Bill Currie
b1a0086dae
Fix the "missing" grenades in nq demos (gl).
...
Actually, they were microscoping (scale 0!)
2012-07-13 19:26:27 +09:00
Bill Currie
d4f4e450e6
Fix the bogus loading plaque when disconnected (nq).
2012-07-06 10:44:29 +09:00
Bill Currie
3519931b78
Limit beams to one per entity.
...
Note that this is only a soft-limit and prevents excessive beams when only
one is expected. If more beams are desirned, just use 0 for the entity
number.
2012-07-06 08:29:21 +09:00
Bill Currie
66ef8e16c1
Fix the ghost entities in demo playback.
...
Really, when cl_nodelta is in effect (eg, .qwd demo recording and thus
playback). QW now uses the new shared entity state block as I'd intended.
Thanks to the cleanup of ghost entities (ie, entities that have been
removed but continue to be rendered), glsl overkill has gone from 157 to
163 fps :)
2012-07-05 19:06:35 +09:00
Bill Currie
80bc0e9fb8
Make nq and qw use the new entity state struct.
...
This isn't really the best solution, but it does get things being shared
with the minimum of fuss.
2012-07-05 09:39:16 +09:00
Bill Currie
dea2f48477
Move entity_state_t into client/entities.h
...
Also, start working on the shared entity manager.
2012-07-05 09:39:16 +09:00
Bill Currie
b65c41efcb
Move the colormod lookup table into a new lib.
...
libQFclient is now here :) The first shared code is the lookup table.
2012-07-05 09:39:16 +09:00
Bill Currie
49f7d1ad6d
Fix the bogus entity scales in the gl render.
...
It seems none of the other renderers support entity scale...
2012-07-03 20:07:18 +09:00
Bill Currie
602cd84e21
FIx some player color issues found by valgrind.
2012-07-02 19:24:39 +09:00
Bill Currie
cf48d5ab04
Make "playdemo" without args replay the last demo.
2012-06-29 18:44:42 +09:00
Bill Currie
3626f34c9a
Add entnum to edict_t for faster edict->num.
...
Swiped from fte :)
2012-06-28 14:43:29 +09:00
Bill Currie
0d8cd72a89
Fix colormap and colormod.
...
Fitzquake doesn't support colormod, so it needs to be copied from baseline
at all times.
colormap was just a thinko/typo.
2012-06-28 14:36:05 +09:00
Bill Currie
e41d269617
Fix the messed up smoke trails.
2012-06-28 07:22:29 +09:00
Bill Currie
d15ec2c95b
Fix the funny angle lerp for grenades etc.
2012-06-28 07:22:29 +09:00
Bill Currie
53212deb61
Fix the funky roll angle glitch.
...
Introduced in the cl_view merging :/
2012-06-28 07:22:28 +09:00
Bill Currie
f962db1820
Nuke cl_entity_state_t.
...
It was a hack to help with cleaning up the renderer, but is now in the way
of merging the clients.
This happens to fix the position/angle lerping, though angles behave a
little oddly.
2012-06-28 07:22:28 +09:00
Bill Currie
6e5bc62f78
More client.h cleanup.
2012-06-28 07:22:28 +09:00
Bill Currie
56f68cf119
Nuke looptrack from nq's client_state_t.
...
It's never actually used. The byte is still read from the network packet,
of course.
2012-06-28 07:22:28 +09:00
Bill Currie
8584021311
More client.h tidyup.
...
Whitespace and shuffling fields around. Now diffing the two headers makes
sense in client_static_t and client_state_t.
2012-06-28 07:22:28 +09:00
Bill Currie
f128aca207
Nuke a FIXME.
...
That was a rather evil hack, but what's worse is when I finally fixed the
problem, I didn't fix the fixme :P
2012-06-28 07:22:28 +09:00
Bill Currie
9cb7e00946
FIx the segfault on changing levels caused by ca_active changes.
...
Host_Reconnect_f only set cls.signon to 0, so finding it as a place to
tweak was not so trivial :P Now it calls CL_SetState to do the job properly
:)
2012-06-24 11:22:37 +09:00
Bill Currie
409604ebfd
Fix some build errors that snuck in.
2012-06-23 19:39:24 +09:00
Bill Currie
c7a6293780
Make the logic around the call to CL_ModelEffects more sensible.
2012-06-20 20:41:26 +09:00
Bill Currie
0dbdf6e1ac
Factor out the extra entity effects code.
...
NQ only (not applicable to QW). Makes the entity loop a little easier to
read.
2012-06-20 19:53:14 +09:00
Bill Currie
2295c1e4f7
Remove a dead field.
2012-06-20 08:03:57 +09:00
Bill Currie
608c30942c
Factor out model based particle effects.
...
Moving them into a separate function both cleans up entity linking and
makes things easier for csqc when it comes.
2012-06-20 08:02:29 +09:00
Bill Currie
8612696816
Clean up entity_state_t diffs.
2012-06-20 08:01:32 +09:00
Bill Currie
ca1a5dfe8f
Fix the missing console prompt on demo stop.
...
CL_StopPlayback was incorrectly calling Key_SetKeyDest with key_game. As
CL_SetState calls Key_SetKeyDest with the appropriate parameter,
CL_StopPlayback calling Key_SetKeyDest is actually redundate, so just
change key_game_target back to IMT_0.
2012-06-16 16:05:24 +09:00
Bill Currie
2897dc5a16
Frame-rate independent cshift fades.
...
As per mh's post on inside3d.com. I don't see any difference, but it still
fades well, so... :)
http://forums.inside3d.com/viewtopic.php?f=12&t=4899
2012-06-15 22:02:18 +09:00
Bill Currie
fc67f8ce93
Fix up some comments.
...
Lowsy grammar and inaccurate info...
2012-06-15 22:02:18 +09:00
Bill Currie
3a1e065a57
Use Sys_DoubleTime instead of realtime for timedemos.
...
Currently, realtime is not really real time thanks to demo_speed.
2012-06-15 22:02:18 +09:00
Bill Currie
01466e4e43
Factor out the next packet check code.
2012-06-15 22:02:18 +09:00
Bill Currie
e04777571d
Factor out the demo packet reading.
2012-06-15 22:02:18 +09:00
Bill Currie
cc1bf68d1f
Dead code nukage.
...
Commented out even in q1source :P
2012-06-15 22:02:18 +09:00
Bill Currie
aa2a8e8909
Mostly "merge" cl_screen.c.
...
Down to protocol/networking differences.
2012-06-15 22:02:17 +09:00
Bill Currie
b2290d92c9
Nuke UNALIGNED_OK.
...
It's not really necessary (and was effectively dead anyway).
2012-06-15 22:02:17 +09:00
Bill Currie
8dc1961e8c
Yet more diff noise reduction.
2012-06-15 22:02:17 +09:00
Bill Currie
c8e3cf05d0
Finish the "merge" of V_CalcBob.
...
qw now uses cl.onground instead of pmove's onground (d'oh). nq now has a
dummy spectator flag.
2012-06-15 22:02:17 +09:00
Bill Currie
84b5869b30
Make the view offsets make sense.
...
Now the gun doesn't move around strangely when looking up and down with
view offsets set.
2012-06-15 22:02:17 +09:00
Bill Currie
c4d7b65a05
Much diff noise reduction in V_CalcRefdef.
...
NQ's client-side onground now works similarly to QW's: -1 = not on ground,
0+ = on ground (plane num?) but only 0 is used in NQ as the necessary
information is not sent over the network.
2012-06-15 22:02:17 +09:00
Bill Currie
86ecab4ff7
"Merge" V_ParseDamage
2012-06-15 22:02:16 +09:00
Bill Currie
7dd400d04a
"Merge" V_CalcRoll.
2012-06-15 22:02:16 +09:00
Bill Currie
301a6431c6
Correct a comment, and more diff reduction.
...
It turns out NQ "never" sent coordinats at 1/16 resolution: even q1source
sends coords at 1/8 resolution. This gets rid of an annoying difference.
2012-06-15 22:02:16 +09:00
Bill Currie
5bae5b3740
Much diff noise reduction.
2012-06-15 22:02:16 +09:00
Bill Currie
42256021fc
Fix nq's idle swaying to match qw's.
...
In nq, the gun would sway strangly relative to the player's view, but in
qw, the gun is fixed. Now it is in both.
2012-06-15 22:02:15 +09:00
Bill Currie
a49c123d84
Shuffle some fields around in cient_state_t.
2012-06-15 22:02:15 +09:00
Bill Currie
3fd279ea6c
Use info strings for scoreboard names in nq.
...
Nukes a strcpy and a buffer, and is one step closer to merged client data.
2012-06-15 22:02:15 +09:00
Bill Currie
bf751cafe0
Split nq's colors into topcolor/bottomcolor.
...
The protocol is not affected: the incoming colors byte is split into the
two fields when read from the packet. This simplifies a lot of code
elsewhere.
2012-06-15 22:02:15 +09:00
Bill Currie
afec630d1a
Nuke some obsolete fields.
...
scoreboard_t and player_info_t haven't used the
_color/_topcolor/_bottomcolor fields for a while (since glsl).
2012-06-15 22:02:15 +09:00
Bill Currie
fd78d900e9
Complete all stuff commands when getting server info/data.
...
When the stufftext buffering was implemented, we forgot about
svc_serverdata...
While nq might normally not have the issue, I thought it best to implement
in nq, too.
2012-06-15 22:02:15 +09:00