Bill Currie
36761192a6
[qw] Partially clean up muzzle flash handling
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It needs some more work (see FIXME in the code).
2021-03-11 15:23:35 +09:00
Bill Currie
ca38f9b616
[qw] Use entity_state_t as a base for player_state_t
...
This will, in the long run, help clean up a lot of the differences in
the handling of entities in the clients.
2021-03-11 14:27:36 +09:00
Bill Currie
abaccbec53
[client] Move qw's loc code into client
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This makes the location code available to nq (not used yet) but more
importantly moves some definitely client-side code into the right place.
2021-03-11 11:53:38 +09:00
Bill Currie
b8267f2edd
[client] Merge nq/qw entity effects code
2021-03-11 11:25:04 +09:00
Bill Currie
098ceed5ff
[client] Merge nq and qw temp entity handling
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This finally gets cl_tent merged away.
2021-03-10 18:04:18 +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
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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