cl.csqcentities[i].state_baseline = defaultstate; //[515]: csqc
cl.csqcentities[i].state_previous = defaultstate; //[515]: csqc
cl.csqcentities[i].state_current = defaultstate; //[515]: csqc
- cl.csqcentities[i].csqc = true;
cl.csqcentities[i].state_current.number = -i;
}
cl.csqcentities[i].state_baseline = defaultstate;
cl.csqcentities[i].state_previous = defaultstate;
cl.csqcentities[i].state_current = defaultstate;
- cl.csqcentities[i].csqc = true;
cl.csqcentities[i].state_current.number = -i;
}
}
matrix4x4_t viewmodelmatrix;
-static int entitylinkframenumber;
-
static const vec3_t muzzleflashorigin = {18, 0, 0};
extern void V_DriftPitch(void);
trace_t trace;
//entity_persistent_t *p = &e->persistent;
//entity_render_t *r = &e->render;
- if (e->persistent.linkframe != entitylinkframenumber)
+ // skip inactive entities and world
+ if (!e->state_current.active || e == cl.entities)
+ 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);
+ if (e->state_current.flags & RENDER_COLORMAPPED)
{
- e->persistent.linkframe = entitylinkframenumber;
- // skip inactive entities and world
- if (!e->state_current.active || e == cl.entities || e == cl.csqcentities)
- 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);
- if (e->state_current.flags & RENDER_COLORMAPPED)
- {
- int cb;
- unsigned char *cbcolor;
- e->render.colormap = e->state_current.colormap;
- cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
- cbcolor = (unsigned char *) (&palette_complete[cb]);
- e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
- e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
- e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
- cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
- cbcolor = (unsigned char *) (&palette_complete[cb]);
- e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
- e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
- e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
- }
- else if (e->state_current.colormap && cl.scores != NULL)
- {
- int cb;
- unsigned char *cbcolor;
- e->render.colormap = cl.scores[e->state_current.colormap - 1].colors; // color it
- cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
- cbcolor = (unsigned char *) (&palette_complete[cb]);
- e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
- e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
- e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
- cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
- cbcolor = (unsigned char *) (&palette_complete[cb]);
- e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
- e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
- e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
- }
- else
- {
- e->render.colormap = -1; // no special coloring
- VectorClear(e->render.colormap_pantscolor);
- VectorClear(e->render.colormap_shirtcolor);
- }
- e->render.skinnum = e->state_current.skin;
- if (e->render.flags & RENDER_VIEWMODEL && !e->state_current.tagentity)
+ int cb;
+ unsigned char *cbcolor;
+ e->render.colormap = e->state_current.colormap;
+ cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
+ cbcolor = (unsigned char *) (&palette_complete[cb]);
+ e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
+ e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
+ e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
+ cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
+ cbcolor = (unsigned char *) (&palette_complete[cb]);
+ e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
+ e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
+ e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
+ }
+ else if (e->state_current.colormap && cl.scores != NULL)
+ {
+ int cb;
+ unsigned char *cbcolor;
+ e->render.colormap = cl.scores[e->state_current.colormap - 1].colors; // color it
+ cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
+ cbcolor = (unsigned char *) (&palette_complete[cb]);
+ e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
+ e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
+ e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
+ cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
+ cbcolor = (unsigned char *) (&palette_complete[cb]);
+ e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
+ e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
+ e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
+ }
+ else
+ {
+ e->render.colormap = -1; // no special coloring
+ VectorClear(e->render.colormap_pantscolor);
+ VectorClear(e->render.colormap_shirtcolor);
+ }
+ e->render.skinnum = e->state_current.skin;
+ if (e->render.flags & RENDER_VIEWMODEL && !e->state_current.tagentity)
+ {
+ if (e == &cl.viewent && cl.entities[cl.viewentity].state_current.active)
{
- if (!r_drawviewmodel.integer || chase_active.integer || r_refdef.envmap)// || csqc_loaded)
- return;
- if (!e->csqc)
- {
- if (cl.viewentity)
- CL_UpdateNetworkEntity(cl.entities + cl.viewentity);
- if (e == &cl.viewent && cl.entities[cl.viewentity].state_current.active)
- {
- e->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
- e->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_REFLECTIVE | EF_FULLBRIGHT | EF_NODEPTHTEST));
- }
- }
- matrix = &viewmodelmatrix;
+ e->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
+ e->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_REFLECTIVE | EF_FULLBRIGHT | EF_NODEPTHTEST));
}
- else
+ matrix = &viewmodelmatrix;
+ }
+ else
+ {
+ // 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)
+ return;
+ // note: this can link to world
+ CL_UpdateNetworkEntity(t);
+ // make relative to the entity
+ matrix = &t->render.matrix;
+ // some properties of the tag entity carry over
+ e->render.flags |= t->render.flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
+ // if a valid tagindex is used, make it relative to that tag instead
+ // FIXME: use a model function to get tag info (need to handle skeletal)
+ if (e->state_current.tagentity && e->state_current.tagindex >= 1 && (model = t->render.model))
{
- // if the tag entity is currently impossible, skip it
- if (!e->csqc)
- {
- if (e->state_current.tagentity >= cl.num_entities)
- return;
- t = cl.entities + e->state_current.tagentity;
- }
- else
- {
- if (e->state_current.tagentity >= cl.num_csqcentities)
- return;
- t = cl.csqcentities + e->state_current.tagentity;
- }
- // if the tag entity is inactive, skip it
- if (!t->state_current.active)
- return;
- // note: this can link to world
- CL_UpdateNetworkEntity(t);
- // make relative to the entity
- matrix = &t->render.matrix;
- // some properties of the tag entity carry over
- e->render.flags |= t->render.flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
- // if a valid tagindex is used, make it relative to that tag instead
- // FIXME: use a model function to get tag info (need to handle skeletal)
- if (e->state_current.tagentity && e->state_current.tagindex >= 1 && (model = t->render.model))
+ // blend the matrices
+ memset(&blendmatrix, 0, sizeof(blendmatrix));
+ for (j = 0;j < 4 && t->render.frameblend[j].lerp > 0;j++)
{
- // blend the matrices
- memset(&blendmatrix, 0, sizeof(blendmatrix));
- for (j = 0;j < 4 && t->render.frameblend[j].lerp > 0;j++)
- {
- matrix4x4_t tagmatrix;
- Mod_Alias_GetTagMatrix(model, t->render.frameblend[j].frame, e->state_current.tagindex - 1, &tagmatrix);
- d = t->render.frameblend[j].lerp;
- for (l = 0;l < 4;l++)
- for (k = 0;k < 4;k++)
- blendmatrix.m[l][k] += d * tagmatrix.m[l][k];
- }
- // concat the tag matrices onto the entity matrix
- Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix);
- // use the constructed tag matrix
- matrix = &tempmatrix;
+ matrix4x4_t tagmatrix;
+ Mod_Alias_GetTagMatrix(model, t->render.frameblend[j].frame, e->state_current.tagindex - 1, &tagmatrix);
+ d = t->render.frameblend[j].lerp;
+ for (l = 0;l < 4;l++)
+ for (k = 0;k < 4;k++)
+ blendmatrix.m[l][k] += d * tagmatrix.m[l][k];
}
+ // concat the tag matrices onto the entity matrix
+ Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix);
+ // use the constructed tag matrix
+ matrix = &tempmatrix;
}
+ }
- // movement lerp
- // if it's the player entity, update according to client movement
- if (e == cl.entities + cl.playerentity && cl.movement_predicted)// && !e->csqc)
- {
- lerp = (cl.time - cl.movement_time[1]) / (cl.movement_time[0] - cl.movement_time[1]);
- lerp = bound(0, lerp, 1);
- VectorLerp(cl.movement_oldorigin, lerp, cl.movement_origin, origin);
- VectorSet(angles, 0, cl.viewangles[1], 0);
- }
- else if (e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
- {
- // interpolate the origin and angles
- VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
- 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
- {
- // no interpolation
- VectorCopy(e->persistent.neworigin, origin);
- VectorCopy(e->persistent.newangles, angles);
- }
+ // movement lerp
+ // if it's the player entity, update according to client movement
+ if (e == cl.entities + cl.playerentity && cl.movement_predicted)
+ {
+ lerp = (cl.time - cl.movement_time[1]) / (cl.movement_time[0] - cl.movement_time[1]);
+ lerp = bound(0, lerp, 1);
+ VectorLerp(cl.movement_oldorigin, lerp, cl.movement_origin, origin);
+ VectorSet(angles, 0, cl.viewangles[1], 0);
+ }
+ else if (e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
+ {
+ // interpolate the origin and angles
+ lerp = max(0, lerp);
+ VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
+ 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
+ {
+ // no interpolation
+ VectorCopy(e->persistent.neworigin, origin);
+ VectorCopy(e->persistent.newangles, angles);
+ }
- // model setup and some modelflags
- if(e->state_current.modelindex < MAX_MODELS)
- e->render.model = cl.model_precache[e->state_current.modelindex];
- else
- e->render.model = cl.csqc_model_precache[65536-e->state_current.modelindex];
- if (e->render.model)
- {
- // 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.model->flags & EF_ROTATE) && (!e->state_current.tagentity && !(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;
- }
- // transfer certain model flags to effects
- e->render.effects |= e->render.model->flags2 & (EF_FULLBRIGHT | EF_ADDITIVE);
- if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
- VectorScale(e->render.colormod, 2, e->render.colormod);
- }
+ // model setup and some modelflags
+ if(e->state_current.modelindex < MAX_MODELS)
+ e->render.model = cl.model_precache[e->state_current.modelindex];
+ else
+ e->render.model = cl.csqc_model_precache[65536-e->state_current.modelindex];
+ if (e->render.model)
+ {
// if model is alias or this is a tenebrae-like dlight, reverse pitch direction
- else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
+ if (e->render.model->type == mod_alias)
angles[0] = -angles[0];
-
- // animation lerp
- if (e->render.frame2 == e->state_current.frame)
+ if ((e->render.model->flags & EF_ROTATE) && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
{
- // update frame lerp fraction
- e->render.framelerp = 1;
- if (e->render.frame2time > e->render.frame1time)
- {
- // make sure frame lerp won't last longer than 100ms
- // (this mainly helps with models that use framegroups and
- // switch between them infrequently)
- e->render.framelerp = (cl.time - e->render.frame2time) / min(e->render.frame2time - e->render.frame1time, 0.1);
- e->render.framelerp = bound(0, e->render.framelerp, 1);
- }
+ 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;
}
- else
+ // transfer certain model flags to effects
+ e->render.effects |= e->render.model->flags2 & (EF_FULLBRIGHT | EF_ADDITIVE);
+ if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
+ VectorScale(e->render.colormod, 2, e->render.colormod);
+ }
+ // 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];
+
+ // animation lerp
+ if (e->render.frame2 == e->state_current.frame)
+ {
+ // update frame lerp fraction
+ e->render.framelerp = 1;
+ if (e->render.frame2time > e->render.frame1time)
{
- // begin a new frame lerp
- e->render.frame1 = e->render.frame2;
- e->render.frame1time = e->render.frame2time;
- e->render.frame = e->render.frame2 = e->state_current.frame;
- e->render.frame2time = cl.time;
- e->render.framelerp = 0;
+ // make sure frame lerp won't last longer than 100ms
+ // (this mainly helps with models that use framegroups and
+ // switch between them infrequently)
+ e->render.framelerp = (cl.time - e->render.frame2time) / min(e->render.frame2time - e->render.frame1time, 0.1);
+ e->render.framelerp = bound(0, e->render.framelerp, 1);
}
+ }
+ else
+ {
+ // begin a new frame lerp
+ e->render.frame1 = e->render.frame2;
+ e->render.frame1time = e->render.frame2time;
+ e->render.frame = e->render.frame2 = e->state_current.frame;
+ e->render.frame2time = cl.time;
+ e->render.framelerp = 0;
+ }
- // set up the render matrix
- // 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);
- // make the other useful stuff
- CL_UpdateRenderEntity(&e->render);
+ // set up the render matrix
+ // 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);
+ // make the other useful stuff
+ CL_UpdateRenderEntity(&e->render);
- // handle effects now that we know where this entity is in the world...
- 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)
+ // handle effects now that we know where this entity is in the world...
+ 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)
+ {
+ if (e->render.effects & EF_BRIGHTFIELD)
{
- if (e->render.effects & EF_BRIGHTFIELD)
- {
- if (gamemode == GAME_NEXUIZ)
- trailtype = EFFECT_TR_NEXUIZPLASMA;
- else
- CL_EntityParticles(e);
- }
- 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_ParticleEffect(EFFECT_EF_FLAME, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0);
- if (e->render.effects & EF_STARDUST)
- CL_ParticleEffect(EFFECT_EF_STARDUST, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0);
- if (e->render.effects & (EF_FLAG1QW | EF_FLAG2QW))
- {
- // these are only set on player entities
- CL_AddQWCTFFlagModel(e, (e->render.effects & EF_FLAG2QW) != 0);
- }
+ if (gamemode == GAME_NEXUIZ)
+ trailtype = EFFECT_TR_NEXUIZPLASMA;
+ else
+ CL_EntityParticles(e);
}
- // muzzleflash fades over time, and is offset a bit
- if (e->persistent.muzzleflash > 0)
+ if (e->render.effects & EF_DIMLIGHT)
{
- Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
- trace = CL_TraceBox(origin, vec3_origin, vec3_origin, v2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, false);
- tempmatrix = e->render.matrix;
- Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], trace.endpos[2]);
- CL_AllocDlight(NULL, &tempmatrix, 150, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, 0, 0, 0, -1, true, 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
- e->persistent.muzzleflash -= bound(0, cl.time - cl.oldtime, 0.1) * 20;
+ dlightradius = max(dlightradius, 200);
+ dlightcolor[0] += 1.50f;
+ dlightcolor[1] += 1.50f;
+ dlightcolor[2] += 1.50f;
}
- // LordHavoc: if the model has no flags, don't check each
- if (e->render.model && e->render.model->flags && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
+ if (e->render.effects & EF_BRIGHTLIGHT)
{
- if (e->render.model->flags & EF_GIB)
- trailtype = EFFECT_TR_BLOOD;
- else if (e->render.model->flags & EF_ZOMGIB)
- trailtype = EFFECT_TR_SLIGHTBLOOD;
- else if (e->render.model->flags & EF_TRACER)
- trailtype = EFFECT_TR_WIZSPIKE;
- else if (e->render.model->flags & EF_TRACER2)
- trailtype = EFFECT_TR_KNIGHTSPIKE;
- else if (e->render.model->flags & EF_ROCKET)
- trailtype = EFFECT_TR_ROCKET;
- else if (e->render.model->flags & 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.model->flags & EF_TRACER3)
- trailtype = EFFECT_TR_VORESPIKE;
+ dlightradius = max(dlightradius, 400);
+ dlightcolor[0] += 3.00f;
+ dlightcolor[1] += 3.00f;
+ dlightcolor[2] += 3.00f;
}
- // LordHavoc: customizable glow
- if (e->state_current.glowsize)
+ // LordHavoc: more effects
+ if (e->render.effects & EF_RED) // red
{
- // * 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), (unsigned char *)&palette_complete[e->state_current.glowcolor], dlightcolor);
+ dlightradius = max(dlightradius, 200);
+ dlightcolor[0] += 1.50f;
+ dlightcolor[1] += 0.15f;
+ dlightcolor[2] += 0.15f;
}
- // make the glow dlight
- if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL))
+ if (e->render.effects & EF_BLUE) // blue
{
- //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);
- CL_AllocDlight(&e->render, &e->render.matrix, dlightradius, dlightcolor[0], dlightcolor[1], dlightcolor[2], 0, 0, 0, -1, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+ dlightradius = max(dlightradius, 200);
+ dlightcolor[0] += 0.15f;
+ dlightcolor[1] += 0.15f;
+ dlightcolor[2] += 1.50f;
}
- // custom rtlight
- if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
+ if (e->render.effects & EF_FLAME)
+ CL_ParticleEffect(EFFECT_EF_FLAME, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0);
+ if (e->render.effects & EF_STARDUST)
+ CL_ParticleEffect(EFFECT_EF_STARDUST, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0);
+ if (e->render.effects & (EF_FLAG1QW | EF_FLAG2QW))
{
- float light[4];
- 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?
- CL_AllocDlight(&e->render, &e->render.matrix, light[3], light[0], light[1], light[2], 0, 0, e->state_current.skin, e->state_current.lightstyle, !(e->state_current.lightpflags & PFLAGS_NOSHADOW), (e->state_current.lightpflags & PFLAGS_CORONA) != 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+ // these are only set on player entities
+ CL_AddQWCTFFlagModel(e, (e->render.effects & EF_FLAG2QW) != 0);
}
- // do trails
- if (e->render.flags & RENDER_GLOWTRAIL)
- trailtype = EFFECT_TR_GLOWTRAIL;
- if (trailtype)
+ }
+ // muzzleflash fades over time, and is offset a bit
+ if (e->persistent.muzzleflash > 0)
+ {
+ Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
+ trace = CL_TraceBox(origin, vec3_origin, vec3_origin, v2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, false);
+ tempmatrix = e->render.matrix;
+ Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], trace.endpos[2]);
+ CL_AllocDlight(NULL, &tempmatrix, 150, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, 0, 0, 0, -1, true, 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+ e->persistent.muzzleflash -= bound(0, cl.time - cl.oldtime, 0.1) * 20;
+ }
+ // LordHavoc: if the model has no flags, don't check each
+ if (e->render.model && e->render.model->flags && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
+ {
+ if (e->render.model->flags & EF_GIB)
+ trailtype = EFFECT_TR_BLOOD;
+ else if (e->render.model->flags & EF_ZOMGIB)
+ trailtype = EFFECT_TR_SLIGHTBLOOD;
+ else if (e->render.model->flags & EF_TRACER)
+ trailtype = EFFECT_TR_WIZSPIKE;
+ else if (e->render.model->flags & EF_TRACER2)
+ trailtype = EFFECT_TR_KNIGHTSPIKE;
+ else if (e->render.model->flags & EF_ROCKET)
+ trailtype = EFFECT_TR_ROCKET;
+ else if (e->render.model->flags & EF_GRENADE)
{
- 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);
- CL_ParticleEffect(trailtype, 1, e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor);
+ // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
+ trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
}
- VectorCopy(origin, e->persistent.trail_origin);
- // tenebrae's sprites are all additive mode (weird)
- if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
- e->render.effects |= EF_ADDITIVE;
- // player model is only shown with chase_active on
- if (!e->csqc)
- if (e->state_current.number == cl.viewentity)
- e->render.flags |= RENDER_EXTERIORMODEL;
- // transparent stuff can't be lit during the opaque stage
- if (e->render.effects & (EF_ADDITIVE | EF_NODEPTHTEST) || e->render.alpha < 1)
- e->render.flags |= RENDER_TRANSPARENT;
- // double sided rendering mode causes backfaces to be visible
- // (mostly useful on transparent stuff)
- if (e->render.effects & EF_DOUBLESIDED)
- e->render.flags |= RENDER_NOCULLFACE;
- // either fullbright or lit
- if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
- e->render.flags |= RENDER_LIGHT;
- // hide player shadow during intermission or nehahra movie
- if (!(e->render.effects & EF_NOSHADOW)
- && !(e->render.flags & (RENDER_VIEWMODEL | RENDER_TRANSPARENT))
- && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
- e->render.flags |= RENDER_SHADOW;
- if (e->render.model && e->render.model->name[0] == '*' && e->render.model->TraceBox)
- cl.brushmodel_entities[cl.num_brushmodel_entities++] = e->state_current.number;
- // because the player may be attached to another entity, V_CalcRefdef must be deferred until here...
- if (e->state_current.number == cl.viewentity)
- V_CalcRefdef();
+ else if (e->render.model->flags & 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), (unsigned char *)&palette_complete[e->state_current.glowcolor], dlightcolor);
+ }
+ // make the glow dlight
+ if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL))
+ {
+ //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);
+ CL_AllocDlight(&e->render, &e->render.matrix, dlightradius, dlightcolor[0], dlightcolor[1], dlightcolor[2], 0, 0, 0, -1, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
}
+ // custom rtlight
+ if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
+ {
+ float light[4];
+ 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?
+ CL_AllocDlight(&e->render, &e->render.matrix, light[3], light[0], light[1], light[2], 0, 0, e->state_current.skin, e->state_current.lightstyle, !(e->state_current.lightpflags & PFLAGS_NOSHADOW), (e->state_current.lightpflags & PFLAGS_CORONA) != 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+ }
+ // do trails
+ if (e->render.flags & RENDER_GLOWTRAIL)
+ trailtype = EFFECT_TR_GLOWTRAIL;
+ if (trailtype)
+ {
+ 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);
+ CL_ParticleEffect(trailtype, 1, e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor);
+ }
+ VectorCopy(origin, e->persistent.trail_origin);
+ // tenebrae's sprites are all additive mode (weird)
+ if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
+ e->render.effects |= EF_ADDITIVE;
+ // player model is only shown with chase_active on
+ if (e->state_current.number == cl.viewentity)
+ e->render.flags |= RENDER_EXTERIORMODEL;
+ // transparent stuff can't be lit during the opaque stage
+ if (e->render.effects & (EF_ADDITIVE | EF_NODEPTHTEST) || e->render.alpha < 1)
+ e->render.flags |= RENDER_TRANSPARENT;
+ // double sided rendering mode causes backfaces to be visible
+ // (mostly useful on transparent stuff)
+ if (e->render.effects & EF_DOUBLESIDED)
+ e->render.flags |= RENDER_NOCULLFACE;
+ // either fullbright or lit
+ if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
+ e->render.flags |= RENDER_LIGHT;
+ // hide player shadow during intermission or nehahra movie
+ if (!(e->render.effects & EF_NOSHADOW)
+ && !(e->render.flags & (RENDER_VIEWMODEL | RENDER_TRANSPARENT))
+ && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
+ e->render.flags |= RENDER_SHADOW;
+ if (e->render.model && e->render.model->name[0] == '*' && e->render.model->TraceBox)
+ cl.brushmodel_entities[cl.num_brushmodel_entities++] = e->state_current.number;
}
CL_UpdateEntities
===============
*/
-static void CL_UpdateEntities(void)
+void CL_UpdateEntities(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);
+ else
+ cl.entities_active[i] = false;
+ }
+ }
+
ent = &cl.viewent;
ent->state_previous = ent->state_current;
ent->state_current = defaultstate;
ent->render.frame1time = ent->render.frame2time = cl.time;
ent->render.framelerp = 1;
}
-
- // start on the entity after the world
- entitylinkframenumber++;
- 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);
- else
- cl.entities_active[i] = false;
- }
- }
- CL_UpdateNetworkEntity(&cl.viewent);
+ CL_UpdateNetworkEntity(ent);
}
// note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
void CL_LinkNetworkEntity(entity_t *e)
{
- entity_t *t;
- if (e->persistent.linkframe != entitylinkframenumber)
+ // skip inactive entities and world
+ if (!e->state_current.active || e == cl.entities)
+ return;
+ if (e->render.flags & RENDER_VIEWMODEL && !e->state_current.tagentity)
{
- e->persistent.linkframe = entitylinkframenumber;
- // skip inactive entities and world
- if (!e->state_current.active || e == cl.entities || e == cl.csqcentities)
+ if (!r_drawviewmodel.integer || chase_active.integer || r_refdef.envmap)
+ return;
+ }
+ else
+ {
+ // 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)
return;
- if (e->render.flags & RENDER_VIEWMODEL && !e->state_current.tagentity)
- {
- if (!r_drawviewmodel.integer || chase_active.integer || r_refdef.envmap)
- return;
- if (!e->csqc)
- if (cl.viewentity)
- CL_LinkNetworkEntity(cl.entities + cl.viewentity);
- }
- else
- {
- // if the tag entity is currently impossible, skip it
- if (!e->csqc)
- {
- if (e->state_current.tagentity >= cl.num_entities)
- return;
- t = cl.entities + e->state_current.tagentity;
- }
- else
- {
- if (e->state_current.tagentity >= cl.num_csqcentities)
- return;
- t = cl.csqcentities + e->state_current.tagentity;
- }
- // if the tag entity is inactive, skip it
- if (!t->state_current.active)
- return;
- // note: this can link to world
- CL_LinkNetworkEntity(t);
- }
-
- // 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.numentities < r_refdef.maxentities)
- r_refdef.entities[r_refdef.numentities++] = &e->render;
- //if (cl.viewentity && e->state_current.number == cl.viewentity)
- // Matrix4x4_Print(&e->render.matrix);
}
+
+ // 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.numentities < r_refdef.maxentities)
+ r_refdef.entities[r_refdef.numentities++] = &e->render;
+ //if (cl.viewentity && e->state_current.number == cl.viewentity)
+ // Matrix4x4_Print(&e->render.matrix);
}
void CL_RelinkWorld(void)
void CSQC_RelinkAllEntities (int drawmask)
{
- // process network entities (note: this sets up the view!)
- cl.num_brushmodel_entities = 0;
- CL_UpdateEntities();
-
- entitylinkframenumber++;
// link stuff
CL_RelinkWorld();
CL_RelinkStaticEntities();
if (drawmask & ENTMASK_ENGINE)
{
CL_RelinkNetworkEntities();
+ if (drawmask & ENTMASK_ENGINEVIEWMODELS)
+ CL_LinkNetworkEntity(&cl.viewent); // link gun model
CL_RelinkQWNails();
}
- if (drawmask & ENTMASK_ENGINEVIEWMODELS)
- CL_LinkNetworkEntity(&cl.viewent); // link gun model
-
// update view blend
V_CalcViewBlend();
}
// predict current player location
CL_ClientMovement_Replay();
- // now that the player entity has been updated we can call V_CalcRefdef
+ cl.num_brushmodel_entities = 0;
+ // process network entities
+ // first link the player
+ CL_UpdateNetworkEntity(cl.entities + cl.viewentity);
+ // set up the view
V_CalcRefdef();
-
- if(!csqc_loaded) //[515]: csqc
+ if (!csqc_loaded)
{
- // process network entities (note: this sets up the view!)
- cl.num_brushmodel_entities = 0;
+ // now link the rest of the network entities
+ // (this is instead done in VM_R_RenderScene if csqc is loaded)
CL_UpdateEntities();
-
- entitylinkframenumber++;
- // link stuff
- CL_RelinkWorld();
- CL_RelinkStaticEntities();
- CL_RelinkBeams();
- CL_RelinkEffects();
-
- CL_RelinkNetworkEntities();
- CL_LinkNetworkEntity(&cl.viewent); // link gun model
- CL_RelinkQWNails();
-
- // update view blend
- V_CalcViewBlend();
}
- else
- csqc_frame = true;
+
+ CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS);
CL_UpdateLights();
CL_StairSmoothing();