mirror of
https://git.code.sf.net/p/quake/quake2forge
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1544 lines
38 KiB
C
1544 lines
38 KiB
C
/*
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Copyright (C) 1997-2001 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the 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 this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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// cl_ents.c -- entity parsing and management
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#include "client.h"
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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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/*
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=========================================================================
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FRAME PARSING
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=========================================================================
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*/
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#if 0
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typedef struct
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{
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int modelindex;
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int num; // entity number
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int effects;
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vec3_t origin;
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vec3_t oldorigin;
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vec3_t angles;
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qboolean present;
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} projectile_t;
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#define MAX_PROJECTILES 64
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projectile_t cl_projectiles[MAX_PROJECTILES];
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void CL_ClearProjectiles (void)
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{
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int i;
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for (i = 0; i < MAX_PROJECTILES; i++) {
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// if (cl_projectiles[i].present)
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// Com_DPrintf("PROJ: %d CLEARED\n", cl_projectiles[i].num);
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cl_projectiles[i].present = false;
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}
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}
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/*
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=====================
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CL_ParseProjectiles
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Flechettes are passed as efficient temporary entities
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=====================
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*/
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void CL_ParseProjectiles (void)
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{
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int i, c, j;
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byte bits[8];
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byte b;
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projectile_t pr;
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int lastempty = -1;
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qboolean old = false;
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c = MSG_ReadByte (&net_message);
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for (i=0 ; i<c ; i++)
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{
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bits[0] = MSG_ReadByte (&net_message);
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bits[1] = MSG_ReadByte (&net_message);
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bits[2] = MSG_ReadByte (&net_message);
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bits[3] = MSG_ReadByte (&net_message);
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bits[4] = MSG_ReadByte (&net_message);
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pr.origin[0] = ( ( bits[0] + ((bits[1]&15)<<8) ) <<1) - 4096;
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pr.origin[1] = ( ( (bits[1]>>4) + (bits[2]<<4) ) <<1) - 4096;
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pr.origin[2] = ( ( bits[3] + ((bits[4]&15)<<8) ) <<1) - 4096;
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VectorCopy(pr.origin, pr.oldorigin);
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if (bits[4] & 64)
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pr.effects = EF_BLASTER;
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else
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pr.effects = 0;
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if (bits[4] & 128) {
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old = true;
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bits[0] = MSG_ReadByte (&net_message);
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bits[1] = MSG_ReadByte (&net_message);
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bits[2] = MSG_ReadByte (&net_message);
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bits[3] = MSG_ReadByte (&net_message);
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bits[4] = MSG_ReadByte (&net_message);
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pr.oldorigin[0] = ( ( bits[0] + ((bits[1]&15)<<8) ) <<1) - 4096;
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pr.oldorigin[1] = ( ( (bits[1]>>4) + (bits[2]<<4) ) <<1) - 4096;
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pr.oldorigin[2] = ( ( bits[3] + ((bits[4]&15)<<8) ) <<1) - 4096;
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}
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bits[0] = MSG_ReadByte (&net_message);
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bits[1] = MSG_ReadByte (&net_message);
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bits[2] = MSG_ReadByte (&net_message);
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pr.angles[0] = 360*bits[0]/256;
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pr.angles[1] = 360*bits[1]/256;
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pr.modelindex = bits[2];
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b = MSG_ReadByte (&net_message);
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pr.num = (b & 0x7f);
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if (b & 128) // extra entity number byte
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pr.num |= (MSG_ReadByte (&net_message) << 7);
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pr.present = true;
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// find if this projectile already exists from previous frame
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for (j = 0; j < MAX_PROJECTILES; j++) {
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if (cl_projectiles[j].modelindex) {
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if (cl_projectiles[j].num == pr.num) {
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// already present, set up oldorigin for interpolation
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if (!old)
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VectorCopy(cl_projectiles[j].origin, pr.oldorigin);
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cl_projectiles[j] = pr;
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break;
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}
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} else
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lastempty = j;
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}
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// not present previous frame, add it
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if (j == MAX_PROJECTILES) {
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if (lastempty != -1) {
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cl_projectiles[lastempty] = pr;
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}
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}
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}
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}
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/*
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=============
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CL_LinkProjectiles
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=============
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*/
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void CL_AddProjectiles (void)
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{
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int i, j;
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projectile_t *pr;
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entity_t ent;
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memset (&ent, 0, sizeof(ent));
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for (i=0, pr=cl_projectiles ; i < MAX_PROJECTILES ; i++, pr++)
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{
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// grab an entity to fill in
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if (pr->modelindex < 1)
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continue;
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if (!pr->present) {
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pr->modelindex = 0;
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continue; // not present this frame (it was in the previous frame)
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}
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ent.model = cl.model_draw[pr->modelindex];
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// interpolate origin
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for (j=0 ; j<3 ; j++)
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{
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ent.origin[j] = ent.oldorigin[j] = pr->oldorigin[j] + cl.lerpfrac *
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(pr->origin[j] - pr->oldorigin[j]);
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}
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if (pr->effects & EF_BLASTER)
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CL_BlasterTrail (pr->oldorigin, ent.origin);
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V_AddLight (pr->origin, 200, 1, 1, 0);
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VectorCopy (pr->angles, ent.angles);
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V_AddEntity (&ent);
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}
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}
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#endif
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/*
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=================
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CL_ParseEntityBits
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Returns the entity number and the header bits
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=================
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*/
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int bitcounts[32]; /// just for protocol profiling
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int CL_ParseEntityBits (unsigned *bits)
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{
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unsigned b, total;
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int i;
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int number;
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total = MSG_ReadByte (&net_message);
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if (total & U_MOREBITS1)
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{
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b = MSG_ReadByte (&net_message);
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total |= b<<8;
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}
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if (total & U_MOREBITS2)
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{
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b = MSG_ReadByte (&net_message);
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total |= b<<16;
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}
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if (total & U_MOREBITS3)
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{
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b = MSG_ReadByte (&net_message);
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total |= b<<24;
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}
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// count the bits for net profiling
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for (i=0 ; i<32 ; i++)
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if (total&(1<<i))
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bitcounts[i]++;
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if (total & U_NUMBER16)
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number = MSG_ReadShort (&net_message);
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else
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number = MSG_ReadByte (&net_message);
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*bits = total;
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return number;
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}
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/*
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==================
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CL_ParseDelta
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Can go from either a baseline or a previous packet_entity
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==================
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*/
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void CL_ParseDelta (entity_state_t *from, entity_state_t *to, int number, int bits)
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{
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// set everything to the state we are delta'ing from
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*to = *from;
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VectorCopy (from->origin, to->old_origin);
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to->number = number;
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if (bits & U_MODEL)
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to->modelindex = MSG_ReadByte (&net_message);
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if (bits & U_MODEL2)
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to->modelindex2 = MSG_ReadByte (&net_message);
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if (bits & U_MODEL3)
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to->modelindex3 = MSG_ReadByte (&net_message);
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if (bits & U_MODEL4)
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to->modelindex4 = MSG_ReadByte (&net_message);
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if (bits & U_FRAME8)
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to->frame = MSG_ReadByte (&net_message);
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if (bits & U_FRAME16)
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to->frame = MSG_ReadShort (&net_message);
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if ((bits & U_SKIN8) && (bits & U_SKIN16)) //used for laser colors
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to->skinnum = MSG_ReadLong(&net_message);
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else if (bits & U_SKIN8)
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to->skinnum = MSG_ReadByte(&net_message);
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else if (bits & U_SKIN16)
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to->skinnum = MSG_ReadShort(&net_message);
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if ( (bits & (U_EFFECTS8|U_EFFECTS16)) == (U_EFFECTS8|U_EFFECTS16) )
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to->effects = MSG_ReadLong(&net_message);
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else if (bits & U_EFFECTS8)
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to->effects = MSG_ReadByte(&net_message);
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else if (bits & U_EFFECTS16)
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to->effects = MSG_ReadShort(&net_message);
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if ( (bits & (U_RENDERFX8|U_RENDERFX16)) == (U_RENDERFX8|U_RENDERFX16) )
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to->renderfx = MSG_ReadLong(&net_message);
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else if (bits & U_RENDERFX8)
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to->renderfx = MSG_ReadByte(&net_message);
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else if (bits & U_RENDERFX16)
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to->renderfx = MSG_ReadShort(&net_message);
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if (bits & U_ORIGIN1)
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to->origin[0] = MSG_ReadCoord (&net_message);
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if (bits & U_ORIGIN2)
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to->origin[1] = MSG_ReadCoord (&net_message);
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if (bits & U_ORIGIN3)
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to->origin[2] = MSG_ReadCoord (&net_message);
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if (bits & U_ANGLE1)
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to->angles[0] = MSG_ReadAngle(&net_message);
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if (bits & U_ANGLE2)
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to->angles[1] = MSG_ReadAngle(&net_message);
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if (bits & U_ANGLE3)
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to->angles[2] = MSG_ReadAngle(&net_message);
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if (bits & U_OLDORIGIN)
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MSG_ReadPos (&net_message, to->old_origin);
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if (bits & U_SOUND)
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to->sound = MSG_ReadByte (&net_message);
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if (bits & U_EVENT)
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to->event = MSG_ReadByte (&net_message);
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else
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to->event = 0;
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if (bits & U_SOLID)
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to->solid = MSG_ReadShort (&net_message);
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}
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/*
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==================
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CL_DeltaEntity
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Parses deltas from the given base and adds the resulting entity
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to the current frame
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==================
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*/
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void CL_DeltaEntity (frame_t *frame, int newnum, entity_state_t *old, int bits)
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{
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centity_t *ent;
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entity_state_t *state;
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ent = &cl_entities[newnum];
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state = &cl_parse_entities[cl.parse_entities & (MAX_PARSE_ENTITIES-1)];
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cl.parse_entities++;
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frame->num_entities++;
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CL_ParseDelta (old, state, newnum, bits);
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// some data changes will force no lerping
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if (state->modelindex != ent->current.modelindex
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|| state->modelindex2 != ent->current.modelindex2
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|| state->modelindex3 != ent->current.modelindex3
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|| state->modelindex4 != ent->current.modelindex4
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|| abs(state->origin[0] - ent->current.origin[0]) > 512
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|| abs(state->origin[1] - ent->current.origin[1]) > 512
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|| abs(state->origin[2] - ent->current.origin[2]) > 512
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|| state->event == EV_PLAYER_TELEPORT
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|| state->event == EV_OTHER_TELEPORT
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)
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{
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ent->serverframe = -99;
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}
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if (ent->serverframe != cl.frame.serverframe - 1)
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{ // wasn't in last update, so initialize some things
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ent->trailcount = 1024; // for diminishing rocket / grenade trails
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// duplicate the current state so lerping doesn't hurt anything
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ent->prev = *state;
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if (state->event == EV_OTHER_TELEPORT)
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{
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VectorCopy (state->origin, ent->prev.origin);
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VectorCopy (state->origin, ent->lerp_origin);
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}
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else
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{
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VectorCopy (state->old_origin, ent->prev.origin);
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VectorCopy (state->old_origin, ent->lerp_origin);
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}
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}
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else
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{ // shuffle the last state to previous
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ent->prev = ent->current;
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}
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ent->serverframe = cl.frame.serverframe;
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ent->current = *state;
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}
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/*
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==================
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CL_ParsePacketEntities
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An svc_packetentities has just been parsed, deal with the
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rest of the data stream.
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==================
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*/
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void CL_ParsePacketEntities (frame_t *oldframe, frame_t *newframe)
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{
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int newnum;
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unsigned int bits;
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entity_state_t *oldstate = NULL;
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int oldindex, oldnum;
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newframe->parse_entities = cl.parse_entities;
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newframe->num_entities = 0;
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// delta from the entities present in oldframe
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oldindex = 0;
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if (!oldframe)
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oldnum = 99999;
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else
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{
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if (oldindex >= oldframe->num_entities)
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oldnum = 99999;
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else
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{
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oldstate = &cl_parse_entities[(oldframe->parse_entities+oldindex) & (MAX_PARSE_ENTITIES-1)];
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oldnum = oldstate->number;
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}
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}
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while (1)
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{
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newnum = CL_ParseEntityBits (&bits);
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if (newnum >= MAX_EDICTS)
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Com_Error (ERR_DROP,"CL_ParsePacketEntities: bad number:%i", newnum);
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if (net_message.readcount > net_message.cursize)
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Com_Error (ERR_DROP,"CL_ParsePacketEntities: end of message");
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if (!newnum)
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break;
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while (oldnum < newnum)
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{ // one or more entities from the old packet are unchanged
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if (cl_shownet->value == 3)
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Com_Printf (" unchanged: %i\n", oldnum);
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CL_DeltaEntity (newframe, oldnum, oldstate, 0);
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oldindex++;
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if (oldindex >= oldframe->num_entities)
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oldnum = 99999;
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else
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{
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oldstate = &cl_parse_entities[(oldframe->parse_entities+oldindex) & (MAX_PARSE_ENTITIES-1)];
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oldnum = oldstate->number;
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}
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}
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if (bits & U_REMOVE)
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{ // the entity present in oldframe is not in the current frame
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if (cl_shownet->value == 3)
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Com_Printf (" remove: %i\n", newnum);
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if (oldnum != newnum)
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Com_Printf ("U_REMOVE: oldnum != newnum\n");
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oldindex++;
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if (oldindex >= oldframe->num_entities)
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oldnum = 99999;
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else
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{
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oldstate = &cl_parse_entities[(oldframe->parse_entities+oldindex) & (MAX_PARSE_ENTITIES-1)];
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oldnum = oldstate->number;
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}
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continue;
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}
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if (oldnum == newnum)
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{ // delta from previous state
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if (cl_shownet->value == 3)
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Com_Printf (" delta: %i\n", newnum);
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CL_DeltaEntity (newframe, newnum, oldstate, bits);
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oldindex++;
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if (oldindex >= oldframe->num_entities)
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oldnum = 99999;
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else
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{
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oldstate = &cl_parse_entities[(oldframe->parse_entities+oldindex) & (MAX_PARSE_ENTITIES-1)];
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oldnum = oldstate->number;
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}
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continue;
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}
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if (oldnum > newnum)
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{ // delta from baseline
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if (cl_shownet->value == 3)
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Com_Printf (" baseline: %i\n", newnum);
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CL_DeltaEntity (newframe, newnum, &cl_entities[newnum].baseline, bits);
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continue;
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}
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}
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// any remaining entities in the old frame are copied over
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while (oldnum != 99999)
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{ // one or more entities from the old packet are unchanged
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if (cl_shownet->value == 3)
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Com_Printf (" unchanged: %i\n", oldnum);
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CL_DeltaEntity (newframe, oldnum, oldstate, 0);
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oldindex++;
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if (oldindex >= oldframe->num_entities)
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oldnum = 99999;
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else
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{
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oldstate = &cl_parse_entities[(oldframe->parse_entities+oldindex) & (MAX_PARSE_ENTITIES-1)];
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oldnum = oldstate->number;
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}
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}
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}
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|
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/*
|
|
===================
|
|
CL_ParsePlayerstate
|
|
===================
|
|
*/
|
|
void CL_ParsePlayerstate (frame_t *oldframe, frame_t *newframe)
|
|
{
|
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int flags;
|
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player_state_t *state;
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int i;
|
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int statbits;
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state = &newframe->playerstate;
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// clear to old value before delta parsing
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if (oldframe)
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*state = oldframe->playerstate;
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else
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memset (state, 0, sizeof(*state));
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|
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flags = MSG_ReadShort (&net_message);
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//
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// parse the pmove_state_t
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//
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if (flags & PS_M_TYPE)
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state->pmove.pm_type = MSG_ReadByte (&net_message);
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|
|
if (flags & PS_M_ORIGIN)
|
|
{
|
|
state->pmove.origin[0] = MSG_ReadShort (&net_message);
|
|
state->pmove.origin[1] = MSG_ReadShort (&net_message);
|
|
state->pmove.origin[2] = MSG_ReadShort (&net_message);
|
|
}
|
|
|
|
if (flags & PS_M_VELOCITY)
|
|
{
|
|
state->pmove.velocity[0] = MSG_ReadShort (&net_message);
|
|
state->pmove.velocity[1] = MSG_ReadShort (&net_message);
|
|
state->pmove.velocity[2] = MSG_ReadShort (&net_message);
|
|
}
|
|
|
|
if (flags & PS_M_TIME)
|
|
state->pmove.pm_time = MSG_ReadByte (&net_message);
|
|
|
|
if (flags & PS_M_FLAGS)
|
|
state->pmove.pm_flags = MSG_ReadByte (&net_message);
|
|
|
|
if (flags & PS_M_GRAVITY)
|
|
state->pmove.gravity = MSG_ReadShort (&net_message);
|
|
|
|
if (flags & PS_M_DELTA_ANGLES)
|
|
{
|
|
state->pmove.delta_angles[0] = MSG_ReadShort (&net_message);
|
|
state->pmove.delta_angles[1] = MSG_ReadShort (&net_message);
|
|
state->pmove.delta_angles[2] = MSG_ReadShort (&net_message);
|
|
}
|
|
|
|
if (cl.attractloop)
|
|
state->pmove.pm_type = PM_FREEZE; // demo playback
|
|
|
|
//
|
|
// parse the rest of the player_state_t
|
|
//
|
|
if (flags & PS_VIEWOFFSET)
|
|
{
|
|
state->viewoffset[0] = MSG_ReadChar (&net_message) * 0.25;
|
|
state->viewoffset[1] = MSG_ReadChar (&net_message) * 0.25;
|
|
state->viewoffset[2] = MSG_ReadChar (&net_message) * 0.25;
|
|
}
|
|
|
|
if (flags & PS_VIEWANGLES)
|
|
{
|
|
state->viewangles[0] = MSG_ReadAngle16 (&net_message);
|
|
state->viewangles[1] = MSG_ReadAngle16 (&net_message);
|
|
state->viewangles[2] = MSG_ReadAngle16 (&net_message);
|
|
}
|
|
|
|
if (flags & PS_KICKANGLES)
|
|
{
|
|
state->kick_angles[0] = MSG_ReadChar (&net_message) * 0.25;
|
|
state->kick_angles[1] = MSG_ReadChar (&net_message) * 0.25;
|
|
state->kick_angles[2] = MSG_ReadChar (&net_message) * 0.25;
|
|
}
|
|
|
|
if (flags & PS_WEAPONINDEX)
|
|
{
|
|
state->gunindex = MSG_ReadByte (&net_message);
|
|
}
|
|
|
|
if (flags & PS_WEAPONFRAME)
|
|
{
|
|
state->gunframe = MSG_ReadByte (&net_message);
|
|
state->gunoffset[0] = MSG_ReadChar (&net_message)*0.25;
|
|
state->gunoffset[1] = MSG_ReadChar (&net_message)*0.25;
|
|
state->gunoffset[2] = MSG_ReadChar (&net_message)*0.25;
|
|
state->gunangles[0] = MSG_ReadChar (&net_message)*0.25;
|
|
state->gunangles[1] = MSG_ReadChar (&net_message)*0.25;
|
|
state->gunangles[2] = MSG_ReadChar (&net_message)*0.25;
|
|
}
|
|
|
|
if (flags & PS_BLEND)
|
|
{
|
|
state->blend[0] = MSG_ReadByte (&net_message)/255.0;
|
|
state->blend[1] = MSG_ReadByte (&net_message)/255.0;
|
|
state->blend[2] = MSG_ReadByte (&net_message)/255.0;
|
|
state->blend[3] = MSG_ReadByte (&net_message)/255.0;
|
|
}
|
|
|
|
if (flags & PS_FOV)
|
|
state->fov = MSG_ReadByte (&net_message);
|
|
|
|
if (flags & PS_RDFLAGS)
|
|
state->rdflags = MSG_ReadByte (&net_message);
|
|
|
|
// parse stats
|
|
statbits = MSG_ReadLong (&net_message);
|
|
for (i=0 ; i<MAX_STATS ; i++)
|
|
if (statbits & (1<<i) )
|
|
state->stats[i] = MSG_ReadShort(&net_message);
|
|
}
|
|
|
|
|
|
/*
|
|
==================
|
|
CL_FireEntityEvents
|
|
|
|
==================
|
|
*/
|
|
void CL_FireEntityEvents (frame_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)
|
|
CL_EntityEvent (s1);
|
|
|
|
// EF_TELEPORTER acts like an event, but is not cleared each frame
|
|
if (s1->effects & EF_TELEPORTER)
|
|
CL_TeleporterParticles (s1);
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
================
|
|
CL_ParseFrame
|
|
================
|
|
*/
|
|
void CL_ParseFrame (void)
|
|
{
|
|
int cmd;
|
|
int len;
|
|
frame_t *old;
|
|
|
|
memset (&cl.frame, 0, sizeof(cl.frame));
|
|
|
|
#if 0
|
|
CL_ClearProjectiles(); // clear projectiles for new frame
|
|
#endif
|
|
|
|
cl.frame.serverframe = MSG_ReadLong (&net_message);
|
|
cl.frame.deltaframe = MSG_ReadLong (&net_message);
|
|
cl.frame.servertime = cl.frame.serverframe*100;
|
|
|
|
// BIG HACK to let old demos continue to work
|
|
if (cls.serverProtocol != 26)
|
|
cl.surpressCount = MSG_ReadByte (&net_message);
|
|
|
|
if (cl_shownet->value == 3)
|
|
Com_Printf (" frame:%i delta:%i\n", cl.frame.serverframe,
|
|
cl.frame.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.frame.deltaframe <= 0)
|
|
{
|
|
cl.frame.valid = true; // uncompressed frame
|
|
old = NULL;
|
|
cls.demowaiting = false; // we can start recording now
|
|
}
|
|
else
|
|
{
|
|
old = &cl.frames[cl.frame.deltaframe & UPDATE_MASK];
|
|
if (!old->valid)
|
|
{ // should never happen
|
|
Com_Printf ("Delta from invalid frame (not supposed to happen!).\n");
|
|
}
|
|
if (old->serverframe != cl.frame.deltaframe)
|
|
{ // The frame that the server did the delta from
|
|
// is too old, so we can't reconstruct it properly.
|
|
Com_Printf ("Delta frame too old.\n");
|
|
}
|
|
else if (cl.parse_entities - old->parse_entities > MAX_PARSE_ENTITIES-128)
|
|
{
|
|
Com_Printf ("Delta parse_entities too old.\n");
|
|
}
|
|
else
|
|
cl.frame.valid = true; // valid delta parse
|
|
}
|
|
|
|
// clamp time
|
|
if (cl.time > cl.frame.servertime)
|
|
cl.time = cl.frame.servertime;
|
|
else if (cl.time < cl.frame.servertime - 100)
|
|
cl.time = cl.frame.servertime - 100;
|
|
|
|
// read areabits
|
|
len = MSG_ReadByte (&net_message);
|
|
MSG_ReadData (&net_message, &cl.frame.areabits, len);
|
|
|
|
// read playerinfo
|
|
cmd = MSG_ReadByte (&net_message);
|
|
SHOWNET(svc_strings[cmd]);
|
|
if (cmd != svc_playerinfo)
|
|
Com_Error (ERR_DROP, "CL_ParseFrame: not playerinfo");
|
|
CL_ParsePlayerstate (old, &cl.frame);
|
|
|
|
// read packet entities
|
|
cmd = MSG_ReadByte (&net_message);
|
|
SHOWNET(svc_strings[cmd]);
|
|
if (cmd != svc_packetentities)
|
|
Com_Error (ERR_DROP, "CL_ParseFrame: not packetentities");
|
|
CL_ParsePacketEntities (old, &cl.frame);
|
|
|
|
#if 0
|
|
if (cmd == svc_packetentities2)
|
|
CL_ParseProjectiles();
|
|
#endif
|
|
|
|
// save the frame off in the backup array for later delta comparisons
|
|
cl.frames[cl.frame.serverframe & UPDATE_MASK] = cl.frame;
|
|
|
|
if (cl.frame.valid)
|
|
{
|
|
// getting a valid frame message ends the connection process
|
|
if (cls.state != ca_active)
|
|
{
|
|
cls.state = ca_active;
|
|
cl.force_refdef = true;
|
|
cl.predicted_origin[0] = cl.frame.playerstate.pmove.origin[0]*0.125;
|
|
cl.predicted_origin[1] = cl.frame.playerstate.pmove.origin[1]*0.125;
|
|
cl.predicted_origin[2] = cl.frame.playerstate.pmove.origin[2]*0.125;
|
|
VectorCopy (cl.frame.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
|
|
CL_FireEntityEvents (&cl.frame);
|
|
CL_CheckPredictionError ();
|
|
}
|
|
}
|
|
|
|
/*
|
|
==========================================================================
|
|
|
|
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;
|
|
}
|
|
|
|
// PMM - used in shell code
|
|
extern int Developer_searchpath (int who);
|
|
// pmm
|
|
/*
|
|
===============
|
|
CL_AddPacketEntities
|
|
|
|
===============
|
|
*/
|
|
void CL_AddPacketEntities (frame_t *frame)
|
|
{
|
|
entity_t ent;
|
|
entity_state_t *s1;
|
|
float autorotate;
|
|
int i;
|
|
int pnum;
|
|
centity_t *cent;
|
|
int autoanim;
|
|
clientinfo_t *ci;
|
|
unsigned int effects, renderfx;
|
|
|
|
// bonus items rotate at a fixed rate
|
|
autorotate = anglemod(cl.time/10);
|
|
|
|
// brush models can auto animate their frames
|
|
autoanim = 2*cl.time/1000;
|
|
|
|
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;
|
|
|
|
// set frame
|
|
if (effects & EF_ANIM01)
|
|
ent.frame = autoanim & 1;
|
|
else if (effects & EF_ANIM23)
|
|
ent.frame = 2 + (autoanim & 1);
|
|
else if (effects & EF_ANIM_ALL)
|
|
ent.frame = autoanim;
|
|
else if (effects & EF_ANIM_ALLFAST)
|
|
ent.frame = cl.time / 100;
|
|
else
|
|
ent.frame = s1->frame;
|
|
|
|
// quad and pent can do different things on client
|
|
if (effects & EF_PENT)
|
|
{
|
|
effects &= ~EF_PENT;
|
|
effects |= EF_COLOR_SHELL;
|
|
renderfx |= RF_SHELL_RED;
|
|
}
|
|
|
|
if (effects & EF_QUAD)
|
|
{
|
|
effects &= ~EF_QUAD;
|
|
effects |= EF_COLOR_SHELL;
|
|
renderfx |= RF_SHELL_BLUE;
|
|
}
|
|
//======
|
|
// PMM
|
|
if (effects & EF_DOUBLE)
|
|
{
|
|
effects &= ~EF_DOUBLE;
|
|
effects |= EF_COLOR_SHELL;
|
|
renderfx |= RF_SHELL_DOUBLE;
|
|
}
|
|
|
|
if (effects & EF_HALF_DAMAGE)
|
|
{
|
|
effects &= ~EF_HALF_DAMAGE;
|
|
effects |= EF_COLOR_SHELL;
|
|
renderfx |= RF_SHELL_HALF_DAM;
|
|
}
|
|
// pmm
|
|
//======
|
|
ent.oldframe = cent->prev.frame;
|
|
ent.backlerp = 1.0 - cl.lerpfrac;
|
|
|
|
if (renderfx & (RF_FRAMELERP|RF_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 & RF_BEAM )
|
|
{ // the four beam colors are encoded in 32 bits of skinnum (hack)
|
|
ent.alpha = 0.30;
|
|
ent.skinnum = (s1->skinnum >> ((rand() % 4)*8)) & 0xff;
|
|
ent.model = NULL;
|
|
}
|
|
else
|
|
{
|
|
// set skin
|
|
if (s1->modelindex == 255)
|
|
{ // use custom player skin
|
|
ent.skinnum = 0;
|
|
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 & RF_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_draw[s1->modelindex];
|
|
}
|
|
}
|
|
|
|
// only used for black hole model right now, FIXME: do better
|
|
if (renderfx == RF_TRANSLUCENT)
|
|
ent.alpha = 0.70;
|
|
|
|
// render effects (fullbright, translucent, etc)
|
|
if ((effects & EF_COLOR_SHELL))
|
|
ent.flags = 0; // renderfx go on color shell entity
|
|
else
|
|
ent.flags = renderfx;
|
|
|
|
// calculate angles
|
|
if (effects & EF_ROTATE)
|
|
{ // some bonus items auto-rotate
|
|
ent.angles[0] = 0;
|
|
ent.angles[1] = autorotate;
|
|
ent.angles[2] = 0;
|
|
}
|
|
// RAFAEL
|
|
else if (effects & EF_SPINNINGLIGHTS)
|
|
{
|
|
ent.angles[0] = 0;
|
|
ent.angles[1] = anglemod(cl.time/2) + s1->angles[1];
|
|
ent.angles[2] = 180;
|
|
{
|
|
vec3_t forward;
|
|
vec3_t start;
|
|
|
|
AngleVectors (ent.angles, forward, NULL, NULL);
|
|
VectorMA (ent.origin, 64, forward, start);
|
|
V_AddLight (start, 100, 1, 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);
|
|
}
|
|
}
|
|
|
|
if (s1->number == cl.playernum+1)
|
|
{
|
|
ent.flags |= RF_VIEWERMODEL; // only draw from mirrors
|
|
// FIXME: still pass to refresh
|
|
|
|
if (effects & EF_FLAG1)
|
|
V_AddLight (ent.origin, 225, 1.0, 0.1, 0.1);
|
|
else if (effects & EF_FLAG2)
|
|
V_AddLight (ent.origin, 225, 0.1, 0.1, 1.0);
|
|
else if (effects & EF_TAGTRAIL) //PGM
|
|
V_AddLight (ent.origin, 225, 1.0, 1.0, 0.0); //PGM
|
|
else if (effects & EF_TRACKERTRAIL) //PGM
|
|
V_AddLight (ent.origin, 225, -1.0, -1.0, -1.0); //PGM
|
|
|
|
continue;
|
|
}
|
|
|
|
// if set to invisible, skip
|
|
if (!s1->modelindex)
|
|
continue;
|
|
|
|
if (effects & EF_BFG)
|
|
{
|
|
ent.flags |= RF_TRANSLUCENT;
|
|
ent.alpha = 0.30;
|
|
}
|
|
|
|
// RAFAEL
|
|
if (effects & EF_PLASMA)
|
|
{
|
|
ent.flags |= RF_TRANSLUCENT;
|
|
ent.alpha = 0.6;
|
|
}
|
|
|
|
if (effects & EF_SPHERETRANS)
|
|
{
|
|
ent.flags |= RF_TRANSLUCENT;
|
|
// PMM - *sigh* yet more EF overloading
|
|
if (effects & EF_TRACKERTRAIL)
|
|
ent.alpha = 0.6;
|
|
else
|
|
ent.alpha = 0.3;
|
|
}
|
|
//pmm
|
|
|
|
// add to refresh list
|
|
V_AddEntity (&ent);
|
|
|
|
|
|
// color shells generate a seperate entity for the main model
|
|
if (effects & EF_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
|
|
// if(Developer_searchpath(2) == 2)
|
|
// {
|
|
// 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 & RF_SHELL_HALF_DAM)
|
|
{
|
|
if(Developer_searchpath(2) == 2)
|
|
{
|
|
// ditch the half damage shell if any of red, blue, or double are on
|
|
if (renderfx & (RF_SHELL_RED|RF_SHELL_BLUE|RF_SHELL_DOUBLE))
|
|
renderfx &= ~RF_SHELL_HALF_DAM;
|
|
}
|
|
}
|
|
|
|
if (renderfx & RF_SHELL_DOUBLE)
|
|
{
|
|
if(Developer_searchpath(2) == 2)
|
|
{
|
|
// lose the yellow shell if we have a red, blue, or green shell
|
|
if (renderfx & (RF_SHELL_RED|RF_SHELL_BLUE|RF_SHELL_GREEN))
|
|
renderfx &= ~RF_SHELL_DOUBLE;
|
|
// if we have a red shell, turn it to purple by adding blue
|
|
if (renderfx & RF_SHELL_RED)
|
|
renderfx |= RF_SHELL_BLUE;
|
|
// if we have a blue shell (and not a red shell), turn it to cyan by adding green
|
|
else if (renderfx & RF_SHELL_BLUE) {
|
|
// go to green if it's on already, otherwise do cyan (flash green)
|
|
if (renderfx & RF_SHELL_GREEN)
|
|
renderfx &= ~RF_SHELL_BLUE;
|
|
else
|
|
renderfx |= RF_SHELL_GREEN;
|
|
}
|
|
}
|
|
}
|
|
// }
|
|
// pmm
|
|
ent.flags = renderfx | RF_TRANSLUCENT;
|
|
ent.alpha = 0.30;
|
|
V_AddEntity (&ent);
|
|
}
|
|
|
|
ent.skin = NULL; // never use a custom skin on others
|
|
ent.skinnum = 0;
|
|
ent.flags = 0;
|
|
ent.alpha = 0;
|
|
|
|
// duplicate for linked models
|
|
if (s1->modelindex2)
|
|
{
|
|
if (s1->modelindex2 == 255)
|
|
{ // custom weapon
|
|
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_draw[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.configstrings[CS_MODELS+(s1->modelindex2)], "models/items/shell/tris.md2"))
|
|
{
|
|
ent.alpha = 0.32;
|
|
ent.flags = RF_TRANSLUCENT;
|
|
}
|
|
// pmm
|
|
|
|
V_AddEntity (&ent);
|
|
|
|
//PGM - make sure these get reset.
|
|
ent.flags = 0;
|
|
ent.alpha = 0;
|
|
//PGM
|
|
}
|
|
if (s1->modelindex3)
|
|
{
|
|
ent.model = cl.model_draw[s1->modelindex3];
|
|
V_AddEntity (&ent);
|
|
}
|
|
if (s1->modelindex4)
|
|
{
|
|
ent.model = cl.model_draw[s1->modelindex4];
|
|
V_AddEntity (&ent);
|
|
}
|
|
|
|
if ( effects & EF_POWERSCREEN )
|
|
{
|
|
ent.model = cl_mod_powerscreen;
|
|
ent.oldframe = 0;
|
|
ent.frame = 0;
|
|
ent.flags |= (RF_TRANSLUCENT | RF_SHELL_GREEN);
|
|
ent.alpha = 0.30;
|
|
V_AddEntity (&ent);
|
|
}
|
|
|
|
// add automatic particle trails
|
|
if ( (effects&~EF_ROTATE) )
|
|
{
|
|
if (effects & EF_ROCKET)
|
|
{
|
|
CL_RocketTrail (cent->lerp_origin, ent.origin, cent);
|
|
V_AddLight (ent.origin, 200, 1, 1, 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 & EF_BLASTER)
|
|
{
|
|
// CL_BlasterTrail (cent->lerp_origin, ent.origin);
|
|
//PGM
|
|
if (effects & EF_TRACKER) // lame... problematic?
|
|
{
|
|
CL_BlasterTrail2 (cent->lerp_origin, ent.origin);
|
|
V_AddLight (ent.origin, 200, 0, 1, 0);
|
|
}
|
|
else
|
|
{
|
|
CL_BlasterTrail (cent->lerp_origin, ent.origin);
|
|
V_AddLight (ent.origin, 200, 1, 1, 0);
|
|
}
|
|
//PGM
|
|
}
|
|
else if (effects & EF_HYPERBLASTER)
|
|
{
|
|
if (effects & EF_TRACKER) // PGM overloaded for blaster2.
|
|
V_AddLight (ent.origin, 200, 0, 1, 0); // PGM
|
|
else // PGM
|
|
V_AddLight (ent.origin, 200, 1, 1, 0);
|
|
}
|
|
else if (effects & EF_GIB)
|
|
{
|
|
CL_DiminishingTrail (cent->lerp_origin, ent.origin, cent, effects);
|
|
}
|
|
else if (effects & EF_GRENADE)
|
|
{
|
|
CL_DiminishingTrail (cent->lerp_origin, ent.origin, cent, effects);
|
|
}
|
|
else if (effects & EF_FLIES)
|
|
{
|
|
CL_FlyEffect (cent, ent.origin);
|
|
}
|
|
else if (effects & EF_BFG)
|
|
{
|
|
static int bfg_lightramp[6] = {300, 400, 600, 300, 150, 75};
|
|
|
|
if (effects & EF_ANIM_ALLFAST)
|
|
{
|
|
CL_BfgParticles (&ent);
|
|
i = 200;
|
|
}
|
|
else
|
|
{
|
|
i = bfg_lightramp[s1->frame];
|
|
}
|
|
V_AddLight (ent.origin, i, 0, 1, 0);
|
|
}
|
|
// RAFAEL
|
|
else if (effects & EF_TRAP)
|
|
{
|
|
ent.origin[2] += 32;
|
|
CL_TrapParticles (&ent);
|
|
i = (rand()%100) + 100;
|
|
V_AddLight (ent.origin, i, 1, 0.8, 0.1);
|
|
}
|
|
else if (effects & EF_FLAG1)
|
|
{
|
|
CL_FlagTrail (cent->lerp_origin, ent.origin, 242);
|
|
V_AddLight (ent.origin, 225, 1, 0.1, 0.1);
|
|
}
|
|
else if (effects & EF_FLAG2)
|
|
{
|
|
CL_FlagTrail (cent->lerp_origin, ent.origin, 115);
|
|
V_AddLight (ent.origin, 225, 0.1, 0.1, 1);
|
|
}
|
|
//======
|
|
//ROGUE
|
|
else if (effects & EF_TAGTRAIL)
|
|
{
|
|
CL_TagTrail (cent->lerp_origin, ent.origin, 220);
|
|
V_AddLight (ent.origin, 225, 1.0, 1.0, 0.0);
|
|
}
|
|
else if (effects & EF_TRACKERTRAIL)
|
|
{
|
|
if (effects & EF_TRACKER)
|
|
{
|
|
float intensity;
|
|
|
|
intensity = 50 + (500 * (sin(cl.time/500.0) + 1.0));
|
|
// FIXME - check out this effect in rendition
|
|
if(vidref_val == VIDREF_GL)
|
|
V_AddLight (ent.origin, intensity, -1.0, -1.0, -1.0);
|
|
else
|
|
V_AddLight (ent.origin, -1.0 * intensity, 1.0, 1.0, 1.0);
|
|
}
|
|
else
|
|
{
|
|
CL_Tracker_Shell (cent->lerp_origin);
|
|
V_AddLight (ent.origin, 155, -1.0, -1.0, -1.0);
|
|
}
|
|
}
|
|
else if (effects & EF_TRACKER)
|
|
{
|
|
CL_TrackerTrail (cent->lerp_origin, ent.origin, 0);
|
|
// FIXME - check out this effect in rendition
|
|
if(vidref_val == VIDREF_GL)
|
|
V_AddLight (ent.origin, 200, -1, -1, -1);
|
|
else
|
|
V_AddLight (ent.origin, -200, 1, 1, 1);
|
|
}
|
|
//ROGUE
|
|
//======
|
|
// RAFAEL
|
|
else if (effects & EF_GREENGIB)
|
|
{
|
|
CL_DiminishingTrail (cent->lerp_origin, ent.origin, cent, effects);
|
|
}
|
|
// RAFAEL
|
|
else if (effects & EF_IONRIPPER)
|
|
{
|
|
CL_IonripperTrail (cent->lerp_origin, ent.origin);
|
|
V_AddLight (ent.origin, 100, 1, 0.5, 0.5);
|
|
}
|
|
// RAFAEL
|
|
else if (effects & EF_BLUEHYPERBLASTER)
|
|
{
|
|
V_AddLight (ent.origin, 200, 0, 0, 1);
|
|
}
|
|
// RAFAEL
|
|
else if (effects & EF_PLASMA)
|
|
{
|
|
if (effects & EF_ANIM_ALLFAST)
|
|
{
|
|
CL_BlasterTrail (cent->lerp_origin, ent.origin);
|
|
}
|
|
V_AddLight (ent.origin, 130, 1, 0.5, 0.5);
|
|
}
|
|
}
|
|
|
|
VectorCopy (ent.origin, cent->lerp_origin);
|
|
}
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
==============
|
|
CL_AddViewWeapon
|
|
==============
|
|
*/
|
|
void CL_AddViewWeapon (player_state_t *ps, player_state_t *ops)
|
|
{
|
|
entity_t gun; // view model
|
|
int i;
|
|
|
|
// allow the gun to be completely removed
|
|
if (!cl_gun->value)
|
|
return;
|
|
|
|
// don't draw gun if in wide angle view
|
|
if (ps->fov > 90)
|
|
return;
|
|
|
|
memset (&gun, 0, sizeof(gun));
|
|
|
|
if (gun_model)
|
|
gun.model = gun_model; // development tool
|
|
else
|
|
gun.model = cl.model_draw[ps->gunindex];
|
|
if (!gun.model)
|
|
return;
|
|
|
|
// set up gun position
|
|
for (i=0 ; i<3 ; i++)
|
|
{
|
|
gun.origin[i] = cl.refdef.vieworg[i] + ops->gunoffset[i]
|
|
+ cl.lerpfrac * (ps->gunoffset[i] - ops->gunoffset[i]);
|
|
gun.angles[i] = cl.refdef.viewangles[i] + LerpAngle (ops->gunangles[i],
|
|
ps->gunangles[i], cl.lerpfrac);
|
|
}
|
|
|
|
if (gun_frame)
|
|
{
|
|
gun.frame = gun_frame; // development tool
|
|
gun.oldframe = gun_frame; // development tool
|
|
}
|
|
else
|
|
{
|
|
gun.frame = ps->gunframe;
|
|
if (gun.frame == 0)
|
|
gun.oldframe = 0; // just changed weapons, don't lerp from old
|
|
else
|
|
gun.oldframe = ops->gunframe;
|
|
}
|
|
|
|
gun.flags = RF_MINLIGHT | RF_DEPTHHACK | RF_WEAPONMODEL;
|
|
gun.backlerp = 1.0 - cl.lerpfrac;
|
|
VectorCopy (gun.origin, gun.oldorigin); // don't lerp at all
|
|
V_AddEntity (&gun);
|
|
}
|
|
|
|
|
|
/*
|
|
===============
|
|
CL_CalcViewValues
|
|
|
|
Sets cl.refdef view values
|
|
===============
|
|
*/
|
|
void CL_CalcViewValues (void)
|
|
{
|
|
int i;
|
|
float lerp, backlerp;
|
|
centity_t *ent;
|
|
frame_t *oldframe;
|
|
player_state_t *ps, *ops;
|
|
|
|
// find the previous frame to interpolate from
|
|
ps = &cl.frame.playerstate;
|
|
i = (cl.frame.serverframe - 1) & UPDATE_MASK;
|
|
oldframe = &cl.frames[i];
|
|
if (oldframe->serverframe != cl.frame.serverframe-1 || !oldframe->valid)
|
|
oldframe = &cl.frame; // 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+1];
|
|
lerp = cl.lerpfrac;
|
|
|
|
// calculate the origin
|
|
if ((cl_predict->value) && !(cl.frame.playerstate.pmove.pm_flags & PMF_NO_PREDICTION))
|
|
{ // use predicted values
|
|
unsigned delta;
|
|
|
|
backlerp = 1.0 - lerp;
|
|
for (i=0 ; i<3 ; i++)
|
|
{
|
|
cl.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 = cls.realtime - cl.predicted_step_time;
|
|
if (delta < 100)
|
|
cl.refdef.vieworg[2] -= cl.predicted_step * (100 - delta) * 0.01;
|
|
}
|
|
else
|
|
{ // just use interpolated values
|
|
for (i=0 ; i<3 ; i++)
|
|
cl.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.frame.playerstate.pmove.pm_type < PM_DEAD )
|
|
{ // use predicted values
|
|
for (i=0 ; i<3 ; i++)
|
|
cl.refdef.viewangles[i] = cl.predicted_angles[i];
|
|
}
|
|
else
|
|
{ // just use interpolated values
|
|
for (i=0 ; i<3 ; i++)
|
|
cl.refdef.viewangles[i] = LerpAngle (ops->viewangles[i], ps->viewangles[i], lerp);
|
|
}
|
|
|
|
for (i=0 ; i<3 ; i++)
|
|
cl.refdef.viewangles[i] += LerpAngle (ops->kick_angles[i], ps->kick_angles[i], lerp);
|
|
|
|
AngleVectors (cl.refdef.viewangles, cl.v_forward, cl.v_right, cl.v_up);
|
|
|
|
// interpolate field of view
|
|
cl.refdef.fov_x = ops->fov + lerp * (ps->fov - ops->fov);
|
|
|
|
// don't interpolate blend color
|
|
for (i=0 ; i<4 ; i++)
|
|
cl.refdef.blend[i] = ps->blend[i];
|
|
|
|
// add the weapon
|
|
CL_AddViewWeapon (ps, ops);
|
|
}
|
|
|
|
/*
|
|
===============
|
|
CL_AddEntities
|
|
|
|
Emits all entities, particles, and lights to the refresh
|
|
===============
|
|
*/
|
|
void CL_AddEntities (void)
|
|
{
|
|
if (cls.state != ca_active)
|
|
return;
|
|
|
|
if (cl.time > cl.frame.servertime)
|
|
{
|
|
if (cl_showclamp->value)
|
|
Com_Printf ("high clamp %i\n", cl.time - cl.frame.servertime);
|
|
cl.time = cl.frame.servertime;
|
|
cl.lerpfrac = 1.0;
|
|
}
|
|
else if (cl.time < cl.frame.servertime - 100)
|
|
{
|
|
if (cl_showclamp->value)
|
|
Com_Printf ("low clamp %i\n", cl.frame.servertime-100 - cl.time);
|
|
cl.time = cl.frame.servertime - 100;
|
|
cl.lerpfrac = 0;
|
|
}
|
|
else
|
|
cl.lerpfrac = 1.0 - (cl.frame.servertime - cl.time) * 0.01;
|
|
|
|
if (cl_timedemo->value)
|
|
cl.lerpfrac = 1.0;
|
|
|
|
// CL_AddPacketEntities (&cl.frame);
|
|
// CL_AddTEnts ();
|
|
// CL_AddParticles ();
|
|
// CL_AddDLights ();
|
|
// CL_AddLightStyles ();
|
|
|
|
CL_CalcViewValues ();
|
|
// PMM - moved this here so the heat beam has the right values for the vieworg, and can lock the beam to the gun
|
|
CL_AddPacketEntities (&cl.frame);
|
|
#if 0
|
|
CL_AddProjectiles ();
|
|
#endif
|
|
CL_AddTEnts ();
|
|
CL_AddParticles ();
|
|
CL_AddDLights ();
|
|
CL_AddLightStyles ();
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
===============
|
|
CL_GetEntitySoundOrigin
|
|
|
|
Called to get the sound spatialization origin
|
|
===============
|
|
*/
|
|
void CL_GetEntitySoundOrigin (int ent, vec3_t org)
|
|
{
|
|
centity_t *old;
|
|
|
|
if (ent < 0 || ent >= MAX_EDICTS)
|
|
Com_Error (ERR_DROP, "CL_GetEntitySoundOrigin: bad ent");
|
|
old = &cl_entities[ent];
|
|
VectorCopy (old->lerp_origin, org);
|
|
|
|
// FIXME: bmodel issues...
|
|
}
|