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.
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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.
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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
1a9fca531e
Factor out the demotime get/rewind code.
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One step towards a tidier CL_GetDemoMessage :)
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
d37b85f73f
Split out the rss code into its own file.
2012-06-15 22:02:17 +09:00
Bill Currie
b2290d92c9
Nuke UNALIGNED_OK.
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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.
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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
81dc750857
Pretend to allow screen offsets.
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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.
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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.
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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.
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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
83d6dd7262
Fix idealpitch and viewheight in qw.
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For certain values of "fix" ;). Both are brought back to life but
idealpitch is never set (always 0) and veiwheight is set in V_RenderView().
However, this brings the rest of the code in cl_view.c just that little bit
closer to merged :)
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.
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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
476ad75724
Add a fixme to remove skin from qw's entity_state_t.
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
1aa2c22169
Nuke MAX_SCOREBOARDNAME from qw.
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It was different from nq's MAX_SCOREBOARDNAME, and not really necessary,
what with being able to uuse info_key_t caches.
2012-06-15 22:02:13 +09:00
Bill Currie
b4ad695e16
Make info_t opaque.
...
I didn't like the way client/server code was poking around at the
implementation. Instead, provide a couple of accessor functions for the
same information.
2012-06-14 22:46:23 +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.
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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.
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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