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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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Lowsy grammar and inaccurate info...
2012-06-15 22:02:18 +09:00
Bill Currie
3a1e065a57
Use Sys_DoubleTime instead of realtime for timedemos.
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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.
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Commented out even in q1source :P
2012-06-15 22:02:18 +09:00
Bill Currie
aa2a8e8909
Mostly "merge" cl_screen.c.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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Avoid stuffing incomplete commands.
2012-06-15 22:02:14 +09:00
Bill Currie
17b43ba736
Clean up svc_disconnect differences.
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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.
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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.
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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.
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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