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
Bill Currie
28d16b6f57
Implement qw's safe stufftext buffering in nq.
...
Avoid stuffing incomplete commands.
2012-06-15 22:02:14 +09:00
Bill Currie
17b43ba736
Clean up svc_disconnect differences.
...
Now that nq has distinct ca_active and ca_connected, this will work :)
2012-06-15 22:02:14 +09:00
Bill Currie
e730608dd7
Implement r_flatlightstyles from fitzquake.
2012-06-15 22:02:14 +09:00
Bill Currie
7299ca7bec
More cl_parse tidyup.
...
svcs are now in order: makes it even easier to see what's different between
nq and qw.
2012-06-15 22:02:14 +09:00
Bill Currie
9c440ad9e2
Rename entity_state_t's skln to skinnum in nq.
...
Also some whitespace and comment corrections.
2012-06-15 22:02:14 +09:00
Bill Currie
25cb618e4d
Clean up client_static_t a little more.
2012-06-15 22:02:13 +09:00
Bill Currie
b20daaf611
Nuke mapstring and spawnparms from client_static_t.
...
They're completely useless. Even though spawnparms was sent over the
network, the server ignored it. mapstring was never read anywhere.
2012-06-15 22:02:13 +09:00
Bill Currie
da8355a5f6
Remove some commented code.
2012-06-14 22:45:59 +09:00
Bill Currie
65bb35509f
Rearrange the offset cheat prevention.
...
Rather than (expensively) setting the cvars to 0 every frame, just ignore
their values in multiplayer mode.
2012-06-14 22:45:40 +09:00
Bill Currie
e7c3ae911f
Clean up some diff noise.
2012-06-14 22:45:24 +09:00
Bill Currie
96785ccec7
Clean up chase/spectator camera stuff.
...
o Rename nq's cl_cam.c to cl_chase.c.
o Split out the chase cam stuff from qw's cl_cam.c to cl_chase.c
2012-06-14 22:45:05 +09:00
Bill Currie
cf2377e76f
Fix view angles when loading saved games.
...
As per mh's post on inside3d.com.
2012-06-10 16:50:35 +09:00
Bill Currie
93e35d7ec0
Add demo format auto-detection.
...
nq now rejects anything that doesn't look like a .dem, and qw not only
rejects anything that looks like neither a .qwd nor a .mvd, but even
detects which one is being played by the contents rather than the file name
(foo.mvd.gz would be mis-detected as a qwd!!).
2012-06-03 20:04:02 +09:00
Bill Currie
dfc8f8bb20
Minor cleanup of CL_Record() and give nq default demo names.
2012-06-03 20:03:43 +09:00
Bill Currie
82a41017ec
Create a proper ca_active state.
...
Yay, no more ugly "SIGNONS" hack for whether to render :)
2012-06-03 20:01:42 +09:00
Bill Currie
23a38738fc
Massive whitespace cleanup.
...
Lots of trailing whitespace and otherwise blank lines.
2012-05-22 08:23:22 +09:00
Bill Currie
01773c7cd3
Fix the infinite think loop when playing honey.
...
The change to nq SV_RunThink to match that in qw finally bit my bum. I
suspect it's really a bug in the honey progs (using ltime on a non-pusher),
but QF locking up is not very friendly. I want to keep the option of having
a think loop in the same frame for progs that expect it (using
self.nextthink = time), but also NQ's original method of running think
every frame. Hopefully no progs expect "self.nextthink = time" to run
every frame rather than loop within the current frame.
2012-05-20 22:45:30 +09:00
Bill Currie
f9a384ffd4
Make simple gravity acceleration framerate independent.
...
Now it doesn't matter if you get 22 fps or 72, you jump the same height,
which actually happens to be slightly higher than the previous 72fps jump.
Effectively, you jump the height you would if you got infinite fps ;)
2012-04-28 14:54:58 +09:00
Bill Currie
bc1b483525
Nuke the rcsid stuff.
...
It's pretty useless in git.
2012-04-22 10:56:32 +09:00
Bill Currie
878764f79d
Fix some segfaults in nq-server.
2012-04-15 15:11:16 +09:00
Bill Currie
a16ff08240
Make nq-x11 work for sw.
...
Same state as qw-client-x11.
2012-04-11 14:58:56 +09:00
Bill Currie
a0e143e601
Check for fog functions before calling them.
...
Not all renderers support fog.
2012-04-11 14:58:55 +09:00
Bill Currie
4d9c3408a1
Start putting the pieces back together.
...
The renderer now gets initialized and things sort of work (qw-client will
idle, though nothing is displayed). However, as the viddef stuff is broken,
it segs on trying to run the overkill demo.
2012-04-11 14:58:55 +09:00
Bill Currie
7ed33f6345
Hide D_FlushCaches.
...
There'd been a way to do so all along :/ There might be some issues with
this, but those will be easy to fix :)
2012-04-11 14:58:55 +09:00
Bill Currie
e991c1fed3
Make a bit of progress cleaning up vid for plugins.
2012-04-11 14:58:54 +09:00
Bill Currie
ad61c7a30c
Start working on creating the render plugins.
...
Things blow up quite nicely. :)
2012-04-11 14:58:53 +09:00
Bill Currie
8530959752
Link the model libs to the render plugins.
2012-04-11 14:58:53 +09:00
Bill Currie
8e91fb7bc1
Get the basics linking.
...
Still, nothing will work: no plugins are loaded and they're all broken
anyway.
glx, sgl, glslx etc are going away, just the basics will be built: fbdev
(probably go away eventually), sdl, x11 and hopefully someday win. That's
actually the only reason anything links.
2012-04-11 14:58:53 +09:00
Bill Currie
a4c280f2b2
Take the first step towards render plugins.
...
No clients link. Even if they did, nothing would work.
2012-04-11 14:58:53 +09:00
Bill Currie
ce6ab908a5
Don't include the specific plugin headers in plugin.h.
...
This lets files that use plugins not depend on plugins they don't use.
2012-02-13 22:02:07 +09:00
Bill Currie
3cb4cb59b5
Link QFgamecode directly into QFruamoko.
...
First step in the library "merge down".
QFgamecode is now a convenience library. The only things that mention it
directly now are ruamoko and qfcc.
2012-02-13 15:05:31 +09:00
Bill Currie
9a91aff93c
Move the ambient level check out of the sound renderer.
...
Instead, the client gets the current leaf and passes ambient_sound_level
from the leaf to S_Update.
2012-02-13 13:44:29 +09:00
Bill Currie
02d24189ef
Use QF_NEED for plugins.
...
At the moment, the selection of the default sound driver etc is broken.
2012-02-12 11:37:25 +09:00
Bill Currie
e34f0178b6
Build GLSL clients for SDL.
...
Just about to do a release, and I realized windows users wouldn't have any
way of checking out the new renderer. I'll add wglsl when I get a chance to
do some testing.
2012-02-08 22:05:58 +09:00
Bill Currie
b5019c8e33
Nuke the engine dicrectory from gamecode.
...
Not the contents, of course :) Anyway, finally, that totally useless
directory is gone.
2012-02-06 23:44:52 +09:00
Bill Currie
f800e79a38
Make the init process more dependency based.
...
Most subsystems that depend on other subsystems now call the init functions
themselves. This makes for much cleaner client initialization (more work
needs to be done for the server).
2012-02-01 21:52:47 +09:00
Bill Currie
5efc78b920
Move the call to R_Particles_Init_Cvars into R_Init_Cvars.
2012-02-01 20:05:11 +09:00
Bill Currie
4b390909f2
Move r_gravity to it's rightful home.
...
r_part.c makes much more sense.
2012-02-01 20:03:16 +09:00
Bill Currie
fa0ff96533
Clean up the mess with host_basepal and vid_colormap.
...
Libs should not be reaching into the exe :P
2012-02-01 19:52:13 +09:00
Bill Currie
57f920b9e9
Fix some inverted logic.
...
Oops.
2012-01-28 21:01:19 +09:00
Bill Currie
7e078c7f9c
Revamp cshifts and implement in glsl.
...
The renderer should now be free of any direct access to client code. Even
3d rendering is now done via a function pointer.
The cshift code is done as a 2d screen function.
2012-01-28 20:45:14 +09:00
Bill Currie
ca2c861671
Fix team colors in GL NQ.
2012-01-26 13:53:52 +09:00
Bill Currie
ae4a30089e
Remove skin.c from nq.
...
I forgot to zap it earlier.
2012-01-26 13:48:20 +09:00
Bill Currie
8448a8f332
Minimize the skin calls in nq.
2012-01-24 11:59:49 +09:00
Bill Currie
fb2568e681
Fix team colors in glsl for nq.
...
I forgot to ensure Skin_Init was called in nq. Doing things with texture 0
doesn't work too well.
2012-01-24 11:49:42 +09:00
Bill Currie
7bfddd7ffe
Gut most of the old skin code.
...
Custom skins are smashed on most targets. Player colors don't work, etc.
However, this will let me do a much cleaner implementation.
2012-01-23 16:16:30 +09:00
Bill Currie
6fe557b407
Ensure the beam entitys' angles get set.
...
This fixes the incorrectly oriented beam entities.
2012-01-21 16:18:20 +09:00
Bill Currie
ffa79eed01
Don't lie about the number of models.
...
The renderer being told there were 2048 models when there were only ~160
was a bit of an unpleasant surprise :P
2012-01-09 16:22:39 +09:00
Bill Currie
423e08ce21
Add demo to "movie" conversion.
...
It currently writes a series of png files (QF/qfmvNNNNNN.png), at a fixed
rate of 30fps, with no sound recording.
2012-01-05 19:19:37 +09:00
Bill Currie
297a4e2756
Put the D_FlushCaches mess back.
...
It turns out that when it is called is highly timing sensitive :(
However, the rest of R_ClearState remains.
2012-01-05 15:50:20 +09:00
Bill Currie
53d89bf85a
Clean up the mess around D_FlushCaches.
...
Create an R_ClearState and call that from the clients. It calls any
necessary functions itself.
2011-12-23 12:51:47 +09:00
Bill Currie
497461b4c2
Make a start on making a pure GLSL renderer.
...
For now, only nq-glslx will be built, but as there is no actual code, it
doesn't link. However, this gets the glsl stuff into the build system.
2011-12-23 12:19:13 +09:00
Bill Currie
890963423b
Big cleanup of Host_Init.
...
Eventually, all init functions will chain to their dependencies.
2011-12-22 16:54:22 +09:00
Bill Currie
0086fee233
Rename host_skin.c to cl_skin.c.
...
I don't know why I thost host was a good idea.
2011-12-22 16:54:22 +09:00
Bill Currie
29306f7799
Merge nq and qw sv_phys.c
...
sv_move and world are now identical between the two directories.
2011-12-22 16:54:22 +09:00
Bill Currie
2bec1ae1d9
Make qw's push/block handing the same as nq's.
...
NQ's handling seems to be more correct. The only likely problems are if
something is pushed into (eg) a button, and things will be a little slower.
2011-12-22 16:54:22 +09:00
Bill Currie
d1be716031
Tidy up the corpse related code in SV_Push.
2011-12-22 16:54:22 +09:00
Bill Currie
4ade879674
Make SV_PushEntity easier to read.
2011-12-22 16:54:22 +09:00
Bill Currie
b54f0587d1
Bring qw's entity-in-solid check into nq's SV_Push.
2011-12-22 16:54:22 +09:00
Bill Currie
7243de0d90
Remove entorg from nq's SV_Push ().
...
It's been redundant since the moved_* arrays came in.
2011-12-22 16:54:22 +09:00
Bill Currie
64115d3331
Clean up sv_phys.c a little before merging.
...
Add some comments and make the code a little more readable so I know
what's going on.
2011-12-22 16:54:22 +09:00
Bill Currie
d441dc9027
Sort the cvar declarations.
...
The diff is still messy, but now it includes only new/old cvars, not moved
cvars.
2011-12-22 16:54:21 +09:00
Bill Currie
cba27bc745
Allow NQ's SV_RunThink to loop.
...
This brings NQ's physics a little closer to QW's. After studying both the
original WinQuake source and the progs source, this change should be
harmless, making very little difference. However, it does allow an
entity's think function to be called multiple times in the same frame (for
when the entity needs more time to think, but it would cause runaway loop
errors). Maybe need a "runaway think" check.
2011-12-22 16:54:21 +09:00
Bill Currie
c598ce4b50
Remove more of the fitzquake lerp code.
...
Missed this bit ealier.
2011-12-22 16:54:21 +09:00
Bill Currie
3eb859a88f
Move the entity transform setup into the clients.
...
This has several benifits:
o The silly issue with alias model pitches being backwards is kept out
of the renderer (it's a quakec thing: entites do their pitch
backwards, but originally, only alias models were rotated. Hipnotic
did brush entity rotations in the correct direction).
o Angle to frame vector conversions are done only when the entity's
angles vector changes, rather than every frame. This avoids a lot of
unnecessary trig function calls.
o Once transformed, an entity's frame vectors are always available.
However, the vectors are left handed rather than right handed (ie,
forward/left/up instead of forward/right/up): just a matter of
watching the sign. This avoids even more trig calls (flag models in
qw).
o This paves the way for merging brush entity surface rendering with the
world model surface rendering (the actual goal of this patch).
o This also paves the way for using quaternions to represent entity
orientation, as that would be a protocol change.
2011-12-15 17:09:01 +09:00
Bill Currie
4b515a961b
Back out the fitzquake lerp changes.
...
That's not the direction I wish to take the renderer.
2011-12-13 17:01:15 +09:00
Bill Currie
60c9d05d47
Hipnotic/Rogue weapon mask comments and cleanup.
...
This too has been sitting around for a while. Taken from fitzquake.
2011-12-12 17:08:22 +09:00
Antti Harri
cc937828b8
Propagate flags set in pthread.m4 to nq and qw sources. Removes the need
...
to have -pthread in CFLAGS on OpenBSD.
2011-12-10 13:33:20 +02:00
Bill Currie
c3d41326b3
Do key dest changing properly.
...
key_demo wasn't so well thought out. This seems to be much better (and nq
is known to be working nicely).
2011-12-10 16:14:25 +09:00
Bill Currie
16c8b2a18d
Use the new demo imt.
...
There are some problems with menus and the console messing up the key_dest
state (they assume console/menu or game, nothing else), but otherwise
things seem to work.
2011-12-10 15:18:50 +09:00
Bill Currie
054e52528e
Revive the loading plaque.
...
At the request of scar3crow.
2011-12-09 18:41:52 +09:00
Bill Currie
91e65b6c80
Rename mplane_t to plane_t and clean up the mess.
...
I got rather tired of there being multiple definitions of mostly compatible
plane types (and I need a common type anyway). dplane_t still exists for
now because I want to be careful when messing with the actual bsp format.
2011-11-28 20:54:34 +09:00
Bill Currie
03abb3b27d
Add support for ellipsoids.
...
Not that boxes work yet, but the fix is the same.
2011-11-28 20:54:33 +09:00
Bill Currie
5029fde3e1
Fix the bogus frags on death.
...
I'd missed some casts in the MSG_ReadShort change.
2011-09-11 17:49:24 +09:00
Bill Currie
e7f845ece1
Fix the accidentally broken model precaching.
...
This fixes the explodebox bug reported by scar3crow (thanks!), caused by a
subtle difference between nq and qw precaching (nasty).
2011-09-11 17:07:41 +09:00
Bill Currie
cb9a30e949
Fix registered game detection.
...
registered detection needs qfs to be initted, but qfs needs game to be
inited... so move the qfs init into game init before the registered check.
2011-09-11 15:40:36 +09:00
Bill Currie
d9ab3a1f54
Move the config file/command line parsing into qargs.c
...
I don't like the COM prefix, but it will do for now.
2011-09-11 14:57:05 +09:00
Bill Currie
a71acc9ae5
Move the essential init code into Sys_Init().
2011-09-11 14:56:47 +09:00
Bill Currie
f921005a5d
Nuke com.c.
...
It's contents have been moved into game.c and massaged appropriately.
2011-09-11 14:55:13 +09:00
Bill Currie
8bab548d16
Make the hud type configurable via dirconf.
...
Currently only "id", "hipnotic" and "rogue" are supported (anything else is
treated as "id"). Has no effect in quakeworld (good thing too: changing
gamedirs is a little broken).
2011-09-11 08:13:26 +09:00
Bill Currie
1f4a6daafb
Fixes for win32.
...
I'd forgotten why SDL_main had such a lame prototype.
It turns out my previous mingw testing wasing testing SDL :(
2011-09-10 17:47:38 +09:00
Bill Currie
89ec14e0fc
Make very tiny movements no-ops.
...
This affects pushers in their think code. This makes NQ a little more like
QW, but doesn't really seem to change much.
2011-09-07 09:41:05 +09:00
Bill Currie
9bd4bbee52
Make sure tossed entities with upward velocity can always move.
...
If a tossed entity has ONGROUND set, it won't move, but if it has an upward
velocity, it can't possibly be ONGROUND, so clear the flag if the entity is
moving upwards.
2011-09-07 09:41:05 +09:00
Bill Currie
e1b6f50345
Clean up the diffs a bit between qw and nq sv_pr_cmds
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Add some missing functions to nq.
In qw, Sys_Printf is mapped to SV_Printf, so no harm there.
2011-09-07 09:41:05 +09:00
Bill Currie
dcbe23b3d3
Abandon the runequake stuff for now.
2011-09-04 20:32:57 +09:00
Bill Currie
cca9983a48
Clean up the startup file diffs.
...
This also makes functionality consistent across the platforms, such as
adding support for -dedicated to sdl based nq, and various timing
calculations are now consistent.
2011-09-04 12:04:03 +09:00
Bill Currie
be8277c8c4
Sanitize some of the differences in cl_parse.c.
...
Most of the differences in CL_ParseServerMessage are now protocol specific.
2011-09-04 09:58:12 +09:00
Bill Currie
9afb691dd9
Change MSG_ReadShort to return an unsigned short.
...
Avoiding the sign extension by default seems to be more useful.
2011-09-04 09:58:12 +09:00
Bill Currie
9ace9f2bfa
Fix some bad timing with a dstring_delete.
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Opps :P, double free.
2011-09-04 09:58:12 +09:00
Bill Currie
28d9c7234c
A bit more diff reduction before attempting to merge client code.
2011-09-04 09:58:12 +09:00
Bill Currie
514f085e88
Reduce the diffs in cl_demo.c.
...
Starting to look like a change in protocol rather than a complete rewrite.
2011-09-04 09:58:12 +09:00
Bill Currie
d508da3cf0
Reduce cl_cmd.c diffs down to protocol specifics.
2011-09-04 09:58:11 +09:00
Bill Currie
85bcac3c8d
Reduce cl_cam diffs to spectator specifics.
2011-09-04 09:58:11 +09:00
Bill Currie
73d11aedca
Do a lot of diff reduction.
2011-09-04 09:58:11 +09:00
Bill Currie
fb9a095586
Fix include style mixup.
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"" for local, <> for system
2011-09-04 09:58:11 +09:00
Bill Currie
62b17d3629
Split out the entity linking code.
...
This should smooth the merge process a little.
2011-09-04 09:58:11 +09:00
Bill Currie
62f7d14ed2
White space cleanups.
2011-09-04 09:58:11 +09:00
Bill Currie
245cfb0b6f
Much diff reduction.
...
In the process, found a bug where the yaw speed was not being limited as
desired.
2011-09-04 09:58:11 +09:00
Bill Currie
88005f6710
Diff reduction.
2011-09-04 09:58:11 +09:00
Bill Currie
0d5bebabe2
Replace qsockaddr with AF_address_t.
...
It seems qsockaddr's assumptions aren't necessarily portable, as OpenBSD
seems to be doing weird things with qsa_family. Even if that's not the
case, this is cleaner.
2011-08-24 09:14:02 +09:00
Bill Currie
5d52810b9c
Disable single character tokens when parsing old save games.
2011-08-11 14:23:25 +09:00
Bill Currie
6f0ab844ea
Some more nq networking debug prints.
2011-08-06 16:54:01 +09:00
Bill Currie
07d5b114bc
Clean out some dead code and variables.
...
We haven't had serial or ipx support for a long time.
2011-07-29 10:11:14 +09:00
Bill Currie
efa0105748
Rename some headers to fix doxygen warnings.
2011-07-23 15:58:45 +09:00
Bill Currie
d2894a6f68
Rename Cvar_AliasGet to Cvar_MakeAliase.
2011-07-05 20:28:57 +09:00
Bill Currie
0f7390dd60
Clean up all the "set but not used" warnings.
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gcc on my system is failing to treat this specific warning as an error :/
2011-06-19 10:48:02 +09:00
Bill Currie
3061270d3a
Support jumping off pretty much anything.
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See http://forums.inside3d.com/viewtopic.php?t=1675 for inspiration.
As this might break the gameplay of certain maps, the new sv_jump_any
cvar can be used to disable this feature (bringing back the old behavior).
2011-06-11 13:19:31 +09:00
Bill Currie
628bd1367e
Fix some warnings in recent gcc.
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gcc seems to be getting ever more picky (which is good, really)
2011-06-11 13:17:22 +09:00
Bill Currie
d88c09a033
Fix the crash on timedemo interrupting a timedemo.
2011-06-04 18:14:30 +09:00
Bill Currie
2ecdec91a8
Clean up the demo api a little.
...
This way, I can be more assured of what might be called from outside
cl_demo.c.
2011-06-03 22:47:32 +09:00
Bill Currie
82038bb504
Remove another stack character buffer.
...
While it was probably safe (snprintf was being used correctly) I prefer to
avoid the issue completely and centralize any potential problems.
2011-06-03 22:18:08 +09:00
Bill Currie
55cc0f9206
Bring back the unsigned type (PROGS version bump)
...
This is only low-level support (the unsigned keyword still does not work),
but sufficient to make switch statements using jump tables work.
2011-04-09 10:07:47 +09:00