mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-30 07:31:13 +00:00
6e3f69f504
fte particle scripts are disabled (classic works). I'll fix these in the new year. Redid framestate stuff again. Slightly better now, but this is the bulk of the changes here. Reworked the renderqueue to provide batches of items instead of individual items. This cleans up the particle rendering code significantly, and is a step towards multiple concurrent particle systems. fte's scripted particles are broken as I'm trying to find a way to rework them to batch types together, rather than having to restart each batch after each particle when you have two particles in a trail. I'll fix it some time. Reworked some alias model code regarding skeletal models. Added some conceptual skeletal bone control builtins available to csqc. Currently it can query the bone names and save off animation states, but can't animate - its just not complete. Added more info to glsl custom shaders. Updated surface sorting on halflife maps to properly cope with alphaed entities, rather than just texture-based blends (q2-style). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@3095 fc73d0e0-1445-4013-8a0c-d673dee63da5
2114 lines
56 KiB
C
2114 lines
56 KiB
C
#include "quakedef.h"
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#include "particles.h"
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#ifdef Q2CLIENT
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#include "shader.h"
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extern cvar_t r_drawviewmodel;
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extern cvar_t cl_nopred;
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typedef enum
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{
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Q2EV_NONE,
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Q2EV_ITEM_RESPAWN,
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Q2EV_FOOTSTEP,
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Q2EV_FALLSHORT,
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Q2EV_FALL,
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Q2EV_FALLFAR,
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Q2EV_PLAYER_TELEPORT,
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Q2EV_OTHER_TELEPORT
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} q2entity_event_t;
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#define Q2PMF_NO_PREDICTION 64 // temporarily disables prediction (used for grappling hook)
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float LerpAngle (float a2, float a1, float frac)
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{
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if (a1 - a2 > 180)
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a1 -= 360;
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if (a1 - a2 < -180)
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a1 += 360;
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return a2 + frac * (a1 - a2);
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}
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// entity_state_t->effects
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// Effects are things handled on the client side (lights, particles, frame animations)
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// that happen constantly on the given entity.
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// An entity that has effects will be sent to the client
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// even if it has a zero index model.
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#define Q2EF_ROTATE 0x00000001 // rotate (bonus items)
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#define Q2EF_GIB 0x00000002 // leave a trail
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#define Q2EF_BLASTER 0x00000008 // redlight + trail
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#define Q2EF_ROCKET 0x00000010 // redlight + trail
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#define Q2EF_GRENADE 0x00000020
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#define Q2EF_HYPERBLASTER 0x00000040
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#define Q2EF_BFG 0x00000080
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#define Q2EF_COLOR_SHELL 0x00000100
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#define Q2EF_POWERSCREEN 0x00000200
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#define Q2EF_ANIM01 0x00000400 // automatically cycle between frames 0 and 1 at 2 hz
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#define Q2EF_ANIM23 0x00000800 // automatically cycle between frames 2 and 3 at 2 hz
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#define Q2EF_ANIM_ALL 0x00001000 // automatically cycle through all frames at 2hz
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#define Q2EF_ANIM_ALLFAST 0x00002000 // automatically cycle through all frames at 10hz
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#define Q2EF_FLIES 0x00004000
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#define Q2EF_QUAD 0x00008000
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#define Q2EF_PENT 0x00010000
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#define Q2EF_TELEPORTER 0x00020000 // particle fountain
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#define Q2EF_FLAG1 0x00040000
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#define Q2EF_FLAG2 0x00080000
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// RAFAEL
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#define Q2EF_IONRIPPER 0x00100000
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#define Q2EF_GREENGIB 0x00200000
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#define Q2EF_BLUEHYPERBLASTER 0x00400000
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#define Q2EF_SPINNINGLIGHTS 0x00800000
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#define Q2EF_PLASMA 0x01000000
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#define Q2EF_TRAP 0x02000000
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//ROGUE
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#define Q2EF_TRACKER 0x04000000
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#define Q2EF_DOUBLE 0x08000000
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#define Q2EF_SPHERETRANS 0x10000000
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#define Q2EF_TAGTRAIL 0x20000000
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#define Q2EF_HALF_DAMAGE 0x40000000
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#define Q2EF_TRACKERTRAIL 0x80000000
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//ROGUE
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#define Q2MAX_STATS 32
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typedef struct q2centity_s
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{
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entity_state_t baseline; // delta from this if not from a previous frame
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entity_state_t current;
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entity_state_t prev; // will always be valid, but might just be a copy of current
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int serverframe; // if not current, this ent isn't in the frame
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trailstate_t *trailstate;
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// float trailcount; // for diminishing grenade trails
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vec3_t lerp_origin; // for trails (variable hz)
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// int fly_stoptime;
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} q2centity_t;
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void CLQ2_EntityEvent(entity_state_t *es){};
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void CLQ2_TeleporterParticles(entity_state_t *es){};
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void CLQ2_Tracker_Shell(vec3_t org){};
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void CLQ2_TrapParticles(entity_t *ent){};
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void CLQ2_BfgParticles(entity_t *ent){};
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void CLQ2_FlyEffect(q2centity_t *ent, vec3_t org){};
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void CLQ2_BlasterTrail2(vec3_t oldorg, vec3_t neworg){};
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#define MAX_Q2EDICTS 1024
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#define MAX_PARSE_ENTITIES 1024
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q2centity_t cl_entities[MAX_Q2EDICTS];
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entity_state_t cl_parse_entities[MAX_PARSE_ENTITIES];
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void Q2S_StartSound(vec3_t origin, int entnum, int entchannel, sfx_t *sfx, float fvol, float attenuation, float timeofs);
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void CL_SmokeAndFlash(vec3_t origin);
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//extern struct model_s *cl_mod_powerscreen;
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//PGM
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int vidref_val;
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//PGM
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#include "q2m_flash.c"
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void CLQ2_RunMuzzleFlash2 (int ent, int flash_number)
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{
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vec3_t origin;
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dlight_t *dl;
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vec3_t forward, right, up;
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char soundname[64];
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// locate the origin
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AngleVectors (cl_entities[ent].current.angles, forward, right, up);
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origin[0] = cl_entities[ent].current.origin[0] + forward[0] * monster_flash_offset[flash_number][0] + right[0] * monster_flash_offset[flash_number][1];
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origin[1] = cl_entities[ent].current.origin[1] + forward[1] * monster_flash_offset[flash_number][0] + right[1] * monster_flash_offset[flash_number][1];
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origin[2] = cl_entities[ent].current.origin[2] + forward[2] * monster_flash_offset[flash_number][0] + right[2] * monster_flash_offset[flash_number][1] + monster_flash_offset[flash_number][2];
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dl = CL_AllocDlight (ent);
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VectorCopy (origin, dl->origin);
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dl->radius = 200 + (rand()&31);
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// dl->minlight = 32;
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dl->die = cl.time + 0.1;
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switch (flash_number)
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{
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case Q2MZ2_INFANTRY_MACHINEGUN_1:
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case Q2MZ2_INFANTRY_MACHINEGUN_2:
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case Q2MZ2_INFANTRY_MACHINEGUN_3:
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case Q2MZ2_INFANTRY_MACHINEGUN_4:
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case Q2MZ2_INFANTRY_MACHINEGUN_5:
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case Q2MZ2_INFANTRY_MACHINEGUN_6:
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case Q2MZ2_INFANTRY_MACHINEGUN_7:
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case Q2MZ2_INFANTRY_MACHINEGUN_8:
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case Q2MZ2_INFANTRY_MACHINEGUN_9:
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case Q2MZ2_INFANTRY_MACHINEGUN_10:
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case Q2MZ2_INFANTRY_MACHINEGUN_11:
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case Q2MZ2_INFANTRY_MACHINEGUN_12:
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case Q2MZ2_INFANTRY_MACHINEGUN_13:
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dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
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P_RunParticleEffect (origin, vec3_origin, 0, 40);
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CL_SmokeAndFlash(origin);
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Q2S_StartSound (NULL, ent, CHAN_WEAPON, S_PrecacheSound("infantry/infatck1.wav"), 1, ATTN_NORM, 0);
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break;
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case Q2MZ2_SOLDIER_MACHINEGUN_1:
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case Q2MZ2_SOLDIER_MACHINEGUN_2:
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case Q2MZ2_SOLDIER_MACHINEGUN_3:
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case Q2MZ2_SOLDIER_MACHINEGUN_4:
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case Q2MZ2_SOLDIER_MACHINEGUN_5:
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case Q2MZ2_SOLDIER_MACHINEGUN_6:
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case Q2MZ2_SOLDIER_MACHINEGUN_7:
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case Q2MZ2_SOLDIER_MACHINEGUN_8:
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dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
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P_RunParticleEffect (origin, vec3_origin, 0, 40);
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CL_SmokeAndFlash(origin);
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Q2S_StartSound (NULL, ent, CHAN_WEAPON, S_PrecacheSound("soldier/solatck3.wav"), 1, ATTN_NORM, 0);
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break;
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case Q2MZ2_GUNNER_MACHINEGUN_1:
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case Q2MZ2_GUNNER_MACHINEGUN_2:
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case Q2MZ2_GUNNER_MACHINEGUN_3:
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case Q2MZ2_GUNNER_MACHINEGUN_4:
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case Q2MZ2_GUNNER_MACHINEGUN_5:
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case Q2MZ2_GUNNER_MACHINEGUN_6:
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case Q2MZ2_GUNNER_MACHINEGUN_7:
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case Q2MZ2_GUNNER_MACHINEGUN_8:
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dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
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P_RunParticleEffect (origin, vec3_origin, 0, 40);
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CL_SmokeAndFlash(origin);
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Q2S_StartSound (NULL, ent, CHAN_WEAPON, S_PrecacheSound("gunner/gunatck2.wav"), 1, ATTN_NORM, 0);
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break;
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case Q2MZ2_ACTOR_MACHINEGUN_1:
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case Q2MZ2_SUPERTANK_MACHINEGUN_1:
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case Q2MZ2_SUPERTANK_MACHINEGUN_2:
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case Q2MZ2_SUPERTANK_MACHINEGUN_3:
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case Q2MZ2_SUPERTANK_MACHINEGUN_4:
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case Q2MZ2_SUPERTANK_MACHINEGUN_5:
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case Q2MZ2_SUPERTANK_MACHINEGUN_6:
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case Q2MZ2_TURRET_MACHINEGUN: // PGM
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dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
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P_RunParticleEffect (origin, vec3_origin, 0, 40);
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CL_SmokeAndFlash(origin);
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Q2S_StartSound (NULL, ent, CHAN_WEAPON, S_PrecacheSound("infantry/infatck1.wav"), 1, ATTN_NORM, 0);
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break;
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case Q2MZ2_BOSS2_MACHINEGUN_L1:
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case Q2MZ2_BOSS2_MACHINEGUN_L2:
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case Q2MZ2_BOSS2_MACHINEGUN_L3:
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case Q2MZ2_BOSS2_MACHINEGUN_L4:
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case Q2MZ2_BOSS2_MACHINEGUN_L5:
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case Q2MZ2_CARRIER_MACHINEGUN_L1: // PMM
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case Q2MZ2_CARRIER_MACHINEGUN_L2: // PMM
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dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
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P_RunParticleEffect (origin, vec3_origin, 0, 40);
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CL_SmokeAndFlash(origin);
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Q2S_StartSound (NULL, ent, CHAN_WEAPON, S_PrecacheSound("infantry/infatck1.wav"), 1, ATTN_NONE, 0);
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break;
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case Q2MZ2_SOLDIER_BLASTER_1:
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case Q2MZ2_SOLDIER_BLASTER_2:
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case Q2MZ2_SOLDIER_BLASTER_3:
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case Q2MZ2_SOLDIER_BLASTER_4:
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case Q2MZ2_SOLDIER_BLASTER_5:
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case Q2MZ2_SOLDIER_BLASTER_6:
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case Q2MZ2_SOLDIER_BLASTER_7:
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case Q2MZ2_SOLDIER_BLASTER_8:
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case Q2MZ2_TURRET_BLASTER: // PGM
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dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
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Q2S_StartSound (NULL, ent, CHAN_WEAPON, S_PrecacheSound("soldier/solatck2.wav"), 1, ATTN_NORM, 0);
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break;
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case Q2MZ2_FLYER_BLASTER_1:
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case Q2MZ2_FLYER_BLASTER_2:
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dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
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Q2S_StartSound (NULL, ent, CHAN_WEAPON, S_PrecacheSound("flyer/flyatck3.wav"), 1, ATTN_NORM, 0);
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break;
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case Q2MZ2_MEDIC_BLASTER_1:
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dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
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Q2S_StartSound (NULL, ent, CHAN_WEAPON, S_PrecacheSound("medic/medatck1.wav"), 1, ATTN_NORM, 0);
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break;
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case Q2MZ2_HOVER_BLASTER_1:
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dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
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Q2S_StartSound (NULL, ent, CHAN_WEAPON, S_PrecacheSound("hover/hovatck1.wav"), 1, ATTN_NORM, 0);
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break;
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case Q2MZ2_FLOAT_BLASTER_1:
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dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
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Q2S_StartSound (NULL, ent, CHAN_WEAPON, S_PrecacheSound("floater/fltatck1.wav"), 1, ATTN_NORM, 0);
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break;
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case Q2MZ2_SOLDIER_SHOTGUN_1:
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case Q2MZ2_SOLDIER_SHOTGUN_2:
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case Q2MZ2_SOLDIER_SHOTGUN_3:
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case Q2MZ2_SOLDIER_SHOTGUN_4:
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case Q2MZ2_SOLDIER_SHOTGUN_5:
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case Q2MZ2_SOLDIER_SHOTGUN_6:
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case Q2MZ2_SOLDIER_SHOTGUN_7:
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case Q2MZ2_SOLDIER_SHOTGUN_8:
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dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
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CL_SmokeAndFlash(origin);
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Q2S_StartSound (NULL, ent, CHAN_WEAPON, S_PrecacheSound("soldier/solatck1.wav"), 1, ATTN_NORM, 0);
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break;
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case Q2MZ2_TANK_BLASTER_1:
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case Q2MZ2_TANK_BLASTER_2:
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case Q2MZ2_TANK_BLASTER_3:
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dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
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Q2S_StartSound (NULL, ent, CHAN_WEAPON, S_PrecacheSound("tank/tnkatck3.wav"), 1, ATTN_NORM, 0);
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break;
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case Q2MZ2_TANK_MACHINEGUN_1:
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case Q2MZ2_TANK_MACHINEGUN_2:
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case Q2MZ2_TANK_MACHINEGUN_3:
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case Q2MZ2_TANK_MACHINEGUN_4:
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case Q2MZ2_TANK_MACHINEGUN_5:
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case Q2MZ2_TANK_MACHINEGUN_6:
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case Q2MZ2_TANK_MACHINEGUN_7:
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case Q2MZ2_TANK_MACHINEGUN_8:
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case Q2MZ2_TANK_MACHINEGUN_9:
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case Q2MZ2_TANK_MACHINEGUN_10:
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case Q2MZ2_TANK_MACHINEGUN_11:
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case Q2MZ2_TANK_MACHINEGUN_12:
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case Q2MZ2_TANK_MACHINEGUN_13:
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case Q2MZ2_TANK_MACHINEGUN_14:
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case Q2MZ2_TANK_MACHINEGUN_15:
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case Q2MZ2_TANK_MACHINEGUN_16:
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case Q2MZ2_TANK_MACHINEGUN_17:
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case Q2MZ2_TANK_MACHINEGUN_18:
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case Q2MZ2_TANK_MACHINEGUN_19:
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dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
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P_RunParticleEffect (origin, vec3_origin, 0, 40);
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CL_SmokeAndFlash(origin);
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snprintf(soundname, sizeof(soundname), "tank/tnkatk2%c.wav", 'a' + rand() % 5);
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Q2S_StartSound (NULL, ent, CHAN_WEAPON, S_PrecacheSound(soundname), 1, ATTN_NORM, 0);
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break;
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case Q2MZ2_CHICK_ROCKET_1:
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case Q2MZ2_TURRET_ROCKET: // PGM
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dl->color[0] = 1;dl->color[1] = 0.5;dl->color[2] = 0.2;
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Q2S_StartSound (NULL, ent, CHAN_WEAPON, S_PrecacheSound("chick/chkatck2.wav"), 1, ATTN_NORM, 0);
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break;
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case Q2MZ2_TANK_ROCKET_1:
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case Q2MZ2_TANK_ROCKET_2:
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case Q2MZ2_TANK_ROCKET_3:
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dl->color[0] = 1;dl->color[1] = 0.5;dl->color[2] = 0.2;
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Q2S_StartSound (NULL, ent, CHAN_WEAPON, S_PrecacheSound("tank/tnkatck1.wav"), 1, ATTN_NORM, 0);
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break;
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case Q2MZ2_SUPERTANK_ROCKET_1:
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case Q2MZ2_SUPERTANK_ROCKET_2:
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case Q2MZ2_SUPERTANK_ROCKET_3:
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case Q2MZ2_BOSS2_ROCKET_1:
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case Q2MZ2_BOSS2_ROCKET_2:
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case Q2MZ2_BOSS2_ROCKET_3:
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case Q2MZ2_BOSS2_ROCKET_4:
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case Q2MZ2_CARRIER_ROCKET_1:
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// case Q2MZ2_CARRIER_ROCKET_2:
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// case Q2MZ2_CARRIER_ROCKET_3:
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// case Q2MZ2_CARRIER_ROCKET_4:
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dl->color[0] = 1;dl->color[1] = 0.5;dl->color[2] = 0.2;
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Q2S_StartSound (NULL, ent, CHAN_WEAPON, S_PrecacheSound("tank/rocket.wav"), 1, ATTN_NORM, 0);
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break;
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case Q2MZ2_GUNNER_GRENADE_1:
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case Q2MZ2_GUNNER_GRENADE_2:
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case Q2MZ2_GUNNER_GRENADE_3:
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case Q2MZ2_GUNNER_GRENADE_4:
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dl->color[0] = 1;dl->color[1] = 0.5;dl->color[2] = 0;
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Q2S_StartSound (NULL, ent, CHAN_WEAPON, S_PrecacheSound("gunner/gunatck3.wav"), 1, ATTN_NORM, 0);
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break;
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case Q2MZ2_GLADIATOR_RAILGUN_1:
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// PMM
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case Q2MZ2_CARRIER_RAILGUN:
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case Q2MZ2_WIDOW_RAIL:
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// pmm
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dl->color[0] = 0.5;dl->color[1] = 0.5;dl->color[2] = 1.0;
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break;
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// --- Xian's shit starts ---
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case Q2MZ2_MAKRON_BFG:
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dl->color[0] = 0.5;dl->color[1] = 1 ;dl->color[2] = 0.5;
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//Q2S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("makron/bfg_fire.wav"), 1, ATTN_NORM, 0);
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break;
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case Q2MZ2_MAKRON_BLASTER_1:
|
|
case Q2MZ2_MAKRON_BLASTER_2:
|
|
case Q2MZ2_MAKRON_BLASTER_3:
|
|
case Q2MZ2_MAKRON_BLASTER_4:
|
|
case Q2MZ2_MAKRON_BLASTER_5:
|
|
case Q2MZ2_MAKRON_BLASTER_6:
|
|
case Q2MZ2_MAKRON_BLASTER_7:
|
|
case Q2MZ2_MAKRON_BLASTER_8:
|
|
case Q2MZ2_MAKRON_BLASTER_9:
|
|
case Q2MZ2_MAKRON_BLASTER_10:
|
|
case Q2MZ2_MAKRON_BLASTER_11:
|
|
case Q2MZ2_MAKRON_BLASTER_12:
|
|
case Q2MZ2_MAKRON_BLASTER_13:
|
|
case Q2MZ2_MAKRON_BLASTER_14:
|
|
case Q2MZ2_MAKRON_BLASTER_15:
|
|
case Q2MZ2_MAKRON_BLASTER_16:
|
|
case Q2MZ2_MAKRON_BLASTER_17:
|
|
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
|
|
Q2S_StartSound (NULL, ent, CHAN_WEAPON, S_PrecacheSound("makron/blaster.wav"), 1, ATTN_NORM, 0);
|
|
break;
|
|
|
|
case Q2MZ2_JORG_MACHINEGUN_L1:
|
|
case Q2MZ2_JORG_MACHINEGUN_L2:
|
|
case Q2MZ2_JORG_MACHINEGUN_L3:
|
|
case Q2MZ2_JORG_MACHINEGUN_L4:
|
|
case Q2MZ2_JORG_MACHINEGUN_L5:
|
|
case Q2MZ2_JORG_MACHINEGUN_L6:
|
|
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
|
|
P_RunParticleEffect (origin, vec3_origin, 0, 40);
|
|
CL_SmokeAndFlash(origin);
|
|
Q2S_StartSound (NULL, ent, CHAN_WEAPON, S_PrecacheSound("boss3/xfire.wav"), 1, ATTN_NORM, 0);
|
|
break;
|
|
|
|
case Q2MZ2_JORG_MACHINEGUN_R1:
|
|
case Q2MZ2_JORG_MACHINEGUN_R2:
|
|
case Q2MZ2_JORG_MACHINEGUN_R3:
|
|
case Q2MZ2_JORG_MACHINEGUN_R4:
|
|
case Q2MZ2_JORG_MACHINEGUN_R5:
|
|
case Q2MZ2_JORG_MACHINEGUN_R6:
|
|
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
|
|
P_RunParticleEffect (origin, vec3_origin, 0, 40);
|
|
CL_SmokeAndFlash(origin);
|
|
break;
|
|
|
|
case Q2MZ2_JORG_BFG_1:
|
|
dl->color[0] = 0.5;dl->color[1] = 1 ;dl->color[2] = 0.5;
|
|
break;
|
|
|
|
case Q2MZ2_BOSS2_MACHINEGUN_R1:
|
|
case Q2MZ2_BOSS2_MACHINEGUN_R2:
|
|
case Q2MZ2_BOSS2_MACHINEGUN_R3:
|
|
case Q2MZ2_BOSS2_MACHINEGUN_R4:
|
|
case Q2MZ2_BOSS2_MACHINEGUN_R5:
|
|
case Q2MZ2_CARRIER_MACHINEGUN_R1: // PMM
|
|
case Q2MZ2_CARRIER_MACHINEGUN_R2: // PMM
|
|
|
|
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
|
|
|
|
P_RunParticleEffect (origin, vec3_origin, 0, 40);
|
|
CL_SmokeAndFlash(origin);
|
|
break;
|
|
|
|
// ======
|
|
// ROGUE
|
|
case Q2MZ2_STALKER_BLASTER:
|
|
case Q2MZ2_DAEDALUS_BLASTER:
|
|
case Q2MZ2_MEDIC_BLASTER_2:
|
|
case Q2MZ2_WIDOW_BLASTER:
|
|
case Q2MZ2_WIDOW_BLASTER_SWEEP1:
|
|
case Q2MZ2_WIDOW_BLASTER_SWEEP2:
|
|
case Q2MZ2_WIDOW_BLASTER_SWEEP3:
|
|
case Q2MZ2_WIDOW_BLASTER_SWEEP4:
|
|
case Q2MZ2_WIDOW_BLASTER_SWEEP5:
|
|
case Q2MZ2_WIDOW_BLASTER_SWEEP6:
|
|
case Q2MZ2_WIDOW_BLASTER_SWEEP7:
|
|
case Q2MZ2_WIDOW_BLASTER_SWEEP8:
|
|
case Q2MZ2_WIDOW_BLASTER_SWEEP9:
|
|
case Q2MZ2_WIDOW_BLASTER_100:
|
|
case Q2MZ2_WIDOW_BLASTER_90:
|
|
case Q2MZ2_WIDOW_BLASTER_80:
|
|
case Q2MZ2_WIDOW_BLASTER_70:
|
|
case Q2MZ2_WIDOW_BLASTER_60:
|
|
case Q2MZ2_WIDOW_BLASTER_50:
|
|
case Q2MZ2_WIDOW_BLASTER_40:
|
|
case Q2MZ2_WIDOW_BLASTER_30:
|
|
case Q2MZ2_WIDOW_BLASTER_20:
|
|
case Q2MZ2_WIDOW_BLASTER_10:
|
|
case Q2MZ2_WIDOW_BLASTER_0:
|
|
case Q2MZ2_WIDOW_BLASTER_10L:
|
|
case Q2MZ2_WIDOW_BLASTER_20L:
|
|
case Q2MZ2_WIDOW_BLASTER_30L:
|
|
case Q2MZ2_WIDOW_BLASTER_40L:
|
|
case Q2MZ2_WIDOW_BLASTER_50L:
|
|
case Q2MZ2_WIDOW_BLASTER_60L:
|
|
case Q2MZ2_WIDOW_BLASTER_70L:
|
|
case Q2MZ2_WIDOW_RUN_1:
|
|
case Q2MZ2_WIDOW_RUN_2:
|
|
case Q2MZ2_WIDOW_RUN_3:
|
|
case Q2MZ2_WIDOW_RUN_4:
|
|
case Q2MZ2_WIDOW_RUN_5:
|
|
case Q2MZ2_WIDOW_RUN_6:
|
|
case Q2MZ2_WIDOW_RUN_7:
|
|
case Q2MZ2_WIDOW_RUN_8:
|
|
dl->color[0] = 0;dl->color[1] = 1;dl->color[2] = 0;
|
|
Q2S_StartSound (NULL, ent, CHAN_WEAPON, S_PrecacheSound("tank/tnkatck3.wav"), 1, ATTN_NORM, 0);
|
|
break;
|
|
|
|
case Q2MZ2_WIDOW_DISRUPTOR:
|
|
dl->color[0] = -1;dl->color[1] = -1;dl->color[2] = -1;
|
|
Q2S_StartSound (NULL, ent, CHAN_WEAPON, S_PrecacheSound("weapons/disint2.wav"), 1, ATTN_NORM, 0);
|
|
break;
|
|
|
|
case Q2MZ2_WIDOW_PLASMABEAM:
|
|
case Q2MZ2_WIDOW2_BEAMER_1:
|
|
case Q2MZ2_WIDOW2_BEAMER_2:
|
|
case Q2MZ2_WIDOW2_BEAMER_3:
|
|
case Q2MZ2_WIDOW2_BEAMER_4:
|
|
case Q2MZ2_WIDOW2_BEAMER_5:
|
|
case Q2MZ2_WIDOW2_BEAM_SWEEP_1:
|
|
case Q2MZ2_WIDOW2_BEAM_SWEEP_2:
|
|
case Q2MZ2_WIDOW2_BEAM_SWEEP_3:
|
|
case Q2MZ2_WIDOW2_BEAM_SWEEP_4:
|
|
case Q2MZ2_WIDOW2_BEAM_SWEEP_5:
|
|
case Q2MZ2_WIDOW2_BEAM_SWEEP_6:
|
|
case Q2MZ2_WIDOW2_BEAM_SWEEP_7:
|
|
case Q2MZ2_WIDOW2_BEAM_SWEEP_8:
|
|
case Q2MZ2_WIDOW2_BEAM_SWEEP_9:
|
|
case Q2MZ2_WIDOW2_BEAM_SWEEP_10:
|
|
case Q2MZ2_WIDOW2_BEAM_SWEEP_11:
|
|
dl->radius = 300 + (rand()&100);
|
|
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
|
|
dl->die = cl.time + 200;
|
|
break;
|
|
// ROGUE
|
|
// ======
|
|
|
|
// --- Xian's shit ends ---
|
|
|
|
//hmm... he must take AGES on the loo.... :p
|
|
}
|
|
dl->color[0] /= 5;
|
|
dl->color[1] /= 5;
|
|
dl->color[2] /= 5;
|
|
}
|
|
|
|
/*
|
|
=========================================================================
|
|
|
|
FRAME PARSING
|
|
|
|
=========================================================================
|
|
*/
|
|
|
|
#if 0
|
|
|
|
typedef struct
|
|
{
|
|
int modelindex;
|
|
int num; // entity number
|
|
int effects;
|
|
vec3_t origin;
|
|
vec3_t oldorigin;
|
|
vec3_t angles;
|
|
qboolean present;
|
|
} projectile_t;
|
|
|
|
#define MAX_PROJECTILES 64
|
|
projectile_t cl_projectiles[MAX_PROJECTILES];
|
|
|
|
void CLQ2_ClearProjectiles (void)
|
|
{
|
|
int i;
|
|
|
|
for (i = 0; i < MAX_PROJECTILES; i++) {
|
|
// if (cl_projectiles[i].present)
|
|
// Com_DPrintf("PROJ: %d CLEARED\n", cl_projectiles[i].num);
|
|
cl_projectiles[i].present = false;
|
|
}
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
CL_ParseProjectiles
|
|
|
|
Flechettes are passed as efficient temporary entities
|
|
=====================
|
|
*/
|
|
void CLQ2_ParseProjectiles (void)
|
|
{
|
|
int i, c, j;
|
|
byte bits[8];
|
|
byte b;
|
|
projectile_t pr;
|
|
int lastempty = -1;
|
|
qboolean old = false;
|
|
|
|
c = MSG_ReadByte (&net_message);
|
|
for (i=0 ; i<c ; i++)
|
|
{
|
|
bits[0] = MSG_ReadByte (&net_message);
|
|
bits[1] = MSG_ReadByte (&net_message);
|
|
bits[2] = MSG_ReadByte (&net_message);
|
|
bits[3] = MSG_ReadByte (&net_message);
|
|
bits[4] = MSG_ReadByte (&net_message);
|
|
pr.origin[0] = ( ( bits[0] + ((bits[1]&15)<<8) ) <<1) - 4096;
|
|
pr.origin[1] = ( ( (bits[1]>>4) + (bits[2]<<4) ) <<1) - 4096;
|
|
pr.origin[2] = ( ( bits[3] + ((bits[4]&15)<<8) ) <<1) - 4096;
|
|
VectorCopy(pr.origin, pr.oldorigin);
|
|
|
|
if (bits[4] & 64)
|
|
pr.effects = EF_BLASTER;
|
|
else
|
|
pr.effects = 0;
|
|
|
|
if (bits[4] & 128) {
|
|
old = true;
|
|
bits[0] = MSG_ReadByte (&net_message);
|
|
bits[1] = MSG_ReadByte (&net_message);
|
|
bits[2] = MSG_ReadByte (&net_message);
|
|
bits[3] = MSG_ReadByte (&net_message);
|
|
bits[4] = MSG_ReadByte (&net_message);
|
|
pr.oldorigin[0] = ( ( bits[0] + ((bits[1]&15)<<8) ) <<1) - 4096;
|
|
pr.oldorigin[1] = ( ( (bits[1]>>4) + (bits[2]<<4) ) <<1) - 4096;
|
|
pr.oldorigin[2] = ( ( bits[3] + ((bits[4]&15)<<8) ) <<1) - 4096;
|
|
}
|
|
|
|
bits[0] = MSG_ReadByte (&net_message);
|
|
bits[1] = MSG_ReadByte (&net_message);
|
|
bits[2] = MSG_ReadByte (&net_message);
|
|
|
|
pr.angles[0] = 360*bits[0]/256;
|
|
pr.angles[1] = 360*bits[1]/256;
|
|
pr.modelindex = bits[2];
|
|
|
|
b = MSG_ReadByte (&net_message);
|
|
pr.num = (b & 0x7f);
|
|
if (b & 128) // extra entity number byte
|
|
pr.num |= (MSG_ReadByte (&net_message) << 7);
|
|
|
|
pr.present = true;
|
|
|
|
// find if this projectile already exists from previous frame
|
|
for (j = 0; j < MAX_PROJECTILES; j++) {
|
|
if (cl_projectiles[j].modelindex) {
|
|
if (cl_projectiles[j].num == pr.num) {
|
|
// already present, set up oldorigin for interpolation
|
|
if (!old)
|
|
VectorCopy(cl_projectiles[j].origin, pr.oldorigin);
|
|
cl_projectiles[j] = pr;
|
|
break;
|
|
}
|
|
} else
|
|
lastempty = j;
|
|
}
|
|
|
|
// not present previous frame, add it
|
|
if (j == MAX_PROJECTILES) {
|
|
if (lastempty != -1) {
|
|
cl_projectiles[lastempty] = pr;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
=============
|
|
CL_LinkProjectiles
|
|
|
|
=============
|
|
*/
|
|
void CLQ2_AddProjectiles (void)
|
|
{
|
|
int i, j;
|
|
projectile_t *pr;
|
|
entity_t ent;
|
|
|
|
memset (&ent, 0, sizeof(ent));
|
|
|
|
for (i=0, pr=cl_projectiles ; i < MAX_PROJECTILES ; i++, pr++)
|
|
{
|
|
// grab an entity to fill in
|
|
if (pr->modelindex < 1)
|
|
continue;
|
|
if (!pr->present) {
|
|
pr->modelindex = 0;
|
|
continue; // not present this frame (it was in the previous frame)
|
|
}
|
|
|
|
ent.model = cl.model_draw[pr->modelindex];
|
|
|
|
// interpolate origin
|
|
for (j=0 ; j<3 ; j++)
|
|
{
|
|
ent.origin[j] = ent.oldorigin[j] = pr->oldorigin[j] + cl.lerpfrac *
|
|
(pr->origin[j] - pr->oldorigin[j]);
|
|
|
|
}
|
|
|
|
if (pr->effects & EF_BLASTER)
|
|
{
|
|
if (P_ParticleTrail(pr->oldorigin, ent.origin, rt_blastertrail, NULL))
|
|
P_ParticleTrailIndex(pr->oldorigin, ent.origin, 0xe0, 1, NULL);
|
|
}
|
|
V_AddLight (pr->origin, 200, 0.2, 0.2, 0);
|
|
|
|
VectorCopy (pr->angles, ent.angles);
|
|
VQ2_AddLerpEntity (&ent);
|
|
}
|
|
}
|
|
#endif
|
|
|
|
/*
|
|
=================
|
|
CL_ParseEntityBits
|
|
|
|
Returns the entity number and the header bits
|
|
=================
|
|
*/
|
|
int bitcounts[32]; /// just for protocol profiling
|
|
int CLQ2_ParseEntityBits (unsigned *bits)
|
|
{
|
|
unsigned b, total;
|
|
int i;
|
|
int number;
|
|
|
|
total = MSG_ReadByte ();
|
|
if (total & Q2U_MOREBITS1)
|
|
{
|
|
b = MSG_ReadByte ();
|
|
total |= b<<8;
|
|
}
|
|
if (total & Q2U_MOREBITS2)
|
|
{
|
|
b = MSG_ReadByte ();
|
|
total |= b<<16;
|
|
}
|
|
if (total & Q2U_MOREBITS3)
|
|
{
|
|
b = MSG_ReadByte ();
|
|
total |= b<<24;
|
|
}
|
|
|
|
// count the bits for net profiling
|
|
for (i=0 ; i<32 ; i++)
|
|
if (total&(1<<i))
|
|
bitcounts[i]++;
|
|
|
|
if (total & Q2U_NUMBER16)
|
|
number = MSG_ReadShort ();
|
|
else
|
|
number = MSG_ReadByte ();
|
|
|
|
*bits = total;
|
|
|
|
return number;
|
|
}
|
|
|
|
/*
|
|
==================
|
|
CL_ParseDelta
|
|
|
|
Can go from either a baseline or a previous packet_entity
|
|
==================
|
|
*/
|
|
void CLQ2_ParseDelta (entity_state_t *from, entity_state_t *to, int number, int bits)
|
|
{
|
|
// set everything to the state we are delta'ing from
|
|
*to = *from;
|
|
|
|
VectorCopy (from->origin, to->old_origin);
|
|
to->number = number;
|
|
|
|
if (bits & Q2U_MODEL)
|
|
to->modelindex = MSG_ReadByte ();
|
|
if (bits & Q2U_MODEL2)
|
|
to->modelindex2 = MSG_ReadByte ();
|
|
if (bits & Q2U_MODEL3)
|
|
to->modelindex3 = MSG_ReadByte ();
|
|
if (bits & Q2U_MODEL4)
|
|
to->modelindex4 = MSG_ReadByte ();
|
|
|
|
if (bits & Q2U_FRAME8)
|
|
to->frame = MSG_ReadByte ();
|
|
if (bits & Q2U_FRAME16)
|
|
to->frame = MSG_ReadShort ();
|
|
|
|
if ((bits & Q2U_SKIN8) && (bits & Q2U_SKIN16)) //used for laser colors
|
|
to->skinnum = MSG_ReadLong();
|
|
else if (bits & Q2U_SKIN8)
|
|
to->skinnum = MSG_ReadByte();
|
|
else if (bits & Q2U_SKIN16)
|
|
to->skinnum = MSG_ReadShort();
|
|
|
|
if ( (bits & (Q2U_EFFECTS8|Q2U_EFFECTS16)) == (Q2U_EFFECTS8|Q2U_EFFECTS16) )
|
|
to->effects = MSG_ReadLong();
|
|
else if (bits & Q2U_EFFECTS8)
|
|
to->effects = MSG_ReadByte();
|
|
else if (bits & Q2U_EFFECTS16)
|
|
to->effects = MSG_ReadShort();
|
|
|
|
if ( (bits & (Q2U_RENDERFX8|Q2U_RENDERFX16)) == (Q2U_RENDERFX8|Q2U_RENDERFX16) )
|
|
to->renderfx = MSG_ReadLong();
|
|
else if (bits & Q2U_RENDERFX8)
|
|
to->renderfx = MSG_ReadByte();
|
|
else if (bits & Q2U_RENDERFX16)
|
|
to->renderfx = MSG_ReadShort();
|
|
|
|
if (bits & Q2U_ORIGIN1)
|
|
to->origin[0] = MSG_ReadCoord ();
|
|
if (bits & Q2U_ORIGIN2)
|
|
to->origin[1] = MSG_ReadCoord ();
|
|
if (bits & Q2U_ORIGIN3)
|
|
to->origin[2] = MSG_ReadCoord ();
|
|
|
|
if (bits & Q2U_ANGLE1)
|
|
to->angles[0] = MSG_ReadAngle();
|
|
if (bits & Q2U_ANGLE2)
|
|
to->angles[1] = MSG_ReadAngle();
|
|
if (bits & Q2U_ANGLE3)
|
|
to->angles[2] = MSG_ReadAngle();
|
|
|
|
if (bits & Q2U_OLDORIGIN)
|
|
MSG_ReadPos (to->old_origin);
|
|
|
|
if (bits & Q2U_SOUND)
|
|
to->sound = MSG_ReadByte ();
|
|
|
|
if (bits & Q2U_EVENT)
|
|
to->event = MSG_ReadByte ();
|
|
else
|
|
to->event = 0;
|
|
|
|
if (bits & Q2U_SOLID)
|
|
to->solid = MSG_ReadShort ();
|
|
}
|
|
|
|
/*
|
|
==================
|
|
CL_DeltaEntity
|
|
|
|
Parses deltas from the given base and adds the resulting entity
|
|
to the current frame
|
|
==================
|
|
*/
|
|
void CLQ2_DeltaEntity (q2frame_t *frame, int newnum, entity_state_t *old, int bits)
|
|
{
|
|
q2centity_t *ent;
|
|
entity_state_t *state;
|
|
|
|
ent = &cl_entities[newnum];
|
|
|
|
state = &cl_parse_entities[cl.parse_entities & (MAX_PARSE_ENTITIES-1)];
|
|
cl.parse_entities++;
|
|
frame->num_entities++;
|
|
|
|
CLQ2_ParseDelta (old, state, newnum, bits);
|
|
|
|
// some data changes will force no lerping
|
|
if (state->modelindex != ent->current.modelindex
|
|
|| state->modelindex2 != ent->current.modelindex2
|
|
|| state->modelindex3 != ent->current.modelindex3
|
|
|| state->modelindex4 != ent->current.modelindex4
|
|
|| abs(state->origin[0] - ent->current.origin[0]) > 512
|
|
|| abs(state->origin[1] - ent->current.origin[1]) > 512
|
|
|| abs(state->origin[2] - ent->current.origin[2]) > 512
|
|
|| state->event == Q2EV_PLAYER_TELEPORT
|
|
|| state->event == Q2EV_OTHER_TELEPORT
|
|
)
|
|
{
|
|
ent->serverframe = -99;
|
|
}
|
|
|
|
if (ent->serverframe != cl.q2frame.serverframe - 1)
|
|
{ // wasn't in last update, so initialize some things
|
|
// clear trailstate
|
|
P_DelinkTrailstate(&ent->trailstate);
|
|
|
|
// duplicate the current state so lerping doesn't hurt anything
|
|
ent->prev = *state;
|
|
if (state->event == Q2EV_OTHER_TELEPORT)
|
|
{
|
|
VectorCopy (state->origin, ent->prev.origin);
|
|
VectorCopy (state->origin, ent->lerp_origin);
|
|
}
|
|
else
|
|
{
|
|
VectorCopy (state->old_origin, ent->prev.origin);
|
|
VectorCopy (state->old_origin, ent->lerp_origin);
|
|
}
|
|
}
|
|
else
|
|
{ // shuffle the last state to previous
|
|
ent->prev = ent->current;
|
|
}
|
|
|
|
ent->serverframe = cl.q2frame.serverframe;
|
|
ent->current = *state;
|
|
}
|
|
|
|
/*
|
|
==================
|
|
CL_ParsePacketEntities
|
|
|
|
An svc_packetentities has just been parsed, deal with the
|
|
rest of the data stream.
|
|
==================
|
|
*/
|
|
void CLQ2_ParsePacketEntities (q2frame_t *oldframe, q2frame_t *newframe)
|
|
{
|
|
int newnum;
|
|
int bits;
|
|
entity_state_t *oldstate=NULL;
|
|
int oldindex, oldnum;
|
|
|
|
cl.validsequence = cls.netchan.incoming_sequence;
|
|
|
|
newframe->parse_entities = cl.parse_entities;
|
|
newframe->num_entities = 0;
|
|
|
|
// delta from the entities present in oldframe
|
|
oldindex = 0;
|
|
if (!oldframe)
|
|
oldnum = 99999;
|
|
else
|
|
{
|
|
if (oldindex >= oldframe->num_entities)
|
|
oldnum = 99999;
|
|
else
|
|
{
|
|
oldstate = &cl_parse_entities[(oldframe->parse_entities+oldindex) & (MAX_PARSE_ENTITIES-1)];
|
|
oldnum = oldstate->number;
|
|
}
|
|
}
|
|
|
|
while (1)
|
|
{
|
|
newnum = CLQ2_ParseEntityBits (&bits);
|
|
if (newnum >= MAX_Q2EDICTS)
|
|
Host_EndGame ("CL_ParsePacketEntities: bad number:%i", newnum);
|
|
|
|
if (msg_readcount > net_message.cursize)
|
|
Host_EndGame ("CL_ParsePacketEntities: end of message");
|
|
|
|
if (!newnum)
|
|
break;
|
|
|
|
while (oldnum < newnum)
|
|
{ // one or more entities from the old packet are unchanged
|
|
if (cl_shownet.value == 3)
|
|
Con_Printf (" unchanged: %i\n", oldnum);
|
|
CLQ2_DeltaEntity (newframe, oldnum, oldstate, 0);
|
|
|
|
oldindex++;
|
|
|
|
if (oldindex >= oldframe->num_entities)
|
|
oldnum = 99999;
|
|
else
|
|
{
|
|
oldstate = &cl_parse_entities[(oldframe->parse_entities+oldindex) & (MAX_PARSE_ENTITIES-1)];
|
|
oldnum = oldstate->number;
|
|
}
|
|
}
|
|
|
|
if (bits & Q2U_REMOVE)
|
|
{ // the entity present in oldframe is not in the current frame
|
|
if (cl_shownet.value == 3)
|
|
Con_Printf (" remove: %i\n", newnum);
|
|
if (oldnum != newnum)
|
|
Con_Printf ("U_REMOVE: oldnum != newnum\n");
|
|
|
|
oldindex++;
|
|
|
|
if (oldindex >= oldframe->num_entities)
|
|
oldnum = 99999;
|
|
else
|
|
{
|
|
oldstate = &cl_parse_entities[(oldframe->parse_entities+oldindex) & (MAX_PARSE_ENTITIES-1)];
|
|
oldnum = oldstate->number;
|
|
}
|
|
continue;
|
|
}
|
|
|
|
if (oldnum == newnum)
|
|
{ // delta from previous state
|
|
if (cl_shownet.value == 3)
|
|
Con_Printf (" delta: %i\n", newnum);
|
|
CLQ2_DeltaEntity (newframe, newnum, oldstate, bits);
|
|
|
|
oldindex++;
|
|
|
|
if (oldindex >= oldframe->num_entities)
|
|
oldnum = 99999;
|
|
else
|
|
{
|
|
oldstate = &cl_parse_entities[(oldframe->parse_entities+oldindex) & (MAX_PARSE_ENTITIES-1)];
|
|
oldnum = oldstate->number;
|
|
}
|
|
continue;
|
|
}
|
|
|
|
if (oldnum > newnum)
|
|
{ // delta from baseline
|
|
if (cl_shownet.value == 3)
|
|
Con_Printf (" baseline: %i\n", newnum);
|
|
CLQ2_DeltaEntity (newframe, newnum, &cl_entities[newnum].baseline, bits);
|
|
continue;
|
|
}
|
|
|
|
}
|
|
|
|
// any remaining entities in the old frame are copied over
|
|
while (oldnum != 99999)
|
|
{ // one or more entities from the old packet are unchanged
|
|
if (cl_shownet.value == 3)
|
|
Con_Printf (" unchanged: %i\n", oldnum);
|
|
CLQ2_DeltaEntity (newframe, oldnum, oldstate, 0);
|
|
|
|
oldindex++;
|
|
|
|
if (oldindex >= oldframe->num_entities)
|
|
oldnum = 99999;
|
|
else
|
|
{
|
|
oldstate = &cl_parse_entities[(oldframe->parse_entities+oldindex) & (MAX_PARSE_ENTITIES-1)];
|
|
oldnum = oldstate->number;
|
|
}
|
|
}
|
|
}
|
|
|
|
void CLQ2_ParseBaseline (void)
|
|
{
|
|
entity_state_t *es;
|
|
int bits;
|
|
int newnum;
|
|
entity_state_t nullstate;
|
|
|
|
memset (&nullstate, 0, sizeof(nullstate));
|
|
|
|
newnum = CLQ2_ParseEntityBits (&bits);
|
|
es = &cl_entities[newnum].baseline;
|
|
CLQ2_ParseDelta (&nullstate, es, newnum, bits);
|
|
}
|
|
|
|
|
|
/*
|
|
===================
|
|
CL_ParsePlayerstate
|
|
===================
|
|
*/
|
|
void CLQ2_ParsePlayerstate (q2frame_t *oldframe, q2frame_t *newframe)
|
|
{
|
|
int flags;
|
|
q2player_state_t *state;
|
|
int i;
|
|
int statbits;
|
|
|
|
state = &newframe->playerstate;
|
|
|
|
// clear to old value before delta parsing
|
|
if (oldframe)
|
|
*state = oldframe->playerstate;
|
|
else
|
|
memset (state, 0, sizeof(*state));
|
|
|
|
flags = MSG_ReadShort ();
|
|
|
|
//
|
|
// parse the pmove_state_t
|
|
//
|
|
if (flags & Q2PS_M_TYPE)
|
|
state->pmove.pm_type = MSG_ReadByte ();
|
|
|
|
if (flags & Q2PS_M_ORIGIN)
|
|
{
|
|
state->pmove.origin[0] = MSG_ReadShort ();
|
|
state->pmove.origin[1] = MSG_ReadShort ();
|
|
state->pmove.origin[2] = MSG_ReadShort ();
|
|
}
|
|
|
|
if (flags & Q2PS_M_VELOCITY)
|
|
{
|
|
state->pmove.velocity[0] = MSG_ReadShort ();
|
|
state->pmove.velocity[1] = MSG_ReadShort ();
|
|
state->pmove.velocity[2] = MSG_ReadShort ();
|
|
}
|
|
|
|
if (flags & Q2PS_M_TIME)
|
|
state->pmove.pm_time = MSG_ReadByte ();
|
|
|
|
if (flags & Q2PS_M_FLAGS)
|
|
state->pmove.pm_flags = MSG_ReadByte ();
|
|
|
|
if (flags & Q2PS_M_GRAVITY)
|
|
state->pmove.gravity = MSG_ReadShort ();
|
|
|
|
if (flags & Q2PS_M_DELTA_ANGLES)
|
|
{
|
|
state->pmove.delta_angles[0] = MSG_ReadShort ();
|
|
state->pmove.delta_angles[1] = MSG_ReadShort ();
|
|
state->pmove.delta_angles[2] = MSG_ReadShort ();
|
|
}
|
|
|
|
// if (cl.attractloop)
|
|
// state->pmove.pm_type = Q2PM_FREEZE; // demo playback
|
|
|
|
//
|
|
// parse the rest of the player_state_t
|
|
//
|
|
if (flags & Q2PS_VIEWOFFSET)
|
|
{
|
|
state->viewoffset[0] = MSG_ReadChar () * 0.25;
|
|
state->viewoffset[1] = MSG_ReadChar () * 0.25;
|
|
state->viewoffset[2] = MSG_ReadChar () * 0.25;
|
|
}
|
|
|
|
if (flags & Q2PS_VIEWANGLES)
|
|
{
|
|
state->viewangles[0] = MSG_ReadAngle16 ();
|
|
state->viewangles[1] = MSG_ReadAngle16 ();
|
|
state->viewangles[2] = MSG_ReadAngle16 ();
|
|
}
|
|
|
|
if (flags & Q2PS_KICKANGLES)
|
|
{
|
|
state->kick_angles[0] = MSG_ReadChar () * 0.25;
|
|
state->kick_angles[1] = MSG_ReadChar () * 0.25;
|
|
state->kick_angles[2] = MSG_ReadChar () * 0.25;
|
|
}
|
|
|
|
if (flags & Q2PS_WEAPONINDEX)
|
|
{
|
|
state->gunindex = MSG_ReadByte ();
|
|
}
|
|
|
|
if (flags & Q2PS_WEAPONFRAME)
|
|
{
|
|
state->gunframe = MSG_ReadByte ();
|
|
state->gunoffset[0] = MSG_ReadChar ()*0.25;
|
|
state->gunoffset[1] = MSG_ReadChar ()*0.25;
|
|
state->gunoffset[2] = MSG_ReadChar ()*0.25;
|
|
state->gunangles[0] = MSG_ReadChar ()*0.25;
|
|
state->gunangles[1] = MSG_ReadChar ()*0.25;
|
|
state->gunangles[2] = MSG_ReadChar ()*0.25;
|
|
}
|
|
|
|
if (flags & Q2PS_BLEND)
|
|
{
|
|
state->blend[0] = MSG_ReadByte ()/255.0;
|
|
state->blend[1] = MSG_ReadByte ()/255.0;
|
|
state->blend[2] = MSG_ReadByte ()/255.0;
|
|
state->blend[3] = MSG_ReadByte ()/255.0;
|
|
}
|
|
|
|
if (flags & Q2PS_FOV)
|
|
state->fov = MSG_ReadByte ();
|
|
|
|
if (flags & Q2PS_RDFLAGS)
|
|
state->rdflags = MSG_ReadByte ();
|
|
|
|
// parse stats
|
|
statbits = MSG_ReadLong ();
|
|
for (i=0 ; i<Q2MAX_STATS ; i++)
|
|
if (statbits & (1<<i) )
|
|
state->stats[i] = MSG_ReadShort();
|
|
}
|
|
|
|
|
|
/*
|
|
==================
|
|
CL_FireEntityEvents
|
|
|
|
==================
|
|
*/
|
|
void CLQ2_FireEntityEvents (q2frame_t *frame)
|
|
{
|
|
entity_state_t *s1;
|
|
int pnum, num;
|
|
|
|
for (pnum = 0 ; pnum<frame->num_entities ; pnum++)
|
|
{
|
|
num = (frame->parse_entities + pnum)&(MAX_PARSE_ENTITIES-1);
|
|
s1 = &cl_parse_entities[num];
|
|
if (s1->event)
|
|
CLQ2_EntityEvent (s1);
|
|
|
|
// EF_TELEPORTER acts like an event, but is not cleared each frame
|
|
if (s1->effects & Q2EF_TELEPORTER)
|
|
CLQ2_TeleporterParticles (s1);
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
================
|
|
CL_ParseFrame
|
|
================
|
|
*/
|
|
void CLQ2_ParseFrame (void)
|
|
{
|
|
int cmd;
|
|
int len;
|
|
q2frame_t *old;
|
|
|
|
memset (&cl.q2frame, 0, sizeof(cl.q2frame));
|
|
|
|
#if 0
|
|
CLQ2_ClearProjectiles(); // clear projectiles for new frame
|
|
#endif
|
|
|
|
cl.q2frame.serverframe = MSG_ReadLong ();
|
|
cl.q2frame.deltaframe = MSG_ReadLong ();
|
|
cl.q2frame.servertime = cl.q2frame.serverframe*100;
|
|
|
|
cl.surpressCount = MSG_ReadByte ();
|
|
|
|
if (cl_shownet.value == 3)
|
|
Con_Printf (" frame:%i delta:%i\n", cl.q2frame.serverframe,
|
|
cl.q2frame.deltaframe);
|
|
|
|
// If the frame is delta compressed from data that we
|
|
// no longer have available, we must suck up the rest of
|
|
// the frame, but not use it, then ask for a non-compressed
|
|
// message
|
|
if (cl.q2frame.deltaframe <= 0)
|
|
{
|
|
cl.q2frame.valid = true; // uncompressed frame
|
|
old = NULL;
|
|
// cls.demowaiting = false; // we can start recording now
|
|
}
|
|
else
|
|
{
|
|
old = &cl.q2frames[cl.q2frame.deltaframe & Q2UPDATE_MASK];
|
|
if (!old->valid)
|
|
{ // should never happen
|
|
Con_Printf ("Delta from invalid frame (not supposed to happen!).\n");
|
|
}
|
|
if (old->serverframe != cl.q2frame.deltaframe)
|
|
{ // The frame that the server did the delta from
|
|
// is too old, so we can't reconstruct it properly.
|
|
Con_Printf ("Delta frame too old.\n");
|
|
}
|
|
else if (cl.parse_entities - old->parse_entities > MAX_PARSE_ENTITIES-128)
|
|
{
|
|
Con_Printf ("Delta parse_entities too old.\n");
|
|
}
|
|
else
|
|
cl.q2frame.valid = true; // valid delta parse
|
|
}
|
|
|
|
// clamp time
|
|
if (cl.time > cl.q2frame.servertime/1000.0)
|
|
cl.time = cl.q2frame.servertime/1000.0;
|
|
else if (cl.time < (cl.q2frame.servertime - 100)/1000.0)
|
|
cl.time = (cl.q2frame.servertime - 100)/1000.0;
|
|
|
|
// read areabits
|
|
len = MSG_ReadByte ();
|
|
MSG_ReadData (&cl.q2frame.areabits, len);
|
|
|
|
// read playerinfo
|
|
cmd = MSG_ReadByte ();
|
|
// SHOWNET(svc_strings[cmd]);
|
|
if (cmd != svcq2_playerinfo)
|
|
Host_EndGame ("CL_ParseFrame: not playerinfo");
|
|
CLQ2_ParsePlayerstate (old, &cl.q2frame);
|
|
|
|
// read packet entities
|
|
cmd = MSG_ReadByte ();
|
|
// SHOWNET(svc_strings[cmd]);
|
|
if (cmd != svcq2_packetentities)
|
|
Host_EndGame ("CL_ParseFrame: not packetentities");
|
|
CLQ2_ParsePacketEntities (old, &cl.q2frame);
|
|
|
|
// save the frame off in the backup array for later delta comparisons
|
|
cl.q2frames[cl.q2frame.serverframe & Q2UPDATE_MASK] = cl.q2frame;
|
|
|
|
if (cl.q2frame.valid)
|
|
{
|
|
// getting a valid frame message ends the connection process
|
|
if (cls.state != ca_active)
|
|
{
|
|
CL_MakeActive("Quake2");
|
|
|
|
// cl.force_refdef = true;
|
|
cl.predicted_origin[0] = cl.q2frame.playerstate.pmove.origin[0]*0.125;
|
|
cl.predicted_origin[1] = cl.q2frame.playerstate.pmove.origin[1]*0.125;
|
|
cl.predicted_origin[2] = cl.q2frame.playerstate.pmove.origin[2]*0.125;
|
|
VectorCopy (cl.q2frame.playerstate.viewangles, cl.predicted_angles);
|
|
// if (cls.disable_servercount != cl.servercount
|
|
// && cl.refresh_prepped)
|
|
SCR_EndLoadingPlaque (); // get rid of loading plaque
|
|
}
|
|
// cl.sound_prepped = true; // can start mixing ambient sounds
|
|
|
|
// fire entity events
|
|
CLQ2_FireEntityEvents (&cl.q2frame);
|
|
#ifdef Q2BSPS
|
|
CLQ2_CheckPredictionError ();
|
|
#endif
|
|
}
|
|
}
|
|
|
|
/*
|
|
==========================================================================
|
|
|
|
INTERPOLATE BETWEEN FRAMES TO GET RENDERING PARMS
|
|
|
|
==========================================================================
|
|
*/
|
|
/*
|
|
struct model_s *S_RegisterSexedModel (entity_state_t *ent, char *base)
|
|
{
|
|
int n;
|
|
char *p;
|
|
struct model_s *mdl;
|
|
char model[MAX_QPATH];
|
|
char buffer[MAX_QPATH];
|
|
|
|
// determine what model the client is using
|
|
model[0] = 0;
|
|
n = CS_PLAYERSKINS + ent->number - 1;
|
|
if (cl.configstrings[n][0])
|
|
{
|
|
p = strchr(cl.configstrings[n], '\\');
|
|
if (p)
|
|
{
|
|
p += 1;
|
|
strcpy(model, p);
|
|
p = strchr(model, '/');
|
|
if (p)
|
|
*p = 0;
|
|
}
|
|
}
|
|
// if we can't figure it out, they're male
|
|
if (!model[0])
|
|
strcpy(model, "male");
|
|
|
|
Com_sprintf (buffer, sizeof(buffer), "players/%s/%s", model, base+1);
|
|
mdl = re.RegisterModel(buffer);
|
|
if (!mdl) {
|
|
// not found, try default weapon model
|
|
Com_sprintf (buffer, sizeof(buffer), "players/%s/weapon.md2", model);
|
|
mdl = re.RegisterModel(buffer);
|
|
if (!mdl) {
|
|
// no, revert to the male model
|
|
Com_sprintf (buffer, sizeof(buffer), "players/%s/%s", "male", base+1);
|
|
mdl = re.RegisterModel(buffer);
|
|
if (!mdl) {
|
|
// last try, default male weapon.md2
|
|
Com_sprintf (buffer, sizeof(buffer), "players/male/weapon.md2");
|
|
mdl = re.RegisterModel(buffer);
|
|
}
|
|
}
|
|
}
|
|
|
|
return mdl;
|
|
}
|
|
|
|
*/
|
|
|
|
/*
|
|
===============
|
|
CL_AddPacketEntities
|
|
|
|
===============
|
|
*/
|
|
void CLQ2_AddPacketEntities (q2frame_t *frame)
|
|
{
|
|
entity_t ent;
|
|
entity_state_t *s1;
|
|
float autorotate;
|
|
int i;
|
|
int pnum;
|
|
q2centity_t *cent;
|
|
int autoanim;
|
|
// q2clientinfo_t *ci;
|
|
player_info_t *player;
|
|
unsigned int effects, renderfx;
|
|
|
|
// bonus items rotate at a fixed rate
|
|
autorotate = anglemod(cl.time*100);
|
|
|
|
// brush models can auto animate their frames
|
|
autoanim = 2*cl.time;
|
|
|
|
memset (&ent, 0, sizeof(ent));
|
|
|
|
for (pnum = 0 ; pnum<frame->num_entities ; pnum++)
|
|
{
|
|
s1 = &cl_parse_entities[(frame->parse_entities+pnum)&(MAX_PARSE_ENTITIES-1)];
|
|
|
|
cent = &cl_entities[s1->number];
|
|
|
|
effects = s1->effects;
|
|
renderfx = s1->renderfx;
|
|
|
|
ent.keynum = s1->number;
|
|
|
|
ent.scale = 1;
|
|
ent.shaderRGBAf[0] = 1;
|
|
ent.shaderRGBAf[1] = 1;
|
|
ent.shaderRGBAf[2] = 1;
|
|
ent.shaderRGBAf[3] = 1;
|
|
ent.fatness = 0;
|
|
ent.scoreboard = NULL;
|
|
|
|
// set frame
|
|
if (effects & Q2EF_ANIM01)
|
|
ent.framestate.g[FS_REG].frame[0] = autoanim & 1;
|
|
else if (effects & Q2EF_ANIM23)
|
|
ent.framestate.g[FS_REG].frame[0] = 2 + (autoanim & 1);
|
|
else if (effects & Q2EF_ANIM_ALL)
|
|
ent.framestate.g[FS_REG].frame[0] = autoanim;
|
|
else if (effects & Q2EF_ANIM_ALLFAST)
|
|
ent.framestate.g[FS_REG].frame[0] = cl.time / 100;
|
|
else
|
|
ent.framestate.g[FS_REG].frame[0] = s1->frame;
|
|
|
|
// quad and pent can do different things on client
|
|
if (effects & Q2EF_PENT)
|
|
{
|
|
effects &= ~Q2EF_PENT;
|
|
effects |= Q2EF_COLOR_SHELL;
|
|
renderfx |= Q2RF_SHELL_RED;
|
|
}
|
|
|
|
if (effects & Q2EF_QUAD)
|
|
{
|
|
effects &= ~Q2EF_QUAD;
|
|
effects |= Q2EF_COLOR_SHELL;
|
|
renderfx |= Q2RF_SHELL_BLUE;
|
|
}
|
|
//======
|
|
// PMM
|
|
if (effects & Q2EF_DOUBLE)
|
|
{
|
|
effects &= ~Q2EF_DOUBLE;
|
|
effects |= Q2EF_COLOR_SHELL;
|
|
renderfx |= Q2RF_SHELL_DOUBLE;
|
|
}
|
|
|
|
if (effects & Q2EF_HALF_DAMAGE)
|
|
{
|
|
effects &= ~Q2EF_HALF_DAMAGE;
|
|
effects |= Q2EF_COLOR_SHELL;
|
|
renderfx |= Q2RF_SHELL_HALF_DAM;
|
|
}
|
|
// pmm
|
|
//======
|
|
ent.framestate.g[FS_REG].frame[1] = cent->prev.frame;
|
|
ent.framestate.g[FS_REG].lerpfrac = cl.lerpfrac;
|
|
|
|
if (renderfx & (Q2RF_FRAMELERP|Q2RF_BEAM))
|
|
{ // step origin discretely, because the frames
|
|
// do the animation properly
|
|
VectorCopy (cent->current.origin, ent.origin);
|
|
VectorCopy (cent->current.old_origin, ent.oldorigin);
|
|
}
|
|
else
|
|
{ // interpolate origin
|
|
for (i=0 ; i<3 ; i++)
|
|
{
|
|
ent.origin[i] = ent.oldorigin[i] = cent->prev.origin[i] + cl.lerpfrac *
|
|
(cent->current.origin[i] - cent->prev.origin[i]);
|
|
}
|
|
}
|
|
|
|
// create a new entity
|
|
|
|
// tweak the color of beams
|
|
if ( renderfx & Q2RF_BEAM )
|
|
{ // the four beam colors are encoded in 32 bits of skinnum (hack)
|
|
ent.shaderRGBAf[3] = 0.30;
|
|
ent.skinnum = (s1->skinnum >> ((rand() % 4)*8)) & 0xff;
|
|
ent.model = NULL;
|
|
ent.framestate.g[FS_REG].lerpfrac = 1;
|
|
}
|
|
else
|
|
{
|
|
// set skin
|
|
if (s1->modelindex == 255)
|
|
{ // use custom player skin
|
|
ent.skinnum = 0;
|
|
|
|
player = &cl.players[s1->skinnum%MAX_CLIENTS];
|
|
ent.model = player->model;
|
|
if (!ent.model || ent.model->needload) //we need to do better than this
|
|
{
|
|
char *pmodel = Info_ValueForKey(player->userinfo, "model");
|
|
if (*pmodel)
|
|
ent.model = Mod_ForName(va("players/%s/tris.md2", pmodel), false);
|
|
if (!ent.model || ent.model->needload)
|
|
ent.model = Mod_ForName("players/male/tris.md2", false);
|
|
}
|
|
ent.scoreboard = player;
|
|
player->model = ent.model;
|
|
/* ci = &cl.clientinfo[s1->skinnum & 0xff];
|
|
// ent.skin = ci->skin;
|
|
ent.model = ci->model;
|
|
if (!ent.skin || !ent.model)
|
|
{
|
|
ent.skin = cl.baseclientinfo.skin;
|
|
ent.model = cl.baseclientinfo.model;
|
|
}
|
|
|
|
//============
|
|
//PGM
|
|
if (renderfx & Q2RF_USE_DISGUISE)
|
|
{
|
|
if(!strncmp((char *)ent.skin, "players/male", 12))
|
|
{
|
|
ent.skin = re.RegisterSkin ("players/male/disguise.pcx");
|
|
ent.model = re.RegisterModel ("players/male/tris.md2");
|
|
}
|
|
else if(!strncmp((char *)ent.skin, "players/female", 14))
|
|
{
|
|
ent.skin = re.RegisterSkin ("players/female/disguise.pcx");
|
|
ent.model = re.RegisterModel ("players/female/tris.md2");
|
|
}
|
|
else if(!strncmp((char *)ent.skin, "players/cyborg", 14))
|
|
{
|
|
ent.skin = re.RegisterSkin ("players/cyborg/disguise.pcx");
|
|
ent.model = re.RegisterModel ("players/cyborg/tris.md2");
|
|
}
|
|
}*/
|
|
//PGM
|
|
//============
|
|
}
|
|
else
|
|
{
|
|
ent.skinnum = s1->skinnum;
|
|
// ent.skin = NULL;
|
|
ent.model = cl.model_precache[s1->modelindex];
|
|
}
|
|
}
|
|
|
|
// only used for black hole model right now, FIXME: do better
|
|
if (renderfx == Q2RF_TRANSLUCENT)
|
|
ent.shaderRGBAf[3] = 0.70;
|
|
|
|
// render effects (fullbright, translucent, etc)
|
|
if ((effects & Q2EF_COLOR_SHELL))
|
|
ent.flags = 0; // renderfx go on color shell entity
|
|
else
|
|
ent.flags = renderfx;
|
|
|
|
// calculate angles
|
|
if (effects & Q2EF_ROTATE)
|
|
{ // some bonus items auto-rotate
|
|
ent.angles[0] = 0;
|
|
ent.angles[1] = autorotate;
|
|
ent.angles[2] = 0;
|
|
}
|
|
// RAFAEL
|
|
else if (effects & Q2EF_SPINNINGLIGHTS)
|
|
{
|
|
ent.angles[0] = 0;
|
|
ent.angles[1] = anglemod(cl.time/2) + s1->angles[1];
|
|
ent.angles[2] = 180;
|
|
{
|
|
vec3_t forward;
|
|
vec3_t start;
|
|
|
|
AngleVectors (ent.angles, forward, NULL, NULL);
|
|
VectorMA (ent.origin, 64, forward, start);
|
|
V_AddLight (start, 100, 0.2, 0, 0);
|
|
}
|
|
}
|
|
else
|
|
{ // interpolate angles
|
|
float a1, a2;
|
|
|
|
for (i=0 ; i<3 ; i++)
|
|
{
|
|
a1 = cent->current.angles[i];
|
|
a2 = cent->prev.angles[i];
|
|
ent.angles[i] = LerpAngle (a2, a1, cl.lerpfrac);
|
|
}
|
|
}
|
|
|
|
ent.angles[0]*=-1; //q2 has it fixed.
|
|
|
|
if (s1->number == cl.playernum[0]+1) //woo! this is us!
|
|
{
|
|
// VectorCopy(cl.predicted_origin, ent.origin);
|
|
// VectorCopy(cl.predicted_origin, ent.oldorigin);
|
|
// ent.flags |= Q2RF_EXTERNALMODEL; // only draw from mirrors
|
|
|
|
if (effects & Q2EF_FLAG1)
|
|
V_AddLight (ent.origin, 225, 0.2, 0.05, 0.05);
|
|
else if (effects & Q2EF_FLAG2)
|
|
V_AddLight (ent.origin, 225, 0.05, 0.05, 0.2);
|
|
else if (effects & Q2EF_TAGTRAIL) //PGM
|
|
V_AddLight (ent.origin, 225, 0.2, 0.2, 0.0); //PGM
|
|
else if (effects & Q2EF_TRACKERTRAIL) //PGM
|
|
V_AddLight (ent.origin, 225, -0.2, -0.2, -0.2); //PGM
|
|
}
|
|
|
|
// if set to invisible, skip
|
|
if (!s1->modelindex)
|
|
continue;
|
|
|
|
if (effects & Q2EF_BFG)
|
|
{
|
|
ent.flags |= Q2RF_TRANSLUCENT;
|
|
ent.shaderRGBAf[3] = 0.30;
|
|
}
|
|
|
|
// RAFAEL
|
|
if (effects & Q2EF_PLASMA)
|
|
{
|
|
ent.flags |= Q2RF_TRANSLUCENT;
|
|
ent.shaderRGBAf[3] = 0.6;
|
|
}
|
|
|
|
if (effects & Q2EF_SPHERETRANS)
|
|
{
|
|
ent.flags |= Q2RF_TRANSLUCENT;
|
|
// PMM - *sigh* yet more EF overloading
|
|
if (effects & Q2EF_TRACKERTRAIL)
|
|
ent.shaderRGBAf[3] = 0.6;
|
|
else
|
|
ent.shaderRGBAf[3] = 0.3;
|
|
}
|
|
//pmm
|
|
|
|
// add to refresh list
|
|
VQ2_AddLerpEntity (&ent);
|
|
|
|
|
|
// color shells generate a seperate entity for the main model
|
|
if (effects & Q2EF_COLOR_SHELL)
|
|
{
|
|
// PMM - at this point, all of the shells have been handled
|
|
// if we're in the rogue pack, set up the custom mixing, otherwise just
|
|
// keep going
|
|
|
|
// all of the solo colors are fine. we need to catch any of the combinations that look bad
|
|
// (double & half) and turn them into the appropriate color, and make double/quad something special
|
|
if (renderfx & Q2RF_SHELL_HALF_DAM)
|
|
{
|
|
|
|
{
|
|
// ditch the half damage shell if any of red, blue, or double are on
|
|
if (renderfx & (Q2RF_SHELL_RED|Q2RF_SHELL_BLUE|Q2RF_SHELL_DOUBLE))
|
|
renderfx &= ~Q2RF_SHELL_HALF_DAM;
|
|
}
|
|
}
|
|
|
|
if (renderfx & Q2RF_SHELL_DOUBLE)
|
|
{
|
|
|
|
{
|
|
// lose the yellow shell if we have a red, blue, or green shell
|
|
if (renderfx & (Q2RF_SHELL_RED|Q2RF_SHELL_BLUE|Q2RF_SHELL_GREEN))
|
|
renderfx &= ~Q2RF_SHELL_DOUBLE;
|
|
// if we have a red shell, turn it to purple by adding blue
|
|
if (renderfx & Q2RF_SHELL_RED)
|
|
renderfx |= Q2RF_SHELL_BLUE;
|
|
// if we have a blue shell (and not a red shell), turn it to cyan by adding green
|
|
else if (renderfx & Q2RF_SHELL_BLUE)
|
|
{
|
|
// go to green if it's on already, otherwise do cyan (flash green)
|
|
if (renderfx & Q2RF_SHELL_GREEN)
|
|
renderfx &= ~Q2RF_SHELL_BLUE;
|
|
else
|
|
renderfx |= Q2RF_SHELL_GREEN;
|
|
}
|
|
}
|
|
}
|
|
// pmm
|
|
ent.flags = renderfx | Q2RF_TRANSLUCENT;
|
|
ent.shaderRGBAf[3] = 0.30;
|
|
ent.fatness = 1;
|
|
ent.shaderRGBAf[0] = (!!(renderfx & Q2RF_SHELL_RED));
|
|
ent.shaderRGBAf[1] = (!!(renderfx & Q2RF_SHELL_GREEN));
|
|
ent.shaderRGBAf[2] = (!!(renderfx & Q2RF_SHELL_BLUE));
|
|
#ifdef Q3SHADERS //fixme: do better.
|
|
//fixme: this is woefully gl specific. :(
|
|
if (qrenderer == QR_OPENGL)
|
|
{
|
|
ent.forcedshader = R_RegisterCustom("q2/shell", Shader_DefaultSkinShell);
|
|
}
|
|
#endif
|
|
VQ2_AddLerpEntity (&ent);
|
|
}
|
|
#ifdef Q3SHADERS
|
|
ent.forcedshader = NULL;
|
|
#endif
|
|
|
|
// ent.skin = NULL; // never use a custom skin on others
|
|
ent.skinnum = 0;
|
|
ent.flags = 0;
|
|
ent.shaderRGBAf[3] = 1;
|
|
|
|
// duplicate for linked models
|
|
if (s1->modelindex2)
|
|
{
|
|
if (s1->modelindex2 == 255)
|
|
{ // custom weapon
|
|
char *modelname;
|
|
char *skin;
|
|
ent.model=NULL;
|
|
|
|
player = &cl.players[(s1->skinnum&0xff)%MAX_CLIENTS];
|
|
modelname = Info_ValueForKey(player->userinfo, "skin");
|
|
if (!modelname[0])
|
|
modelname = "male";
|
|
skin = strchr(modelname, '/');
|
|
if (skin) *skin = '\0';
|
|
|
|
i = (s1->skinnum >> 8); // 0 is default weapon model
|
|
if (i >= 0 && i < cl.numq2visibleweapons)
|
|
ent.model = Mod_ForName(va("players/%s/%s", modelname, cl.q2visibleweapons[i]), false);
|
|
/*
|
|
ci = &cl.clientinfo[s1->skinnum & 0xff];
|
|
i = (s1->skinnum >> 8); // 0 is default weapon model
|
|
if (!cl_vwep->value || i > MAX_CLIENTWEAPONMODELS - 1)
|
|
i = 0;
|
|
ent.model = ci->weaponmodel[i];
|
|
if (!ent.model) {
|
|
if (i != 0)
|
|
ent.model = ci->weaponmodel[0];
|
|
if (!ent.model)
|
|
ent.model = cl.baseclientinfo.weaponmodel[0];
|
|
}
|
|
*/
|
|
}
|
|
else
|
|
ent.model = cl.model_precache[s1->modelindex2];
|
|
|
|
// PMM - check for the defender sphere shell .. make it translucent
|
|
// replaces the previous version which used the high bit on modelindex2 to determine transparency
|
|
/* if (!Q_strcasecmp (cl.model_name[(s1->modelindex2)], "models/items/shell/tris.md2"))
|
|
{
|
|
ent.alpha = 0.32;
|
|
ent.flags = Q2RF_TRANSLUCENT;
|
|
}
|
|
*/ // pmm
|
|
|
|
VQ2_AddLerpEntity (&ent);
|
|
|
|
//PGM - make sure these get reset.
|
|
ent.flags = 0;
|
|
ent.shaderRGBAf[3] = 1;
|
|
//PGM
|
|
}
|
|
if (s1->modelindex3)
|
|
{
|
|
ent.model = cl.model_precache[s1->modelindex3];
|
|
VQ2_AddLerpEntity (&ent);
|
|
}
|
|
if (s1->modelindex4)
|
|
{
|
|
ent.model = cl.model_precache[s1->modelindex4];
|
|
VQ2_AddLerpEntity (&ent);
|
|
}
|
|
|
|
if ( effects & Q2EF_POWERSCREEN )
|
|
{
|
|
/* ent.model = cl_mod_powerscreen;
|
|
ent.oldframe = 0;
|
|
ent.frame = 0;
|
|
ent.flags |= (Q2RF_TRANSLUCENT | Q2RF_SHELL_GREEN);
|
|
ent.alpha = 0.30;
|
|
VQ2_AddLerpEntity (&ent);
|
|
*/ }
|
|
|
|
// add automatic particle trails
|
|
if ( (effects&~Q2EF_ROTATE) )
|
|
{
|
|
if (effects & Q2EF_ROCKET)
|
|
{
|
|
if (P_ParticleTrail(cent->lerp_origin, ent.origin, rtq2_rocket, ¢->trailstate))
|
|
if (P_ParticleTrail(cent->lerp_origin, ent.origin, rt_rocket, ¢->trailstate))
|
|
P_ParticleTrailIndex(cent->lerp_origin, ent.origin, 0xdc, 4, ¢->trailstate);
|
|
|
|
V_AddLight (ent.origin, 200, 0.2, 0.2, 0);
|
|
}
|
|
// PGM - Do not reorder EF_BLASTER and EF_HYPERBLASTER.
|
|
// EF_BLASTER | EF_TRACKER is a special case for EF_BLASTER2... Cheese!
|
|
else if (effects & Q2EF_BLASTER)
|
|
{
|
|
//PGM
|
|
if (effects & Q2EF_TRACKER) // lame... problematic?
|
|
{
|
|
CLQ2_BlasterTrail2 (cent->lerp_origin, ent.origin);
|
|
V_AddLight (ent.origin, 200, 0, 0.2, 0);
|
|
}
|
|
else
|
|
{
|
|
if (P_ParticleTrail(cent->lerp_origin, ent.origin, rtq2_blastertrail, ¢->trailstate))
|
|
P_ParticleTrailIndex(cent->lerp_origin, ent.origin, 0xe0, 1, ¢->trailstate);
|
|
V_AddLight (ent.origin, 200, 0.2, 0.2, 0);
|
|
}
|
|
//PGM
|
|
}
|
|
else if (effects & Q2EF_HYPERBLASTER)
|
|
{
|
|
if (effects & Q2EF_TRACKER) // PGM overloaded for blaster2.
|
|
V_AddLight (ent.origin, 200, 0, 0.2, 0); // PGM
|
|
else // PGM
|
|
V_AddLight (ent.origin, 200, 0.2, 0.2, 0);
|
|
}
|
|
else if (effects & Q2EF_GIB)
|
|
{
|
|
if (P_ParticleTrail(cent->lerp_origin, ent.origin, rtq2_gib, ¢->trailstate))
|
|
if (P_ParticleTrail(cent->lerp_origin, ent.origin, rt_blood, ¢->trailstate))
|
|
P_ParticleTrailIndex(cent->lerp_origin, ent.origin, 0xe8, 8, ¢->trailstate);
|
|
}
|
|
else if (effects & Q2EF_GRENADE)
|
|
{
|
|
if (P_ParticleTrail(cent->lerp_origin, ent.origin, rtq2_grenade, ¢->trailstate))
|
|
if (P_ParticleTrail(cent->lerp_origin, ent.origin, rt_grenade, ¢->trailstate))
|
|
P_ParticleTrailIndex(cent->lerp_origin, ent.origin, 4, 8, ¢->trailstate);
|
|
}
|
|
else if (effects & Q2EF_FLIES)
|
|
{
|
|
CLQ2_FlyEffect (cent, ent.origin);
|
|
}
|
|
else if (effects & Q2EF_BFG)
|
|
{
|
|
static int bfg_lightramp[6] = {300, 400, 600, 300, 150, 75};
|
|
|
|
if (effects & Q2EF_ANIM_ALLFAST)
|
|
{
|
|
CLQ2_BfgParticles (&ent);
|
|
i = 200;
|
|
}
|
|
else
|
|
{
|
|
i = bfg_lightramp[s1->frame];
|
|
}
|
|
V_AddLight (ent.origin, i, 0, 0.2, 0);
|
|
}
|
|
// RAFAEL
|
|
else if (effects & Q2EF_TRAP)
|
|
{
|
|
ent.origin[2] += 32;
|
|
CLQ2_TrapParticles (&ent);
|
|
i = (rand()%100) + 100;
|
|
V_AddLight (ent.origin, i, 0.2, 0.16, 0.05);
|
|
}
|
|
else if (effects & Q2EF_FLAG1)
|
|
{
|
|
if (P_ParticleTrail(cent->lerp_origin, ent.origin, P_FindParticleType("ef_flag1"), ¢->trailstate))
|
|
P_ParticleTrailIndex(cent->lerp_origin, ent.origin, 242, 1, ¢->trailstate);
|
|
V_AddLight (ent.origin, 225, 0.2, 0.05, 0.05);
|
|
}
|
|
else if (effects & Q2EF_FLAG2)
|
|
{
|
|
if (P_ParticleTrail(cent->lerp_origin, ent.origin, P_FindParticleType("ef_flag2"), ¢->trailstate))
|
|
P_ParticleTrailIndex(cent->lerp_origin, ent.origin, 115, 1, ¢->trailstate);
|
|
V_AddLight (ent.origin, 225, 0.05, 0.05, 0.2);
|
|
}
|
|
//======
|
|
//ROGUE
|
|
else if (effects & Q2EF_TAGTRAIL)
|
|
{
|
|
if (P_ParticleTrail(cent->lerp_origin, ent.origin, P_FindParticleType("ef_tagtrail"), ¢->trailstate))
|
|
P_ParticleTrailIndex(cent->lerp_origin, ent.origin, 220, 1, ¢->trailstate);
|
|
V_AddLight (ent.origin, 225, 0.2, 0.2, 0.0);
|
|
}
|
|
else if (effects & Q2EF_TRACKERTRAIL)
|
|
{
|
|
if (effects & Q2EF_TRACKER)
|
|
{
|
|
float intensity;
|
|
|
|
intensity = 50 + (500 * (sin(cl.time/500.0) + 1.0));
|
|
|
|
// FIXME - check out this effect in rendition
|
|
V_AddLight (ent.origin, intensity, -0.2, -0.2, -0.2);
|
|
}
|
|
else
|
|
{
|
|
CLQ2_Tracker_Shell (cent->lerp_origin);
|
|
V_AddLight (ent.origin, 155, -0.2, -0.2, -0.2);
|
|
}
|
|
}
|
|
else if (effects & Q2EF_TRACKER)
|
|
{
|
|
if (P_ParticleTrail(cent->lerp_origin, ent.origin, P_FindParticleType("ef_tracker"), ¢->trailstate))
|
|
P_ParticleTrailIndex(cent->lerp_origin, ent.origin, 0, 1, ¢->trailstate);
|
|
V_AddLight (ent.origin, 200, -0.2, -0.2, -0.2);
|
|
}
|
|
//ROGUE
|
|
//======
|
|
// RAFAEL
|
|
else if (effects & Q2EF_GREENGIB)
|
|
{
|
|
if (P_ParticleTrail(cent->lerp_origin, ent.origin, P_FindParticleType("ef_greengib"), ¢->trailstate))
|
|
P_ParticleTrailIndex(cent->lerp_origin, ent.origin, 219, 8, ¢->trailstate);
|
|
}
|
|
// RAFAEL
|
|
else if (effects & Q2EF_IONRIPPER)
|
|
{
|
|
if (P_ParticleTrail(cent->lerp_origin, ent.origin, P_FindParticleType("ef_ionripper"), ¢->trailstate))
|
|
P_ParticleTrailIndex(cent->lerp_origin, ent.origin, 228, 4, ¢->trailstate);
|
|
V_AddLight (ent.origin, 100, 0.2, 0.1, 0.1);
|
|
}
|
|
// RAFAEL
|
|
else if (effects & Q2EF_BLUEHYPERBLASTER)
|
|
{
|
|
V_AddLight (ent.origin, 200, 0, 0, 0.2);
|
|
}
|
|
// RAFAEL
|
|
else if (effects & Q2EF_PLASMA)
|
|
{
|
|
if (effects & Q2EF_ANIM_ALLFAST)
|
|
{
|
|
P_ParticleTrail(cent->lerp_origin, ent.origin, rtq2_blastertrail, ¢->trailstate);
|
|
}
|
|
V_AddLight (ent.origin, 130, 0.2, 0.1, 0.1);
|
|
}
|
|
}
|
|
|
|
VectorCopy (ent.origin, cent->lerp_origin);
|
|
}
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
==============
|
|
CL_AddViewWeapon
|
|
==============
|
|
*/
|
|
void CLQ2_AddViewWeapon (q2player_state_t *ps, q2player_state_t *ops)
|
|
{
|
|
entity_t gun; // view model
|
|
entity_t *view;
|
|
extern cvar_t cl_gunx, cl_guny, cl_gunz;
|
|
extern cvar_t cl_gunanglex, cl_gunangley, cl_gunanglez;
|
|
|
|
// allow the gun to be completely removed
|
|
if (!r_drawviewmodel.value)
|
|
return;
|
|
|
|
if (!Cam_DrawViewModel(0))
|
|
return;
|
|
|
|
// don't draw gun if in wide angle view
|
|
if (ps->fov > 90)
|
|
return;
|
|
|
|
//generate root matrix..
|
|
view = &cl.viewent[0];
|
|
VectorCopy(cl.simorg[0], view->origin);
|
|
AngleVectors(cl.simangles[0], view->axis[0], view->axis[1], view->axis[2]);
|
|
VectorInverse(view->axis[1]);
|
|
|
|
memset (&gun, 0, sizeof(gun));
|
|
|
|
// if (gun_model)
|
|
// gun.model = gun_model; // development tool
|
|
// else
|
|
gun.model = cl.model_precache[ps->gunindex];
|
|
if (!gun.model)
|
|
return;
|
|
|
|
gun.shaderRGBAf[0] = 1;
|
|
gun.shaderRGBAf[1] = 1;
|
|
gun.shaderRGBAf[2] = 1;
|
|
if (r_drawviewmodel.value < 1 || r_drawviewmodel.value > 0)
|
|
gun.shaderRGBAf[3] = r_drawviewmodel.value;
|
|
else
|
|
gun.shaderRGBAf[3] = 1;
|
|
|
|
// set up gun position
|
|
#ifdef PEXT_SCALE
|
|
gun.scale = 1;
|
|
#endif
|
|
|
|
gun.origin[0] = cl_gunz.value;
|
|
gun.origin[1] = -cl_gunx.value;
|
|
gun.origin[2] = -cl_guny.value;
|
|
|
|
gun.angles[0] = cl_gunanglex.value;
|
|
gun.angles[1] = cl_gunangley.value;
|
|
gun.angles[2] = cl_gunanglez.value;
|
|
|
|
gun.framestate.g[FS_REG].frame[0] = ps->gunframe;
|
|
if (gun.framestate.g[FS_REG].frame[0] == 0)
|
|
gun.framestate.g[FS_REG].frame[1] = 0; // just changed weapons, don't lerp from old
|
|
else
|
|
gun.framestate.g[FS_REG].frame[1] = ops->gunframe;
|
|
|
|
gun.flags = Q2RF_MINLIGHT | Q2RF_DEPTHHACK | Q2RF_WEAPONMODEL;
|
|
gun.framestate.g[FS_REG].lerpfrac = 1-cl.lerpfrac;
|
|
VectorCopy (gun.origin, gun.oldorigin); // don't lerp at all
|
|
V_AddEntity (&gun);
|
|
}
|
|
|
|
|
|
/*
|
|
===============
|
|
CL_CalcViewValues
|
|
|
|
Sets r_refdef view values
|
|
===============
|
|
*/
|
|
void CLQ2_CalcViewValues (void)
|
|
{
|
|
extern cvar_t v_gunkick;
|
|
int i;
|
|
float lerp, backlerp;
|
|
q2centity_t *ent;
|
|
q2frame_t *oldframe;
|
|
q2player_state_t *ps, *ops;
|
|
|
|
r_refdef.useperspective = true;
|
|
|
|
r_refdef.currentplayernum = 0;
|
|
|
|
// find the previous frame to interpolate from
|
|
ps = &cl.q2frame.playerstate;
|
|
i = (cl.q2frame.serverframe - 1) & Q2UPDATE_MASK;
|
|
oldframe = &cl.q2frames[i];
|
|
if (oldframe->serverframe != cl.q2frame.serverframe-1 || !oldframe->valid)
|
|
oldframe = &cl.q2frame; // previous frame was dropped or involid
|
|
ops = &oldframe->playerstate;
|
|
|
|
// see if the player entity was teleported this frame
|
|
if ( fabs(ops->pmove.origin[0] - ps->pmove.origin[0]) > 256*8
|
|
|| abs(ops->pmove.origin[1] - ps->pmove.origin[1]) > 256*8
|
|
|| abs(ops->pmove.origin[2] - ps->pmove.origin[2]) > 256*8)
|
|
ops = ps; // don't interpolate
|
|
|
|
ent = &cl_entities[cl.playernum[0]+1];
|
|
lerp = cl.lerpfrac;
|
|
|
|
// calculate the origin
|
|
if (cl.worldmodel && (!cl_nopred.value) && !(cl.q2frame.playerstate.pmove.pm_flags & Q2PMF_NO_PREDICTION))
|
|
{ // use predicted values
|
|
float delta;
|
|
|
|
backlerp = 1.0 - lerp;
|
|
for (i=0 ; i<3 ; i++)
|
|
{
|
|
r_refdef.vieworg[i] = cl.predicted_origin[i] + ops->viewoffset[i]
|
|
+ cl.lerpfrac * (ps->viewoffset[i] - ops->viewoffset[i])
|
|
- backlerp * cl.prediction_error[i];
|
|
}
|
|
|
|
// smooth out stair climbing
|
|
delta = realtime - cl.predicted_step_time;
|
|
if (delta < 0.1)
|
|
r_refdef.vieworg[2] -= cl.predicted_step * (0.1 - delta)*10;
|
|
}
|
|
else
|
|
{ // just use interpolated values
|
|
for (i=0 ; i<3 ; i++)
|
|
r_refdef.vieworg
|
|
[i] = ops->pmove.origin[i]*0.125 + ops->viewoffset[i]
|
|
+ lerp * (ps->pmove.origin[i]*0.125 + ps->viewoffset[i]
|
|
- (ops->pmove.origin[i]*0.125 + ops->viewoffset[i]) );
|
|
}
|
|
|
|
// if not running a demo or on a locked frame, add the local angle movement
|
|
if (cl.worldmodel && cl.q2frame.playerstate.pmove.pm_type < Q2PM_DEAD )
|
|
{ // use predicted values
|
|
for (i=0 ; i<3 ; i++)
|
|
r_refdef.viewangles[i] = cl.predicted_angles[i];
|
|
}
|
|
else
|
|
{ // just use interpolated values
|
|
for (i=0 ; i<3 ; i++)
|
|
r_refdef.viewangles[i] = LerpAngle (ops->viewangles[i], ps->viewangles[i], lerp);
|
|
}
|
|
|
|
for (i=0 ; i<3 ; i++)
|
|
r_refdef.viewangles[i] += v_gunkick.value * LerpAngle (ops->kick_angles[i], ps->kick_angles[i], lerp);
|
|
|
|
VectorCopy(r_refdef.vieworg, cl.simorg[0]);
|
|
VectorCopy(r_refdef.viewangles, cl.simangles[0]);
|
|
// VectorCopy(r_refdef.viewangles, cl.viewangles);
|
|
|
|
// AngleVectors (r_refdef.viewangles, v_forward, v_right, v_up);
|
|
|
|
// interpolate field of view
|
|
r_refdef.fov_x = ops->fov + lerp * (ps->fov - ops->fov);
|
|
|
|
// don't interpolate blend color
|
|
for (i=0 ; i<4 ; i++)
|
|
v_blend[i] = ps->blend[i];
|
|
|
|
// add the weapon
|
|
CLQ2_AddViewWeapon (ps, ops);
|
|
}
|
|
|
|
/*
|
|
===============
|
|
CL_AddEntities
|
|
|
|
Emits all entities, particles, and lights to the refresh
|
|
===============
|
|
*/
|
|
void CLQ2_AddEntities (void)
|
|
{
|
|
if (cls.state != ca_active)
|
|
return;
|
|
|
|
|
|
r_refdef.currentplayernum = 0;
|
|
|
|
|
|
cl_visedicts = cl_visedicts_list[cls.netchan.incoming_sequence&1];
|
|
|
|
cl_numvisedicts = 0;
|
|
|
|
if (cl.time*1000 > cl.q2frame.servertime)
|
|
{
|
|
// if (cl_showclamp.value)
|
|
// Con_Printf ("high clamp %f\n", cl.time - cl.q2frame.servertime);
|
|
cl.time = (cl.q2frame.servertime)/1000.0;
|
|
cl.lerpfrac = 1.0;
|
|
}
|
|
else if (cl.time*1000 < cl.q2frame.servertime - 100)
|
|
{
|
|
// if (cl_showclamp.value)
|
|
// Con_Printf ("low clamp %f\n", cl.q2frame.servertime-100 - cl.time);
|
|
cl.time = (cl.q2frame.servertime - 100)/1000.0;
|
|
cl.lerpfrac = 0;
|
|
}
|
|
else
|
|
cl.lerpfrac = 1.0 - (cl.q2frame.servertime - cl.time*1000) * 0.01;
|
|
|
|
// if (cl_timedemo.value)
|
|
// cl.lerpfrac = 1.0;
|
|
|
|
// CLQ2_AddPacketEntities (&cl.qwframe);
|
|
// CLQ2_AddTEnts ();
|
|
// CLQ2_AddParticles ();
|
|
// CLQ2_AddDLights ();
|
|
// CLQ2_AddLightStyles ();
|
|
|
|
CLQ2_CalcViewValues ();
|
|
// PMM - moved this here so the heat beam has the right values for the vieworg, and can lock the beam to the gun
|
|
CLQ2_AddPacketEntities (&cl.q2frame);
|
|
#if 0
|
|
CLQ2_AddProjectiles ();
|
|
#endif
|
|
CL_UpdateTEnts ();
|
|
// CLQ2_AddParticles ();
|
|
// CLQ2_AddDLights ();
|
|
// CLQ2_AddLightStyles ();
|
|
}
|
|
|
|
void CL_GetNumberedEntityInfo (int num, float *org, float *ang)
|
|
{
|
|
q2centity_t *ent;
|
|
|
|
if (num < 0 || num >= MAX_EDICTS)
|
|
Host_EndGame ("CL_GetNumberedEntityInfo: bad ent");
|
|
ent = &cl_entities[num];
|
|
|
|
if (org)
|
|
VectorCopy (ent->current.origin, org);
|
|
if (ang)
|
|
VectorCopy (ent->current.angles, ang);
|
|
|
|
|
|
// FIXME: bmodel issues...
|
|
}
|
|
#endif
|