mirror of
https://github.com/Q3Rally-Team/rallyunlimited-engine.git
synced 2024-11-22 20:31:10 +00:00
1213 lines
31 KiB
C
1213 lines
31 KiB
C
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Quake III Arena source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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// cl_cgame.c -- client system interaction with client game
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#include "client.h"
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#include "../botlib/botlib.h"
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extern botlib_export_t *botlib_export;
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static int nestedCmdOffset; // nested command buffer offset
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//extern qboolean loadCamera(const char *name);
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//extern void startCamera(int time);
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//extern qboolean getCameraInfo(int time, vec3_t *origin, vec3_t *angles);
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/*
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====================
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CL_GetGameState
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====================
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*/
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static void CL_GetGameState( gameState_t *gs ) {
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*gs = cl.gameState;
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}
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/*
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====================
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CL_GetGlconfig
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====================
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*/
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static void CL_GetGlconfig( glconfig_t *glconfig ) {
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*glconfig = cls.glconfig;
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}
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/*
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====================
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CL_GetUserCmd
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====================
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*/
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static qboolean CL_GetUserCmd( int cmdNumber, usercmd_t *ucmd ) {
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// cmds[cmdNumber] is the last properly generated command
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// can't return anything that we haven't created yet
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if ( cl.cmdNumber - cmdNumber < 0 ) {
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Com_Error( ERR_DROP, "CL_GetUserCmd: cmdNumber (%i) > cl.cmdNumber (%i)", cmdNumber, cl.cmdNumber );
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}
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// the usercmd has been overwritten in the wrapping
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// buffer because it is too far out of date
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if ( cl.cmdNumber - cmdNumber >= CMD_BACKUP ) {
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return qfalse;
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}
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*ucmd = cl.cmds[ cmdNumber & CMD_MASK ];
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return qtrue;
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}
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/*
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====================
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CL_GetCurrentCmdNumber
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====================
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*/
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static int CL_GetCurrentCmdNumber( void ) {
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return cl.cmdNumber;
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}
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/*
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====================
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CL_GetCurrentSnapshotNumber
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====================
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*/
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static void CL_GetCurrentSnapshotNumber( int *snapshotNumber, int *serverTime ) {
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*snapshotNumber = cl.snap.messageNum;
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*serverTime = cl.snap.serverTime;
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}
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/*
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====================
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CL_GetSnapshot
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====================
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*/
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static qboolean CL_GetSnapshot( int snapshotNumber, snapshot_t *snapshot ) {
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clSnapshot_t *clSnap;
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int i, count;
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if ( cl.snap.messageNum - snapshotNumber < 0 ) {
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Com_Error( ERR_DROP, "CL_GetSnapshot: snapshotNumber (%i) > cl.snapshot.messageNum (%i)", snapshotNumber, cl.snap.messageNum );
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}
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// if the frame has fallen out of the circular buffer, we can't return it
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if ( cl.snap.messageNum - snapshotNumber >= PACKET_BACKUP ) {
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return qfalse;
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}
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// if the frame is not valid, we can't return it
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clSnap = &cl.snapshots[snapshotNumber & PACKET_MASK];
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if ( !clSnap->valid ) {
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return qfalse;
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}
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// if the entities in the frame have fallen out of their
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// circular buffer, we can't return it
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if ( cl.parseEntitiesNum - clSnap->parseEntitiesNum >= MAX_PARSE_ENTITIES ) {
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return qfalse;
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}
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// write the snapshot
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snapshot->snapFlags = clSnap->snapFlags;
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snapshot->serverCommandSequence = clSnap->serverCommandNum;
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snapshot->ping = clSnap->ping;
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snapshot->serverTime = clSnap->serverTime;
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Com_Memcpy( snapshot->areamask, clSnap->areamask, sizeof( snapshot->areamask ) );
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snapshot->ps = clSnap->ps;
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count = clSnap->numEntities;
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if ( count > MAX_ENTITIES_IN_SNAPSHOT ) {
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Com_DPrintf( "CL_GetSnapshot: truncated %i entities to %i\n", count, MAX_ENTITIES_IN_SNAPSHOT );
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count = MAX_ENTITIES_IN_SNAPSHOT;
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}
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snapshot->numEntities = count;
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for ( i = 0 ; i < count ; i++ ) {
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snapshot->entities[i] =
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cl.parseEntities[ ( clSnap->parseEntitiesNum + i ) & (MAX_PARSE_ENTITIES-1) ];
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}
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// FIXME: configstring changes and server commands!!!
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return qtrue;
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}
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/*
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=====================
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CL_SetUserCmdValue
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=====================
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*/
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static void CL_SetUserCmdValue( int userCmdValue, float sensitivityScale ) {
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cl.cgameUserCmdValue = userCmdValue;
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cl.cgameSensitivity = sensitivityScale;
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}
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/*
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=====================
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CL_AddCgameCommand
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=====================
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*/
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static void CL_AddCgameCommand( const char *cmdName ) {
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Cmd_AddCommand( cmdName, NULL );
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}
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/*
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=====================
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CL_ConfigstringModified
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=====================
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*/
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static void CL_ConfigstringModified( void ) {
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const char *old, *s;
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int i, index;
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const char *dup;
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gameState_t oldGs;
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int len;
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index = atoi( Cmd_Argv(1) );
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if ( (unsigned) index >= MAX_CONFIGSTRINGS ) {
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Com_Error( ERR_DROP, "%s: bad configstring index %i", __func__, index );
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}
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// get everything after "cs <num>"
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s = Cmd_ArgsFrom(2);
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old = cl.gameState.stringData + cl.gameState.stringOffsets[ index ];
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if ( !strcmp( old, s ) ) {
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return; // unchanged
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}
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// build the new gameState_t
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oldGs = cl.gameState;
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Com_Memset( &cl.gameState, 0, sizeof( cl.gameState ) );
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// leave the first 0 for uninitialized strings
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cl.gameState.dataCount = 1;
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for ( i = 0; i < MAX_CONFIGSTRINGS; i++ ) {
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if ( i == index ) {
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dup = s;
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} else {
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dup = oldGs.stringData + oldGs.stringOffsets[ i ];
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}
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if ( !dup[0] ) {
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continue; // leave with the default empty string
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}
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len = strlen( dup );
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if ( len + 1 + cl.gameState.dataCount > MAX_GAMESTATE_CHARS ) {
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Com_Error( ERR_DROP, "%s: MAX_GAMESTATE_CHARS exceeded", __func__ );
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}
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// append it to the gameState string buffer
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cl.gameState.stringOffsets[ i ] = cl.gameState.dataCount;
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Com_Memcpy( cl.gameState.stringData + cl.gameState.dataCount, dup, len + 1 );
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cl.gameState.dataCount += len + 1;
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}
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if ( index == CS_SYSTEMINFO ) {
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// parse serverId and other cvars
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CL_SystemInfoChanged( qfalse );
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}
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}
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/*
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===================
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CL_GetServerCommand
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Set up argc/argv for the given command
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===================
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*/
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static qboolean CL_GetServerCommand( int serverCommandNumber ) {
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const char *s;
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const char *cmd;
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static char bigConfigString[BIG_INFO_STRING];
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int argc, index;
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// if we have irretrievably lost a reliable command, drop the connection
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if ( clc.serverCommandSequence - serverCommandNumber >= MAX_RELIABLE_COMMANDS ) {
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// when a demo record was started after the client got a whole bunch of
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// reliable commands then the client never got those first reliable commands
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if ( clc.demoplaying ) {
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Cmd_Clear();
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return qfalse;
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}
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Com_Error( ERR_DROP, "CL_GetServerCommand: a reliable command was cycled out" );
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return qfalse;
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}
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if ( clc.serverCommandSequence - serverCommandNumber < 0 ) {
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Com_Error( ERR_DROP, "CL_GetServerCommand: requested a command not received" );
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return qfalse;
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}
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index = serverCommandNumber & ( MAX_RELIABLE_COMMANDS - 1 );
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s = clc.serverCommands[ index ];
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clc.lastExecutedServerCommand = serverCommandNumber;
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Com_DPrintf( "serverCommand: %i : %s\n", serverCommandNumber, s );
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if ( clc.serverCommandsIgnore[ index ] ) {
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Cmd_Clear();
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return qfalse;
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}
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rescan:
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Cmd_TokenizeString( s );
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cmd = Cmd_Argv(0);
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argc = Cmd_Argc();
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if ( !strcmp( cmd, "disconnect" ) ) {
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// https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=552
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// allow server to indicate why they were disconnected
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if ( argc >= 2 )
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Com_Error( ERR_SERVERDISCONNECT, "Server disconnected - %s", Cmd_Argv( 1 ) );
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else
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Com_Error( ERR_SERVERDISCONNECT, "Server disconnected" );
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}
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if ( !strcmp( cmd, "bcs0" ) ) {
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Com_sprintf( bigConfigString, BIG_INFO_STRING, "cs %s \"%s", Cmd_Argv(1), Cmd_Argv(2) );
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return qfalse;
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}
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if ( !strcmp( cmd, "bcs1" ) ) {
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s = Cmd_Argv(2);
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if( strlen(bigConfigString) + strlen(s) >= BIG_INFO_STRING ) {
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Com_Error( ERR_DROP, "bcs exceeded BIG_INFO_STRING" );
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}
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strcat( bigConfigString, s );
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return qfalse;
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}
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if ( !strcmp( cmd, "bcs2" ) ) {
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s = Cmd_Argv(2);
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if( strlen(bigConfigString) + strlen(s) + 1 >= BIG_INFO_STRING ) {
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Com_Error( ERR_DROP, "bcs exceeded BIG_INFO_STRING" );
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}
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strcat( bigConfigString, s );
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strcat( bigConfigString, "\"" );
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s = bigConfigString;
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goto rescan;
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}
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if ( !strcmp( cmd, "cs" ) ) {
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CL_ConfigstringModified();
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// reparse the string, because CL_ConfigstringModified may have done another Cmd_TokenizeString()
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Cmd_TokenizeString( s );
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return qtrue;
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}
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if ( !strcmp( cmd, "map_restart" ) ) {
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// clear notify lines and outgoing commands before passing
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// the restart to the cgame
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Con_ClearNotify();
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// reparse the string, because Con_ClearNotify() may have done another Cmd_TokenizeString()
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Cmd_TokenizeString( s );
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Com_Memset( cl.cmds, 0, sizeof( cl.cmds ) );
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cls.lastVidRestart = Sys_Milliseconds(); // hack for OSP mod
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return qtrue;
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}
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// the clientLevelShot command is used during development
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// to generate 128*128 screenshots from the intermission
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// point of levels for the menu system to use
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// we pass it along to the cgame to make appropriate adjustments,
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// but we also clear the console and notify lines here
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if ( !strcmp( cmd, "clientLevelShot" ) ) {
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// don't do it if we aren't running the server locally,
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// otherwise malicious remote servers could overwrite
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// the existing thumbnails
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if ( !com_sv_running->integer ) {
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return qfalse;
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}
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// close the console
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Con_Close();
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// take a special screenshot next frame
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Cbuf_AddText( "wait ; wait ; wait ; wait ; screenshot levelshot\n" );
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return qtrue;
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}
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// we may want to put a "connect to other server" command here
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// cgame can now act on the command
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return qtrue;
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}
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/*
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====================
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CL_CM_LoadMap
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Just adds default parameters that cgame doesn't need to know about
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====================
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*/
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static void CL_CM_LoadMap( const char *mapname ) {
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int checksum;
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CM_LoadMap( mapname, qtrue, &checksum );
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}
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/*
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====================
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CL_ShutdonwCGame
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====================
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*/
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void CL_ShutdownCGame( void ) {
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Key_SetCatcher( Key_GetCatcher( ) & ~KEYCATCH_CGAME );
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cls.cgameStarted = qfalse;
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if ( !cgvm ) {
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return;
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}
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re.VertexLighting( qfalse );
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VM_Call( cgvm, 0, CG_SHUTDOWN );
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VM_Free( cgvm );
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cgvm = NULL;
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FS_VM_CloseFiles( H_CGAME );
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}
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static int FloatAsInt( float f ) {
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floatint_t fi;
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fi.f = f;
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return fi.i;
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}
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static void *VM_ArgPtr( intptr_t intValue ) {
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if ( !intValue || cgvm == NULL )
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return NULL;
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if ( cgvm->entryPoint )
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return (void *)(intValue);
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else
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return (void *)(cgvm->dataBase + (intValue & cgvm->dataMask));
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}
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static qboolean CL_GetValue( char* value, int valueSize, const char* key ) {
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if ( !Q_stricmp( key, "trap_R_AddRefEntityToScene2" ) ) {
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Com_sprintf( value, valueSize, "%i", CG_R_ADDREFENTITYTOSCENE2 );
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return qtrue;
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}
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if ( !Q_stricmp( key, "trap_R_ForceFixedDLights" ) ) {
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Com_sprintf( value, valueSize, "%i", CG_R_FORCEFIXEDDLIGHTS );
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return qtrue;
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}
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if ( !Q_stricmp( key, "trap_R_AddLinearLightToScene_Q3E" ) && re.AddLinearLightToScene ) {
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Com_sprintf( value, valueSize, "%i", CG_R_ADDLINEARLIGHTTOSCENE );
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return qtrue;
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}
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if ( !Q_stricmp( key, "trap_IsRecordingDemo" ) ) {
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Com_sprintf( value, valueSize, "%i", CG_IS_RECORDING_DEMO );
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return qtrue;
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}
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return qfalse;
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}
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static void CL_ForceFixedDlights( void ) {
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cvar_t *cv;
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cv = Cvar_Get( "r_dlightMode", "1", 0 );
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if ( cv ) {
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Cvar_CheckRange( cv, "1", "2", CV_INTEGER );
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}
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}
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/*
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====================
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CL_CgameSystemCalls
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The cgame module is making a system call
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====================
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*/
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static intptr_t CL_CgameSystemCalls( intptr_t *args ) {
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switch( args[0] ) {
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case CG_PRINT:
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Com_Printf( "%s", (const char*)VMA(1) );
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return 0;
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case CG_ERROR:
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Com_Error( ERR_DROP, "%s", (const char*)VMA(1) );
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return 0;
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case CG_MILLISECONDS:
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return Sys_Milliseconds();
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case CG_CVAR_REGISTER:
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Cvar_Register( VMA(1), VMA(2), VMA(3), args[4], cgvm->privateFlag );
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return 0;
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case CG_CVAR_UPDATE:
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Cvar_Update( VMA(1), cgvm->privateFlag );
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return 0;
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case CG_CVAR_SET:
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Cvar_SetSafe( VMA(1), VMA(2) );
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return 0;
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case CG_CVAR_VARIABLESTRINGBUFFER:
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VM_CHECKBOUNDS( cgvm, args[2], args[3] );
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Cvar_VariableStringBufferSafe( VMA(1), VMA(2), args[3], CVAR_PRIVATE );
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return 0;
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case CG_ARGC:
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return Cmd_Argc();
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case CG_ARGV:
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VM_CHECKBOUNDS( cgvm, args[2], args[3] );
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Cmd_ArgvBuffer( args[1], VMA(2), args[3] );
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return 0;
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case CG_ARGS:
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VM_CHECKBOUNDS( cgvm, args[1], args[2] );
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Cmd_ArgsBuffer( VMA(1), args[2] );
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return 0;
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case CG_FS_FOPENFILE:
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return FS_VM_OpenFile( VMA(1), VMA(2), args[3], H_CGAME );
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case CG_FS_READ:
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VM_CHECKBOUNDS( cgvm, args[1], args[2] );
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FS_VM_ReadFile( VMA(1), args[2], args[3], H_CGAME );
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return 0;
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case CG_FS_WRITE:
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VM_CHECKBOUNDS( cgvm, args[1], args[2] );
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FS_VM_WriteFile( VMA(1), args[2], args[3], H_CGAME );
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return 0;
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case CG_FS_FCLOSEFILE:
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FS_VM_CloseFile( args[1], H_CGAME );
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return 0;
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case CG_FS_SEEK:
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return FS_VM_SeekFile( args[1], args[2], args[3], H_CGAME );
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case CG_SYSTEM:
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Sys_Cmd( (const char*)VMA(1) );
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return 0;
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case CG_SENDCONSOLECOMMAND: {
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const char *cmd = VMA(1);
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nestedCmdOffset = Cbuf_Add( cmd, nestedCmdOffset );
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return 0;
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}
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case CG_ADDCOMMAND:
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CL_AddCgameCommand( VMA(1) );
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return 0;
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case CG_REMOVECOMMAND:
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Cmd_RemoveCommandSafe( VMA(1) );
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return 0;
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case CG_SENDCLIENTCOMMAND:
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CL_AddReliableCommand( VMA(1), qfalse );
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return 0;
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case CG_UPDATESCREEN:
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// this is used during lengthy level loading, so pump message loop
|
|
// Com_EventLoop(); // FIXME: if a server restarts here, BAD THINGS HAPPEN!
|
|
// We can't call Com_EventLoop here, a restart will crash and this _does_ happen
|
|
// if there is a map change while we are downloading at pk3.
|
|
// ZOID
|
|
SCR_UpdateScreen();
|
|
return 0;
|
|
case CG_CM_LOADMAP:
|
|
CL_CM_LoadMap( VMA(1) );
|
|
return 0;
|
|
case CG_CM_NUMINLINEMODELS:
|
|
return CM_NumInlineModels();
|
|
case CG_CM_INLINEMODEL:
|
|
return CM_InlineModel( args[1] );
|
|
case CG_CM_TEMPBOXMODEL:
|
|
return CM_TempBoxModel( VMA(1), VMA(2), /*int capsule*/ qfalse );
|
|
case CG_CM_TEMPCAPSULEMODEL:
|
|
return CM_TempBoxModel( VMA(1), VMA(2), /*int capsule*/ qtrue );
|
|
case CG_CM_POINTCONTENTS:
|
|
return CM_PointContents( VMA(1), args[2] );
|
|
case CG_CM_TRANSFORMEDPOINTCONTENTS:
|
|
return CM_TransformedPointContents( VMA(1), args[2], VMA(3), VMA(4) );
|
|
case CG_CM_BOXTRACE:
|
|
CM_BoxTrace( VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], /*int capsule*/ qfalse );
|
|
return 0;
|
|
case CG_CM_CAPSULETRACE:
|
|
CM_BoxTrace( VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], /*int capsule*/ qtrue );
|
|
return 0;
|
|
case CG_CM_TRANSFORMEDBOXTRACE:
|
|
CM_TransformedBoxTrace( VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], VMA(8), VMA(9), /*int capsule*/ qfalse );
|
|
return 0;
|
|
case CG_CM_TRANSFORMEDCAPSULETRACE:
|
|
CM_TransformedBoxTrace( VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], VMA(8), VMA(9), /*int capsule*/ qtrue );
|
|
return 0;
|
|
case CG_CM_MARKFRAGMENTS:
|
|
return re.MarkFragments( args[1], VMA(2), VMA(3), args[4], VMA(5), args[6], VMA(7) );
|
|
case CG_S_STARTSOUND:
|
|
S_StartSound( VMA(1), args[2], args[3], args[4] );
|
|
return 0;
|
|
case CG_S_STARTLOCALSOUND:
|
|
S_StartLocalSound( args[1], args[2] );
|
|
return 0;
|
|
case CG_S_CLEARLOOPINGSOUNDS:
|
|
S_ClearLoopingSounds(args[1]);
|
|
return 0;
|
|
case CG_S_ADDLOOPINGSOUND:
|
|
S_AddLoopingSound( args[1], VMA(2), VMA(3), args[4] );
|
|
return 0;
|
|
case CG_S_ADDREALLOOPINGSOUND:
|
|
S_AddRealLoopingSound( args[1], VMA(2), VMA(3), args[4] );
|
|
return 0;
|
|
case CG_S_STOPLOOPINGSOUND:
|
|
S_StopLoopingSound( args[1] );
|
|
return 0;
|
|
case CG_S_UPDATEENTITYPOSITION:
|
|
S_UpdateEntityPosition( args[1], VMA(2) );
|
|
return 0;
|
|
case CG_S_RESPATIALIZE:
|
|
S_Respatialize( args[1], VMA(2), VMA(3), args[4] );
|
|
return 0;
|
|
case CG_S_REGISTERSOUND:
|
|
return S_RegisterSound( VMA(1), args[2] );
|
|
case CG_S_STARTBACKGROUNDTRACK:
|
|
S_StartBackgroundTrack( VMA(1), VMA(2) );
|
|
return 0;
|
|
case CG_R_LOADWORLDMAP:
|
|
re.LoadWorld( VMA(1) );
|
|
return 0;
|
|
case CG_R_REGISTERMODEL:
|
|
return re.RegisterModel( VMA(1) );
|
|
case CG_R_REGISTERSKIN:
|
|
return re.RegisterSkin( VMA(1) );
|
|
case CG_R_REGISTERSHADER:
|
|
return re.RegisterShader( VMA(1) );
|
|
case CG_R_REGISTERSHADERNOMIP:
|
|
return re.RegisterShaderNoMip( VMA(1) );
|
|
case CG_R_REGISTERFONT:
|
|
re.RegisterFont( VMA(1), args[2], VMA(3));
|
|
return 0;
|
|
case CG_R_CLEARSCENE:
|
|
re.ClearScene();
|
|
return 0;
|
|
case CG_R_ADDREFENTITYTOSCENE:
|
|
re.AddRefEntityToScene( VMA(1), qfalse );
|
|
return 0;
|
|
case CG_R_ADDPOLYTOSCENE:
|
|
re.AddPolyToScene( args[1], args[2], VMA(3), 1 );
|
|
return 0;
|
|
case CG_R_ADDPOLYSTOSCENE:
|
|
re.AddPolyToScene( args[1], args[2], VMA(3), args[4] );
|
|
return 0;
|
|
case CG_R_LIGHTFORPOINT:
|
|
return re.LightForPoint( VMA(1), VMA(2), VMA(3), VMA(4) );
|
|
case CG_R_ADDLIGHTTOSCENE:
|
|
re.AddLightToScene( VMA(1), VMF(2), VMF(3), VMF(4), VMF(5) );
|
|
return 0;
|
|
case CG_R_ADDADDITIVELIGHTTOSCENE:
|
|
re.AddAdditiveLightToScene( VMA(1), VMF(2), VMF(3), VMF(4), VMF(5) );
|
|
return 0;
|
|
case CG_R_RENDERSCENE:
|
|
re.RenderScene( VMA(1) );
|
|
return 0;
|
|
case CG_R_SETCOLOR:
|
|
re.SetColor( VMA(1) );
|
|
return 0;
|
|
case CG_R_DRAWSTRETCHPIC:
|
|
re.DrawStretchPic( VMF(1), VMF(2), VMF(3), VMF(4), VMF(5), VMF(6), VMF(7), VMF(8), args[9] );
|
|
return 0;
|
|
case CG_R_MODELBOUNDS:
|
|
re.ModelBounds( args[1], VMA(2), VMA(3) );
|
|
return 0;
|
|
case CG_R_LERPTAG:
|
|
return re.LerpTag( VMA(1), args[2], args[3], args[4], VMF(5), VMA(6) );
|
|
case CG_GETGLCONFIG:
|
|
VM_CHECKBOUNDS( cgvm, args[1], sizeof( glconfig_t ) );
|
|
CL_GetGlconfig( VMA(1) );
|
|
return 0;
|
|
case CG_GETGAMESTATE:
|
|
VM_CHECKBOUNDS( cgvm, args[1], sizeof( gameState_t ) );
|
|
CL_GetGameState( VMA(1) );
|
|
return 0;
|
|
case CG_GETCURRENTSNAPSHOTNUMBER:
|
|
CL_GetCurrentSnapshotNumber( VMA(1), VMA(2) );
|
|
return 0;
|
|
case CG_GETSNAPSHOT:
|
|
return CL_GetSnapshot( args[1], VMA(2) );
|
|
case CG_GETSERVERCOMMAND:
|
|
return CL_GetServerCommand( args[1] );
|
|
case CG_GETCURRENTCMDNUMBER:
|
|
return CL_GetCurrentCmdNumber();
|
|
case CG_GETUSERCMD:
|
|
return CL_GetUserCmd( args[1], VMA(2) );
|
|
case CG_SETUSERCMDVALUE:
|
|
CL_SetUserCmdValue( args[1], VMF(2) );
|
|
return 0;
|
|
case CG_MEMORY_REMAINING:
|
|
return Hunk_MemoryRemaining();
|
|
case CG_KEY_ISDOWN:
|
|
return Key_IsDown( args[1] );
|
|
case CG_KEY_GETCATCHER:
|
|
return Key_GetCatcher();
|
|
case CG_KEY_SETCATCHER:
|
|
// Don't allow the cgame module to close the console
|
|
Key_SetCatcher( args[1] | ( Key_GetCatcher( ) & KEYCATCH_CONSOLE ) );
|
|
return 0;
|
|
case CG_KEY_GETKEY:
|
|
return Key_GetKey( VMA(1) );
|
|
|
|
// shared syscalls
|
|
case TRAP_MEMSET:
|
|
VM_CHECKBOUNDS( cgvm, args[1], args[3] );
|
|
Com_Memset( VMA(1), args[2], args[3] );
|
|
return args[1];
|
|
case TRAP_MEMCPY:
|
|
VM_CHECKBOUNDS2( cgvm, args[1], args[2], args[3] );
|
|
Com_Memcpy( VMA(1), VMA(2), args[3] );
|
|
return args[1];
|
|
case TRAP_STRNCPY:
|
|
VM_CHECKBOUNDS( cgvm, args[1], args[3] );
|
|
strncpy( VMA(1), VMA(2), args[3] );
|
|
return args[1];
|
|
case TRAP_SIN:
|
|
return FloatAsInt( sin( VMF(1) ) );
|
|
case TRAP_COS:
|
|
return FloatAsInt( cos( VMF(1) ) );
|
|
case TRAP_ATAN2:
|
|
return FloatAsInt( atan2( VMF(1), VMF(2) ) );
|
|
case TRAP_SQRT:
|
|
return FloatAsInt( sqrt( VMF(1) ) );
|
|
|
|
case CG_FLOOR:
|
|
return FloatAsInt( floor( VMF(1) ) );
|
|
case CG_CEIL:
|
|
return FloatAsInt( ceil( VMF(1) ) );
|
|
case CG_TESTPRINTINT:
|
|
return sprintf( VMA(1), "%i", (int)args[2] );
|
|
case CG_TESTPRINTFLOAT:
|
|
return sprintf( VMA(1), "%f", VMF(2) );
|
|
case CG_ACOS:
|
|
return FloatAsInt( Q_acos( VMF(1) ) );
|
|
|
|
case CG_PC_ADD_GLOBAL_DEFINE:
|
|
return botlib_export->PC_AddGlobalDefine( VMA(1) );
|
|
case CG_PC_LOAD_SOURCE:
|
|
return botlib_export->PC_LoadSourceHandle( VMA(1) );
|
|
case CG_PC_FREE_SOURCE:
|
|
return botlib_export->PC_FreeSourceHandle( args[1] );
|
|
case CG_PC_READ_TOKEN:
|
|
return botlib_export->PC_ReadTokenHandle( args[1], VMA(2) );
|
|
case CG_PC_SOURCE_FILE_AND_LINE:
|
|
return botlib_export->PC_SourceFileAndLine( args[1], VMA(2), VMA(3) );
|
|
|
|
case CG_S_STOPBACKGROUNDTRACK:
|
|
S_StopBackgroundTrack();
|
|
return 0;
|
|
|
|
case CG_REAL_TIME:
|
|
return Com_RealTime( VMA(1) );
|
|
case CG_SNAPVECTOR:
|
|
Sys_SnapVector( VMA(1) );
|
|
return 0;
|
|
|
|
case CG_CIN_PLAYCINEMATIC:
|
|
return CIN_PlayCinematic(VMA(1), args[2], args[3], args[4], args[5], args[6]);
|
|
|
|
case CG_CIN_STOPCINEMATIC:
|
|
return CIN_StopCinematic(args[1]);
|
|
|
|
case CG_CIN_RUNCINEMATIC:
|
|
return CIN_RunCinematic(args[1]);
|
|
|
|
case CG_CIN_DRAWCINEMATIC:
|
|
CIN_DrawCinematic(args[1]);
|
|
return 0;
|
|
|
|
case CG_CIN_SETEXTENTS:
|
|
CIN_SetExtents(args[1], args[2], args[3], args[4], args[5]);
|
|
return 0;
|
|
|
|
case CG_R_REMAP_SHADER:
|
|
re.RemapShader( VMA(1), VMA(2), VMA(3) );
|
|
return 0;
|
|
|
|
/*
|
|
case CG_LOADCAMERA:
|
|
return loadCamera(VMA(1));
|
|
|
|
case CG_STARTCAMERA:
|
|
startCamera(args[1]);
|
|
return 0;
|
|
|
|
case CG_GETCAMERAINFO:
|
|
return getCameraInfo(args[1], VMA(2), VMA(3));
|
|
*/
|
|
case CG_GET_ENTITY_TOKEN:
|
|
VM_CHECKBOUNDS( cgvm, args[1], args[2] );
|
|
return re.GetEntityToken( VMA(1), args[2] );
|
|
|
|
case CG_R_INPVS:
|
|
return re.inPVS( VMA(1), VMA(2) );
|
|
|
|
// engine extensions
|
|
case CG_R_ADDREFENTITYTOSCENE2:
|
|
re.AddRefEntityToScene( VMA(1), qtrue );
|
|
return 0;
|
|
|
|
case CG_R_ADDLINEARLIGHTTOSCENE:
|
|
re.AddLinearLightToScene( VMA(1), VMA(2), VMF(3), VMF(4), VMF(5), VMF(6) );
|
|
return 0;
|
|
|
|
case CG_R_FORCEFIXEDDLIGHTS:
|
|
CL_ForceFixedDlights();
|
|
return 0;
|
|
|
|
case CG_IS_RECORDING_DEMO:
|
|
return clc.demorecording;
|
|
|
|
case CG_TRAP_GETVALUE:
|
|
VM_CHECKBOUNDS( cgvm, args[1], args[2] );
|
|
return CL_GetValue( VMA(1), args[2], VMA(3) );
|
|
|
|
default:
|
|
Com_Error( ERR_DROP, "Bad cgame system trap: %ld", (long int) args[0] );
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
|
|
/*
|
|
====================
|
|
CL_DllSyscall
|
|
====================
|
|
*/
|
|
static intptr_t QDECL CL_DllSyscall( intptr_t arg, ... ) {
|
|
#if !id386 || defined __clang__
|
|
intptr_t args[10]; // max.count for cgame
|
|
va_list ap;
|
|
int i;
|
|
|
|
args[0] = arg;
|
|
va_start( ap, arg );
|
|
for (i = 1; i < ARRAY_LEN( args ); i++ )
|
|
args[ i ] = va_arg( ap, intptr_t );
|
|
va_end( ap );
|
|
|
|
return CL_CgameSystemCalls( args );
|
|
#else
|
|
return CL_CgameSystemCalls( &arg );
|
|
#endif
|
|
}
|
|
|
|
|
|
/*
|
|
====================
|
|
CL_InitCGame
|
|
|
|
Should only be called by CL_StartHunkUsers
|
|
====================
|
|
*/
|
|
void CL_InitCGame( void ) {
|
|
const char *info;
|
|
const char *mapname;
|
|
int t1, t2;
|
|
vmInterpret_t interpret;
|
|
|
|
nestedCmdOffset = 0;
|
|
|
|
t1 = Sys_Milliseconds();
|
|
|
|
// put away the console
|
|
Con_Close();
|
|
|
|
// find the current mapname
|
|
info = cl.gameState.stringData + cl.gameState.stringOffsets[ CS_SERVERINFO ];
|
|
mapname = Info_ValueForKey( info, "mapname" );
|
|
Com_sprintf( cl.mapname, sizeof( cl.mapname ), "maps/%s.bsp", mapname );
|
|
|
|
// allow vertex lighting for in-game elements
|
|
re.VertexLighting( qtrue );
|
|
|
|
// load the dll or bytecode
|
|
interpret = Cvar_VariableIntegerValue( "vm_cgame" );
|
|
if ( cl_connectedToPureServer )
|
|
{
|
|
// if sv_pure is set we only allow qvms to be loaded
|
|
if ( interpret != VMI_COMPILED && interpret != VMI_BYTECODE )
|
|
interpret = VMI_COMPILED;
|
|
}
|
|
|
|
cgvm = VM_Create( VM_CGAME, CL_CgameSystemCalls, CL_DllSyscall, interpret );
|
|
if ( !cgvm ) {
|
|
Com_Error( ERR_DROP, "VM_Create on cgame failed" );
|
|
}
|
|
cls.state = CA_LOADING;
|
|
|
|
// init for this gamestate
|
|
// use the lastExecutedServerCommand instead of the serverCommandSequence
|
|
// otherwise server commands sent just before a gamestate are dropped
|
|
VM_Call( cgvm, 3, CG_INIT, clc.serverMessageSequence, clc.lastExecutedServerCommand, clc.clientNum );
|
|
|
|
// reset any CVAR_CHEAT cvars registered by cgame
|
|
if ( !clc.demoplaying && !cl_connectedToCheatServer )
|
|
Cvar_SetCheatState();
|
|
|
|
// we will send a usercmd this frame, which
|
|
// will cause the server to send us the first snapshot
|
|
cls.state = CA_PRIMED;
|
|
|
|
t2 = Sys_Milliseconds();
|
|
|
|
Com_Printf( "CL_InitCGame: %5.2f seconds\n", (t2-t1)/1000.0 );
|
|
|
|
// have the renderer touch all its images, so they are present
|
|
// on the card even if the driver does deferred loading
|
|
re.EndRegistration();
|
|
|
|
// make sure everything is paged in
|
|
if (!Sys_LowPhysicalMemory()) {
|
|
Com_TouchMemory();
|
|
}
|
|
|
|
// clear anything that got printed
|
|
Con_ClearNotify ();
|
|
|
|
// do not allow vid_restart for first time
|
|
cls.lastVidRestart = Sys_Milliseconds();
|
|
}
|
|
|
|
|
|
/*
|
|
====================
|
|
CL_GameCommand
|
|
|
|
See if the current console command is claimed by the cgame
|
|
====================
|
|
*/
|
|
|
|
qboolean CL_GameCommand( void ) {
|
|
qboolean bRes;
|
|
|
|
if ( !cgvm ) {
|
|
return qfalse;
|
|
}
|
|
|
|
bRes = (qboolean)VM_Call( cgvm, 0, CG_CONSOLE_COMMAND );
|
|
|
|
nestedCmdOffset = 0;
|
|
|
|
return bRes;
|
|
}
|
|
|
|
|
|
/*
|
|
=====================
|
|
CL_CGameRendering
|
|
=====================
|
|
*/
|
|
void CL_CGameRendering( stereoFrame_t stereo ) {
|
|
VM_Call( cgvm, 3, CG_DRAW_ACTIVE_FRAME, cl.serverTime, stereo, clc.demoplaying );
|
|
#ifdef DEBUG
|
|
VM_Debug( 0 );
|
|
#endif
|
|
}
|
|
|
|
|
|
/*
|
|
=================
|
|
CL_AdjustTimeDelta
|
|
|
|
Adjust the clients view of server time.
|
|
|
|
We attempt to have cl.serverTime exactly equal the server's view
|
|
of time plus the timeNudge, but with variable latencies over
|
|
the internet it will often need to drift a bit to match conditions.
|
|
|
|
Our ideal time would be to have the adjusted time approach, but not pass,
|
|
the very latest snapshot.
|
|
|
|
Adjustments are only made when a new snapshot arrives with a rational
|
|
latency, which keeps the adjustment process framerate independent and
|
|
prevents massive overadjustment during times of significant packet loss
|
|
or bursted delayed packets.
|
|
=================
|
|
*/
|
|
|
|
#define RESET_TIME 500
|
|
|
|
static void CL_AdjustTimeDelta( void ) {
|
|
int newDelta;
|
|
int deltaDelta;
|
|
|
|
cl.newSnapshots = qfalse;
|
|
|
|
// the delta never drifts when replaying a demo
|
|
if ( clc.demoplaying ) {
|
|
return;
|
|
}
|
|
|
|
newDelta = cl.snap.serverTime - cls.realtime;
|
|
deltaDelta = abs( newDelta - cl.serverTimeDelta );
|
|
|
|
if ( deltaDelta > RESET_TIME ) {
|
|
cl.serverTimeDelta = newDelta;
|
|
cl.oldServerTime = cl.snap.serverTime; // FIXME: is this a problem for cgame?
|
|
cl.serverTime = cl.snap.serverTime;
|
|
if ( cl_showTimeDelta->integer ) {
|
|
Com_Printf( "<RESET> " );
|
|
}
|
|
} else if ( deltaDelta > 100 ) {
|
|
// fast adjust, cut the difference in half
|
|
if ( cl_showTimeDelta->integer ) {
|
|
Com_Printf( "<FAST> " );
|
|
}
|
|
cl.serverTimeDelta = ( cl.serverTimeDelta + newDelta ) >> 1;
|
|
} else {
|
|
// slow drift adjust, only move 1 or 2 msec
|
|
|
|
// if any of the frames between this and the previous snapshot
|
|
// had to be extrapolated, nudge our sense of time back a little
|
|
// the granularity of +1 / -2 is too high for timescale modified frametimes
|
|
if ( com_timescale->value == 0 || com_timescale->value == 1 ) {
|
|
if ( cl.extrapolatedSnapshot ) {
|
|
cl.extrapolatedSnapshot = qfalse;
|
|
cl.serverTimeDelta -= 2;
|
|
} else {
|
|
// otherwise, move our sense of time forward to minimize total latency
|
|
cl.serverTimeDelta++;
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( cl_showTimeDelta->integer ) {
|
|
Com_Printf( "%i ", cl.serverTimeDelta );
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
==================
|
|
CL_FirstSnapshot
|
|
==================
|
|
*/
|
|
static void CL_FirstSnapshot( void ) {
|
|
// ignore snapshots that don't have entities
|
|
if ( cl.snap.snapFlags & SNAPFLAG_NOT_ACTIVE ) {
|
|
return;
|
|
}
|
|
cls.state = CA_ACTIVE;
|
|
|
|
// clear old game so we will not switch back to old mod on disconnect
|
|
CL_ResetOldGame();
|
|
|
|
// set the timedelta so we are exactly on this first frame
|
|
cl.serverTimeDelta = cl.snap.serverTime - cls.realtime;
|
|
cl.oldServerTime = cl.snap.serverTime;
|
|
|
|
clc.timeDemoBaseTime = cl.snap.serverTime;
|
|
|
|
// if this is the first frame of active play,
|
|
// execute the contents of activeAction now
|
|
// this is to allow scripting a timedemo to start right
|
|
// after loading
|
|
if ( cl_activeAction->string[0] ) {
|
|
Cbuf_AddText( cl_activeAction->string );
|
|
Cbuf_AddText( "\n" );
|
|
Cvar_Set( "activeAction", "" );
|
|
}
|
|
|
|
Sys_BeginProfiling();
|
|
}
|
|
|
|
|
|
/*
|
|
==================
|
|
CL_AvgPing
|
|
|
|
Calculates Average Ping from snapshots in buffer. Used by AutoNudge.
|
|
==================
|
|
*/
|
|
static float CL_AvgPing( void ) {
|
|
int ping[PACKET_BACKUP];
|
|
int count = 0;
|
|
int i, j, iTemp;
|
|
float result;
|
|
|
|
for ( i = 0; i < PACKET_BACKUP; i++ ) {
|
|
if ( cl.snapshots[i].ping > 0 && cl.snapshots[i].ping < 999 ) {
|
|
ping[count] = cl.snapshots[i].ping;
|
|
count++;
|
|
}
|
|
}
|
|
|
|
if ( count == 0 )
|
|
return 0;
|
|
|
|
// sort ping array
|
|
for ( i = count - 1; i > 0; --i ) {
|
|
for ( j = 0; j < i; ++j ) {
|
|
if (ping[j] > ping[j + 1]) {
|
|
iTemp = ping[j];
|
|
ping[j] = ping[j + 1];
|
|
ping[j + 1] = iTemp;
|
|
}
|
|
}
|
|
}
|
|
|
|
// use median average ping
|
|
if ( (count % 2) == 0 )
|
|
result = (ping[count / 2] + ping[(count / 2) - 1]) / 2.0f;
|
|
else
|
|
result = ping[count / 2];
|
|
|
|
return result;
|
|
}
|
|
|
|
|
|
/*
|
|
==================
|
|
CL_TimeNudge
|
|
|
|
Returns either auto-nudge or cl_timeNudge value.
|
|
==================
|
|
*/
|
|
static int CL_TimeNudge( void ) {
|
|
float autoNudge = cl_autoNudge->value;
|
|
|
|
if ( autoNudge != 0.0f )
|
|
return (int)((CL_AvgPing() * autoNudge) + 0.5f) * -1;
|
|
else
|
|
return cl_timeNudge->integer;
|
|
}
|
|
|
|
|
|
/*
|
|
==================
|
|
CL_SetCGameTime
|
|
==================
|
|
*/
|
|
void CL_SetCGameTime( void ) {
|
|
qboolean demoFreezed;
|
|
|
|
// getting a valid frame message ends the connection process
|
|
if ( cls.state != CA_ACTIVE ) {
|
|
if ( cls.state != CA_PRIMED ) {
|
|
return;
|
|
}
|
|
if ( clc.demoplaying ) {
|
|
// we shouldn't get the first snapshot on the same frame
|
|
// as the gamestate, because it causes a bad time skip
|
|
if ( !clc.firstDemoFrameSkipped ) {
|
|
clc.firstDemoFrameSkipped = qtrue;
|
|
return;
|
|
}
|
|
CL_ReadDemoMessage();
|
|
}
|
|
if ( cl.newSnapshots ) {
|
|
cl.newSnapshots = qfalse;
|
|
CL_FirstSnapshot();
|
|
}
|
|
if ( cls.state != CA_ACTIVE ) {
|
|
return;
|
|
}
|
|
}
|
|
|
|
// if we have gotten to this point, cl.snap is guaranteed to be valid
|
|
if ( !cl.snap.valid ) {
|
|
Com_Error( ERR_DROP, "CL_SetCGameTime: !cl.snap.valid" );
|
|
}
|
|
|
|
// allow pause in single player
|
|
if ( sv_paused->integer && CL_CheckPaused() && com_sv_running->integer ) {
|
|
// paused
|
|
return;
|
|
}
|
|
|
|
if ( cl.snap.serverTime - cl.oldFrameServerTime < 0 ) {
|
|
Com_Error( ERR_DROP, "cl.snap.serverTime < cl.oldFrameServerTime" );
|
|
}
|
|
cl.oldFrameServerTime = cl.snap.serverTime;
|
|
|
|
// get our current view of time
|
|
demoFreezed = clc.demoplaying && com_timescale->value == 0.0f;
|
|
if ( demoFreezed ) {
|
|
// \timescale 0 is used to lock a demo in place for single frame advances
|
|
cl.serverTimeDelta -= cls.frametime;
|
|
} else {
|
|
// cl_timeNudge is a user adjustable cvar that allows more
|
|
// or less latency to be added in the interest of better
|
|
// smoothness or better responsiveness.
|
|
cl.serverTime = cls.realtime + cl.serverTimeDelta - CL_TimeNudge();
|
|
|
|
// guarantee that time will never flow backwards, even if
|
|
// serverTimeDelta made an adjustment or cl_timeNudge was changed
|
|
if ( cl.serverTime - cl.oldServerTime < 0 ) {
|
|
cl.serverTime = cl.oldServerTime;
|
|
}
|
|
cl.oldServerTime = cl.serverTime;
|
|
|
|
// note if we are almost past the latest frame (without timeNudge),
|
|
// so we will try and adjust back a bit when the next snapshot arrives
|
|
//if ( cls.realtime + cl.serverTimeDelta >= cl.snap.serverTime - 5 ) {
|
|
if ( cls.realtime + cl.serverTimeDelta - cl.snap.serverTime >= -5 ) {
|
|
cl.extrapolatedSnapshot = qtrue;
|
|
}
|
|
}
|
|
|
|
// if we have gotten new snapshots, drift serverTimeDelta
|
|
// don't do this every frame, or a period of packet loss would
|
|
// make a huge adjustment
|
|
if ( cl.newSnapshots ) {
|
|
CL_AdjustTimeDelta();
|
|
}
|
|
|
|
if ( !clc.demoplaying ) {
|
|
return;
|
|
}
|
|
|
|
// if we are playing a demo back, we can just keep reading
|
|
// messages from the demo file until the cgame definitely
|
|
// has valid snapshots to interpolate between
|
|
|
|
// a timedemo will always use a deterministic set of time samples
|
|
// no matter what speed machine it is run on,
|
|
// while a normal demo may have different time samples
|
|
// each time it is played back
|
|
if ( com_timedemo->integer ) {
|
|
if ( !clc.timeDemoStart ) {
|
|
clc.timeDemoStart = Sys_Milliseconds();
|
|
}
|
|
clc.timeDemoFrames++;
|
|
cl.serverTime = clc.timeDemoBaseTime + clc.timeDemoFrames * 50;
|
|
}
|
|
|
|
//while ( cl.serverTime >= cl.snap.serverTime ) {
|
|
while ( cl.serverTime - cl.snap.serverTime >= 0 ) {
|
|
// feed another message, which should change
|
|
// the contents of cl.snap
|
|
CL_ReadDemoMessage();
|
|
if ( cls.state != CA_ACTIVE ) {
|
|
return; // end of demo
|
|
}
|
|
}
|
|
}
|