mirror of
https://github.com/DrBeef/JKXR.git
synced 2024-11-23 20:43:09 +00:00
4597b03873
Opens in Android Studio but haven't even tried to build it yet (it won't.. I know that much!)
1378 lines
34 KiB
C++
1378 lines
34 KiB
C++
/*
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===========================================================================
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Copyright (C) 1999 - 2005, Id Software, Inc.
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Copyright (C) 2000 - 2013, Raven Software, Inc.
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Copyright (C) 2001 - 2013, Activision, Inc.
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Copyright (C) 2005 - 2015, ioquake3 contributors
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Copyright (C) 2013 - 2015, OpenJK contributors
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This file is part of the OpenJK source code.
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OpenJK is free software; you can redistribute it and/or modify it
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under the terms of the GNU General Public License version 2 as
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published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, see <http://www.gnu.org/licenses/>.
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===========================================================================
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*/
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// cl_main.c -- client main loop
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#include "../server/exe_headers.h"
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#include "client.h"
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#include "client_ui.h"
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#include <limits.h>
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#include "../ghoul2/G2.h"
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#include "qcommon/stringed_ingame.h"
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#include "sys/sys_loadlib.h"
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#include "qcommon/ojk_saved_game.h"
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#define RETRANSMIT_TIMEOUT 3000 // time between connection packet retransmits
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cvar_t *cl_renderer;
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cvar_t *cl_nodelta;
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cvar_t *cl_debugMove;
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cvar_t *cl_noprint;
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cvar_t *cl_timeout;
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cvar_t *cl_packetdup;
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cvar_t *cl_timeNudge;
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cvar_t *cl_showTimeDelta;
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cvar_t *cl_newClock=0;
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cvar_t *cl_shownet;
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cvar_t *cl_avidemo;
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cvar_t *cl_pano;
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cvar_t *cl_panoNumShots;
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cvar_t *cl_skippingcin;
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cvar_t *cl_endcredits;
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cvar_t *cl_freelook;
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cvar_t *cl_sensitivity;
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cvar_t *cl_mouseAccel;
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cvar_t *cl_showMouseRate;
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cvar_t *cl_framerate;
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cvar_t *m_pitch;
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cvar_t *m_yaw;
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cvar_t *m_forward;
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cvar_t *m_side;
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cvar_t *m_filter;
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cvar_t *cl_activeAction;
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cvar_t *cl_allowAltEnter;
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cvar_t *cl_inGameVideo;
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cvar_t *cl_consoleKeys;
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cvar_t *cl_consoleUseScanCode;
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clientActive_t cl;
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clientConnection_t clc;
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clientStatic_t cls;
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// Structure containing functions exported from refresh DLL
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refexport_t re;
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static void *rendererLib = NULL;
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//RAZFIXME: BAD BAD, maybe? had to move it out of ghoul2_shared.h -> CGhoul2Info_v at the least..
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IGhoul2InfoArray &_TheGhoul2InfoArray( void ) {
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return re.TheGhoul2InfoArray();
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}
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static void CL_ShutdownRef( qboolean restarting );
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void CL_InitRef( void );
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void CL_CheckForResend( void );
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/*
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=======================================================================
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CLIENT RELIABLE COMMAND COMMUNICATION
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=======================================================================
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*/
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/*
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======================
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CL_AddReliableCommand
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The given command will be transmitted to the server, and is gauranteed to
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not have future usercmd_t executed before it is executed
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======================
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*/
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void CL_AddReliableCommand( const char *cmd ) {
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int index;
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// if we would be losing an old command that hasn't been acknowledged,
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// we must drop the connection
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if ( clc.reliableSequence - clc.reliableAcknowledge > MAX_RELIABLE_COMMANDS ) {
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Com_Error( ERR_DROP, "Client command overflow" );
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}
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clc.reliableSequence++;
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index = clc.reliableSequence & ( MAX_RELIABLE_COMMANDS - 1 );
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if ( clc.reliableCommands[ index ] ) {
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Z_Free( clc.reliableCommands[ index ] );
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}
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clc.reliableCommands[ index ] = CopyString( cmd );
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}
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//======================================================================
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/*
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=================
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CL_FlushMemory
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Called by CL_MapLoading, CL_Connect_f, and CL_ParseGamestate the only
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ways a client gets into a game
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Also called by Com_Error
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=================
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*/
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void CL_FlushMemory( void ) {
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// clear sounds (moved higher up within this func to avoid the odd sound stutter)
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S_DisableSounds();
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// unload the old VM
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CL_ShutdownCGame();
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CL_ShutdownUI();
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if ( re.Shutdown ) {
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re.Shutdown( qfalse, qfalse ); // don't destroy window or context
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}
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//rwwFIXMEFIXME: The game server appears to continue running, so clearing common bsp data causes crashing and other bad things
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/*
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CM_ClearMap();
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*/
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cls.soundRegistered = qfalse;
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cls.rendererStarted = qfalse;
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}
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/*
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=====================
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CL_MapLoading
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A local server is starting to load a map, so update the
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screen to let the user know about it, then dump all client
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memory on the hunk from cgame, ui, and renderer
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=====================
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*/
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void CL_MapLoading( void ) {
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if ( !com_cl_running->integer ) {
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return;
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}
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Con_Close();
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Key_SetCatcher( 0 );
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// if we are already connected to the local host, stay connected
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if ( cls.state >= CA_CONNECTED && !Q_stricmp( cls.servername, "localhost" ) ) {
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cls.state = CA_CONNECTED; // so the connect screen is drawn
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memset( cls.updateInfoString, 0, sizeof( cls.updateInfoString ) );
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// memset( clc.serverMessage, 0, sizeof( clc.serverMessage ) );
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memset( &cl.gameState, 0, sizeof( cl.gameState ) );
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clc.lastPacketSentTime = -9999;
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SCR_UpdateScreen();
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} else {
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// clear nextmap so the cinematic shutdown doesn't execute it
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Cvar_Set( "nextmap", "" );
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CL_Disconnect();
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Q_strncpyz( cls.servername, "localhost", sizeof(cls.servername) );
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cls.state = CA_CHALLENGING; // so the connect screen is drawn
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Key_SetCatcher( 0 );
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SCR_UpdateScreen();
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clc.connectTime = -RETRANSMIT_TIMEOUT;
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NET_StringToAdr( cls.servername, &clc.serverAddress);
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// we don't need a challenge on the localhost
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CL_CheckForResend();
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}
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CL_FlushMemory();
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}
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/*
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=====================
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CL_ClearState
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Called before parsing a gamestate
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=====================
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*/
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void CL_ClearState (void) {
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CL_ShutdownCGame();
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S_StopAllSounds();
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memset( &cl, 0, sizeof( cl ) );
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}
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/*
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=====================
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CL_FreeReliableCommands
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Wipes all reliableCommands strings from clc
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=====================
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*/
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void CL_FreeReliableCommands( void )
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{
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// wipe the client connection
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for ( int i = 0 ; i < MAX_RELIABLE_COMMANDS ; i++ ) {
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if ( clc.reliableCommands[i] ) {
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Z_Free( clc.reliableCommands[i] );
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clc.reliableCommands[i] = NULL;
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}
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}
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}
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/*
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=====================
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CL_Disconnect
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Called when a connection, or cinematic is being terminated.
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Goes from a connected state to either a menu state or a console state
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Sends a disconnect message to the server
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This is also called on Com_Error and Com_Quit, so it shouldn't cause any errors
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=====================
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*/
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void CL_Disconnect( void ) {
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if ( !com_cl_running || !com_cl_running->integer ) {
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return;
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}
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if (cls.uiStarted)
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UI_SetActiveMenu( NULL,NULL );
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SCR_StopCinematic ();
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S_ClearSoundBuffer();
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// send a disconnect message to the server
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// send it a few times in case one is dropped
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if ( cls.state >= CA_CONNECTED ) {
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CL_AddReliableCommand( "disconnect" );
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CL_WritePacket();
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CL_WritePacket();
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CL_WritePacket();
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}
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CL_ClearState ();
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CL_FreeReliableCommands();
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extern void CL_FreeServerCommands(void);
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CL_FreeServerCommands();
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memset( &clc, 0, sizeof( clc ) );
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cls.state = CA_DISCONNECTED;
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// allow cheats locally
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Cvar_Set( "timescale", "1" );//jic we were skipping
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Cvar_Set( "skippingCinematic", "0" );//jic we were skipping
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}
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/*
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===================
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CL_ForwardCommandToServer
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adds the current command line as a clientCommand
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things like godmode, noclip, etc, are commands directed to the server,
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so when they are typed in at the console, they will need to be forwarded.
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===================
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*/
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void CL_ForwardCommandToServer( void ) {
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const char *cmd;
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char string[MAX_STRING_CHARS];
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cmd = Cmd_Argv(0);
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// ignore key up commands
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if ( cmd[0] == '-' ) {
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return;
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}
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if ( cls.state != CA_ACTIVE || cmd[0] == '+' ) {
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Com_Printf ("Unknown command \"%s\"\n", cmd);
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return;
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}
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if ( Cmd_Argc() > 1 ) {
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Com_sprintf( string, sizeof(string), "%s %s", cmd, Cmd_Args() );
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} else {
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Q_strncpyz( string, cmd, sizeof(string) );
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}
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CL_AddReliableCommand( string );
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}
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/*
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======================================================================
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CONSOLE COMMANDS
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======================================================================
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*/
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/*
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==================
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CL_ForwardToServer_f
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==================
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*/
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void CL_ForwardToServer_f( void ) {
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if ( cls.state != CA_ACTIVE ) {
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Com_Printf ("Not connected to a server.\n");
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return;
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}
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// don't forward the first argument
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if ( Cmd_Argc() > 1 ) {
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CL_AddReliableCommand( Cmd_Args() );
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}
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}
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/*
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==================
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CL_Disconnect_f
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==================
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*/
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void CL_Disconnect_f( void ) {
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SCR_StopCinematic();
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//FIXME:
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// TA codebase added additional CA_CINEMATIC check below, presumably so they could play cinematics
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// in the menus when disconnected, although having the SCR_StopCinematic() call above is weird.
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// Either there's a bug, or the new version of that function conditionally-doesn't stop cinematics...
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//
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if ( cls.state != CA_DISCONNECTED && cls.state != CA_CINEMATIC ) {
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Com_Error (ERR_DISCONNECT, "Disconnected from server");
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}
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}
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/*
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=================
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CL_Vid_Restart_f
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Restart the video subsystem
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=================
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*/
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void CL_Vid_Restart_f( void ) {
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S_StopAllSounds(); // don't let them loop during the restart
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S_BeginRegistration(); // all sound handles are now invalid
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CL_ShutdownRef(qtrue);
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CL_ShutdownUI();
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CL_ShutdownCGame();
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//rww - sof2mp does this here, but it seems to cause problems in this codebase.
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// CM_ClearMap();
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cls.rendererStarted = qfalse;
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cls.uiStarted = qfalse;
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cls.cgameStarted = qfalse;
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cls.soundRegistered = qfalse;
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CL_InitRef();
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CL_StartHunkUsers();
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// unpause so the cgame definately gets a snapshot and renders a frame
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Cvar_Set( "cl_paused", "0" );
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}
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/*
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=================
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CL_Snd_Restart_f
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Restart the sound subsystem
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The cgame and game must also be forced to restart because
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handles will be invalid
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=================
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*/
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void CL_Snd_Restart_f( void ) {
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S_Shutdown();
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S_Init();
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// CL_Vid_Restart_f();
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extern qboolean s_soundMuted;
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s_soundMuted = qfalse; // we can play again
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S_RestartMusic();
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extern void S_ReloadAllUsedSounds(void);
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S_ReloadAllUsedSounds();
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extern void AS_ParseSets(void);
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AS_ParseSets();
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}
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/*
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==================
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CL_Configstrings_f
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==================
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*/
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void CL_Configstrings_f( void ) {
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int i;
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int ofs;
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if ( cls.state != CA_ACTIVE ) {
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Com_Printf( "Not connected to a server.\n");
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return;
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}
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for ( i = 0 ; i < MAX_CONFIGSTRINGS ; i++ ) {
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ofs = cl.gameState.stringOffsets[ i ];
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if ( !ofs ) {
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continue;
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}
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Com_Printf( "%4i: %s\n", i, cl.gameState.stringData + ofs );
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}
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}
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/*
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==============
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CL_Clientinfo_f
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==============
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*/
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void CL_Clientinfo_f( void ) {
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Com_Printf( "--------- Client Information ---------\n" );
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Com_Printf( "state: %i\n", cls.state );
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Com_Printf( "Server: %s\n", cls.servername );
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Com_Printf ("User info settings:\n");
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Info_Print( Cvar_InfoString( CVAR_USERINFO ) );
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Com_Printf( "--------------------------------------\n" );
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}
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//====================================================================
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void UI_UpdateConnectionString( const char *string );
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/*
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=================
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CL_CheckForResend
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Resend a connect message if the last one has timed out
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=================
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*/
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void CL_CheckForResend( void ) {
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int port;
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char info[MAX_INFO_STRING];
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// if ( cls.state == CA_CINEMATIC )
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if ( cls.state == CA_CINEMATIC || CL_IsRunningInGameCinematic())
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{
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return;
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}
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// resend if we haven't gotten a reply yet
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if ( cls.state < CA_CONNECTING || cls.state > CA_CHALLENGING ) {
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return;
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}
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if ( cls.realtime - clc.connectTime < RETRANSMIT_TIMEOUT ) {
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return;
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}
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clc.connectTime = cls.realtime; // for retransmit requests
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clc.connectPacketCount++;
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// requesting a challenge
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switch ( cls.state ) {
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case CA_CONNECTING:
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UI_UpdateConnectionString( va("(%i)", clc.connectPacketCount ) );
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NET_OutOfBandPrint(NS_CLIENT, clc.serverAddress, "getchallenge");
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break;
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case CA_CHALLENGING:
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// sending back the challenge
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port = Cvar_VariableIntegerValue("net_qport");
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UI_UpdateConnectionString( va("(%i)", clc.connectPacketCount ) );
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Q_strncpyz( info, Cvar_InfoString( CVAR_USERINFO ), sizeof( info ) );
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Info_SetValueForKey( info, "protocol", va("%i", PROTOCOL_VERSION ) );
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Info_SetValueForKey( info, "qport", va("%i", port ) );
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Info_SetValueForKey( info, "challenge", va("%i", clc.challenge ) );
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NET_OutOfBandPrint( NS_CLIENT, clc.serverAddress, "connect \"%s\"", info );
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// the most current userinfo has been sent, so watch for any
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// newer changes to userinfo variables
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cvar_modifiedFlags &= ~CVAR_USERINFO;
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break;
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default:
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Com_Error( ERR_FATAL, "CL_CheckForResend: bad cls.state" );
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}
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}
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/*
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===================
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CL_DisconnectPacket
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|
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Sometimes the server can drop the client and the netchan based
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disconnect can be lost. If the client continues to send packets
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to the server, the server will send out of band disconnect packets
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to the client so it doesn't have to wait for the full timeout period.
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===================
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*/
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void CL_DisconnectPacket( netadr_t from ) {
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if ( cls.state != CA_ACTIVE ) {
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return;
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}
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// if not from our server, ignore it
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if ( !NET_CompareAdr( from, clc.netchan.remoteAddress ) ) {
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return;
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}
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// if we have received packets within three seconds, ignore it
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// (it might be a malicious spoof)
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if ( cls.realtime - clc.lastPacketTime < 3000 ) {
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return;
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}
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// drop the connection (FIXME: connection dropped dialog)
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Com_Printf( "Server disconnected for unknown reason\n" );
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CL_Disconnect();
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}
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/*
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=================
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CL_ConnectionlessPacket
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|
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Responses to broadcasts, etc
|
|
=================
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|
*/
|
|
void CL_ConnectionlessPacket( netadr_t from, msg_t *msg ) {
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char *s;
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const char *c;
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|
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MSG_BeginReading( msg );
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MSG_ReadLong( msg ); // skip the -1
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|
|
s = MSG_ReadStringLine( msg );
|
|
|
|
Cmd_TokenizeString( s );
|
|
|
|
c = Cmd_Argv(0);
|
|
|
|
Com_DPrintf ("CL packet %s: %s\n", NET_AdrToString(from), c);
|
|
|
|
// challenge from the server we are connecting to
|
|
if ( !strcmp(c, "challengeResponse") ) {
|
|
if ( cls.state != CA_CONNECTING ) {
|
|
Com_Printf( "Unwanted challenge response received. Ignored.\n" );
|
|
} else {
|
|
// start sending challenge repsonse instead of challenge request packets
|
|
clc.challenge = atoi(Cmd_Argv(1));
|
|
cls.state = CA_CHALLENGING;
|
|
clc.connectPacketCount = 0;
|
|
clc.connectTime = -99999;
|
|
|
|
// take this address as the new server address. This allows
|
|
// a server proxy to hand off connections to multiple servers
|
|
clc.serverAddress = from;
|
|
}
|
|
return;
|
|
}
|
|
|
|
// server connection
|
|
if ( !strcmp(c, "connectResponse") ) {
|
|
if ( cls.state >= CA_CONNECTED ) {
|
|
Com_Printf ("Dup connect received. Ignored.\n");
|
|
return;
|
|
}
|
|
if ( cls.state != CA_CHALLENGING ) {
|
|
Com_Printf ("connectResponse packet while not connecting. Ignored.\n");
|
|
return;
|
|
}
|
|
if ( !NET_CompareBaseAdr( from, clc.serverAddress ) ) {
|
|
Com_Printf( "connectResponse from a different address. Ignored.\n" );
|
|
Com_Printf( "%s should have been %s\n", NET_AdrToString( from ),
|
|
NET_AdrToString( clc.serverAddress ) );
|
|
return;
|
|
}
|
|
Netchan_Setup (NS_CLIENT, &clc.netchan, from, Cvar_VariableIntegerValue( "net_qport" ) );
|
|
cls.state = CA_CONNECTED;
|
|
clc.lastPacketSentTime = -9999; // send first packet immediately
|
|
return;
|
|
}
|
|
|
|
// a disconnect message from the server, which will happen if the server
|
|
// dropped the connection but it is still getting packets from us
|
|
if (!strcmp(c, "disconnect")) {
|
|
CL_DisconnectPacket( from );
|
|
return;
|
|
}
|
|
|
|
// echo request from server
|
|
if ( !strcmp(c, "echo") ) {
|
|
NET_OutOfBandPrint( NS_CLIENT, from, "%s", Cmd_Argv(1) );
|
|
return;
|
|
}
|
|
|
|
// print request from server
|
|
if ( !strcmp(c, "print") ) {
|
|
s = MSG_ReadString( msg );
|
|
UI_UpdateConnectionMessageString( s );
|
|
Com_Printf( "%s", s );
|
|
return;
|
|
}
|
|
|
|
|
|
Com_DPrintf ("Unknown connectionless packet command.\n");
|
|
}
|
|
|
|
|
|
/*
|
|
=================
|
|
CL_PacketEvent
|
|
|
|
A packet has arrived from the main event loop
|
|
=================
|
|
*/
|
|
void CL_PacketEvent( netadr_t from, msg_t *msg ) {
|
|
clc.lastPacketTime = cls.realtime;
|
|
|
|
if ( msg->cursize >= 4 && *(int *)msg->data == -1 ) {
|
|
CL_ConnectionlessPacket( from, msg );
|
|
return;
|
|
}
|
|
|
|
if ( cls.state < CA_CONNECTED ) {
|
|
return; // can't be a valid sequenced packet
|
|
}
|
|
|
|
if ( msg->cursize < 8 ) {
|
|
Com_Printf ("%s: Runt packet\n",NET_AdrToString( from ));
|
|
return;
|
|
}
|
|
|
|
//
|
|
// packet from server
|
|
//
|
|
if ( !NET_CompareAdr( from, clc.netchan.remoteAddress ) ) {
|
|
Com_DPrintf ("%s:sequenced packet without connection\n"
|
|
,NET_AdrToString( from ) );
|
|
// FIXME: send a client disconnect?
|
|
return;
|
|
}
|
|
|
|
if (!Netchan_Process( &clc.netchan, msg) ) {
|
|
return; // out of order, duplicated, etc
|
|
}
|
|
|
|
clc.lastPacketTime = cls.realtime;
|
|
CL_ParseServerMessage( msg );
|
|
}
|
|
|
|
/*
|
|
==================
|
|
CL_CheckTimeout
|
|
|
|
==================
|
|
*/
|
|
void CL_CheckTimeout( void ) {
|
|
//
|
|
// check timeout
|
|
//
|
|
if ( ( !CL_CheckPaused() || !sv_paused->integer )
|
|
// && cls.state >= CA_CONNECTED && cls.state != CA_CINEMATIC
|
|
&& cls.state >= CA_CONNECTED && (cls.state != CA_CINEMATIC && !CL_IsRunningInGameCinematic())
|
|
&& cls.realtime - clc.lastPacketTime > cl_timeout->value*1000) {
|
|
if (++cl.timeoutcount > 5) { // timeoutcount saves debugger
|
|
Com_Printf ("\nServer connection timed out.\n");
|
|
CL_Disconnect ();
|
|
return;
|
|
}
|
|
} else {
|
|
cl.timeoutcount = 0;
|
|
}
|
|
}
|
|
|
|
/*
|
|
==================
|
|
CL_CheckPaused
|
|
Check whether client has been paused.
|
|
==================
|
|
*/
|
|
qboolean CL_CheckPaused(void)
|
|
{
|
|
// if cl_paused->modified is set, the cvar has only been changed in
|
|
// this frame. Keep paused in this frame to ensure the server doesn't
|
|
// lag behind.
|
|
if(cl_paused->integer || cl_paused->modified)
|
|
return qtrue;
|
|
|
|
return qfalse;
|
|
}
|
|
|
|
//============================================================================
|
|
|
|
/*
|
|
==================
|
|
CL_CheckUserinfo
|
|
|
|
==================
|
|
*/
|
|
void CL_CheckUserinfo( void ) {
|
|
if ( cls.state < CA_CHALLENGING ) {
|
|
return;
|
|
}
|
|
// don't overflow the reliable command buffer when paused
|
|
if ( CL_CheckPaused() ) {
|
|
return;
|
|
}
|
|
// send a reliable userinfo update if needed
|
|
if ( cvar_modifiedFlags & CVAR_USERINFO ) {
|
|
cvar_modifiedFlags &= ~CVAR_USERINFO;
|
|
CL_AddReliableCommand( va("userinfo \"%s\"", Cvar_InfoString( CVAR_USERINFO ) ) );
|
|
}
|
|
|
|
}
|
|
|
|
|
|
/*
|
|
==================
|
|
CL_Frame
|
|
|
|
==================
|
|
*/
|
|
extern cvar_t *cl_newClock;
|
|
static unsigned int frameCount;
|
|
float avgFrametime=0.0;
|
|
void CL_Frame ( int msec,float fractionMsec ) {
|
|
|
|
if ( !com_cl_running->integer ) {
|
|
return;
|
|
}
|
|
|
|
// load the ref / cgame if needed
|
|
CL_StartHunkUsers();
|
|
|
|
if ( cls.state == CA_DISCONNECTED && !( Key_GetCatcher( ) & KEYCATCH_UI )
|
|
&& !com_sv_running->integer ) {
|
|
// if disconnected, bring up the menu
|
|
if (!CL_CheckPendingCinematic()) // this avoid having the menu flash for one frame before pending cinematics
|
|
{
|
|
UI_SetActiveMenu( "mainMenu",NULL );
|
|
}
|
|
}
|
|
|
|
|
|
// if recording an avi, lock to a fixed fps
|
|
if ( cl_avidemo->integer ) {
|
|
// save the current screen
|
|
if ( cls.state == CA_ACTIVE ) {
|
|
if (cl_avidemo->integer > 0) {
|
|
Cbuf_ExecuteText( EXEC_NOW, "screenshot silent\n" );
|
|
} else {
|
|
Cbuf_ExecuteText( EXEC_NOW, "screenshot_tga silent\n" );
|
|
}
|
|
}
|
|
// fixed time for next frame
|
|
if (cl_avidemo->integer > 0) {
|
|
msec = 1000 / cl_avidemo->integer;
|
|
} else {
|
|
msec = 1000 / -cl_avidemo->integer;
|
|
}
|
|
}
|
|
|
|
// save the msec before checking pause
|
|
cls.realFrametime = msec;
|
|
|
|
// decide the simulation time
|
|
cls.frametime = msec;
|
|
if(cl_framerate->integer)
|
|
{
|
|
avgFrametime+=msec;
|
|
char mess[256];
|
|
if(!(frameCount&0x1f))
|
|
{
|
|
sprintf(mess,"Frame rate=%f\n\n",1000.0f*(1.0/(avgFrametime/32.0f)));
|
|
// OutputDebugString(mess);
|
|
Com_Printf(mess);
|
|
avgFrametime=0.0f;
|
|
}
|
|
frameCount++;
|
|
}
|
|
cls.frametimeFraction=fractionMsec;
|
|
cls.realtime += msec;
|
|
cls.realtimeFraction+=fractionMsec;
|
|
if (cls.realtimeFraction>=1.0f)
|
|
{
|
|
if (cl_newClock&&cl_newClock->integer)
|
|
{
|
|
cls.realtime++;
|
|
}
|
|
cls.realtimeFraction-=1.0f;
|
|
}
|
|
if ( cl_timegraph->integer ) {
|
|
SCR_DebugGraph ( cls.realFrametime * 0.25, 0 );
|
|
}
|
|
|
|
// see if we need to update any userinfo
|
|
CL_CheckUserinfo();
|
|
|
|
// if we haven't gotten a packet in a long time,
|
|
// drop the connection
|
|
CL_CheckTimeout();
|
|
|
|
// send intentions now
|
|
CL_SendCmd();
|
|
|
|
// resend a connection request if necessary
|
|
CL_CheckForResend();
|
|
|
|
// decide on the serverTime to render
|
|
CL_SetCGameTime();
|
|
|
|
if (cl_pano->integer && cls.state == CA_ACTIVE) { //grab some panoramic shots
|
|
int i = 1;
|
|
int pref = cl_pano->integer;
|
|
int oldnoprint = cl_noprint->integer;
|
|
Con_Close();
|
|
cl_noprint->integer = 1; //hide the screen shot msgs
|
|
for (; i <= cl_panoNumShots->integer; i++) {
|
|
Cvar_SetValue( "pano", i );
|
|
SCR_UpdateScreen();// update the screen
|
|
Cbuf_ExecuteText( EXEC_NOW, va("screenshot %dpano%02d\n", pref, i) ); //grab this screen
|
|
}
|
|
Cvar_SetValue( "pano", 0 ); //done
|
|
cl_noprint->integer = oldnoprint;
|
|
}
|
|
|
|
if (cl_skippingcin->integer && !cl_endcredits->integer && !com_developer->integer ) {
|
|
if (cl_skippingcin->modified){
|
|
S_StopSounds(); //kill em all but music
|
|
cl_skippingcin->modified=qfalse;
|
|
Com_Printf (S_COLOR_YELLOW "%s", SE_GetString("CON_TEXT_SKIPPING"));
|
|
SCR_UpdateScreen();
|
|
}
|
|
} else {
|
|
// update the screen
|
|
SCR_UpdateScreen();
|
|
}
|
|
// update audio
|
|
S_Update();
|
|
|
|
// advance local effects for next frame
|
|
SCR_RunCinematic();
|
|
|
|
Con_RunConsole();
|
|
|
|
cls.framecount++;
|
|
}
|
|
|
|
//============================================================================
|
|
|
|
/*
|
|
============
|
|
CL_ShutdownRef
|
|
============
|
|
*/
|
|
static void CL_ShutdownRef( qboolean restarting ) {
|
|
if ( re.Shutdown ) {
|
|
re.Shutdown( qtrue, restarting );
|
|
}
|
|
|
|
memset( &re, 0, sizeof( re ) );
|
|
|
|
if ( rendererLib != NULL ) {
|
|
Sys_UnloadDll (rendererLib);
|
|
rendererLib = NULL;
|
|
}
|
|
}
|
|
|
|
/*
|
|
============================
|
|
CL_StartSound
|
|
|
|
Convenience function for the sound system to be started
|
|
REALLY early on Xbox, helps with memory fragmentation.
|
|
============================
|
|
*/
|
|
void CL_StartSound( void ) {
|
|
if ( !cls.soundStarted ) {
|
|
cls.soundStarted = qtrue;
|
|
S_Init();
|
|
}
|
|
|
|
if ( !cls.soundRegistered ) {
|
|
cls.soundRegistered = qtrue;
|
|
S_BeginRegistration();
|
|
}
|
|
}
|
|
|
|
/*
|
|
============
|
|
CL_InitRenderer
|
|
============
|
|
*/
|
|
void CL_InitRenderer( void ) {
|
|
// this sets up the renderer and calls R_Init
|
|
re.BeginRegistration( &cls.glconfig );
|
|
|
|
// load character sets
|
|
cls.charSetShader = re.RegisterShaderNoMip("gfx/2d/charsgrid_med");
|
|
cls.whiteShader = re.RegisterShader( "white" );
|
|
cls.consoleShader = re.RegisterShader( "console" );
|
|
g_console_field_width = cls.glconfig.vidWidth / SMALLCHAR_WIDTH - 2;
|
|
g_consoleField.widthInChars = g_console_field_width;
|
|
}
|
|
|
|
/*
|
|
============================
|
|
CL_StartHunkUsers
|
|
|
|
After the server has cleared the hunk, these will need to be restarted
|
|
This is the only place that any of these functions are called from
|
|
============================
|
|
*/
|
|
void CL_StartHunkUsers( void ) {
|
|
if ( !com_cl_running->integer ) {
|
|
return;
|
|
}
|
|
|
|
if ( !cls.rendererStarted ) {
|
|
cls.rendererStarted = qtrue;
|
|
CL_InitRenderer();
|
|
}
|
|
|
|
if ( !cls.soundStarted ) {
|
|
cls.soundStarted = qtrue;
|
|
S_Init();
|
|
}
|
|
|
|
if ( !cls.soundRegistered ) {
|
|
cls.soundRegistered = qtrue;
|
|
S_BeginRegistration();
|
|
}
|
|
|
|
//we require the ui to be loaded here or else it crashes trying to access the ui on command line map loads
|
|
if ( !cls.uiStarted ) {
|
|
cls.uiStarted = qtrue;
|
|
CL_InitUI();
|
|
}
|
|
|
|
// if ( !cls.cgameStarted && cls.state > CA_CONNECTED && cls.state != CA_CINEMATIC ) {
|
|
if ( !cls.cgameStarted && cls.state > CA_CONNECTED && (cls.state != CA_CINEMATIC && !CL_IsRunningInGameCinematic()) )
|
|
{
|
|
cls.cgameStarted = qtrue;
|
|
CL_InitCGame();
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
CL_RefPrintf
|
|
|
|
DLL glue
|
|
================
|
|
*/
|
|
void QDECL CL_RefPrintf( int print_level, const char *fmt, ...) {
|
|
va_list argptr;
|
|
char msg[MAXPRINTMSG];
|
|
|
|
va_start (argptr,fmt);
|
|
Q_vsnprintf(msg, sizeof(msg), fmt, argptr);
|
|
va_end (argptr);
|
|
|
|
if ( print_level == PRINT_ALL ) {
|
|
Com_Printf ("%s", msg);
|
|
} else if ( print_level == PRINT_WARNING ) {
|
|
Com_Printf (S_COLOR_YELLOW "%s", msg); // yellow
|
|
} else if ( print_level == PRINT_DEVELOPER ) {
|
|
Com_DPrintf (S_COLOR_RED "%s", msg); // red
|
|
}
|
|
}
|
|
|
|
/*
|
|
============
|
|
String_GetStringValue
|
|
|
|
DLL glue, but highly reusuable DLL glue at that
|
|
============
|
|
*/
|
|
|
|
const char *String_GetStringValue( const char *reference )
|
|
{
|
|
#ifndef JK2_MODE
|
|
return SE_GetString(reference);
|
|
#else
|
|
return JK2SP_GetStringTextString(reference);
|
|
#endif
|
|
}
|
|
|
|
extern qboolean gbAlreadyDoingLoad;
|
|
extern void *gpvCachedMapDiskImage;
|
|
extern char gsCachedMapDiskImage[MAX_QPATH];
|
|
extern qboolean gbUsingCachedMapDataRightNow;
|
|
|
|
char *get_gsCachedMapDiskImage( void )
|
|
{
|
|
return gsCachedMapDiskImage;
|
|
}
|
|
|
|
void *get_gpvCachedMapDiskImage( void )
|
|
{
|
|
return gpvCachedMapDiskImage;
|
|
}
|
|
|
|
qboolean *get_gbUsingCachedMapDataRightNow( void )
|
|
{
|
|
return &gbUsingCachedMapDataRightNow;
|
|
}
|
|
|
|
qboolean *get_gbAlreadyDoingLoad( void )
|
|
{
|
|
return &gbAlreadyDoingLoad;
|
|
}
|
|
|
|
int get_com_frameTime( void )
|
|
{
|
|
return com_frameTime;
|
|
}
|
|
|
|
void *CL_Malloc(int iSize, memtag_t eTag, qboolean bZeroit, int iAlign)
|
|
{
|
|
return Z_Malloc(iSize, eTag, bZeroit);
|
|
}
|
|
|
|
/*
|
|
============
|
|
CL_InitRef
|
|
============
|
|
*/
|
|
extern qboolean S_FileExists( const char *psFilename );
|
|
extern bool CM_CullWorldBox (const cplane_t *frustum, const vec3pair_t bounds);
|
|
extern qboolean SND_RegisterAudio_LevelLoadEnd(qboolean bDeleteEverythingNotUsedThisLevel /* 99% qfalse */);
|
|
extern cvar_t *Cvar_Set2( const char *var_name, const char *value, qboolean force);
|
|
extern CMiniHeap *G2VertSpaceServer;
|
|
static CMiniHeap *GetG2VertSpaceServer( void ) {
|
|
return G2VertSpaceServer;
|
|
}
|
|
|
|
// NOTENOTE: If you change the output name of rd-vanilla, change this define too!
|
|
#ifdef JK2_MODE
|
|
#define DEFAULT_RENDER_LIBRARY "rdjosp-vanilla"
|
|
#else
|
|
#define DEFAULT_RENDER_LIBRARY "rdsp-vanilla"
|
|
#endif
|
|
|
|
void CL_InitRef( void ) {
|
|
refexport_t *ret;
|
|
static refimport_t rit;
|
|
char dllName[MAX_OSPATH];
|
|
GetRefAPI_t GetRefAPI;
|
|
|
|
Com_Printf( "----- Initializing Renderer ----\n" );
|
|
cl_renderer = Cvar_Get( "cl_renderer", DEFAULT_RENDER_LIBRARY, CVAR_ARCHIVE|CVAR_LATCH|CVAR_PROTECTED );
|
|
|
|
Com_sprintf( dllName, sizeof( dllName ), "%s_" ARCH_STRING DLL_EXT, cl_renderer->string );
|
|
|
|
if( !(rendererLib = Sys_LoadDll( dllName, qfalse )) && strcmp( cl_renderer->string, cl_renderer->resetString ) )
|
|
{
|
|
Com_Printf( "failed: trying to load fallback renderer\n" );
|
|
Cvar_ForceReset( "cl_renderer" );
|
|
|
|
Com_sprintf( dllName, sizeof( dllName ), DEFAULT_RENDER_LIBRARY "_" ARCH_STRING DLL_EXT );
|
|
rendererLib = Sys_LoadDll( dllName, qfalse );
|
|
}
|
|
|
|
if ( !rendererLib ) {
|
|
Com_Error( ERR_FATAL, "Failed to load renderer\n" );
|
|
}
|
|
|
|
memset( &rit, 0, sizeof( rit ) );
|
|
|
|
GetRefAPI = (GetRefAPI_t)Sys_LoadFunction( rendererLib, "GetRefAPI" );
|
|
if ( !GetRefAPI )
|
|
Com_Error( ERR_FATAL, "Can't load symbol GetRefAPI: '%s'", Sys_LibraryError() );
|
|
|
|
#define RIT(y) rit.y = y
|
|
RIT(CIN_PlayCinematic);
|
|
RIT(CIN_RunCinematic);
|
|
RIT(CIN_UploadCinematic);
|
|
RIT(CL_IsRunningInGameCinematic);
|
|
RIT(Cmd_AddCommand);
|
|
RIT(Cmd_Argc);
|
|
RIT(Cmd_ArgsBuffer);
|
|
RIT(Cmd_Argv);
|
|
RIT(Cmd_ExecuteString);
|
|
RIT(Cmd_RemoveCommand);
|
|
RIT(CM_ClusterPVS);
|
|
RIT(CM_CullWorldBox);
|
|
RIT(CM_DeleteCachedMap);
|
|
RIT(CM_DrawDebugSurface);
|
|
RIT(CM_PointContents);
|
|
RIT(Cvar_Get);
|
|
RIT(Cvar_Set);
|
|
RIT(Cvar_SetValue);
|
|
RIT(Cvar_CheckRange);
|
|
RIT(Cvar_VariableIntegerValue);
|
|
RIT(Cvar_VariableString);
|
|
RIT(Cvar_VariableStringBuffer);
|
|
RIT(Cvar_VariableValue);
|
|
RIT(FS_FCloseFile);
|
|
RIT(FS_FileIsInPAK);
|
|
RIT(FS_FOpenFileByMode);
|
|
RIT(FS_FOpenFileRead);
|
|
RIT(FS_FOpenFileWrite);
|
|
RIT(FS_FreeFile);
|
|
RIT(FS_FreeFileList);
|
|
RIT(FS_ListFiles);
|
|
RIT(FS_Read);
|
|
RIT(FS_ReadFile);
|
|
RIT(FS_Write);
|
|
RIT(FS_WriteFile);
|
|
RIT(Hunk_ClearToMark);
|
|
RIT(SND_RegisterAudio_LevelLoadEnd);
|
|
//RIT(SV_PointContents);
|
|
RIT(SV_Trace);
|
|
RIT(S_RestartMusic);
|
|
RIT(Z_Free);
|
|
rit.Malloc=CL_Malloc;
|
|
RIT(Z_MemSize);
|
|
RIT(Z_MorphMallocTag);
|
|
|
|
RIT(Hunk_ClearToMark);
|
|
|
|
rit.WIN_Init = WIN_Init;
|
|
rit.WIN_SetGamma = WIN_SetGamma;
|
|
rit.WIN_Shutdown = WIN_Shutdown;
|
|
rit.WIN_Present = WIN_Present;
|
|
rit.GL_GetProcAddress = WIN_GL_GetProcAddress;
|
|
rit.GL_ExtensionSupported = WIN_GL_ExtensionSupported;
|
|
|
|
rit.PD_Load = PD_Load;
|
|
rit.PD_Store = PD_Store;
|
|
|
|
rit.Error = Com_Error;
|
|
rit.FS_FileExists = S_FileExists;
|
|
rit.GetG2VertSpaceServer = GetG2VertSpaceServer;
|
|
rit.LowPhysicalMemory = Sys_LowPhysicalMemory;
|
|
rit.Milliseconds = Sys_Milliseconds2;
|
|
rit.Printf = CL_RefPrintf;
|
|
rit.SE_GetString = String_GetStringValue;
|
|
|
|
rit.SV_Trace = SV_Trace;
|
|
|
|
rit.gpvCachedMapDiskImage = get_gpvCachedMapDiskImage;
|
|
rit.gsCachedMapDiskImage = get_gsCachedMapDiskImage;
|
|
rit.gbUsingCachedMapDataRightNow = get_gbUsingCachedMapDataRightNow;
|
|
rit.gbAlreadyDoingLoad = get_gbAlreadyDoingLoad;
|
|
rit.com_frameTime = get_com_frameTime;
|
|
|
|
rit.SV_PointContents = SV_PointContents;
|
|
|
|
rit.saved_game = &ojk::SavedGame::get_instance();
|
|
|
|
ret = GetRefAPI( REF_API_VERSION, &rit );
|
|
|
|
if ( !ret ) {
|
|
Com_Error (ERR_FATAL, "Couldn't initialize refresh" );
|
|
}
|
|
|
|
re = *ret;
|
|
|
|
Com_Printf( "-------------------------------\n");
|
|
|
|
// unpause so the cgame definately gets a snapshot and renders a frame
|
|
Cvar_Set( "cl_paused", "0" );
|
|
}
|
|
|
|
|
|
//===========================================================================================
|
|
|
|
void CL_CompleteCinematic( char *args, int argNum );
|
|
|
|
/*
|
|
====================
|
|
CL_Init
|
|
====================
|
|
*/
|
|
void CL_Init( void ) {
|
|
Com_Printf( "----- Client Initialization -----\n" );
|
|
|
|
#ifdef JK2_MODE
|
|
JK2SP_Register("con_text", SP_REGISTER_REQUIRED); //reference is CON_TEXT
|
|
JK2SP_Register("keynames", SP_REGISTER_REQUIRED); // reference is KEYNAMES
|
|
#endif
|
|
|
|
Con_Init ();
|
|
|
|
CL_ClearState ();
|
|
|
|
cls.state = CA_DISCONNECTED; // no longer CA_UNINITIALIZED
|
|
//cls.keyCatchers = KEYCATCH_CONSOLE;
|
|
cls.realtime = 0;
|
|
cls.realtimeFraction=0.0f; // fraction of a msec accumulated
|
|
|
|
CL_InitInput ();
|
|
|
|
//
|
|
// register our variables
|
|
//
|
|
cl_noprint = Cvar_Get( "cl_noprint", "0", 0 );
|
|
|
|
cl_timeout = Cvar_Get ("cl_timeout", "125", 0);
|
|
|
|
cl_timeNudge = Cvar_Get ("cl_timeNudge", "0", CVAR_TEMP );
|
|
cl_shownet = Cvar_Get ("cl_shownet", "0", CVAR_TEMP );
|
|
cl_showTimeDelta = Cvar_Get ("cl_showTimeDelta", "0", CVAR_TEMP );
|
|
cl_newClock = Cvar_Get ("cl_newClock", "1", 0);
|
|
cl_activeAction = Cvar_Get( "activeAction", "", CVAR_TEMP );
|
|
|
|
cl_avidemo = Cvar_Get ("cl_avidemo", "0", 0);
|
|
cl_pano = Cvar_Get ("pano", "0", 0);
|
|
cl_panoNumShots= Cvar_Get ("panoNumShots", "10", CVAR_ARCHIVE_ND);
|
|
cl_skippingcin = Cvar_Get ("skippingCinematic", "0", CVAR_ROM);
|
|
cl_endcredits = Cvar_Get ("cg_endcredits", "0", 0);
|
|
|
|
cl_yawspeed = Cvar_Get ("cl_yawspeed", "140", CVAR_ARCHIVE_ND);
|
|
cl_pitchspeed = Cvar_Get ("cl_pitchspeed", "140", CVAR_ARCHIVE_ND);
|
|
cl_anglespeedkey = Cvar_Get ("cl_anglespeedkey", "1.5", CVAR_ARCHIVE_ND);
|
|
|
|
cl_packetdup = Cvar_Get ("cl_packetdup", "1", CVAR_ARCHIVE_ND );
|
|
|
|
cl_run = Cvar_Get ("cl_run", "1", CVAR_ARCHIVE_ND);
|
|
cl_sensitivity = Cvar_Get ("sensitivity", "5", CVAR_ARCHIVE);
|
|
cl_mouseAccel = Cvar_Get ("cl_mouseAccel", "0", CVAR_ARCHIVE_ND);
|
|
cl_freelook = Cvar_Get( "cl_freelook", "1", CVAR_ARCHIVE_ND );
|
|
|
|
cl_showMouseRate = Cvar_Get ("cl_showmouserate", "0", 0);
|
|
|
|
cl_allowAltEnter = Cvar_Get ("cl_allowAltEnter", "1", CVAR_ARCHIVE_ND);
|
|
cl_inGameVideo = Cvar_Get ("cl_inGameVideo", "1", CVAR_ARCHIVE_ND);
|
|
cl_framerate = Cvar_Get ("cl_framerate", "0", CVAR_TEMP);
|
|
|
|
// init autoswitch so the ui will have it correctly even
|
|
// if the cgame hasn't been started
|
|
Cvar_Get ("cg_autoswitch", "1", CVAR_ARCHIVE);
|
|
|
|
m_pitch = Cvar_Get ("m_pitch", "0.022", CVAR_ARCHIVE_ND);
|
|
m_yaw = Cvar_Get ("m_yaw", "0.022", CVAR_ARCHIVE_ND);
|
|
m_forward = Cvar_Get ("m_forward", "0.25", CVAR_ARCHIVE_ND);
|
|
m_side = Cvar_Get ("m_side", "0.25", CVAR_ARCHIVE_ND);
|
|
m_filter = Cvar_Get ("m_filter", "0", CVAR_ARCHIVE_ND);
|
|
|
|
// ~ and `, as keys and characters
|
|
cl_consoleKeys = Cvar_Get( "cl_consoleKeys", "~ ` 0x7e 0x60 0xb2", CVAR_ARCHIVE);
|
|
cl_consoleUseScanCode = Cvar_Get( "cl_consoleUseScanCode", "1", CVAR_ARCHIVE );
|
|
|
|
// userinfo
|
|
#ifdef JK2_MODE
|
|
Cvar_Get ("name", "Kyle", CVAR_USERINFO | CVAR_ARCHIVE_ND );
|
|
#else
|
|
Cvar_Get ("name", "Jaden", CVAR_USERINFO | CVAR_ARCHIVE_ND );
|
|
#endif
|
|
|
|
#ifdef JK2_MODE
|
|
// this is required for savegame compatibility - not ever actually used
|
|
Cvar_Get ("snaps", "20", CVAR_USERINFO );
|
|
Cvar_Get ("sex", "male", CVAR_USERINFO | CVAR_ARCHIVE );
|
|
Cvar_Get ("handicap", "100", CVAR_USERINFO | CVAR_SAVEGAME );
|
|
#else
|
|
Cvar_Get ("sex", "f", CVAR_USERINFO | CVAR_ARCHIVE | CVAR_SAVEGAME | CVAR_NORESTART );
|
|
Cvar_Get ("snd", "jaden_fmle", CVAR_USERINFO | CVAR_ARCHIVE | CVAR_SAVEGAME | CVAR_NORESTART );//UI_SetSexandSoundForModel changes to match sounds.cfg for model
|
|
Cvar_Get ("handicap", "100", CVAR_USERINFO | CVAR_SAVEGAME | CVAR_NORESTART);
|
|
#endif
|
|
|
|
//
|
|
// register our commands
|
|
//
|
|
Cmd_AddCommand ("cmd", CL_ForwardToServer_f);
|
|
Cmd_AddCommand ("configstrings", CL_Configstrings_f);
|
|
Cmd_AddCommand ("clientinfo", CL_Clientinfo_f);
|
|
Cmd_AddCommand ("snd_restart", CL_Snd_Restart_f);
|
|
Cmd_AddCommand ("vid_restart", CL_Vid_Restart_f);
|
|
Cmd_AddCommand ("disconnect", CL_Disconnect_f);
|
|
Cmd_AddCommand ("cinematic", CL_PlayCinematic_f);
|
|
Cmd_SetCommandCompletionFunc( "cinematic", CL_CompleteCinematic );
|
|
Cmd_AddCommand ("ingamecinematic", CL_PlayInGameCinematic_f);
|
|
Cmd_AddCommand ("uimenu", CL_GenericMenu_f);
|
|
Cmd_AddCommand ("datapad", CL_DataPad_f);
|
|
Cmd_AddCommand ("endscreendissolve", CL_EndScreenDissolve_f);
|
|
|
|
CL_InitRef();
|
|
|
|
CL_StartHunkUsers();
|
|
|
|
SCR_Init ();
|
|
|
|
Cbuf_Execute ();
|
|
|
|
Cvar_Set( "cl_running", "1" );
|
|
|
|
Com_Printf( "----- Client Initialization Complete -----\n" );
|
|
}
|
|
|
|
|
|
/*
|
|
===============
|
|
CL_Shutdown
|
|
|
|
===============
|
|
*/
|
|
void CL_Shutdown( void ) {
|
|
static qboolean recursive = qfalse;
|
|
|
|
if ( !com_cl_running || !com_cl_running->integer ) {
|
|
return;
|
|
}
|
|
|
|
Com_Printf( "----- CL_Shutdown -----\n" );
|
|
|
|
if ( recursive ) {
|
|
Com_Printf( "WARNING: Recursive CL_Shutdown called!\n" );
|
|
return;
|
|
}
|
|
recursive = qtrue;
|
|
|
|
CL_ShutdownUI();
|
|
CL_Disconnect();
|
|
|
|
S_Shutdown();
|
|
CL_ShutdownRef(qfalse);
|
|
|
|
Cmd_RemoveCommand ("cmd");
|
|
Cmd_RemoveCommand ("configstrings");
|
|
Cmd_RemoveCommand ("clientinfo");
|
|
Cmd_RemoveCommand ("snd_restart");
|
|
Cmd_RemoveCommand ("vid_restart");
|
|
Cmd_RemoveCommand ("disconnect");
|
|
Cmd_RemoveCommand ("cinematic");
|
|
Cmd_RemoveCommand ("ingamecinematic");
|
|
Cmd_RemoveCommand ("uimenu");
|
|
Cmd_RemoveCommand ("datapad");
|
|
Cmd_RemoveCommand ("endscreendissolve");
|
|
|
|
Cvar_Set( "cl_running", "0" );
|
|
|
|
recursive = qfalse;
|
|
|
|
memset( &cls, 0, sizeof( cls ) );
|
|
|
|
Com_Printf( "-----------------------\n" );
|
|
}
|
|
|