_count = 0;
//check he's not cheating
if (sv_playermodelchecks.value)
{
pmodel = atoi(Info_ValueForKey (host_client->userinfo, "pmodel"));
emodel = atoi(Info_ValueForKey (host_client->userinfo, "emodel"));
if (pmodel != sv.model_player_checksum ||
emodel != sv.eyes_player_checksum)
SV_BroadcastTPrintf (PRINT_HIGH, "warning: %s eyes or player model not verified\n", host_client->name);
}
// if we are paused, tell the client
if (sv.paused)
{
if (!ISQ2CLIENT(host_client))
{
ClientReliableWrite_Begin (host_client, svc_setpause, 2);
ClientReliableWrite_Byte (host_client, sv.paused!=0);
}
if (sv.paused&~4)
SV_ClientTPrintf(host_client, PRINT_HIGH, "server is paused\n");
}
if (sendangles)
{
//
// send a fixangle over the reliable channel to make sure it gets there
// Never send a roll angle, because savegames can catch the server
// in a state where it is expecting the client to correct the angle
// and it won't happen if the game was just loaded, so you wind up
// with a permanent head tilt
MSG_WriteByte (&host_client->netchan.message, svc_setangle);
MSG_WriteAngle (&host_client->netchan.message, 0 );
MSG_WriteAngle (&host_client->netchan.message, host_client->edict->v->angles[1] );
MSG_WriteAngle (&host_client->netchan.message, 0 );
}
// MSG_WriteByte (&host_client->netchan.message, svc_signonnum);
// MSG_WriteByte (&host_client->netchan.message, 4);
host_client->send_message = true;
}
void SVNQ_PreSpawn_f (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 (host_client->prespawn_stage == PRESPAWN_MAPCHECK)
{
------------------------------------------------------------------------ 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
host_client->checksum = ~0u;
host_client->prespawn_stage = PRESPAWN_MAPCHECK+1;
host_client->prespawn_idx = 0;
if (sv_mapcheck.value)
Con_Printf("Warning: %s cannot be enforced on NQ clients.\n", sv_mapcheck.name); //as you can fake it in a client anyway, this is hardly a significant issue.
}
host_client->send_message = true;
}
void SVNQ_NQInfo_f (void)
{
Cmd_TokenizeString(va("setinfo \"%s\" \"%s\"\n", Cmd_Argv(0), Cmd_Argv(1)), false, false);
SV_SetInfo_f();
}
void SVNQ_NQColour_f (void)
{
int top;
int bottom;
int playercolor;
if (Cmd_Argc() == 2)
top = bottom = atoi(Cmd_Argv(1));
else
{
top = atoi(Cmd_Argv(1));
bottom = atoi(Cmd_Argv(2));
}
top &= 15;
if (top > 13)
top = 13;
bottom &= 15;
if (bottom > 13)
bottom = 13;
playercolor = top*16 + bottom;
if (progstype != PROG_QW && host_client->edict)
host_client->edict->v->team = bottom + 1;
Info_SetValueForKey(host_client->userinfo, "topcolor", va("%i", top), sizeof(host_client->userinfo));
Info_SetValueForKey(host_client->userinfo, "bottomcolor", va("%i", bottom), sizeof(host_client->userinfo));
switch(bottom)
{
case 4:
Info_SetValueForKey(host_client->userinfo, "team", "red", sizeof(host_client->userinfo));
break;
case 14:
Info_SetValueForKey(host_client->userinfo, "team", "blue", sizeof(host_client->userinfo));
break;
default:
Info_SetValueForKey(host_client->userinfo, "team", va("t%i", bottom+1), sizeof(host_client->userinfo));
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
SV_ExtractFromUserinfo (host_client, true);
MSG_WriteByte (&sv.reliable_datagram, svc_setinfo);
MSG_WriteByte (&sv.reliable_datagram, host_client - svs.clients);
MSG_WriteString (&sv.reliable_datagram, "topcolor");
MSG_WriteString (&sv.reliable_datagram, Info_ValueForKey(host_client->userinfo, "topcolor"));
MSG_WriteByte (&sv.reliable_datagram, svc_setinfo);
MSG_WriteByte (&sv.reliable_datagram, host_client - svs.clients);
MSG_WriteString (&sv.reliable_datagram, "bottomcolor");
MSG_WriteString (&sv.reliable_datagram, Info_ValueForKey(host_client->userinfo, "bottomcolor"));
MSG_WriteByte (&sv.reliable_datagram, svc_setinfo);
MSG_WriteByte (&sv.reliable_datagram, host_client - svs.clients);
MSG_WriteString (&sv.reliable_datagram, "team");
MSG_WriteString (&sv.reliable_datagram, Info_ValueForKey(host_client->userinfo, "team"));
MSG_WriteByte (&sv.nqreliable_datagram, svc_updatecolors);
MSG_WriteByte (&sv.nqreliable_datagram, host_client - svs.clients);
MSG_WriteByte (&sv.nqreliable_datagram, playercolor);
}
void SVNQ_Ping_f(void)
{
int i;
client_t *cl;
//don't translate this, most advanced clients (including us) automate and parse them, the results being visible in the scoreboard and NOT the console.
//translating these prints can thus confuse things greatly.
SV_PrintToClient(host_client, PRINT_HIGH, "Client ping times:\n");
for (i=0,cl=svs.clients ; i<sv.allocated_client_slots ; i++,cl++)
{
if (!cl->state)
continue;
SV_PrintToClient(host_client, PRINT_HIGH, va("%3i %s\n", SV_CalcPing (cl, false), cl->name));
}
}
void SV_Pext_f(void)
{
int i;
char *tag;
char *val;
if (host_client->pextknown)
return;
host_client->pextknown = true;
host_client->fteprotocolextensions = 0;
host_client->fteprotocolextensions2 = 0;
for (i = 1; i < Cmd_Argc(); )
{
tag = Cmd_Argv(i++);
val = Cmd_Argv(i++);
switch(strtoul(tag, NULL, 0))
{
case PROTOCOL_VERSION_FTE:
------------------------------------------------------------------------ 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
host_client->fteprotocolextensions = strtoul(val, NULL, 0) & Net_PextMask(1, ISNQCLIENT(host_client));
break;
case PROTOCOL_VERSION_FTE2:
------------------------------------------------------------------------ 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
host_client->fteprotocolextensions2 = strtoul(val, NULL, 0) & Net_PextMask(2, ISNQCLIENT(host_client));
break;
}
}
Con_DPrintf("%s now using pext: %x, %x\n", host_client->name, host_client->fteprotocolextensions, host_client->fteprotocolextensions2);
SV_ClientProtocolExtensionsChanged(host_client);
if (ISNQCLIENT(host_client))
SVNQ_New_f();
else
SV_New_f();
}
/*
void SVNQ_ExecuteUserCommand (char *s)
{
client_t *oldhost = host_client;
ucmd_t *u;
Cmd_TokenizeString (s, false, false);
sv_player = host_client->edict;
Cmd_ExecLevel=1;
for (u=nqucmds ; u->name ; u++)
{
if (!strcmp (Cmd_Argv(0), u->name) )
{
if (/ *!fromQC && * /!u->noqchandling)
if (PR_UserCmd(s))
{
host_client = oldhost;
return;
}
if (!u->func)
{
SV_BeginRedirect (RD_CLIENT, host_client->language);
Con_Printf("Command was disabled\n");
SV_EndRedirect ();
}
else
{
SV_BeginRedirect (RD_CLIENT, host_client->language);
u->func ();
SV_EndRedirect ();
}
host_client = oldhost;
return;
}
}
if (!u->name)
Con_Printf("%s tried to \"%s\"\n", host_client->name, s);
}
*/
#endif
void SV_MVDList_f (void);
void SV_MVDInfo_f (void);
typedef struct
{
char *name;
void (*func) (void);
qboolean noqchandling;
} ucmd_t;
ucmd_t ucmds[] =
{
/*connection process*/
{"new", SV_New_f, true},
------------------------------------------------------------------------ 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
{"modellist", SVQW_Modellist_f, true},
{"soundlist", SVQW_Soundlist_f, true},
{"prespawn", SVQW_PreSpawn_f, true},
{"spawn", SVQW_Spawn_f, true},
{"begin", SV_Begin_f, true},
/*ezquake warning*/
{"al", SV_STFU_f, true}, //can probably be removed now.
{"drop", SV_Drop_f},
{"disconnect", SV_Drop_f},
{"pings", SV_Pings_f},
// issued by hand at client consoles
{"rate", SV_Rate_f},
{"kill", SV_Kill_f},
{"pause", SV_Pause_f},
{"msg", SV_Msg_f},
{"sayone", SV_SayOne_f},
{"say", SV_Say_f},
{"say_team", SV_Say_Team_f},
{"setinfo", SV_SetInfo_f},
{"serverinfo", SV_ShowServerinfo_f},
/*demo/download commands*/
{"stopdownload", SV_StopDownload_f},
{"demolist", SV_UserCmdMVDList_f},
{"demoinfo", SV_MVDInfo_f},
{"dlsize", SV_DownloadSize_f},
{"download", SV_BeginDownload_f},
{"nextdl", SV_NextDownload_f, true},
/*quakeworld specific things*/
{"join", Cmd_Join_f},
{"observe", Cmd_Observe_f},
{"snap", SV_NoSnap_f},
{"ptrack", SV_PTrack_f}, //ZOID - used with autocam
{"enablecsqc", SV_EnableClientsCSQC, true},
{"disablecsqc", SV_DisableClientsCSQC, true},
{"vote", SV_Vote_f},
#ifdef SVRANKING
{"topten", Rank_ListTop10_f},
#endif
{"efpslist", Cmd_FPSList_f}, //don't conflict with the ktpro one
{"god", Cmd_God_f},
{"give", Cmd_Give_f},
{"noclip", Cmd_Noclip_f},
{"spiderpig", Cmd_Spiderpig_f},
{"6dof", Cmd_6dof_f},
{"fly", Cmd_Fly_f},
{"notarget", Cmd_Notarget_f},
{"setpos", Cmd_SetPos_f},
#ifdef SUBSERVERS
{"ssvtransfer", Cmd_SSV_Transfer_f},//transfer the player to a different map/server
{"ssvsay", Cmd_SSV_AllSay_f}, //transfer the player to a different map/server
{"ssvjoin", Cmd_SSV_Join_f}, //transfer the player to a different map/server
#endif
#ifdef NQPROT
{"name", SVNQ_NQInfo_f},
#endif
#ifdef VOICECHAT
{"voicetarg", SV_Voice_Target_f},
{"vignore", SV_Voice_Ignore_f}, /*ignore/mute specific player*/
{"muteall", SV_Voice_MuteAll_f}, /*disables*/
{"unmuteall", SV_Voice_UnmuteAll_f}, /*reenables*/
#endif
{NULL, NULL}
};
#ifdef Q2SERVER
ucmd_t ucmdsq2[] = {
{"new", SV_New_f, true},
{"configstrings", SVQ2_ConfigStrings_f, true},
{"baselines", SVQ2_BaseLines_f, true},
{"begin", SV_Begin_f, true},
// {"setinfo", SV_SetInfo_f, true},
{"serverinfo", SV_ShowServerinfo_f, true},
{"info", SV_ShowServerinfo_f, true},
{"download", SV_BeginDownload_f, true},
{"nextdl", SV_NextDownload_f, true},
{"nextserver", SVQ2_NextServer_f, true},
{"vote", SV_Vote_f, true},
//#ifdef SVRANKING
// {"topten", Rank_ListTop10_f, true},
//#endif
{"drop", SV_Drop_f, true},
{"disconnect", SV_Drop_f, true},
{NULL, NULL}
};
#endif
#ifdef NQPROT
ucmd_t nqucmds[] =
{
{"new", SVNQ_New_f, true},
{"spawn", SVNQ_Spawn_f, true},
{"begin", SVNQ_Begin_f, true},
{"prespawn", SVNQ_PreSpawn_f, true},
{"status", NULL},
{"god", Cmd_God_f},
{"give", Cmd_Give_f},
{"notarget", Cmd_Notarget_f},
{"fly", Cmd_Fly_f},
{"noclip", Cmd_Noclip_f},
{"say", SV_Say_f},
{"say_team", SV_Say_Team_f},
{"tell", SV_SayOne_f},
{"efpslist", Cmd_FPSList_f}, //don't conflict with the ktpro one
{"pings", SV_Pings_f},
{"ping", SVNQ_Ping_f},
{"kill", SV_Kill_f},
{"pause", SV_Pause_f},
{"kick", NULL},
{"ban", NULL},
{"vote", SV_Vote_f},
/*DP download protocol*/
{"dlsize", SV_DownloadSize_f},
{"download", SV_BeginDownload_f},
{"sv_startdownload", SVDP_StartDownload_f},
/*userinfo stuff*/
{"setinfo", SV_SetInfo_f},
{"name", SVNQ_NQInfo_f},
{"color", SVNQ_NQColour_f},
{"playermodel", NULL},
{"playerskin", NULL},
{"rate", SV_Rate_f},
#ifdef SVRANKING
{"topten", Rank_ListTop10_f},
#endif
/*various misc extensions*/
{"pext", SV_Pext_f, true},
{"enablecsqc", SV_EnableClientsCSQC},
{"disablecsqc", SV_DisableClientsCSQC},
{"challengeconnect", NULL},
#ifdef VOICECHAT
{"voicetarg", SV_Voice_Target_f},
{"vignore", SV_Voice_Ignore_f}, /*ignore/mute specific player*/
{"muteall", SV_Voice_MuteAll_f}, /*disables*/
{"unmuteall", SV_Voice_UnmuteAll_f}, /*reenables*/
#endif
{NULL, NULL}
};
#endif
/*
==================
SV_ExecuteUserCommand
==================
*/
void SV_ExecuteUserCommand (char *s, qboolean fromQC)
{
ucmd_t *u;
client_t *oldhost = host_client;
char adr[MAX_ADR_SIZE];
Con_DPrintf("Client command: %s\n", s);
Cmd_TokenizeString (s, false, false);
sv_player = host_client->edict;
Cmd_ExecLevel=1;
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
if (!fromQC && host_client->controlled && atoi(Cmd_Argv(0))>0) //now see if it's meant to be from a slave client
{
int pnum = atoi(Cmd_Argv(0));
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
client_t *sp;
for (sp = host_client; sp; sp = sp->controlled)
{
if (!--pnum)
{
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
host_client = sp;
break;
}
}
sv_player = host_client->edict;
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
s = Cmd_Args();
Cmd_ShiftArgs(1, false);
}
#ifdef Q2SERVER
if (ISQ2CLIENT(host_client))
u = ucmdsq2;
else
#endif
#ifdef NQPROT
if (ISNQCLIENT(host_client))
u = nqucmds;
else
#endif
u=ucmds;
for ( ; u->name ; u++)
if (!strcmp (Cmd_Argv(0), u->name) )
{
if (!fromQC && !u->noqchandling)
if (PR_KrimzonParseCommand(s)) //KRIMZON_SV_PARSECLIENTCOMMAND has the opertunity to parse out certain commands.
{
host_client = oldhost;
return;
}
// SV_BeginRedirect (RD_CLIENT, host_client->language);
if (u->func)
u->func ();
host_client = oldhost;
// SV_EndRedirect ();
return;
}
if (!u->name)
{
#ifdef HLSERVER
if (HLSV_ClientCommand(host_client))
{
host_client = oldhost;
return;
}
#endif
if (!fromQC)
if (PR_UserCmd(s)) //Q2 and MVDSV command handling only happens if the engine didn't recognise it.
{
host_client = oldhost;
return;
}
#ifdef SVRANKING
if (sv_cmdlikercon.value && host_client->rankid)
{
char remaining[1024];
int i;
rankstats_t stats;
if (!Rank_GetPlayerStats(host_client->rankid, &stats))
{
host_client = oldhost;
return;
}
Log_String(LOG_RCON, va("cmd from %s - %s:\n%s\n"
, NET_AdrToString (adr, sizeof(adr), &net_from), host_client->name, s));
Con_TPrintf ("cmd from %s:\n%s\n"
, host_client->name, s);
SV_BeginRedirect (RD_CLIENT, host_client->language);
remaining[0] = 0;
for (i=0 ; i<Cmd_Argc() ; i++)
{
if (strlen(remaining)+strlen(Cmd_Argv(i))>=sizeof(remaining)-1)
{
Con_Printf("cmd was too long\n");
host_client = oldhost;
SV_EndRedirect ();
Con_Printf ("cmd from %s:\n%s\n"
, NET_AdrToString (adr, sizeof(adr), &net_from), "Was too long - possible buffer overflow attempt");
return;
}
Q_strncatz(remaining, Cmd_Argv(i), sizeof(remaining));
Q_strncatz(remaining, " ", sizeof(remaining));
}
Cmd_ExecuteString (remaining, stats.trustlevel);
host_client = oldhost;
SV_EndRedirect ();
return;
}
#endif
Con_TPrintf ("Bad user command: %s\n", Cmd_Argv(0));
}
host_client = oldhost;
SV_EndRedirect ();
}
int implevels[256];
qboolean SV_FilterImpulse(int imp, int level)
{
if (imp < 0 || imp > 255)
return true; //erm
if (implevels[imp] > level)
return false;
return true;
}
void SV_FilterImpulseInit(void)
{
char buffer[1024];
char *s;
int lev;
int imp;
memset(implevels, 0, sizeof(implevels));
s = COM_LoadStackFile("impfiltr.cfg", buffer, sizeof(buffer), NULL);
if (!s)
Con_DPrintf("impfiltr.cfg not found. Impulse filters are disabled\n");
while(s)
{
s = COM_Parse(s);
if (!s)
return;
imp = atoi(com_token);
s = COM_Parse(s);
if (!s)
{
Con_Printf("Unexpected eof in impfiltr.cfg\n");
return;
}
lev = atoi(com_token);
if (imp > 255 || imp < 0 || lev < 0 || lev > RESTRICT_MAX)
Con_Printf("impfiltr.cfg - bad paramters\n");
else
implevels[imp] = lev;
}
}
/*
===========================================================================
USER CMD EXECUTION
===========================================================================
*/
#ifdef SERVERONLY
/*
===============
V_CalcRoll
Used by view and sv_user
===============
*/
float V_CalcRoll (vec3_t angles, vec3_t velocity)
{
vec3_t forward, right, up;
float sign;
float side;
float value;
AngleVectors (angles, forward, right, up);
side = DotProduct (velocity, right);
sign = side < 0 ? -1 : 1;
side = fabs(side);
value = cl_rollangle.value;
if (side < cl_rollspeed.value)
side = side * value / cl_rollspeed.value;
else
side = value;
return side*sign;
}
#endif
//============================================================================
vec3_t pmove_mins, pmove_maxs;
static qboolean AddEntityToPmove(edict_t *player, edict_t *check)
{
physent_t *pe;
int solid = check->v->solid;
int q1contents;
if (pmove.numphysent == MAX_PHYSENTS)
return false;
pe = &pmove.physents[pmove.numphysent];
pe->notouch = !((int)player->xv->dimension_solid & (int)check->xv->dimension_hit);
if (!((int)player->xv->dimension_hit & (int)check->xv->dimension_solid))
return true;
if (!check->v->size[0]) //points are not meant to be solid
return true;
pmove.numphysent++;
VectorCopy (check->v->origin, pe->origin);
pe->info = NUM_FOR_EDICT(svprogfuncs, check);
pe->nonsolid = solid == SOLID_TRIGGER;
pe->isportal = solid == SOLID_PORTAL;
q1contents = (int)check->v->skin;
if (solid == SOLID_LADDER)
q1contents = Q1CONTENTS_LADDER; //legacy crap
switch(q1contents)
{
case Q1CONTENTS_WATER:
pe->nonsolid = true;
pe->forcecontentsmask = FTECONTENTS_WATER;
break;
case Q1CONTENTS_LAVA:
pe->nonsolid = true;
pe->forcecontentsmask = FTECONTENTS_LAVA;
break;
case Q1CONTENTS_SLIME:
pe->nonsolid = true;
pe->forcecontentsmask = FTECONTENTS_SLIME;
break;
case Q1CONTENTS_SKY:
pe->nonsolid = true;
pe->forcecontentsmask = FTECONTENTS_SKY;
break;
case Q1CONTENTS_LADDER:
pe->nonsolid = true;
pe->forcecontentsmask = FTECONTENTS_LADDER;
break;
default:
pe->forcecontentsmask = 0;
break;
}
if (solid == SOLID_PORTAL || solid == SOLID_BSP)
{
if(progstype != PROG_H2)
pe->angles[0]*=-1; //quake is wierd. I guess someone fixed it hexen2... or my code is buggy or something...
pe->model = sv.models[(int)(check->v->modelindex)];
VectorCopy (check->v->angles, pe->angles);
}
else
{
pe->model = NULL;
VectorCopy (check->v->mins, pe->mins);
VectorCopy (check->v->maxs, pe->maxs);
VectorClear (pe->angles);
}
return true;
}
/*
====================
AddLinksToPmove
====================
*/
void AddLinksToPmove ( edict_t *player, areanode_t *node )
{
int Q1_HullPointContents (hull_t *hull, int num, vec3_t p);
link_t *l, *next;
edict_t *check;
int pl;
int i;
int solid;
pl = EDICT_TO_PROG(svprogfuncs, player);
// touch linked edicts
for (l = node->edicts.next ; l != &node->edicts ; l = next)
{
next = l->next;
check = (edict_t*)EDICT_FROM_AREA(l);
if (check->v->owner == pl)
continue; // player's own missile
if (check == player)
continue;
solid = check->v->solid;
if (
(solid == SOLID_TRIGGER && check->v->skin < 0)
|| solid == SOLID_BSP
|| solid == SOLID_PORTAL
|| solid == SOLID_BBOX
|| solid == SOLID_SLIDEBOX
|| solid == SOLID_LADDER
//|| (solid == SOLID_PHASEH2 && progstype == PROG_H2) //logically matches hexen2, but I hate it
)
{
for (i=0 ; i<3 ; i++)
if (check->v->absmin[i] > pmove_maxs[i]
|| check->v->absmax[i] < pmove_mins[i])
break;
if (i != 3)
continue;
if (!AddEntityToPmove(player, check))
break;
}
}
// recurse down both sides
if (node->axis == -1)
return;
if (pmove_maxs[node->axis] > node->dist)
AddLinksToPmove (player, node->children[0]);
if (pmove_mins[node->axis] < node->dist)
AddLinksToPmove (player, node->children[1]);
}
//ignores mins/maxs.
//portals are expected to be weird. player movement code is nasty.
void AddLinksToPmove_Force ( edict_t *player, areanode_t *node )
{
link_t *l, *next;
edict_t *check;
int pl;
// int i;
int solid;
pl = EDICT_TO_PROG(svprogfuncs, player);
// touch linked edicts
for (l = node->edicts.next ; l != &node->edicts ; l = next)
{
next = l->next;
check = (edict_t*)EDICT_FROM_AREA(l);
if (check->v->owner == pl)
continue; // player's own missile
if (check == player)
continue;
solid = check->v->solid;
if (
(solid == SOLID_TRIGGER && check->v->skin < 0)
|| solid == SOLID_BSP
|| solid == SOLID_PORTAL
|| solid == SOLID_BBOX
|| solid == SOLID_SLIDEBOX
|| solid == SOLID_LADDER
//|| (solid == SOLID_PHASEH2 && progstype == PROG_H2) //logically matches hexen2, but I hate it
)
{
if (!AddEntityToPmove(player, check))
break;
}
}
// recurse down both sides
if (node->axis == -1)
return;
if (pmove_maxs[node->axis] > node->dist)
AddLinksToPmove_Force (player, node->children[0]);
if (pmove_mins[node->axis] < node->dist)
AddLinksToPmove_Force (player, node->children[1]);
}
/*
================
AddAllEntsToPmove
For debugging
================
*/
void AddAllEntsToPmove (edict_t *player)
{
int e;
edict_t *check;
int i;
int pl;
pl = EDICT_TO_PROG(svprogfuncs, player);
for (e=1 ; e<sv.world.num_edicts ; e++)
{
check = EDICT_NUM(svprogfuncs, e);
if (check->isfree)
continue;
if (check->v->owner == pl)
continue;
if (check->v->solid == SOLID_BSP
|| check->v->solid == SOLID_BBOX
|| check->v->solid == SOLID_SLIDEBOX)
{
if (check == player)
continue;
for (i=0 ; i<3 ; i++)
if (check->v->absmin[i] > pmove_maxs[i]
|| check->v->absmax[i] < pmove_mins[i])
break;
if (i != 3)
continue;
if (!AddEntityToPmove(player, check))
break;
}
}
}
int SV_PMTypeForClient (client_t *cl, edict_t *ent)
{
#ifdef SERVER_DEMO_PLAYBACK
if (sv.demostatevalid)
{ //force noclip... This does create problems for closing demos.
if (cl->zquake_extensions & Z_EXT_PM_TYPE_NEW)
return PM_SPECTATOR;
return PM_OLD_SPECTATOR;
}
#endif
if (sv_brokenmovetypes.value) //this is to mimic standard qw servers, which don't support movetypes other than MOVETYPE_FLY.
{ //it prevents bugs from being visible in unsuspecting mods.
if (cl && cl->spectator)
{
if (cl->zquake_extensions & Z_EXT_PM_TYPE_NEW)
return PM_SPECTATOR;
return PM_OLD_SPECTATOR;
}
if (ent->v->health <= 0)
return PM_DEAD;
return PM_NORMAL;
}
switch((int)ent->v->movetype)
{
case MOVETYPE_NOCLIP:
/*older/vanilla clients have a b0rked spectator mode that we don't want to break*/
if (cl && cl->zquake_extensions & Z_EXT_PM_TYPE_NEW)
return PM_SPECTATOR;
return PM_OLD_SPECTATOR;
case MOVETYPE_WALLWALK:
return PM_WALLWALK;
case MOVETYPE_6DOF:
return PM_6DOF;
case MOVETYPE_FLY_WORLDONLY:
case MOVETYPE_FLY:
return PM_FLY;
case MOVETYPE_NONE:
return PM_NONE;
case MOVETYPE_WALK:
default:
if (ent->v->health <= 0)
return PM_DEAD;
return PM_NORMAL;
}
}
/*
===========
SV_PreRunCmd
===========
Done before running a player command. Clears the touch array
*/
qbyte *playertouch;
size_t playertouchmax;
void SV_PreRunCmd(void)
{
size_t max = MAX_EDICTS;//(sv.world.num_edicts+7)&~7;
if (max > playertouchmax)
{
playertouchmax = max;
BZ_Free(playertouch);
playertouch = BZ_Malloc((playertouchmax>>3)+1);
}
memset(playertouch, 0, playertouchmax>>3);
//timestamp it, so things can't go weird
if (host_client)
host_client->lastruncmd = sv.time * 1000;
}
void SV_RunCmdCleanup(void)
{
BZ_Free(playertouch);
playertouch = NULL;
playertouchmax = 0;
}
/*
===========
SV_RunCmd
===========
*/
void SV_RunCmd (usercmd_t *ucmd, qboolean recurse)
{
extern int isPlugin;
edict_t *ent;
int i, n;
int oldmsec;
qboolean jumpable;
vec3_t new_vel;
vec3_t old_vel;
// To prevent a infinite loop
if (!recurse)
{
qc: qc temp-strings are now garbage collected. this makes strzone redundant. net: revert the player angles inversion thing from last build. hack some angles. gonna need to tweak the protocol. net: cl_lerp_players is smoother, and defaulted. lets see how many people complain. cl: fix juddering with chase_active+prediction. cl: download progress where the total size is not known now displays something more sane. cl: fixed some issues with rawinput keyboards. cl: added autoupdate option to the menu. cl: autoupdate defaults to a new 'tested' set of builds, instead of the completely untested svn builds. cl: added 'borderless windowed' option to the menus. works on windows. cl: saved games save a preview screenshot. cl: fix some memory leaks on shutdown. cl: added 'setrenderer random' option, might be useful for modders in that it helps highlight bugs/differences between renderers... qc: r_showbboxes now displays the fields of the various entities. tweaked entity lighting to overbright more gracefully. gl: fixed crepuscular lighting. qcc: added % operator. qcc: added inline keyword. qcc: some fixes for accessors. qccgui: now prompts for exe+basedir. sv: added sv_specprint, ala mvdsv. sv: stats now sent over the unreliable channel instead of the reliable one. this allows them to change more frequently. sv: rewrote speedcheat detection. clients will be throttled instead of kicked. unresponsive clients will be simulated instead of freezing in mid-air. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4829 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-01-21 18:18:37 +00:00
#ifdef NEWSPEEDCHEATPROT
if (ucmd->msec && host_client->msecs > 500)
host_client->msecs = 500;
if (ucmd->msec > host_client->msecs)
return;
host_client->msecs -= ucmd->msec;
#else
// DMW copied this KK hack copied from QuakeForge anti-cheat
// (also extra inside parm on all SV_RunCmds that follow)
//FIXME: update protocol to use server's timestamps instead of msecs over the wire, obsoleting speed cheat checks (by allowing the server to clamp sanely).
if (!host_client->last_check)
{
host_client->msecs = 0;
host_client->last_check = realtime;
}
host_client->msecs += ucmd->msec;
if ((tmp_time = realtime - host_client->last_check) >= sv_cheatspeedchecktime.value)
{
double tmp_time;
tmp_time = tmp_time * 1000.0 * sv_cheatpc.value/100.0;
if (host_client->msecs > tmp_time &&
isPlugin < 2) //debugging can result in WEIRD timings, so don't warn about weird timings if we're likely to get blocked out for long periods
{
host_client->msec_cheating++;
SV_BroadcastTPrintf(PRINT_HIGH,
"Speed cheat possibility, analyzing:\n %d>%.1f %d for: %s\n",
host_client->msecs, tmp_time,
host_client->msec_cheating, host_client->name);
if (host_client->msec_cheating >= 2)
{
char adr[MAX_ADR_SIZE];
SV_BroadcastTPrintf(PRINT_HIGH,
"%s was kicked for speedcheating (%s)\n",
host_client->name, NET_AdrToString(adr, sizeof(adr), &host_client->netchan.remote_address));
host_client->drop = true; //drop later
}
}
host_client->msecs = 0;
host_client->last_check = realtime;
}
qc: qc temp-strings are now garbage collected. this makes strzone redundant. net: revert the player angles inversion thing from last build. hack some angles. gonna need to tweak the protocol. net: cl_lerp_players is smoother, and defaulted. lets see how many people complain. cl: fix juddering with chase_active+prediction. cl: download progress where the total size is not known now displays something more sane. cl: fixed some issues with rawinput keyboards. cl: added autoupdate option to the menu. cl: autoupdate defaults to a new 'tested' set of builds, instead of the completely untested svn builds. cl: added 'borderless windowed' option to the menus. works on windows. cl: saved games save a preview screenshot. cl: fix some memory leaks on shutdown. cl: added 'setrenderer random' option, might be useful for modders in that it helps highlight bugs/differences between renderers... qc: r_showbboxes now displays the fields of the various entities. tweaked entity lighting to overbright more gracefully. gl: fixed crepuscular lighting. qcc: added % operator. qcc: added inline keyword. qcc: some fixes for accessors. qccgui: now prompts for exe+basedir. sv: added sv_specprint, ala mvdsv. sv: stats now sent over the unreliable channel instead of the reliable one. this allows them to change more frequently. sv: rewrote speedcheat detection. clients will be throttled instead of kicked. unresponsive clients will be simulated instead of freezing in mid-air. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4829 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-01-21 18:18:37 +00:00
// end KK hack copied from QuakeForge anti-cheat
//it's amazing how code get's copied around...
#endif
}
if (SV_RunFullQCMovement(host_client, ucmd))
{
return;
}
cmd = *ucmd;
// chop up very long commands
if (cmd.msec > 50)
{
oldmsec = ucmd->msec;
cmd.msec = oldmsec/2;
SV_RunCmd (&cmd, true);
cmd.msec = oldmsec/2 + (oldmsec&1); //give them back their msec.
cmd.impulse = 0;
SV_RunCmd (&cmd, true);
return;
}
host_frametime = ucmd->msec * 0.001;
host_frametime *= sv.gamespeed;
if (host_frametime > 0.1)
host_frametime = 0.1;
#ifdef SERVER_DEMO_PLAYBACK
if (sv.demostatevalid)
{ //spectators watching MVDs do not affect the running progs.
player_mins[0] = -16;
player_mins[1] = -16;
player_mins[2] = -24;
player_maxs[0] = 16;
player_maxs[1] = 16;
player_maxs[2] = 32;
pmove.angles[0] = SHORT2ANGLE(ucmd->angles[0]);
pmove.angles[1] = SHORT2ANGLE(ucmd->angles[1]);
pmove.angles[2] = SHORT2ANGLE(ucmd->angles[2]);
VectorCopy (host_client->specorigin, pmove.origin);
VectorCopy (host_client->specvelocity, pmove.velocity);
if (host_client->zquake_extensions & Z_EXT_PM_TYPE_NEW)
pmove.pm_type = PM_SPECTATOR;
else
pmove.pm_type = PM_OLD_SPECTATOR;
pmove.jump_held = host_client->jump_held;
pmove.jump_msec = 0;
pmove.waterjumptime = 0;
pmove.numphysent = 1;
pmove.physents[0].model = sv.world.worldmodel;
pmove.cmd = *ucmd;
pmove.hullnum = SV_HullNumForPlayer(0, player_mins, player_maxs);
pmove.capsule = (sv_player->xv->geomtype == GEOMTYPE_CAPSULE);
movevars.entgravity = 0;
movevars.maxspeed = 0;
movevars.bunnyspeedcap = pm_bunnyspeedcap.value;
movevars.ktjump = pm_ktjump.value;
movevars.slidefix = (pm_slidefix.value != 0);
movevars.airstep = (pm_airstep.value != 0);
movevars.walljump = (pm_walljump.value);
movevars.slidyslopes = (pm_slidyslopes.value!=0);
movevars.watersinkspeed = *pm_watersinkspeed.string?pm_watersinkspeed.value:60;
movevars.flyfriction = *pm_flyfriction.string?pm_flyfriction.value:4;
for (i=0 ; i<3 ; i++)
{
pmove_mins[i] = pmove.origin[i] - 256;
pmove_maxs[i] = pmove.origin[i] + 256;
}
PM_PlayerMove (sv.gamespeed);
VectorCopy (pmove.origin, host_client->specorigin);
VectorCopy (pmove.velocity, host_client->specvelocity);
return;
}
#endif
#ifdef SVCHAT
if (SV_ChatMove(ucmd->impulse))
{
ucmd->buttons = 0;
ucmd->impulse = 0;
ucmd->forwardmove = ucmd->sidemove = ucmd->upmove = 0;
}
#endif
if (!sv_player->v->fixangle)
{
sv_player->v->v_angle[0] = SHORT2ANGLE(ucmd->angles[0]);
sv_player->v->v_angle[1] = SHORT2ANGLE(ucmd->angles[1]);
sv_player->v->v_angle[2] = SHORT2ANGLE(ucmd->angles[2]);
}
#ifdef HEXEN2
if (progstype == PROG_H2)
{
//fixme: should probably support rtlights, but this is a server, so urgh.
if (sv.world.worldmodel && sv.world.worldmodel->funcs.LightPointValues)
{
vec3_t diffuse, ambient, dir;
sv.world.worldmodel->funcs.LightPointValues(sv.world.worldmodel, sv_player->v->origin, diffuse, ambient, dir);
sv_player->xv->light_level = (ambient[0]+ambient[1]+ambient[2])/3.0+(diffuse[0]+diffuse[1]+diffuse[2])/6.0;
}
else
sv_player->xv->light_level = 128; //don't know, some dummy value.
}
#endif
sv_player->v->button0 = ucmd->buttons & 1;
sv_player->v->button2 = (ucmd->buttons >> 1) & 1;
if (pr_allowbutton1.ival && progstype == PROG_QW) //many mods use button1 - it's just a wasted field to many mods. So only work it if the cvar allows.
sv_player->v->button1 = ((ucmd->buttons >> 2) & 1);
// DP_INPUTBUTTONS
sv_player->xv->button3 = ((ucmd->buttons >> 2) & 1);
sv_player->xv->button4 = ((ucmd->buttons >> 3) & 1);
sv_player->xv->button5 = ((ucmd->buttons >> 4) & 1);
sv_player->xv->button6 = ((ucmd->buttons >> 5) & 1);
sv_player->xv->button7 = ((ucmd->buttons >> 6) & 1);
sv_player->xv->button8 = ((ucmd->buttons >> 7) & 1);
if (ucmd->impulse && SV_FilterImpulse(ucmd->impulse, host_client->trustlevel))
sv_player->v->impulse = ucmd->impulse;
if (host_client->penalties & BAN_CUFF)
{
sv_player->v->impulse = 0;
sv_player->v->button0 = 0;
}
if (host_client->state && host_client->protocol != SCP_BAD)
{
sv_player->xv->movement[0] = ucmd->forwardmove * host_frametime;
sv_player->xv->movement[1] = ucmd->sidemove * host_frametime;
sv_player->xv->movement[2] = ucmd->upmove * host_frametime;
}
WPhys_CheckVelocity(&sv.world, (wedict_t*)sv_player);
//
// angles
// show 1/3 the pitch angle and all the roll angle
if (sv_player->v->health > 0)
{
qc: qc temp-strings are now garbage collected. this makes strzone redundant. net: revert the player angles inversion thing from last build. hack some angles. gonna need to tweak the protocol. net: cl_lerp_players is smoother, and defaulted. lets see how many people complain. cl: fix juddering with chase_active+prediction. cl: download progress where the total size is not known now displays something more sane. cl: fixed some issues with rawinput keyboards. cl: added autoupdate option to the menu. cl: autoupdate defaults to a new 'tested' set of builds, instead of the completely untested svn builds. cl: added 'borderless windowed' option to the menus. works on windows. cl: saved games save a preview screenshot. cl: fix some memory leaks on shutdown. cl: added 'setrenderer random' option, might be useful for modders in that it helps highlight bugs/differences between renderers... qc: r_showbboxes now displays the fields of the various entities. tweaked entity lighting to overbright more gracefully. gl: fixed crepuscular lighting. qcc: added % operator. qcc: added inline keyword. qcc: some fixes for accessors. qccgui: now prompts for exe+basedir. sv: added sv_specprint, ala mvdsv. sv: stats now sent over the unreliable channel instead of the reliable one. this allows them to change more frequently. sv: rewrote speedcheat detection. clients will be throttled instead of kicked. unresponsive clients will be simulated instead of freezing in mid-air. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4829 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-01-21 18:18:37 +00:00
if (sv_player->v->movetype == MOVETYPE_6DOF)
{
qc: qc temp-strings are now garbage collected. this makes strzone redundant. net: revert the player angles inversion thing from last build. hack some angles. gonna need to tweak the protocol. net: cl_lerp_players is smoother, and defaulted. lets see how many people complain. cl: fix juddering with chase_active+prediction. cl: download progress where the total size is not known now displays something more sane. cl: fixed some issues with rawinput keyboards. cl: added autoupdate option to the menu. cl: autoupdate defaults to a new 'tested' set of builds, instead of the completely untested svn builds. cl: added 'borderless windowed' option to the menus. works on windows. cl: saved games save a preview screenshot. cl: fix some memory leaks on shutdown. cl: added 'setrenderer random' option, might be useful for modders in that it helps highlight bugs/differences between renderers... qc: r_showbboxes now displays the fields of the various entities. tweaked entity lighting to overbright more gracefully. gl: fixed crepuscular lighting. qcc: added % operator. qcc: added inline keyword. qcc: some fixes for accessors. qccgui: now prompts for exe+basedir. sv: added sv_specprint, ala mvdsv. sv: stats now sent over the unreliable channel instead of the reliable one. this allows them to change more frequently. sv: rewrote speedcheat detection. clients will be throttled instead of kicked. unresponsive clients will be simulated instead of freezing in mid-air. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4829 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-01-21 18:18:37 +00:00
sv_player->v->angles[PITCH] = -sv_player->v->v_angle[PITCH];
sv_player->v->angles[YAW] = sv_player->v->v_angle[YAW];
qc: qc temp-strings are now garbage collected. this makes strzone redundant. net: revert the player angles inversion thing from last build. hack some angles. gonna need to tweak the protocol. net: cl_lerp_players is smoother, and defaulted. lets see how many people complain. cl: fix juddering with chase_active+prediction. cl: download progress where the total size is not known now displays something more sane. cl: fixed some issues with rawinput keyboards. cl: added autoupdate option to the menu. cl: autoupdate defaults to a new 'tested' set of builds, instead of the completely untested svn builds. cl: added 'borderless windowed' option to the menus. works on windows. cl: saved games save a preview screenshot. cl: fix some memory leaks on shutdown. cl: added 'setrenderer random' option, might be useful for modders in that it helps highlight bugs/differences between renderers... qc: r_showbboxes now displays the fields of the various entities. tweaked entity lighting to overbright more gracefully. gl: fixed crepuscular lighting. qcc: added % operator. qcc: added inline keyword. qcc: some fixes for accessors. qccgui: now prompts for exe+basedir. sv: added sv_specprint, ala mvdsv. sv: stats now sent over the unreliable channel instead of the reliable one. this allows them to change more frequently. sv: rewrote speedcheat detection. clients will be throttled instead of kicked. unresponsive clients will be simulated instead of freezing in mid-air. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4829 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-01-21 18:18:37 +00:00
sv_player->v->angles[ROLL] = sv_player->v->v_angle[ROLL];
}
else
{
if (!sv_player->v->fixangle)
{
sv_player->v->angles[PITCH] = -sv_player->v->v_angle[PITCH]/3;
sv_player->v->angles[YAW] = sv_player->v->v_angle[YAW];
}
sv_player->v->angles[ROLL] =
V_CalcRoll (sv_player->v->angles, sv_player->v->velocity)*4;
}
}
if (SV_PlayerPhysicsQC && !host_client->spectator)
{ //player movement tweaks that fuck over player prediction.
pr_global_struct->frametime = host_frametime;
pr_global_struct->time = sv.time;
WPhys_RunEntity(&sv.world, (wedict_t*)sv_player);
return;
}
if (!host_client->spectator)
{
vec_t oldvz;
pr_global_struct->frametime = host_frametime;
pr_global_struct->time = sv.time;
pr_global_struct->self = EDICT_TO_PROG(svprogfuncs, sv_player);
oldvz = sv_player->v->velocity[2];
if (progstype != PROG_QW)
{
jumpable = ((int)sv_player->v->flags & FL_JUMPRELEASED) && ((int)sv_player->v->flags & FL_ONGROUND);
pmove.waterjumptime = sv_player->v->teleport_time;
if (pmove.waterjumptime > sv.time)
sv_player->v->flags = (int)sv_player->v->flags | FL_WATERJUMP;
}
else
jumpable = false;
#ifdef VM_Q1
if (svs.gametype == GT_Q1QVM)
Q1QVM_PlayerPreThink();
else
#endif
if (pr_global_ptrs->PlayerPreThink)
PR_ExecuteProgram (svprogfuncs, *pr_global_ptrs->PlayerPreThink);
if (progstype != PROG_QW)
{
if (sv_player->v->velocity[2] == 225 && sv_player->v->teleport_time > sv.time)
{
sv_player->v->velocity[2] = oldvz;
// Con_Printf("Waterjump detected\n");
}
sv_player->v->flags = (int)sv_player->v->flags & ~FL_WATERJUMP;
sv_player->v->teleport_time = pmove.waterjumptime;
if (jumpable && !((int)sv_player->v->flags & FL_JUMPRELEASED)) //hmm... a jump was hit.
sv_player->v->velocity[2] -= 270;
}
WPhys_RunThink (&sv.world, (wedict_t*)sv_player);
------------------------------------------------------------------------ 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 (host_client->state && host_client->protocol == SCP_BAD)
{
//botclients update their movement during prethink. make sure we use that stuff.
ucmd->angles[0] = (int)(sv_player->v->v_angle[0] * (65535/360.0f));
ucmd->angles[1] = (int)(sv_player->v->v_angle[1] * (65535/360.0f));
ucmd->angles[2] = (int)(sv_player->v->v_angle[2] * (65535/360.0f));
if (host_frametime)
{
ucmd->forwardmove = sv_player->xv->movement[0] / host_frametime;
ucmd->sidemove = sv_player->xv->movement[1] / host_frametime;
ucmd->upmove = sv_player->xv->movement[2] / host_frametime;
}
else
{
ucmd->forwardmove = 0;
ucmd->sidemove = 0;
ucmd->upmove = 0;
}
}
}
// memset(&pmove, 0, sizeof(pmove));
// memset(&movevars, 0, sizeof(movevars));
pmove.player_mins[0] = sv_player->v->mins[0];
pmove.player_mins[1] = sv_player->v->mins[1];
pmove.player_mins[2] = sv_player->v->mins[2];
pmove.player_maxs[0] = sv_player->v->maxs[0];
pmove.player_maxs[1] = sv_player->v->maxs[1];
pmove.player_maxs[2] = sv_player->v->maxs[2];
VectorCopy(sv_player->xv->gravitydir, pmove.gravitydir);
VectorCopy(sv_player->v->origin, pmove.origin);
VectorCopy(sv_player->v->oldorigin, pmove.safeorigin);
pmove.safeorigin_known = true;
VectorCopy (sv_player->v->velocity, pmove.velocity);
VectorCopy (sv_player->v->v_angle, pmove.angles);
pmove.pm_type = SV_PMTypeForClient (host_client, sv_player);
pmove.jump_held = host_client->jump_held;
pmove.jump_msec = 0;
if (progstype != PROG_QW) //this is just annoying.
pmove.waterjumptime = sv_player->v->teleport_time - sv.time;
else
pmove.waterjumptime = sv_player->v->teleport_time;
pmove.numphysent = 1;
pmove.physents[0].model = sv.world.worldmodel;
pmove.cmd = *ucmd;
pmove.skipent = -1;
pmove.capsule = (sv_player->xv->geomtype == GEOMTYPE_CAPSULE);
movevars.entgravity = host_client->entgravity/movevars.gravity;
movevars.maxspeed = host_client->maxspeed;
movevars.bunnyspeedcap = pm_bunnyspeedcap.value;
movevars.ktjump = pm_ktjump.value;
movevars.slidefix = (pm_slidefix.value != 0);
movevars.airstep = (pm_airstep.value != 0);
movevars.walljump = (pm_walljump.value);
movevars.slidyslopes = (pm_slidyslopes.value!=0);
movevars.watersinkspeed = *pm_watersinkspeed.string?pm_watersinkspeed.value:60;
movevars.flyfriction = *pm_flyfriction.string?pm_flyfriction.value:4;
// should already be folded into host_client->maxspeed
// if (sv_player->xv->hasted)
// movevars.maxspeed*=sv_player->xv->hasted;
for (i=0 ; i<3 ; i++)
{
pmove_mins[i] = pmove.origin[i] - 256;
pmove_maxs[i] = pmove.origin[i] + 256;
}
sv_player->xv->pmove_flags = (int)sv_player->xv->pmove_flags & ~PMF_LADDER; //assume not touching ladder trigger
#if 1
AddLinksToPmove ( sv_player, sv.world.areanodes );
#else
AddAllEntsToPmove (sv_player);
#endif
AddLinksToPmove_Force ( sv_player, &sv.world.portallist );
if ((int)sv_player->xv->pmove_flags & PMF_LADDER)
pmove.onladder = true;
else
pmove.onladder = false;
pmove.world = &sv.world;
#if 0
{
int before, after;
before = PM_TestPlayerPosition (pmove.origin);
PlayerMove ();
after = PM_TestPlayerPosition (pmove.origin);
if (sv_player->v->health > 0 && before && !after )
Con_Printf ("player %s got stuck in playermove!!!!\n", host_client->name);
}
#else
PM_PlayerMove (sv.gamespeed);
#endif
pmove.world = NULL;
{
vec3_t delta;
VectorSubtract (pmove.angles, sv_player->v->v_angle, delta);
if (delta[0] || delta[1] || delta[2])
{
if (host_client->fteprotocolextensions2 & PEXT2_SETANGLEDELTA)
{
client_t *cl = ClientReliableWrite_BeginSplit(host_client, svcfte_setangledelta, 7);
for (i=0 ; i < 3 ; i++)
ClientReliableWrite_Angle16 (cl, delta[i]);
}
else
{
client_t *cl = ClientReliableWrite_BeginSplit(host_client, svc_setangle, 7);
for (i=0 ; i < 3 ; i++)
ClientReliableWrite_Angle (cl, pmove.angles[i]);
}
}
}
host_client->jump_held = pmove.jump_held;
if (progstype != PROG_QW) //this is just annoying.
{
if (pmove.waterjumptime)
sv_player->v->teleport_time = pmove.waterjumptime + sv.time;
}
else
sv_player->v->teleport_time = pmove.waterjumptime;
sv_player->v->waterlevel = pmove.waterlevel;
if (pmove.watertype & FTECONTENTS_SOLID)
sv_player->v->watertype = Q1CONTENTS_SOLID;
else if (pmove.watertype & FTECONTENTS_SKY)
sv_player->v->watertype = Q1CONTENTS_SKY;
else if (pmove.watertype & FTECONTENTS_LAVA)
sv_player->v->watertype = Q1CONTENTS_LAVA;
else if (pmove.watertype & FTECONTENTS_SLIME)
sv_player->v->watertype = Q1CONTENTS_SLIME;
else if (pmove.watertype & FTECONTENTS_WATER)
sv_player->v->watertype = Q1CONTENTS_WATER;
else
sv_player->v->watertype = Q1CONTENTS_EMPTY;
if (pmove.onground)
{
sv_player->v->flags = (int)sv_player->v->flags | FL_ONGROUND;
sv_player->v->groundentity = EDICT_TO_PROG(svprogfuncs, EDICT_NUM(svprogfuncs, pmove.physents[pmove.groundent].info));
}
else
sv_player->v->flags = (int)sv_player->v->flags & ~FL_ONGROUND;
VectorCopy (pmove.safeorigin, sv_player->v->oldorigin);
VectorCopy (pmove.origin, sv_player->v->origin);
VectorCopy (pmove.angles, sv_player->v->v_angle);
// VectorCopy (pmove.gravitydir, sv_player->xv->gravitydir);
if (pmove.gravitydir[0] || pmove.gravitydir[1] || (pmove.gravitydir[2] && pmove.gravitydir[2] != -1))
{
if (!sv_player->v->fixangle)
{
//FIXME: bound to pmove.gravitydir
vec3_t view[3];
vec3_t surf[3];
vec3_t fwd, up;
AngleVectors(sv_player->v->v_angle, view[0], view[1], view[2]);
/*calculate the surface axis with up from the pmove code and right/forwards relative to the player's directions*/
VectorNegate(pmove.gravitydir, surf[2]);
CrossProduct(view[0], surf[2], surf[1]);
VectorNormalize(surf[1]);
CrossProduct(surf[2], surf[1], surf[0]);
/*interpolate the forward direction to be 1/3rd the player, and 2/3rds the surface forward*/
VectorInterpolate(surf[0], 0.333, view[0], fwd);
CrossProduct(surf[1], fwd, up);
/*we have our player's new axis*/
VectorAngles(fwd, up, sv_player->v->angles);
}
}
pmove.player_mins[0] = -16;
pmove.player_mins[1] = -16;
pmove.player_mins[2] = -24;
pmove.player_maxs[0] = 16;
pmove.player_maxs[1] = 16;
pmove.player_maxs[2] = 32;
VectorCopy(sv_player->v->velocity, old_vel);
VectorCopy(pmove.velocity, new_vel);
if (progstype == PROG_QW)
VectorCopy(new_vel, sv_player->v->velocity);
if (!host_client->spectator)
{
// link into place and touch triggers
World_LinkEdict (&sv.world, (wedict_t*)sv_player, true);
/* for (i = 0; i < pmove.numphysent; i++)
{
}
*/
// touch other objects
for (i=0 ; i<pmove.numtouch ; i++)
{
if (sv_pushplayers.value)
{
n = pmove.physents[pmove.touchindex[i]].info;
if (n && n <= sv.allocated_client_slots)
{
float vel;
vec3_t dir;
vec3_t svel;
ent = EDICT_NUM(svprogfuncs, n);
VectorSubtract(ent->v->origin, sv_player->v->origin, dir);
VectorNormalize(dir);
VectorCopy(sv_player->v->velocity, svel);
VectorNormalize(svel);
vel = DotProduct(svel, dir);
VectorMA(ent->v->velocity, sv_pushplayers.value*vel, dir, ent->v->velocity);
}
}
if (pmove.physents[pmove.touchindex[i]].notouch)
continue;
n = pmove.physents[pmove.touchindex[i]].info;
ent = EDICT_NUM(svprogfuncs, n);
if (n >= playertouchmax || playertouch[n>>3]&(1<<(n&7)))
continue;
playertouch[n>>3] |= 1 << (n&7);
if (ent->v->touch)
{
if (progstype != PROG_QW && VectorCompare(sv_player->v->velocity, old_vel))
{
VectorCopy(pmove.touchvel[i], old_vel);
VectorCopy(pmove.touchvel[i], sv_player->v->velocity);
}
sv.world.Event_Touch(&sv.world, (wedict_t*)ent, (wedict_t*)sv_player);
}
if (sv_player->v->touch && !ent->isfree)
sv.world.Event_Touch(&sv.world, (wedict_t*)sv_player, (wedict_t*)ent);
}
}
if (progstype != PROG_QW)
{
if (VectorCompare(sv_player->v->velocity, old_vel))
VectorCopy(new_vel, sv_player->v->velocity);
}
}
/*
===========
SV_PostRunCmd
===========
Done after running a player command.
*/
void SV_PostRunCmd(void)
{
// run post-think
if (!svprogfuncs)
return;
#ifdef VM_Q1
if (svs.gametype == GT_Q1QVM)
{
pr_global_struct->time = sv.time;
pr_global_struct->self = EDICT_TO_PROG(svprogfuncs, sv_player);
Q1QVM_PostThink();
}
else
#endif
{
if (!host_client->spectator)
{
pr_global_struct->time = sv.time;
pr_global_struct->self = EDICT_TO_PROG(svprogfuncs, sv_player);
if (pr_global_ptrs->PlayerPostThink)
PR_ExecuteProgram (svprogfuncs, *pr_global_ptrs->PlayerPostThink);
WPhys_RunNewmis (&sv.world);
}
else if (SpectatorThink)
{
pr_global_struct->time = sv.time;
pr_global_struct->self = EDICT_TO_PROG(svprogfuncs, sv_player);
PR_ExecuteProgram (svprogfuncs, SpectatorThink);
}
}
}
void SV_ReadPrydonCursor(void)
{
float f;
int entnum;
eval_t *cursor_screen, *cursor_start, *cursor_impact, *cursor_entitynumber;
if (svprogfuncs)
{
cursor_screen = svprogfuncs->GetEdictFieldValue(svprogfuncs, host_client->edict, "cursor_screen", NULL);
cursor_start = svprogfuncs->GetEdictFieldValue(svprogfuncs, host_client->edict, "cursor_trace_start", NULL);
cursor_impact = svprogfuncs->GetEdictFieldValue(svprogfuncs, host_client->edict, "cursor_trace_endpos", NULL);
cursor_entitynumber = svprogfuncs->GetEdictFieldValue(svprogfuncs, host_client->edict, "cursor_trace_ent", NULL);
}
else
{
cursor_screen = NULL;
cursor_start = NULL;
cursor_impact = NULL;
cursor_entitynumber = NULL;
}
f = MSG_ReadShort() * (1.0f / 32767.0f);
if (cursor_screen) cursor_screen->_vector[0] = f;
f = MSG_ReadShort() * (1.0f / 32767.0f);
if (cursor_screen) cursor_screen->_vector[1] = f;
f = MSG_ReadFloat();
if (cursor_start) cursor_start->_vector[0] = f;
f = MSG_ReadFloat();
if (cursor_start) cursor_start->_vector[1] = f;
f = MSG_ReadFloat();
if (cursor_start) cursor_start->_vector[2] = f;
f = MSG_ReadFloat();
if (cursor_impact) cursor_impact->_vector[0] = f;
f = MSG_ReadFloat();
if (cursor_impact) cursor_impact->_vector[1] = f;
f = MSG_ReadFloat();
if (cursor_impact) cursor_impact->_vector[2] = f;
------------------------------------------------------------------------ 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 = MSGSV_ReadEntity(host_client);
if (entnum >= sv.world.max_edicts)
{
Con_DPrintf("SV_ReadPrydonCursor: client sent bad cursor_entitynumber\n");
entnum = 0;
}
// as requested by FrikaC, cursor_trace_ent is reset to world if the
// entity is free at time of receipt
if (!svprogfuncs || EDICT_NUM(svprogfuncs, entnum)->isfree)
entnum = 0;
if (msg_badread) Con_Printf("SV_ReadPrydonCursor: badread at %s:%i\n", __FILE__, __LINE__);
if (cursor_entitynumber) cursor_entitynumber->edict = entnum;
}
void SV_ReadQCRequest(void)
{
int 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
char args[8];
char *rname;
func_t f;
int i;
globalvars_t *pr_globals;
if (!svprogfuncs)
{
msg_badread = true;
return;
}
pr_globals = PR_globals(svprogfuncs, PR_CURRENT);
for (i = 0; ; 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 (i >= sizeof(args)-1)
{
if (MSG_ReadByte() != ev_void)
{
msg_badread = true;
return;
}
goto done;
}
switch(MSG_ReadByte())
{
case ev_void:
goto done;
case ev_float:
args[i] = 'f';
G_FLOAT(OFS_PARM0+i*3) = MSG_ReadFloat();
break;
case ev_vector:
args[i] = 'v';
G_FLOAT(OFS_PARM0+i*3+0) = MSG_ReadFloat();
G_FLOAT(OFS_PARM0+i*3+1) = MSG_ReadFloat();
G_FLOAT(OFS_PARM0+i*3+2) = MSG_ReadFloat();
break;
case ev_integer:
args[i] = 'i';
G_INT(OFS_PARM0+i*3) = MSG_ReadLong();
break;
case ev_string:
args[i] = 's';
G_INT(OFS_PARM0+i*3) = PR_TempString(svprogfuncs, MSG_ReadString());
break;
case ev_entity:
args[i] = '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
e = MSGSV_ReadEntity(host_client);
if (e < 0 || e >= sv.world.num_edicts)
e = 0;
G_INT(OFS_PARM0+i*3) = EDICT_TO_PROG(svprogfuncs, EDICT_NUM(svprogfuncs, e));
break;
}
}
done:
args[i] = 0;
rname = MSG_ReadString();
if (i)
rname = va("Cmd_%s_%s", rname, args);
else
rname = va("Cmd_%s", rname);
f = PR_FindFunction(svprogfuncs, rname, PR_ANY);
if (f)
{
pr_global_struct->self = EDICT_TO_PROG(svprogfuncs, sv_player);
PR_ExecuteProgram(svprogfuncs, f);
}
else
SV_ClientPrintf(host_client, PRINT_HIGH, "qcrequest \"%s\" not supported\n", rname);
}
void SV_AckEntityFrame(client_t *cl, int framenum)
{
#ifdef PEXT_CSQC
if (cl->lastsequence_acknowledged + UPDATE_BACKUP > framenum)
{
int i;
for (i = cl->lastsequence_acknowledged+1; i < framenum; i++)
SV_CSQC_DroppedPacket(cl, i);
}
else
{
/*too much loss, we don't know what was sent when, so reset the entire entity state*/
SV_CSQC_DropAll(cl);
}
#endif
cl->lastsequence_acknowledged = framenum;
}
/*
===================
SV_ExecuteClientMessage
The current net_message is parsed for the given client
===================
*/
void SV_ExecuteClientMessage (client_t *cl)
{
client_t *split = cl;
int c;
char *s;
usercmd_t oldest, oldcmd, newcmd;
client_frame_t *frame;
vec3_t o;
int checksumIndex;
qbyte checksum, calculatedChecksum;
int seq_hash, i;
// calc ping time
if (cl->frameunion.frames)
{ //split screen doesn't always have frames.
frame = &cl->frameunion.frames[cl->netchan.incoming_acknowledged & UPDATE_MASK];
if (cl->lastsequence_acknowledged + UPDATE_BACKUP > cl->netchan.incoming_acknowledged)
{
/*note that if there is packetloss, we can change a single frame's ping_time multiple times
this means that the 'ping' is more latency than ping times*/
if (frame->ping_time == -1 || !sv_ping_ignorepl.ival)
frame->ping_time = realtime - frame->senttime; //no more phenomanally low pings please
if (cl->spectator)
cl->delay = 0;
else
{
float diff = frame->ping_time*1000 - sv_minping.value;
if (fabs(diff) > 1)
{
//FIXME: we should use actual arrival times instead, so we don't get so much noise and seesawing.
diff = bound(-25, diff, 25); //don't swing wildly
cl->delay -= 0.001*(diff/25); //scale towards the ideal value
cl->delay = bound(0, cl->delay, 1); //but make sure things don't go crazy
}
}
if (cl->penalties & BAN_LAGGED)
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
if (cl->delay < 0.2)
cl->delay = 0.2;
}
if (sv_antilag.ival)
{
/*
extern cvar_t temp1;
if (temp1.ival)
frame = &cl->frameunion.frames[(cl->netchan.incoming_acknowledged+temp1.ival) & UPDATE_MASK];
*/
#ifdef warningmsg
#pragma warningmsg("FIXME: make antilag optionally support non-player ents too")
#endif
for (i = 0; i < sv.allocated_client_slots; i++)
{
cl->laggedents[i].present = frame->playerpresent[i];
if (cl->laggedents[i].present)
VectorCopy(frame->playerpositions[i], cl->laggedents[i].laggedpos);
}
cl->laggedents_count = sv.allocated_client_slots;
cl->laggedents_frac = sv_antilag_frac.value;
}
else
cl->laggedents_count = 0;
}
else
{
Con_Printf("Server bug: No frames!\n");
cl->send_message = false;
return; //shouldn't happen...
}
// make sure the reply sequence number matches the incoming
// sequence number
if (cl->netchan.incoming_sequence >= cl->netchan.outgoing_sequence)
cl->netchan.outgoing_sequence = cl->netchan.incoming_sequence;
else
cl->send_message = false; // don't reply, sequences have slipped
// save time for ping calculations
if (cl->frameunion.frames)
{ //split screen doesn't always have frames.
cl->frameunion.frames[cl->netchan.outgoing_sequence & UPDATE_MASK].senttime = realtime;
cl->frameunion.frames[cl->netchan.outgoing_sequence & UPDATE_MASK].ping_time = -1;
cl->frameunion.frames[cl->netchan.outgoing_sequence & UPDATE_MASK].move_msecs = -1;
cl->frameunion.frames[cl->netchan.outgoing_sequence & UPDATE_MASK].packetsizein = net_message.cursize;
cl->frameunion.frames[cl->netchan.outgoing_sequence & UPDATE_MASK].packetsizeout = 0;
}
host_client = cl;
sv_player = host_client->edict;
seq_hash = cl->netchan.incoming_sequence;
// mark time so clients will know how much to predict
// other players
cl->localtime = sv.time;
cl->delta_sequence = -1; // no delta unless requested
while (1)
{
if (msg_badread)
{
Con_Printf ("SVQW_ReadClientMessage: badread\n");
SV_DropClient (cl);
return;
}
c = MSG_ReadByte ();
if (c == -1)
break;
// Con_Printf("(%s) %i: %i\n", cl->name, msg_readcount, c);
switch (c)
{
default:
Con_Printf ("SVQW_ReadClientMessage: unknown command char %i\n", c);
SV_DropClient (cl);
return;
case clc_nop:
break;
case clc_delta:
cl->delta_sequence = MSG_ReadByte ();
break;
case clc_move:
if (split == cl)
{
//only the first player is checksummed. its pointless as a security measure now quake is open source.
checksumIndex = MSG_GetReadCount();
checksum = (qbyte)MSG_ReadByte ();
//only the first player has packetloss calculated.
split->lossage = MSG_ReadByte();
}
else
{
checksumIndex = checksum = 0;
if (split)
split->lossage = cl->lossage;
}
MSG_ReadDeltaUsercmd (&nullcmd, &oldest);
MSG_ReadDeltaUsercmd (&oldest, &oldcmd);
MSG_ReadDeltaUsercmd (&oldcmd, &newcmd);
if (!split)
break; // either someone is trying to cheat, or they sent input commands for splitscreen clients they no longer own.
split->localtime = sv.time;
if (split->frameunion.frames)
split->frameunion.frames[split->netchan.outgoing_sequence&UPDATE_MASK].move_msecs = newcmd.msec;
if (split->state == cs_spawned)
{
if (split == cl)
{
// if the checksum fails, ignore the rest of the packet
calculatedChecksum = COM_BlockSequenceCRCByte(
net_message.data + checksumIndex + 1,
MSG_GetReadCount() - checksumIndex - 1,
seq_hash);
if (calculatedChecksum != checksum)
{
Con_DPrintf ("Failed command checksum for %s(%d) (%d != %d)\n",
split->name, split->netchan.incoming_sequence, checksum, calculatedChecksum);
break;
}
}
if (split->penalties & BAN_CRIPPLED)
{
split->lastcmd.forwardmove = 0; //hmmm.... does this work well enough?
oldest.forwardmove = 0;
oldcmd.forwardmove = 0;
newcmd.forwardmove = 0;
split->lastcmd.sidemove = 0;
oldest.sidemove = 0;
oldcmd.sidemove = 0;
newcmd.sidemove = 0;
split->lastcmd.upmove = 0;
oldest.upmove = 0;
oldcmd.upmove = 0;
newcmd.upmove = 0;
}
host_client = split;
sv_player = split->edict;
#ifdef HLSERVER
if (svs.gametype == GT_HALFLIFE)
{
SVHL_RunPlayerCommand(split, &oldest, &oldcmd, &newcmd);
}
else
#endif
if (!sv.paused)
{
if (sv_nqplayerphysics.ival)
{
//store the info for the physics code to pick up the next time it ticks.
//yeah, nq sucks.
split->isindependant = false;
if (!split->edict->v->fixangle)
{
split->edict->v->v_angle[0] = newcmd.angles[0]* (360.0/65536);
split->edict->v->v_angle[1] = newcmd.angles[1]* (360.0/65536);
split->edict->v->v_angle[2] = newcmd.angles[2]* (360.0/65536);
}
if (newcmd.impulse)// && SV_FilterImpulse(newcmd.impulse, host_client->trustlevel))
split->edict->v->impulse = newcmd.impulse;
split->edict->v->button0 = newcmd.buttons & 1;
split->edict->v->button2 = (newcmd.buttons >> 1) & 1;
if (pr_allowbutton1.ival) //many mods use button1 - it's just a wasted field to many mods. So only work it if the cvar allows.
split->edict->v->button1 = ((newcmd.buttons >> 2) & 1);
// DP_INPUTBUTTONS
split->edict->xv->button3 = ((newcmd.buttons >> 2) & 1);
split->edict->xv->button4 = ((newcmd.buttons >> 3) & 1);
split->edict->xv->button5 = ((newcmd.buttons >> 4) & 1);
split->edict->xv->button6 = ((newcmd.buttons >> 5) & 1);
split->edict->xv->button7 = ((newcmd.buttons >> 6) & 1);
split->edict->xv->button8 = ((newcmd.buttons >> 7) & 1);
}
else
{
//run player physics instantly.
split->isindependant = true;
SV_PreRunCmd();
if (net_drop < 20)
{
while (net_drop > 2)
{
SV_RunCmd (&split->lastcmd, false);
net_drop--;
}
if (net_drop > 1)
SV_RunCmd (&oldest, false);
if (net_drop > 0)
SV_RunCmd (&oldcmd, false);
}
SV_RunCmd (&newcmd, false);
if (!SV_PlayerPhysicsQC || host_client->spectator)
SV_PostRunCmd();
}
}
else
{
if (newcmd.impulse)// && SV_FilterImpulse(newcmd.impulse, host_client->trustlevel))
sv_player->v->impulse = newcmd.impulse;
}
split->lastcmd = newcmd;
split->lastcmd.buttons = 0; // avoid multiple fires on lag
}
split = split->controlled; //so the next splitscreen client gets the next packet.
host_client = cl;
sv_player = cl->edict;
break;
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
case clcfte_prydoncursor:
SV_ReadPrydonCursor();
break;
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
case clcfte_qcrequest:
SV_ReadQCRequest();
break;
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
#ifdef TERRAIN
case clcfte_brushedit:
if (!SV_Parse_BrushEdit())
{
SV_DropClient (cl);
return;
}
break;
#endif
case clc_stringcmd:
s = MSG_ReadString ();
SV_ExecuteUserCommand (s, false);
host_client = cl;
sv_player = cl->edict;
break;
case clc_tmove:
o[0] = MSG_ReadCoord();
o[1] = MSG_ReadCoord();
o[2] = MSG_ReadCoord();
// only allowed by spectators
#ifdef SERVER_DEMO_PLAYBACK
if (sv.mvdplayback)
{
VectorCopy(o, host_client->specorigin);
}
else
#endif
if (host_client->spectator)
{
VectorCopy(o, sv_player->v->origin);
World_LinkEdict(&sv.world, (wedict_t*)sv_player, false);
}
break;
case clc_upload:
SV_NextUpload();
break;
#ifdef VOICECHAT
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
case clcfte_voicechat:
SV_VoiceReadPacket();
break;
#endif
case clcdp_ackframe:
cl->delta_sequence = MSG_ReadLong();
SV_AckEntityFrame(cl, cl->delta_sequence);
break;
}
}
SV_AckEntityFrame(cl, cl->netchan.incoming_acknowledged);
host_client = NULL;
sv_player = NULL;
}
#ifdef Q2SERVER
void SVQ2_ExecuteClientMessage (client_t *cl)
{
enum clcq2_ops_e c;
char *s;
usercmd_t oldest, oldcmd, newcmd;
q2client_frame_t *frame;
qboolean move_issued = false; //only allow one move command
int checksumIndex;
qbyte checksum, calculatedChecksum;
int seq_hash;
int lastframe;
if (!ge)
{
Con_Printf("Q2 client without Q2 server\n");
SV_DropClient(cl);
}
// make sure the reply sequence number matches the incoming
// sequence number
if (cl->netchan.incoming_sequence >= cl->netchan.outgoing_sequence)
cl->netchan.outgoing_sequence = cl->netchan.incoming_sequence;
else
cl->send_message = false; // don't reply, sequences have slipped
// calc ping time
if (cl->netchan.outgoing_sequence - cl->netchan.incoming_acknowledged > Q2UPDATE_MASK)
{
cl->delay -= 0.001;
if (cl->delay < 0)
cl->delay = 0;
}
else
{
frame = &cl->frameunion.q2frames[cl->netchan.incoming_acknowledged & Q2UPDATE_MASK];
if (frame->senttime != -1)
{
int ping_time = (int)(realtime*1000) - frame->senttime; //no more phenomanally low pings please
if (ping_time > sv_minping.value+1)
{
cl->delay -= 0.001;
if (cl->delay < 0)
cl->delay = 0;
}
if (ping_time < sv_minping.value)
{
cl->delay += 0.001;
if (cl->delay > 1)
cl->delay = 1;
}
frame->senttime = -1;
frame->ping_time = ping_time;
}
}
// save time for ping calculations
// cl->frameunion.q2frames[cl->netchan.outgoing_sequence & Q2UPDATE_MASK].senttime = realtime*1000;
// cl->frameunion.q2frames[cl->netchan.outgoing_sequence & Q2UPDATE_MASK].ping_time = -1;
host_client = cl;
sv_player = host_client->edict;
seq_hash = cl->netchan.incoming_sequence;
// mark time so clients will know how much to predict
// other players
cl->localtime = sv.time;
cl->delta_sequence = -1; // no delta unless requested
while (1)
{
if (msg_badread)
{
Con_Printf ("SVQ2_ExecuteClientMessage: badread\n");
SV_DropClient (cl);
return;
}
c = MSG_ReadByte ();
if (c == -1)
break;
switch (c)
{
default:
Con_Printf ("SVQ2_ReadClientMessage: unknown command char %i\n", c);
SV_DropClient (cl);
return;
case clcq2_nop:
break;
case clcq2_move:
if (move_issued)
return; // someone is trying to cheat...
move_issued = true;
checksumIndex = MSG_GetReadCount();
checksum = (qbyte)MSG_ReadByte ();
lastframe = MSG_ReadLong();
if (lastframe != host_client->delta_sequence)
{
cl->delta_sequence = lastframe;
}
MSGQ2_ReadDeltaUsercmd (&nullcmd, &oldest);
MSGQ2_ReadDeltaUsercmd (&oldest, &oldcmd);
MSGQ2_ReadDeltaUsercmd (&oldcmd, &newcmd);
if ( cl->state != cs_spawned )
break;
// if the checksum fails, ignore the rest of the packet
calculatedChecksum = Q2COM_BlockSequenceCRCByte(
net_message.data + checksumIndex + 1,
MSG_GetReadCount() - checksumIndex - 1,
seq_hash);
if (calculatedChecksum != checksum)
{
Con_DPrintf ("Failed command checksum for %s(%d) (%d != %d)\n",
cl->name, cl->netchan.incoming_sequence, checksum, calculatedChecksum);
return;
}
if (cl->penalties & BAN_CRIPPLED)
{
cl->lastcmd.forwardmove = 0; //hmmm.... does this work well enough?
oldest.forwardmove = 0;
newcmd.forwardmove = 0;
cl->lastcmd.sidemove = 0;
oldest.sidemove = 0;
newcmd.sidemove = 0;
cl->lastcmd.upmove = 0;
oldest.upmove = 0;
newcmd.upmove = 0;
}
host_client->q2edict->client->ping = SV_CalcPing (host_client, false);
if (!sv.paused)
{
if (net_drop < 20)
{
while (net_drop > 2)
{
ge->ClientThink (host_client->q2edict, (q2usercmd_t*)&cl->lastcmd);
net_drop--;
}
if (net_drop > 1)
ge->ClientThink (host_client->q2edict, (q2usercmd_t*)&oldest);
if (net_drop > 0)
ge->ClientThink (host_client->q2edict, (q2usercmd_t*)&oldcmd);
}
ge->ClientThink (host_client->q2edict, (q2usercmd_t*)&newcmd);
}
cl->lastcmd = newcmd;
break;
case clcq2_userinfo:
strncpy (cl->userinfo, MSG_ReadString (), sizeof(cl->userinfo)-1);
ge->ClientUserinfoChanged (cl->q2edict, cl->userinfo); //tell the gamecode
------------------------------------------------------------------------ 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
SV_ExtractFromUserinfo(cl, true); //let the server routines know
break;
case clcq2_stringcmd:
s = MSG_ReadString ();
SV_ExecuteUserCommand (s, false);
host_client = cl;
sv_player = cl->edict;
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
if (cl->state >= cs_connected)
return; // disconnect command
break;
#ifdef VOICECHAT
case clcq2_voicechat:
SV_VoiceReadPacket();
break;
#endif
}
}
}
#endif
#ifdef NQPROT
void SVNQ_ReadClientMove (usercmd_t *move)
{
int i;
int bits;
client_frame_t *frame;
float timesincelast;
float cltime;
frame = &host_client->frameunion.frames[host_client->netchan.incoming_acknowledged & UPDATE_MASK];
if (host_client->protocol == SCP_DARKPLACES7 || (host_client->fteprotocolextensions2 & PEXT2_PREDINFO))
host_client->last_sequence = MSG_ReadLong ();
else
host_client->last_sequence = 0;
cltime = MSG_ReadFloat ();
if (cltime < move->fservertime)
cltime = move->fservertime;
if (cltime > sv.time)
cltime = sv.time;
if (cltime < sv.time - 2) //if you do lag more than this, you won't get your free time.
cltime = sv.time - 2;
timesincelast = cltime - move->fservertime;
move->fservertime = cltime;
move->servertime = move->fservertime*1000;
frame->ping_time = sv.time - cltime;
if (frame->ping_time*1000 > sv_minping.value+1)
{
host_client->delay -= 0.001;
if (host_client->delay < 0)
host_client->delay = 0;
}
if (frame->ping_time*1000 < sv_minping.value)
{
host_client->delay += 0.001;
if (host_client->delay > 1)
host_client->delay = 1;
}
// read current angles
for (i=0 ; i<3 ; i++)
{
if ((host_client->protocol == SCP_FITZ666 || host_client->protocol == SCP_PROQUAKE))
host_client->edict->v->v_angle[i] = MSG_ReadAngle16 ();
else
host_client->edict->v->v_angle[i] = MSG_ReadAngle ();
move->angles[i] = (host_client->edict->v->v_angle[i] * 256*256)/360;
}
// read movement
move->forwardmove = MSG_ReadShort ();
move->sidemove = MSG_ReadShort ();
move->upmove = MSG_ReadShort ();
move->msec=bound(0, timesincelast*1000, 255);
frame->move_msecs = timesincelast*1000;
// read buttons
if (host_client->protocol == SCP_DARKPLACES6 || host_client->protocol == SCP_DARKPLACES7 || (host_client->fteprotocolextensions2 & PEXT2_PRYDONCURSOR))
bits = MSG_ReadLong();
else
bits = MSG_ReadByte ();
move->buttons = bits;
i = MSG_ReadByte ();
if (i)
move->impulse = i;
if (host_client->protocol == SCP_DARKPLACES6 || host_client->protocol == SCP_DARKPLACES7 || (host_client->fteprotocolextensions2 & PEXT2_PRYDONCURSOR))
{
SV_ReadPrydonCursor();
}
if (SV_RunFullQCMovement(host_client, move))
{
pr_global_struct->time = sv.world.physicstime;
pr_global_struct->self = EDICT_TO_PROG(svprogfuncs, sv_player);
#ifdef VM_Q1
if (svs.gametype == GT_Q1QVM)
Q1QVM_PostThink();
else
#endif
{
if (pr_global_struct->PlayerPostThink)
PR_ExecuteProgram (svprogfuncs, pr_global_struct->PlayerPostThink);
}
host_client->isindependant = true;
return;
}
// if (i && SV_FilterImpulse(i, host_client->trustlevel))
// host_client->edict->v->impulse = i;
host_client->edict->v->button0 = bits & 1;
host_client->edict->v->button2 = (bits >> 1) & 1;
if (pr_allowbutton1.ival && progstype == PROG_QW) //many mods use button1 - it's just a wasted field to many mods. So only work it if the cvar allows.
host_client->edict->v->button1 = ((bits >> 2) & 1);
// DP_INPUTBUTTONS
host_client->edict->xv->button3 = ((bits >> 2) & 1);
host_client->edict->xv->button4 = ((bits >> 3) & 1);
host_client->edict->xv->button5 = ((bits >> 4) & 1);
host_client->edict->xv->button6 = ((bits >> 5) & 1);
host_client->edict->xv->button7 = ((bits >> 6) & 1);
host_client->edict->xv->button8 = ((bits >> 7) & 1);
if (host_client->last_sequence && !sv_nqplayerphysics.ival)
{
host_frametime = timesincelast;
host_client->isindependant = true;
SV_PreRunCmd();
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
SV_RunCmd (move, false);
SV_PostRunCmd();
}
else
{
if (i)
host_client->edict->v->impulse = i;
host_client->isindependant = false;
}
}
void SVNQ_ExecuteClientMessage (client_t *cl)
{
int c;
char *s;
client_frame_t *frame;
cl->netchan.outgoing_sequence++;
cl->netchan.incoming_acknowledged = cl->netchan.outgoing_sequence-1;
// calc ping time
frame = &cl->frameunion.frames[cl->netchan.incoming_acknowledged & UPDATE_MASK];
frame->ping_time = -1;
// make sure the reply sequence number matches the incoming
// sequence number
// if (cl->netchan.incoming_sequence >= cl->netchan.outgoing_sequence)
cl->netchan.outgoing_sequence = cl->netchan.incoming_sequence;
// else
// cl->send_message = false; // don't reply, sequences have slipped
// save time for ping calculations
cl->frameunion.frames[cl->netchan.outgoing_sequence & UPDATE_MASK].senttime = realtime;
cl->frameunion.frames[cl->netchan.outgoing_sequence & UPDATE_MASK].ping_time = -1;
cl->frameunion.frames[cl->netchan.outgoing_sequence & UPDATE_MASK].move_msecs = -1;
cl->frameunion.frames[cl->netchan.outgoing_sequence & UPDATE_MASK].packetsizein = net_message.cursize;
cl->frameunion.frames[cl->netchan.outgoing_sequence & UPDATE_MASK].packetsizeout = 0;
host_client = cl;
sv_player = host_client->edict;
// mark time so clients will know how much to predict
// other players
cl->localtime = sv.time;
while (1)
{
if (msg_badread)
{
Con_Printf ("SVNQ_ReadClientMessage: badread\n");
SV_DropClient (cl);
return;
}
c = MSG_ReadByte ();
if (c == -1)
break;
switch (c)
{
default:
Con_Printf ("SVNQ_ReadClientMessage: unknown command char %i\n", c);
SV_DropClient (cl);
return;
case clc_disconnect:
host_client = cl;
sv_player = cl->edict;
SV_Drop_f();
return;
case clc_nop:
break;
// case clc_delta:
// cl->delta_sequence = MSG_ReadByte ();
// break;
case clc_move:
SVNQ_ReadClientMove (&host_client->lastcmd);
// cmd = host_client->lastcmd;
// SV_ClientThink();
break;
case clc_stringcmd:
s = MSG_ReadString ();
SV_ExecuteUserCommand (s, false);
host_client = cl;
sv_player = cl->edict;
if (cl->state < cs_connected)
return;
break;
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
case clcfte_qcrequest:
SV_ReadQCRequest();
break;
case clcdp_ackframe:
cl->delta_sequence = MSG_ReadLong();
SV_AckEntityFrame(cl, cl->delta_sequence);
break;
case clcdp_ackdownloaddata:
SV_DarkPlacesDownloadAck(cl);
break;
#ifdef VOICECHAT
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
case clcfte_voicechat:
SV_VoiceReadPacket();
break;
#endif
}
}
}
#endif
/*
==============
SV_UserInit
==============
*/
void SV_UserInit (void)
{
#ifdef VOICECHAT
Cvar_Register (&sv_voip, cvargroup_serverpermissions);
Cvar_Register (&sv_voip_echo, cvargroup_serverpermissions);
Cvar_Register (&sv_voip_record, cvargroup_serverpermissions);
#endif
#ifdef SERVERONLY
Cvar_Register (&cl_rollspeed, "Prediction stuff");
Cvar_Register (&cl_rollangle, "Prediction stuff");
#endif
Cvar_Register (&sv_chatfilter, cvargroup_serverpermissions);
Cvar_Register (&sv_spectalk, cvargroup_servercontrol);
Cvar_Register (&sv_mapcheck, cvargroup_servercontrol);
Cvar_Register (&sv_fullredirect, cvargroup_servercontrol);
Cvar_Register (&sv_antilag, cvargroup_servercontrol);
Cvar_Register (&sv_antilag_frac, cvargroup_servercontrol);
qc: qc temp-strings are now garbage collected. this makes strzone redundant. net: revert the player angles inversion thing from last build. hack some angles. gonna need to tweak the protocol. net: cl_lerp_players is smoother, and defaulted. lets see how many people complain. cl: fix juddering with chase_active+prediction. cl: download progress where the total size is not known now displays something more sane. cl: fixed some issues with rawinput keyboards. cl: added autoupdate option to the menu. cl: autoupdate defaults to a new 'tested' set of builds, instead of the completely untested svn builds. cl: added 'borderless windowed' option to the menus. works on windows. cl: saved games save a preview screenshot. cl: fix some memory leaks on shutdown. cl: added 'setrenderer random' option, might be useful for modders in that it helps highlight bugs/differences between renderers... qc: r_showbboxes now displays the fields of the various entities. tweaked entity lighting to overbright more gracefully. gl: fixed crepuscular lighting. qcc: added % operator. qcc: added inline keyword. qcc: some fixes for accessors. qccgui: now prompts for exe+basedir. sv: added sv_specprint, ala mvdsv. sv: stats now sent over the unreliable channel instead of the reliable one. this allows them to change more frequently. sv: rewrote speedcheat detection. clients will be throttled instead of kicked. unresponsive clients will be simulated instead of freezing in mid-air. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4829 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-01-21 18:18:37 +00:00
#ifndef NEWSPEEDCHEATPROT
Cvar_Register (&sv_cheatpc, cvargroup_servercontrol);
Cvar_Register (&sv_cheatspeedchecktime, cvargroup_servercontrol);
qc: qc temp-strings are now garbage collected. this makes strzone redundant. net: revert the player angles inversion thing from last build. hack some angles. gonna need to tweak the protocol. net: cl_lerp_players is smoother, and defaulted. lets see how many people complain. cl: fix juddering with chase_active+prediction. cl: download progress where the total size is not known now displays something more sane. cl: fixed some issues with rawinput keyboards. cl: added autoupdate option to the menu. cl: autoupdate defaults to a new 'tested' set of builds, instead of the completely untested svn builds. cl: added 'borderless windowed' option to the menus. works on windows. cl: saved games save a preview screenshot. cl: fix some memory leaks on shutdown. cl: added 'setrenderer random' option, might be useful for modders in that it helps highlight bugs/differences between renderers... qc: r_showbboxes now displays the fields of the various entities. tweaked entity lighting to overbright more gracefully. gl: fixed crepuscular lighting. qcc: added % operator. qcc: added inline keyword. qcc: some fixes for accessors. qccgui: now prompts for exe+basedir. sv: added sv_specprint, ala mvdsv. sv: stats now sent over the unreliable channel instead of the reliable one. this allows them to change more frequently. sv: rewrote speedcheat detection. clients will be throttled instead of kicked. unresponsive clients will be simulated instead of freezing in mid-air. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4829 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-01-21 18:18:37 +00:00
#endif
Cvar_Register (&sv_playermodelchecks, cvargroup_servercontrol);
Cvar_Register (&sv_getrealip, cvargroup_servercontrol);
Cvar_Register (&sv_realip_kick, cvargroup_servercontrol);
Cvar_Register (&sv_realiphostname_ipv4, cvargroup_servercontrol);
Cvar_Register (&sv_realiphostname_ipv6, cvargroup_servercontrol);
Cvar_Register (&sv_realip_timeout, cvargroup_servercontrol);
Cvar_Register (&sv_pushplayers, cvargroup_servercontrol);
Cvar_Register (&sv_protocol_nq, cvargroup_servercontrol);
Cvar_Register (&sv_pure, cvargroup_servercontrol);
Cvar_Register (&sv_floodprotect, cvargroup_servercontrol);
Cvar_Register (&sv_floodprotect_interval, cvargroup_servercontrol);
Cvar_Register (&sv_floodprotect_messages, cvargroup_servercontrol);
Cvar_Register (&sv_floodprotect_silencetime, cvargroup_servercontrol);
Cvar_Register (&sv_floodprotect_suicide, cvargroup_servercontrol);
Cvar_Register (&sv_floodprotect_sendmessage, cvargroup_servercontrol);
Cvar_Register (&sv_cmdlikercon, cvargroup_serverpermissions);
Cvar_Register(&cmd_gamecodelevel, "Access controls");
Cvar_Register(&cmd_allowaccess, "Access controls");
Cvar_Register (&votelevel, sv_votinggroup);
Cvar_Register (&voteminimum, sv_votinggroup);
Cvar_Register (&votepercent, sv_votinggroup);
Cvar_Register (&votetime, sv_votinggroup);
Cvar_Register (&sv_brokenmovetypes, "Backwards compatability");
Cvar_Register (&sv_edgefriction, "netquake compatability");
}
static vec3_t forward, right, up, wishdir;
static float *origin, *velocity, *angles;
static float wishspeed;
extern cvar_t sv_accelerate, sv_friction;
static qboolean onground;
/*
==================
SV_UserFriction
==================
*/
static void SV_UserFriction (void)
{
extern cvar_t sv_stopspeed;
float *vel;
float speed, newspeed, control;
vec3_t start, stop;
float friction;
trace_t trace;
vel = velocity;
speed = sqrt(vel[0]*vel[0] +vel[1]*vel[1]);
if (!speed)
return;
// if the leading edge is over a dropoff, increase friction
start[0] = stop[0] = origin[0] + vel[0]/speed*16;
start[1] = stop[1] = origin[1] + vel[1]/speed*16;
start[2] = origin[2] + sv_player->v->mins[2];
stop[2] = start[2] - 34;
trace = World_Move (&sv.world, start, vec3_origin, vec3_origin, stop, true, (wedict_t*)sv_player);
if (trace.fraction == 1.0)
friction = sv_friction.value*sv_edgefriction.value;
else
friction = sv_friction.value;
// val = GetEdictFieldValue(sv_player, "friction", &frictioncache);
// if (val && val->_float)
// friction *= val->_float;
// apply friction
control = speed < sv_stopspeed.value ? sv_stopspeed.value : speed;
newspeed = speed - host_frametime*control*friction;
if (newspeed < 0)
newspeed = 0;
newspeed /= speed;
vel[0] = vel[0] * newspeed;
vel[1] = vel[1] * newspeed;
vel[2] = vel[2] * newspeed;
}
static void SV_Accelerate (void)
{
int i;
float addspeed, accelspeed, currentspeed;
currentspeed = DotProduct (velocity, wishdir);
addspeed = wishspeed - currentspeed;
if (addspeed <= 0)
return;
accelspeed = sv_accelerate.value*host_frametime*wishspeed;
if (accelspeed > addspeed)
accelspeed = addspeed;
for (i=0 ; i<3 ; i++)
velocity[i] += accelspeed*wishdir[i];
}
static void SV_AirAccelerate (vec3_t wishveloc)
{
int i;
float addspeed, wishspd, accelspeed, currentspeed;
wishspd = VectorNormalize (wishveloc);
if (wishspd > 30)
wishspd = 30;
currentspeed = DotProduct (velocity, wishveloc);
addspeed = wishspd - currentspeed;
if (addspeed <= 0)
return;
// accelspeed = sv_accelerate.value * host_frametime;
accelspeed = sv_accelerate.value*wishspeed * host_frametime;
if (accelspeed > addspeed)
accelspeed = addspeed;
for (i=0 ; i<3 ; i++)
velocity[i] += accelspeed*wishveloc[i];
}
/*
===================
SV_AirMove
===================
*/
static void SV_AirMove (void)
{
int i;
vec3_t wishvel;
float fmove, smove;
float scale, maxspeed;
AngleVectors (sv_player->v->angles, forward, right, up);
fmove = cmd.forwardmove;
smove = cmd.sidemove;
// hack to not let you back into teleporter
if (sv.time < sv_player->v->teleport_time && fmove < 0)
fmove = 0;
for (i=0 ; i<3 ; i++)
wishvel[i] = forward[i]*fmove + right[i]*smove;
if ( (int)sv_player->v->movetype != MOVETYPE_WALK)
wishvel[2] = cmd.upmove;
else
wishvel[2] = 0;
VectorCopy (wishvel, wishdir);
wishspeed = VectorNormalize(wishdir);
// val = GetEdictFieldValue(sv_player, "scale", &scalecache);
// if (!val || !val->_float)
scale = 1;
// else
// scale = val->_float;
maxspeed=sv_player->xv->maxspeed;//FIXME: This isn't fully compatible code...
if (sv_player->xv->hasted)
maxspeed*=sv_player->xv->hasted;
if (wishspeed > maxspeed*scale)
{
VectorScale (wishvel, maxspeed/wishspeed, wishvel);
wishspeed = maxspeed*scale;
}
if ( sv_player->v->movetype == MOVETYPE_NOCLIP)
{ // noclip
VectorCopy (wishvel, velocity);
}
else if ( onground )
{
SV_UserFriction ();
SV_Accelerate ();
}
else
{ // not on ground, so little effect on velocity
SV_AirAccelerate (wishvel);
}
}
static void SV_WaterMove (void)
{
int i;
vec3_t wishvel;
float speed, newspeed, wishspeed, addspeed, accelspeed;
float scale;
float maxspeed;
//
// user intentions
//
AngleVectors (sv_player->v->v_angle, forward, right, up);
for (i=0 ; i<3 ; i++)
wishvel[i] = forward[i]*cmd.forwardmove + right[i]*cmd.sidemove;
if (!cmd.forwardmove && !cmd.sidemove && !cmd.upmove)
wishvel[2] -= 60; // drift towards bottom
else
wishvel[2] += cmd.upmove;
wishspeed = Length(wishvel);
// val = GetEdictFieldValue(sv_player, "scale", &scalecache);
// if (!val || !val->_float)
scale = 1;
// else
// scale = val->_float;
// val = GetEdictFieldValue(sv_player, "maxspeed", &maxspeedcache);
// if (val && val->_float)
// maxspeed = sv_maxspeed.value*val->_float;
// else
maxspeed = host_client->maxspeed;
if (wishspeed > maxspeed*scale)
{
VectorScale (wishvel, maxspeed/wishspeed, wishvel);
wishspeed = maxspeed*scale;
}
wishspeed *= 0.7;
//
// water friction
//
speed = Length (velocity);
if (speed)
{
// val = GetEdictFieldValue(sv_player, "friction", &frictioncache);
// if (val&&val->_float)
// newspeed = speed - host_frametime * speed * sv_friction.value*val->_float;
// else
newspeed = speed - host_frametime * speed * sv_friction.value;
if (newspeed < 0)
newspeed = 0;
VectorScale (velocity, newspeed/speed, velocity);
}
else
newspeed = 0;
//
// water acceleration
//
if (!wishspeed)
return;
addspeed = wishspeed - newspeed;
if (addspeed <= 0)
return;
VectorNormalize (wishvel);
accelspeed = sv_accelerate.value * wishspeed * host_frametime;
if (accelspeed > addspeed)
accelspeed = addspeed;
for (i=0 ; i<3 ; i++)
velocity[i] += accelspeed * wishvel[i];
}
static void SV_WaterJump (void)
{
if (sv.time > sv_player->v->teleport_time
|| !sv_player->v->waterlevel)
{
sv_player->v->flags = (int)sv_player->v->flags & ~FL_WATERJUMP;
sv_player->v->teleport_time = 0;
}
sv_player->v->velocity[0] = sv_player->v->movedir[0];
sv_player->v->velocity[1] = sv_player->v->movedir[1];
}
void SV_ClientThink (void)
{
vec3_t v_angle;
cmd = host_client->lastcmd;
sv_player = host_client->edict;
if (host_client->state && host_client->protocol != SCP_BAD)
{
sv_player->xv->movement[0] = cmd.forwardmove;
sv_player->xv->movement[1] = cmd.sidemove;
sv_player->xv->movement[2] = cmd.upmove;
}
if (SV_PlayerPhysicsQC && !host_client->spectator)
{
pr_global_struct->time = sv.world.physicstime;
pr_global_struct->self = EDICT_TO_PROG(svprogfuncs, sv_player);
PR_ExecuteProgram (svprogfuncs, SV_PlayerPhysicsQC);
return;
}
if (sv_player->v->movetype == MOVETYPE_NONE)
return;
onground = (int)sv_player->v->flags & FL_ONGROUND;
origin = sv_player->v->origin;
velocity = sv_player->v->velocity;
// DropPunchAngle ();
//
// if dead, behave differently
//
if (sv_player->v->health <= 0)
return;
//
// angles
// show 1/3 the pitch angle and all the roll angle
angles = sv_player->v->angles;
VectorCopy (sv_player->v->v_angle, v_angle);
// VectorAdd (sv_player->v->v_angle, sv_player->v->punchangle, v_angle);
//FIXME: gravitydir stuff, the roll value gets destroyed for intents
angles[ROLL] = V_CalcRoll (sv_player->v->angles, sv_player->v->velocity)*4;
if (!sv_player->v->fixangle)
{
angles[PITCH] = -v_angle[PITCH]/3;
angles[YAW] = v_angle[YAW];
}
if ( (int)sv_player->v->flags & FL_WATERJUMP )
{
SV_WaterJump ();
return;
}
//
// walk
//
if ( (sv_player->v->waterlevel >= 2)
&& (sv_player->v->movetype != MOVETYPE_NOCLIP) )
{
SV_WaterMove ();
return;
}
SV_AirMove ();
}
#endif