2001-02-19 21:15:25 +00:00
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/*
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cl_ents.c
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entity parsing and management
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Copyright (C) 1996-1997 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:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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*/
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#ifdef HAVE_CONFIG_H
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# include "config.h"
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#endif
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2003-01-15 15:31:36 +00:00
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2001-02-19 21:15:25 +00:00
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#ifdef HAVE_STRING_H
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# include <string.h>
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#endif
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#ifdef HAVE_STRINGS_H
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# include <strings.h>
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#endif
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2001-05-31 03:41:35 +00:00
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#include "QF/cvar.h"
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2001-05-21 00:22:35 +00:00
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#include "QF/msg.h"
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#include "QF/render.h"
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2001-05-21 22:25:35 +00:00
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#include "QF/skin.h"
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2007-11-06 10:17:14 +00:00
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#include "QF/sys.h"
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2001-05-21 00:22:35 +00:00
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2021-07-24 05:19:52 +00:00
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#include "QF/scene/entity.h"
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2022-03-04 16:48:10 +00:00
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#include "QF/scene/scene.h"
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2021-07-24 05:19:52 +00:00
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2001-08-25 02:47:11 +00:00
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#include "compat.h"
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2020-06-21 14:15:17 +00:00
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2021-03-11 02:25:04 +00:00
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#include "client/effects.h"
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2021-03-11 02:38:33 +00:00
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#include "client/locs.h"
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2021-03-10 09:00:16 +00:00
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#include "client/temp_entities.h"
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2021-03-12 02:48:53 +00:00
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#include "client/view.h"
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2022-03-04 16:48:10 +00:00
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#include "client/world.h"
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2021-03-10 09:00:16 +00:00
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2020-06-21 14:15:17 +00:00
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#include "qw/bothdefs.h"
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#include "qw/msg_ucmd.h"
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2005-05-02 04:09:15 +00:00
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#include "qw/pmove.h"
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2020-06-21 14:15:17 +00:00
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#include "qw/include/cl_cam.h"
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#include "qw/include/cl_ents.h"
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#include "qw/include/cl_main.h"
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#include "qw/include/cl_parse.h"
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#include "qw/include/cl_pred.h"
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#include "qw/include/host.h"
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2001-02-19 21:15:25 +00:00
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2022-03-04 16:48:10 +00:00
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entity_t *cl_flag_ents[MAX_CLIENTS];
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entity_t *cl_entities[512]; // FIXME: magic number
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2012-07-05 10:06:35 +00:00
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byte cl_entity_valid[2][512];
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2001-02-19 21:15:25 +00:00
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void
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2011-08-27 01:25:41 +00:00
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CL_ClearEnts (void)
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2001-02-19 21:15:25 +00:00
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{
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2011-08-27 01:25:41 +00:00
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size_t i;
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2001-02-19 21:15:25 +00:00
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2022-03-04 16:48:10 +00:00
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for (i = 0; i < MAX_CLIENTS; i++) {
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if (cl_flag_ents[i]) {
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Scene_DestroyEntity (cl_world.scene, cl_flag_ents[i]);
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cl_flag_ents[i] = 0;
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}
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}
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for (i = 0; i < 512; i++) {
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if (cl_entities[i]) {
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Scene_DestroyEntity (cl_world.scene, cl_entities[i]);
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cl_entities[i] = 0;
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}
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}
|
2012-07-01 02:36:47 +00:00
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i = qw_entstates.num_frames * qw_entstates.num_entities;
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memset (qw_entstates.frame[0], 0, i * sizeof (entity_state_t));
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2012-07-05 10:06:35 +00:00
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memset (cl_entity_valid, 0, sizeof (cl_entity_valid));
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2022-03-04 16:48:10 +00:00
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}
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entity_t *
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CL_GetEntity (int num)
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{
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if (!cl_entities[num]) {
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cl_entities[num] = Scene_CreateEntity (cl_world.scene);
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CL_Init_Entity (cl_entities[num]);
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}
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return cl_entities[num];
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2001-02-19 21:15:25 +00:00
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}
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2022-10-22 03:42:32 +00:00
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static entity_t *
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CL_GetFlagEnt (int key)
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{
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if (!cl_flag_ents[key]) {
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cl_flag_ents[key] = Scene_CreateEntity (cl_world.scene);
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CL_Init_Entity (cl_flag_ents[key]);
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}
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return cl_flag_ents[key];
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}
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2010-12-03 05:10:53 +00:00
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// Hack hack hack
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static inline int
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is_dead_body (entity_state_t *s1)
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{
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int i = s1->frame;
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if (s1->modelindex == cl_playerindex
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&& (i == 49 || i == 60 || i == 69 || i == 84 || i == 93 || i == 102))
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return 1;
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return 0;
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}
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// Hack hack hack
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static inline int
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is_gib (entity_state_t *s1)
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{
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if (s1->modelindex == cl_h_playerindex || s1->modelindex == cl_gib1index
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|| s1->modelindex == cl_gib2index || s1->modelindex == cl_gib3index)
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return 1;
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return 0;
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}
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|
2003-01-06 18:28:13 +00:00
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static void
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2012-07-05 10:06:35 +00:00
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set_entity_model (entity_t *ent, int modelindex)
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2001-02-19 21:15:25 +00:00
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{
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2021-03-09 14:52:40 +00:00
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renderer_t *renderer = &ent->renderer;
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animation_t *animation = &ent->animation;
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2022-03-04 16:48:10 +00:00
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renderer->model = cl_world.models.a[modelindex];
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2012-07-05 10:06:35 +00:00
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// automatic animation (torches, etc) can be either all together
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// or randomized
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2021-03-09 14:52:40 +00:00
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if (renderer->model) {
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if (renderer->model->synctype == ST_RAND) {
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animation->syncbase = (float) (rand () & 0x7fff) / 0x7fff;
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} else {
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animation->syncbase = 0.0;
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}
|
2012-07-05 10:06:35 +00:00
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}
|
2021-03-11 02:25:04 +00:00
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animation->nolerp = 1; // don't try to lerp when the model has changed
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2012-07-05 10:06:35 +00:00
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}
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2001-02-19 21:15:25 +00:00
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|
2012-07-05 10:06:35 +00:00
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static void
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CL_LinkPacketEntities (void)
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{
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int i, j, forcelink;
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float frac, f;
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entity_t *ent;
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entity_state_t *new, *old;
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2021-03-09 14:52:40 +00:00
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renderer_t *renderer;
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animation_t *animation;
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2012-07-05 10:06:35 +00:00
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frac = 1;
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2022-03-04 16:48:10 +00:00
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for (i = MAX_CLIENTS + 1; i < 512; i++) {
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2012-07-05 10:06:35 +00:00
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new = &qw_entstates.frame[cl.link_sequence & UPDATE_MASK][i];
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old = &qw_entstates.frame[cl.prev_sequence & UPDATE_MASK][i];
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2022-03-04 16:48:10 +00:00
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ent = CL_GetEntity (i);
|
2021-03-09 14:52:40 +00:00
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renderer = &ent->renderer;
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animation = &ent->animation;
|
2012-07-05 10:06:35 +00:00
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forcelink = cl_entity_valid[0][i] != cl_entity_valid[1][i];
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cl_entity_valid[1][i] = cl_entity_valid[0][i];
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// if the object wasn't included in the last packet, remove it
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if (!cl_entity_valid[0][i]) {
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2021-03-09 14:52:40 +00:00
|
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|
renderer->model = NULL;
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animation->pose1 = animation->pose2 = -1;
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if (ent->visibility.efrag) {
|
2022-03-07 04:40:04 +00:00
|
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R_RemoveEfrags (ent); // just became empty
|
2021-03-09 14:52:40 +00:00
|
|
|
}
|
2012-07-05 10:06:35 +00:00
|
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continue;
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|
}
|
2001-02-19 21:15:25 +00:00
|
|
|
|
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|
|
// spawn light flashes, even ones coming from invisible objects
|
2012-07-05 10:06:35 +00:00
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|
|
CL_NewDlight (i, new->origin, new->effects, new->glow_size,
|
2021-03-11 02:25:04 +00:00
|
|
|
new->glow_color, cl.time);
|
2001-02-19 21:15:25 +00:00
|
|
|
|
2010-12-03 05:10:53 +00:00
|
|
|
// if set to invisible, skip
|
2012-07-05 10:06:35 +00:00
|
|
|
if (!new->modelindex
|
[cvar] Make cvars properly typed
This is an extremely extensive patch as it hits every cvar, and every
usage of the cvars. Cvars no longer store the value they control,
instead, they use a cexpr value object to reference the value and
specify the value's type (currently, a null type is used for strings).
Non-string cvars are passed through cexpr, allowing expressions in the
cvars' settings. Also, cvars have returned to an enhanced version of the
original (id quake) registration scheme.
As a minor benefit, relevant code having direct access to the
cvar-controlled variables is probably a slight optimization as it
removed a pointer dereference, and the variables can be located for data
locality.
The static cvar descriptors are made private as an additional safety
layer, though there's nothing stopping external modification via
Cvar_FindVar (which is needed for adding listeners).
While not used yet (partly due to working out the design), cvars can
have a validation function.
Registering a cvar allows a primary listener (and its data) to be
specified: it will always be called first when the cvar is modified. The
combination of proper listeners and direct access to the controlled
variable greatly simplifies the more complex cvar interactions as much
less null checking is required, and there's no need for one cvar's
callback to call another's.
nq-x11 is known to work at least well enough for the demos. More testing
will come.
2022-04-23 03:22:45 +00:00
|
|
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|| (cl_deadbodyfilter && is_dead_body (new))
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|
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|| (cl_gibfilter && is_gib (new))) {
|
2021-03-09 14:52:40 +00:00
|
|
|
if (ent->visibility.efrag) {
|
2022-03-07 04:40:04 +00:00
|
|
|
R_RemoveEfrags (ent);
|
2021-03-09 14:52:40 +00:00
|
|
|
}
|
2001-02-19 21:15:25 +00:00
|
|
|
continue;
|
2010-12-03 05:10:53 +00:00
|
|
|
}
|
2001-02-19 21:15:25 +00:00
|
|
|
|
2012-07-05 10:06:35 +00:00
|
|
|
if (forcelink)
|
|
|
|
*old = *new;
|
|
|
|
|
|
|
|
if (forcelink || new->modelindex != old->modelindex) {
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|
|
|
old->modelindex = new->modelindex;
|
|
|
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set_entity_model (ent, new->modelindex);
|
|
|
|
}
|
2021-03-09 14:52:40 +00:00
|
|
|
animation->frame = new->frame;
|
2012-07-05 10:06:35 +00:00
|
|
|
if (forcelink || new->colormap != old->colormap
|
|
|
|
|| new->skinnum != old->skinnum) {
|
|
|
|
old->skinnum = new->skinnum;
|
2021-03-09 14:52:40 +00:00
|
|
|
renderer->skinnum = new->skinnum;
|
2012-07-05 10:06:35 +00:00
|
|
|
old->colormap = new->colormap;
|
|
|
|
if (new->colormap && (new->colormap <= MAX_CLIENTS)
|
|
|
|
&& cl.players[new->colormap - 1].name
|
2013-02-14 00:54:36 +00:00
|
|
|
&& cl.players[new->colormap - 1].name->value[0]
|
|
|
|
&& new->modelindex == cl_playerindex) {
|
2012-07-05 10:06:35 +00:00
|
|
|
player_info_t *player = &cl.players[new->colormap - 1];
|
2021-03-09 14:52:40 +00:00
|
|
|
renderer->skin
|
|
|
|
= mod_funcs->Skin_SetSkin (renderer->skin, new->colormap,
|
|
|
|
player->skinname->value);
|
|
|
|
renderer->skin = mod_funcs->Skin_SetColormap (renderer->skin,
|
|
|
|
new->colormap);
|
2012-07-05 10:06:35 +00:00
|
|
|
} else {
|
2021-03-09 14:52:40 +00:00
|
|
|
renderer->skin = mod_funcs->Skin_SetColormap (renderer->skin,
|
|
|
|
0);
|
2012-07-05 10:06:35 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2021-03-09 14:52:40 +00:00
|
|
|
VectorCopy (ent_colormod[new->colormod], renderer->colormod);
|
|
|
|
renderer->colormod[3] = new->alpha / 255.0;
|
2001-02-19 21:15:25 +00:00
|
|
|
|
2021-03-09 14:52:40 +00:00
|
|
|
renderer->min_light = 0;
|
|
|
|
renderer->fullbright = 0;
|
2012-07-05 10:06:35 +00:00
|
|
|
if (new->modelindex == cl_playerindex) {
|
[cvar] Make cvars properly typed
This is an extremely extensive patch as it hits every cvar, and every
usage of the cvars. Cvars no longer store the value they control,
instead, they use a cexpr value object to reference the value and
specify the value's type (currently, a null type is used for strings).
Non-string cvars are passed through cexpr, allowing expressions in the
cvars' settings. Also, cvars have returned to an enhanced version of the
original (id quake) registration scheme.
As a minor benefit, relevant code having direct access to the
cvar-controlled variables is probably a slight optimization as it
removed a pointer dereference, and the variables can be located for data
locality.
The static cvar descriptors are made private as an additional safety
layer, though there's nothing stopping external modification via
Cvar_FindVar (which is needed for adding listeners).
While not used yet (partly due to working out the design), cvars can
have a validation function.
Registering a cvar allows a primary listener (and its data) to be
specified: it will always be called first when the cvar is modified. The
combination of proper listeners and direct access to the controlled
variable greatly simplifies the more complex cvar interactions as much
less null checking is required, and there's no need for one cvar's
callback to call another's.
nq-x11 is known to work at least well enough for the demos. More testing
will come.
2022-04-23 03:22:45 +00:00
|
|
|
renderer->min_light = min (cl.fbskins, cl_fb_players);
|
2021-03-09 14:52:40 +00:00
|
|
|
if (renderer->min_light >= 1.0) {
|
|
|
|
renderer->fullbright = 1;
|
|
|
|
}
|
2004-07-11 01:41:01 +00:00
|
|
|
}
|
|
|
|
|
2021-03-19 11:18:45 +00:00
|
|
|
ent->old_origin = Transform_GetWorldPosition (ent->transform);
|
2012-07-05 10:06:35 +00:00
|
|
|
if (forcelink) {
|
2021-03-09 14:52:40 +00:00
|
|
|
animation->pose1 = animation->pose2 = -1;
|
2021-03-19 11:18:45 +00:00
|
|
|
CL_TransformEntity (ent, new->scale / 16, new->angles,
|
|
|
|
new->origin);
|
[cvar] Make cvars properly typed
This is an extremely extensive patch as it hits every cvar, and every
usage of the cvars. Cvars no longer store the value they control,
instead, they use a cexpr value object to reference the value and
specify the value's type (currently, a null type is used for strings).
Non-string cvars are passed through cexpr, allowing expressions in the
cvars' settings. Also, cvars have returned to an enhanced version of the
original (id quake) registration scheme.
As a minor benefit, relevant code having direct access to the
cvar-controlled variables is probably a slight optimization as it
removed a pointer dereference, and the variables can be located for data
locality.
The static cvar descriptors are made private as an additional safety
layer, though there's nothing stopping external modification via
Cvar_FindVar (which is needed for adding listeners).
While not used yet (partly due to working out the design), cvars can
have a validation function.
Registering a cvar allows a primary listener (and its data) to be
specified: it will always be called first when the cvar is modified. The
combination of proper listeners and direct access to the controlled
variable greatly simplifies the more complex cvar interactions as much
less null checking is required, and there's no need for one cvar's
callback to call another's.
nq-x11 is known to work at least well enough for the demos. More testing
will come.
2022-04-23 03:22:45 +00:00
|
|
|
if (i != cl.viewentity || chase_active) {
|
2021-03-09 14:52:40 +00:00
|
|
|
if (ent->visibility.efrag) {
|
2022-03-07 04:40:04 +00:00
|
|
|
R_RemoveEfrags (ent);
|
2021-03-09 14:52:40 +00:00
|
|
|
}
|
2022-05-05 05:41:46 +00:00
|
|
|
R_AddEfrags (&cl_world.scene->worldmodel->brush, ent);
|
2012-07-05 10:06:35 +00:00
|
|
|
}
|
2002-03-14 21:33:56 +00:00
|
|
|
} else {
|
2021-03-19 11:18:45 +00:00
|
|
|
vec4f_t delta = new->origin - old->origin;
|
2012-07-05 10:06:35 +00:00
|
|
|
f = frac;
|
|
|
|
// If the delta is large, assume a teleport and don't lerp
|
2022-03-30 15:28:26 +00:00
|
|
|
if (fabs (delta[0]) > 100 || fabs (delta[1]) > 100
|
2012-07-05 10:06:35 +00:00
|
|
|
|| fabs (delta[2]) > 100) {
|
|
|
|
// assume a teleportation, not a motion
|
2021-03-19 11:18:45 +00:00
|
|
|
CL_TransformEntity (ent, new->scale / 16, new->angles,
|
|
|
|
new->origin);
|
2021-03-09 14:52:40 +00:00
|
|
|
animation->pose1 = animation->pose2 = -1;
|
2021-07-11 03:31:34 +00:00
|
|
|
} else if (!(renderer->model->flags & EF_ROTATE)) {
|
2012-07-05 10:06:35 +00:00
|
|
|
vec3_t angles, d;
|
2021-03-19 11:18:45 +00:00
|
|
|
vec4f_t origin = old->origin + f * delta;
|
2012-07-05 10:06:35 +00:00
|
|
|
// interpolate the origin and angles
|
2021-07-11 03:31:34 +00:00
|
|
|
VectorSubtract (new->angles, old->angles, d);
|
|
|
|
for (j = 0; j < 3; j++) {
|
|
|
|
if (d[j] > 180)
|
|
|
|
d[j] -= 360;
|
|
|
|
else if (d[j] < -180)
|
|
|
|
d[j] += 360;
|
2012-07-05 10:06:35 +00:00
|
|
|
}
|
2021-07-11 03:31:34 +00:00
|
|
|
VectorMultAdd (old->angles, f, d, angles);
|
2021-03-19 11:18:45 +00:00
|
|
|
CL_TransformEntity (ent, new->scale / 16.0, angles, origin);
|
2012-07-05 10:06:35 +00:00
|
|
|
}
|
[cvar] Make cvars properly typed
This is an extremely extensive patch as it hits every cvar, and every
usage of the cvars. Cvars no longer store the value they control,
instead, they use a cexpr value object to reference the value and
specify the value's type (currently, a null type is used for strings).
Non-string cvars are passed through cexpr, allowing expressions in the
cvars' settings. Also, cvars have returned to an enhanced version of the
original (id quake) registration scheme.
As a minor benefit, relevant code having direct access to the
cvar-controlled variables is probably a slight optimization as it
removed a pointer dereference, and the variables can be located for data
locality.
The static cvar descriptors are made private as an additional safety
layer, though there's nothing stopping external modification via
Cvar_FindVar (which is needed for adding listeners).
While not used yet (partly due to working out the design), cvars can
have a validation function.
Registering a cvar allows a primary listener (and its data) to be
specified: it will always be called first when the cvar is modified. The
combination of proper listeners and direct access to the controlled
variable greatly simplifies the more complex cvar interactions as much
less null checking is required, and there's no need for one cvar's
callback to call another's.
nq-x11 is known to work at least well enough for the demos. More testing
will come.
2022-04-23 03:22:45 +00:00
|
|
|
if (i != cl.viewentity || chase_active) {
|
2021-03-09 14:52:40 +00:00
|
|
|
if (ent->visibility.efrag) {
|
2021-03-19 11:18:45 +00:00
|
|
|
vec4f_t org
|
|
|
|
= Transform_GetWorldPosition (ent->transform);
|
|
|
|
if (!VectorCompare (org, ent->old_origin)) {//FIXME
|
2022-03-07 04:40:04 +00:00
|
|
|
R_RemoveEfrags (ent);
|
2022-05-05 05:41:46 +00:00
|
|
|
R_AddEfrags (&cl_world.scene->worldmodel->brush, ent);
|
2012-07-05 10:06:35 +00:00
|
|
|
}
|
|
|
|
} else {
|
2022-05-05 05:41:46 +00:00
|
|
|
R_AddEfrags (&cl_world.scene->worldmodel->brush, ent);
|
2012-07-05 10:06:35 +00:00
|
|
|
}
|
2010-12-03 05:10:53 +00:00
|
|
|
}
|
2001-12-03 05:36:39 +00:00
|
|
|
}
|
2021-03-09 14:52:40 +00:00
|
|
|
if (!ent->visibility.efrag) {
|
2022-05-05 05:41:46 +00:00
|
|
|
R_AddEfrags (&cl_world.scene->worldmodel->brush, ent);
|
2021-03-09 14:52:40 +00:00
|
|
|
}
|
2001-02-19 21:15:25 +00:00
|
|
|
|
2012-06-19 23:02:29 +00:00
|
|
|
// rotate binary objects locally
|
2021-03-09 14:52:40 +00:00
|
|
|
if (renderer->model->flags & EF_ROTATE) {
|
2012-06-19 23:02:29 +00:00
|
|
|
vec3_t angles;
|
|
|
|
angles[PITCH] = 0;
|
|
|
|
angles[YAW] = anglemod (100 * cl.time);
|
|
|
|
angles[ROLL] = 0;
|
2021-03-19 11:18:45 +00:00
|
|
|
CL_TransformEntity (ent, new->scale / 16.0, angles, new->origin);
|
2001-02-19 21:15:25 +00:00
|
|
|
}
|
2012-07-05 10:06:35 +00:00
|
|
|
//CL_EntityEffects (i, ent, new);
|
2021-03-11 02:25:04 +00:00
|
|
|
//CL_NewDlight (i, ent->origin, new->effects, 0, 0, cl.time);
|
2021-03-19 11:18:45 +00:00
|
|
|
vec4f_t org = Transform_GetWorldPosition (ent->transform);
|
|
|
|
if (VectorDistance_fast (old->origin, org) > (256 * 256))
|
|
|
|
old->origin = org;
|
2021-03-09 14:52:40 +00:00
|
|
|
if (renderer->model->flags & ~EF_ROTATE) {
|
2021-03-11 02:25:04 +00:00
|
|
|
CL_ModelEffects (ent, -new->number, new->glow_color, cl.time);
|
2021-03-09 14:52:40 +00:00
|
|
|
}
|
2001-02-19 21:15:25 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2003-01-06 18:28:13 +00:00
|
|
|
static void
|
2021-07-22 10:35:12 +00:00
|
|
|
CL_UpdateFlagModels (entity_t *ent, int key)
|
2001-02-19 21:15:25 +00:00
|
|
|
{
|
2002-08-06 03:52:38 +00:00
|
|
|
static float flag_offsets[] = {
|
|
|
|
16.0, 22.0, 26.0, 25.0, 24.0, 18.0, // 29-34 axpain
|
|
|
|
16.0, 24.0, 24.0, 22.0, 18.0, 16.0, // 35-40 pain
|
|
|
|
};
|
2011-12-15 03:06:03 +00:00
|
|
|
float f;
|
2010-12-03 05:54:39 +00:00
|
|
|
entity_t *fent;
|
2001-02-19 21:15:25 +00:00
|
|
|
|
2022-10-22 03:42:32 +00:00
|
|
|
fent = CL_GetFlagEnt (key);
|
2021-03-09 14:52:40 +00:00
|
|
|
|
2021-07-22 10:35:12 +00:00
|
|
|
if (!fent->active) {
|
2001-02-19 21:15:25 +00:00
|
|
|
return;
|
2021-03-09 14:52:40 +00:00
|
|
|
}
|
2001-02-19 21:15:25 +00:00
|
|
|
|
2002-06-30 16:19:37 +00:00
|
|
|
f = 14.0;
|
2021-03-09 14:52:40 +00:00
|
|
|
if (ent->animation.frame >= 29 && ent->animation.frame <= 40) {
|
|
|
|
f = flag_offsets[ent->animation.frame - 29];
|
|
|
|
} else if (ent->animation.frame >= 103 && ent->animation.frame <= 118) {
|
|
|
|
if (ent->animation.frame <= 106) { // 103-104 nailattack
|
|
|
|
f = 20.0; // 105-106 light
|
|
|
|
} else { // 107-112 rocketattack
|
|
|
|
f = 21.0; // 112-118 shotattack
|
|
|
|
}
|
2001-02-19 21:15:25 +00:00
|
|
|
}
|
|
|
|
|
2021-07-22 10:35:12 +00:00
|
|
|
vec4f_t scale = { 1, 1, 1, 1 };
|
|
|
|
// -45 degree roll (x is forward)
|
|
|
|
vec4f_t rotation = { -0.382683432, 0, 0, 0.923879533 };
|
2022-10-22 03:42:32 +00:00
|
|
|
vec4f_t position = { -f, -22, -16, 1};
|
2021-07-22 10:35:12 +00:00
|
|
|
|
|
|
|
Transform_SetLocalTransform (fent->transform, scale, rotation, position);
|
|
|
|
}
|
|
|
|
|
|
|
|
static entity_t *
|
|
|
|
CL_AddFlagModels (entity_t *ent, int team, int key)
|
|
|
|
{
|
|
|
|
entity_t *fent;
|
|
|
|
|
2022-10-22 03:42:32 +00:00
|
|
|
fent = CL_GetFlagEnt (key);
|
2021-07-22 10:35:12 +00:00
|
|
|
|
|
|
|
if (cl_flagindex == -1) {
|
|
|
|
fent->active = 0;
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
fent->active = 1;
|
2021-03-09 14:52:40 +00:00
|
|
|
|
|
|
|
if (!Transform_GetParent (fent->transform)) {
|
2022-10-22 03:42:32 +00:00
|
|
|
Transform_SetParent (cl_world.scene, fent->transform, ent->transform);
|
2021-03-09 14:52:40 +00:00
|
|
|
}
|
2021-07-22 10:35:12 +00:00
|
|
|
CL_UpdateFlagModels (ent, key);
|
|
|
|
|
2022-03-04 16:48:10 +00:00
|
|
|
fent->renderer.model = cl_world.models.a[cl_flagindex];
|
2021-03-09 14:52:40 +00:00
|
|
|
fent->renderer.skinnum = team;
|
2010-12-03 05:54:39 +00:00
|
|
|
|
2021-07-22 10:35:12 +00:00
|
|
|
return fent;
|
|
|
|
}
|
|
|
|
|
|
|
|
static void
|
|
|
|
CL_RemoveFlagModels (int key)
|
|
|
|
{
|
|
|
|
entity_t *fent;
|
|
|
|
|
2022-10-22 03:42:32 +00:00
|
|
|
fent = CL_GetFlagEnt (key);
|
2021-07-22 10:35:12 +00:00
|
|
|
fent->active = 0;
|
2022-10-22 03:42:32 +00:00
|
|
|
Transform_SetParent (cl_world.scene, fent->transform, 0);
|
2001-02-19 21:15:25 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
CL_LinkPlayers
|
|
|
|
|
|
|
|
Create visible entities in the correct position
|
|
|
|
for all current players
|
|
|
|
*/
|
2003-01-06 18:28:13 +00:00
|
|
|
static void
|
2001-02-19 21:15:25 +00:00
|
|
|
CL_LinkPlayers (void)
|
|
|
|
{
|
2001-09-10 17:32:22 +00:00
|
|
|
double playertime;
|
2021-03-11 05:27:36 +00:00
|
|
|
int msec, oldphysent, j;
|
2001-11-15 19:37:29 +00:00
|
|
|
entity_t *ent;
|
2001-09-10 17:32:22 +00:00
|
|
|
frame_t *frame;
|
2021-07-22 10:35:12 +00:00
|
|
|
player_info_t *player;
|
2001-09-10 17:32:22 +00:00
|
|
|
player_state_t exact;
|
2001-02-19 21:15:25 +00:00
|
|
|
player_state_t *state;
|
2002-07-27 00:44:54 +00:00
|
|
|
qboolean clientplayer;
|
2021-03-11 07:19:49 +00:00
|
|
|
vec3_t ang = {0, 0, 0};
|
|
|
|
vec4f_t org;
|
2001-02-19 21:15:25 +00:00
|
|
|
|
|
|
|
playertime = realtime - cls.latency + 0.02;
|
|
|
|
if (playertime > realtime)
|
|
|
|
playertime = realtime;
|
|
|
|
|
|
|
|
frame = &cl.frames[cl.parsecount & UPDATE_MASK];
|
|
|
|
|
2021-07-22 10:35:12 +00:00
|
|
|
for (j = 0, player = cl.players, state = frame->playerstate;
|
|
|
|
j < MAX_CLIENTS; j++, player++, state++) {
|
2022-03-04 16:48:10 +00:00
|
|
|
ent = CL_GetEntity (j + 1);
|
2021-03-09 14:52:40 +00:00
|
|
|
if (ent->visibility.efrag)
|
2022-03-07 04:40:04 +00:00
|
|
|
R_RemoveEfrags (ent);
|
2021-07-22 10:35:12 +00:00
|
|
|
if (player->flag_ent && player->flag_ent->visibility.efrag) {
|
2022-03-07 04:40:04 +00:00
|
|
|
R_RemoveEfrags (player->flag_ent);
|
2021-07-22 10:35:12 +00:00
|
|
|
}
|
2001-02-19 21:15:25 +00:00
|
|
|
if (state->messagenum != cl.parsecount)
|
2002-07-03 00:37:28 +00:00
|
|
|
continue; // not present this frame
|
2001-02-19 21:15:25 +00:00
|
|
|
|
2021-07-22 10:35:12 +00:00
|
|
|
if (!player->name || !player->name->value[0])
|
2002-03-15 16:49:40 +00:00
|
|
|
continue;
|
|
|
|
|
2002-06-18 21:41:24 +00:00
|
|
|
// spawn light flashes, even ones coming from invisible objects
|
|
|
|
if (j == cl.playernum) {
|
2022-03-01 02:43:23 +00:00
|
|
|
org = cl.viewstate.player_origin;
|
2022-03-04 16:48:10 +00:00
|
|
|
cl.viewstate.player_entity = ent;
|
2002-07-27 00:44:54 +00:00
|
|
|
clientplayer = true;
|
|
|
|
} else {
|
2021-03-11 07:19:49 +00:00
|
|
|
org = state->pls.es.origin;
|
2002-07-27 00:44:54 +00:00
|
|
|
clientplayer = false;
|
|
|
|
}
|
2021-07-22 10:35:12 +00:00
|
|
|
if (player->chat && player->chat->value[0] != '0') {
|
2022-03-07 04:40:04 +00:00
|
|
|
dlight_t *dl = R_AllocDlight (j + 1);
|
2012-06-29 08:59:30 +00:00
|
|
|
VectorCopy (org, dl->origin);
|
|
|
|
dl->radius = 100;
|
|
|
|
dl->die = cl.time + 0.1;
|
|
|
|
QuatSet (0.0, 1.0, 0.0, 1.0, dl->color);
|
|
|
|
} else {
|
2021-03-11 05:27:36 +00:00
|
|
|
CL_NewDlight (j + 1, org, state->pls.es.effects,
|
|
|
|
state->pls.es.glow_size, state->pls.es.glow_color,
|
|
|
|
cl.time);
|
2012-06-29 08:59:30 +00:00
|
|
|
}
|
2002-06-18 21:41:24 +00:00
|
|
|
|
2002-07-27 00:44:54 +00:00
|
|
|
// Draw player?
|
|
|
|
if (!Cam_DrawPlayer (j))
|
|
|
|
continue;
|
2002-07-03 00:37:28 +00:00
|
|
|
|
2021-03-11 05:27:36 +00:00
|
|
|
if (!state->pls.es.modelindex)
|
2001-02-19 21:15:25 +00:00
|
|
|
continue;
|
|
|
|
|
|
|
|
// Hack hack hack
|
[cvar] Make cvars properly typed
This is an extremely extensive patch as it hits every cvar, and every
usage of the cvars. Cvars no longer store the value they control,
instead, they use a cexpr value object to reference the value and
specify the value's type (currently, a null type is used for strings).
Non-string cvars are passed through cexpr, allowing expressions in the
cvars' settings. Also, cvars have returned to an enhanced version of the
original (id quake) registration scheme.
As a minor benefit, relevant code having direct access to the
cvar-controlled variables is probably a slight optimization as it
removed a pointer dereference, and the variables can be located for data
locality.
The static cvar descriptors are made private as an additional safety
layer, though there's nothing stopping external modification via
Cvar_FindVar (which is needed for adding listeners).
While not used yet (partly due to working out the design), cvars can
have a validation function.
Registering a cvar allows a primary listener (and its data) to be
specified: it will always be called first when the cvar is modified. The
combination of proper listeners and direct access to the controlled
variable greatly simplifies the more complex cvar interactions as much
less null checking is required, and there's no need for one cvar's
callback to call another's.
nq-x11 is known to work at least well enough for the demos. More testing
will come.
2022-04-23 03:22:45 +00:00
|
|
|
if (cl_deadbodyfilter
|
2021-03-11 05:27:36 +00:00
|
|
|
&& state->pls.es.modelindex == cl_playerindex
|
|
|
|
&& is_dead_body (&state->pls.es))
|
2001-02-19 21:15:25 +00:00
|
|
|
continue;
|
|
|
|
|
2010-01-13 06:42:26 +00:00
|
|
|
// predict only half the move to minimize overruns
|
2002-06-07 11:25:47 +00:00
|
|
|
msec = 500 * (playertime - state->state_time);
|
[cvar] Make cvars properly typed
This is an extremely extensive patch as it hits every cvar, and every
usage of the cvars. Cvars no longer store the value they control,
instead, they use a cexpr value object to reference the value and
specify the value's type (currently, a null type is used for strings).
Non-string cvars are passed through cexpr, allowing expressions in the
cvars' settings. Also, cvars have returned to an enhanced version of the
original (id quake) registration scheme.
As a minor benefit, relevant code having direct access to the
cvar-controlled variables is probably a slight optimization as it
removed a pointer dereference, and the variables can be located for data
locality.
The static cvar descriptors are made private as an additional safety
layer, though there's nothing stopping external modification via
Cvar_FindVar (which is needed for adding listeners).
While not used yet (partly due to working out the design), cvars can
have a validation function.
Registering a cvar allows a primary listener (and its data) to be
specified: it will always be called first when the cvar is modified. The
combination of proper listeners and direct access to the controlled
variable greatly simplifies the more complex cvar interactions as much
less null checking is required, and there's no need for one cvar's
callback to call another's.
nq-x11 is known to work at least well enough for the demos. More testing
will come.
2022-04-23 03:22:45 +00:00
|
|
|
if (msec <= 0 || (!cl_predict_players) || cls.demoplayback2) {
|
2021-03-19 11:18:45 +00:00
|
|
|
Sys_Printf("a\n");
|
|
|
|
exact.pls.es.origin = state->pls.es.origin;
|
2002-06-30 16:19:37 +00:00
|
|
|
} else { // predict players movement
|
2005-04-30 03:59:23 +00:00
|
|
|
state->pls.cmd.msec = msec = min (msec, 255);
|
2002-06-07 11:25:47 +00:00
|
|
|
|
|
|
|
oldphysent = pmove.numphysent;
|
|
|
|
CL_SetSolidPlayers (j);
|
2021-03-19 11:18:45 +00:00
|
|
|
exact.pls.es.origin[3] = 1;//FIXME should be done by prediction
|
2005-04-30 03:59:23 +00:00
|
|
|
CL_PredictUsercmd (state, &exact, &state->pls.cmd, clientplayer);
|
2002-06-07 11:25:47 +00:00
|
|
|
pmove.numphysent = oldphysent;
|
|
|
|
}
|
|
|
|
|
|
|
|
// angles
|
|
|
|
if (j == cl.playernum)
|
|
|
|
{
|
2022-03-01 02:43:23 +00:00
|
|
|
ang[PITCH] = -cl.viewstate.player_angles[PITCH] / 3.0;
|
|
|
|
ang[YAW] = cl.viewstate.player_angles[YAW];
|
2002-06-18 21:41:24 +00:00
|
|
|
} else {
|
2011-12-15 03:06:03 +00:00
|
|
|
ang[PITCH] = -state->viewangles[PITCH] / 3.0;
|
|
|
|
ang[YAW] = state->viewangles[YAW];
|
2002-06-07 11:25:47 +00:00
|
|
|
}
|
2021-03-11 05:27:36 +00:00
|
|
|
ang[ROLL] = V_CalcRoll (ang, state->pls.es.velocity) * 4.0;
|
2002-06-07 11:25:47 +00:00
|
|
|
|
2021-03-19 13:54:20 +00:00
|
|
|
if (ent->renderer.model
|
2022-03-04 16:48:10 +00:00
|
|
|
!= cl_world.models.a[state->pls.es.modelindex]) {
|
|
|
|
ent->renderer.model = cl_world.models.a[state->pls.es.modelindex];
|
2021-03-19 13:54:20 +00:00
|
|
|
ent->animation.nolerp = 1;
|
|
|
|
}
|
2021-03-11 05:27:36 +00:00
|
|
|
ent->animation.frame = state->pls.es.frame;
|
|
|
|
ent->renderer.skinnum = state->pls.es.skinnum;
|
2004-07-11 01:41:01 +00:00
|
|
|
|
2021-03-19 11:18:45 +00:00
|
|
|
//FIXME scale
|
|
|
|
CL_TransformEntity (ent, 1, ang, exact.pls.es.origin);
|
2011-12-15 03:06:03 +00:00
|
|
|
|
2021-03-09 14:52:40 +00:00
|
|
|
ent->renderer.min_light = 0;
|
|
|
|
ent->renderer.fullbright = 0;
|
2004-07-11 01:41:01 +00:00
|
|
|
|
2021-03-11 05:27:36 +00:00
|
|
|
if (state->pls.es.modelindex == cl_playerindex) { //XXX
|
2001-12-03 05:36:39 +00:00
|
|
|
// use custom skin
|
2021-07-22 10:35:12 +00:00
|
|
|
ent->renderer.skin = player->skin;
|
2012-01-23 14:38:32 +00:00
|
|
|
|
[cvar] Make cvars properly typed
This is an extremely extensive patch as it hits every cvar, and every
usage of the cvars. Cvars no longer store the value they control,
instead, they use a cexpr value object to reference the value and
specify the value's type (currently, a null type is used for strings).
Non-string cvars are passed through cexpr, allowing expressions in the
cvars' settings. Also, cvars have returned to an enhanced version of the
original (id quake) registration scheme.
As a minor benefit, relevant code having direct access to the
cvar-controlled variables is probably a slight optimization as it
removed a pointer dereference, and the variables can be located for data
locality.
The static cvar descriptors are made private as an additional safety
layer, though there's nothing stopping external modification via
Cvar_FindVar (which is needed for adding listeners).
While not used yet (partly due to working out the design), cvars can
have a validation function.
Registering a cvar allows a primary listener (and its data) to be
specified: it will always be called first when the cvar is modified. The
combination of proper listeners and direct access to the controlled
variable greatly simplifies the more complex cvar interactions as much
less null checking is required, and there's no need for one cvar's
callback to call another's.
nq-x11 is known to work at least well enough for the demos. More testing
will come.
2022-04-23 03:22:45 +00:00
|
|
|
ent->renderer.min_light = min (cl.fbskins, cl_fb_players);
|
2004-07-11 01:41:01 +00:00
|
|
|
|
2021-03-09 14:52:40 +00:00
|
|
|
if (ent->renderer.min_light >= 1.0) {
|
|
|
|
ent->renderer.fullbright = 1;
|
|
|
|
}
|
2001-12-03 05:36:39 +00:00
|
|
|
} else {
|
2012-01-24 01:28:07 +00:00
|
|
|
// FIXME no team colors on nonstandard player models
|
2021-03-09 14:52:40 +00:00
|
|
|
ent->renderer.skin = 0;
|
2001-12-03 05:36:39 +00:00
|
|
|
}
|
2002-06-19 17:01:31 +00:00
|
|
|
|
2021-07-22 10:35:12 +00:00
|
|
|
int flag_state = state->pls.es.effects & (EF_FLAG1 | EF_FLAG2);
|
|
|
|
if (player->flag_ent && !flag_state) {
|
|
|
|
CL_RemoveFlagModels (j);
|
|
|
|
player->flag_ent = 0;
|
|
|
|
} else if (!player->flag_ent && flag_state) {
|
|
|
|
if (flag_state & EF_FLAG1)
|
|
|
|
player->flag_ent = CL_AddFlagModels (ent, 0, j);
|
|
|
|
else if (flag_state & EF_FLAG2)
|
|
|
|
player->flag_ent = CL_AddFlagModels (ent, 1, j);
|
|
|
|
}
|
|
|
|
|
2002-06-19 17:32:39 +00:00
|
|
|
// stuff entity in map
|
2022-05-05 05:41:46 +00:00
|
|
|
R_AddEfrags (&cl_world.scene->worldmodel->brush, ent);
|
2021-07-22 10:35:12 +00:00
|
|
|
if (player->flag_ent) {
|
|
|
|
CL_UpdateFlagModels (ent, j);
|
2022-05-05 05:41:46 +00:00
|
|
|
R_AddEfrags (&cl_world.scene->worldmodel->brush, player->flag_ent);
|
2021-07-22 10:35:12 +00:00
|
|
|
}
|
2001-02-19 21:15:25 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
CL_EmitEntities
|
|
|
|
|
|
|
|
Builds the visedicts array for cl.time
|
|
|
|
|
|
|
|
Made up of: clients, packet_entities, nails, and tents
|
|
|
|
*/
|
|
|
|
void
|
|
|
|
CL_EmitEntities (void)
|
|
|
|
{
|
|
|
|
if (cls.state != ca_active)
|
|
|
|
return;
|
|
|
|
if (!cl.validsequence)
|
|
|
|
return;
|
|
|
|
|
2021-03-10 09:00:16 +00:00
|
|
|
TEntContext_t tentCtx = {
|
2022-03-04 16:48:10 +00:00
|
|
|
cl.viewstate.player_origin, cl.viewentity
|
2021-03-10 09:00:16 +00:00
|
|
|
};
|
|
|
|
|
2001-02-19 21:15:25 +00:00
|
|
|
CL_LinkPlayers ();
|
|
|
|
CL_LinkPacketEntities ();
|
2021-03-10 09:00:16 +00:00
|
|
|
CL_UpdateTEnts (cl.time, &tentCtx);
|
[cvar] Make cvars properly typed
This is an extremely extensive patch as it hits every cvar, and every
usage of the cvars. Cvars no longer store the value they control,
instead, they use a cexpr value object to reference the value and
specify the value's type (currently, a null type is used for strings).
Non-string cvars are passed through cexpr, allowing expressions in the
cvars' settings. Also, cvars have returned to an enhanced version of the
original (id quake) registration scheme.
As a minor benefit, relevant code having direct access to the
cvar-controlled variables is probably a slight optimization as it
removed a pointer dereference, and the variables can be located for data
locality.
The static cvar descriptors are made private as an additional safety
layer, though there's nothing stopping external modification via
Cvar_FindVar (which is needed for adding listeners).
While not used yet (partly due to working out the design), cvars can
have a validation function.
Registering a cvar allows a primary listener (and its data) to be
specified: it will always be called first when the cvar is modified. The
combination of proper listeners and direct access to the controlled
variable greatly simplifies the more complex cvar interactions as much
less null checking is required, and there's no need for one cvar's
callback to call another's.
nq-x11 is known to work at least well enough for the demos. More testing
will come.
2022-04-23 03:22:45 +00:00
|
|
|
if (cl_draw_locs) {
|
2022-03-01 02:43:23 +00:00
|
|
|
locs_draw (cl.time, cl.viewstate.player_origin);
|
2004-03-23 22:39:17 +00:00
|
|
|
}
|
2001-02-19 21:15:25 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
void
|
|
|
|
CL_Ents_Init (void)
|
|
|
|
{
|
|
|
|
}
|