fteqw/engine/client/clq2_ents.c
Spoike e83cfe3bb0 Misc q2 fixes.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@6022 fc73d0e0-1445-4013-8a0c-d673dee63da5
2021-08-19 06:01:52 +00:00

2558 lines
73 KiB
C

#include "quakedef.h"
#include "particles.h"
#ifdef Q2CLIENT
#include "shader.h"
//q2pro's framerate scaling runs the entire server at a higher rate (including gamecode).
//this allows lower latency on player movements without breaking things too much
//animations are still assumed to run at 10fps, so those need some fixup too
//events are keyed to not renew twice within the same 10fps window, unless the entity was actually updated.
extern cvar_t r_drawviewmodel;
extern cvar_t cl_nopred;
typedef enum
{
Q2EV_NONE,
Q2EV_ITEM_RESPAWN,
Q2EV_FOOTSTEP,
Q2EV_FALLSHORT,
Q2EV_FALL,
Q2EV_FALLFAR,
Q2EV_PLAYER_TELEPORT,
Q2EV_OTHER_TELEPORT
} q2entity_event_t;
#define Q2PMF_NO_PREDICTION 64 // temporarily disables prediction (used for grappling hook)
float LerpAngle (float a2, float a1, float frac)
{
if (a1 - a2 > 180)
a1 -= 360;
if (a1 - a2 < -180)
a1 += 360;
return a2 + frac * (a1 - a2);
}
// entity_state_t->effects
// Effects are things handled on the client side (lights, particles, frame animations)
// that happen constantly on the given entity.
// An entity that has effects will be sent to the client
// even if it has a zero index model.
#define Q2EF_ROTATE 0x00000001 // rotate (bonus items)
#define Q2EF_GIB 0x00000002 // leave a trail
#define Q2EF_BLASTER 0x00000008 // redlight + trail
#define Q2EF_ROCKET 0x00000010 // redlight + trail
#define Q2EF_GRENADE 0x00000020
#define Q2EF_HYPERBLASTER 0x00000040
#define Q2EF_BFG 0x00000080
#define Q2EF_COLOR_SHELL 0x00000100
#define Q2EF_POWERSCREEN 0x00000200
#define Q2EF_ANIM01 0x00000400 // automatically cycle between frames 0 and 1 at 2 hz
#define Q2EF_ANIM23 0x00000800 // automatically cycle between frames 2 and 3 at 2 hz
#define Q2EF_ANIM_ALL 0x00001000 // automatically cycle through all frames at 2hz
#define Q2EF_ANIM_ALLFAST 0x00002000 // automatically cycle through all frames at 10hz
#define Q2EF_FLIES 0x00004000
#define Q2EF_QUAD 0x00008000
#define Q2EF_PENT 0x00010000
#define Q2EF_TELEPORTER 0x00020000 // particle fountain
#define Q2EF_FLAG1 0x00040000
#define Q2EF_FLAG2 0x00080000
// RAFAEL
#define Q2EF_IONRIPPER 0x00100000
#define Q2EF_GREENGIB 0x00200000
#define Q2EF_BLUEHYPERBLASTER 0x00400000
#define Q2EF_SPINNINGLIGHTS 0x00800000
#define Q2EF_PLASMA 0x01000000
#define Q2EF_TRAP 0x02000000
//ROGUE
#define Q2EF_TRACKER 0x04000000
#define Q2EF_DOUBLE 0x08000000
#define Q2EF_SPHERETRANS 0x10000000
#define Q2EF_TAGTRAIL 0x20000000
#define Q2EF_HALF_DAMAGE 0x40000000
#define Q2EF_TRACKERTRAIL 0x80000000
//ROGUE
#define Q2MAX_STATS 32
typedef struct q2centity_s
{
entity_state_t baseline; // delta from this if not from a previous frame
entity_state_t current;
entity_state_t prev; // will always be valid, but might just be a copy of current
int serverframe; // if not current, this ent isn't in the frame
trailstate_t *trailstate;
trailstate_t *emitstate;
// float trailcount; // for diminishing grenade trails
vec3_t lerp_origin; // for trails (variable hz)
float fly_stoptime;
} q2centity_t;
static void Q2S_StartSound(vec3_t origin, int entnum, int entchannel, sfx_t *sfx, float fvol, float attenuation, float delay)
{
S_StartSound(entnum, entchannel, sfx, origin, NULL, fvol, attenuation, -delay, 0, 0);
}
sfx_t *S_PrecacheSexedSound(int entnum, const char *soundname)
{
if (soundname[0] == '*')
{ //a 'sexed' sound
if (entnum > 0 && entnum <= MAX_CLIENTS)
{
char *model = InfoBuf_ValueForKey(&cl.players[entnum-1].userinfo, "skin");
char *skin;
skin = strchr(model, '/');
if (skin)
*skin = '\0';
if (*model)
{
sfx_t *sfx = S_PrecacheSound(va("players/%s/%s", model, soundname+1));
if (sfx && sfx->loadstate != SLS_FAILED) //warning: the sound might still be loading (and later fail).
return sfx;
}
}
return S_PrecacheSound(va("players/male/%s", soundname+1));
}
return S_PrecacheSound(soundname);
}
void CLQ2_EntityEvent(entity_state_t *es)
{
switch (es->u.q2.event)
{
case Q2EV_NONE:
case Q2EV_OTHER_TELEPORT: //inihibits interpolation. not an event in itself.
break;
case Q2EV_ITEM_RESPAWN:
pe->RunParticleEffectState(es->origin, NULL, 1, pt_q2[Q2PT_RESPAWN], NULL);
break;
case Q2EV_PLAYER_TELEPORT:
pe->RunParticleEffectState(es->origin, NULL, 1, pt_q2[Q2PT_PLAYER_TELEPORT], NULL);
break;
case Q2EV_FOOTSTEP:
pe->RunParticleEffectState(es->origin, NULL, 1, pt_q2[Q2PT_FOOTSTEP], NULL);
break;
case Q2EV_FALLSHORT:
Q2S_StartSound (NULL, es->number, CHAN_AUTO, S_PrecacheSound ("player/land1.wav"), 1, ATTN_NORM, 0);
break;
case Q2EV_FALL:
Q2S_StartSound (NULL, es->number, CHAN_AUTO, S_PrecacheSexedSound (es->number, "*fall2.wav"), 1, ATTN_NORM, 0);
break;
case Q2EV_FALLFAR:
Q2S_StartSound (NULL, es->number, CHAN_AUTO, S_PrecacheSexedSound (es->number, "*fall1.wav"), 1, ATTN_NORM, 0);
break;
default:
Con_Printf("event %u not supported\n", es->u.q2.event);
break;
}
};
void CLQ2_TeleporterParticles(entity_state_t *es){};
/*these are emissive effects (ie: emitted each frame), but they're also mutually exclusive, so sharing emitstate is fine*/
void CLQ2_Tracker_Shell(q2centity_t *ent, vec3_t org)
{
P_EmitEffect (org, NULL, 0, pt_q2[Q2PT_TRACKERSHELL], &(ent->emitstate));
};
void CLQ2_BfgParticles(q2centity_t *ent, vec3_t org)
{
P_EmitEffect (org, NULL, 0, pt_q2[Q2PT_BFGPARTICLES], &(ent->emitstate));
};
void CLQ2_FlyEffect(q2centity_t *ent, vec3_t org)
{
float starttime, n;
float cltime = cl.time;
int count;
if (cl.paused)
return;
//q2 ramps up to 162 within the first 20 secs, sits at 162 for the next 20, then ramps back down for the 20 after that.
//I have no idea how pvs issues are handled.
if (ent->fly_stoptime < cltime)
{
starttime = cltime;
ent->fly_stoptime = cltime + 60;
}
else
{
starttime = ent->fly_stoptime - 60;
}
n = cltime - starttime;
if (n < 20)
count = n * 162 / 20.0;
else
{
n = ent->fly_stoptime - cltime;
if (n < 20)
count = n * 162 / 20.0;
else
count = 162;
}
if (count < 0)
return;
//these are assumed to be spawned anew
pe->RunParticleEffectState(org, NULL, count, pt_q2[Q2PT_FLIES], &(ent->emitstate));
};
#define MAX_Q2EDICTS 1024
#define MAX_PARSE_ENTITIES 1024
static q2centity_t cl_entities[MAX_Q2EDICTS];
entity_state_t clq2_parse_entities[MAX_PARSE_ENTITIES];
void CL_SmokeAndFlash(vec3_t origin);
void CL_GetNumberedEntityInfo (int num, float *org, float *ang)
{
q2centity_t *ent;
if (num < 0 || num >= MAX_Q2EDICTS)
Host_EndGame ("CL_GetNumberedEntityInfo: bad ent");
ent = &cl_entities[num];
if (org)
VectorCopy (ent->current.origin, org);
if (ang)
VectorCopy (ent->current.angles, ang);
// FIXME: bmodel issues...
}
#ifdef Q2SERVER
void CLQ2_WriteDemoBaselines(sizebuf_t *buf)
{
int i;
q2entity_state_t nullstate = {0};
for (i = 0; i < MAX_Q2EDICTS; i++)
{
q2entity_state_t es;
entity_state_t *base = &cl_entities[i].baseline;
if (!base->modelindex)
continue;
//I brought these copies on myself...
es.number = i;
VectorCopy(base->origin, es.origin);
VectorCopy(base->angles, es.angles);
VectorCopy(base->u.q2.old_origin, es.old_origin);
es.modelindex = base->modelindex;
es.modelindex2 = base->modelindex2;
es.modelindex3 = base->u.q2.modelindex3;
es.modelindex4 = base->u.q2.modelindex4;
es.frame = base->frame;
es.skinnum = base->skinnum;
es.effects = base->effects;
es.renderfx = base->u.q2.renderfx;
es.solid = base->solidsize;
es.sound = base->u.q2.sound;
es.event = base->u.q2.event;
if (buf->cursize > buf->maxsize/2)
{
CL_WriteRecordQ2DemoMessage (buf);
SZ_Clear (buf);
}
MSG_WriteByte (buf, svcq2_spawnbaseline);
MSGQ2_WriteDeltaEntity(&nullstate, &es, buf, true, true);
}
}
#endif
void CLQ2_ClearState(void)
{
memset(cl_entities, 0, sizeof(cl_entities));
}
#include "q2m_flash.c"
void CLQ2_RunMuzzleFlash2 (int ent, int flash_number)
{
vec3_t origin;
dlight_t *dl;
vec3_t forward, right, up;
char soundname[64];
int ef;
if (flash_number < 0 || flash_number >= sizeof(monster_flash_offset)/sizeof(monster_flash_offset[0]))
return;
// locate the origin
AngleVectors (cl_entities[ent].current.angles, forward, right, up);
origin[0] = cl_entities[ent].current.origin[0] + forward[0] * monster_flash_offset[flash_number].offset[0] + right[0] * monster_flash_offset[flash_number].offset[1];
origin[1] = cl_entities[ent].current.origin[1] + forward[1] * monster_flash_offset[flash_number].offset[0] + right[1] * monster_flash_offset[flash_number].offset[1];
origin[2] = cl_entities[ent].current.origin[2] + forward[2] * monster_flash_offset[flash_number].offset[0] + right[2] * monster_flash_offset[flash_number].offset[1] + monster_flash_offset[flash_number].offset[2];
ef = P_FindParticleType(monster_flash_offset[flash_number].name);
if (ef != P_INVALID)
{
P_RunParticleEffectType(origin, NULL, 1, ef);
return;
}
//the rest of the function is legacy code.
dl = CL_AllocDlight (ent);
VectorCopy (origin, dl->origin);
dl->radius = 200 + (rand()&31);
// dl->minlight = 32;
dl->die = cl.time + 0.1;
switch (flash_number)
{
case Q2MZ2_INFANTRY_MACHINEGUN_1:
case Q2MZ2_INFANTRY_MACHINEGUN_2:
case Q2MZ2_INFANTRY_MACHINEGUN_3:
case Q2MZ2_INFANTRY_MACHINEGUN_4:
case Q2MZ2_INFANTRY_MACHINEGUN_5:
case Q2MZ2_INFANTRY_MACHINEGUN_6:
case Q2MZ2_INFANTRY_MACHINEGUN_7:
case Q2MZ2_INFANTRY_MACHINEGUN_8:
case Q2MZ2_INFANTRY_MACHINEGUN_9:
case Q2MZ2_INFANTRY_MACHINEGUN_10:
case Q2MZ2_INFANTRY_MACHINEGUN_11:
case Q2MZ2_INFANTRY_MACHINEGUN_12:
case Q2MZ2_INFANTRY_MACHINEGUN_13:
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
P_RunParticleEffect (origin, vec3_origin, 0, 40);
CL_SmokeAndFlash(origin);
Q2S_StartSound (NULL, ent, CHAN_WEAPON, S_PrecacheSound("infantry/infatck1.wav"), 1, ATTN_NORM, 0);
break;
case Q2MZ2_SOLDIER_MACHINEGUN_1:
case Q2MZ2_SOLDIER_MACHINEGUN_2:
case Q2MZ2_SOLDIER_MACHINEGUN_3:
case Q2MZ2_SOLDIER_MACHINEGUN_4:
case Q2MZ2_SOLDIER_MACHINEGUN_5:
case Q2MZ2_SOLDIER_MACHINEGUN_6:
case Q2MZ2_SOLDIER_MACHINEGUN_7:
case Q2MZ2_SOLDIER_MACHINEGUN_8:
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
P_RunParticleEffect (origin, vec3_origin, 0, 40);
CL_SmokeAndFlash(origin);
Q2S_StartSound (NULL, ent, CHAN_WEAPON, S_PrecacheSound("soldier/solatck3.wav"), 1, ATTN_NORM, 0);
break;
case Q2MZ2_GUNNER_MACHINEGUN_1:
case Q2MZ2_GUNNER_MACHINEGUN_2:
case Q2MZ2_GUNNER_MACHINEGUN_3:
case Q2MZ2_GUNNER_MACHINEGUN_4:
case Q2MZ2_GUNNER_MACHINEGUN_5:
case Q2MZ2_GUNNER_MACHINEGUN_6:
case Q2MZ2_GUNNER_MACHINEGUN_7:
case Q2MZ2_GUNNER_MACHINEGUN_8:
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
P_RunParticleEffect (origin, vec3_origin, 0, 40);
CL_SmokeAndFlash(origin);
Q2S_StartSound (NULL, ent, CHAN_WEAPON, S_PrecacheSound("gunner/gunatck2.wav"), 1, ATTN_NORM, 0);
break;
case Q2MZ2_ACTOR_MACHINEGUN_1:
case Q2MZ2_SUPERTANK_MACHINEGUN_1:
case Q2MZ2_SUPERTANK_MACHINEGUN_2:
case Q2MZ2_SUPERTANK_MACHINEGUN_3:
case Q2MZ2_SUPERTANK_MACHINEGUN_4:
case Q2MZ2_SUPERTANK_MACHINEGUN_5:
case Q2MZ2_SUPERTANK_MACHINEGUN_6:
case Q2MZ2_TURRET_MACHINEGUN: // PGM
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
P_RunParticleEffect (origin, vec3_origin, 0, 40);
CL_SmokeAndFlash(origin);
Q2S_StartSound (NULL, ent, CHAN_WEAPON, S_PrecacheSound("infantry/infatck1.wav"), 1, ATTN_NORM, 0);
break;
case Q2MZ2_BOSS2_MACHINEGUN_L1:
case Q2MZ2_BOSS2_MACHINEGUN_L2:
case Q2MZ2_BOSS2_MACHINEGUN_L3:
case Q2MZ2_BOSS2_MACHINEGUN_L4:
case Q2MZ2_BOSS2_MACHINEGUN_L5:
case Q2MZ2_CARRIER_MACHINEGUN_L1: // PMM
case Q2MZ2_CARRIER_MACHINEGUN_L2: // PMM
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
P_RunParticleEffect (origin, vec3_origin, 0, 40);
CL_SmokeAndFlash(origin);
Q2S_StartSound (NULL, ent, CHAN_WEAPON, S_PrecacheSound("infantry/infatck1.wav"), 1, ATTN_NONE, 0);
break;
case Q2MZ2_SOLDIER_BLASTER_1:
case Q2MZ2_SOLDIER_BLASTER_2:
case Q2MZ2_SOLDIER_BLASTER_3:
case Q2MZ2_SOLDIER_BLASTER_4:
case Q2MZ2_SOLDIER_BLASTER_5:
case Q2MZ2_SOLDIER_BLASTER_6:
case Q2MZ2_SOLDIER_BLASTER_7:
case Q2MZ2_SOLDIER_BLASTER_8:
case Q2MZ2_TURRET_BLASTER: // PGM
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
Q2S_StartSound (NULL, ent, CHAN_WEAPON, S_PrecacheSound("soldier/solatck2.wav"), 1, ATTN_NORM, 0);
break;
case Q2MZ2_FLYER_BLASTER_1:
case Q2MZ2_FLYER_BLASTER_2:
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
Q2S_StartSound (NULL, ent, CHAN_WEAPON, S_PrecacheSound("flyer/flyatck3.wav"), 1, ATTN_NORM, 0);
break;
case Q2MZ2_MEDIC_BLASTER_1:
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
Q2S_StartSound (NULL, ent, CHAN_WEAPON, S_PrecacheSound("medic/medatck1.wav"), 1, ATTN_NORM, 0);
break;
case Q2MZ2_HOVER_BLASTER_1:
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
Q2S_StartSound (NULL, ent, CHAN_WEAPON, S_PrecacheSound("hover/hovatck1.wav"), 1, ATTN_NORM, 0);
break;
case Q2MZ2_FLOAT_BLASTER_1:
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
Q2S_StartSound (NULL, ent, CHAN_WEAPON, S_PrecacheSound("floater/fltatck1.wav"), 1, ATTN_NORM, 0);
break;
case Q2MZ2_SOLDIER_SHOTGUN_1:
case Q2MZ2_SOLDIER_SHOTGUN_2:
case Q2MZ2_SOLDIER_SHOTGUN_3:
case Q2MZ2_SOLDIER_SHOTGUN_4:
case Q2MZ2_SOLDIER_SHOTGUN_5:
case Q2MZ2_SOLDIER_SHOTGUN_6:
case Q2MZ2_SOLDIER_SHOTGUN_7:
case Q2MZ2_SOLDIER_SHOTGUN_8:
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
CL_SmokeAndFlash(origin);
Q2S_StartSound (NULL, ent, CHAN_WEAPON, S_PrecacheSound("soldier/solatck1.wav"), 1, ATTN_NORM, 0);
break;
case Q2MZ2_TANK_BLASTER_1:
case Q2MZ2_TANK_BLASTER_2:
case Q2MZ2_TANK_BLASTER_3:
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
Q2S_StartSound (NULL, ent, CHAN_WEAPON, S_PrecacheSound("tank/tnkatck3.wav"), 1, ATTN_NORM, 0);
break;
case Q2MZ2_TANK_MACHINEGUN_1:
case Q2MZ2_TANK_MACHINEGUN_2:
case Q2MZ2_TANK_MACHINEGUN_3:
case Q2MZ2_TANK_MACHINEGUN_4:
case Q2MZ2_TANK_MACHINEGUN_5:
case Q2MZ2_TANK_MACHINEGUN_6:
case Q2MZ2_TANK_MACHINEGUN_7:
case Q2MZ2_TANK_MACHINEGUN_8:
case Q2MZ2_TANK_MACHINEGUN_9:
case Q2MZ2_TANK_MACHINEGUN_10:
case Q2MZ2_TANK_MACHINEGUN_11:
case Q2MZ2_TANK_MACHINEGUN_12:
case Q2MZ2_TANK_MACHINEGUN_13:
case Q2MZ2_TANK_MACHINEGUN_14:
case Q2MZ2_TANK_MACHINEGUN_15:
case Q2MZ2_TANK_MACHINEGUN_16:
case Q2MZ2_TANK_MACHINEGUN_17:
case Q2MZ2_TANK_MACHINEGUN_18:
case Q2MZ2_TANK_MACHINEGUN_19:
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
P_RunParticleEffect (origin, vec3_origin, 0, 40);
CL_SmokeAndFlash(origin);
snprintf(soundname, sizeof(soundname), "tank/tnkatk2%c.wav", 'a' + rand() % 5);
Q2S_StartSound (NULL, ent, CHAN_WEAPON, S_PrecacheSound(soundname), 1, ATTN_NORM, 0);
break;
case Q2MZ2_CHICK_ROCKET_1:
case Q2MZ2_TURRET_ROCKET: // PGM
dl->color[0] = 1;dl->color[1] = 0.5;dl->color[2] = 0.2;
Q2S_StartSound (NULL, ent, CHAN_WEAPON, S_PrecacheSound("chick/chkatck2.wav"), 1, ATTN_NORM, 0);
break;
case Q2MZ2_TANK_ROCKET_1:
case Q2MZ2_TANK_ROCKET_2:
case Q2MZ2_TANK_ROCKET_3:
dl->color[0] = 1;dl->color[1] = 0.5;dl->color[2] = 0.2;
Q2S_StartSound (NULL, ent, CHAN_WEAPON, S_PrecacheSound("tank/tnkatck1.wav"), 1, ATTN_NORM, 0);
break;
case Q2MZ2_SUPERTANK_ROCKET_1:
case Q2MZ2_SUPERTANK_ROCKET_2:
case Q2MZ2_SUPERTANK_ROCKET_3:
case Q2MZ2_BOSS2_ROCKET_1:
case Q2MZ2_BOSS2_ROCKET_2:
case Q2MZ2_BOSS2_ROCKET_3:
case Q2MZ2_BOSS2_ROCKET_4:
case Q2MZ2_CARRIER_ROCKET_1:
// case Q2MZ2_CARRIER_ROCKET_2:
// case Q2MZ2_CARRIER_ROCKET_3:
// case Q2MZ2_CARRIER_ROCKET_4:
dl->color[0] = 1;dl->color[1] = 0.5;dl->color[2] = 0.2;
Q2S_StartSound (NULL, ent, CHAN_WEAPON, S_PrecacheSound("tank/rocket.wav"), 1, ATTN_NORM, 0);
break;
case Q2MZ2_GUNNER_GRENADE_1:
case Q2MZ2_GUNNER_GRENADE_2:
case Q2MZ2_GUNNER_GRENADE_3:
case Q2MZ2_GUNNER_GRENADE_4:
dl->color[0] = 1;dl->color[1] = 0.5;dl->color[2] = 0;
Q2S_StartSound (NULL, ent, CHAN_WEAPON, S_PrecacheSound("gunner/gunatck3.wav"), 1, ATTN_NORM, 0);
break;
case Q2MZ2_GLADIATOR_RAILGUN_1:
// PMM
case Q2MZ2_CARRIER_RAILGUN:
case Q2MZ2_WIDOW_RAIL:
// pmm
dl->color[0] = 0.5;dl->color[1] = 0.5;dl->color[2] = 1.0;
break;
// --- Xian's shit starts ---
case Q2MZ2_MAKRON_BFG:
dl->color[0] = 0.5;dl->color[1] = 1 ;dl->color[2] = 0.5;
//Q2S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("makron/bfg_fire.wav"), 1, ATTN_NORM, 0);
break;
case Q2MZ2_MAKRON_BLASTER_1:
case Q2MZ2_MAKRON_BLASTER_2:
case Q2MZ2_MAKRON_BLASTER_3:
case Q2MZ2_MAKRON_BLASTER_4:
case Q2MZ2_MAKRON_BLASTER_5:
case Q2MZ2_MAKRON_BLASTER_6:
case Q2MZ2_MAKRON_BLASTER_7:
case Q2MZ2_MAKRON_BLASTER_8:
case Q2MZ2_MAKRON_BLASTER_9:
case Q2MZ2_MAKRON_BLASTER_10:
case Q2MZ2_MAKRON_BLASTER_11:
case Q2MZ2_MAKRON_BLASTER_12:
case Q2MZ2_MAKRON_BLASTER_13:
case Q2MZ2_MAKRON_BLASTER_14:
case Q2MZ2_MAKRON_BLASTER_15:
case Q2MZ2_MAKRON_BLASTER_16:
case Q2MZ2_MAKRON_BLASTER_17:
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
Q2S_StartSound (NULL, ent, CHAN_WEAPON, S_PrecacheSound("makron/blaster.wav"), 1, ATTN_NORM, 0);
break;
case Q2MZ2_JORG_MACHINEGUN_L1:
case Q2MZ2_JORG_MACHINEGUN_L2:
case Q2MZ2_JORG_MACHINEGUN_L3:
case Q2MZ2_JORG_MACHINEGUN_L4:
case Q2MZ2_JORG_MACHINEGUN_L5:
case Q2MZ2_JORG_MACHINEGUN_L6:
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
P_RunParticleEffect (origin, vec3_origin, 0, 40);
CL_SmokeAndFlash(origin);
Q2S_StartSound (NULL, ent, CHAN_WEAPON, S_PrecacheSound("boss3/xfire.wav"), 1, ATTN_NORM, 0);
break;
case Q2MZ2_JORG_MACHINEGUN_R1:
case Q2MZ2_JORG_MACHINEGUN_R2:
case Q2MZ2_JORG_MACHINEGUN_R3:
case Q2MZ2_JORG_MACHINEGUN_R4:
case Q2MZ2_JORG_MACHINEGUN_R5:
case Q2MZ2_JORG_MACHINEGUN_R6:
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
P_RunParticleEffect (origin, vec3_origin, 0, 40);
CL_SmokeAndFlash(origin);
break;
case Q2MZ2_JORG_BFG_1:
dl->color[0] = 0.5;dl->color[1] = 1 ;dl->color[2] = 0.5;
break;
case Q2MZ2_BOSS2_MACHINEGUN_R1:
case Q2MZ2_BOSS2_MACHINEGUN_R2:
case Q2MZ2_BOSS2_MACHINEGUN_R3:
case Q2MZ2_BOSS2_MACHINEGUN_R4:
case Q2MZ2_BOSS2_MACHINEGUN_R5:
case Q2MZ2_CARRIER_MACHINEGUN_R1: // PMM
case Q2MZ2_CARRIER_MACHINEGUN_R2: // PMM
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
P_RunParticleEffect (origin, vec3_origin, 0, 40);
CL_SmokeAndFlash(origin);
break;
// ======
// ROGUE
case Q2MZ2_STALKER_BLASTER:
case Q2MZ2_DAEDALUS_BLASTER:
case Q2MZ2_MEDIC_BLASTER_2:
case Q2MZ2_WIDOW_BLASTER:
case Q2MZ2_WIDOW_BLASTER_SWEEP1:
case Q2MZ2_WIDOW_BLASTER_SWEEP2:
case Q2MZ2_WIDOW_BLASTER_SWEEP3:
case Q2MZ2_WIDOW_BLASTER_SWEEP4:
case Q2MZ2_WIDOW_BLASTER_SWEEP5:
case Q2MZ2_WIDOW_BLASTER_SWEEP6:
case Q2MZ2_WIDOW_BLASTER_SWEEP7:
case Q2MZ2_WIDOW_BLASTER_SWEEP8:
case Q2MZ2_WIDOW_BLASTER_SWEEP9:
case Q2MZ2_WIDOW_BLASTER_100:
case Q2MZ2_WIDOW_BLASTER_90:
case Q2MZ2_WIDOW_BLASTER_80:
case Q2MZ2_WIDOW_BLASTER_70:
case Q2MZ2_WIDOW_BLASTER_60:
case Q2MZ2_WIDOW_BLASTER_50:
case Q2MZ2_WIDOW_BLASTER_40:
case Q2MZ2_WIDOW_BLASTER_30:
case Q2MZ2_WIDOW_BLASTER_20:
case Q2MZ2_WIDOW_BLASTER_10:
case Q2MZ2_WIDOW_BLASTER_0:
case Q2MZ2_WIDOW_BLASTER_10L:
case Q2MZ2_WIDOW_BLASTER_20L:
case Q2MZ2_WIDOW_BLASTER_30L:
case Q2MZ2_WIDOW_BLASTER_40L:
case Q2MZ2_WIDOW_BLASTER_50L:
case Q2MZ2_WIDOW_BLASTER_60L:
case Q2MZ2_WIDOW_BLASTER_70L:
case Q2MZ2_WIDOW_RUN_1:
case Q2MZ2_WIDOW_RUN_2:
case Q2MZ2_WIDOW_RUN_3:
case Q2MZ2_WIDOW_RUN_4:
case Q2MZ2_WIDOW_RUN_5:
case Q2MZ2_WIDOW_RUN_6:
case Q2MZ2_WIDOW_RUN_7:
case Q2MZ2_WIDOW_RUN_8:
dl->color[0] = 0;dl->color[1] = 1;dl->color[2] = 0;
Q2S_StartSound (NULL, ent, CHAN_WEAPON, S_PrecacheSound("tank/tnkatck3.wav"), 1, ATTN_NORM, 0);
break;
case Q2MZ2_WIDOW_DISRUPTOR:
dl->color[0] = -1;dl->color[1] = -1;dl->color[2] = -1;
Q2S_StartSound (NULL, ent, CHAN_WEAPON, S_PrecacheSound("weapons/disint2.wav"), 1, ATTN_NORM, 0);
break;
case Q2MZ2_WIDOW_PLASMABEAM:
case Q2MZ2_WIDOW2_BEAMER_1:
case Q2MZ2_WIDOW2_BEAMER_2:
case Q2MZ2_WIDOW2_BEAMER_3:
case Q2MZ2_WIDOW2_BEAMER_4:
case Q2MZ2_WIDOW2_BEAMER_5:
case Q2MZ2_WIDOW2_BEAM_SWEEP_1:
case Q2MZ2_WIDOW2_BEAM_SWEEP_2:
case Q2MZ2_WIDOW2_BEAM_SWEEP_3:
case Q2MZ2_WIDOW2_BEAM_SWEEP_4:
case Q2MZ2_WIDOW2_BEAM_SWEEP_5:
case Q2MZ2_WIDOW2_BEAM_SWEEP_6:
case Q2MZ2_WIDOW2_BEAM_SWEEP_7:
case Q2MZ2_WIDOW2_BEAM_SWEEP_8:
case Q2MZ2_WIDOW2_BEAM_SWEEP_9:
case Q2MZ2_WIDOW2_BEAM_SWEEP_10:
case Q2MZ2_WIDOW2_BEAM_SWEEP_11:
dl->radius = 300 + (rand()&100);
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
dl->die = cl.time + 200;
break;
// ROGUE
// ======
// --- Xian's shit ends ---
//hmm... he must take AGES on the loo.... :p
}
}
void CLQ2_ParseMuzzleFlash (void)
{
vec3_t fv, rv, dummy;
dlight_t *dl;
int i, weapon;
vec3_t org, ang;
int silenced;
float volume;
char soundname[64];
i = (unsigned short)(short)MSG_ReadShort ();
if (i < 1 || i >= Q2MAX_EDICTS)
Host_Error ("CL_ParseMuzzleFlash: bad entity");
weapon = MSG_ReadByte ();
silenced = weapon & Q2MZ_SILENCED;
weapon &= ~Q2MZ_SILENCED;
CL_GetNumberedEntityInfo(i, org, ang);
dl = CL_AllocDlight (i);
VectorCopy (org, dl->origin);
AngleVectors (ang, fv, rv, dummy);
VectorMA (dl->origin, 18, fv, dl->origin);
VectorMA (dl->origin, 16, rv, dl->origin);
if (silenced)
dl->radius = 100 + (rand()&31);
else
dl->radius = 200 + (rand()&31);
dl->minlight = 32;
dl->die = cl.time+0.05; //+ 0.1;
dl->decay = 1;
dl->channelfade[0] = 2;
dl->channelfade[1] = 2;
dl->channelfade[2] = 2;
if (silenced)
volume = 0.2;
else
volume = 1;
switch (weapon)
{
case Q2MZ_BLASTER:
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
Q2S_StartSound (NULL, i, CHAN_WEAPON, S_PrecacheSound("weapons/blastf1a.wav"), volume, ATTN_NORM, 0);
break;
case Q2MZ_BLUEHYPERBLASTER:
dl->color[0] = 0;dl->color[1] = 0;dl->color[2] = 1;
Q2S_StartSound (NULL, i, CHAN_WEAPON, S_PrecacheSound("weapons/hyprbf1a.wav"), volume, ATTN_NORM, 0);
break;
case Q2MZ_HYPERBLASTER:
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
Q2S_StartSound (NULL, i, CHAN_WEAPON, S_PrecacheSound("weapons/hyprbf1a.wav"), volume, ATTN_NORM, 0);
break;
case Q2MZ_MACHINEGUN:
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
Q_snprintfz(soundname, sizeof(soundname), "weapons/machgf%ib.wav", (rand() % 5) + 1);
Q2S_StartSound (NULL, i, CHAN_WEAPON, S_PrecacheSound(soundname), volume, ATTN_NORM, 0);
break;
case Q2MZ_SHOTGUN:
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
Q2S_StartSound (NULL, i, CHAN_WEAPON, S_PrecacheSound("weapons/shotgf1b.wav"), volume, ATTN_NORM, 0);
Q2S_StartSound (NULL, i, CHAN_AUTO, S_PrecacheSound("weapons/shotgr1b.wav"), volume, ATTN_NORM, 0.1);
break;
case Q2MZ_SSHOTGUN:
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
Q2S_StartSound (NULL, i, CHAN_WEAPON, S_PrecacheSound("weapons/sshotf1b.wav"), volume, ATTN_NORM, 0);
break;
case Q2MZ_CHAINGUN1:
dl->radius = 200 + (rand()&31);
dl->color[0] = 1;dl->color[1] = 0.25;dl->color[2] = 0;
Q_snprintfz(soundname, sizeof(soundname), "weapons/machgf%ib.wav", (rand() % 5) + 1);
Q2S_StartSound (NULL, i, CHAN_WEAPON, S_PrecacheSound(soundname), volume, ATTN_NORM, 0);
break;
case Q2MZ_CHAINGUN2:
dl->radius = 225 + (rand()&31);
dl->color[0] = 1;dl->color[1] = 0.5;dl->color[2] = 0;
dl->die = cl.time + 0.1; // long delay
Q_snprintfz(soundname, sizeof(soundname), "weapons/machgf%ib.wav", (rand() % 5) + 1);
Q2S_StartSound (NULL, i, CHAN_WEAPON, S_PrecacheSound(soundname), volume, ATTN_NORM, 0);
Q_snprintfz(soundname, sizeof(soundname), "weapons/machgf%ib.wav", (rand() % 5) + 1);
Q2S_StartSound (NULL, i, CHAN_AUTO, S_PrecacheSound(soundname), volume, ATTN_NORM, 0.05);
break;
case Q2MZ_CHAINGUN3:
dl->radius = 250 + (rand()&31);
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
dl->die = cl.time + 0.1; // long delay
Q_snprintfz(soundname, sizeof(soundname), "weapons/machgf%ib.wav", (rand() % 5) + 1);
Q2S_StartSound (NULL, i, CHAN_WEAPON, S_PrecacheSound(soundname), volume, ATTN_NORM, 0);
Q_snprintfz(soundname, sizeof(soundname), "weapons/machgf%ib.wav", (rand() % 5) + 1);
Q2S_StartSound (NULL, i, CHAN_AUTO, S_PrecacheSound(soundname), volume, ATTN_NORM, 0.033);
Q_snprintfz(soundname, sizeof(soundname), "weapons/machgf%ib.wav", (rand() % 5) + 1);
Q2S_StartSound (NULL, i, CHAN_AUTO, S_PrecacheSound(soundname), volume, ATTN_NORM, 0.066);
break;
case Q2MZ_RAILGUN:
dl->color[0] = 0.5;dl->color[1] = 0.5;dl->color[2] = 1;
Q2S_StartSound (NULL, i, CHAN_WEAPON, S_PrecacheSound("weapons/railgf1a.wav"), volume, ATTN_NORM, 0);
break;
case Q2MZ_ROCKET:
dl->color[0] = 1;dl->color[1] = 0.5;dl->color[2] = 0.2;
Q2S_StartSound (NULL, i, CHAN_WEAPON, S_PrecacheSound("weapons/rocklf1a.wav"), volume, ATTN_NORM, 0);
Q2S_StartSound (NULL, i, CHAN_AUTO, S_PrecacheSound("weapons/rocklr1b.wav"), volume, ATTN_NORM, 0.1);
break;
case Q2MZ_GRENADE:
dl->color[0] = 1;dl->color[1] = 0.5;dl->color[2] = 0;
Q2S_StartSound (NULL, i, CHAN_WEAPON, S_PrecacheSound("weapons/grenlf1a.wav"), volume, ATTN_NORM, 0);
Q2S_StartSound (NULL, i, CHAN_AUTO, S_PrecacheSound("weapons/grenlr1b.wav"), volume, ATTN_NORM, 0.1);
break;
case Q2MZ_BFG:
dl->color[0] = 0;dl->color[1] = 1;dl->color[2] = 0;
Q2S_StartSound (NULL, i, CHAN_WEAPON, S_PrecacheSound("weapons/bfg__f1y.wav"), volume, ATTN_NORM, 0);
break;
case Q2MZ_LOGIN:
dl->color[0] = 0;dl->color[1] = 1; dl->color[2] = 0;
dl->die = cl.time + 1.0;
Q2S_StartSound (NULL, i, CHAN_WEAPON, S_PrecacheSound("weapons/grenlf1a.wav"), 1, ATTN_NORM, 0);
// CL_LogoutEffect (pl->current.origin, weapon);
break;
case Q2MZ_LOGOUT:
dl->color[0] = 1;dl->color[1] = 0; dl->color[2] = 0;
dl->die = cl.time + 1.0;
Q2S_StartSound (NULL, i, CHAN_WEAPON, S_PrecacheSound("weapons/grenlf1a.wav"), 1, ATTN_NORM, 0);
// CL_LogoutEffect (pl->current.origin, weapon);
break;
case Q2MZ_RESPAWN:
dl->color[0] = 1;dl->color[1] = 1; dl->color[2] = 0;
dl->die = cl.time + 1.0;
Q2S_StartSound (NULL, i, CHAN_WEAPON, S_PrecacheSound("weapons/grenlf1a.wav"), 1, ATTN_NORM, 0);
// CL_LogoutEffect (pl->current.origin, weapon);
break;
// RAFAEL
case Q2MZ_PHALANX:
dl->color[0] = 1;dl->color[1] = 0.5; dl->color[2] = 0.5;
Q2S_StartSound (NULL, i, CHAN_WEAPON, S_PrecacheSound("weapons/plasshot.wav"), volume, ATTN_NORM, 0);
break;
// RAFAEL
case Q2MZ_IONRIPPER:
dl->color[0] = 1;dl->color[1] = 0.5; dl->color[2] = 0.5;
Q2S_StartSound (NULL, i, CHAN_WEAPON, S_PrecacheSound("weapons/rippfire.wav"), volume, ATTN_NORM, 0);
break;
// ======================
// PGM
case Q2MZ_ETF_RIFLE:
dl->color[0] = 0.9;dl->color[1] = 0.7;dl->color[2] = 0;
Q2S_StartSound (NULL, i, CHAN_WEAPON, S_PrecacheSound("weapons/nail1.wav"), volume, ATTN_NORM, 0);
break;
case Q2MZ_SHOTGUN2:
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
Q2S_StartSound (NULL, i, CHAN_WEAPON, S_PrecacheSound("weapons/shotg2.wav"), volume, ATTN_NORM, 0);
break;
case Q2MZ_HEATBEAM:
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
dl->die = cl.time + 100;
// Q2S_StartSound (NULL, i, CHAN_WEAPON, S_PrecacheSound("weapons/bfg__l1a.wav"), volume, ATTN_NORM, 0);
break;
case Q2MZ_BLASTER2:
dl->color[0] = 0;dl->color[1] = 1;dl->color[2] = 0;
// FIXME - different sound for blaster2 ??
Q2S_StartSound (NULL, i, CHAN_WEAPON, S_PrecacheSound("weapons/blastf1a.wav"), volume, ATTN_NORM, 0);
break;
case Q2MZ_TRACKER:
// negative flashes handled the same in gl/soft until CL_AddDLights
dl->color[0] = -1;dl->color[1] = -1;dl->color[2] = -1;
Q2S_StartSound (NULL, i, CHAN_WEAPON, S_PrecacheSound("weapons/disint2.wav"), volume, ATTN_NORM, 0);
break;
case Q2MZ_NUKE1:
dl->color[0] = 1;dl->color[1] = 0;dl->color[2] = 0;
dl->die = cl.time + 100;
break;
case Q2MZ_NUKE2:
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
dl->die = cl.time + 100;
break;
case Q2MZ_NUKE4:
dl->color[0] = 0;dl->color[1] = 0;dl->color[2] = 1;
dl->die = cl.time + 100;
break;
case Q2MZ_NUKE8:
dl->color[0] = 0;dl->color[1] = 1;dl->color[2] = 1;
dl->die = cl.time + 100;
break;
// PGM
// ======================
}
}
void CLQ2_ParseMuzzleFlash2 (void)
{
int ent;
int flash_number;
ent = (unsigned short)(short)MSG_ReadShort ();
if (ent < 1 || ent >= Q2MAX_EDICTS)
Host_EndGame ("CL_ParseMuzzleFlash2: bad entity");
flash_number = MSG_ReadByte ();
CLQ2_RunMuzzleFlash2(ent, flash_number);
}
void CLQ2_ParseInventory (int seat)
{
unsigned int i;
for (i=0 ; i<Q2MAX_ITEMS ; i++)
cl.inventory[seat][i] = MSG_ReadShort ();
}
/*
=========================================================================
FRAME PARSING
=========================================================================
*/
/*
=================
CL_ParseEntityBits
Returns the entity number and the header bits
=================
*/
//static int bitcounts[32]; /// just for protocol profiling
static int CLQ2_ParseEntityBits (unsigned int *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 = (unsigned short)MSG_ReadShort ();
else
number = MSG_ReadByte ();
*bits = total;
return number;
}
/*
==================
CL_ParseDelta
Can go from either a baseline or a previous packet_entity
==================
*/
static 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->u.q2.old_origin);
to->number = number;
if (bits & Q2U_MODEL)
{
if (bits & Q2UX_INDEX16)
to->modelindex = MSG_ReadShort();
else
to->modelindex = MSG_ReadByte ();
}
if (bits & Q2U_MODEL2)
{
if (bits & Q2UX_INDEX16)
to->modelindex2 = MSG_ReadShort();
else
to->modelindex2 = MSG_ReadByte ();
}
if (bits & Q2U_MODEL3)
{
if (bits & Q2UX_INDEX16)
to->u.q2.modelindex3 = MSG_ReadShort();
else
to->u.q2.modelindex3 = MSG_ReadByte ();
}
if (bits & Q2U_MODEL4)
{
if (bits & Q2UX_INDEX16)
to->u.q2.modelindex4 = MSG_ReadShort();
else
to->u.q2.modelindex4 = MSG_ReadByte ();
}
if (bits & Q2U_FRAME8)
to->frame = MSG_ReadByte ();
if (bits & Q2U_FRAME16)
to->frame = MSG_ReadShort ();
if ((bits & Q2U_SKIN8) && (bits & Q2U_SKIN16)) //used for laser colors
to->skinnum = MSG_ReadLong();
else if (bits & Q2U_SKIN8)
to->skinnum = MSG_ReadByte();
else if (bits & Q2U_SKIN16)
to->skinnum = MSG_ReadShort();
if ( (bits & (Q2U_EFFECTS8|Q2U_EFFECTS16)) == (Q2U_EFFECTS8|Q2U_EFFECTS16) )
to->effects = MSG_ReadLong();
else if (bits & Q2U_EFFECTS8)
to->effects = MSG_ReadByte();
else if (bits & Q2U_EFFECTS16)
to->effects = MSG_ReadShort();
if ( (bits & (Q2U_RENDERFX8|Q2U_RENDERFX16)) == (Q2U_RENDERFX8|Q2U_RENDERFX16) )
to->u.q2.renderfx = MSG_ReadLong() & 0x0007ffff; //only the standard ones actually supported by vanilla q2.
else if (bits & Q2U_RENDERFX8)
to->u.q2.renderfx = MSG_ReadByte();
else if (bits & Q2U_RENDERFX16)
to->u.q2.renderfx = MSG_ReadShort();
if (bits & Q2U_ORIGIN1)
to->origin[0] = MSG_ReadCoord ();
if (bits & Q2U_ORIGIN2)
to->origin[1] = MSG_ReadCoord ();
if (bits & Q2U_ORIGIN3)
to->origin[2] = MSG_ReadCoord ();
if ((bits & Q2UX_ANGLE16) && (net_message.prim.flags & NPQ2_ANG16))
{
if (bits & Q2U_ANGLE1)
to->angles[0] = MSG_ReadAngle16();
if (bits & Q2U_ANGLE2)
to->angles[1] = MSG_ReadAngle16();
if (bits & Q2U_ANGLE3)
to->angles[2] = MSG_ReadAngle16();
}
else
{
if (bits & Q2U_ANGLE1)
to->angles[0] = MSG_ReadAngle();
if (bits & Q2U_ANGLE2)
to->angles[1] = MSG_ReadAngle();
if (bits & Q2U_ANGLE3)
to->angles[2] = MSG_ReadAngle();
}
if (bits & Q2U_OLDORIGIN)
MSG_ReadPos (to->u.q2.old_origin);
if (bits & Q2U_SOUND)
{
if (bits & Q2UX_INDEX16)
to->u.q2.sound = MSG_ReadShort();
else
to->u.q2.sound = MSG_ReadByte ();
}
if (bits & Q2U_EVENT)
to->u.q2.event = MSG_ReadByte ();
else
to->u.q2.event = 0;
if (bits & Q2U_SOLID)
{
if (net_message.prim.flags & NPQ2_SOLID32)
to->solidsize = MSG_ReadLong();
else
to->solidsize = MSG_ReadSize16 (&net_message);
}
}
void CLQ2_ClearParticleState(void)
{
int i;
for (i = 0; i < MAX_Q2EDICTS; i++)
{
P_DelinkTrailstate(&cl_entities[i].trailstate);
}
}
/*
==================
CL_DeltaEntity
Parses deltas from the given base and adds the resulting entity
to the current frame
==================
*/
static void CLQ2_DeltaEntity (q2frame_t *frame, int newnum, entity_state_t *old, int bits)
{
q2centity_t *ent;
entity_state_t *state;
ent = &cl_entities[newnum];
state = &clq2_parse_entities[cl.parse_entities & (MAX_PARSE_ENTITIES-1)];
cl.parse_entities++;
frame->num_entities++;
CLQ2_ParseDelta (old, state, newnum, bits);
// some data changes will force no lerping
if (state->modelindex != ent->current.modelindex
|| state->modelindex2 != ent->current.modelindex2
|| state->u.q2.modelindex3 != ent->current.u.q2.modelindex3
|| state->u.q2.modelindex4 != ent->current.u.q2.modelindex4
|| fabs(state->origin[0] - ent->current.origin[0]) > 512
|| fabs(state->origin[1] - ent->current.origin[1]) > 512
|| fabs(state->origin[2] - ent->current.origin[2]) > 512
|| state->u.q2.event == Q2EV_PLAYER_TELEPORT
|| state->u.q2.event == Q2EV_OTHER_TELEPORT
)
{
ent->serverframe = -99;
}
if (ent->serverframe != cl.q2frame.serverframe - 1)
{ // wasn't in last update, so initialize some things
// clear trailstate
P_DelinkTrailstate(&ent->trailstate);
// duplicate the current state so lerping doesn't hurt anything
ent->prev = *state;
if (state->u.q2.event == Q2EV_OTHER_TELEPORT)
{
VectorCopy (state->origin, ent->prev.origin);
VectorCopy (state->origin, ent->lerp_origin);
}
else
{
VectorCopy (state->u.q2.old_origin, ent->prev.origin);
VectorCopy (state->u.q2.old_origin, ent->lerp_origin);
}
}
else
{ // shuffle the last state to previous
ent->prev = ent->current;
}
ent->serverframe = cl.q2frame.serverframe;
ent->current = *state;
}
/*
==================
CL_ParsePacketEntities
An svc_packetentities has just been parsed, deal with the
rest of the data stream.
==================
*/
static void CLQ2_ParsePacketEntities (q2frame_t *oldframe, q2frame_t *newframe)
{
unsigned int newnum;
unsigned int bits;
entity_state_t *oldstate=NULL;
unsigned int oldindex, oldnum;
cl.validsequence = cls.netchan.incoming_sequence;
cl.ackedmovesequence = cl.validsequence;
cl.outframes[cl.ackedmovesequence&UPDATE_MASK].latency = realtime - cl.outframes[cl.ackedmovesequence&UPDATE_MASK].senttime;
newframe->parse_entities = cl.parse_entities;
newframe->num_entities = 0;
// delta from the entities present in oldframe
oldindex = 0;
if (!oldframe)
oldnum = 99999;
else
{
if (oldindex >= oldframe->num_entities)
oldnum = 99999;
else
{
oldstate = &clq2_parse_entities[(oldframe->parse_entities+oldindex) & (MAX_PARSE_ENTITIES-1)];
oldnum = oldstate->number;
}
}
while (1)
{
newnum = CLQ2_ParseEntityBits (&bits);
if (newnum >= MAX_Q2EDICTS)
Host_EndGame ("CL_ParsePacketEntities: bad number:%i", newnum);
if (msg_readcount > net_message.cursize)
Host_EndGame ("CL_ParsePacketEntities: end of message");
if (!newnum)
break;
while (oldnum < newnum)
{ // one or more entities from the old packet are unchanged
if (cl_shownet.ival == 3)
Con_Printf (" unchanged: %i\n", oldnum);
CLQ2_DeltaEntity (newframe, oldnum, oldstate, 0);
oldindex++;
if (!oldframe || oldindex >= oldframe->num_entities)
oldnum = 99999;
else
{
oldstate = &clq2_parse_entities[(oldframe->parse_entities+oldindex) & (MAX_PARSE_ENTITIES-1)];
oldnum = oldstate->number;
}
}
if (bits & Q2U_REMOVE)
{ // the entity present in oldframe is not in the current frame
if (cl_shownet.ival == 3)
Con_Printf (" remove: %i\n", newnum);
if (oldnum != newnum)
Con_Printf ("U_REMOVE: oldnum != newnum\n");
oldindex++;
if (!oldframe || oldindex >= oldframe->num_entities)
oldnum = 99999;
else
{
oldstate = &clq2_parse_entities[(oldframe->parse_entities+oldindex) & (MAX_PARSE_ENTITIES-1)];
oldnum = oldstate->number;
}
continue;
}
if (oldnum == newnum)
{ // delta from previous state
if (cl_shownet.ival == 3)
Con_Printf (" delta: %i\n", newnum);
CLQ2_DeltaEntity (newframe, newnum, oldstate, bits);
oldindex++;
if (oldindex >= oldframe->num_entities)
oldnum = 99999;
else
{
oldstate = &clq2_parse_entities[(oldframe->parse_entities+oldindex) & (MAX_PARSE_ENTITIES-1)];
oldnum = oldstate->number;
}
continue;
}
if (oldnum > newnum)
{ // delta from baseline
if (cl_shownet.ival == 3)
Con_Printf (" baseline: %i\n", newnum);
CLQ2_DeltaEntity (newframe, newnum, &cl_entities[newnum].baseline, bits);
continue;
}
}
// any remaining entities in the old frame are copied over
while (oldnum != 99999)
{ // one or more entities from the old packet are unchanged
if (cl_shownet.ival == 3)
Con_Printf (" unchanged: %i\n", oldnum);
CLQ2_DeltaEntity (newframe, oldnum, oldstate, 0);
oldindex++;
if (oldindex >= oldframe->num_entities)
oldnum = 99999;
else
{
oldstate = &clq2_parse_entities[(oldframe->parse_entities+oldindex) & (MAX_PARSE_ENTITIES-1)];
oldnum = oldstate->number;
}
}
}
void CLQ2_ParseBaseline (void)
{
entity_state_t *es;
int bits;
int newnum;
entity_state_t nullstate;
memset (&nullstate, 0, sizeof(nullstate));
newnum = CLQ2_ParseEntityBits (&bits);
es = &cl_entities[newnum].baseline;
CLQ2_ParseDelta (&nullstate, es, newnum, bits);
}
/*
===================
CL_ParsePlayerstate
===================
*/
void CLQ2_ParsePlayerstate (int seat, q2frame_t *oldframe, q2frame_t *newframe, int extflags)
{
int flags;
q2player_state_t *state;
int i;
int statbits;
state = &newframe->playerstate[seat];
// clear to old value before delta parsing
if (oldframe)
{
*state = oldframe->playerstate[seat];
newframe->clientnum[seat] = oldframe->clientnum[seat];
}
else
{
memset (state, 0, sizeof(*state));
newframe->clientnum[seat] = cl.playerview[seat].playernum;
}
flags = (unsigned short)MSG_ReadShort ();
if (flags & Q2PS_EXTRABITS)
flags |= MSG_ReadByte()<<16;
//
// parse the pmove_state_t
//
if (flags & Q2PS_M_TYPE)
state->pmove.pm_type = MSG_ReadByte ();
if (flags & Q2PS_M_ORIGIN)
{
state->pmove.origin[0] = MSG_ReadShort ();
state->pmove.origin[1] = MSG_ReadShort ();
if (extflags & Q2PSX_OLD)
state->pmove.origin[2] = MSG_ReadShort ();
}
if (extflags & Q2PSX_M_ORIGIN2)
state->pmove.origin[2] = MSG_ReadShort ();
if (flags & Q2PS_M_VELOCITY)
{
state->pmove.velocity[0] = MSG_ReadShort ();
state->pmove.velocity[1] = MSG_ReadShort ();
if (extflags & Q2PSX_OLD)
state->pmove.velocity[2] = MSG_ReadShort ();
}
if (extflags & Q2PSX_M_VELOCITY2)
state->pmove.velocity[2] = MSG_ReadShort ();
if (flags & Q2PS_M_TIME)
state->pmove.pm_time = MSG_ReadByte ();
if (flags & Q2PS_M_FLAGS)
state->pmove.pm_flags = MSG_ReadByte ();
if (flags & Q2PS_M_GRAVITY)
state->pmove.gravity = MSG_ReadShort ();
if (flags & Q2PS_M_DELTA_ANGLES)
{
state->pmove.delta_angles[0] = MSG_ReadShort ();
state->pmove.delta_angles[1] = MSG_ReadShort ();
state->pmove.delta_angles[2] = MSG_ReadShort ();
}
// if (cl.attractloop)
// state->pmove.pm_type = Q2PM_FREEZE; // demo playback
//
// parse the rest of the player_state_t
//
if (flags & Q2PS_VIEWOFFSET)
{
state->viewoffset[0] = MSG_ReadChar () * 0.25;
state->viewoffset[1] = MSG_ReadChar () * 0.25;
state->viewoffset[2] = MSG_ReadChar () * 0.25;
}
if (flags & Q2PS_VIEWANGLES)
{
state->viewangles[0] = MSG_ReadAngle16 ();
state->viewangles[1] = MSG_ReadAngle16 ();
if (extflags & Q2PSX_OLD)
state->viewangles[2] = MSG_ReadAngle16 ();
}
if (extflags & Q2PSX_VIEWANGLE2)
state->viewangles[2] = MSG_ReadAngle16 ();
if (flags & Q2PS_KICKANGLES)
{
state->kick_angles[0] = MSG_ReadChar () * 0.25;
state->kick_angles[1] = MSG_ReadChar () * 0.25;
state->kick_angles[2] = MSG_ReadChar () * 0.25;
}
if (flags & Q2PS_WEAPONINDEX)
{
if (flags & Q2PS_INDEX16)
state->gunindex = MSG_ReadShort ();
else
state->gunindex = MSG_ReadByte ();
}
if (flags & Q2PS_WEAPONFRAME)
{
if (flags & Q2PS_INDEX16)
state->gunframe = MSG_ReadShort ();
else
state->gunframe = MSG_ReadByte ();
if (extflags & Q2PSX_OLD)
{
state->gunoffset[0] = MSG_ReadChar ()*0.25;
state->gunoffset[1] = MSG_ReadChar ()*0.25;
state->gunoffset[2] = MSG_ReadChar ()*0.25;
state->gunangles[0] = MSG_ReadChar ()*0.25;
state->gunangles[1] = MSG_ReadChar ()*0.25;
state->gunangles[2] = MSG_ReadChar ()*0.25;
}
}
if (extflags & Q2PSX_GUNOFFSET)
{
state->gunoffset[0] = MSG_ReadChar ()*0.25;
state->gunoffset[1] = MSG_ReadChar ()*0.25;
state->gunoffset[2] = MSG_ReadChar ()*0.25;
}
if (extflags & Q2PSX_GUNANGLES)
{
state->gunangles[0] = MSG_ReadChar ()*0.25;
state->gunangles[1] = MSG_ReadChar ()*0.25;
state->gunangles[2] = MSG_ReadChar ()*0.25;
}
if (flags & Q2PS_BLEND)
{
state->blend[0] = MSG_ReadByte ()/255.0;
state->blend[1] = MSG_ReadByte ()/255.0;
state->blend[2] = MSG_ReadByte ()/255.0;
state->blend[3] = MSG_ReadByte ()/255.0;
}
if (flags & Q2PS_FOV)
state->fov = MSG_ReadByte ();
if (flags & Q2PS_RDFLAGS)
state->rdflags = MSG_ReadByte ();
// parse stats
if (extflags & (Q2PSX_OLD|Q2PSX_STATS))
statbits = MSG_ReadLong ();
else
statbits = 0;
if (statbits)
{
for (i=0 ; i<Q2MAX_STATS ; i++)
if (statbits & (1<<i) )
state->stats[i] = MSG_ReadShort();
}
if ((extflags & Q2PSX_CLIENTNUM) || (flags & Q2PS_CLIENTNUM))
newframe->clientnum[seat] = MSG_ReadByte();
}
/*
==================
CL_FireEntityEvents
==================
*/
void CLQ2_FireEntityEvents (q2frame_t *frame)
{
entity_state_t *s1;
int pnum, num;
for (pnum = 0 ; pnum<frame->num_entities ; pnum++)
{
num = (frame->parse_entities + pnum)&(MAX_PARSE_ENTITIES-1);
s1 = &clq2_parse_entities[num];
if (s1->u.q2.event)
CLQ2_EntityEvent (s1);
// EF_TELEPORTER acts like an event, but is not cleared each frame
if (s1->effects & Q2EF_TELEPORTER)
CLQ2_TeleporterParticles (s1);
}
}
void CLR1Q2_ParsePlayerUpdate(void)
{
unsigned int framenum = MSG_ReadLong();
q2frame_t *frame = &cl.q2frames[framenum & Q2UPDATE_MASK];
int seat;
if (frame->serverframe != framenum)
Con_DPrintf("svcr1q2_playerupdate: stale frame\n");
else if (!frame->valid)
Con_DPrintf("svcr1q2_playerupdate: invalid frame\n"); //excrement happens.
else
{
int pnum;
vec3_t neworg;
entity_state_t *st;
for (pnum = 0; pnum < frame->num_entities; pnum++)
{
st = &clq2_parse_entities[(frame->parse_entities+pnum) & (MAX_PARSE_ENTITIES-1)];
//I don't like how r1q2 does its maxclients, so I'm just going to go on message size instead
if (msg_readcount == net_message.cursize)
break;
//the local client(s) is not included, thanks to prediction covering that.
for (seat = 0; seat < cl.splitclients; seat++)
{
if (st->number == cl.playerview[0].playernum+1)
break;
}
if (seat != cl.splitclients)
continue;
if (st->number != 1)
continue;
//FIXME: handle this, with lerping and stuff.
MSG_ReadPos(neworg);
}
//just for sanity's sake
if (msg_readcount != net_message.cursize)
msg_badread = true;
}
//this should be the only/last thing in these packets, because if it isn't then we're screwed when a packet got lost
msg_readcount = net_message.cursize;
}
/*
================
CL_ParseFrame
================
*/
void CLQ2_ParseFrame (int extrabits)
{
int cmd;
int len;
q2frame_t *old;
int i,j, chokecount;
memset (&cl.q2frame, 0, sizeof(cl.q2frame));
#if 0
CLQ2_ClearProjectiles(); // clear projectiles for new frame
#endif
if (cls.protocol_q2 == PROTOCOL_VERSION_R1Q2 || cls.protocol_q2 == PROTOCOL_VERSION_Q2PRO)
{
unsigned int bits = MSG_ReadLong();
cl.q2frame.serverframe = bits & 0x07ffffff;
i = bits >> 27;
if (i == 31)
cl.q2frame.deltaframe = -1;
else
cl.q2frame.deltaframe = cl.q2frame.serverframe - i;
bits = MSG_ReadByte();
chokecount = bits & 0xf;
extrabits = (extrabits<<4) | (bits>>4);
}
else
{
cl.q2frame.serverframe = MSG_ReadLong ();
cl.q2frame.deltaframe = MSG_ReadLong ();
if (cls.protocol_q2 > 26)
chokecount = MSG_ReadByte ();
else
chokecount = 0;
extrabits = Q2PSX_OLD;
}
cl.q2frame.servertime = cl.q2frame.serverframe*(1000/cl.q2svnetrate);
cl.oldgametime = cl.gametime;
cl.oldgametimemark = cl.gametimemark;
cl.gametime = cl.q2frame.servertime/1000.f;
cl.gametimemark = realtime;
for (j=0 ; j<chokecount ; j++)
cl.outframes[ (cls.netchan.incoming_acknowledged-1-j)&UPDATE_MASK ].latency = -2;
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.demohadkeyframe = true; //yay! all is right with the world!
}
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");
cl.q2frame.valid = true; // uncompressed frame
old = NULL;
}
else if (old->serverframe != cl.q2frame.deltaframe)
{ // The frame that the server did the delta from
// is too old, so we can't reconstruct it properly.
Con_Printf ("Delta frame too old.\n");
}
else if (cl.parse_entities - old->parse_entities > MAX_PARSE_ENTITIES-128)
{
Con_Printf ("Delta parse_entities too old.\n");
}
else
cl.q2frame.valid = true; // valid delta parse
}
// clamp time
if (cl.time > cl.q2frame.servertime/1000.0)
cl.time = cl.q2frame.servertime/1000.0;
else if (cl.time < (cl.q2frame.servertime - 100)/1000.0)
cl.time = (cl.q2frame.servertime - 100)/1000.0;
// read areabits
len = MSG_ReadByte ();
MSG_ReadData (&cl.q2frame.areabits, len);
// normally playerstate then packet entities
//in splitscreen we may have multiple player states, one per player.
if (cls.protocol_q2 != PROTOCOL_VERSION_R1Q2 && cls.protocol_q2 != PROTOCOL_VERSION_Q2PRO)
{
for (cl.splitclients = 0; ; )
{
cmd = MSG_ReadByte ();
// SHOWNET(svc_strings[cmd]);
if (cmd == svcq2_playerinfo && cl.splitclients < MAX_SPLITS)
CLQ2_ParsePlayerstate (cl.splitclients++, old, &cl.q2frame, extrabits);
else
break;
}
if (!cl.splitclients)
Host_EndGame ("CL_ParseFrame: no playerinfo");
if (cmd != svcq2_packetentities)
Host_EndGame ("CL_ParseFrame: not packetentities");
}
else
{
cl.splitclients = 1;
CLQ2_ParsePlayerstate (0, old, &cl.q2frame, extrabits);
}
CLQ2_ParsePacketEntities (old, &cl.q2frame);
for (cmd = 0; cmd < MAX_SPLITS; cmd++)
cl.playerview[cmd].viewentity = cl.q2frame.clientnum[cmd]+1;
// save the frame off in the backup array for later delta comparisons
cl.q2frames[cl.q2frame.serverframe & Q2UPDATE_MASK] = cl.q2frame;
cl.parsecount = cl.q2frame.serverframe;
if (cl.q2frame.valid)
{
// getting a valid frame message ends the connection process
if (cls.state != ca_active)
{
CL_MakeActive("Quake2");
// cl.force_refdef = true;
// cl.predicted_origin[0] = cl.q2frame.playerstate[0].pmove.origin[0]*0.125;
// cl.predicted_origin[1] = cl.q2frame.playerstate[0].pmove.origin[1]*0.125;
// cl.predicted_origin[2] = cl.q2frame.playerstate[0].pmove.origin[2]*0.125;
// VectorCopy (cl.q2frame.playerstate[0].viewangles, cl.predicted_angles);
// if (cls.disable_servercount != cl.servercount
// && cl.refresh_prepped)
SCR_EndLoadingPlaque (); // get rid of loading plaque
}
// cl.sound_prepped = true; // can start mixing ambient sounds
// fire entity events
CLQ2_FireEntityEvents (&cl.q2frame);
#ifdef Q2BSPS
CLQ2_CheckPredictionError ();
#endif
cl.validsequence = cl.q2frame.serverframe;
}
}
/*
==========================================================================
INTERPOLATE BETWEEN FRAMES TO GET RENDERING PARMS
==========================================================================
*/
/*
struct model_s *S_RegisterSexedModel (entity_state_t *ent, char *base)
{
int n;
char *p;
struct model_s *mdl;
char model[MAX_QPATH];
char buffer[MAX_QPATH];
// determine what model the client is using
model[0] = 0;
n = CS_PLAYERSKINS + ent->number - 1;
if (cl.configstrings[n][0])
{
p = strchr(cl.configstrings[n], '\\');
if (p)
{
p += 1;
strcpy(model, p);
p = strchr(model, '/');
if (p)
*p = 0;
}
}
// if we can't figure it out, they're male
if (!model[0])
strcpy(model, "male");
Com_sprintf (buffer, sizeof(buffer), "players/%s/%s", model, base+1);
mdl = re.RegisterModel(buffer);
if (!mdl) {
// not found, try default weapon model
Com_sprintf (buffer, sizeof(buffer), "players/%s/weapon.md2", model);
mdl = re.RegisterModel(buffer);
if (!mdl) {
// no, revert to the male model
Com_sprintf (buffer, sizeof(buffer), "players/%s/%s", "male", base+1);
mdl = re.RegisterModel(buffer);
if (!mdl) {
// last try, default male weapon.md2
Com_sprintf (buffer, sizeof(buffer), "players/male/weapon.md2");
mdl = re.RegisterModel(buffer);
}
}
}
return mdl;
}
*/
//returns a list of all the ents currently trying to play a sound.
unsigned int CLQ2_GatherSounds(vec3_t *positions, unsigned int *entnums, sfx_t **sounds, unsigned int max)
{
entity_state_t *s1;
sfx_t *sfx;
unsigned int pnum;
unsigned int count = 0;
q2frame_t *frame = &cl.q2frame;
for (pnum = 0 ; pnum<frame->num_entities ; pnum++)
{
s1 = &clq2_parse_entities[(frame->parse_entities+pnum)&(MAX_PARSE_ENTITIES-1)];
if (s1->u.q2.sound > 0 && s1->u.q2.sound < MAX_PRECACHE_SOUNDS)
{
sfx = cl.sound_precache[s1->u.q2.sound];
if (sfx)
{
if (count == max)
{
Con_DPrintf("Exceeded limit of %d looped sounds\n", max);
break;
}
//fixme: sexed sounds
entnums[count] = s1->number;
VectorCopy(s1->origin, positions[count]);
sounds[count] = sfx;
count++;
}
}
}
return count;
}
/*
===============
CL_AddPacketEntities
===============
*/
static void CLQ2_AddPacketEntities (q2frame_t *frame)
{
entity_t ent;
entity_state_t *s1;
float autorotate;
int i;
int pnum;
q2centity_t *cent;
int autoanim;
// q2clientinfo_t *ci;
player_info_t *player;
unsigned int effects, renderfx;
float back, fwds;
float timestep = cl.gametime-cl.oldgametime;
// bonus items rotate at a fixed rate
autorotate = anglemod(cl.time*100);
// brush models can auto animate their frames
autoanim = 2*cl.time;
memset (&ent, 0, sizeof(ent));
for (pnum = 0 ; pnum<frame->num_entities ; pnum++)
{
s1 = &clq2_parse_entities[(frame->parse_entities+pnum)&(MAX_PARSE_ENTITIES-1)];
cent = &cl_entities[s1->number];
effects = s1->effects;
renderfx = s1->u.q2.renderfx;
ent.rtype = RT_MODEL;
ent.keynum = s1->number;
ent.scale = 1;
ent.shaderRGBAf[0] = 1;
ent.shaderRGBAf[1] = 1;
ent.shaderRGBAf[2] = 1;
ent.shaderRGBAf[3] = 1;
ent.glowmod[0] = 1;
ent.glowmod[1] = 1;
ent.glowmod[2] = 1;
ent.fatness = 0;
ent.topcolour = 1;
ent.bottomcolour = 1;
#ifdef HEXEN2
ent.h2playerclass = 0;
#endif
ent.playerindex = -1;
ent.customskin = 0;
// set frame
if (effects & Q2EF_ANIM01)
ent.framestate.g[FS_REG].frame[0] = autoanim & 1;
else if (effects & Q2EF_ANIM23)
ent.framestate.g[FS_REG].frame[0] = 2 + (autoanim & 1);
else if (effects & Q2EF_ANIM_ALL)
ent.framestate.g[FS_REG].frame[0] = autoanim;
else if (effects & Q2EF_ANIM_ALLFAST)
ent.framestate.g[FS_REG].frame[0] = cl.time / 100;
else
ent.framestate.g[FS_REG].frame[0] = s1->frame;
// quad and pent can do different things on client
if (effects & Q2EF_PENT)
{
effects &= ~Q2EF_PENT;
effects |= Q2EF_COLOR_SHELL;
renderfx |= Q2RF_SHELL_RED;
}
if (effects & Q2EF_QUAD)
{
effects &= ~Q2EF_QUAD;
effects |= Q2EF_COLOR_SHELL;
renderfx |= Q2RF_SHELL_BLUE;
}
//======
// PMM
if (effects & Q2EF_DOUBLE)
{
effects &= ~Q2EF_DOUBLE;
effects |= Q2EF_COLOR_SHELL;
renderfx |= Q2RF_SHELL_DOUBLE;
}
if (effects & Q2EF_HALF_DAMAGE)
{
effects &= ~Q2EF_HALF_DAMAGE;
effects |= Q2EF_COLOR_SHELL;
renderfx |= Q2RF_SHELL_HALF_DAM;
}
// pmm
//======
ent.framestate.g[FS_REG].frame[1] = cent->prev.frame;
ent.framestate.g[FS_REG].lerpweight[0] = 1-cl.lerpfrac;
ent.framestate.g[FS_REG].lerpweight[1] = cl.lerpfrac;
if (renderfx & (Q2RF_FRAMELERP|Q2RF_BEAM))
{ // step origin discretely, because the frames
// do the animation properly
VectorCopy (cent->current.origin, ent.origin);
VectorCopy (cent->current.u.q2.old_origin, ent.oldorigin);
}
else
{ // interpolate origin
for (i=0 ; i<3 ; i++)
{
ent.origin[i] = ent.oldorigin[i] = cent->prev.origin[i] + cl.lerpfrac *
(cent->current.origin[i] - cent->prev.origin[i]);
}
}
// create a new entity
// tweak the color of beams
if ( renderfx & Q2RF_BEAM )
{ // the four beam colors are encoded in 32 bits of skinnum (hack)
ent.skinnum = (s1->skinnum >> ((rand() % 4)*8)) & 0xff;
ent.shaderRGBAf[0] = ((d_8to24srgbtable[ent.skinnum & 0xFF] >> 0) & 0xFF)/255.0;
ent.shaderRGBAf[1] = ((d_8to24srgbtable[ent.skinnum & 0xFF] >> 8) & 0xFF)/255.0;
ent.shaderRGBAf[2] = ((d_8to24srgbtable[ent.skinnum & 0xFF] >> 16) & 0xFF)/255.0;
ent.shaderRGBAf[3] = 0.30;
ent.model = NULL;
ent.framestate.g[FS_REG].lerpweight[0] = 0;
ent.framestate.g[FS_REG].lerpweight[1] = 1;
ent.rtype = RT_BEAM;
}
else
{
// set skin
if (s1->modelindex == 255)
{ // use custom player skin
ent.skinnum = 0;
player = &cl.players[(s1->skinnum&0xff)%cl.allocated_client_slots];
ent.model = player->model;
if (!ent.model || ent.model->loadstate != MLS_LOADED) //we need to do better than this
{
ent.model = Mod_ForName("players/male/tris.md2", MLV_SILENT);
ent.customskin = Mod_RegisterSkinFile("players/male/grunt.skin");
if (!ent.customskin)
ent.customskin = Mod_ReadSkinFile("players/male/grunt.skin", "replace \"\" \"players/male/grunt.pcx\"");
}
else
ent.customskin = player->skinid;
ent.playerindex = (s1->skinnum&0xff)%cl.allocated_client_slots;
/* ci = &cl.clientinfo[s1->skinnum & 0xff];
// ent.skin = ci->skin;
ent.model = ci->model;
if (!ent.skin || !ent.model)
{
ent.skin = cl.baseclientinfo.skin;
ent.model = cl.baseclientinfo.model;
}
//============
//PGM
if (renderfx & Q2RF_USE_DISGUISE)
{
if(!strncmp((char *)ent.skin, "players/male", 12))
{
ent.skin = re.RegisterSkin ("players/male/disguise.pcx");
ent.model = re.RegisterModel ("players/male/tris.md2");
}
else if(!strncmp((char *)ent.skin, "players/female", 14))
{
ent.skin = re.RegisterSkin ("players/female/disguise.pcx");
ent.model = re.RegisterModel ("players/female/tris.md2");
}
else if(!strncmp((char *)ent.skin, "players/cyborg", 14))
{
ent.skin = re.RegisterSkin ("players/cyborg/disguise.pcx");
ent.model = re.RegisterModel ("players/cyborg/tris.md2");
}
}*/
//PGM
//============
}
else
{
ent.skinnum = s1->skinnum;
// ent.skin = NULL;
ent.model = cl.model_precache[s1->modelindex];
}
}
// only used for black hole model right now, FIXME: do better
if (renderfx == RF_TRANSLUCENT)
ent.shaderRGBAf[3] = 0.70;
// render effects (fullbright, translucent, etc)
if ((effects & Q2EF_COLOR_SHELL))
ent.flags = 0; // renderfx go on color shell entity
else
ent.flags = renderfx;
// calculate angles
if (effects & Q2EF_ROTATE)
{ // some bonus items auto-rotate
ent.angles[0] = 0;
ent.angles[1] = autorotate;
ent.angles[2] = 0;
}
// RAFAEL
else if (effects & Q2EF_SPINNINGLIGHTS)
{
ent.angles[0] = 0;
ent.angles[1] = anglemod(cl.time/2) + s1->angles[1];
ent.angles[2] = 180;
{
vec3_t forward;
vec3_t start;
AngleVectors (ent.angles, forward, NULL, NULL);
VectorMA (ent.origin, 64, forward, start);
V_AddLight (ent.keynum, start, 100, 0.2, 0, 0);
}
}
else
{ // interpolate angles
float a1, a2;
for (i=0 ; i<3 ; i++)
{
a1 = cent->current.angles[i];
a2 = cent->prev.angles[i];
ent.angles[i] = LerpAngle (a2, a1, cl.lerpfrac);
}
}
ent.angles[0]*=r_meshpitch.value; //q2 has it fixed. consistency...
ent.angles[2]*=r_meshroll.value; //h2 doesn't. consistency...
if (s1->number == cl.playerview[0].playernum+1) //woo! this is us!
{
// VectorCopy(cl.predicted_origin, ent.origin);
// VectorCopy(cl.predicted_origin, ent.oldorigin);
ent.flags |= RF_EXTERNALMODEL; // only draw from mirrors
renderfx |= RF_EXTERNALMODEL;
if (effects & Q2EF_FLAG1)
V_AddLight (ent.keynum, ent.origin, 225, 0.2, 0.05, 0.05);
else if (effects & Q2EF_FLAG2)
V_AddLight (ent.keynum, ent.origin, 225, 0.05, 0.05, 0.2);
else if (effects & Q2EF_TAGTRAIL) //PGM
V_AddLight (ent.keynum, ent.origin, 225, 0.2, 0.2, 0.0); //PGM
else if (effects & Q2EF_TRACKERTRAIL) //PGM
V_AddLight (ent.keynum, ent.origin, 225, -0.2, -0.2, -0.2); //PGM
}
// if set to invisible, skip
if (!s1->modelindex)
continue;
if (effects & Q2EF_BFG)
{
ent.flags |= RF_TRANSLUCENT;
ent.shaderRGBAf[3] = 0.30;
}
// RAFAEL
if (effects & Q2EF_PLASMA)
{
ent.flags |= RF_TRANSLUCENT;
ent.shaderRGBAf[3] = 0.6;
}
if (effects & Q2EF_SPHERETRANS)
{
ent.flags |= RF_TRANSLUCENT;
// PMM - *sigh* yet more EF overloading
if (effects & Q2EF_TRACKERTRAIL)
ent.shaderRGBAf[3] = 0.6;
else
ent.shaderRGBAf[3] = 0.3;
}
//pmm
/*lerp the ent now*/
fwds = ent.framestate.g[FS_REG].lerpweight[1];
back = ent.framestate.g[FS_REG].lerpweight[0];
for (i = 0; i < 3; i++)
{
ent.origin[i] = ent.origin[i]*fwds + ent.oldorigin[i]*back;
}
ent.framestate.g[FS_REG].lerpweight[0] = fwds;
ent.framestate.g[FS_REG].lerpweight[1] = back;
if ((renderfx & Q2RF_IR_VISIBLE) && (r_refdef.flags & Q2RDF_IRGOGGLES))
{
//IR googles make ir visible ents visible in pure red.
ent.shaderRGBAf[0] = 1;
ent.shaderRGBAf[1] = 0;
ent.shaderRGBAf[2] = 0;
//bypasses world lighting
ent.light_known = true;
VectorSet(ent.light_avg, 1, 1, 1);
VectorSet(ent.light_range, 0, 0, 0);
//(yes, its a bit shit. not even a post-process thing)
}
// add to refresh list
V_AddEntity (&ent);
ent.light_known = false;
ent.customskin = 0;
// color shells generate a seperate entity for the main model
if (effects & Q2EF_COLOR_SHELL)
{
// PMM - at this point, all of the shells have been handled
// if we're in the rogue pack, set up the custom mixing, otherwise just
// keep going
// all of the solo colors are fine. we need to catch any of the combinations that look bad
// (double & half) and turn them into the appropriate color, and make double/quad something special
if (renderfx & Q2RF_SHELL_HALF_DAM)
{
{
// ditch the half damage shell if any of red, blue, or double are on
if (renderfx & (Q2RF_SHELL_RED|Q2RF_SHELL_BLUE|Q2RF_SHELL_DOUBLE))
renderfx &= ~Q2RF_SHELL_HALF_DAM;
}
}
if (renderfx & Q2RF_SHELL_DOUBLE)
{
{
// lose the yellow shell if we have a red, blue, or green shell
if (renderfx & (Q2RF_SHELL_RED|Q2RF_SHELL_BLUE|Q2RF_SHELL_GREEN))
renderfx &= ~Q2RF_SHELL_DOUBLE;
// if we have a red shell, turn it to purple by adding blue
if (renderfx & Q2RF_SHELL_RED)
renderfx |= Q2RF_SHELL_BLUE;
// if we have a blue shell (and not a red shell), turn it to cyan by adding green
else if (renderfx & Q2RF_SHELL_BLUE)
{
// go to green if it's on already, otherwise do cyan (flash green)
if (renderfx & Q2RF_SHELL_GREEN)
renderfx &= ~Q2RF_SHELL_BLUE;
else
renderfx |= Q2RF_SHELL_GREEN;
}
}
}
// pmm
ent.flags = renderfx;
ent.shaderRGBAf[3] = 0.20;
ent.shaderRGBAf[0] = (!!(renderfx & Q2RF_SHELL_RED));
ent.shaderRGBAf[1] = (!!(renderfx & Q2RF_SHELL_GREEN));
ent.shaderRGBAf[2] = (!!(renderfx & Q2RF_SHELL_BLUE));
ent.forcedshader = R_RegisterCustom(NULL, "q2/shell", SUF_NONE, Shader_DefaultSkinShell, NULL);
ent.fatness = 2;
V_AddEntity (&ent);
ent.fatness = 0;
}
ent.forcedshader = NULL;
// ent.skin = NULL; // never use a custom skin on others
ent.skinnum = 0;
ent.flags &= RF_EXTERNALMODEL;
ent.shaderRGBAf[3] = 1;
// duplicate for linked models
if (s1->modelindex2)
{
if (s1->modelindex2 == 255)
{ // custom weapon
char *modelname;
char *skin;
ent.model=NULL;
player = &cl.players[(s1->skinnum&0xff)%MAX_CLIENTS];
modelname = InfoBuf_ValueForKey(&player->userinfo, "skin");
if (!modelname[0])
modelname = "male";
skin = strchr(modelname, '/');
if (skin) *skin = '\0';
i = (s1->skinnum >> 8); // 0 is default weapon model
if (i < 0 || i >= cl.numq2visibleweapons)
i = 0; //0 is always valid
ent.model = Mod_ForName(va("players/%s/%s", modelname, cl.q2visibleweapons[i]), MLV_WARN);
if (ent.model->loadstate == MLS_FAILED && i)
{
i = 0;
ent.model = Mod_ForName(va("players/%s/%s", modelname, cl.q2visibleweapons[i]), MLV_WARN);
}
if (ent.model->loadstate == MLS_FAILED && strcmp(modelname, "male"))
ent.model = Mod_ForName(va("players/%s/%s", "male", cl.q2visibleweapons[i]), MLV_WARN);
}
else
ent.model = cl.model_precache[s1->modelindex2];
// PMM - check for the defender sphere shell .. make it translucent
// replaces the previous version which used the high bit on modelindex2 to determine transparency
/* if (!Q_strcasecmp (cl.model_name[(s1->modelindex2)], "models/items/shell/tris.md2"))
{
ent.alpha = 0.32;
ent.flags |= Q2RF_TRANSLUCENT;
V_AddEntity (&ent);
// make sure these get reset.
ent.flags &= RF_EXTERNALMODEL;
ent.shaderRGBAf[3] = 1;
}
else
*/ // pmm
V_AddEntity (&ent);
}
if (s1->u.q2.modelindex3)
{
ent.model = cl.model_precache[s1->u.q2.modelindex3];
V_AddEntity (&ent);
}
if (s1->u.q2.modelindex4)
{
ent.model = cl.model_precache[s1->u.q2.modelindex4];
V_AddEntity (&ent);
}
if ( effects & Q2EF_POWERSCREEN )
{
ent.model = Mod_ForName("models/items/armor/effect/tris.md2", MLV_WARN);
ent.framestate.g[FS_REG].frame[0] = 0;
ent.framestate.g[FS_REG].frame[0] = 0;
ent.flags |= (RF_TRANSLUCENT | Q2RF_SHELL_GREEN);
ent.shaderRGBAf[3] = 0.30;
V_AddEntity (&ent);
}
// add automatic particle trails
if ( (effects&~Q2EF_ROTATE) )
{
if (effects & Q2EF_ROCKET)
{
//FIXME: cubemap orientation
if (P_ParticleTrail(cent->lerp_origin, ent.origin, pt_q2[Q2RT_ROCKET], timestep, ent.keynum, NULL, &cent->trailstate))
if (P_ParticleTrail(cent->lerp_origin, ent.origin, rt_rocket, timestep, ent.keynum, NULL, &cent->trailstate))
{
P_ParticleTrailIndex(cent->lerp_origin, ent.origin, P_INVALID, timestep, 0xdc, 4, &cent->trailstate);
V_AddLight (ent.keynum, ent.origin, 200, 0.2, 0.1, 0.05);
}
}
// PGM - Do not reorder EF_BLASTER and EF_HYPERBLASTER.
// EF_BLASTER | EF_TRACKER is a special case for EF_BLASTER2... Cheese!
else if (effects & Q2EF_BLASTER)
{
//PGM
if (effects & Q2EF_TRACKER) // lame... problematic?
{
if (P_ParticleTrail(cent->lerp_origin, ent.origin, pt_q2[Q2RT_BLASTERTRAIL2], timestep, ent.keynum, NULL, &cent->trailstate))
{
P_ParticleTrailIndex(cent->lerp_origin, ent.origin, P_INVALID, timestep, 0xd0, 1, &cent->trailstate);
V_AddLight (ent.keynum, ent.origin, 200, 0, 0.2, 0);
}
}
else
{
if (P_ParticleTrail(cent->lerp_origin, ent.origin, pt_q2[Q2RT_BLASTERTRAIL], timestep, ent.keynum, NULL, &cent->trailstate))
{
P_ParticleTrailIndex(cent->lerp_origin, ent.origin, P_INVALID, timestep, 0xe0, 1, &cent->trailstate);
V_AddLight (ent.keynum, ent.origin, 200, 0.2, 0.2, 0);
}
}
//PGM
}
else if (effects & Q2EF_HYPERBLASTER)
{
if (effects & Q2EF_TRACKER) // PGM overloaded for blaster2.
V_AddLight (ent.keynum, ent.origin, 200, 0, 0.2, 0); // PGM
else // PGM
V_AddLight (ent.keynum, ent.origin, 200, 0.2, 0.2, 0);
}
else if (effects & Q2EF_GIB)
{
if (P_ParticleTrail(cent->lerp_origin, ent.origin, pt_q2[Q2RT_GIB], timestep, ent.keynum, NULL, &cent->trailstate))
if (P_ParticleTrail(cent->lerp_origin, ent.origin, rt_blood, timestep, ent.keynum, NULL, &cent->trailstate))
P_ParticleTrailIndex(cent->lerp_origin, ent.origin, P_INVALID, timestep, 0xe8, 8, &cent->trailstate);
}
else if (effects & Q2EF_GRENADE)
{
if (P_ParticleTrail(cent->lerp_origin, ent.origin, pt_q2[Q2RT_GRENADE], timestep, ent.keynum, NULL, &cent->trailstate))
if (P_ParticleTrail(cent->lerp_origin, ent.origin, rt_grenade, timestep, ent.keynum, NULL, &cent->trailstate))
P_ParticleTrailIndex(cent->lerp_origin, ent.origin, P_INVALID, timestep, 4, 8, &cent->trailstate);
}
else if (effects & Q2EF_FLIES)
{
CLQ2_FlyEffect (cent, ent.origin);
}
else if (effects & Q2EF_BFG)
{
static int bfg_lightramp[6] = {300, 400, 600, 300, 150, 75};
if (effects & Q2EF_ANIM_ALLFAST)
{
CLQ2_BfgParticles (cent, ent.origin);
i = 200;
}
else
{
i = bfg_lightramp[s1->frame];
}
V_AddLight (ent.keynum, ent.origin, i, 0, 0.2, 0);
}
// RAFAEL
else if (effects & Q2EF_TRAP)
{
ent.origin[2] += 32;
P_ParticleTrail(cent->lerp_origin, ent.origin, pt_q2[Q2RT_TRAP], timestep, ent.keynum, NULL, &cent->trailstate);
}
else if (effects & Q2EF_FLAG1)
{
if (P_ParticleTrail(cent->lerp_origin, ent.origin, pt_q2[Q2RT_FLAG1], timestep, ent.keynum, NULL, &cent->trailstate))
{
P_ParticleTrailIndex(cent->lerp_origin, ent.origin, P_INVALID, timestep, 242, 1, &cent->trailstate);
V_AddLight (ent.keynum, ent.origin, 225, 0.2, 0.05, 0.05);
}
}
else if (effects & Q2EF_FLAG2)
{
if (P_ParticleTrail(cent->lerp_origin, ent.origin, pt_q2[Q2RT_FLAG2], timestep, ent.keynum, NULL, &cent->trailstate))
{
P_ParticleTrailIndex(cent->lerp_origin, ent.origin, P_INVALID, timestep, 115, 1, &cent->trailstate);
V_AddLight (ent.keynum, ent.origin, 225, 0.05, 0.05, 0.2);
}
}
//======
//ROGUE
else if (effects & Q2EF_TAGTRAIL)
{
if (P_ParticleTrail(cent->lerp_origin, ent.origin, pt_q2[Q2RT_TAGTRAIL], timestep, ent.keynum, NULL, &cent->trailstate))
{
P_ParticleTrailIndex(cent->lerp_origin, ent.origin, P_INVALID, timestep, 220, 1, &cent->trailstate);
V_AddLight (ent.keynum, ent.origin, 225, 0.2, 0.2, 0.0);
}
}
else if (effects & Q2EF_TRACKERTRAIL)
{
if (effects & Q2EF_TRACKER)
{
float intensity;
intensity = 50 + (500 * (sin(cl.time/500.0) + 1.0));
// FIXME - check out this effect in rendition
V_AddLight (ent.keynum, ent.origin, intensity, -0.2, -0.2, -0.2);
}
else
{
CLQ2_Tracker_Shell (cent, cent->lerp_origin);
V_AddLight (ent.keynum, ent.origin, 155, -0.2, -0.2, -0.2);
}
}
else if (effects & Q2EF_TRACKER)
{
if (P_ParticleTrail(cent->lerp_origin, ent.origin, pt_q2[Q2RT_TRACKER], timestep, ent.keynum, NULL, &cent->trailstate))
{
P_ParticleTrailIndex(cent->lerp_origin, ent.origin, P_INVALID, timestep, 0, 1, &cent->trailstate);
V_AddLight (ent.keynum, ent.origin, 200, -0.2, -0.2, -0.2);
}
}
//ROGUE
//======
// RAFAEL
else if (effects & Q2EF_GREENGIB)
{
if (P_ParticleTrail(cent->lerp_origin, ent.origin, pt_q2[Q2RT_GREENGIB], timestep, ent.keynum, NULL, &cent->trailstate))
P_ParticleTrailIndex(cent->lerp_origin, ent.origin, P_INVALID, timestep, 219, 8, &cent->trailstate);
}
// RAFAEL
else if (effects & Q2EF_IONRIPPER)
{
if (P_ParticleTrail(cent->lerp_origin, ent.origin, pt_q2[Q2RT_IONRIPPER], timestep, ent.keynum, NULL, &cent->trailstate))
{
P_ParticleTrailIndex(cent->lerp_origin, ent.origin, P_INVALID, timestep, 228, 4, &cent->trailstate);
V_AddLight (ent.keynum, ent.origin, 100, 0.2, 0.1, 0.1);
}
}
// RAFAEL
else if (effects & Q2EF_BLUEHYPERBLASTER)
{
V_AddLight (ent.keynum, ent.origin, 200, 0, 0, 0.2);
}
// RAFAEL
else if (effects & Q2EF_PLASMA)
{
if (effects & Q2EF_ANIM_ALLFAST)
{
P_ParticleTrail(cent->lerp_origin, ent.origin, pt_q2[Q2RT_PLASMA], timestep, ent.keynum, NULL, &cent->trailstate);
}
V_AddLight (ent.keynum, ent.origin, 130, 0.2, 0.1, 0.1);
}
}
VectorCopy (ent.origin, cent->lerp_origin);
}
}
/*
==============
CL_AddViewWeapon
==============
*/
static void CLQ2_AddViewWeapon (int seat, q2player_state_t *ps, q2player_state_t *ops)
{
playerview_t *pv = &cl.playerview[seat];
pv->vm.oldmodel = NULL;
// allow the gun to be completely removed
if (!r_drawviewmodel.value)
return;
if (!Cam_DrawViewModel(pv))
return;
// don't draw gun if in wide angle view
if (ps->fov > 90)
return;
//generate root matrix..
VectorCopy(pv->simorg, pv->vw_origin);
AngleVectors(pv->simangles, pv->vw_axis[0], pv->vw_axis[1], pv->vw_axis[2]);
VectorInverse(pv->vw_axis[1]);
pv->vm.oldmodel = cl.model_precache[ps->gunindex];
if (!pv->vm.oldmodel)
return;
pv->vm.oldframe = ps->gunframe;
if (ps->gunindex != ops->gunindex)
pv->vm.prevframe = ps->gunframe;
else
pv->vm.prevframe = ops->gunframe;
}
/*
===============
CL_CalcViewValues
Sets r_refdef view values
===============
*/
void CLQ2_CalcViewValues (int seat)
{
int i;
float lerp, backlerp;
q2frame_t *oldframe;
q2player_state_t *ps, *ops;
playerview_t *pv = &cl.playerview[seat];
r_refdef.areabitsknown = true;
memcpy(r_refdef.areabits, cl.q2frame.areabits, sizeof(r_refdef.areabits));
r_refdef.useperspective = true;
r_refdef.mindist = bound(0.1, gl_mindist.value, 4);
r_refdef.maxdist = gl_maxdist.value;
// find the previous frame to interpolate from
ps = &cl.q2frame.playerstate[seat];
i = (cl.q2frame.serverframe - 1) & Q2UPDATE_MASK;
oldframe = &cl.q2frames[i];
if (oldframe->serverframe != cl.q2frame.serverframe-1 || !oldframe->valid)
oldframe = &cl.q2frame; // previous frame was dropped or involid
ops = &oldframe->playerstate[seat];
// see if the player entity was teleported this frame
if ( abs(ops->pmove.origin[0] - ps->pmove.origin[0]) > 256*8
|| abs(ops->pmove.origin[1] - ps->pmove.origin[1]) > 256*8
|| abs(ops->pmove.origin[2] - ps->pmove.origin[2]) > 256*8)
ops = ps; // don't interpolate
lerp = cl.lerpfrac;
// calculate the origin
if (cl.worldmodel && (!cl_nopred.value) && !(cl.q2frame.playerstate[seat].pmove.pm_flags & Q2PMF_NO_PREDICTION) && !cls.demoplayback)
{ // use predicted values
float delta;
backlerp = 1.0 - lerp;
for (i=0 ; i<3 ; i++)
{
pv->simorg[i] = pv->predicted_origin[i] + ops->viewoffset[i]
+ lerp * (ps->viewoffset[i] - ops->viewoffset[i])
- backlerp * pv->prediction_error[i];
}
// smooth out stair climbing
delta = realtime - pv->predicted_step_time;
if (delta < 0.1)
pv->simorg[2] -= pv->predicted_step * (0.1 - delta)*10;
}
else
{ // just use interpolated values
for (i=0 ; i<3 ; i++)
pv->simorg
[i] = ops->pmove.origin[i]*0.125 + ops->viewoffset[i]
+ lerp * (ps->pmove.origin[i]*0.125 + ps->viewoffset[i]
- (ops->pmove.origin[i]*0.125 + ops->viewoffset[i]) );
}
// if not running a demo or on a locked frame, add the local angle movement
if (cl.worldmodel && ps->pmove.pm_type < Q2PM_DEAD && !cls.demoplayback)
{ // use predicted values
for (i=0 ; i<3 ; i++)
pv->simangles[i] = pv->predicted_angles[i];
}
else
{ // just use interpolated values
for (i=0 ; i<3 ; i++)
pv->simangles[i] = LerpAngle (ops->viewangles[i], ps->viewangles[i], lerp);
}
for (i=0 ; i<3 ; i++)
pv->simangles[i] += v_gunkick_q2.value * LerpAngle (ops->kick_angles[i], ps->kick_angles[i], lerp);
// VectorCopy(r_refdef.viewangles, cl.viewangles);
// AngleVectors (r_refdef.viewangles, v_forward, v_right, v_up);
// interpolate field of view
pv->forcefov = ops->fov + lerp * (ps->fov - ops->fov);
pv->handedness = atoi(InfoBuf_ValueForKey(&cls.userinfo[seat], "hand"));
//do interpolate blend alpha, but only if the rgb didn't change
// don't interpolate blend color
for (i=0 ; i<3 ; i++)
pv->screentint[i] = ps->blend[i];
if (ps->blend[0] == ops->blend[0] && ps->blend[1] == ops->blend[1] && ps->blend[2] == ops->blend[2] && (!ps->blend[3]) == (!ops->blend[3]))
pv->screentint[3] = (ops->blend[3] + lerp * (ps->blend[3]-ops->blend[3]))*gl_cshiftenabled.value;
else
pv->screentint[3] = ps->blend[3]*gl_cshiftenabled.value;
// add the weapon
CLQ2_AddViewWeapon (seat, ps, ops);
}
/*
===============
CL_AddEntities
Emits all entities, particles, and lights to the refresh
===============
*/
void CLQ2_AddEntities (void)
{
int seat;
if (cls.state != ca_active)
return;
cl.lerpfrac = 1.0 - (cl.q2frame.servertime/1000.0 - cl.time) * cl.q2svnetrate;
// Con_Printf("%g: %g\n", cl.q2frame.servertime - (cl.time*1000), cl.lerpfrac);
cl.lerpfrac = bound(0, cl.lerpfrac, 1);
for (seat = 0; seat < cl.splitclients; seat++)
CLQ2_CalcViewValues (seat);
CLQ2_AddPacketEntities (&cl.q2frame);
#if 0
CLQ2_AddProjectiles ();
#endif
CL_UpdateTEnts ();
#ifdef _DEBUG
if (chase_active.ival)
{
playerview_t *pv = &cl.playerview[0];
vec3_t axis[3];
vec3_t camorg;
// trace_t tr;
AngleVectors(r_refdef.viewangles, axis[0], axis[1], axis[2]);
VectorMA(r_refdef.vieworg, -chase_back.value, axis[0], camorg);
VectorMA(camorg, -chase_up.value, pv->gravitydir, camorg);
// if (cl.worldmodel && cl.worldmodel->funcs.NativeTrace(cl.worldmodel, 0, NULLFRAMESTATE, NULL, r_refdef.vieworg, camorg, vec3_origin, vec3_origin, true, MASK_WORLDSOLID, &tr))
VectorCopy(camorg, r_refdef.vieworg);
V_EditExternalModels(0, NULL, 0);
}
#endif
}
#endif