mirror of
https://github.com/DrBeef/QuakeQuest.git
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0a177b90c2
Align lightning with gun
2568 lines
86 KiB
C
2568 lines
86 KiB
C
/*
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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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.
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See the 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, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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// cl_main.c -- client main loop
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#include "quakedef.h"
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#include "cl_collision.h"
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#include "cl_video.h"
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#include "image.h"
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#include "csprogs.h"
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#include "r_shadow.h"
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#include "libcurl.h"
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#include "snd_main.h"
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// we need to declare some mouse variables here, because the menu system
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// references them even when on a unix system.
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cvar_t csqc_progname = {0, "csqc_progname","csprogs.dat","name of csprogs.dat file to load"};
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cvar_t csqc_progcrc = {CVAR_READONLY, "csqc_progcrc","-1","CRC of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"};
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cvar_t csqc_progsize = {CVAR_READONLY, "csqc_progsize","-1","file size of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"};
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cvar_t csqc_usedemoprogs = {0, "csqc_usedemoprogs","1","use csprogs stored in demos"};
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cvar_t cl_shownet = {0, "cl_shownet","0","1 = print packet size, 2 = print packet message list"};
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cvar_t cl_nolerp = {0, "cl_nolerp", "0","network update smoothing"};
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cvar_t cl_lerpexcess = {0, "cl_lerpexcess", "0","maximum allowed lerp excess (hides, not fixes, some packet loss)"};
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cvar_t cl_lerpanim_maxdelta_server = {0, "cl_lerpanim_maxdelta_server", "0.1","maximum frame delta for smoothing between server-controlled animation frames (when 0, one network frame)"};
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cvar_t cl_lerpanim_maxdelta_framegroups = {0, "cl_lerpanim_maxdelta_framegroups", "0.1","maximum frame delta for smoothing between framegroups (when 0, one network frame)"};
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cvar_t cl_itembobheight = {0, "cl_itembobheight", "0","how much items bob up and down (try 8)"};
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cvar_t cl_itembobspeed = {0, "cl_itembobspeed", "0.5","how frequently items bob up and down"};
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cvar_t lookspring = {CVAR_SAVE, "lookspring","0","returns pitch to level with the floor when no longer holding a pitch key"};
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cvar_t lookstrafe = {CVAR_SAVE, "lookstrafe","0","move instead of turning"};
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cvar_t sensitivity = {CVAR_SAVE, "sensitivity","3","mouse speed multiplier"};
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cvar_t m_pitch = {CVAR_SAVE, "m_pitch","0.022","mouse pitch speed multiplier"};
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cvar_t m_yaw = {CVAR_SAVE, "m_yaw","0.022","mouse yaw speed multiplier"};
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cvar_t m_forward = {CVAR_SAVE, "m_forward","1","mouse forward speed multiplier"};
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cvar_t m_side = {CVAR_SAVE, "m_side","0.8","mouse side speed multiplier"};
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cvar_t freelook = {CVAR_SAVE, "freelook", "1","mouse controls pitch instead of forward/back"};
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cvar_t cl_nosplashscreen = {CVAR_SAVE, "cl_nosplashscreen", "0", "prevents the credits splashscreen from being displayed on game start" };
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cvar_t cl_positionaltrackingmode = {CVAR_SAVE, "cl_positionaltrackingmode", "2", "0 - Pos Tracking Disabled, 1 - Camera Translation, 2 - Player Movement"};
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cvar_t cl_postrackmultiplier = {CVAR_SAVE, "cl_postrackmultiplier", "1.0", "Multiplies movement by a factor"};
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cvar_t cl_autodemo = {CVAR_SAVE, "cl_autodemo", "0", "records every game played, using the date/time and map name to name the demo file" };
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cvar_t cl_autodemo_nameformat = {CVAR_SAVE, "cl_autodemo_nameformat", "autodemos/%Y-%m-%d_%H-%M", "The format of the cl_autodemo filename, followed by the map name (the date is encoded using strftime escapes)" };
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cvar_t cl_autodemo_delete = {0, "cl_autodemo_delete", "0", "Delete demos after recording. This is a bitmask, bit 1 gives the default, bit 0 the value for the current demo. Thus, the values are: 0 = disabled; 1 = delete current demo only; 2 = delete all demos except the current demo; 3 = delete all demos from now on" };
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cvar_t r_draweffects = {0, "r_draweffects", "1","renders temporary sprite effects"};
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cvar_t cl_explosions_alpha_start = {CVAR_SAVE, "cl_explosions_alpha_start", "1.5","starting alpha of an explosion shell"};
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cvar_t cl_explosions_alpha_end = {CVAR_SAVE, "cl_explosions_alpha_end", "0","end alpha of an explosion shell (just before it disappears)"};
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cvar_t cl_explosions_size_start = {CVAR_SAVE, "cl_explosions_size_start", "16","starting size of an explosion shell"};
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cvar_t cl_explosions_size_end = {CVAR_SAVE, "cl_explosions_size_end", "128","ending alpha of an explosion shell (just before it disappears)"};
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cvar_t cl_explosions_lifetime = {CVAR_SAVE, "cl_explosions_lifetime", "0.5","how long an explosion shell lasts"};
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cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "0","stains lightmaps, much faster than decals but blurred"};
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cvar_t cl_stainmaps_clearonload = {CVAR_SAVE, "cl_stainmaps_clearonload", "1","clear stainmaps on map restart"};
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cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1","use beam polygons instead of models"};
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cvar_t cl_beams_quakepositionhack = {CVAR_SAVE, "cl_beams_quakepositionhack", "1", "makes your lightning gun appear to fire from your waist (as in Quake and QuakeWorld)"};
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cvar_t cl_beams_instantaimhack = {CVAR_SAVE, "cl_beams_instantaimhack", "0", "makes your lightning gun aiming update instantly"};
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cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0", "make a light at the end of the beam"};
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cvar_t cl_deathfade = {CVAR_SAVE, "cl_deathfade", "0", "fade screen to dark red when dead, value represents how fast the fade is (higher is faster)"};
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cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0","hide player shadow"};
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cvar_t cl_dlights_decayradius = {CVAR_SAVE, "cl_dlights_decayradius", "1", "reduces size of light flashes over time"};
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cvar_t cl_dlights_decaybrightness = {CVAR_SAVE, "cl_dlights_decaybrightness", "1", "reduces brightness of light flashes over time"};
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cvar_t qport = {0, "qport", "0", "identification key for playing on qw servers (allows you to maintain a connection to a quakeworld server even if your port changes)"};
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cvar_t cl_prydoncursor = {0, "cl_prydoncursor", "0", "enables a mouse pointer which is able to click on entities in the world, useful for point and click mods, see PRYDON_CLIENTCURSOR extension in dpextensions.qc"};
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cvar_t cl_prydoncursor_notrace = {0, "cl_prydoncursor_notrace", "0", "disables traceline used in prydon cursor reporting to the game, saving some cpu time"};
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cvar_t cl_deathnoviewmodel = {0, "cl_deathnoviewmodel", "1", "hides gun model when dead"};
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cvar_t cl_locs_enable = {CVAR_SAVE, "locs_enable", "1", "enables replacement of certain % codes in chat messages: %l (location), %d (last death location), %h (health), %a (armor), %x (rockets), %c (cells), %r (rocket launcher status), %p (powerup status), %w (weapon status), %t (current time in level)"};
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cvar_t cl_locs_show = {0, "locs_show", "0", "shows defined locations for editing purposes"};
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extern cvar_t r_equalize_entities_fullbright;
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client_static_t cls;
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client_state_t cl;
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/*
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=====================
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CL_ClearState
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=====================
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*/
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void CL_ClearState(void)
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{
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int i;
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entity_t *ent;
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CL_VM_ShutDown();
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// wipe the entire cl structure
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Mem_EmptyPool(cls.levelmempool);
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memset (&cl, 0, sizeof(cl));
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S_StopAllSounds();
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// reset the view zoom interpolation
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cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
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cl.sensitivityscale = 1.0f;
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// enable rendering of the world and such
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cl.csqc_vidvars.drawworld = r_drawworld.integer != 0;
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cl.csqc_vidvars.drawenginesbar = true;
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cl.csqc_vidvars.drawcrosshair = true;
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// set up the float version of the stats array for easier access to float stats
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cl.statsf = (float *)cl.stats;
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cl.num_entities = 0;
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cl.num_static_entities = 0;
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cl.num_brushmodel_entities = 0;
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// tweak these if the game runs out
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cl.max_csqcrenderentities = 0;
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cl.max_entities = MAX_ENITIES_INITIAL;
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cl.max_static_entities = MAX_STATICENTITIES;
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cl.max_effects = MAX_EFFECTS;
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cl.max_beams = MAX_BEAMS;
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cl.max_dlights = MAX_DLIGHTS;
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cl.max_lightstyle = MAX_LIGHTSTYLES;
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cl.max_brushmodel_entities = MAX_EDICTS;
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cl.max_particles = MAX_PARTICLES_INITIAL; // grows dynamically
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cl.max_decals = MAX_DECALS_INITIAL; // grows dynamically
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cl.max_showlmps = 0;
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cl.num_dlights = 0;
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cl.num_effects = 0;
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cl.num_beams = 0;
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cl.csqcrenderentities = NULL;
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cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
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cl.entities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));
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cl.static_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_static_entities * sizeof(entity_t));
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cl.effects = (cl_effect_t *)Mem_Alloc(cls.levelmempool, cl.max_effects * sizeof(cl_effect_t));
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cl.beams = (beam_t *)Mem_Alloc(cls.levelmempool, cl.max_beams * sizeof(beam_t));
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cl.dlights = (dlight_t *)Mem_Alloc(cls.levelmempool, cl.max_dlights * sizeof(dlight_t));
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cl.lightstyle = (lightstyle_t *)Mem_Alloc(cls.levelmempool, cl.max_lightstyle * sizeof(lightstyle_t));
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cl.brushmodel_entities = (int *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(int));
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cl.particles = (particle_t *) Mem_Alloc(cls.levelmempool, cl.max_particles * sizeof(particle_t));
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cl.decals = (decal_t *) Mem_Alloc(cls.levelmempool, cl.max_decals * sizeof(decal_t));
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cl.showlmps = NULL;
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// LordHavoc: have to set up the baseline info for alpha and other stuff
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for (i = 0;i < cl.max_entities;i++)
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{
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cl.entities[i].state_baseline = defaultstate;
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cl.entities[i].state_previous = defaultstate;
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cl.entities[i].state_current = defaultstate;
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}
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if (gamemode == GAME_NEXUIZ || gamemode == GAME_XONOTIC)
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{
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VectorSet(cl.playerstandmins, -16, -16, -24);
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VectorSet(cl.playerstandmaxs, 16, 16, 45);
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VectorSet(cl.playercrouchmins, -16, -16, -24);
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VectorSet(cl.playercrouchmaxs, 16, 16, 25);
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}
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else
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{
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VectorSet(cl.playerstandmins, -16, -16, -24);
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VectorSet(cl.playerstandmaxs, 16, 16, 24);
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VectorSet(cl.playercrouchmins, -16, -16, -24);
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VectorSet(cl.playercrouchmaxs, 16, 16, 24);
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}
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// disable until we get textures for it
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R_ResetSkyBox();
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ent = &cl.entities[0];
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// entire entity array was cleared, so just fill in a few fields
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ent->state_current.active = true;
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ent->render.model = cl.worldmodel = NULL; // no world model yet
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ent->render.alpha = 1;
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ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
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Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1);
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ent->render.allowdecals = true;
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CL_UpdateRenderEntity(&ent->render);
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// noclip is turned off at start
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noclip_anglehack = false;
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// mark all frames invalid for delta
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memset(cl.qw_deltasequence, -1, sizeof(cl.qw_deltasequence));
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// set bestweapon data back to Quake data
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IN_BestWeapon_ResetData();
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CL_Screen_NewMap();
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}
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void CL_SetInfo(const char *key, const char *value, qboolean send, qboolean allowstarkey, qboolean allowmodel, qboolean quiet)
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{
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int i;
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qboolean fail = false;
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char vabuf[1024];
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if (!allowstarkey && key[0] == '*')
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fail = true;
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if (!allowmodel && (!strcasecmp(key, "pmodel") || !strcasecmp(key, "emodel")))
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fail = true;
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for (i = 0;key[i];i++)
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if (ISWHITESPACE(key[i]) || key[i] == '\"')
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fail = true;
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for (i = 0;value[i];i++)
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if (value[i] == '\r' || value[i] == '\n' || value[i] == '\"')
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fail = true;
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if (fail)
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{
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if (!quiet)
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Con_Printf("Can't setinfo \"%s\" \"%s\"\n", key, value);
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return;
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}
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InfoString_SetValue(cls.userinfo, sizeof(cls.userinfo), key, value);
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if (cls.state == ca_connected && cls.netcon)
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{
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if (cls.protocol == PROTOCOL_QUAKEWORLD)
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{
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MSG_WriteByte(&cls.netcon->message, qw_clc_stringcmd);
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MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "setinfo \"%s\" \"%s\"", key, value));
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}
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else if (!strcasecmp(key, "name"))
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{
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MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
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MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "name \"%s\"", value));
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}
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else if (!strcasecmp(key, "playermodel"))
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{
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MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
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MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "playermodel \"%s\"", value));
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}
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else if (!strcasecmp(key, "playerskin"))
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{
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MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
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MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "playerskin \"%s\"", value));
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}
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else if (!strcasecmp(key, "topcolor"))
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{
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// don't send anything, the combined color code will be updated manually
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}
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else if (!strcasecmp(key, "bottomcolor"))
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{
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// don't send anything, the combined color code will be updated manually
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}
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else if (!strcasecmp(key, "rate"))
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{
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MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
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MSG_WriteString(&cls.netcon->message, va(vabuf, sizeof(vabuf), "rate \"%s\"", value));
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}
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}
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}
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void CL_ExpandEntities(int num)
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{
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int i, oldmaxentities;
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entity_t *oldentities;
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if (num >= cl.max_entities)
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{
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if (!cl.entities)
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Sys_Error("CL_ExpandEntities: cl.entities not initialized");
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if (num >= MAX_EDICTS)
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Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
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oldmaxentities = cl.max_entities;
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oldentities = cl.entities;
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cl.max_entities = (num & ~255) + 256;
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cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
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memcpy(cl.entities, oldentities, oldmaxentities * sizeof(entity_t));
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Mem_Free(oldentities);
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for (i = oldmaxentities;i < cl.max_entities;i++)
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{
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cl.entities[i].state_baseline = defaultstate;
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cl.entities[i].state_previous = defaultstate;
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cl.entities[i].state_current = defaultstate;
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}
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}
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}
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void CL_ExpandCSQCRenderEntities(int num)
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{
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int i;
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int oldmaxcsqcrenderentities;
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entity_render_t *oldcsqcrenderentities;
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if (num >= cl.max_csqcrenderentities)
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{
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if (num >= MAX_EDICTS)
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Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
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oldmaxcsqcrenderentities = cl.max_csqcrenderentities;
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oldcsqcrenderentities = cl.csqcrenderentities;
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cl.max_csqcrenderentities = (num & ~255) + 256;
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cl.csqcrenderentities = (entity_render_t *)Mem_Alloc(cls.levelmempool, cl.max_csqcrenderentities * sizeof(entity_render_t));
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if (oldcsqcrenderentities)
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{
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memcpy(cl.csqcrenderentities, oldcsqcrenderentities, oldmaxcsqcrenderentities * sizeof(entity_render_t));
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for (i = 0;i < r_refdef.scene.numentities;i++)
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if(r_refdef.scene.entities[i] >= oldcsqcrenderentities && r_refdef.scene.entities[i] < (oldcsqcrenderentities + oldmaxcsqcrenderentities))
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r_refdef.scene.entities[i] = cl.csqcrenderentities + (r_refdef.scene.entities[i] - oldcsqcrenderentities);
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Mem_Free(oldcsqcrenderentities);
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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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Sends a disconnect message to the server
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This is also called on Host_Error, 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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{
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if (cls.state == ca_dedicated)
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return;
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if (COM_CheckParm("-profilegameonly"))
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Sys_AllowProfiling(false);
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Curl_Clear_forthismap();
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Con_DPrintf("CL_Disconnect\n");
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Cvar_SetValueQuick(&csqc_progcrc, -1);
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Cvar_SetValueQuick(&csqc_progsize, -1);
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CL_VM_ShutDown();
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// stop sounds (especially looping!)
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S_StopAllSounds ();
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cl.parsingtextexpectingpingforscores = 0; // just in case no reply has come yet
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// clear contents blends
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cl.cshifts[0].percent = 0;
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cl.cshifts[1].percent = 0;
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cl.cshifts[2].percent = 0;
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cl.cshifts[3].percent = 0;
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cl.worldmodel = NULL;
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CL_Parse_ErrorCleanUp();
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if (cls.demoplayback)
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CL_StopPlayback();
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else if (cls.netcon)
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{
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sizebuf_t buf;
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unsigned char bufdata[8];
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if (cls.demorecording)
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CL_Stop_f();
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// send disconnect message 3 times to improve chances of server
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|
// receiving it (but it still fails sometimes)
|
|
memset(&buf, 0, sizeof(buf));
|
|
buf.data = bufdata;
|
|
buf.maxsize = sizeof(bufdata);
|
|
if (cls.protocol == PROTOCOL_QUAKEWORLD)
|
|
{
|
|
Con_DPrint("Sending drop command\n");
|
|
MSG_WriteByte(&buf, qw_clc_stringcmd);
|
|
MSG_WriteString(&buf, "drop");
|
|
}
|
|
else
|
|
{
|
|
Con_DPrint("Sending clc_disconnect\n");
|
|
MSG_WriteByte(&buf, clc_disconnect);
|
|
}
|
|
NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
|
|
NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
|
|
NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
|
|
NetConn_Close(cls.netcon);
|
|
cls.netcon = NULL;
|
|
}
|
|
cls.state = ca_disconnected;
|
|
cl.islocalgame = false;
|
|
|
|
cls.demoplayback = cls.timedemo = false;
|
|
cls.signon = 0;
|
|
}
|
|
|
|
void CL_Disconnect_f(void)
|
|
{
|
|
CL_Disconnect ();
|
|
if (sv.active)
|
|
Host_ShutdownServer ();
|
|
}
|
|
|
|
|
|
|
|
|
|
/*
|
|
=====================
|
|
CL_EstablishConnection
|
|
|
|
Host should be either "local" or a net address
|
|
=====================
|
|
*/
|
|
void CL_EstablishConnection(const char *host, int firstarg)
|
|
{
|
|
if (cls.state == ca_dedicated)
|
|
return;
|
|
|
|
// don't connect to a server if we're benchmarking a demo
|
|
if (COM_CheckParm("-benchmark"))
|
|
return;
|
|
|
|
// clear menu's connect error message
|
|
M_Update_Return_Reason("");
|
|
cls.demonum = -1;
|
|
|
|
// stop demo loop in case this fails
|
|
if (cls.demoplayback)
|
|
CL_StopPlayback();
|
|
|
|
// if downloads are running, cancel their finishing action
|
|
Curl_Clear_forthismap();
|
|
|
|
// make sure the client ports are open before attempting to connect
|
|
NetConn_UpdateSockets();
|
|
|
|
if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
|
|
{
|
|
cls.connect_trying = true;
|
|
cls.connect_remainingtries = 3;
|
|
cls.connect_nextsendtime = 0;
|
|
|
|
// only NOW, set connect_userinfo
|
|
if(firstarg >= 0)
|
|
{
|
|
int i;
|
|
*cls.connect_userinfo = 0;
|
|
for(i = firstarg; i+2 <= Cmd_Argc(); i += 2)
|
|
InfoString_SetValue(cls.connect_userinfo, sizeof(cls.connect_userinfo), Cmd_Argv(i), Cmd_Argv(i+1));
|
|
}
|
|
else if(firstarg < -1)
|
|
{
|
|
// -1: keep as is (reconnect)
|
|
// -2: clear
|
|
*cls.connect_userinfo = 0;
|
|
}
|
|
|
|
M_Update_Return_Reason("Trying to connect...");
|
|
}
|
|
else
|
|
{
|
|
Con_Print("Unable to find a suitable network socket to connect to server.\n");
|
|
M_Update_Return_Reason("No network");
|
|
}
|
|
}
|
|
|
|
/*
|
|
==============
|
|
CL_PrintEntities_f
|
|
==============
|
|
*/
|
|
static void CL_PrintEntities_f(void)
|
|
{
|
|
entity_t *ent;
|
|
int i;
|
|
|
|
for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++)
|
|
{
|
|
const char* modelname;
|
|
|
|
if (!ent->state_current.active)
|
|
continue;
|
|
|
|
if (ent->render.model)
|
|
modelname = ent->render.model->name;
|
|
else
|
|
modelname = "--no model--";
|
|
Con_Printf("%3i: %-25s:%4i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", i, modelname, ent->render.framegroupblend[0].frame, (int) ent->state_current.origin[0], (int) ent->state_current.origin[1], (int) ent->state_current.origin[2], (int) ent->state_current.angles[0] % 360, (int) ent->state_current.angles[1] % 360, (int) ent->state_current.angles[2] % 360, ent->render.scale, ent->render.alpha);
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
CL_ModelIndexList_f
|
|
|
|
List information on all models in the client modelindex
|
|
===============
|
|
*/
|
|
static void CL_ModelIndexList_f(void)
|
|
{
|
|
int i;
|
|
dp_model_t *model;
|
|
|
|
// Print Header
|
|
Con_Printf("%3s: %-30s %-8s %-8s\n", "ID", "Name", "Type", "Triangles");
|
|
|
|
for (i = -MAX_MODELS;i < MAX_MODELS;i++)
|
|
{
|
|
model = CL_GetModelByIndex(i);
|
|
if (!model)
|
|
continue;
|
|
if(model->loaded || i == 1)
|
|
Con_Printf("%3i: %-30s %-8s %-10i\n", i, model->name, model->modeldatatypestring, model->surfmesh.num_triangles);
|
|
else
|
|
Con_Printf("%3i: %-30s %-30s\n", i, model->name, "--no local model found--");
|
|
i++;
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
CL_SoundIndexList_f
|
|
|
|
List all sounds in the client soundindex
|
|
===============
|
|
*/
|
|
static void CL_SoundIndexList_f(void)
|
|
{
|
|
int i = 1;
|
|
|
|
while(cl.sound_precache[i] && i != MAX_SOUNDS)
|
|
{ // Valid Sound
|
|
Con_Printf("%i : %s\n", i, cl.sound_precache[i]->name);
|
|
i++;
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
CL_UpdateRenderEntity
|
|
|
|
Updates inversematrix, animation interpolation factors, scale, and mins/maxs
|
|
===============
|
|
*/
|
|
void CL_UpdateRenderEntity(entity_render_t *ent)
|
|
{
|
|
vec3_t org;
|
|
vec_t scale;
|
|
dp_model_t *model = ent->model;
|
|
// update the inverse matrix for the renderer
|
|
Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
|
|
// update the animation blend state
|
|
VM_FrameBlendFromFrameGroupBlend(ent->frameblend, ent->framegroupblend, ent->model, cl.time);
|
|
// we need the matrix origin to center the box
|
|
Matrix4x4_OriginFromMatrix(&ent->matrix, org);
|
|
// update entity->render.scale because the renderer needs it
|
|
ent->scale = scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
|
|
if (model)
|
|
{
|
|
// NOTE: this directly extracts vector components from the matrix, which relies on the matrix orientation!
|
|
#ifdef MATRIX4x4_OPENGLORIENTATION
|
|
if (ent->matrix.m[0][2] != 0 || ent->matrix.m[1][2] != 0)
|
|
#else
|
|
if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
|
|
#endif
|
|
{
|
|
// pitch or roll
|
|
VectorMA(org, scale, model->rotatedmins, ent->mins);
|
|
VectorMA(org, scale, model->rotatedmaxs, ent->maxs);
|
|
}
|
|
#ifdef MATRIX4x4_OPENGLORIENTATION
|
|
else if (ent->matrix.m[1][0] != 0 || ent->matrix.m[0][1] != 0)
|
|
#else
|
|
else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
|
|
#endif
|
|
{
|
|
// yaw
|
|
VectorMA(org, scale, model->yawmins, ent->mins);
|
|
VectorMA(org, scale, model->yawmaxs, ent->maxs);
|
|
}
|
|
else
|
|
{
|
|
VectorMA(org, scale, model->normalmins, ent->mins);
|
|
VectorMA(org, scale, model->normalmaxs, ent->maxs);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
ent->mins[0] = org[0] - 16;
|
|
ent->mins[1] = org[1] - 16;
|
|
ent->mins[2] = org[2] - 16;
|
|
ent->maxs[0] = org[0] + 16;
|
|
ent->maxs[1] = org[1] + 16;
|
|
ent->maxs[2] = org[2] + 16;
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
CL_LerpPoint
|
|
|
|
Determines the fraction between the last two messages that the objects
|
|
should be put at.
|
|
===============
|
|
*/
|
|
static float CL_LerpPoint(void)
|
|
{
|
|
float f;
|
|
|
|
if (cl_nettimesyncboundmode.integer == 1)
|
|
cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
|
|
|
|
// LordHavoc: lerp in listen games as the server is being capped below the client (usually)
|
|
if (cl.mtime[0] <= cl.mtime[1])
|
|
{
|
|
cl.time = cl.mtime[0];
|
|
return 1;
|
|
}
|
|
|
|
f = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
|
|
return bound(0, f, 1 + cl_lerpexcess.value);
|
|
}
|
|
|
|
void CL_ClearTempEntities (void)
|
|
{
|
|
r_refdef.scene.numtempentities = 0;
|
|
// grow tempentities buffer on request
|
|
if (r_refdef.scene.expandtempentities)
|
|
{
|
|
Con_Printf("CL_NewTempEntity: grow maxtempentities from %i to %i\n", r_refdef.scene.maxtempentities, r_refdef.scene.maxtempentities * 2);
|
|
r_refdef.scene.maxtempentities *= 2;
|
|
r_refdef.scene.tempentities = (entity_render_t *)Mem_Realloc(cls.permanentmempool, r_refdef.scene.tempentities, sizeof(entity_render_t) * r_refdef.scene.maxtempentities);
|
|
r_refdef.scene.expandtempentities = false;
|
|
}
|
|
}
|
|
|
|
entity_render_t *CL_NewTempEntity(double shadertime)
|
|
{
|
|
entity_render_t *render;
|
|
|
|
if (r_refdef.scene.numentities >= r_refdef.scene.maxentities)
|
|
return NULL;
|
|
if (r_refdef.scene.numtempentities >= r_refdef.scene.maxtempentities)
|
|
{
|
|
r_refdef.scene.expandtempentities = true; // will be reallocated next frame since current frame may have pointers set already
|
|
return NULL;
|
|
}
|
|
render = &r_refdef.scene.tempentities[r_refdef.scene.numtempentities++];
|
|
memset (render, 0, sizeof(*render));
|
|
r_refdef.scene.entities[r_refdef.scene.numentities++] = render;
|
|
|
|
render->shadertime = shadertime;
|
|
render->alpha = 1;
|
|
VectorSet(render->colormod, 1, 1, 1);
|
|
VectorSet(render->glowmod, 1, 1, 1);
|
|
return render;
|
|
}
|
|
|
|
void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
|
|
{
|
|
int i;
|
|
cl_effect_t *e;
|
|
if (!modelindex) // sanity check
|
|
return;
|
|
if (framerate < 1)
|
|
{
|
|
Con_Printf("CL_Effect: framerate %f is < 1\n", framerate);
|
|
return;
|
|
}
|
|
if (framecount < 1)
|
|
{
|
|
Con_Printf("CL_Effect: framecount %i is < 1\n", framecount);
|
|
return;
|
|
}
|
|
for (i = 0, e = cl.effects;i < cl.max_effects;i++, e++)
|
|
{
|
|
if (e->active)
|
|
continue;
|
|
e->active = true;
|
|
VectorCopy(org, e->origin);
|
|
e->modelindex = modelindex;
|
|
e->starttime = cl.time;
|
|
e->startframe = startframe;
|
|
e->endframe = startframe + framecount;
|
|
e->framerate = framerate;
|
|
|
|
e->frame = 0;
|
|
e->frame1time = cl.time;
|
|
e->frame2time = cl.time;
|
|
cl.num_effects = max(cl.num_effects, i + 1);
|
|
break;
|
|
}
|
|
}
|
|
|
|
void CL_AllocLightFlash(entity_render_t *ent, matrix4x4_t *matrix, float radius, float red, float green, float blue, float decay, float lifetime, int cubemapnum, int style, int shadowenable, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
|
|
{
|
|
int i;
|
|
dlight_t *dl;
|
|
|
|
// then look for anything else
|
|
dl = cl.dlights;
|
|
for (i = 0;i < cl.max_dlights;i++, dl++)
|
|
if (!dl->radius)
|
|
break;
|
|
|
|
// unable to find one
|
|
if (i == cl.max_dlights)
|
|
return;
|
|
|
|
//Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
|
|
memset (dl, 0, sizeof(*dl));
|
|
cl.num_dlights = max(cl.num_dlights, i + 1);
|
|
Matrix4x4_Normalize(&dl->matrix, matrix);
|
|
dl->ent = ent;
|
|
Matrix4x4_OriginFromMatrix(&dl->matrix, dl->origin);
|
|
CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
|
|
Matrix4x4_SetOrigin(&dl->matrix, dl->origin[0], dl->origin[1], dl->origin[2]);
|
|
dl->radius = radius;
|
|
dl->color[0] = red;
|
|
dl->color[1] = green;
|
|
dl->color[2] = blue;
|
|
dl->initialradius = radius;
|
|
dl->initialcolor[0] = red;
|
|
dl->initialcolor[1] = green;
|
|
dl->initialcolor[2] = blue;
|
|
dl->decay = decay / radius; // changed decay to be a percentage decrease
|
|
dl->intensity = 1; // this is what gets decayed
|
|
if (lifetime)
|
|
dl->die = cl.time + lifetime;
|
|
else
|
|
dl->die = 0;
|
|
if (cubemapnum > 0)
|
|
dpsnprintf(dl->cubemapname, sizeof(dl->cubemapname), "cubemaps/%i", cubemapnum);
|
|
else
|
|
dl->cubemapname[0] = 0;
|
|
dl->style = style;
|
|
dl->shadow = shadowenable;
|
|
dl->corona = corona;
|
|
dl->flags = flags;
|
|
dl->coronasizescale = coronasizescale;
|
|
dl->ambientscale = ambientscale;
|
|
dl->diffusescale = diffusescale;
|
|
dl->specularscale = specularscale;
|
|
}
|
|
|
|
static void CL_DecayLightFlashes(void)
|
|
{
|
|
int i, oldmax;
|
|
dlight_t *dl;
|
|
float time;
|
|
|
|
time = bound(0, cl.time - cl.oldtime, 0.1);
|
|
oldmax = cl.num_dlights;
|
|
cl.num_dlights = 0;
|
|
for (i = 0, dl = cl.dlights;i < oldmax;i++, dl++)
|
|
{
|
|
if (dl->radius)
|
|
{
|
|
dl->intensity -= time * dl->decay;
|
|
if (cl.time < dl->die && dl->intensity > 0)
|
|
{
|
|
if (cl_dlights_decayradius.integer)
|
|
dl->radius = dl->initialradius * dl->intensity;
|
|
else
|
|
dl->radius = dl->initialradius;
|
|
if (cl_dlights_decaybrightness.integer)
|
|
VectorScale(dl->initialcolor, dl->intensity, dl->color);
|
|
else
|
|
VectorCopy(dl->initialcolor, dl->color);
|
|
cl.num_dlights = i + 1;
|
|
}
|
|
else
|
|
dl->radius = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
// called before entity relinking
|
|
void CL_RelinkLightFlashes(void)
|
|
{
|
|
int i, j, k, l;
|
|
dlight_t *dl;
|
|
float frac, f;
|
|
matrix4x4_t tempmatrix;
|
|
|
|
if (r_dynamic.integer)
|
|
{
|
|
for (i = 0, dl = cl.dlights;i < cl.num_dlights && r_refdef.scene.numlights < MAX_DLIGHTS;i++, dl++)
|
|
{
|
|
if (dl->radius)
|
|
{
|
|
tempmatrix = dl->matrix;
|
|
Matrix4x4_Scale(&tempmatrix, dl->radius, 1);
|
|
// we need the corona fading to be persistent
|
|
R_RTLight_Update(&dl->rtlight, false, &tempmatrix, dl->color, dl->style, dl->cubemapname, dl->shadow, dl->corona, dl->coronasizescale, dl->ambientscale, dl->diffusescale, dl->specularscale, dl->flags);
|
|
r_refdef.scene.lights[r_refdef.scene.numlights++] = &dl->rtlight;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!cl.lightstyle)
|
|
{
|
|
for (j = 0;j < cl.max_lightstyle;j++)
|
|
{
|
|
r_refdef.scene.rtlightstylevalue[j] = 1;
|
|
r_refdef.scene.lightstylevalue[j] = 256;
|
|
}
|
|
return;
|
|
}
|
|
|
|
// light animations
|
|
// 'm' is normal light, 'a' is no light, 'z' is double bright
|
|
f = cl.time * 10;
|
|
i = (int)floor(f);
|
|
frac = f - i;
|
|
for (j = 0;j < cl.max_lightstyle;j++)
|
|
{
|
|
if (!cl.lightstyle[j].length)
|
|
{
|
|
r_refdef.scene.rtlightstylevalue[j] = 1;
|
|
r_refdef.scene.lightstylevalue[j] = 256;
|
|
continue;
|
|
}
|
|
// static lightstyle "=value"
|
|
if (cl.lightstyle[j].map[0] == '=')
|
|
{
|
|
r_refdef.scene.rtlightstylevalue[j] = atof(cl.lightstyle[j].map + 1);
|
|
if ( r_lerplightstyles.integer || ((int)f - f) < 0.01)
|
|
r_refdef.scene.lightstylevalue[j] = r_refdef.scene.rtlightstylevalue[j];
|
|
continue;
|
|
}
|
|
k = i % cl.lightstyle[j].length;
|
|
l = (i-1) % cl.lightstyle[j].length;
|
|
k = cl.lightstyle[j].map[k] - 'a';
|
|
l = cl.lightstyle[j].map[l] - 'a';
|
|
// rtlightstylevalue is always interpolated because it has no bad
|
|
// consequences for performance
|
|
// lightstylevalue is subject to a cvar for performance reasons;
|
|
// skipping lightmap updates on most rendered frames substantially
|
|
// improves framerates (but makes light fades look bad)
|
|
r_refdef.scene.rtlightstylevalue[j] = ((k*frac)+(l*(1-frac)))*(22/256.0f);
|
|
r_refdef.scene.lightstylevalue[j] = r_lerplightstyles.integer ? (unsigned short)(((k*frac)+(l*(1-frac)))*22) : k*22;
|
|
}
|
|
}
|
|
|
|
static void CL_AddQWCTFFlagModel(entity_t *player, int skin)
|
|
{
|
|
int frame = player->render.framegroupblend[0].frame;
|
|
float f;
|
|
entity_render_t *flagrender;
|
|
matrix4x4_t flagmatrix;
|
|
|
|
// this code taken from QuakeWorld
|
|
f = 14;
|
|
if (frame >= 29 && frame <= 40)
|
|
{
|
|
if (frame >= 29 && frame <= 34)
|
|
{ //axpain
|
|
if (frame == 29) f = f + 2;
|
|
else if (frame == 30) f = f + 8;
|
|
else if (frame == 31) f = f + 12;
|
|
else if (frame == 32) f = f + 11;
|
|
else if (frame == 33) f = f + 10;
|
|
else if (frame == 34) f = f + 4;
|
|
}
|
|
else if (frame >= 35 && frame <= 40)
|
|
{ // pain
|
|
if (frame == 35) f = f + 2;
|
|
else if (frame == 36) f = f + 10;
|
|
else if (frame == 37) f = f + 10;
|
|
else if (frame == 38) f = f + 8;
|
|
else if (frame == 39) f = f + 4;
|
|
else if (frame == 40) f = f + 2;
|
|
}
|
|
}
|
|
else if (frame >= 103 && frame <= 118)
|
|
{
|
|
if (frame >= 103 && frame <= 104) f = f + 6; //nailattack
|
|
else if (frame >= 105 && frame <= 106) f = f + 6; //light
|
|
else if (frame >= 107 && frame <= 112) f = f + 7; //rocketattack
|
|
else if (frame >= 112 && frame <= 118) f = f + 7; //shotattack
|
|
}
|
|
// end of code taken from QuakeWorld
|
|
|
|
flagrender = CL_NewTempEntity(player->render.shadertime);
|
|
if (!flagrender)
|
|
return;
|
|
|
|
flagrender->model = CL_GetModelByIndex(cl.qw_modelindex_flag);
|
|
flagrender->skinnum = skin;
|
|
flagrender->alpha = 1;
|
|
VectorSet(flagrender->colormod, 1, 1, 1);
|
|
VectorSet(flagrender->glowmod, 1, 1, 1);
|
|
// attach the flag to the player matrix
|
|
Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
|
|
Matrix4x4_Concat(&flagrender->matrix, &player->render.matrix, &flagmatrix);
|
|
CL_UpdateRenderEntity(flagrender);
|
|
}
|
|
|
|
matrix4x4_t viewmodelmatrix_withbob;
|
|
matrix4x4_t viewmodelmatrix_nobob;
|
|
|
|
static const vec3_t muzzleflashorigin = {18, 0, 0};
|
|
|
|
void CL_SetEntityColormapColors(entity_render_t *ent, int colormap)
|
|
{
|
|
const unsigned char *cbcolor;
|
|
if (colormap >= 0)
|
|
{
|
|
cbcolor = palette_rgb_pantscolormap[colormap & 0xF];
|
|
VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_pantscolor);
|
|
cbcolor = palette_rgb_shirtcolormap[(colormap & 0xF0) >> 4];
|
|
VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_shirtcolor);
|
|
}
|
|
else
|
|
{
|
|
VectorClear(ent->colormap_pantscolor);
|
|
VectorClear(ent->colormap_shirtcolor);
|
|
}
|
|
}
|
|
|
|
// note this is a recursive function, recursionlimit should be 32 or so on the initial call
|
|
static void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolate)
|
|
{
|
|
const matrix4x4_t *matrix;
|
|
matrix4x4_t blendmatrix, tempmatrix, matrix2;
|
|
int frame;
|
|
vec_t origin[3], angles[3], lerp;
|
|
entity_t *t;
|
|
entity_render_t *r;
|
|
//entity_persistent_t *p = &e->persistent;
|
|
//entity_render_t *r = &e->render;
|
|
// skip inactive entities and world
|
|
if (!e->state_current.active || e == cl.entities)
|
|
return;
|
|
if (recursionlimit < 1)
|
|
return;
|
|
e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
|
|
e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
|
|
e->render.flags = e->state_current.flags;
|
|
e->render.effects = e->state_current.effects;
|
|
VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
|
|
VectorScale(e->state_current.glowmod, (1.0f / 32.0f), e->render.glowmod);
|
|
if(e >= cl.entities && e < cl.entities + cl.num_entities)
|
|
e->render.entitynumber = e - cl.entities;
|
|
else
|
|
e->render.entitynumber = 0;
|
|
if (e->state_current.flags & RENDER_COLORMAPPED)
|
|
CL_SetEntityColormapColors(&e->render, e->state_current.colormap);
|
|
else if (e->state_current.colormap > 0 && e->state_current.colormap <= cl.maxclients && cl.scores != NULL)
|
|
CL_SetEntityColormapColors(&e->render, cl.scores[e->state_current.colormap-1].colors);
|
|
else
|
|
CL_SetEntityColormapColors(&e->render, -1);
|
|
e->render.skinnum = e->state_current.skin;
|
|
if (e->state_current.tagentity)
|
|
{
|
|
// attached entity (gun held in player model's hand, etc)
|
|
// if the tag entity is currently impossible, skip it
|
|
if (e->state_current.tagentity >= cl.num_entities)
|
|
return;
|
|
t = cl.entities + e->state_current.tagentity;
|
|
// if the tag entity is inactive, skip it
|
|
if (t->state_current.active)
|
|
{
|
|
// update the parent first
|
|
CL_UpdateNetworkEntity(t, recursionlimit - 1, interpolate);
|
|
r = &t->render;
|
|
}
|
|
else
|
|
{
|
|
// it may still be a CSQC entity... trying to use its
|
|
// info from last render frame (better than nothing)
|
|
if(!cl.csqc_server2csqcentitynumber[e->state_current.tagentity])
|
|
return;
|
|
r = cl.csqcrenderentities + cl.csqc_server2csqcentitynumber[e->state_current.tagentity];
|
|
if(!r->entitynumber)
|
|
return; // neither CSQC nor legacy entity... can't attach
|
|
}
|
|
// make relative to the entity
|
|
matrix = &r->matrix;
|
|
// some properties of the tag entity carry over
|
|
e->render.flags |= r->flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
|
|
// if a valid tagindex is used, make it relative to that tag instead
|
|
if (e->state_current.tagentity && e->state_current.tagindex >= 1 && r->model)
|
|
{
|
|
if(!Mod_Alias_GetTagMatrix(r->model, r->frameblend, r->skeleton, e->state_current.tagindex - 1, &blendmatrix)) // i.e. no error
|
|
{
|
|
// concat the tag matrices onto the entity matrix
|
|
Matrix4x4_Concat(&tempmatrix, &r->matrix, &blendmatrix);
|
|
// use the constructed tag matrix
|
|
matrix = &tempmatrix;
|
|
}
|
|
}
|
|
}
|
|
else if (e->render.flags & RENDER_VIEWMODEL)
|
|
{
|
|
// view-relative entity (guns and such)
|
|
if (e->render.effects & EF_NOGUNBOB)
|
|
matrix = &viewmodelmatrix_nobob; // really attached to view
|
|
else
|
|
matrix = &viewmodelmatrix_withbob; // attached to gun bob matrix
|
|
}
|
|
else
|
|
{
|
|
// world-relative entity (the normal kind)
|
|
matrix = &identitymatrix;
|
|
}
|
|
|
|
// movement lerp
|
|
// if it's the predicted player entity, update according to client movement
|
|
// but don't lerp if going through a teleporter as it causes a bad lerp
|
|
// also don't use the predicted location if fixangle was set on both of
|
|
// the most recent server messages, as that cause means you are spectating
|
|
// someone or watching a cutscene of some sort
|
|
if (cl_nolerp.integer || cls.timedemo)
|
|
interpolate = false;
|
|
if (e == cl.entities + cl.playerentity && cl.movement_predicted && (!cl.fixangle[1] || !cl.fixangle[0]))
|
|
{
|
|
VectorCopy(cl.movement_origin, origin);
|
|
VectorSet(angles, 0, cl.viewangles[1], 0);
|
|
}
|
|
else if (interpolate && e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1 + cl_lerpexcess.value)
|
|
{
|
|
// interpolate the origin and angles
|
|
lerp = max(0, lerp);
|
|
VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
|
|
#if 0
|
|
// this fails at the singularity of euler angles
|
|
VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
|
|
if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
|
|
if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
|
|
if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
|
|
VectorMA(e->persistent.oldangles, lerp, delta, angles);
|
|
#else
|
|
{
|
|
vec3_t f0, u0, f1, u1;
|
|
AngleVectors(e->persistent.oldangles, f0, NULL, u0);
|
|
AngleVectors(e->persistent.newangles, f1, NULL, u1);
|
|
VectorMAM(1-lerp, f0, lerp, f1, f0);
|
|
VectorMAM(1-lerp, u0, lerp, u1, u0);
|
|
AnglesFromVectors(angles, f0, u0, false);
|
|
}
|
|
#endif
|
|
}
|
|
else
|
|
{
|
|
// no interpolation
|
|
VectorCopy(e->persistent.neworigin, origin);
|
|
VectorCopy(e->persistent.newangles, angles);
|
|
}
|
|
|
|
// model setup and some modelflags
|
|
frame = e->state_current.frame;
|
|
e->render.model = CL_GetModelByIndex(e->state_current.modelindex);
|
|
if (e->render.model)
|
|
{
|
|
if (e->render.skinnum >= e->render.model->numskins)
|
|
e->render.skinnum = 0;
|
|
if (frame >= e->render.model->numframes)
|
|
frame = 0;
|
|
// models can set flags such as EF_ROCKET
|
|
// this 0xFF800000 mask is EF_NOMODELFLAGS plus all the higher EF_ flags such as EF_ROCKET
|
|
if (!(e->render.effects & 0xFF800000))
|
|
e->render.effects |= e->render.model->effects;
|
|
// if model is alias or this is a tenebrae-like dlight, reverse pitch direction
|
|
if (e->render.model->type == mod_alias)
|
|
angles[0] = -angles[0];
|
|
if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
|
|
{
|
|
VectorScale(e->render.colormod, 2, e->render.colormod);
|
|
VectorScale(e->render.glowmod, 2, e->render.glowmod);
|
|
}
|
|
}
|
|
// if model is alias or this is a tenebrae-like dlight, reverse pitch direction
|
|
else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
|
|
angles[0] = -angles[0];
|
|
// NOTE: this must be synced to SV_GetPitchSign!
|
|
|
|
if ((e->render.effects & EF_ROTATE) && !(e->render.flags & RENDER_VIEWMODEL))
|
|
{
|
|
angles[1] = ANGLEMOD(100*cl.time);
|
|
if (cl_itembobheight.value)
|
|
origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
|
|
}
|
|
|
|
// animation lerp
|
|
e->render.skeleton = NULL;
|
|
if (e->render.flags & RENDER_COMPLEXANIMATION)
|
|
{
|
|
e->render.framegroupblend[0] = e->state_current.framegroupblend[0];
|
|
e->render.framegroupblend[1] = e->state_current.framegroupblend[1];
|
|
e->render.framegroupblend[2] = e->state_current.framegroupblend[2];
|
|
e->render.framegroupblend[3] = e->state_current.framegroupblend[3];
|
|
if (e->state_current.skeletonobject.model && e->state_current.skeletonobject.relativetransforms)
|
|
e->render.skeleton = &e->state_current.skeletonobject;
|
|
}
|
|
else if (e->render.framegroupblend[0].frame == frame)
|
|
{
|
|
// update frame lerp fraction
|
|
e->render.framegroupblend[0].lerp = 1;
|
|
e->render.framegroupblend[1].lerp = 0;
|
|
if (e->render.framegroupblend[0].start > e->render.framegroupblend[1].start)
|
|
{
|
|
// make sure frame lerp won't last longer than 100ms
|
|
// (this mainly helps with models that use framegroups and
|
|
// switch between them infrequently)
|
|
float maxdelta = cl_lerpanim_maxdelta_server.value;
|
|
if(e->render.model)
|
|
if(e->render.model->animscenes)
|
|
if(e->render.model->animscenes[e->render.framegroupblend[0].frame].framecount > 1 || e->render.model->animscenes[e->render.framegroupblend[1].frame].framecount > 1)
|
|
maxdelta = cl_lerpanim_maxdelta_framegroups.value;
|
|
maxdelta = max(maxdelta, cl.mtime[0] - cl.mtime[1]);
|
|
e->render.framegroupblend[0].lerp = (cl.time - e->render.framegroupblend[0].start) / min(e->render.framegroupblend[0].start - e->render.framegroupblend[1].start, maxdelta);
|
|
e->render.framegroupblend[0].lerp = bound(0, e->render.framegroupblend[0].lerp, 1);
|
|
e->render.framegroupblend[1].lerp = 1 - e->render.framegroupblend[0].lerp;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// begin a new frame lerp
|
|
e->render.framegroupblend[1] = e->render.framegroupblend[0];
|
|
e->render.framegroupblend[1].lerp = 1;
|
|
e->render.framegroupblend[0].frame = frame;
|
|
e->render.framegroupblend[0].start = cl.time;
|
|
e->render.framegroupblend[0].lerp = 0;
|
|
}
|
|
|
|
// set up the render matrix
|
|
if (matrix)
|
|
{
|
|
// attached entity, this requires a matrix multiply (concat)
|
|
// FIXME: e->render.scale should go away
|
|
Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
|
|
// concat the matrices to make the entity relative to its tag
|
|
Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
|
|
// get the origin from the new matrix
|
|
Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
|
|
}
|
|
else
|
|
{
|
|
// unattached entities are faster to process
|
|
Matrix4x4_CreateFromQuakeEntity(&e->render.matrix, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
|
|
}
|
|
|
|
// tenebrae's sprites are all additive mode (weird)
|
|
if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
|
|
e->render.flags |= RENDER_ADDITIVE;
|
|
// player model is only shown with chase_active on
|
|
if (e->state_current.number == cl.viewentity)
|
|
e->render.flags |= RENDER_EXTERIORMODEL;
|
|
// either fullbright or lit
|
|
if(!r_fullbright.integer)
|
|
{
|
|
if (!(e->render.effects & EF_FULLBRIGHT))
|
|
e->render.flags |= RENDER_LIGHT;
|
|
else if(r_equalize_entities_fullbright.integer)
|
|
e->render.flags |= RENDER_LIGHT | RENDER_EQUALIZE;
|
|
}
|
|
// hide player shadow during intermission or nehahra movie
|
|
if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST))
|
|
&& (e->render.alpha >= 1)
|
|
&& !(e->render.flags & RENDER_VIEWMODEL)
|
|
&& (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
|
|
e->render.flags |= RENDER_SHADOW;
|
|
if (e->render.flags & RENDER_VIEWMODEL)
|
|
e->render.flags |= RENDER_NOSELFSHADOW;
|
|
if (e->render.effects & EF_NOSELFSHADOW)
|
|
e->render.flags |= RENDER_NOSELFSHADOW;
|
|
if (e->render.effects & EF_NODEPTHTEST)
|
|
e->render.flags |= RENDER_NODEPTHTEST;
|
|
if (e->render.effects & EF_ADDITIVE)
|
|
e->render.flags |= RENDER_ADDITIVE;
|
|
if (e->render.effects & EF_DOUBLESIDED)
|
|
e->render.flags |= RENDER_DOUBLESIDED;
|
|
if (e->render.effects & EF_DYNAMICMODELLIGHT)
|
|
e->render.flags |= RENDER_DYNAMICMODELLIGHT;
|
|
|
|
// make the other useful stuff
|
|
e->render.allowdecals = true;
|
|
CL_UpdateRenderEntity(&e->render);
|
|
}
|
|
|
|
// creates light and trails from an entity
|
|
static void CL_UpdateNetworkEntityTrail(entity_t *e)
|
|
{
|
|
effectnameindex_t trailtype;
|
|
vec3_t origin;
|
|
|
|
// bmodels are treated specially since their origin is usually '0 0 0' and
|
|
// their actual geometry is far from '0 0 0'
|
|
if (e->render.model && e->render.model->soundfromcenter)
|
|
{
|
|
vec3_t o;
|
|
VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
|
|
Matrix4x4_Transform(&e->render.matrix, o, origin);
|
|
}
|
|
else
|
|
Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
|
|
|
|
// handle particle trails and such effects now that we know where this
|
|
// entity is in the world...
|
|
trailtype = EFFECT_NONE;
|
|
// LordHavoc: if the entity has no effects, don't check each
|
|
if (e->render.effects & (EF_BRIGHTFIELD | EF_FLAME | EF_STARDUST))
|
|
{
|
|
if (e->render.effects & EF_BRIGHTFIELD)
|
|
{
|
|
if (gamemode == GAME_NEXUIZ || gamemode == GAME_XONOTIC)
|
|
trailtype = EFFECT_TR_NEXUIZPLASMA;
|
|
else
|
|
CL_EntityParticles(e);
|
|
}
|
|
if (e->render.effects & EF_FLAME)
|
|
CL_ParticleTrail(EFFECT_EF_FLAME, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true, NULL, NULL);
|
|
if (e->render.effects & EF_STARDUST)
|
|
CL_ParticleTrail(EFFECT_EF_STARDUST, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true, NULL, NULL);
|
|
}
|
|
if (e->render.internaleffects & (INTEF_FLAG1QW | INTEF_FLAG2QW))
|
|
{
|
|
// these are only set on player entities
|
|
CL_AddQWCTFFlagModel(e, (e->render.internaleffects & INTEF_FLAG2QW) != 0);
|
|
}
|
|
// muzzleflash fades over time
|
|
if (e->persistent.muzzleflash > 0)
|
|
e->persistent.muzzleflash -= bound(0, cl.time - cl.oldtime, 0.1) * 20;
|
|
// LordHavoc: if the entity has no effects, don't check each
|
|
if (e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
|
|
{
|
|
if (e->render.effects & EF_GIB)
|
|
trailtype = EFFECT_TR_BLOOD;
|
|
else if (e->render.effects & EF_ZOMGIB)
|
|
trailtype = EFFECT_TR_SLIGHTBLOOD;
|
|
else if (e->render.effects & EF_TRACER)
|
|
trailtype = EFFECT_TR_WIZSPIKE;
|
|
else if (e->render.effects & EF_TRACER2)
|
|
trailtype = EFFECT_TR_KNIGHTSPIKE;
|
|
else if (e->render.effects & EF_ROCKET)
|
|
trailtype = EFFECT_TR_ROCKET;
|
|
else if (e->render.effects & EF_GRENADE)
|
|
{
|
|
// LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
|
|
trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
|
|
}
|
|
else if (e->render.effects & EF_TRACER3)
|
|
trailtype = EFFECT_TR_VORESPIKE;
|
|
}
|
|
// do trails
|
|
if (e->render.flags & RENDER_GLOWTRAIL)
|
|
trailtype = EFFECT_TR_GLOWTRAIL;
|
|
if (e->state_current.traileffectnum)
|
|
trailtype = (effectnameindex_t)e->state_current.traileffectnum;
|
|
// check if a trail is allowed (it is not after a teleport for example)
|
|
if (trailtype && e->persistent.trail_allowed)
|
|
{
|
|
float len;
|
|
vec3_t vel;
|
|
VectorSubtract(e->state_current.origin, e->state_previous.origin, vel);
|
|
len = e->state_current.time - e->state_previous.time;
|
|
if (len > 0)
|
|
len = 1.0f / len;
|
|
VectorScale(vel, len, vel);
|
|
// pass time as count so that trails that are time based (such as an emitter) will emit properly as long as they don't use trailspacing
|
|
CL_ParticleTrail(trailtype, bound(0, cl.time - cl.oldtime, 0.1), e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor, false, true, NULL, NULL);
|
|
}
|
|
// now that the entity has survived one trail update it is allowed to
|
|
// leave a real trail on later frames
|
|
e->persistent.trail_allowed = true;
|
|
VectorCopy(origin, e->persistent.trail_origin);
|
|
}
|
|
|
|
|
|
/*
|
|
===============
|
|
CL_UpdateViewEntities
|
|
===============
|
|
*/
|
|
void CL_UpdateViewEntities(void)
|
|
{
|
|
int i;
|
|
// update any RENDER_VIEWMODEL entities to use the new view matrix
|
|
for (i = 1;i < cl.num_entities;i++)
|
|
{
|
|
if (cl.entities_active[i])
|
|
{
|
|
entity_t *ent = cl.entities + i;
|
|
if ((ent->render.flags & RENDER_VIEWMODEL) || ent->state_current.tagentity)
|
|
CL_UpdateNetworkEntity(ent, 32, true);
|
|
}
|
|
}
|
|
// and of course the engine viewmodel needs updating as well
|
|
CL_UpdateNetworkEntity(&cl.viewent, 32, true);
|
|
}
|
|
|
|
/*
|
|
===============
|
|
CL_UpdateNetworkCollisionEntities
|
|
===============
|
|
*/
|
|
static void CL_UpdateNetworkCollisionEntities(void)
|
|
{
|
|
entity_t *ent;
|
|
int i;
|
|
|
|
// start on the entity after the world
|
|
cl.num_brushmodel_entities = 0;
|
|
for (i = cl.maxclients + 1;i < cl.num_entities;i++)
|
|
{
|
|
if (cl.entities_active[i])
|
|
{
|
|
ent = cl.entities + i;
|
|
if (ent->state_current.active && ent->render.model && ent->render.model->name[0] == '*' && ent->render.model->TraceBox)
|
|
{
|
|
// do not interpolate the bmodels for this
|
|
CL_UpdateNetworkEntity(ent, 32, false);
|
|
cl.brushmodel_entities[cl.num_brushmodel_entities++] = i;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
CL_UpdateNetworkEntities
|
|
===============
|
|
*/
|
|
static void CL_UpdateNetworkEntities(void)
|
|
{
|
|
entity_t *ent;
|
|
int i;
|
|
|
|
// start on the entity after the world
|
|
for (i = 1;i < cl.num_entities;i++)
|
|
{
|
|
if (cl.entities_active[i])
|
|
{
|
|
ent = cl.entities + i;
|
|
if (ent->state_current.active)
|
|
{
|
|
CL_UpdateNetworkEntity(ent, 32, true);
|
|
// view models should never create light/trails
|
|
if (!(ent->render.flags & RENDER_VIEWMODEL))
|
|
CL_UpdateNetworkEntityTrail(ent);
|
|
}
|
|
else
|
|
{
|
|
R_DecalSystem_Reset(&ent->render.decalsystem);
|
|
cl.entities_active[i] = false;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
static void CL_UpdateViewModel(void)
|
|
{
|
|
entity_t *ent;
|
|
ent = &cl.viewent;
|
|
ent->state_previous = ent->state_current;
|
|
ent->state_current = defaultstate;
|
|
ent->state_current.time = cl.time;
|
|
ent->state_current.number = (unsigned short)-1;
|
|
ent->state_current.active = true;
|
|
ent->state_current.modelindex = cl.stats[STAT_WEAPON];
|
|
ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
|
|
ent->state_current.flags = RENDER_VIEWMODEL;
|
|
if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
|
|
ent->state_current.modelindex = 0;
|
|
else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
|
|
{
|
|
if (gamemode == GAME_TRANSFUSION)
|
|
ent->state_current.alpha = 128;
|
|
else
|
|
ent->state_current.modelindex = 0;
|
|
}
|
|
ent->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
|
|
ent->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB));
|
|
|
|
// reset animation interpolation on weaponmodel if model changed
|
|
if (ent->state_previous.modelindex != ent->state_current.modelindex)
|
|
{
|
|
ent->render.framegroupblend[0].frame = ent->render.framegroupblend[1].frame = ent->state_current.frame;
|
|
ent->render.framegroupblend[0].start = ent->render.framegroupblend[1].start = cl.time;
|
|
ent->render.framegroupblend[0].lerp = 1;ent->render.framegroupblend[1].lerp = 0;
|
|
}
|
|
CL_UpdateNetworkEntity(ent, 32, true);
|
|
}
|
|
|
|
// note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
|
|
static void CL_LinkNetworkEntity(entity_t *e)
|
|
{
|
|
effectnameindex_t trailtype;
|
|
vec3_t origin;
|
|
vec3_t dlightcolor;
|
|
vec_t dlightradius;
|
|
char vabuf[1024];
|
|
|
|
// skip inactive entities and world
|
|
if (!e->state_current.active || e == cl.entities)
|
|
return;
|
|
if (e->state_current.tagentity)
|
|
{
|
|
// if the tag entity is currently impossible, skip it
|
|
if (e->state_current.tagentity >= cl.num_entities)
|
|
return;
|
|
// if the tag entity is inactive, skip it
|
|
if (!cl.entities[e->state_current.tagentity].state_current.active)
|
|
{
|
|
if(!cl.csqc_server2csqcentitynumber[e->state_current.tagentity])
|
|
return;
|
|
if(!cl.csqcrenderentities[cl.csqc_server2csqcentitynumber[e->state_current.tagentity]].entitynumber)
|
|
return;
|
|
// if we get here, it's properly csqc networked and attached
|
|
}
|
|
}
|
|
|
|
// create entity dlights associated with this entity
|
|
if (e->render.model && e->render.model->soundfromcenter)
|
|
{
|
|
// bmodels are treated specially since their origin is usually '0 0 0'
|
|
vec3_t o;
|
|
VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
|
|
Matrix4x4_Transform(&e->render.matrix, o, origin);
|
|
}
|
|
else
|
|
Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
|
|
trailtype = EFFECT_NONE;
|
|
dlightradius = 0;
|
|
dlightcolor[0] = 0;
|
|
dlightcolor[1] = 0;
|
|
dlightcolor[2] = 0;
|
|
// LordHavoc: if the entity has no effects, don't check each
|
|
if (e->render.effects & (EF_BRIGHTFIELD | EF_DIMLIGHT | EF_BRIGHTLIGHT | EF_RED | EF_BLUE | EF_FLAME | EF_STARDUST))
|
|
{
|
|
if (e->render.effects & EF_BRIGHTFIELD)
|
|
{
|
|
if (gamemode == GAME_NEXUIZ || gamemode == GAME_XONOTIC)
|
|
trailtype = EFFECT_TR_NEXUIZPLASMA;
|
|
}
|
|
if (e->render.effects & EF_DIMLIGHT)
|
|
{
|
|
dlightradius = max(dlightradius, 200);
|
|
dlightcolor[0] += 1.50f;
|
|
dlightcolor[1] += 1.50f;
|
|
dlightcolor[2] += 1.50f;
|
|
}
|
|
if (e->render.effects & EF_BRIGHTLIGHT)
|
|
{
|
|
dlightradius = max(dlightradius, 400);
|
|
dlightcolor[0] += 3.00f;
|
|
dlightcolor[1] += 3.00f;
|
|
dlightcolor[2] += 3.00f;
|
|
}
|
|
// LordHavoc: more effects
|
|
if (e->render.effects & EF_RED) // red
|
|
{
|
|
dlightradius = max(dlightradius, 200);
|
|
dlightcolor[0] += 1.50f;
|
|
dlightcolor[1] += 0.15f;
|
|
dlightcolor[2] += 0.15f;
|
|
}
|
|
if (e->render.effects & EF_BLUE) // blue
|
|
{
|
|
dlightradius = max(dlightradius, 200);
|
|
dlightcolor[0] += 0.15f;
|
|
dlightcolor[1] += 0.15f;
|
|
dlightcolor[2] += 1.50f;
|
|
}
|
|
if (e->render.effects & EF_FLAME)
|
|
CL_ParticleTrail(EFFECT_EF_FLAME, 1, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false, NULL, NULL);
|
|
if (e->render.effects & EF_STARDUST)
|
|
CL_ParticleTrail(EFFECT_EF_STARDUST, 1, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false, NULL, NULL);
|
|
}
|
|
// muzzleflash fades over time, and is offset a bit
|
|
if (e->persistent.muzzleflash > 0 && r_refdef.scene.numlights < MAX_DLIGHTS)
|
|
{
|
|
vec3_t v2;
|
|
vec3_t color;
|
|
trace_t trace;
|
|
matrix4x4_t tempmatrix;
|
|
Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
|
|
trace = CL_TraceLine(origin, v2, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, true, false, NULL, false, false);
|
|
Matrix4x4_Normalize(&tempmatrix, &e->render.matrix);
|
|
Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], trace.endpos[2]);
|
|
Matrix4x4_Scale(&tempmatrix, 150, 1);
|
|
VectorSet(color, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f);
|
|
R_RTLight_Update(&r_refdef.scene.templights[r_refdef.scene.numlights], false, &tempmatrix, color, -1, NULL, true, 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
|
|
r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
|
|
}
|
|
// LordHavoc: if the model has no flags, don't check each
|
|
if (e->render.model && e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
|
|
{
|
|
if (e->render.effects & EF_GIB)
|
|
trailtype = EFFECT_TR_BLOOD;
|
|
else if (e->render.effects & EF_ZOMGIB)
|
|
trailtype = EFFECT_TR_SLIGHTBLOOD;
|
|
else if (e->render.effects & EF_TRACER)
|
|
trailtype = EFFECT_TR_WIZSPIKE;
|
|
else if (e->render.effects & EF_TRACER2)
|
|
trailtype = EFFECT_TR_KNIGHTSPIKE;
|
|
else if (e->render.effects & EF_ROCKET)
|
|
trailtype = EFFECT_TR_ROCKET;
|
|
else if (e->render.effects & EF_GRENADE)
|
|
{
|
|
// LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
|
|
trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
|
|
}
|
|
else if (e->render.effects & EF_TRACER3)
|
|
trailtype = EFFECT_TR_VORESPIKE;
|
|
}
|
|
// LordHavoc: customizable glow
|
|
if (e->state_current.glowsize)
|
|
{
|
|
// * 4 for the expansion from 0-255 to 0-1023 range,
|
|
// / 255 to scale down byte colors
|
|
dlightradius = max(dlightradius, e->state_current.glowsize * 4);
|
|
VectorMA(dlightcolor, (1.0f / 255.0f), palette_rgb[e->state_current.glowcolor], dlightcolor);
|
|
}
|
|
// custom rtlight
|
|
if ((e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) && r_refdef.scene.numlights < MAX_DLIGHTS)
|
|
{
|
|
matrix4x4_t dlightmatrix;
|
|
vec4_t light;
|
|
VectorScale(e->state_current.light, (1.0f / 256.0f), light);
|
|
light[3] = e->state_current.light[3];
|
|
if (light[0] == 0 && light[1] == 0 && light[2] == 0)
|
|
VectorSet(light, 1, 1, 1);
|
|
if (light[3] == 0)
|
|
light[3] = 350;
|
|
// FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
|
|
Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
|
|
Matrix4x4_Scale(&dlightmatrix, light[3], 1);
|
|
R_RTLight_Update(&r_refdef.scene.templights[r_refdef.scene.numlights], false, &dlightmatrix, light, e->state_current.lightstyle, e->state_current.skin > 0 ? va(vabuf, sizeof(vabuf), "cubemaps/%i", e->state_current.skin) : NULL, !(e->state_current.lightpflags & PFLAGS_NOSHADOW), (e->state_current.lightpflags & PFLAGS_CORONA) != 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
|
|
r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
|
|
}
|
|
// make the glow dlight
|
|
else if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL) && r_refdef.scene.numlights < MAX_DLIGHTS)
|
|
{
|
|
matrix4x4_t dlightmatrix;
|
|
Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
|
|
// hack to make glowing player light shine on their gun
|
|
//if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
|
|
// Matrix4x4_AdjustOrigin(&dlightmatrix, 0, 0, 30);
|
|
Matrix4x4_Scale(&dlightmatrix, dlightradius, 1);
|
|
R_RTLight_Update(&r_refdef.scene.templights[r_refdef.scene.numlights], false, &dlightmatrix, dlightcolor, -1, NULL, true, 1, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
|
|
r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
|
|
}
|
|
// do trail light
|
|
if (e->render.flags & RENDER_GLOWTRAIL)
|
|
trailtype = EFFECT_TR_GLOWTRAIL;
|
|
if (e->state_current.traileffectnum)
|
|
trailtype = (effectnameindex_t)e->state_current.traileffectnum;
|
|
if (trailtype)
|
|
CL_ParticleTrail(trailtype, 1, origin, origin, vec3_origin, vec3_origin, NULL, e->state_current.glowcolor, true, false, NULL, NULL);
|
|
|
|
// don't show entities with no modelindex (note: this still shows
|
|
// entities which have a modelindex that resolved to a NULL model)
|
|
if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.scene.numentities < r_refdef.scene.maxentities)
|
|
r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
|
|
//if (cl.viewentity && e->state_current.number == cl.viewentity)
|
|
// Matrix4x4_Print(&e->render.matrix);
|
|
}
|
|
|
|
static void CL_RelinkWorld(void)
|
|
{
|
|
entity_t *ent = &cl.entities[0];
|
|
// FIXME: this should be done at load
|
|
ent->render.matrix = identitymatrix;
|
|
ent->render.flags = RENDER_SHADOW;
|
|
if (!r_fullbright.integer)
|
|
ent->render.flags |= RENDER_LIGHT;
|
|
VectorSet(ent->render.colormod, 1, 1, 1);
|
|
VectorSet(ent->render.glowmod, 1, 1, 1);
|
|
ent->render.allowdecals = true;
|
|
CL_UpdateRenderEntity(&ent->render);
|
|
r_refdef.scene.worldentity = &ent->render;
|
|
r_refdef.scene.worldmodel = cl.worldmodel;
|
|
}
|
|
|
|
static void CL_RelinkStaticEntities(void)
|
|
{
|
|
int i;
|
|
entity_t *e;
|
|
for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.scene.numentities < r_refdef.scene.maxentities;i++, e++)
|
|
{
|
|
e->render.flags = 0;
|
|
// if the model was not loaded when the static entity was created we
|
|
// need to re-fetch the model pointer
|
|
e->render.model = CL_GetModelByIndex(e->state_baseline.modelindex);
|
|
// either fullbright or lit
|
|
if(!r_fullbright.integer)
|
|
{
|
|
if (!(e->render.effects & EF_FULLBRIGHT))
|
|
e->render.flags |= RENDER_LIGHT;
|
|
else if(r_equalize_entities_fullbright.integer)
|
|
e->render.flags |= RENDER_LIGHT | RENDER_EQUALIZE;
|
|
}
|
|
// hide player shadow during intermission or nehahra movie
|
|
if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST)) && (e->render.alpha >= 1))
|
|
e->render.flags |= RENDER_SHADOW;
|
|
VectorSet(e->render.colormod, 1, 1, 1);
|
|
VectorSet(e->render.glowmod, 1, 1, 1);
|
|
VM_FrameBlendFromFrameGroupBlend(e->render.frameblend, e->render.framegroupblend, e->render.model, cl.time);
|
|
e->render.allowdecals = true;
|
|
CL_UpdateRenderEntity(&e->render);
|
|
r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
CL_RelinkEntities
|
|
===============
|
|
*/
|
|
static void CL_RelinkNetworkEntities(void)
|
|
{
|
|
entity_t *ent;
|
|
int i;
|
|
|
|
// start on the entity after the world
|
|
for (i = 1;i < cl.num_entities;i++)
|
|
{
|
|
if (cl.entities_active[i])
|
|
{
|
|
ent = cl.entities + i;
|
|
if (ent->state_current.active)
|
|
CL_LinkNetworkEntity(ent);
|
|
else
|
|
cl.entities_active[i] = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
static void CL_RelinkEffects(void)
|
|
{
|
|
int i, intframe;
|
|
cl_effect_t *e;
|
|
entity_render_t *entrender;
|
|
float frame;
|
|
|
|
for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++)
|
|
{
|
|
if (e->active)
|
|
{
|
|
frame = (cl.time - e->starttime) * e->framerate + e->startframe;
|
|
intframe = (int)frame;
|
|
if (intframe < 0 || intframe >= e->endframe)
|
|
{
|
|
memset(e, 0, sizeof(*e));
|
|
while (cl.num_effects > 0 && !cl.effects[cl.num_effects - 1].active)
|
|
cl.num_effects--;
|
|
continue;
|
|
}
|
|
|
|
if (intframe != e->frame)
|
|
{
|
|
e->frame = intframe;
|
|
e->frame1time = e->frame2time;
|
|
e->frame2time = cl.time;
|
|
}
|
|
|
|
// if we're drawing effects, get a new temp entity
|
|
// (NewTempEntity adds it to the render entities list for us)
|
|
if (r_draweffects.integer && (entrender = CL_NewTempEntity(e->starttime)))
|
|
{
|
|
// interpolation stuff
|
|
entrender->framegroupblend[0].frame = intframe;
|
|
entrender->framegroupblend[0].lerp = 1 - frame - intframe;
|
|
entrender->framegroupblend[0].start = e->frame1time;
|
|
if (intframe + 1 >= e->endframe)
|
|
{
|
|
entrender->framegroupblend[1].frame = 0; // disappear
|
|
entrender->framegroupblend[1].lerp = 0;
|
|
entrender->framegroupblend[1].start = 0;
|
|
}
|
|
else
|
|
{
|
|
entrender->framegroupblend[1].frame = intframe + 1;
|
|
entrender->framegroupblend[1].lerp = frame - intframe;
|
|
entrender->framegroupblend[1].start = e->frame2time;
|
|
}
|
|
|
|
// normal stuff
|
|
entrender->model = CL_GetModelByIndex(e->modelindex);
|
|
entrender->alpha = 1;
|
|
VectorSet(entrender->colormod, 1, 1, 1);
|
|
VectorSet(entrender->glowmod, 1, 1, 1);
|
|
|
|
Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
|
|
CL_UpdateRenderEntity(entrender);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
extern float gunangles[3];
|
|
extern float gunorg[3];
|
|
extern float vieworg[3];
|
|
extern cvar_t r_worldscale;
|
|
|
|
|
|
void CL_Beam_CalculatePositions(const beam_t *b, vec3_t start, vec3_t end)
|
|
{
|
|
VectorCopy(b->start, start);
|
|
VectorCopy(b->end, end);
|
|
|
|
// if coming from the player, update the start position
|
|
if (b->entity == cl.viewentity)
|
|
{
|
|
if (cl_beams_quakepositionhack.integer && !chase_active.integer)
|
|
{
|
|
// LordHavoc: this is a stupid hack from Quake that makes your
|
|
// lightning appear to come from your waist and cover less of your
|
|
// view
|
|
// in Quake this hack was applied to all players (causing the
|
|
// infamous crotch-lightning), but in darkplaces and QuakeWorld it
|
|
// only applies to your own lightning, and only in first person
|
|
Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, start);
|
|
}
|
|
|
|
//Use gun location as beam origin
|
|
VectorCopy(gunorg, start);
|
|
start[2] -= 5.0f; // Hack to align lightning with gun
|
|
|
|
if (cl_beams_instantaimhack.integer)
|
|
{
|
|
vec3_t dir, localend;
|
|
vec_t len;
|
|
// LordHavoc: this updates the beam direction to match your
|
|
// viewangles
|
|
VectorSubtract(end, start, dir);
|
|
len = VectorLength(dir);
|
|
VectorNormalize(dir);
|
|
VectorSet(localend, len, 0, 0);
|
|
Matrix4x4_Transform(&r_refdef.view.matrix, localend, end);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void CL_LaserSight_CalculatePositions(vec3_t start, vec3_t end)
|
|
{
|
|
vec3_t temp;
|
|
trace_t trace;
|
|
|
|
Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, start);
|
|
|
|
matrix4x4_t gunOrientationMatrix;
|
|
Matrix4x4_CreateFromQuakeEntity(&gunOrientationMatrix, gunorg[0], gunorg[1], gunorg[2], gunangles[0], gunangles[1], 0.0f, 1.0f);
|
|
|
|
VectorSet(temp, 65536, 0, 0);
|
|
Matrix4x4_Transform(&gunOrientationMatrix, temp, end);
|
|
trace = CL_TraceLine(start, end, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID, true, false, NULL, true, true);
|
|
|
|
VectorCopy(trace.endpos, end);
|
|
VectorCopy(gunorg, start);
|
|
start[2] -= 7.0f;
|
|
}
|
|
|
|
extern cvar_t r_lasersight;
|
|
void CL_LaserSight_SetupTorch()
|
|
{
|
|
qboolean cldead = (cl.stats[STAT_HEALTH] <= 0 && cl.stats[STAT_HEALTH] != -666 && cl.stats[STAT_HEALTH] != -2342);
|
|
int activeWeapon = cl.stats[STAT_ACTIVEWEAPON];
|
|
if (!cl.intermission && !cls.demoplayback && r_lasersight.integer == 2 && !cldead && activeWeapon != IT_AXE && activeWeapon != IT_GRENADE_LAUNCHER)
|
|
{
|
|
vec3_t org, start, end, dir;
|
|
vec_t dist;
|
|
CL_LaserSight_CalculatePositions(start, end);
|
|
|
|
// calculate the nearest point on the line (beam) for depth sorting
|
|
VectorSubtract(end, start, dir);
|
|
dist = (DotProduct(r_refdef.view.origin, dir) - DotProduct(start, dir)) / (DotProduct(end, dir) - DotProduct(start, dir));
|
|
dist = bound(0, dist, 1);
|
|
VectorLerp(start, dist, end, org);
|
|
|
|
//Torch
|
|
if (r_refdef.scene.numlights < MAX_DLIGHTS) {
|
|
vec3_t dlightcolor;
|
|
matrix4x4_t tempmatrix;
|
|
VectorSet(dlightcolor, 3.2, 3.7, 4);
|
|
Matrix4x4_CreateFromQuakeEntity(&tempmatrix, end[0], end[1], end[2], 0, 0, 0, 8);
|
|
R_RTLight_Update(&r_refdef.scene.templights[r_refdef.scene.numlights], false,
|
|
&tempmatrix, dlightcolor, -1, NULL, true, 1, 0.5, 1, 0, 0,
|
|
LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
|
|
r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];
|
|
r_refdef.scene.numlights++;
|
|
}
|
|
}
|
|
}
|
|
|
|
void CL_RelinkBeams(void)
|
|
{
|
|
int i;
|
|
beam_t *b;
|
|
vec3_t dist, org, start, end;
|
|
float d;
|
|
entity_render_t *entrender;
|
|
double yaw, pitch;
|
|
float forward;
|
|
matrix4x4_t tempmatrix;
|
|
|
|
for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++)
|
|
{
|
|
if (!b->model)
|
|
continue;
|
|
if (b->endtime < cl.time)
|
|
{
|
|
b->model = NULL;
|
|
continue;
|
|
}
|
|
|
|
CL_Beam_CalculatePositions(b, start, end);
|
|
|
|
if (b->lightning)
|
|
{
|
|
if (cl_beams_lightatend.integer && r_refdef.scene.numlights < MAX_DLIGHTS)
|
|
{
|
|
// FIXME: create a matrix from the beam start/end orientation
|
|
vec3_t dlightcolor;
|
|
VectorSet(dlightcolor, 0.3, 0.7, 1);
|
|
Matrix4x4_CreateFromQuakeEntity(&tempmatrix, end[0], end[1], end[2], 0, 0, 0, 200);
|
|
R_RTLight_Update(&r_refdef.scene.templights[r_refdef.scene.numlights], false, &tempmatrix, dlightcolor, -1, NULL, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
|
|
r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights];r_refdef.scene.numlights++;
|
|
}
|
|
if (cl_beams_polygons.integer)
|
|
continue;
|
|
}
|
|
|
|
// calculate pitch and yaw
|
|
// (this is similar to the QuakeC builtin function vectoangles)
|
|
VectorSubtract(end, start, dist);
|
|
if (dist[1] == 0 && dist[0] == 0)
|
|
{
|
|
yaw = 0;
|
|
if (dist[2] > 0)
|
|
pitch = 90;
|
|
else
|
|
pitch = 270;
|
|
}
|
|
else
|
|
{
|
|
yaw = atan2(dist[1], dist[0]) * 180 / M_PI;
|
|
if (yaw < 0)
|
|
yaw += 360;
|
|
|
|
forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
|
|
pitch = atan2(dist[2], forward) * 180 / M_PI;
|
|
if (pitch < 0)
|
|
pitch += 360;
|
|
}
|
|
|
|
// add new entities for the lightning
|
|
VectorCopy (start, org);
|
|
d = VectorNormalizeLength(dist);
|
|
while (d > 0)
|
|
{
|
|
entrender = CL_NewTempEntity (0);
|
|
if (!entrender)
|
|
return;
|
|
//VectorCopy (org, ent->render.origin);
|
|
entrender->model = b->model;
|
|
//ent->render.effects = EF_FULLBRIGHT;
|
|
//ent->render.angles[0] = pitch;
|
|
//ent->render.angles[1] = yaw;
|
|
//ent->render.angles[2] = rand()%360;
|
|
Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
|
|
CL_UpdateRenderEntity(entrender);
|
|
VectorMA(org, 30, dist, org);
|
|
d -= 30;
|
|
}
|
|
}
|
|
|
|
while (cl.num_beams > 0 && !cl.beams[cl.num_beams - 1].model)
|
|
cl.num_beams--;
|
|
}
|
|
|
|
static void CL_RelinkQWNails(void)
|
|
{
|
|
int i;
|
|
vec_t *v;
|
|
entity_render_t *entrender;
|
|
|
|
for (i = 0;i < cl.qw_num_nails;i++)
|
|
{
|
|
v = cl.qw_nails[i];
|
|
|
|
// if we're drawing effects, get a new temp entity
|
|
// (NewTempEntity adds it to the render entities list for us)
|
|
if (!(entrender = CL_NewTempEntity(0)))
|
|
continue;
|
|
|
|
// normal stuff
|
|
entrender->model = CL_GetModelByIndex(cl.qw_modelindex_spike);
|
|
entrender->alpha = 1;
|
|
VectorSet(entrender->colormod, 1, 1, 1);
|
|
VectorSet(entrender->glowmod, 1, 1, 1);
|
|
|
|
Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
|
|
CL_UpdateRenderEntity(entrender);
|
|
}
|
|
}
|
|
|
|
static void CL_LerpPlayer(float frac)
|
|
{
|
|
int i;
|
|
|
|
cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
|
|
for (i = 0;i < 3;i++)
|
|
{
|
|
cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
|
|
cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
|
|
cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
|
|
}
|
|
|
|
// interpolate the angles if playing a demo or spectating someone
|
|
if (cls.demoplayback || cl.fixangle[0])
|
|
{
|
|
for (i = 0;i < 3;i++)
|
|
{
|
|
float d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
|
|
if (d > 180)
|
|
d -= 360;
|
|
else if (d < -180)
|
|
d += 360;
|
|
cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
|
|
}
|
|
}
|
|
}
|
|
|
|
void CSQC_RelinkAllEntities (int drawmask)
|
|
{
|
|
// link stuff
|
|
CL_RelinkWorld();
|
|
CL_RelinkStaticEntities();
|
|
CL_RelinkBeams();
|
|
CL_RelinkEffects();
|
|
CL_LaserSight_SetupTorch();
|
|
|
|
// link stuff
|
|
if (drawmask & ENTMASK_ENGINE)
|
|
{
|
|
CL_RelinkNetworkEntities();
|
|
if (drawmask & ENTMASK_ENGINEVIEWMODELS)
|
|
CL_LinkNetworkEntity(&cl.viewent); // link gun model
|
|
CL_RelinkQWNails();
|
|
}
|
|
|
|
// update view blend
|
|
V_CalcViewBlend();
|
|
}
|
|
|
|
/*
|
|
===============
|
|
CL_UpdateWorld
|
|
|
|
Update client game world for a new frame
|
|
===============
|
|
*/
|
|
void CL_UpdateWorld(void)
|
|
{
|
|
r_refdef.scene.extraupdate = !r_speeds.integer;
|
|
r_refdef.scene.numentities = 0;
|
|
r_refdef.scene.numlights = 0;
|
|
r_refdef.view.matrix = identitymatrix;
|
|
r_refdef.view.quality = 1;
|
|
|
|
cl.num_brushmodel_entities = 0;
|
|
|
|
if (cls.state == ca_connected && cls.signon == SIGNONS)
|
|
{
|
|
// prepare for a new frame
|
|
CL_LerpPlayer(CL_LerpPoint());
|
|
CL_DecayLightFlashes();
|
|
CL_ClearTempEntities();
|
|
V_DriftPitch();
|
|
V_FadeViewFlashs();
|
|
|
|
// if prediction is enabled we have to update all the collidable
|
|
// network entities before the prediction code can be run
|
|
CL_UpdateNetworkCollisionEntities();
|
|
|
|
// now update the player prediction
|
|
CL_ClientMovement_Replay();
|
|
|
|
// update the player entity (which may be predicted)
|
|
CL_UpdateNetworkEntity(cl.entities + cl.viewentity, 32, true);
|
|
|
|
// now update the view (which depends on that player entity)
|
|
V_CalcRefdef();
|
|
|
|
// now update all the network entities and create particle trails
|
|
// (some entities may depend on the view)
|
|
CL_UpdateNetworkEntities();
|
|
|
|
// update the engine-based viewmodel
|
|
CL_UpdateViewModel();
|
|
|
|
CL_RelinkLightFlashes();
|
|
CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS);
|
|
|
|
// decals, particles, and explosions will be updated during rneder
|
|
}
|
|
|
|
r_refdef.scene.time = cl.time;
|
|
}
|
|
|
|
// LordHavoc: pausedemo command
|
|
static void CL_PauseDemo_f (void)
|
|
{
|
|
cls.demopaused = !cls.demopaused;
|
|
if (cls.demopaused)
|
|
Con_Print("Demo paused\n");
|
|
else
|
|
Con_Print("Demo unpaused\n");
|
|
}
|
|
|
|
/*
|
|
======================
|
|
CL_Fog_f
|
|
======================
|
|
*/
|
|
static void CL_Fog_f (void)
|
|
{
|
|
if (Cmd_Argc () == 1)
|
|
{
|
|
Con_Printf("\"fog\" is \"%f %f %f %f %f %f %f %f %f\"\n", r_refdef.fog_density, r_refdef.fog_red, r_refdef.fog_green, r_refdef.fog_blue, r_refdef.fog_alpha, r_refdef.fog_start, r_refdef.fog_end, r_refdef.fog_height, r_refdef.fog_fadedepth);
|
|
return;
|
|
}
|
|
FOG_clear(); // so missing values get good defaults
|
|
if(Cmd_Argc() > 1)
|
|
r_refdef.fog_density = atof(Cmd_Argv(1));
|
|
if(Cmd_Argc() > 2)
|
|
r_refdef.fog_red = atof(Cmd_Argv(2));
|
|
if(Cmd_Argc() > 3)
|
|
r_refdef.fog_green = atof(Cmd_Argv(3));
|
|
if(Cmd_Argc() > 4)
|
|
r_refdef.fog_blue = atof(Cmd_Argv(4));
|
|
if(Cmd_Argc() > 5)
|
|
r_refdef.fog_alpha = atof(Cmd_Argv(5));
|
|
if(Cmd_Argc() > 6)
|
|
r_refdef.fog_start = atof(Cmd_Argv(6));
|
|
if(Cmd_Argc() > 7)
|
|
r_refdef.fog_end = atof(Cmd_Argv(7));
|
|
if(Cmd_Argc() > 8)
|
|
r_refdef.fog_height = atof(Cmd_Argv(8));
|
|
if(Cmd_Argc() > 9)
|
|
r_refdef.fog_fadedepth = atof(Cmd_Argv(9));
|
|
}
|
|
|
|
/*
|
|
======================
|
|
CL_FogHeightTexture_f
|
|
======================
|
|
*/
|
|
static void CL_Fog_HeightTexture_f (void)
|
|
{
|
|
if (Cmd_Argc () < 11)
|
|
{
|
|
Con_Printf("\"fog_heighttexture\" is \"%f %f %f %f %f %f %f %f %f %s\"\n", r_refdef.fog_density, r_refdef.fog_red, r_refdef.fog_green, r_refdef.fog_blue, r_refdef.fog_alpha, r_refdef.fog_start, r_refdef.fog_end, r_refdef.fog_height, r_refdef.fog_fadedepth, r_refdef.fog_height_texturename);
|
|
return;
|
|
}
|
|
FOG_clear(); // so missing values get good defaults
|
|
r_refdef.fog_density = atof(Cmd_Argv(1));
|
|
r_refdef.fog_red = atof(Cmd_Argv(2));
|
|
r_refdef.fog_green = atof(Cmd_Argv(3));
|
|
r_refdef.fog_blue = atof(Cmd_Argv(4));
|
|
r_refdef.fog_alpha = atof(Cmd_Argv(5));
|
|
r_refdef.fog_start = atof(Cmd_Argv(6));
|
|
r_refdef.fog_end = atof(Cmd_Argv(7));
|
|
r_refdef.fog_height = atof(Cmd_Argv(8));
|
|
r_refdef.fog_fadedepth = atof(Cmd_Argv(9));
|
|
strlcpy(r_refdef.fog_height_texturename, Cmd_Argv(10), sizeof(r_refdef.fog_height_texturename));
|
|
}
|
|
|
|
|
|
/*
|
|
====================
|
|
CL_TimeRefresh_f
|
|
|
|
For program optimization
|
|
====================
|
|
*/
|
|
static void CL_TimeRefresh_f (void)
|
|
{
|
|
int i;
|
|
double timestart, timedelta;
|
|
|
|
r_refdef.scene.extraupdate = false;
|
|
|
|
timestart = Sys_DirtyTime();
|
|
for (i = 0;i < 128;i++)
|
|
{
|
|
Matrix4x4_CreateFromQuakeEntity(&r_refdef.view.matrix, r_refdef.view.origin[0], r_refdef.view.origin[1], r_refdef.view.origin[2], 0, i / 128.0 * 360.0, 0, 1);
|
|
r_refdef.view.quality = 1;
|
|
CL_BeginUpdateScreen();
|
|
SCR_DrawScreen(0, 0);
|
|
CL_EndUpdateScreen();
|
|
}
|
|
timedelta = Sys_DirtyTime() - timestart;
|
|
|
|
Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
|
|
}
|
|
|
|
static void CL_AreaStats_f(void)
|
|
{
|
|
World_PrintAreaStats(&cl.world, "client");
|
|
}
|
|
|
|
cl_locnode_t *CL_Locs_FindNearest(const vec3_t point)
|
|
{
|
|
int i;
|
|
cl_locnode_t *loc;
|
|
cl_locnode_t *best;
|
|
vec3_t nearestpoint;
|
|
vec_t dist, bestdist;
|
|
best = NULL;
|
|
bestdist = 0;
|
|
for (loc = cl.locnodes;loc;loc = loc->next)
|
|
{
|
|
for (i = 0;i < 3;i++)
|
|
nearestpoint[i] = bound(loc->mins[i], point[i], loc->maxs[i]);
|
|
dist = VectorDistance2(nearestpoint, point);
|
|
if (bestdist > dist || !best)
|
|
{
|
|
bestdist = dist;
|
|
best = loc;
|
|
if (bestdist < 1)
|
|
break;
|
|
}
|
|
}
|
|
return best;
|
|
}
|
|
|
|
void CL_Locs_FindLocationName(char *buffer, size_t buffersize, vec3_t point)
|
|
{
|
|
cl_locnode_t *loc;
|
|
loc = CL_Locs_FindNearest(point);
|
|
if (loc)
|
|
strlcpy(buffer, loc->name, buffersize);
|
|
else
|
|
dpsnprintf(buffer, buffersize, "LOC=%.0f:%.0f:%.0f", point[0], point[1], point[2]);
|
|
}
|
|
|
|
static void CL_Locs_FreeNode(cl_locnode_t *node)
|
|
{
|
|
cl_locnode_t **pointer, **next;
|
|
for (pointer = &cl.locnodes;*pointer;pointer = next)
|
|
{
|
|
next = &(*pointer)->next;
|
|
if (*pointer == node)
|
|
{
|
|
*pointer = node->next;
|
|
Mem_Free(node);
|
|
return;
|
|
}
|
|
}
|
|
Con_Printf("CL_Locs_FreeNode: no such node! (%p)\n", (void *)node);
|
|
}
|
|
|
|
static void CL_Locs_AddNode(vec3_t mins, vec3_t maxs, const char *name)
|
|
{
|
|
cl_locnode_t *node, **pointer;
|
|
int namelen;
|
|
if (!name)
|
|
name = "";
|
|
namelen = strlen(name);
|
|
node = (cl_locnode_t *) Mem_Alloc(cls.levelmempool, sizeof(cl_locnode_t) + namelen + 1);
|
|
VectorSet(node->mins, min(mins[0], maxs[0]), min(mins[1], maxs[1]), min(mins[2], maxs[2]));
|
|
VectorSet(node->maxs, max(mins[0], maxs[0]), max(mins[1], maxs[1]), max(mins[2], maxs[2]));
|
|
node->name = (char *)(node + 1);
|
|
memcpy(node->name, name, namelen);
|
|
node->name[namelen] = 0;
|
|
// link it into the tail of the list to preserve the order
|
|
for (pointer = &cl.locnodes;*pointer;pointer = &(*pointer)->next)
|
|
;
|
|
*pointer = node;
|
|
}
|
|
|
|
static void CL_Locs_Add_f(void)
|
|
{
|
|
vec3_t mins, maxs;
|
|
if (Cmd_Argc() != 5 && Cmd_Argc() != 8)
|
|
{
|
|
Con_Printf("usage: %s x y z[ x y z] name\n", Cmd_Argv(0));
|
|
return;
|
|
}
|
|
mins[0] = atof(Cmd_Argv(1));
|
|
mins[1] = atof(Cmd_Argv(2));
|
|
mins[2] = atof(Cmd_Argv(3));
|
|
if (Cmd_Argc() == 8)
|
|
{
|
|
maxs[0] = atof(Cmd_Argv(4));
|
|
maxs[1] = atof(Cmd_Argv(5));
|
|
maxs[2] = atof(Cmd_Argv(6));
|
|
CL_Locs_AddNode(mins, maxs, Cmd_Argv(7));
|
|
}
|
|
else
|
|
CL_Locs_AddNode(mins, mins, Cmd_Argv(4));
|
|
}
|
|
|
|
static void CL_Locs_RemoveNearest_f(void)
|
|
{
|
|
cl_locnode_t *loc;
|
|
loc = CL_Locs_FindNearest(r_refdef.view.origin);
|
|
if (loc)
|
|
CL_Locs_FreeNode(loc);
|
|
else
|
|
Con_Printf("no loc point or box found for your location\n");
|
|
}
|
|
|
|
static void CL_Locs_Clear_f(void)
|
|
{
|
|
while (cl.locnodes)
|
|
CL_Locs_FreeNode(cl.locnodes);
|
|
}
|
|
|
|
static void CL_Locs_Save_f(void)
|
|
{
|
|
cl_locnode_t *loc;
|
|
qfile_t *outfile;
|
|
char locfilename[MAX_QPATH];
|
|
if (!cl.locnodes)
|
|
{
|
|
Con_Printf("No loc points/boxes exist!\n");
|
|
return;
|
|
}
|
|
if (cls.state != ca_connected || !cl.worldmodel)
|
|
{
|
|
Con_Printf("No level loaded!\n");
|
|
return;
|
|
}
|
|
dpsnprintf(locfilename, sizeof(locfilename), "%s.loc", cl.worldnamenoextension);
|
|
|
|
outfile = FS_OpenRealFile(locfilename, "w", false);
|
|
if (!outfile)
|
|
return;
|
|
// if any boxes are used then this is a proquake-format loc file, which
|
|
// allows comments, so add some relevant information at the start
|
|
for (loc = cl.locnodes;loc;loc = loc->next)
|
|
if (!VectorCompare(loc->mins, loc->maxs))
|
|
break;
|
|
if (loc)
|
|
{
|
|
FS_Printf(outfile, "// %s %s saved by %s\n// x,y,z,x,y,z,\"name\"\n\n", locfilename, Sys_TimeString("%Y-%m-%d"), engineversion);
|
|
for (loc = cl.locnodes;loc;loc = loc->next)
|
|
if (VectorCompare(loc->mins, loc->maxs))
|
|
break;
|
|
if (loc)
|
|
Con_Printf("Warning: writing loc file containing a mixture of qizmo-style points and proquake-style boxes may not work in qizmo or proquake!\n");
|
|
}
|
|
for (loc = cl.locnodes;loc;loc = loc->next)
|
|
{
|
|
if (VectorCompare(loc->mins, loc->maxs))
|
|
{
|
|
int len;
|
|
const char *s;
|
|
const char *in = loc->name;
|
|
char name[MAX_INPUTLINE];
|
|
for (len = 0;len < (int)sizeof(name) - 1 && *in;)
|
|
{
|
|
if (*in == ' ') {s = "$loc_name_separator";in++;}
|
|
else if (!strncmp(in, "SSG", 3)) {s = "$loc_name_ssg";in += 3;}
|
|
else if (!strncmp(in, "NG", 2)) {s = "$loc_name_ng";in += 2;}
|
|
else if (!strncmp(in, "SNG", 3)) {s = "$loc_name_sng";in += 3;}
|
|
else if (!strncmp(in, "GL", 2)) {s = "$loc_name_gl";in += 2;}
|
|
else if (!strncmp(in, "RL", 2)) {s = "$loc_name_rl";in += 2;}
|
|
else if (!strncmp(in, "LG", 2)) {s = "$loc_name_lg";in += 2;}
|
|
else if (!strncmp(in, "GA", 2)) {s = "$loc_name_ga";in += 2;}
|
|
else if (!strncmp(in, "YA", 2)) {s = "$loc_name_ya";in += 2;}
|
|
else if (!strncmp(in, "RA", 2)) {s = "$loc_name_ra";in += 2;}
|
|
else if (!strncmp(in, "MEGA", 4)) {s = "$loc_name_mh";in += 4;}
|
|
else s = NULL;
|
|
if (s)
|
|
{
|
|
while (len < (int)sizeof(name) - 1 && *s)
|
|
name[len++] = *s++;
|
|
continue;
|
|
}
|
|
name[len++] = *in++;
|
|
}
|
|
name[len] = 0;
|
|
FS_Printf(outfile, "%.0f %.0f %.0f %s\n", loc->mins[0]*8, loc->mins[1]*8, loc->mins[2]*8, name);
|
|
}
|
|
else
|
|
FS_Printf(outfile, "%.1f,%.1f,%.1f,%.1f,%.1f,%.1f,\"%s\"\n", loc->mins[0], loc->mins[1], loc->mins[2], loc->maxs[0], loc->maxs[1], loc->maxs[2], loc->name);
|
|
}
|
|
FS_Close(outfile);
|
|
}
|
|
|
|
void CL_Locs_Reload_f(void)
|
|
{
|
|
int i, linenumber, limit, len;
|
|
const char *s;
|
|
char *filedata, *text, *textend, *linestart, *linetext, *lineend;
|
|
fs_offset_t filesize;
|
|
vec3_t mins, maxs;
|
|
char locfilename[MAX_QPATH];
|
|
char name[MAX_INPUTLINE];
|
|
|
|
if (cls.state != ca_connected || !cl.worldmodel)
|
|
{
|
|
Con_Printf("No level loaded!\n");
|
|
return;
|
|
}
|
|
|
|
CL_Locs_Clear_f();
|
|
|
|
// try maps/something.loc first (LordHavoc: where I think they should be)
|
|
dpsnprintf(locfilename, sizeof(locfilename), "%s.loc", cl.worldnamenoextension);
|
|
filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
|
|
if (!filedata)
|
|
{
|
|
// try proquake name as well (LordHavoc: I hate path mangling)
|
|
dpsnprintf(locfilename, sizeof(locfilename), "locs/%s.loc", cl.worldbasename);
|
|
filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
|
|
if (!filedata)
|
|
return;
|
|
}
|
|
text = filedata;
|
|
textend = filedata + filesize;
|
|
for (linenumber = 1;text < textend;linenumber++)
|
|
{
|
|
linestart = text;
|
|
for (;text < textend && *text != '\r' && *text != '\n';text++)
|
|
;
|
|
lineend = text;
|
|
if (text + 1 < textend && *text == '\r' && text[1] == '\n')
|
|
text++;
|
|
if (text < textend)
|
|
text++;
|
|
// trim trailing whitespace
|
|
while (lineend > linestart && ISWHITESPACE(lineend[-1]))
|
|
lineend--;
|
|
// trim leading whitespace
|
|
while (linestart < lineend && ISWHITESPACE(*linestart))
|
|
linestart++;
|
|
// check if this is a comment
|
|
if (linestart + 2 <= lineend && !strncmp(linestart, "//", 2))
|
|
continue;
|
|
linetext = linestart;
|
|
limit = 3;
|
|
for (i = 0;i < limit;i++)
|
|
{
|
|
if (linetext >= lineend)
|
|
break;
|
|
// note: a missing number is interpreted as 0
|
|
if (i < 3)
|
|
mins[i] = atof(linetext);
|
|
else
|
|
maxs[i - 3] = atof(linetext);
|
|
// now advance past the number
|
|
while (linetext < lineend && !ISWHITESPACE(*linetext) && *linetext != ',')
|
|
linetext++;
|
|
// advance through whitespace
|
|
if (linetext < lineend)
|
|
{
|
|
if (*linetext == ',')
|
|
{
|
|
linetext++;
|
|
limit = 6;
|
|
// note: comma can be followed by whitespace
|
|
}
|
|
if (ISWHITESPACE(*linetext))
|
|
{
|
|
// skip whitespace
|
|
while (linetext < lineend && ISWHITESPACE(*linetext))
|
|
linetext++;
|
|
}
|
|
}
|
|
}
|
|
// if this is a quoted name, remove the quotes
|
|
if (i == 6)
|
|
{
|
|
if (linetext >= lineend || *linetext != '"')
|
|
continue; // proquake location names are always quoted
|
|
lineend--;
|
|
linetext++;
|
|
len = min(lineend - linetext, (int)sizeof(name) - 1);
|
|
memcpy(name, linetext, len);
|
|
name[len] = 0;
|
|
// add the box to the list
|
|
CL_Locs_AddNode(mins, maxs, name);
|
|
}
|
|
// if a point was parsed, it needs to be scaled down by 8 (since
|
|
// point-based loc files were invented by a proxy which dealt
|
|
// directly with quake protocol coordinates, which are *8), turn
|
|
// it into a box
|
|
else if (i == 3)
|
|
{
|
|
// interpret silly fuhquake macros
|
|
for (len = 0;len < (int)sizeof(name) - 1 && linetext < lineend;)
|
|
{
|
|
if (*linetext == '$')
|
|
{
|
|
if (linetext + 18 <= lineend && !strncmp(linetext, "$loc_name_separator", 19)) {s = " ";linetext += 19;}
|
|
else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_ssg", 13)) {s = "SSG";linetext += 13;}
|
|
else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ng", 12)) {s = "NG";linetext += 12;}
|
|
else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_sng", 13)) {s = "SNG";linetext += 13;}
|
|
else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_gl", 12)) {s = "GL";linetext += 12;}
|
|
else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_rl", 12)) {s = "RL";linetext += 12;}
|
|
else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_lg", 12)) {s = "LG";linetext += 12;}
|
|
else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ga", 12)) {s = "GA";linetext += 12;}
|
|
else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ya", 12)) {s = "YA";linetext += 12;}
|
|
else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ra", 12)) {s = "RA";linetext += 12;}
|
|
else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_mh", 12)) {s = "MEGA";linetext += 12;}
|
|
else s = NULL;
|
|
if (s)
|
|
{
|
|
while (len < (int)sizeof(name) - 1 && *s)
|
|
name[len++] = *s++;
|
|
continue;
|
|
}
|
|
}
|
|
name[len++] = *linetext++;
|
|
}
|
|
name[len] = 0;
|
|
// add the point to the list
|
|
VectorScale(mins, (1.0 / 8.0), mins);
|
|
CL_Locs_AddNode(mins, mins, name);
|
|
}
|
|
else
|
|
continue;
|
|
}
|
|
}
|
|
|
|
/*
|
|
===========
|
|
CL_Shutdown
|
|
===========
|
|
*/
|
|
void CL_Shutdown (void)
|
|
{
|
|
CL_Screen_Shutdown();
|
|
CL_Particles_Shutdown();
|
|
CL_Parse_Shutdown();
|
|
|
|
Mem_FreePool (&cls.permanentmempool);
|
|
Mem_FreePool (&cls.levelmempool);
|
|
}
|
|
|
|
/*
|
|
=================
|
|
CL_Init
|
|
=================
|
|
*/
|
|
void CL_Init (void)
|
|
{
|
|
|
|
cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL);
|
|
cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL);
|
|
|
|
memset(&r_refdef, 0, sizeof(r_refdef));
|
|
// max entities sent to renderer per frame
|
|
r_refdef.scene.maxentities = MAX_EDICTS + 256 + 512;
|
|
r_refdef.scene.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.scene.maxentities);
|
|
|
|
// max temp entities
|
|
r_refdef.scene.maxtempentities = MAX_TEMPENTITIES;
|
|
r_refdef.scene.tempentities = (entity_render_t *)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t) * r_refdef.scene.maxtempentities);
|
|
|
|
CL_InitInput ();
|
|
|
|
//
|
|
// register our commands
|
|
//
|
|
Cvar_RegisterVariable (&cl_upspeed);
|
|
Cvar_RegisterVariable (&cl_forwardspeed);
|
|
Cvar_RegisterVariable (&cl_backspeed);
|
|
Cvar_RegisterVariable (&cl_sidespeed);
|
|
Cvar_RegisterVariable (&cl_movespeedkey);
|
|
Cvar_RegisterVariable (&cl_yawspeed);
|
|
Cvar_RegisterVariable (&cl_pitchspeed);
|
|
Cvar_RegisterVariable (&cl_anglespeedkey);
|
|
Cvar_RegisterVariable (&cl_shownet);
|
|
Cvar_RegisterVariable (&cl_nolerp);
|
|
Cvar_RegisterVariable (&cl_lerpexcess);
|
|
Cvar_RegisterVariable (&cl_lerpanim_maxdelta_server);
|
|
Cvar_RegisterVariable (&cl_lerpanim_maxdelta_framegroups);
|
|
Cvar_RegisterVariable (&cl_deathfade);
|
|
Cvar_RegisterVariable (&lookspring);
|
|
Cvar_RegisterVariable (&lookstrafe);
|
|
Cvar_RegisterVariable (&sensitivity);
|
|
Cvar_RegisterVariable (&freelook);
|
|
|
|
Cvar_RegisterVariable (&m_pitch);
|
|
Cvar_RegisterVariable (&m_yaw);
|
|
Cvar_RegisterVariable (&m_forward);
|
|
Cvar_RegisterVariable (&m_side);
|
|
|
|
Cvar_RegisterVariable (&cl_itembobspeed);
|
|
Cvar_RegisterVariable (&cl_itembobheight);
|
|
|
|
Cmd_AddCommand ("entities", CL_PrintEntities_f, "print information on network entities known to client");
|
|
Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
|
|
Cmd_AddCommand ("record", CL_Record_f, "record a demo");
|
|
Cmd_AddCommand ("stop", CL_Stop_f, "stop recording or playing a demo");
|
|
Cmd_AddCommand ("playdemo", CL_PlayDemo_f, "watch a demo file");
|
|
Cmd_AddCommand ("timedemo", CL_TimeDemo_f, "play back a demo as fast as possible and save statistics to benchmark.log");
|
|
|
|
// Support Client-side Model Index List
|
|
Cmd_AddCommand ("cl_modelindexlist", CL_ModelIndexList_f, "list information on all models in the client modelindex");
|
|
// Support Client-side Sound Index List
|
|
Cmd_AddCommand ("cl_soundindexlist", CL_SoundIndexList_f, "list all sounds in the client soundindex");
|
|
|
|
|
|
Cvar_RegisterVariable (&cl_nosplashscreen);
|
|
Cvar_RegisterVariable (&cl_positionaltrackingmode);
|
|
Cvar_RegisterVariable (&cl_postrackmultiplier);
|
|
|
|
Cvar_RegisterVariable (&cl_autodemo);
|
|
Cvar_RegisterVariable (&cl_autodemo_nameformat);
|
|
Cvar_RegisterVariable (&cl_autodemo_delete);
|
|
|
|
Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue [alpha [mindist [maxdist [top [fadedepth]]]]])");
|
|
Cmd_AddCommand ("fog_heighttexture", CL_Fog_HeightTexture_f, "set global fog parameters (density red green blue alpha mindist maxdist top depth textures/mapname/fogheight.tga)");
|
|
|
|
// LordHavoc: added pausedemo
|
|
Cmd_AddCommand ("pausedemo", CL_PauseDemo_f, "pause demo playback (can also safely pause demo recording if using QUAKE, QUAKEDP or NEHAHRAMOVIE protocol, useful for making movies)");
|
|
|
|
Cmd_AddCommand ("cl_areastats", CL_AreaStats_f, "prints statistics on entity culling during collision traces");
|
|
|
|
Cvar_RegisterVariable(&r_draweffects);
|
|
Cvar_RegisterVariable(&cl_explosions_alpha_start);
|
|
Cvar_RegisterVariable(&cl_explosions_alpha_end);
|
|
Cvar_RegisterVariable(&cl_explosions_size_start);
|
|
Cvar_RegisterVariable(&cl_explosions_size_end);
|
|
Cvar_RegisterVariable(&cl_explosions_lifetime);
|
|
Cvar_RegisterVariable(&cl_stainmaps);
|
|
Cvar_RegisterVariable(&cl_stainmaps_clearonload);
|
|
Cvar_RegisterVariable(&cl_beams_polygons);
|
|
Cvar_RegisterVariable(&cl_beams_quakepositionhack);
|
|
Cvar_RegisterVariable(&cl_beams_instantaimhack);
|
|
Cvar_RegisterVariable(&cl_beams_lightatend);
|
|
Cvar_RegisterVariable(&cl_noplayershadow);
|
|
Cvar_RegisterVariable(&cl_dlights_decayradius);
|
|
Cvar_RegisterVariable(&cl_dlights_decaybrightness);
|
|
|
|
Cvar_RegisterVariable(&cl_prydoncursor);
|
|
Cvar_RegisterVariable(&cl_prydoncursor_notrace);
|
|
|
|
Cvar_RegisterVariable(&cl_deathnoviewmodel);
|
|
|
|
// for QW connections
|
|
Cvar_RegisterVariable(&qport);
|
|
Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff);
|
|
|
|
Cmd_AddCommand("timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
|
|
|
|
Cvar_RegisterVariable(&cl_locs_enable);
|
|
Cvar_RegisterVariable(&cl_locs_show);
|
|
Cmd_AddCommand("locs_add", CL_Locs_Add_f, "add a point or box location (usage: x y z[ x y z] \"name\", if two sets of xyz are supplied it is a box, otherwise point)");
|
|
Cmd_AddCommand("locs_removenearest", CL_Locs_RemoveNearest_f, "remove the nearest point or box (note: you need to be very near a box to remove it)");
|
|
Cmd_AddCommand("locs_clear", CL_Locs_Clear_f, "remove all loc points/boxes");
|
|
Cmd_AddCommand("locs_reload", CL_Locs_Reload_f, "reload .loc file for this map");
|
|
Cmd_AddCommand("locs_save", CL_Locs_Save_f, "save .loc file for this map containing currently defined points and boxes");
|
|
|
|
CL_Parse_Init();
|
|
CL_Particles_Init();
|
|
CL_Screen_Init();
|
|
|
|
CL_Video_Init();
|
|
}
|