1651 lines
37 KiB
C
1651 lines
37 KiB
C
// cl_ents.c -- entity parsing and management
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#include "quakedef.h"
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extern cvar_t cl_predict_players;
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extern cvar_t cl_predict_players2;
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extern cvar_t cl_solid_players;
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extern model_t *player_models[MAX_PLAYER_CLASS];
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static struct predicted_player {
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int flags;
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qboolean active;
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vec3_t origin; // predicted origin
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} predicted_players[MAX_CLIENTS];
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#define U_MODEL (1<<16)
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#define U_SOUND (1<<17)
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#define U_DRAWFLAGS (1<<18)
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#define U_ABSLIGHT (1<<19)
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char *parsedelta_strings[] =
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{
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"U_ANGLE1", //0
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"U_ANGLE3", //1
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"U_SCALE", //2
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"U_COLORMAP",//3
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"U_SKIN", //4
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"U_EFFECTS", //5
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"U_MODEL16",//6
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"U_MOREBITS2", //7
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"", //8 is unused
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"U_ORIGIN1", //9
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"U_ORIGIN2", //10
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"U_ORIGIN3", //11
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"U_ANGLE2", //12
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"U_FRAME", //13
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"U_REMOVE", //14
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"U_MOREBITS",//15
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"U_MODEL",//16
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"U_SOUND",//17
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"U_DRAWFLAGS",//18
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"U_ABSLIGHT"//19
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};
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//============================================================
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/*
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===============
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CL_AllocDlight
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===============
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*/
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dlight_t *CL_AllocDlight (int key)
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{
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int i;
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dlight_t *dl;
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// first look for an exact key match
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if (key)
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{
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dl = cl_dlights;
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for (i=0 ; i<MAX_DLIGHTS ; i++, dl++)
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{
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if (dl->key == key)
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{
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memset (dl, 0, sizeof(*dl));
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dl->key = key;
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return dl;
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}
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}
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}
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// then look for anything else
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dl = cl_dlights;
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for (i=0 ; i<MAX_DLIGHTS ; i++, dl++)
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{
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if (dl->die < cl.time)
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{
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memset (dl, 0, sizeof(*dl));
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dl->key = key;
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return dl;
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}
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}
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dl = &cl_dlights[0];
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memset (dl, 0, sizeof(*dl));
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dl->key = key;
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return dl;
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}
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/*
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===============
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CL_NewDlight
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===============
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*/
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void CL_NewDlight (int key, float x, float y, float z, float radius, float time,
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int type)
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{
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dlight_t *dl;
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dl = CL_AllocDlight (key);
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dl->origin[0] = x;
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dl->origin[1] = y;
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dl->origin[2] = z;
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dl->radius = radius;
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dl->die = cl.time + time;
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if (type == 0) {
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dl->color[0] = 0.2;
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dl->color[1] = 0.1;
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dl->color[2] = 0.05;
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dl->color[3] = 0.7;
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} else if (type == 1) {
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dl->color[0] = 0.05;
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dl->color[1] = 0.05;
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dl->color[2] = 0.3;
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dl->color[3] = 0.7;
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} else if (type == 2) {
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dl->color[0] = 0.5;
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dl->color[1] = 0.05;
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dl->color[2] = 0.05;
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dl->color[3] = 0.7;
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} else if (type == 3) {
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dl->color[0]=0.5;
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dl->color[1] = 0.05;
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dl->color[2] = 0.4;
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dl->color[3] = 0.7;
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}
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}
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/*
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===============
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CL_DecayLights
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===============
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*/
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void CL_DecayLights (void)
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{
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int i;
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dlight_t *dl;
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dl = cl_dlights;
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for (i=0 ; i<MAX_DLIGHTS ; i++, dl++)
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{
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if (dl->die < cl.time || !dl->radius)
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continue;
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if (dl->radius > 0)
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{
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dl->radius -= host_frametime*dl->decay;
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if (dl->radius < 0)
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dl->radius = 0;
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}
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else
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{
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dl->radius += host_frametime*dl->decay;
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if (dl->radius > 0)
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dl->radius = 0;
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}
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}
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}
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/*
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=========================================================================
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PACKET ENTITY PARSING / LINKING
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=========================================================================
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*/
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/*
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==================
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CL_ParseDelta
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Can go from either a baseline or a previous packet_entity
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==================
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*/
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static void ShowNetParseDelta(int x)
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{
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int i;
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char orstring[2];
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if (cl_shownet.value != 2)
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return;
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orstring[0]=0;
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orstring[1]=0;
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Con_Printf("bits: ");
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for (i=0;i<=19;i++)
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{
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if (x != 8)
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{
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if (x & (1 << i))
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{
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Con_Printf("%s%s",orstring,parsedelta_strings[i]);
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orstring[0]= '|';
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}
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}
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}
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Con_Printf("\n");
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}
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int bitcounts[32]; /// just for protocol profiling
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void CL_ParseDelta (entity_state_t *from, entity_state_t *to, int bits)
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{
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int i;
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// set everything to the state we are delta'ing from
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*to = *from;
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to->number = bits & 511;
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bits &= ~511;
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if (bits & U_MOREBITS)
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{ // read in the low order bits
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i = MSG_ReadByte ();
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bits |= i;
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}
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if(bits & U_MOREBITS2)
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{
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i =MSG_ReadByte ();
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bits |= (i << 16);
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}
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ShowNetParseDelta(bits);
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// count the bits for net profiling
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for (i=0 ; i<19 ; i++)
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if (bits&(1<<i))
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bitcounts[i]++;
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to->flags = bits;
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if (bits & U_MODEL)
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{
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if (bits & U_MODEL16)
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{
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to->modelindex = MSG_ReadShort ();
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}
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else
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{
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to->modelindex = MSG_ReadByte ();
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}
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}
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if (bits & U_FRAME)
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to->frame = MSG_ReadByte ();
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if (bits & U_COLORMAP)
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to->colormap = MSG_ReadByte();
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if (bits & U_SKIN)
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{
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to->skinnum = MSG_ReadByte();
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}
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if (bits & U_DRAWFLAGS)
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to->drawflags = MSG_ReadByte();
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if (bits & U_EFFECTS)
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to->effects = MSG_ReadLong();
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if (bits & U_ORIGIN1)
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to->origin[0] = MSG_ReadCoord ();
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if (bits & U_ANGLE1)
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to->angles[0] = MSG_ReadAngle();
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if (bits & U_ORIGIN2)
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to->origin[1] = MSG_ReadCoord ();
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if (bits & U_ANGLE2)
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to->angles[1] = MSG_ReadAngle();
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if (bits & U_ORIGIN3)
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to->origin[2] = MSG_ReadCoord ();
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if (bits & U_ANGLE3)
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to->angles[2] = MSG_ReadAngle();
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if (bits & U_SCALE)
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{
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to->scale = MSG_ReadByte();
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}
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if (bits & U_ABSLIGHT)
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to->abslight = MSG_ReadByte();
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if (bits & U_SOUND)
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{
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i = MSG_ReadShort();
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S_StartSound(to->number, 1, cl.sound_precache[i], to->origin, 1.0, 1.0);
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}
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}
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/*
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=================
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FlushEntityPacket
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=================
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*/
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void FlushEntityPacket (void)
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{
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int word;
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entity_state_t olde, newe;
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Con_DPrintf ("FlushEntityPacket\n");
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memset (&olde, 0, sizeof(olde));
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cl.validsequence = 0; // can't render a frame
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cl.frames[cls.netchan.incoming_sequence&UPDATE_MASK].invalid = true;
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// read it all, but ignore it
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while (1)
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{
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word = (unsigned short)MSG_ReadShort ();
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if (msg_badread)
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{ // something didn't parse right...
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Host_EndGame ("msg_badread in packetentities\n");
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return;
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}
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if (!word)
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break; // done
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CL_ParseDelta (&olde, &newe, word);
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}
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}
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/*
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==================
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CL_ParsePacketEntities
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An svc_packetentities has just been parsed, deal with the
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rest of the data stream.
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==================
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*/
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void CL_ParsePacketEntities (qboolean delta)
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{
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int oldpacket, newpacket;
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packet_entities_t *oldp, *newp, dummy;
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int oldindex, newindex;
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int word, newnum, oldnum;
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qboolean full;
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byte from;
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newpacket = cls.netchan.incoming_sequence&UPDATE_MASK;
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newp = &cl.frames[newpacket].packet_entities;
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cl.frames[newpacket].invalid = false;
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if (delta)
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{
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from = MSG_ReadByte ();
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oldpacket = cl.frames[newpacket].delta_sequence;
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if ( (from&UPDATE_MASK) != (oldpacket&UPDATE_MASK) )
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Con_DPrintf ("WARNING: from mismatch\n");
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}
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else
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oldpacket = -1;
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full = false;
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if (oldpacket != -1)
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{
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if (cls.netchan.outgoing_sequence - oldpacket >= UPDATE_BACKUP-1)
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{ // we can't use this, it is too old
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FlushEntityPacket ();
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return;
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}
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cl.validsequence = cls.netchan.incoming_sequence;
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oldp = &cl.frames[oldpacket&UPDATE_MASK].packet_entities;
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}
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else
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{ // this is a full update that we can start delta compressing from now
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oldp = &dummy;
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dummy.num_entities = 0;
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cl.validsequence = cls.netchan.incoming_sequence;
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full = true;
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}
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oldindex = 0;
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newindex = 0;
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newp->num_entities = 0;
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while (1)
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{
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nextword:
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word = (unsigned short)MSG_ReadShort ();
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if (msg_badread)
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{ // something didn't parse right...
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Host_EndGame ("msg_badread in packetentities\n");
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return;
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}
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if (!word)
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{
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while (oldindex < oldp->num_entities)
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{ // copy all the rest of the entities from the old packet
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//Con_Printf ("copy %i\n", oldp->entities[oldindex].number);
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if (newindex >= MAX_PACKET_ENTITIES)
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Host_EndGame ("CL_ParsePacketEntities: newindex == MAX_PACKET_ENTITIES");
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newp->entities[newindex] = oldp->entities[oldindex];
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newindex++;
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oldindex++;
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}
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break;
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}
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newnum = word&511;
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oldnum = oldindex >= oldp->num_entities ? 9999 : oldp->entities[oldindex].number;
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while (newnum > oldnum)
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{
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if (full)
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{
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Con_Printf ("WARNING: oldcopy on full update");
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FlushEntityPacket ();
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return;
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}
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//Con_Printf ("copy %i\n", oldnum);
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// copy one of the old entities over to the new packet unchanged
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if (newindex >= MAX_PACKET_ENTITIES)
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Host_EndGame ("CL_ParsePacketEntities: newindex == MAX_PACKET_ENTITIES");
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newp->entities[newindex] = oldp->entities[oldindex];
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newindex++;
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oldindex++;
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oldnum = oldindex >= oldp->num_entities ? 9999 : oldp->entities[oldindex].number;
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}
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if (newnum < oldnum)
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{ // new from baseline
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//Con_Printf ("baseline %i\n", newnum);
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if (word & U_REMOVE)
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{
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if (full)
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{
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cl.validsequence = 0;
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Con_Printf ("WARNING: U_REMOVE on full update\n");
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FlushEntityPacket ();
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return;
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}
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continue;
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}
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if (newindex >= MAX_PACKET_ENTITIES)
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Host_EndGame ("CL_ParsePacketEntities: newindex == MAX_PACKET_ENTITIES");
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CL_ParseDelta (&cl_baselines[newnum], &newp->entities[newindex], word);
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newindex++;
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continue;
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}
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if (newnum == oldnum)
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{ // delta from previous
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if (full)
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{
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cl.validsequence = 0;
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Con_Printf ("WARNING: delta on full update");
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}
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if (word & U_REMOVE)
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{
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oldindex++;
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continue;
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}
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//Con_Printf ("delta %i\n",newnum);
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CL_ParseDelta (&oldp->entities[oldindex], &newp->entities[newindex], word);
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newindex++;
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oldindex++;
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}
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}
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newp->num_entities = newindex;
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}
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void HandleEffects(int effects, int number, entity_t *ent, vec3_t oldOrg)
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{
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dlight_t *dl;
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int rotateSet = 0;
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// Effect Flags
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if (effects & EF_BRIGHTFIELD)
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{ // show that this guy is cool or something...
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//R_EntityParticles (ent);
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dl = CL_AllocDlight (number);
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//dl->color[0] = .5 + cos(cl.time*7)*.5;
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//dl->color[1] = .5 + cos(cl.time*7 + M_PI*2/3)*.5;
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//dl->color[2] = .5 + cos(cl.time*7 + M_PI*4/3)*.5;
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//dl->color[3] = 1.0;
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VectorCopy (ent->origin, dl->origin);
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dl->radius = 200 + cos(cl.time*5)*100;
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dl->die = cl.time + 0.001;
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R_BrightFieldSource (ent->origin);
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}
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if (effects & EF_DARKFIELD)
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R_DarkFieldParticles (ent);
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if (effects & EF_MUZZLEFLASH)
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{
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vec3_t fv, rv, uv;
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dl = CL_AllocDlight (number);
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VectorCopy (ent->origin, dl->origin);
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dl->origin[2] += 16;
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AngleVectors (ent->angles, fv, rv, uv);
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VectorMA (dl->origin, 18, fv, dl->origin);
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dl->radius = 200 + (rand()&31);
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dl->minlight = 32;
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dl->die = cl.time + 0.1;
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}
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if (effects & EF_BRIGHTLIGHT)
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{
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dl = CL_AllocDlight (number);
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VectorCopy (ent->origin, dl->origin);
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dl->origin[2] += 16;
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dl->radius = 400 + (rand()&31);
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dl->die = cl.time + 0.001;
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}
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if (effects & EF_DIMLIGHT)
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{
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dl = CL_AllocDlight (number);
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VectorCopy (ent->origin, dl->origin);
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dl->radius = 200 + (rand()&31);
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dl->die = cl.time + 0.001;
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}
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/* if (effects & EF_DARKLIGHT)
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{
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dl = CL_AllocDlight (number);
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VectorCopy (ent->origin, dl->origin);
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dl->radius = 200.0 + (rand()&31);
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dl->die = cl.time + 0.001;
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//rjr dl->dark = true;
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}*/
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if (effects & EF_LIGHT)
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{
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dl = CL_AllocDlight (number);
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VectorCopy (ent->origin, dl->origin);
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dl->radius = 200;
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dl->die = cl.time + 0.001;
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}
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if(effects & EF_POISON_GAS)
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{
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CL_UpdatePoisonGas(ent, number);
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}
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if(effects & EF_ACIDBLOB)
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{
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ent->angleAdd[0] = 0;
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ent->angleAdd[1] = 0;
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ent->angleAdd[2] = 200 * cl.time;
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rotateSet = 1;
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CL_UpdateAcidBlob(ent, number);
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}
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if(effects & EF_ONFIRE)
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{
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CL_UpdateOnFire(ent, number);
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}
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if(effects & EF_POWERFLAMEBURN)
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{
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CL_UpdatePowerFlameBurn(ent, number);
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}
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if(effects & EF_ICESTORM_EFFECT)
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{
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CL_UpdateIceStorm(ent, number);
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}
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if (effects & EF_HAMMER_EFFECTS)
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{
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ent->angleAdd[0] = 200 * cl.time;
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ent->angleAdd[1] = 0;
|
|
ent->angleAdd[2] = 0;
|
|
|
|
rotateSet = 1;
|
|
|
|
CL_UpdateHammer(ent, number);
|
|
}
|
|
if (effects & EF_BEETLE_EFFECTS)
|
|
{
|
|
CL_UpdateBug(ent);
|
|
}
|
|
if (effects & EF_DARKLIGHT)//EF_INVINC_CIRC)
|
|
{
|
|
R_SuccubusInvincibleParticles (ent);
|
|
}
|
|
|
|
if(effects & EF_UPDATESOUND)
|
|
{
|
|
S_UpdateSoundPos (number, 7, ent->origin);
|
|
}
|
|
|
|
|
|
if(!rotateSet)
|
|
{
|
|
ent->angleAdd[0] = 0;
|
|
ent->angleAdd[1] = 0;
|
|
ent->angleAdd[2] = 0;
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
CL_LinkPacketEntities
|
|
|
|
===============
|
|
*/
|
|
void CL_LinkPacketEntities (void)
|
|
{
|
|
entity_t *ent;
|
|
packet_entities_t *pack;
|
|
entity_state_t *s1, *s2;
|
|
float f;
|
|
model_t *model;
|
|
vec3_t old_origin;
|
|
float autorotate;
|
|
int i, j;
|
|
int pnum;
|
|
dlight_t *dl;
|
|
|
|
pack = &cl.frames[cls.netchan.incoming_sequence&UPDATE_MASK].packet_entities;
|
|
|
|
autorotate = anglemod(100*cl.time);
|
|
|
|
f = 0; // FIXME: no interpolation right now
|
|
|
|
for (pnum=0 ; pnum<pack->num_entities ; pnum++)
|
|
{
|
|
s1 = &pack->entities[pnum];
|
|
s2 = s1; // FIXME: no interpolation right now
|
|
|
|
/* // spawn light flashes, even ones coming from invisible objects
|
|
if (s1->effects & (EF_BLUE | EF_RED) == (EF_BLUE | EF_RED))
|
|
CL_NewDlight (s1->number, s1->origin[0], s1->origin[1], s1->origin[2], 200 + (rand()&31), 0.1, 3);
|
|
else if (s1->effects & EF_BLUE)
|
|
CL_NewDlight (s1->number, s1->origin[0], s1->origin[1], s1->origin[2], 200 + (rand()&31), 0.1, 1);
|
|
else if (s1->effects & EF_RED)
|
|
CL_NewDlight (s1->number, s1->origin[0], s1->origin[1], s1->origin[2], 200 + (rand()&31), 0.1, 2);
|
|
else if (s1->effects & EF_BRIGHTLIGHT)
|
|
CL_NewDlight (s1->number, s1->origin[0], s1->origin[1], s1->origin[2] + 16, 400 + (rand()&31), 0.1, 0);
|
|
else if (s1->effects & EF_DIMLIGHT)
|
|
CL_NewDlight (s1->number, s1->origin[0], s1->origin[1], s1->origin[2], 200 + (rand()&31), 0.1, 0);
|
|
*/
|
|
// if set to invisible, skip
|
|
if (!s1->modelindex)
|
|
continue;
|
|
|
|
// create a new entity
|
|
if (cl_numvisedicts == MAX_VISEDICTS)
|
|
break; // object list is full
|
|
|
|
ent = &cl_visedicts[cl_numvisedicts];
|
|
cl_numvisedicts++;
|
|
|
|
ent->keynum = s1->number;
|
|
ent->model = model = cl.model_precache[s1->modelindex];
|
|
|
|
ent->sourcecolormap = vid.colormap;
|
|
if (!s1->colormap)
|
|
{
|
|
ent->colorshade = 0;
|
|
ent->colormap = ent->sourcecolormap;
|
|
ent->scoreboard = NULL;
|
|
}
|
|
else
|
|
{
|
|
ent->colorshade = s1->colormap;
|
|
ent->colormap = globalcolormap;
|
|
ent->scoreboard = NULL;
|
|
}
|
|
|
|
/* // set colormap
|
|
if (s1->colormap && (s1->colormap < MAX_CLIENTS)
|
|
&& !strcmp(ent->model->name,"models/paladin.mdl") )
|
|
{
|
|
ent->colormap = cl.players[s1->colormap-1].translations;
|
|
ent->scoreboard = &cl.players[s1->colormap-1];
|
|
}
|
|
else
|
|
{
|
|
ent->colormap = vid.colormap;
|
|
ent->scoreboard = NULL;
|
|
}
|
|
*/
|
|
|
|
// set skin
|
|
ent->skinnum = s1->skinnum;
|
|
|
|
// set frame
|
|
ent->frame = s1->frame;
|
|
|
|
ent->drawflags = s1->drawflags;
|
|
ent->scale = s1->scale;
|
|
ent->abslight = s1->abslight;
|
|
|
|
// rotate binary objects locally
|
|
/* rjr rotate them in renderer if (model->flags & EF_ROTATE)
|
|
{
|
|
ent->angles[0] = 0;
|
|
ent->angles[1] = autorotate;
|
|
ent->angles[2] = 0;
|
|
}
|
|
else*/
|
|
{
|
|
float a1, a2;
|
|
|
|
for (i=0 ; i<3 ; i++)
|
|
{
|
|
a1 = s1->angles[i];
|
|
a2 = s2->angles[i];
|
|
if (a1 - a2 > 180)
|
|
a1 -= 360;
|
|
if (a1 - a2 < -180)
|
|
a1 += 360;
|
|
ent->angles[i] = a2 + f * (a1 - a2);
|
|
}
|
|
}
|
|
|
|
// calculate origin
|
|
for (i=0 ; i<3 ; i++)
|
|
ent->origin[i] = s2->origin[i] +
|
|
f * (s1->origin[i] - s2->origin[i]);
|
|
|
|
// scan the old entity display list for a matching
|
|
for (i=0 ; i<cl_oldnumvisedicts ; i++)
|
|
{
|
|
if (cl_oldvisedicts[i].keynum == ent->keynum)
|
|
{
|
|
VectorCopy (cl_oldvisedicts[i].origin, old_origin);
|
|
break;
|
|
}
|
|
}
|
|
if (i == cl_oldnumvisedicts)
|
|
continue; // not in last message
|
|
|
|
for (i=0 ; i<3 ; i++)
|
|
//if ( abs(old_origin[i] - ent->origin[i]) > 128)
|
|
if ( abs(old_origin[i] - ent->origin[i]) > 512) // this is an issue for laggy situations...
|
|
{ // no trail if too far
|
|
VectorCopy (ent->origin, old_origin);
|
|
break;
|
|
}
|
|
|
|
// some of the effects need to know how far the thing has moved...
|
|
|
|
// cl.players[s1->number].invis=false;
|
|
if(cl_siege)
|
|
if((int)s1->effects & EF_NODRAW)
|
|
{
|
|
ent->skinnum=101;//ice, but in siege will be invis skin for dwarf to see
|
|
ent->drawflags|=DRF_TRANSLUCENT;
|
|
s1->effects &= ~EF_NODRAW;
|
|
// cl.players[s1->number].invis=true;
|
|
}
|
|
|
|
HandleEffects(s1->effects, s1->number, ent, old_origin);
|
|
|
|
// add automatic particle trails
|
|
if (!model->flags)
|
|
continue;
|
|
|
|
// Model Flags
|
|
if (ent->model->flags & EF_GIB)
|
|
R_RocketTrail (old_origin, ent->origin, 2);
|
|
else if (ent->model->flags & EF_ZOMGIB)
|
|
R_RocketTrail (old_origin, ent->origin, 4);
|
|
else if (ent->model->flags & EF_TRACER)
|
|
R_RocketTrail (old_origin, ent->origin, 3);
|
|
else if (ent->model->flags & EF_TRACER2)
|
|
R_RocketTrail (old_origin, ent->origin, 5);
|
|
else if (ent->model->flags & EF_ROCKET)
|
|
{
|
|
R_RocketTrail (old_origin, ent->origin, 0);
|
|
/* dl = CL_AllocDlight (i);
|
|
VectorCopy (ent->origin, dl->origin);
|
|
dl->radius = 200;
|
|
dl->die = cl.time + 0.01;*/
|
|
}
|
|
else if (ent->model->flags & EF_FIREBALL)
|
|
{
|
|
R_RocketTrail (old_origin, ent->origin, rt_fireball);
|
|
dl = CL_AllocDlight (i);
|
|
VectorCopy (ent->origin, dl->origin);
|
|
dl->radius = 120 - (rand() % 20);
|
|
dl->die = cl.time + 0.01;
|
|
}
|
|
else if (ent->model->flags & EF_ICE)
|
|
{
|
|
R_RocketTrail (old_origin, ent->origin, rt_ice);
|
|
}
|
|
else if (ent->model->flags & EF_SPIT)
|
|
{
|
|
R_RocketTrail (old_origin, ent->origin, rt_spit);
|
|
dl = CL_AllocDlight (i);
|
|
VectorCopy (ent->origin, dl->origin);
|
|
dl->radius = -120 - (rand() % 20);
|
|
dl->die = cl.time + 0.05;
|
|
}
|
|
else if (ent->model->flags & EF_SPELL)
|
|
{
|
|
R_RocketTrail (old_origin, ent->origin, rt_spell);
|
|
}
|
|
else if (ent->model->flags & EF_GRENADE)
|
|
{
|
|
// R_RunParticleEffect4(old_origin,3,284,pt_slowgrav,3);
|
|
R_RocketTrail (old_origin, ent->origin, rt_grensmoke);
|
|
}
|
|
else if (ent->model->flags & EF_TRACER3)
|
|
R_RocketTrail (old_origin, ent->origin, 6);
|
|
else if (ent->model->flags & EF_VORP_MISSILE)
|
|
{
|
|
R_RocketTrail (old_origin, ent->origin, rt_vorpal);
|
|
}
|
|
else if (ent->model->flags & EF_SET_STAFF)
|
|
{
|
|
R_RocketTrail (old_origin, ent->origin,rt_setstaff);
|
|
}
|
|
else if (ent->model->flags & EF_MAGICMISSILE)
|
|
{
|
|
if ((rand() & 3) < 1)
|
|
R_RocketTrail (old_origin, ent->origin, rt_magicmissile);
|
|
}
|
|
else if (ent->model->flags & EF_BONESHARD)
|
|
R_RocketTrail (old_origin, ent->origin, rt_boneshard);
|
|
else if (ent->model->flags & EF_SCARAB)
|
|
R_RocketTrail (old_origin, ent->origin, rt_scarab);
|
|
else if (ent->model->flags & EF_ACIDBALL)
|
|
R_RocketTrail (old_origin, ent->origin, rt_acidball);
|
|
else if (ent->model->flags & EF_BLOODSHOT)
|
|
R_RocketTrail (old_origin, ent->origin, rt_bloodshot);
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
=========================================================================
|
|
|
|
PROJECTILE PARSING / LINKING
|
|
changed for use with the powered ravens
|
|
|
|
=========================================================================
|
|
*/
|
|
|
|
typedef struct
|
|
{
|
|
int modelindex;
|
|
vec3_t origin;
|
|
vec3_t angles;
|
|
int frame;
|
|
} projectile_t;
|
|
|
|
#define MAX_PROJECTILES 32
|
|
projectile_t cl_projectiles[MAX_PROJECTILES];
|
|
int cl_num_projectiles;
|
|
|
|
extern int cl_ravenindex, cl_raven2index;
|
|
|
|
void CL_ClearProjectiles (void)
|
|
{
|
|
cl_num_projectiles = 0;
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
CL_ParseProjectiles
|
|
|
|
Nails are passed as efficient temporary entities
|
|
Note: all references to these functions have been replaced with
|
|
calls to the Missile functions below
|
|
=====================
|
|
*/
|
|
|
|
void CL_ParseProjectiles (void)
|
|
{
|
|
int i, c, j;
|
|
byte bits[6];
|
|
projectile_t *pr;
|
|
|
|
c = MSG_ReadByte ();
|
|
for (i=0 ; i<c ; i++)
|
|
{
|
|
for (j=0 ; j<6 ; j++)
|
|
bits[j] = MSG_ReadByte ();
|
|
|
|
if (cl_num_projectiles == MAX_PROJECTILES)
|
|
continue;
|
|
|
|
pr = &cl_projectiles[cl_num_projectiles];
|
|
cl_num_projectiles++;
|
|
|
|
pr->modelindex = cl_ravenindex;
|
|
pr->origin[0] = ( ( bits[0] + ((bits[1]&15)<<8) ) <<1) - 4096;
|
|
pr->origin[1] = ( ( (bits[1]>>4) + (bits[2]<<4) ) <<1) - 4096;
|
|
pr->origin[2] = ( ( bits[3] + ((bits[4]&15)<<8) ) <<1) - 4096;
|
|
pr->angles[0] = 360*(bits[4]>>4)/16;
|
|
pr->angles[1] = 360*(bits[5]&31)/32;
|
|
pr->frame = (bits[5]>>5) & 7;
|
|
}
|
|
|
|
c = MSG_ReadByte ();
|
|
for (i=0 ; i<c ; i++)
|
|
{
|
|
for (j=0 ; j<6 ; j++)
|
|
bits[j] = MSG_ReadByte ();
|
|
|
|
if (cl_num_projectiles == MAX_PROJECTILES)
|
|
continue;
|
|
|
|
pr = &cl_projectiles[cl_num_projectiles];
|
|
cl_num_projectiles++;
|
|
|
|
pr->modelindex = cl_raven2index;
|
|
pr->origin[0] = ( ( bits[0] + ((bits[1]&15)<<8) ) <<1) - 4096;
|
|
pr->origin[1] = ( ( (bits[1]>>4) + (bits[2]<<4) ) <<1) - 4096;
|
|
pr->origin[2] = ( ( bits[3] + ((bits[4]&15)<<8) ) <<1) - 4096;
|
|
pr->angles[0] = 360*(bits[4]>>4)/16;
|
|
pr->angles[1] = 360*bits[5]/256;
|
|
pr->frame = 0;
|
|
}
|
|
}
|
|
|
|
/*
|
|
=============
|
|
CL_LinkProjectiles
|
|
|
|
=============
|
|
*/
|
|
void CL_LinkProjectiles (void)
|
|
{
|
|
int i;
|
|
projectile_t *pr;
|
|
entity_t *ent;
|
|
|
|
for (i=0, pr=cl_projectiles ; i<cl_num_projectiles ; i++, pr++)
|
|
{
|
|
// grab an entity to fill in
|
|
if (cl_numvisedicts == MAX_VISEDICTS)
|
|
break; // object list is full
|
|
ent = &cl_visedicts[cl_numvisedicts];
|
|
cl_numvisedicts++;
|
|
ent->keynum = 0;
|
|
|
|
if (pr->modelindex < 1)
|
|
continue;
|
|
ent->model = cl.model_precache[pr->modelindex];
|
|
ent->skinnum = 0;
|
|
ent->frame = 0;
|
|
ent->colormap = vid.colormap;
|
|
ent->scoreboard = NULL;
|
|
ent->frame = pr->frame;
|
|
VectorCopy (pr->origin, ent->origin);
|
|
VectorCopy (pr->angles, ent->angles);
|
|
}
|
|
}
|
|
|
|
/*
|
|
=========================================================================
|
|
|
|
MISSILE PROJECTILES
|
|
|
|
=========================================================================
|
|
*/
|
|
|
|
typedef struct
|
|
{
|
|
int modelindex;
|
|
vec3_t origin;
|
|
int type;
|
|
} missile_t;
|
|
|
|
#define MAX_MISSILES 32
|
|
missile_t cl_missiles[MAX_MISSILES];
|
|
int cl_num_missiles;
|
|
|
|
extern int cl_ballindex, cl_missilestarindex;
|
|
|
|
void CL_ClearMissiles (void)
|
|
{
|
|
cl_num_missiles = 0;
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
CL_ParseProjectiles
|
|
|
|
Missiles are passed as efficient temporary entities
|
|
=====================
|
|
*/
|
|
void CL_ParsePackMissiles (void)
|
|
{
|
|
int i, c, j;
|
|
byte bits[5];
|
|
missile_t *pr;
|
|
|
|
c = MSG_ReadByte ();
|
|
for (i=0 ; i<c ; i++)
|
|
{
|
|
for (j=0 ; j<5 ; j++)
|
|
bits[j] = MSG_ReadByte ();
|
|
|
|
if (cl_num_missiles == MAX_MISSILES)
|
|
continue;
|
|
|
|
pr = &cl_missiles[cl_num_missiles];
|
|
cl_num_missiles++;
|
|
|
|
pr->origin[0] = ( ( bits[0] + ((bits[1]&15)<<8) ) <<1) - 4096;
|
|
pr->origin[1] = ( ( (bits[1]>>4) + (bits[2]<<4) ) <<1) - 4096;
|
|
pr->origin[2] = ( ( bits[3] + ((bits[4]&15)<<8) ) <<1) - 4096;
|
|
pr->type = bits[4]>>4;
|
|
//type may be used later to select models
|
|
}
|
|
}
|
|
|
|
/*
|
|
=============
|
|
CL_LinkMissile
|
|
|
|
=============
|
|
*/
|
|
|
|
vec3_t missilestar_angle;
|
|
|
|
void CL_LinkMissiles (void)
|
|
{
|
|
int i;
|
|
missile_t *pr;
|
|
entity_t *ent;
|
|
|
|
missilestar_angle[1] += host_frametime * 300;
|
|
missilestar_angle[2] += host_frametime * 400;
|
|
|
|
for (i=0, pr=cl_missiles ; i<cl_num_missiles ; i++, pr++)
|
|
{
|
|
// grab an entity to fill in for missile itself
|
|
if (cl_numvisedicts == MAX_VISEDICTS)
|
|
break; // object list is full
|
|
ent = &cl_visedicts[cl_numvisedicts];
|
|
if(rand() % 10 < 3)
|
|
{
|
|
R_RunParticleEffect4 (ent->origin, 7, 148 + rand() % 11, pt_grav, 10 + rand() % 10);
|
|
}
|
|
cl_numvisedicts++;
|
|
ent->keynum = 0;
|
|
|
|
if(pr->type == 1)
|
|
{ //ball
|
|
ent->model = cl.model_precache[cl_ballindex];
|
|
ent->scale = 10;
|
|
}
|
|
else
|
|
{ //missilestar
|
|
ent->model = cl.model_precache[cl_missilestarindex];
|
|
ent->scale = 50;
|
|
VectorCopy (missilestar_angle , ent->angles);
|
|
}
|
|
ent->skinnum = 0;
|
|
ent->frame = 0;
|
|
ent->colormap = vid.colormap;
|
|
ent->scoreboard = NULL;
|
|
ent->drawflags = SCALE_ORIGIN_CENTER;
|
|
VectorCopy (pr->origin, ent->origin);
|
|
}
|
|
}
|
|
|
|
//========================================
|
|
|
|
extern int cl_spikeindex, cl_playerindex[MAX_PLAYER_CLASS], cl_flagindex;
|
|
|
|
entity_t *CL_NewTempEntity (void);
|
|
|
|
/*
|
|
===================
|
|
CL_ParsePlayerinfo
|
|
===================
|
|
*/
|
|
extern int parsecountmod;
|
|
extern double parsecounttime;
|
|
void CL_SavePlayer (void)
|
|
{
|
|
int num;
|
|
player_info_t *info;
|
|
player_state_t *state;
|
|
|
|
num = MSG_ReadByte ();
|
|
|
|
if (num > MAX_CLIENTS)
|
|
Sys_Error ("CL_ParsePlayerinfo: bad num");
|
|
|
|
info = &cl.players[num];
|
|
state = &cl.frames[parsecountmod].playerstate[num];
|
|
|
|
state->messagenum = cl.parsecount;
|
|
state->state_time = parsecounttime;
|
|
}
|
|
|
|
void CL_ParsePlayerinfo (void)
|
|
{
|
|
int msec;
|
|
int flags;
|
|
player_info_t *info;
|
|
player_state_t *state;
|
|
int num;
|
|
int i;
|
|
qboolean playermodel = false;
|
|
|
|
num = MSG_ReadByte ();
|
|
if (num > MAX_CLIENTS)
|
|
Sys_Error ("CL_ParsePlayerinfo: bad num");
|
|
|
|
info = &cl.players[num];
|
|
|
|
state = &cl.frames[parsecountmod].playerstate[num];
|
|
|
|
flags = state->flags = MSG_ReadShort ();
|
|
|
|
state->messagenum = cl.parsecount;
|
|
state->origin[0] = MSG_ReadCoord ();
|
|
state->origin[1] = MSG_ReadCoord ();
|
|
state->origin[2] = MSG_ReadCoord ();
|
|
|
|
state->frame = MSG_ReadByte ();
|
|
|
|
// the other player's last move was likely some time
|
|
// before the packet was sent out, so accurately track
|
|
// the exact time it was valid at
|
|
if (flags & PF_MSEC)
|
|
{
|
|
msec = MSG_ReadByte ();
|
|
state->state_time = parsecounttime - msec*0.001;
|
|
}
|
|
else
|
|
state->state_time = parsecounttime;
|
|
|
|
if (flags & PF_COMMAND)
|
|
MSG_ReadUsercmd (&state->command, false);
|
|
|
|
for (i=0 ; i<3 ; i++)
|
|
{
|
|
if (flags & (PF_VELOCITY1<<i) )
|
|
state->velocity[i] = MSG_ReadShort();
|
|
else
|
|
state->velocity[i] = 0;
|
|
}
|
|
|
|
if (flags & PF_MODEL)
|
|
state->modelindex = MSG_ReadShort ();
|
|
else
|
|
{
|
|
playermodel = true;
|
|
i = info->playerclass;
|
|
if (i >= 1 && i <= MAX_PLAYER_CLASS)
|
|
{
|
|
state->modelindex = cl_playerindex[i-1];
|
|
}
|
|
else
|
|
{
|
|
state->modelindex = cl_playerindex[0];
|
|
}
|
|
}
|
|
|
|
if (flags & PF_SKINNUM)
|
|
state->skinnum = MSG_ReadByte ();
|
|
else
|
|
{
|
|
if(info->siege_team==ST_ATTACKER&&playermodel)
|
|
state->skinnum = 1;//using a playermodel and attacker - skin is set to 1
|
|
else
|
|
state->skinnum = 0;
|
|
}
|
|
|
|
if (flags & PF_EFFECTS)
|
|
state->effects = MSG_ReadByte ();
|
|
else
|
|
state->effects = 0;
|
|
|
|
if (flags & PF_EFFECTS2)
|
|
state->effects |= (MSG_ReadByte() << 8);
|
|
else
|
|
state->effects &= 0xff;
|
|
|
|
if (flags & PF_WEAPONFRAME)
|
|
state->weaponframe = MSG_ReadByte ();
|
|
else
|
|
state->weaponframe = 0;
|
|
|
|
if (flags & PF_DRAWFLAGS)
|
|
{
|
|
state->drawflags = MSG_ReadByte();
|
|
}
|
|
else
|
|
{
|
|
state->drawflags = 0;
|
|
}
|
|
|
|
if (flags & PF_SCALE)
|
|
{
|
|
state->scale = MSG_ReadByte();
|
|
}
|
|
else
|
|
{
|
|
state->scale = 0;
|
|
}
|
|
|
|
if (flags & PF_ABSLIGHT)
|
|
{
|
|
state->abslight = MSG_ReadByte();
|
|
}
|
|
else
|
|
{
|
|
state->abslight = 0;
|
|
}
|
|
|
|
if(flags & PF_SOUND)
|
|
{
|
|
i = MSG_ReadShort ();
|
|
S_StartSound(num, 1, cl.sound_precache[i], state->origin, 1.0, 1.0);
|
|
}
|
|
|
|
VectorCopy (state->command.angles, state->viewangles);
|
|
}
|
|
|
|
|
|
/*
|
|
================
|
|
CL_AddFlagModels
|
|
|
|
Called when the CTF flags are set
|
|
================
|
|
*/
|
|
void CL_AddFlagModels (entity_t *ent, int team)
|
|
{
|
|
int i;
|
|
float f;
|
|
vec3_t v_forward, v_right, v_up;
|
|
entity_t *newent;
|
|
|
|
if (cl_flagindex == -1)
|
|
return;
|
|
|
|
f = 14;
|
|
if (ent->frame >= 29 && ent->frame <= 40) {
|
|
if (ent->frame >= 29 && ent->frame <= 34) { //axpain
|
|
if (ent->frame == 29) f = f + 2;
|
|
else if (ent->frame == 30) f = f + 8;
|
|
else if (ent->frame == 31) f = f + 12;
|
|
else if (ent->frame == 32) f = f + 11;
|
|
else if (ent->frame == 33) f = f + 10;
|
|
else if (ent->frame == 34) f = f + 4;
|
|
} else if (ent->frame >= 35 && ent->frame <= 40) { // pain
|
|
if (ent->frame == 35) f = f + 2;
|
|
else if (ent->frame == 36) f = f + 10;
|
|
else if (ent->frame == 37) f = f + 10;
|
|
else if (ent->frame == 38) f = f + 8;
|
|
else if (ent->frame == 39) f = f + 4;
|
|
else if (ent->frame == 40) f = f + 2;
|
|
}
|
|
} else if (ent->frame >= 103 && ent->frame <= 118) {
|
|
if (ent->frame >= 103 && ent->frame <= 104) f = f + 6; //nailattack
|
|
else if (ent->frame >= 105 && ent->frame <= 106) f = f + 6; //light
|
|
else if (ent->frame >= 107 && ent->frame <= 112) f = f + 7; //rocketattack
|
|
else if (ent->frame >= 112 && ent->frame <= 118) f = f + 7; //shotattack
|
|
}
|
|
|
|
newent = CL_NewTempEntity ();
|
|
newent->model = cl.model_precache[cl_flagindex];
|
|
newent->skinnum = team;
|
|
|
|
AngleVectors (ent->angles, v_forward, v_right, v_up);
|
|
v_forward[2] = -v_forward[2]; // reverse z component
|
|
for (i=0 ; i<3 ; i++)
|
|
newent->origin[i] = ent->origin[i] - f*v_forward[i] + 22*v_right[i];
|
|
newent->origin[2] -= 16;
|
|
|
|
VectorCopy (ent->angles, newent->angles)
|
|
newent->angles[2] -= 45;
|
|
}
|
|
|
|
/*
|
|
=============
|
|
CL_LinkPlayers
|
|
|
|
Create visible entities in the correct position
|
|
for all current players
|
|
=============
|
|
*/
|
|
void CL_LinkPlayers (void)
|
|
{
|
|
int j;
|
|
player_info_t *info;
|
|
player_state_t *state;
|
|
player_state_t exact;
|
|
double enttime, playertime;
|
|
entity_t *ent;
|
|
int msec;
|
|
frame_t *frame;
|
|
int oldphysent;
|
|
dlight_t *dl;
|
|
|
|
playertime = realtime - cls.latency + 0.02;
|
|
if (playertime > realtime)
|
|
playertime = realtime;
|
|
|
|
frame = &cl.frames[cl.parsecount&UPDATE_MASK];
|
|
|
|
for (j=0, info=cl.players, state=frame->playerstate ; j < MAX_CLIENTS
|
|
; j++, info++, state++)
|
|
{
|
|
if (state->messagenum != cl.parsecount)
|
|
continue; // not present this frame
|
|
|
|
// spawn light flashes, even ones coming from invisible objects
|
|
#ifdef GLQUAKE
|
|
if (!gl_flashblend.value || j != cl.playernum)
|
|
{
|
|
#endif
|
|
/* if (state->effects & (EF_BLUE | EF_RED) == (EF_BLUE | EF_RED))
|
|
CL_NewDlight (j, state->origin[0], state->origin[1], state->origin[2], 200 + (rand()&31), 0.1, 3);
|
|
else if (state->effects & EF_BLUE)
|
|
CL_NewDlight (j, state->origin[0], state->origin[1], state->origin[2], 200 + (rand()&31), 0.1, 1);
|
|
else if (state->effects & EF_RED)
|
|
CL_NewDlight (j, state->origin[0], state->origin[1], state->origin[2], 200 + (rand()&31), 0.1, 2);
|
|
else if (state->effects & EF_BRIGHTLIGHT)
|
|
CL_NewDlight (j, state->origin[0], state->origin[1], state->origin[2] + 16, 400 + (rand()&31), 0.1, 0);
|
|
else if (state->effects & EF_DIMLIGHT)
|
|
CL_NewDlight (j, state->origin[0], state->origin[1], state->origin[2], 200 + (rand()&31), 0.1, 0);
|
|
*/
|
|
#ifdef GLQUAKE
|
|
}
|
|
#endif
|
|
|
|
if (!state->modelindex)
|
|
continue;
|
|
|
|
cl.players[j].modelindex = state->modelindex;
|
|
|
|
// grab an entity to fill in
|
|
if (cl_numvisedicts == MAX_VISEDICTS)
|
|
break; // object list is full
|
|
ent = &cl_visedicts[cl_numvisedicts];
|
|
ent->keynum = 0;
|
|
|
|
ent->model = cl.model_precache[state->modelindex];
|
|
ent->skinnum = state->skinnum;
|
|
ent->frame = state->frame;
|
|
|
|
ent->sourcecolormap = info->translations;
|
|
ent->colorshade = 0;
|
|
ent->colormap = ent->sourcecolormap;
|
|
|
|
ent->drawflags = state->drawflags;
|
|
ent->scale = state->scale;
|
|
ent->abslight = state->abslight;
|
|
if (ent->model == player_models[0] ||
|
|
ent->model == player_models[1] ||
|
|
ent->model == player_models[2] ||
|
|
ent->model == player_models[3] ||
|
|
ent->model == player_models[4] ||//mg-siege
|
|
ent->model == player_models[5])
|
|
{
|
|
ent->scoreboard = info; // use custom skin
|
|
}
|
|
else
|
|
{
|
|
ent->scoreboard = NULL;
|
|
}
|
|
|
|
//
|
|
// angles
|
|
//
|
|
ent->angles[PITCH] = -state->viewangles[PITCH]/3;
|
|
ent->angles[YAW] = state->viewangles[YAW];
|
|
ent->angles[ROLL] = 0;
|
|
ent->angles[ROLL] = V_CalcRoll (ent->angles, state->velocity)*4;
|
|
|
|
// only predict half the move to minimize overruns
|
|
msec = 500*(playertime - state->state_time);
|
|
if (msec <= 0 || (!cl_predict_players.value && !cl_predict_players2.value) || j == cl.playernum)
|
|
{
|
|
VectorCopy (state->origin, ent->origin);
|
|
//Con_DPrintf ("nopredict\n");
|
|
}
|
|
else
|
|
{
|
|
// predict players movement
|
|
if (msec > 255)
|
|
msec = 255;
|
|
state->command.msec = msec;
|
|
//Con_DPrintf ("predict: %i\n", msec);
|
|
|
|
oldphysent = pmove.numphysent;
|
|
CL_SetSolidPlayers (j);
|
|
CL_PredictUsercmd (state, &exact, &state->command, false);
|
|
pmove.numphysent = oldphysent;
|
|
VectorCopy (exact.origin, ent->origin);
|
|
}
|
|
|
|
if(cl_siege)
|
|
if((int)state->effects & EF_NODRAW)
|
|
{
|
|
ent->skinnum=101;//ice, but in siege will be invis skin for dwarf to see
|
|
ent->drawflags|=DRF_TRANSLUCENT;
|
|
state->effects &= ~EF_NODRAW;
|
|
}
|
|
|
|
HandleEffects(state->effects, j+1, ent, NULL);
|
|
|
|
// the player object never gets added
|
|
if (j == cl.playernum)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
cl_numvisedicts++;
|
|
|
|
// if (state->effects & EF_FLAG1)
|
|
// CL_AddFlagModels (ent, 0);
|
|
// else if (state->effects & EF_FLAG2)
|
|
// CL_AddFlagModels (ent, 1);
|
|
|
|
}
|
|
}
|
|
|
|
//======================================================================
|
|
|
|
/*
|
|
===============
|
|
CL_SetSolid
|
|
|
|
Builds all the pmove physents for the current frame
|
|
===============
|
|
*/
|
|
void CL_SetSolidEntities (void)
|
|
{
|
|
int i, j;
|
|
frame_t *frame;
|
|
packet_entities_t *pak;
|
|
entity_state_t *state;
|
|
extern vec3_t player_mins;
|
|
extern vec3_t player_maxs;
|
|
extern vec3_t player_maxs_crouch;
|
|
player_state_t exact;
|
|
int msec;
|
|
double enttime, playertime;
|
|
|
|
pmove.physents[0].model = cl.worldmodel;
|
|
VectorCopy (vec3_origin, pmove.physents[0].origin);
|
|
pmove.physents[0].info = 0;
|
|
pmove.numphysent = 1;
|
|
|
|
frame = &cl.frames[parsecountmod];
|
|
pak = &frame->packet_entities;
|
|
|
|
for (i=0 ; i<pak->num_entities ; i++)
|
|
{
|
|
state = &pak->entities[i];
|
|
|
|
if (!state->modelindex)
|
|
continue;
|
|
if (!cl.model_precache[state->modelindex])
|
|
continue;
|
|
if ( cl.model_precache[state->modelindex]->hulls[1].firstclipnode
|
|
|| cl.model_precache[state->modelindex]->clipbox )
|
|
{
|
|
pmove.physents[pmove.numphysent].model = cl.model_precache[state->modelindex];
|
|
VectorCopy (state->origin, pmove.physents[pmove.numphysent].origin);
|
|
VectorCopy (state->angles, pmove.physents[pmove.numphysent].angles);
|
|
pmove.numphysent++;
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
/*
|
|
===
|
|
Calculate the new position of players, without other player clipping
|
|
|
|
We do this to set up real player prediction.
|
|
Players are predicted twice, first without clipping other players,
|
|
then with clipping against them.
|
|
This sets up the first phase.
|
|
===
|
|
*/
|
|
void CL_SetUpPlayerPrediction(qboolean dopred)
|
|
{
|
|
int j;
|
|
player_info_t *info;
|
|
|
|
player_state_t *state;
|
|
player_state_t exact;
|
|
double enttime, playertime;
|
|
int msec;
|
|
frame_t *frame;
|
|
struct predicted_player *pplayer;
|
|
|
|
playertime = realtime - cls.latency + 0.02;
|
|
if (playertime > realtime)
|
|
playertime = realtime;
|
|
|
|
frame = &cl.frames[cl.parsecount&UPDATE_MASK];
|
|
|
|
for (j=0, pplayer = predicted_players, state=frame->playerstate;
|
|
j < MAX_CLIENTS;
|
|
j++, pplayer++, state++)
|
|
{
|
|
|
|
pplayer->active = false;
|
|
|
|
if (state->messagenum != cl.parsecount)
|
|
continue; // not present this frame
|
|
|
|
if (!state->modelindex)
|
|
continue;
|
|
|
|
pplayer->active = true;
|
|
pplayer->flags = state->flags;
|
|
|
|
// note that the local player is special, since he moves locally
|
|
// we use his last predicted postition
|
|
if (j == cl.playernum)
|
|
{
|
|
VectorCopy(cl.frames[cls.netchan.outgoing_sequence&UPDATE_MASK].playerstate[cl.playernum].origin,
|
|
pplayer->origin);
|
|
}
|
|
else
|
|
{
|
|
// only predict half the move to minimize overruns
|
|
msec = 500*(playertime - state->state_time);
|
|
if (msec <= 0 ||
|
|
(!cl_predict_players.value && !cl_predict_players2.value) ||
|
|
!dopred)
|
|
{
|
|
VectorCopy (state->origin, pplayer->origin);
|
|
//Con_DPrintf ("nopredict\n");
|
|
}
|
|
else
|
|
{
|
|
// predict players movement
|
|
if (msec > 255)
|
|
msec = 255;
|
|
state->command.msec = msec;
|
|
//Con_DPrintf ("predict: %i\n", msec);
|
|
|
|
CL_PredictUsercmd (state, &exact, &state->command, false);
|
|
VectorCopy (exact.origin, pplayer->origin);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
CL_SetSolid
|
|
|
|
Builds all the pmove physents for the current frame
|
|
Note that CL_SetUpPlayerPrediction() must be called first!
|
|
pmove must be setup with world and solid entity hulls before calling
|
|
(via CL_PredictMove)
|
|
===============
|
|
*/
|
|
void CL_SetSolidPlayers (int playernum)
|
|
{
|
|
int j;
|
|
extern vec3_t player_mins;
|
|
extern vec3_t player_maxs;
|
|
extern vec3_t player_maxs_crouch;
|
|
struct predicted_player *pplayer;
|
|
extern vec3_t beast_mins;
|
|
extern vec3_t beast_maxs;
|
|
physent_t *pent;
|
|
|
|
if (!cl_solid_players.value)
|
|
return;
|
|
|
|
pent = pmove.physents + pmove.numphysent;
|
|
|
|
for (j=0, pplayer = predicted_players; j < MAX_CLIENTS; j++, pplayer++)
|
|
{
|
|
|
|
if (!pplayer->active)
|
|
continue; // not present this frame
|
|
|
|
// the player object never gets added
|
|
if (j == playernum)
|
|
continue;
|
|
|
|
if (pplayer->flags & PF_DEAD)
|
|
continue; // dead players aren't solid
|
|
|
|
pent->model = 0;
|
|
VectorCopy(pplayer->origin, pent->origin);
|
|
/*shitbox
|
|
if(!stricmp(cl.model_precache[cl.players[playernum].modelindex]->name,"models/yakman.mdl"))
|
|
{//use golem hull
|
|
Sys_Error("Using beast model");
|
|
VectorCopy(beast_mins, pent->mins);
|
|
VectorCopy(beast_maxs, pent->mins);
|
|
}
|
|
else
|
|
{*/
|
|
VectorCopy(player_mins, pent->mins);
|
|
if(pplayer->flags & PF_CROUCH)
|
|
{
|
|
VectorCopy(player_maxs_crouch, pent->maxs);
|
|
}
|
|
else
|
|
{
|
|
VectorCopy(player_maxs, pent->maxs);
|
|
}
|
|
// }
|
|
pmove.numphysent++;
|
|
pent++;
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
===============
|
|
CL_EmitEntities
|
|
|
|
Builds the visedicts array for cl.time
|
|
|
|
Made up of: clients, packet_entities, nails, and tents
|
|
===============
|
|
*/
|
|
void CL_EmitEntities (void)
|
|
{
|
|
if (cls.state != ca_active)
|
|
return;
|
|
if (!cl.validsequence)
|
|
return;
|
|
|
|
cl_oldnumvisedicts = cl_numvisedicts;
|
|
cl_oldvisedicts = cl_visedicts_list[(cls.netchan.incoming_sequence-1)&1];
|
|
cl_visedicts = cl_visedicts_list[cls.netchan.incoming_sequence&1];
|
|
|
|
cl_numvisedicts = 0;
|
|
|
|
CL_LinkPlayers ();
|
|
CL_LinkPacketEntities ();
|
|
CL_LinkProjectiles ();
|
|
CL_LinkMissiles();
|
|
CL_UpdateTEnts ();
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|
}
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