Commit Graph

8709 Commits

Author SHA1 Message Date
Bill Currie bf00009cc8 A touch of whitespace cleanup. 2012-06-28 16:12:06 +09:00
Bill Currie 276b6f9662 Add support for sv_antilag (from fteqw).
I'm not 100% certain it actually works, but it doesn't seem to have broken
anything :)
2012-06-28 16:03:56 +09:00
Bill Currie 40da338674 Change SV_ClipToLinks's clip.type to be flags.
More feature swiping from fte: the flags are needed for antilag, but I
thought I'd grab the related features (mainly linking) while I was at it.
2012-06-28 15:09:49 +09:00
Bill Currie 64bfde7320 Allow extension builins to override standard builtins. 2012-06-28 15:07:03 +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 bcc1de3b84 Fix the missing health pickup sound on aerowalk.
Caused by an out-by-one error thanks to the insane way the sound list is
built. Came about when doing the model/sound list sanitation during the
GLSL project, but this one was sneakier as it resulted only in a missing
sound rather than a segfault.
2012-06-26 11:06:59 +09:00
Bill Currie 9b3f3905b5 Make CL_ParseStartSoundPacket easier to read.
Really just add a "bits" var from which to extract the info rather than
overloading "channel".
2012-06-26 10:51:11 +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 415decb983 Use memmove instead of strcpy when deleting chars.
It seems recent(?) 64-bit strcpy implementations of strcpy don't work
properly for overlapping regions even when moving down. Quite the
surprise, as I thought that would always work. *shrug*
2012-06-23 20:54:55 +09:00
Bill Currie 7b231bc70e Add support for /*..*/ comments to idparse 2012-06-23 19:43:22 +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 b0b07d09b9 Support demos recorded by qizmo.
I guess it's just part of how qizmo works, but a few extra packets get into
the demo before the packet with the serverdata svc :/ More checking needs
to be done (only the initial connect packet is checked), but this works for
now.
2012-06-16 13:15:48 +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 1a9fca531e Factor out the demotime get/rewind code.
One step towards a tidier CL_GetDemoMessage :)
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 d37b85f73f Split out the rss code into its own file. 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 81dc750857 Pretend to allow screen offsets.
Because qw's maxclients is always > 1, they'll never work, though :)
2012-06-15 22:02:16 +09:00
Bill Currie e6ce44fde7 Change qw's punchangle to a vector.
Consistency with nq :) (however, only pitch works in qw).
2012-06-15 22:02:16 +09:00
Bill Currie d561d5587d Move the simangles hack out of cl_view.
The places that will need to be fixed are now three, but cl_view.c now
doesn't mess with values it shouldn't alter.
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