sof2-sdk/code/cgame/cg_ents.c

1051 lines
26 KiB
C

// Copyright (C) 2001-2002 Raven Software
//
// cg_ents.c -- present snapshot entities, happens every single frame
#include "cg_local.h"
#include "..\game\q_shared.h"
#include "..\ghoul2\g2.h"
/*
======================
CG_SetEntitySoundPosition
Also called by event processing code
======================
*/
float *CG_SetEntitySoundPosition( centity_t *cent )
{
static vec3_t v3Return;
if ( cent->currentState.solid == SOLID_BMODEL )
{
vec3_t origin;
float *v;
v = cgs.inlineModelMidpoints[ cent->currentState.modelindex ];
VectorAdd( cent->lerpOrigin, v, origin );
trap_S_UpdateEntityPosition( cent->currentState.number, origin );
VectorCopy(origin, v3Return);
}
else
{
trap_S_UpdateEntityPosition( cent->currentState.number, cent->lerpOrigin );
VectorCopy(cent->lerpOrigin, v3Return);
}
return v3Return;
}
/*
==================
CG_EntityEffects
Add continuous entity effects, like local entity emission and lighting
==================
*/
static void CG_EntityEffects( centity_t *cent )
{
sfxHandle_t hSFX;
float *v3Origin;
// update sound origins
v3Origin = CG_SetEntitySoundPosition(cent);
// add loop sound
if ( cent->currentState.loopSound )
{
// ambient soundset string index valid?
if (cent->currentState.eType == ET_MOVER && cent->currentState.mSoundSet)
{
hSFX = trap_AS_GetBModelSound( CG_ConfigString( CS_AMBIENT_SOUNDSETS + cent->currentState.mSoundSet), cent->currentState.loopSound);
if (hSFX == -1)
{
Com_Printf("CG_EntityEffects(): Bad SFX handle -1, ambient soundset not loaded?\n");
}
else
{
trap_S_AddLoopingSound( cent->currentState.number, v3Origin/*cent->lerpOrigin*/, vec3_origin, hSFX, CHAN_AUTO );
}
}
else
{
if (cent->currentState.eType != ET_SPEAKER)
{
trap_S_AddLoopingSound(
cent->currentState.number,
cent->lerpOrigin,
vec3_origin,
0,
cgs.gameSounds[ cent->currentState.loopSound ] );
}
else
{
trap_S_AddRealLoopingSound(
cent->currentState.number,
cent->lerpOrigin,
vec3_origin,
((float)cent->currentState.time2) / 1000.0f,
cgs.gameSounds[ cent->currentState.loopSound ] );
}
}
}
}
/*
==================
CG_SetGhoul2Info
==================
*/
void CG_SetGhoul2Info( refEntity_t *ent, centity_t *cent)
{
ent->ghoul2 = cent->ghoul2;
VectorCopy( cent->modelScale, ent->modelScale);
ent->radius = cent->radius + 256;
VectorCopy (cent->lerpAngles, ent->angles);
}
/*
==================
CG_SetGhoul2Info
Position an entity based on the bolt point of a ghoul2 model
==================
*/
qboolean G2_PositionEntityOnBolt (
refEntity_t *ent,
void *ghoul2,
int modelIndex,
int boltIndex,
vec3_t origin,
vec3_t angles,
vec3_t modelScale
)
{
qboolean boltMatrixOK = qfalse;
mdxaBone_t boltMatrix;
if (boltIndex < 0)
return boltMatrixOK;
boltMatrixOK = trap_G2API_GetBoltMatrix(ghoul2, modelIndex, boltIndex, &boltMatrix,
angles, origin, cg.time, cgs.gameModels, modelScale);
if (boltMatrixOK)
{
// set up the axis and origin
ent->origin[0] = boltMatrix.matrix[0][3];
ent->origin[1] = boltMatrix.matrix[1][3];
ent->origin[2] = boltMatrix.matrix[2][3];
ent->axis[0][0] = boltMatrix.matrix[0][0];
ent->axis[0][1] = boltMatrix.matrix[1][0];
ent->axis[0][2] = boltMatrix.matrix[2][0];
ent->axis[1][0] = boltMatrix.matrix[0][1];
ent->axis[1][1] = boltMatrix.matrix[1][1];
ent->axis[1][2] = boltMatrix.matrix[2][1];
ent->axis[2][0] = boltMatrix.matrix[0][2];
ent->axis[2][1] = boltMatrix.matrix[1][2];
ent->axis[2][2] = boltMatrix.matrix[2][2];
}
return boltMatrixOK;
}
/*
==================
CG_ScaleModelAxis
==================
*/
void CG_ScaleModelAxis(refEntity_t *ent)
{
// scale the model should we need to
if (ent->modelScale[0] && ent->modelScale[0] != 1.0f)
{
VectorScale( ent->axis[0], ent->modelScale[0] , ent->axis[0] );
ent->nonNormalizedAxes = qtrue;
}
if (ent->modelScale[1] && ent->modelScale[1] != 1.0f)
{
VectorScale( ent->axis[1], ent->modelScale[1] , ent->axis[1] );
ent->nonNormalizedAxes = qtrue;
}
if (ent->modelScale[2] && ent->modelScale[2] != 1.0f)
{
VectorScale( ent->axis[2], ent->modelScale[2] , ent->axis[2] );
ent->nonNormalizedAxes = qtrue;
}
}
/*
==================
CG_General
==================
*/
static void CG_General( centity_t *cent )
{
refEntity_t ent;
entityState_t *s1;
s1 = &cent->currentState;
// Dont draw any player models when the round has ended
if ( cg.snap->ps.pm_type == PM_INTERMISSION )
{
return;
}
// if set to invisible, skip
if ((!s1->modelindex) && !(trap_G2_HaveWeGhoul2Models(cent->ghoul2)))
{
return;
}
memset (&ent, 0, sizeof(ent));
// set frame
ent.frame = s1->frame;
ent.oldframe = ent.frame;
ent.backlerp = 0;
CG_SetGhoul2Info(&ent, cent);
VectorCopy( cent->lerpOrigin, ent.origin);
VectorCopy( cent->lerpOrigin, ent.oldorigin);
ent.hModel = cgs.gameModels[s1->modelindex];
// player model
if (s1->number == cg.snap->ps.clientNum)
{
ent.renderfx |= RF_THIRD_PERSON; // only draw from mirrors
}
// Bodies need shadows under them
if ( cent->currentState.eType == ET_BODY && !(cent->currentState.eFlags&EF_NOSHADOW))
{
CG_PlayerShadow( cent, &ent.shadowPlane );
if ( cg_shadows.integer == 3 && ent.shadowPlane )
{
ent.renderfx |= RF_SHADOW_PLANE;
}
}
ent.renderfx |= RF_MINLIGHT;
// convert angles to axis
AnglesToAxis( cent->lerpAngles, ent.axis );
// add to refresh list
trap_R_AddRefEntityToScene (&ent);
}
/*
==================
CG_Speaker
Speaker entities can automatically play sounds
==================
*/
static void CG_Speaker( centity_t *cent )
{
if ( ! cent->currentState.clientNum )
{
// not auto triggering
return;
}
if ( cg.time < cent->miscTime )
{
return;
}
trap_S_StartSound (NULL, cent->currentState.number, CHAN_ITEM, cgs.gameSounds[cent->currentState.eventParm], -1, -1 );
cent->miscTime = cg.time + cent->currentState.frame * 100 + cent->currentState.clientNum * 100 * crandom();
}
/*
==================
CG_Item
==================
*/
static void CG_Item( centity_t *cent )
{
refEntity_t ent;
entityState_t *es;
gitem_t *item;
int msec;
float frac;
weaponInfo_t *wi;
es = &cent->currentState;
if ( es->modelindex >= bg_numItems )
{
Com_Error( ERR_FATAL, "Bad item index %i on entity", es->modelindex );
}
// if set to invisible, skip
if ( (!es->modelindex ) || ( es->eFlags & EF_NODRAW ) )
{
return;
}
if ( !cg_items[es->modelindex].registered )
{
CG_RegisterItemVisuals ( es->modelindex);
}
item = &bg_itemlist[ es->modelindex ];
// Track gametype items for the radar
if ( es->modelindex >= MODELINDEX_GAMETYPE_ITEM && es->modelindex <= MODELINDEX_GAMETYPE_ITEM_2 )
{
cg.radarEntities[cg.radarEntityCount++] = cent;
}
// Simple items draws sprites only
if ( cg_simpleItems.integer && item->giType != IT_GAMETYPE && cg_items[es->modelindex].mSimpleIcon)
{
memset( &ent, 0, sizeof( ent ) );
ent.reType = RT_SPRITE;
VectorCopy( cent->lerpOrigin, ent.origin );
ent.radius = 8;
ent.customShader = cg_items[es->modelindex].mSimpleIcon;
ent.shaderRGBA[0] = 255;
ent.shaderRGBA[1] = 255;
ent.shaderRGBA[2] = 255;
ent.shaderRGBA[3] = 255;
trap_R_AddRefEntityToScene(&ent);
return;
}
memset (&ent, 0, sizeof(ent));
if (cent->currentState.eFlags & EF_ANGLE_OVERRIDE)
{
AnglesToAxis ( cent->currentState.angles, ent.axis );
}
else
{
vec3_t angles;
VectorCopy ( cent->currentState.angles, angles );
if ( item->giType == IT_WEAPON )
{
if ( item->giTag == WP_MM1_GRENADE_LAUNCHER )
{
angles[ROLL] += 135;
cent->lerpOrigin[2] += 4;
}
else
{
angles[ROLL] += 90;
}
}
AnglesToAxis ( angles, ent.axis );
}
wi = NULL;
// the weapons have their origin where they attatch to player
// models, so we need to offset them or they will rotate
// eccentricly
if (!(cent->currentState.eFlags & EF_ANGLE_OVERRIDE))
{
if ( item->giType == IT_WEAPON )
{
wi = &cg_weapons[item->giTag];
cent->lerpOrigin[0] -=
wi->weaponMidpoint[0] * ent.axis[0][0] +
wi->weaponMidpoint[1] * ent.axis[1][0] +
wi->weaponMidpoint[2] * ent.axis[2][0];
cent->lerpOrigin[1] -=
wi->weaponMidpoint[0] * ent.axis[0][1] +
wi->weaponMidpoint[1] * ent.axis[1][1] +
wi->weaponMidpoint[2] * ent.axis[2][1];
cent->lerpOrigin[2] -=
wi->weaponMidpoint[0] * ent.axis[0][2] +
wi->weaponMidpoint[1] * ent.axis[1][2] +
wi->weaponMidpoint[2] * ent.axis[2][2];
}
// an extra height boost
if ( item->giType == IT_WEAPON )
{
cent->lerpOrigin[2] -= 14;
}
else
{
cent->lerpOrigin[2] -= 15;
}
}
ent.hModel = cg_items[es->modelindex].models[0];
ent.ghoul2 = cg_items[es->modelindex].g2Models[0];
ent.radius = cg_items[es->modelindex].radius[0];
if ( ent.radius <= 0 )
{
ent.radius = 256;
}
VectorCopy (cent->lerpAngles, ent.angles);
VectorCopy( cent->lerpOrigin, ent.origin);
VectorCopy( cent->lerpOrigin, ent.oldorigin);
ent.nonNormalizedAxes = qfalse;
// if just respawned, slowly scale up
msec = cg.time - cent->miscTime;
frac = 1.0;
// items without glow textures need to keep a minimum light value
// so they are always visible
// if ( ( item->giType == IT_WEAPON ) || ( item->giType == IT_ARMOR ) || (item->giType == IT_GAMETYPE ) ||
// ( item->giType == IT_HEALTH) )
{
ent.renderfx |= RF_MINLIGHT;
}
// add to refresh list
trap_R_AddRefEntityToScene(&ent);
}
/*
===============
CG_Missile
===============
*/
static void CG_Missile( centity_t *cent )
{
refEntity_t ent;
entityState_t *s1;
const weaponInfo_t *weapon;
const attackInfo_t *attack;
s1 = &cent->currentState;
if ( s1->weapon > WP_NUM_WEAPONS )
{
s1->weapon = 0;
}
weapon = &cg_weapons[s1->weapon];
// calculate the axis
VectorCopy( s1->angles, cent->lerpAngles);
if ( s1->weapon == WP_KNIFE )
{
cent->lerpAngles[ROLL] += (float)cg.time * 1.75f;
}
// Determine which attack to use
if ( cent->currentState.eFlags & EF_ALT_FIRING )
{
attack = &weapon->attack[ATTACK_ALTERNATE];
}
else
{
attack = &weapon->attack[ATTACK_NORMAL];
}
// add trails
if ( attack->missileTrailFunc )
{
if ( cg.time > cent->miscTime )
{
attack->missileTrailFunc( cent, s1->weapon );
cent->miscTime = cg.time + 25;
}
}
// add dynamic light
if ( attack->missileDlight )
{
trap_R_AddLightToScene(cent->lerpOrigin,
attack->missileDlight,
attack->missileDlightColor[0],
attack->missileDlightColor[1],
attack->missileDlightColor[2] );
}
// add missile sound
if ( attack->missileSound )
{
vec3_t velocity;
BG_EvaluateTrajectoryDelta( &cent->currentState.pos, cg.time, velocity );
trap_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin, velocity, 500, attack->missileSound );
}
//Don't draw something without a model
if (!trap_G2_HaveWeGhoul2Models( attack->missileG2Model) )
{
return;
}
// create the render entity
memset (&ent, 0, sizeof(ent));
VectorCopy( cent->lerpOrigin, ent.origin);
VectorCopy( cent->lerpOrigin, ent.oldorigin);
if (0 == cent->modelScale[0] && 0 == cent->modelScale[1] && 0 == cent->modelScale[2])
{
VectorSet( cent->modelScale, 1, 1, 1);
}
CG_SetGhoul2Info(&ent, cent);
// flicker between two skins
ent.skinNum = cg.clientFrame & 1;
ent.renderfx = RF_NOSHADOW;
ent.ghoul2 = attack->missileG2Model;
// spin as it moves
if ( !(s1->eFlags&EF_ANGLE_OVERRIDE) && s1->apos.trType != TR_INTERPOLATE )
{
// convert direction of travel into axis
if ( VectorNormalize2( s1->pos.trDelta, ent.axis[0] ) == 0 )
{
ent.axis[0][2] = 1;
}
// spin as it moves
if ( s1->pos.trType != TR_STATIONARY )
{
RotateAroundDirection( ent.axis, cg.time * 0.25f );
}
else
{
RotateAroundDirection( ent.axis, (float)s1->time );
}
}
else
{
AnglesToAxis( cent->lerpAngles, ent.axis );
}
// add to refresh list
trap_R_AddRefEntityToScene( &ent );
}
/*
===============
CG_Mover
===============
*/
static void CG_Mover( centity_t *cent )
{
refEntity_t ent;
entityState_t *s1;
s1 = &cent->currentState;
// create the render entity
memset (&ent, 0, sizeof(ent));
VectorCopy( cent->lerpOrigin, ent.origin);
VectorCopy( cent->lerpOrigin, ent.oldorigin);
AnglesToAxis( cent->lerpAngles, ent.axis );
ent.renderfx = RF_NOSHADOW;
CG_SetGhoul2Info(&ent, cent);
// flicker between two skins (FIXME?)
ent.skinNum = ( cg.time >> 6 ) & 1;
// get the model, either as a bmodel or a modelindex
if ( s1->solid == SOLID_BMODEL )
{
ent.hModel = cgs.inlineDrawModel[s1->modelindex];
}
else
{
ent.hModel = cgs.gameModels[s1->modelindex];
}
// add to refresh list
trap_R_AddRefEntityToScene(&ent);
// add the secondary model
if ( s1->modelindex2 )
{
ent.skinNum = 0;
ent.hModel = cgs.gameModels[s1->modelindex2];
trap_R_AddRefEntityToScene(&ent);
}
}
/*
===============
CG_Beam
Also called as an event
===============
*/
void CG_Beam( centity_t *cent )
{
refEntity_t ent;
entityState_t *s1;
s1 = &cent->currentState;
// create the render entity
memset (&ent, 0, sizeof(ent));
VectorCopy( s1->pos.trBase, ent.origin );
VectorCopy( s1->origin2, ent.oldorigin );
AxisClear( ent.axis );
ent.reType = RT_BEAM;
ent.renderfx = RF_NOSHADOW;
CG_SetGhoul2Info(&ent, cent);
// add to refresh list
trap_R_AddRefEntityToScene(&ent);
}
/*
===============
CG_Portal
===============
*/
static void CG_Portal( centity_t *cent )
{
refEntity_t ent;
entityState_t *s1;
s1 = &cent->currentState;
// create the render entity
memset (&ent, 0, sizeof(ent));
VectorCopy( cent->lerpOrigin, ent.origin );
VectorCopy( s1->origin2, ent.oldorigin );
ByteToDir( s1->eventParm, ent.axis[0] );
PerpendicularVector( ent.axis[1], ent.axis[0] );
// negating this tends to get the directions like they want
// we really should have a camera roll value
VectorSubtract( vec3_origin, ent.axis[1], ent.axis[1] );
CrossProduct( ent.axis[0], ent.axis[1], ent.axis[2] );
ent.reType = RT_PORTALSURFACE;
ent.oldframe = s1->gametypeitems;
ent.frame = s1->frame; // rotation speed
ent.skinNum = s1->clientNum/256.0 * 360; // roll offset
CG_SetGhoul2Info(&ent, cent);
// add to refresh list
trap_R_AddRefEntityToScene(&ent);
}
/*
=========================
CG_AdjustPositionForMover
Also called by client movement prediction code
=========================
*/
void CG_AdjustPositionForMover(
const vec3_t in,
int moverNum,
int fromTime,
int toTime,
vec3_t out
)
{
centity_t *cent;
vec3_t oldOrigin, origin, deltaOrigin;
vec3_t oldAngles, angles, deltaAngles;
if ( moverNum <= 0 || moverNum >= ENTITYNUM_MAX_NORMAL )
{
VectorCopy( in, out );
return;
}
cent = CG_GetEntity ( moverNum );
if ( cent->currentState.eType != ET_MOVER )
{
VectorCopy( in, out );
return;
}
BG_EvaluateTrajectory( &cent->currentState.pos, fromTime, oldOrigin );
BG_EvaluateTrajectory( &cent->currentState.apos, fromTime, oldAngles );
BG_EvaluateTrajectory( &cent->currentState.pos, toTime, origin );
BG_EvaluateTrajectory( &cent->currentState.apos, toTime, angles );
VectorSubtract( origin, oldOrigin, deltaOrigin );
VectorSubtract( angles, oldAngles, deltaAngles );
VectorAdd( in, deltaOrigin, out );
// FIXME: origin change when on a rotating object
}
/*
=============================
CG_InterpolateEntityPosition
=============================
*/
static void CG_InterpolateEntityPosition( centity_t *cent )
{
vec3_t current;
vec3_t next;
float f;
// it would be an internal error to find an entity that interpolates without
// a snapshot ahead of the current one
if ( cg.nextSnap == NULL )
{
Com_Error( ERR_FATAL, "CG_InterpoateEntityPosition: cg.nextSnap == NULL" );
}
f = cg.frameInterpolation;
// this will linearize a sine or parabolic curve, but it is important
// to not extrapolate player positions if more recent data is available
BG_EvaluateTrajectory( &cent->currentState.pos, cg.snap->serverTime, current );
BG_EvaluateTrajectory( &cent->nextState.pos, cg.nextSnap->serverTime, next );
cent->lerpOrigin[0] = current[0] + f * ( next[0] - current[0] );
cent->lerpOrigin[1] = current[1] + f * ( next[1] - current[1] );
cent->lerpOrigin[2] = current[2] + f * ( next[2] - current[2] );
BG_EvaluateTrajectory( &cent->currentState.apos, cg.snap->serverTime, current );
BG_EvaluateTrajectory( &cent->nextState.apos, cg.nextSnap->serverTime, next );
cent->lerpAngles[0] = LerpAngle( current[0], next[0], f );
cent->lerpAngles[1] = LerpAngle( current[1], next[1], f );
cent->lerpAngles[2] = LerpAngle( current[2], next[2], f );
BG_EvaluateTrajectoryDelta( &cent->currentState.pos, cg.snap->serverTime, current );
BG_EvaluateTrajectoryDelta( &cent->nextState.pos, cg.nextSnap->serverTime, next );
cent->lerpVelocity[0] = current[0] + f * ( next[0] - current[0] );
cent->lerpVelocity[1] = current[1] + f * ( next[1] - current[1] );
cent->lerpVelocity[2] = current[2] + f * ( next[2] - current[2] );
cent->lerpLeanOffset = cent->currentState.leanOffset + (int)(f * (float)(cent->nextState.leanOffset - cent->currentState.leanOffset)) - LEAN_OFFSET;
}
/*
===============
CG_CalcEntityLerpPositions
===============
*/
void CG_CalcEntityLerpPositions( centity_t *cent )
{
// if this player does not want to see extrapolated players
if ( !cg_smoothClients.integer )
{
// make sure the clients use TR_INTERPOLATE
if ( cent->currentState.number < MAX_CLIENTS )
{
cent->currentState.pos.trType = TR_INTERPOLATE;
cent->nextState.pos.trType = TR_INTERPOLATE;
}
}
if ( cent->interpolate && cent->currentState.pos.trType == TR_INTERPOLATE )
{
CG_InterpolateEntityPosition( cent );
return;
}
// first see if we can interpolate between two snaps for
// linear extrapolated clients
if ( cent->interpolate &&
cent->currentState.pos.trType == TR_LINEAR_STOP &&
cent->currentState.number < MAX_CLIENTS )
{
CG_InterpolateEntityPosition( cent );
return;
}
// just use the current frame and evaluate as best we can
BG_EvaluateTrajectory( &cent->currentState.pos, cg.time, cent->lerpOrigin );
BG_EvaluateTrajectory( &cent->currentState.apos, cg.time, cent->lerpAngles );
VectorCopy ( cent->currentState.pos.trDelta, cent->lerpVelocity );
cent->lerpLeanOffset = cent->currentState.leanOffset - LEAN_OFFSET;
// adjust for riding a mover if it wasn't rolled into the predicted
// player state
if ( cent->currentState.number != cg.predictedPlayerState.clientNum )
{
CG_AdjustPositionForMover( cent->lerpOrigin, cent->currentState.groundEntityNum,
cg.snap->serverTime, cg.time, cent->lerpOrigin );
}
}
/*
===============
CG_DebugCylinder
===============
*/
void CG_DebugCylinder ( centity_t* cent )
{
refEntity_t ref;
vec3_t normal;
memset( &ref, 0, sizeof(ref) );
VectorCopy ( cent->currentState.origin, ref.origin );
VectorCopy ( cent->currentState.origin, ref.oldorigin );
ref.origin[2] += 100;
ref.radius = cent->currentState.time2;
ref.rotation = cent->currentState.time2 + 10;
ref.customShader = trap_R_RegisterShader( "line" );
ref.reType = RT_CYLINDER;
ref.shaderRGBA[0] = (unsigned char) (255.0f * g_color_table[ColorIndex(cent->currentState.time)][0]);
ref.shaderRGBA[1] = (unsigned char) (255.0f * g_color_table[ColorIndex(cent->currentState.time)][1]);
ref.shaderRGBA[2] = (unsigned char) (255.0f * g_color_table[ColorIndex(cent->currentState.time)][2]);
ref.shaderRGBA[3] = 255;
VectorSubtract(ref.oldorigin, ref.origin, normal);
VectorNormalize(normal);
VectorCopy( normal, ref.axis[0] );
RotateAroundDirection( ref.axis, 0);
trap_R_AddRefEntityToScene ( &ref );
}
static void CG_AddLocalSet( centity_t *cent )
{
cent->ambientSetTime = trap_AS_AddLocalSet( CG_ConfigString( CS_AMBIENT_SOUNDSETS + cent->currentState.mSoundSet/*localSoundSet*/), cg.refdef.vieworg, cent->lerpOrigin, cent->currentState.number, cent->ambientSetTime );
}
/*
===============
CG_AddCEntity
===============
*/
static void CG_AddCEntity( centity_t *cent )
{
// event-only entities will have been dealt with already
if ( cent->currentState.eType >= ET_EVENTS )
{
return;
}
// calculate the current origin
CG_CalcEntityLerpPositions( cent );
// add automatic effects
CG_EntityEffects( cent );
// add local sound set if any
if ( cent->currentState.mSoundSet && cent->currentState.eType != ET_MOVER )
{
CG_AddLocalSet( cent );
}
// do this before we copy the data to refEnts
if (trap_G2_HaveWeGhoul2Models(cent->ghoul2))
{
trap_G2_SetGhoul2ModelIndexes(cent->ghoul2, cgs.gameModels, cgs.skins);
}
switch ( cent->currentState.eType )
{
default:
Com_Error( ERR_FATAL, "Bad entity type: %i\n", cent->currentState.eType );
break;
case ET_DAMAGEAREA:
case ET_INVISIBLE:
case ET_PUSH_TRIGGER:
case ET_TELEPORT_TRIGGER:
case ET_TERRAIN:
break;
case ET_GENERAL:
CG_General( cent );
break;
case ET_PLAYER:
CG_Player( cent );
break;
case ET_ITEM:
CG_Item( cent );
break;
case ET_MISSILE:
CG_Missile( cent );
break;
case ET_MOVER:
case ET_WALL:
CG_Mover( cent );
break;
case ET_BEAM:
CG_Beam( cent );
break;
case ET_PORTAL:
CG_Portal( cent );
break;
case ET_SPEAKER:
CG_Speaker( cent );
break;
case ET_BODY:
// If the bodies are to stay around forever and there
// is a body time set then see if we should hide it
if ( cg_bodyTime.integer && cent->currentState.time2 )
{
int time = cg_bodyTime.integer * 1000;
if ( time < BODY_SINK_DELAY )
{
time = BODY_SINK_DELAY;
}
time += cent->currentState.time2;
// Body is long gone
if ( cg.time > time + BODY_SINK_TIME )
{
return;
}
// Sink the body
if ( cg.time > time )
{
cent->lerpOrigin[2] -= ((float)(cg.time - time) / (float)BODY_SINK_TIME) * (BODY_SINK_TIME/100.0f);
// Hack to stop shadows from showing up
cent->currentState.eFlags |= EF_NOSHADOW;
}
}
// Dont show your own dead body unless in third person
if ( !cg.renderingThirdPerson )
{
if ( cg.snap->ps.clientNum == cent->currentState.otherEntityNum )
{
if ( cg_entities[cg.snap->ps.clientNum].currentState.eFlags & EF_DEAD )
{
return;
}
}
}
CG_General( cent );
break;
case ET_DEBUG_CYLINDER:
CG_DebugCylinder ( cent );
break;
}
}
/*
===============
CG_AddPacketEntities
===============
*/
void CG_AddPacketEntities( void )
{
int num;
centity_t *cent;
// set cg.frameInterpolation
if ( cg.nextSnap )
{
int delta;
delta = (cg.nextSnap->serverTime - cg.snap->serverTime);
if ( delta == 0 )
{
cg.frameInterpolation = 0;
}
else
{
cg.frameInterpolation = (float)( cg.time - cg.snap->serverTime ) / delta;
}
}
else
{
// actually, it should never be used, because
// no entities should be marked as interpolating
cg.frameInterpolation = 0;
}
// the auto-rotating items will all have the same axis
cg.autoAngles[0] = 0;
cg.autoAngles[1] = ( cg.time & 2047 ) * 360 / 2048.0;
cg.autoAngles[2] = 0;
cg.autoAnglesFast[0] = 0;
cg.autoAnglesFast[1] = ( cg.time & 1023 ) * 360 / 1024.0f;
cg.autoAnglesFast[2] = 0;
AnglesToAxis( cg.autoAngles, cg.autoAxis );
AnglesToAxis( cg.autoAnglesFast, cg.autoAxisFast );
// generate and add the entity from the playerstate
// add in the Ghoul2 stuff.
// VectorCopy( cg_entities[ cg.snap->ps.clientNum].modelScale, cg.predictedPlayerEntity.modelScale);
// cg.predictedPlayerEntity.radius = cg_entities[ cg.snap->ps.clientNum].radius;
// num = cg_entitiescg.predictedPlayerEntity.currentState.number;
BG_PlayerStateToEntityState( &cg.predictedPlayerState,
&cg_entities[cg.predictedPlayerState.clientNum].currentState,
qfalse );
/*
// If the client number changes then we have to blow away our current model
if ( num != cg.predictedPlayerEntity.currentState.number )
{
trap_G2API_CleanGhoul2Models ( &cg.predictedPlayerEntity.ghoul2 );
cg.predictedPlayerEntity.pe.weaponModelSpot = 0;
cg.predictedPlayerEntity.pe.weapon = 0;
cg.predictedPlayerEntity.ghoul2 = NULL;
}
*/
cg_entities[cg.predictedPlayerState.clientNum].interpolate = qfalse;
CG_AddCEntity( &cg_entities[cg.predictedPlayerState.clientNum] );
// lerp the non-predicted value for lightning gun origins
// CG_CalcEntityLerpPositions( &cg_entities[ cg.snap->ps.clientNum ] );
// Reset radar entities
cg.radarEntityCount = 0;
// add each entity sent over by the server
for ( num = 0 ; num < cg.snap->numEntities ; num++ )
{
// Don't re-add ents that have been predicted.
if (cg.snap->entities[ num ].number != cg.snap->ps.clientNum)
{
cent = CG_GetEntity ( cg.snap->entities[ num ].number );
CG_AddCEntity( cent );
}
}
for(num=0;num<cg_numpermanents;num++)
{
cent = cg_permanents[num];
if (cent->currentValid)
{
CG_AddCEntity( cent );
}
}
}