mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-26 22:01:50 +00:00
2cad75bc69
Removed the impulse2/+forward2 etc commands. Added +p2, -p2, p2 commands as a prefixed command instead. don't use + or - on them (so '+p2 forward' to move player 2 forward), this permits a simple generic way to send commands to a single player from an input device. rawinput mice will submit commands/movements based upon idx%maxsplits, they will correctly submit mouse clicks, which will be mapped through the +p2/+p3 commands as appropriate, so each mouse is purely for a single player. Fixed player model visibility in splitscreen mode. Ignoring allow_splitscreen for the local player, cl_splitscreen is technically now the only enabler (though you will need to configure rawinput or binds). Added support for { texturename prefixes. git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3582 fc73d0e0-1445-4013-8a0c-d673dee63da5
2105 lines
56 KiB
C
2105 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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void CLQ2_ClearState(void)
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{
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memset(cl_entities, 0, sizeof(cl_entities));
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}
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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.ival == 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.ival == 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.ival == 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.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 = &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;
|
|
|
|
if (renderfx & Q2RF_EXTERNALMODEL)
|
|
ent.externalmodelview = ~0;
|
|
|
|
// 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]*=-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.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 |= 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));
|
|
ent.forcedshader = R_RegisterCustom("q2/shell", Shader_DefaultSkinShell, NULL);
|
|
|
|
VQ2_AddLerpEntity (&ent);
|
|
}
|
|
ent.forcedshader = NULL;
|
|
|
|
// 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.keynum, 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.keynum, 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.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, 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.keynum, 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.keynum, 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.keynum, 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.keynum, 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.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->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, P_FindParticleType("ef_tracker"), ¢->trailstate))
|
|
P_ParticleTrailIndex(cent->lerp_origin, ent.origin, 0, 1, ¢->trailstate);
|
|
V_AddLight (ent.keynum, ent.origin, 200, -0.2, -0.2, -0.2);
|
|
}
|
|
//ROGUE
|
|
//======
|
|
// RAFAEL
|
|
else if (effects & Q2EF_GREENGIB)
|
|
{
|
|
if (P_ParticleTrail(cent->lerp_origin, ent.origin, 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.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, rtq2_blastertrail, ¢->trailstate);
|
|
}
|
|
V_AddLight (ent.keynum, 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++)
|
|
sw_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;
|
|
cl_numstrisidx = 0;
|
|
cl_numstrisvert = 0;
|
|
cl_numstris = 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;
|
|
|
|
CLQ2_CalcViewValues ();
|
|
CLQ2_AddPacketEntities (&cl.q2frame);
|
|
#if 0
|
|
CLQ2_AddProjectiles ();
|
|
#endif
|
|
CL_UpdateTEnts ();
|
|
}
|
|
|
|
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
|