extern void V_CalcRefdef(void);
// 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)
+void CL_UpdateNetworkEntity(entity_t *e)
{
matrix4x4_t *matrix, blendmatrix, tempmatrix, matrix2;
//matrix4x4_t dlightmatrix;
if (!e->csqc)
{
if (cl.viewentity)
- CL_LinkNetworkEntity(cl.entities + 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;
if (!t->state_current.active)
return;
// note: this can link to world
- CL_LinkNetworkEntity(t);
+ CL_UpdateNetworkEntity(t);
// make relative to the entity
matrix = &t->render.matrix;
// some properties of the tag entity carry over
&& !(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;
- // as soon as player is known we can call V_CalcRefDef
- if (!csqc_loaded)
- if (e->state_current.number == cl.viewentity)
- V_CalcRefdef();
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();
+ }
+}
+
+
+/*
+===============
+CL_UpdateEntities
+===============
+*/
+static void CL_UpdateEntities(void)
+{
+ entity_t *ent;
+ int i;
+
+ ent = &cl.viewent;
+ ent->state_previous = ent->state_current;
+ ent->state_current = defaultstate;
+ ent->state_current.time = cl.time;
+ ent->state_current.number = -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;
+ }
+
+ // reset animation interpolation on weaponmodel if model changed
+ if (ent->state_previous.modelindex != ent->state_current.modelindex)
+ {
+ ent->render.frame = ent->render.frame1 = ent->render.frame2 = ent->state_current.frame;
+ 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);
+}
+
+// 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)
+ {
+ e->persistent.linkframe = entitylinkframenumber;
+ // skip inactive entities and world
+ if (!e->state_current.active || e == cl.entities || e == cl.csqcentities)
+ 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.worldmodel = cl.worldmodel;
}
-void CL_RelinkCSQCWorld(void) //[515]: csqc
-{
- entity_t *ent = &cl.csqcentities[0];
- if(!csqc_loaded)
- return;
-// cl.brushmodel_entities[cl.num_brushmodel_entities++] = 0;
- // FIXME: this should be done at load
- ent->render.matrix = identitymatrix;
- ent->render.inversematrix = identitymatrix;
- R_LerpAnimation(&ent->render);
- CL_BoundingBoxForEntity(&ent->render);
- ent->render.flags = RENDER_SHADOW;
- if (!r_fullbright.integer)
- ent->render.flags |= RENDER_LIGHT;
- VectorSet(ent->render.colormod, 1, 1, 1);
-// r_refdef.worldentity = &ent->render;
-// r_refdef.worldmodel = cl.worldmodel;
-}
-
static void CL_RelinkStaticEntities(void)
{
int i;
CL_RelinkEntities
===============
*/
-static void CL_RelinkNetworkEntities(int drawmask)
+static void CL_RelinkNetworkEntities(void)
{
entity_t *ent;
- int i, k;
-
- if(!csqc_loaded)
- {
- ent = &cl.viewent;
- ent->state_previous = ent->state_current;
- ent->state_current = defaultstate;
- ent->state_current.time = cl.time;
- ent->state_current.number = -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;
- }
-
- // reset animation interpolation on weaponmodel if model changed
- if (ent->state_previous.modelindex != ent->state_current.modelindex)
- {
- ent->render.frame = ent->render.frame1 = ent->render.frame2 = ent->state_current.frame;
- ent->render.frame1time = ent->render.frame2time = cl.time;
- ent->render.framelerp = 1;
- }
- }
+ int i;
// start on the entity after the world
- entitylinkframenumber++;
- if(drawmask & ENTMASK_ENGINE || !csqc_loaded)
- {
- for (i = 1;i < cl.num_entities;i++)
- {
- if (cl.entities_active[i])
- {
- ent = cl.entities + i;
- if (!(drawmask & ENTMASK_ENGINEVIEWMODELS))
- if (ent->state_current.flags & RENDER_VIEWMODEL) //[515]: csqc drawmask
- {
- cl.entities_active[i] = false;
- continue;
- }
- if (ent->state_current.active)
- CL_LinkNetworkEntity(ent);
- else
- cl.entities_active[i] = false;
- }
- }
- }
-
- //[515]: csqc
- if(csqc_loaded)
+ for (i = 1;i < cl.num_entities;i++)
{
- for (i=1,k=cl.num_csqcentities;k;i++)
+ if (cl.entities_active[i])
{
- if (cl.csqcentities_active[i])
- {
- --k;
- ent = cl.csqcentities + i;
- if (ent->state_current.active)
- CL_LinkNetworkEntity(ent);
- else
- cl.csqcentities_active[i] = false;
- }
+ ent = cl.entities + i;
+ if (ent->state_current.active)
+ CL_LinkNetworkEntity(ent);
+ else
+ cl.entities_active[i] = false;
}
}
- else
- CL_LinkNetworkEntity(&cl.viewent);
}
static void CL_RelinkEffects(void)
void CSQC_RelinkAllEntities (int drawmask)
{
- cl.num_brushmodel_entities = 0;
- CL_RelinkNetworkEntities(drawmask);
- if(drawmask & ENTMASK_ENGINE)
- {
- // move particles
- CL_MoveParticles();
- R_MoveExplosions();
- }
-
// link stuff
- CL_RelinkWorld();
- CL_RelinkCSQCWorld(); //[515]: csqc
- if(drawmask & ENTMASK_ENGINE)
+ if (drawmask & ENTMASK_ENGINE)
{
- CL_RelinkStaticEntities();
- CL_RelinkBeams();
- CL_RelinkEffects();
+ CL_RelinkNetworkEntities();
CL_RelinkQWNails();
}
+
+ if (drawmask & ENTMASK_ENGINEVIEWMODELS)
+ CL_LinkNetworkEntity(&cl.viewent); // link gun model
}
/*
Read all incoming data from the server
===============
*/
-extern void CL_ClientMovement_Replay();
+extern void CL_ClientMovement_Replay(void);
+extern void CL_StairSmoothing(void);//view.c
int CL_ReadFromServer(void)
{
V_DriftPitch();
V_FadeViewFlashs();
- // relink network entities (note: this sets up the view!)
+ // move particles
+ CL_MoveParticles();
+ R_MoveExplosions();
+
+ // process network entities (note: this sets up the view!)
CL_ClientMovement_Replay();
+ cl.num_brushmodel_entities = 0;
+ // now that the player entity has been updated we can call V_CalcRefdef
+ V_CalcRefdef();
+ CL_UpdateEntities();
+
+ entitylinkframenumber++;
+ // link stuff
+ CL_RelinkWorld();
+ CL_RelinkStaticEntities();
+ CL_RelinkBeams();
+ CL_RelinkEffects();
+
if(!csqc_loaded) //[515]: csqc
{
- cl.num_brushmodel_entities = 0;
- CL_RelinkNetworkEntities(65535);
-
- // move particles
- CL_MoveParticles();
- R_MoveExplosions();
-
- // link stuff
- CL_RelinkWorld();
- CL_RelinkCSQCWorld(); //[515]: csqc
- CL_RelinkStaticEntities();
- CL_RelinkBeams();
- CL_RelinkEffects();
+ CL_RelinkNetworkEntities();
+ CL_LinkNetworkEntity(&cl.viewent); // link gun model
CL_RelinkQWNails();
}
else
csqc_frame = true;
- CL_UpdateLights();
-
// update view blend
V_CalcViewBlend();
+ CL_UpdateLights();
+ CL_StairSmoothing();
+
// update the r_refdef time again because cl.time may have changed
r_refdef.time = cl.time;
}
}
// draw 2D stuff
- DrawQ_Begin();
//FIXME: force menu if nothing else to look at?
//if (key_dest == key_game && cls.signon != SIGNONS && cls.state == ca_disconnected)
float weapontime;
// use pain anim frame if cl.time < this
float faceanimtime;
+ // for stair smoothing
+ float stairoffset;
// color shifts for damage, powerups
cshift_t cshifts[NUM_CSHIFTS];
extern cvar_t cl_autofire;
-extern cvar_t csqc_progname; //[515]: csqc crc check and right csprogs name according to progs.dat
-extern cvar_t csqc_progcrc;
-
extern cvar_t cl_shownet;
extern cvar_t cl_nolerp;
//============================================================================
//[515]: SCENE MANAGER builtins
-void V_CalcRefdef (void);//view.c
-void CSQC_R_ClearScreen (void);//gl_rmain.c
-void CSQC_R_RenderScene (void);//gl_rmain.c
-void CSQC_AddEntity (int n);//csprogs.c
-void CSQC_ClearCSQCEntities (void);
+extern void V_CalcRefdef (void);//view.c
+extern qboolean CSQC_AddRenderEdict (prvm_edict_t *ed);//csprogs.c
+extern void CSQC_ClearCSQCEntities (void);//csprogs.c
matrix4x4_t csqc_listenermatrix;
qboolean csqc_usecsqclistener = false, csqc_frame = false;//[515]: per-frame
-qboolean csqc_onground;
static void CSQC_R_RecalcView (void)
{
{
VM_SAFEPARMCOUNT(0, VM_R_ClearScene);
// CSQC_R_RecalcView();
- if(csqc_frame)
- CSQC_ClearCSQCEntities();
- CSQC_R_ClearScreen();
+ CSQC_ClearCSQCEntities();
}
//#301 void(float mask) addentities (EXT_CSQC)
+extern void CSQC_Predraw (prvm_edict_t *ed);//csprogs.c
+extern void CSQC_Think (prvm_edict_t *ed);//csprogs.c
void VM_R_AddEntities (void)
{
+ int i, drawmask;
+ prvm_edict_t *ed;
VM_SAFEPARMCOUNT(1, VM_R_AddEntities);
- csqc_drawmask = (int)PRVM_G_FLOAT(OFS_PARM0);
+ drawmask = (int)PRVM_G_FLOAT(OFS_PARM0);
+ CSQC_RelinkAllEntities(drawmask);
+
+ *prog->time = cl.time;
+ for(i=1;i<prog->num_edicts;i++)
+ {
+ ed = &prog->edicts[i];
+ if(ed->priv.required->free)
+ continue;
+ VectorAdd(ed->fields.client->origin, ed->fields.client->mins, ed->fields.client->absmin);
+ VectorAdd(ed->fields.client->origin, ed->fields.client->maxs, ed->fields.client->absmax);
+ CSQC_Think(ed);
+ if(ed->priv.required->free)
+ continue;
+ // note that for RF_USEAXIS entities, Predraw sets v_forward/v_right/v_up globals that are read by CSQC_AddRenderEdict
+ CSQC_Predraw(ed);
+ if(ed->priv.required->free)
+ continue;
+ if(!((int)ed->fields.client->drawmask & drawmask))
+ continue;
+ CSQC_AddRenderEdict(ed);
+ }
}
//#302 void(entity ent) addentity (EXT_CSQC)
void VM_R_AddEntity (void)
{
VM_SAFEPARMCOUNT(1, VM_R_AddEntity);
- CSQC_AddEntity(PRVM_NUM_FOR_EDICT(PRVM_G_EDICT(OFS_PARM0)));
+ CSQC_AddRenderEdict(PRVM_G_EDICT(OFS_PARM0));
}
//#303 float(float property, ...) setproperty (EXT_CSQC)
void VM_R_RenderScene (void) //#134
{
VM_SAFEPARMCOUNT(0, VM_R_RenderScene);
-
- if(csqc_frame)
- {
- CSQC_RelinkCSQCEntities();
- CSQC_RelinkAllEntities(csqc_drawmask);
- }
-
- CSQC_R_RenderScene();
+ R_RenderView();
}
//#305 void(vector org, float radius, vector lightcolours) adddynamiclight (EXT_CSQC)
//#355 float() cl_onground (EXT_CSQC)
void VM_CL_onground (void)
{
- PRVM_G_FLOAT(OFS_RETURN) = csqc_onground;
+ PRVM_G_FLOAT(OFS_RETURN) = cl.onground;
}
//#360 float() readbyte (EXT_CSQC)
static int cl_numrequiredfunc = sizeof(cl_required_func) / sizeof(char*);
-unsigned int csqc_drawmask = 0;
static char *csqc_printtextbuf = NULL;
static unsigned short *csqc_sv2csqcents; //[515]: server entities numbers on client side. FIXME : make pointers instead of numbers ?
CSQC_END
}
-static void CSQC_Predraw (prvm_edict_t *ed)
+void CSQC_Predraw (prvm_edict_t *ed)
{
int b;
if(!ed->fields.client->predraw)
prog->globals.client->self = b;
}
-static void CSQC_Think (prvm_edict_t *ed)
+void CSQC_Think (prvm_edict_t *ed)
{
int b;
if(ed->fields.client->think)
}
}
-//[515]: weird too
-static qboolean CSQC_EdictToEntity (prvm_edict_t *ed, entity_t *e)
+extern cvar_t cl_noplayershadow;
+qboolean CSQC_AddRenderEdict(prvm_edict_t *ed)
{
int i;
prvm_eval_t *val;
+ entity_t *e;
+ matrix4x4_t tagmatrix, matrix2;
+
+ e = CL_NewTempEntity();
+ if (!e)
+ return false;
i = (int)ed->fields.client->modelindex;
- e->state_current.modelindex = 0;
if(i >= MAX_MODELS || i <= -MAX_MODELS) //[515]: make work as error ?
{
- Con_Print("CSQC_EdictToEntity: modelindex >= MAX_MODELS\n");
- ed->fields.client->modelindex = 0;
+ Con_Print("CSQC_AddRenderEdict: modelindex >= MAX_MODELS\n");
+ ed->fields.client->modelindex = i = 0;
}
+
+ // model setup and some modelflags
+ if (i < MAX_MODELS)
+ e->render.model = cl.model_precache[e->state_current.modelindex];
else
- e->state_current.modelindex = i;
- if(!e->state_current.modelindex)
+ e->render.model = cl.csqc_model_precache[65536-e->state_current.modelindex];
+
+ if (!e->render.model)
return false;
- e->state_current.time = cl.time;
+ e->render.colormap = (int)ed->fields.client->colormap;
+ e->render.frame = (int)ed->fields.client->frame;
+ e->render.skinnum = (int)ed->fields.client->skin;
+ e->render.effects |= e->render.model->flags2 & (EF_FULLBRIGHT | EF_ADDITIVE);
- i = 0;
- if((val = PRVM_GETEDICTFIELDVALUE(ed, csqc_fieldoff_renderflags)) && val->_float)
+ if((val = PRVM_GETEDICTFIELDVALUE(ed, csqc_fieldoff_alpha)) && val->_float) e->render.alpha = val->_float;
+ if((val = PRVM_GETEDICTFIELDVALUE(ed, csqc_fieldoff_scale)) && val->_float) e->render.scale = val->_float;
+ if((val = PRVM_GETEDICTFIELDVALUE(ed, csqc_fieldoff_colormod)) && VectorLength2(val->vector)) VectorCopy(val->vector, e->render.colormod);
+ if((val = PRVM_GETEDICTFIELDVALUE(ed, csqc_fieldoff_effects)) && val->_float) e->render.effects = (int)val->_float;
+ if((val = PRVM_GETEDICTFIELDVALUE(ed, csqc_fieldoff_tag_entity)) && val->edict)
{
- i = (int)val->_float;
- if(i & RF_VIEWMODEL) e->state_current.flags |= RENDER_VIEWMODEL;
- if(i & RF_EXTERNALMODEL)e->state_current.flags |= RENDER_EXTERIORMODEL;
- if(i & RF_DEPTHHACK) e->state_current.effects |= EF_NODEPTHTEST;
- if(i & RF_ADDITIVE) e->state_current.effects |= EF_ADDITIVE;
+ int tagentity;
+ int tagindex;
+ tagentity = val->edict;
+ if((val = PRVM_GETEDICTFIELDVALUE(ed, csqc_fieldoff_tag_index)) && val->_float)
+ tagindex = (int)val->_float;
+ // FIXME: calculate tag matrix
+ Matrix4x4_CreateIdentity(&tagmatrix);
}
+ else
+ Matrix4x4_CreateIdentity(&tagmatrix);
if(i & RF_USEAXIS) //FIXME!!!
- VectorCopy(ed->fields.client->angles, e->persistent.newangles);
+ {
+ vec3_t left;
+ VectorNegate(prog->globals.client->v_right, left);
+ Matrix4x4_FromVectors(&matrix2, prog->globals.client->v_forward, left, prog->globals.client->v_up, ed->fields.client->origin);
+ }
else
- VectorCopy(ed->fields.client->angles, e->persistent.newangles);
-
- VectorCopy(ed->fields.client->origin, e->persistent.neworigin);
- VectorCopy(ed->fields.client->origin, e->state_current.origin);
- e->state_current.colormap = (int)ed->fields.client->colormap;
- e->state_current.effects = (int)ed->fields.client->effects;
- e->state_current.frame = (int)ed->fields.client->frame;
- e->state_current.skin = (int)ed->fields.client->skin;
-
- if((val = PRVM_GETEDICTFIELDVALUE(ed, csqc_fieldoff_alpha)) && val->_float) e->state_current.alpha = (int)(val->_float*255);
- if((val = PRVM_GETEDICTFIELDVALUE(ed, csqc_fieldoff_scale)) && val->_float) e->state_current.scale = (int)(val->_float*16);
- if((val = PRVM_GETEDICTFIELDVALUE(ed, csqc_fieldoff_colormod)) && VectorLength2(val->vector)) {int j;for (j = 0;j < 3;j++) e->state_current.colormod[j] = (unsigned char)bound(0, val->vector[j] * 32.0f, 255);}
- if((val = PRVM_GETEDICTFIELDVALUE(ed, csqc_fieldoff_effects)) && val->_float) e->state_current.effects = (int)val->_float;
- if((val = PRVM_GETEDICTFIELDVALUE(ed, csqc_fieldoff_tag_entity)) && val->edict)
{
- e->state_current.tagentity = val->edict;
- if((val = PRVM_GETEDICTFIELDVALUE(ed, csqc_fieldoff_tag_index)) && val->_float)
- e->state_current.tagindex = (int)val->_float;
+ vec3_t angles;
+ VectorCopy(ed->fields.client->angles, angles);
+ // if model is alias, reverse pitch direction
+ if (e->render.model->type == mod_alias)
+ angles[0] = -angles[0];
+
+ // set up the render matrix
+ // FIXME: e->render.scale should go away
+ Matrix4x4_CreateFromQuakeEntity(&matrix2, ed->fields.client->origin[0], ed->fields.client->origin[1], ed->fields.client->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, &tagmatrix, &matrix2);
+ // make the other useful stuff
+ Matrix4x4_Invert_Simple(&e->render.inversematrix, &e->render.matrix);
+ CL_BoundingBoxForEntity(&e->render);
+
+ // FIXME: csqc has frame1/frame2/frame1time/frame2time/lerpfrac but this implementation's cl_entvars_t lacks those fields
+ e->render.frame1 = e->render.frame = ed->fields.client->frame;
+ e->render.frame1time = e->render.frame2time = 0;
+ e->render.framelerp = 0;
+ R_LerpAnimation(&e->render);
+
+ i = 0;
+ if((val = PRVM_GETEDICTFIELDVALUE(ed, csqc_fieldoff_renderflags)) && val->_float)
+ {
+ i = (int)val->_float;
+ if(i & RF_VIEWMODEL) e->render.flags |= RENDER_VIEWMODEL;
+ if(i & RF_EXTERNALMODEL)e->render.flags |= RENDER_EXTERIORMODEL;
+ if(i & RF_DEPTHHACK) e->render.effects |= EF_NODEPTHTEST;
+ if(i & RF_ADDITIVE) e->render.effects |= EF_ADDITIVE;
+ }
+
+ // 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;
+
return true;
}
{
memset(cl.csqcentities_active, 0, sizeof(cl.csqcentities_active));
cl.num_csqcentities = 0;
- csqc_drawmask = 0;
}
void CL_ExpandCSQCEntities (int num);
-void CSQC_RelinkCSQCEntities (void)
-{
- int i;
- entity_t *e;
- prvm_edict_t *ed;
-
- *prog->time = cl.time;
- for(i=1;i<prog->num_edicts;i++)
- {
- if(i >= cl.max_csqcentities)
- CL_ExpandCSQCEntities(i);
-
- e = &cl.csqcentities[i];
- ed = &prog->edicts[i];
- if(ed->priv.required->free)
- {
- e->state_current.active = false;
- cl.csqcentities_active[i] = false;
- continue;
- }
- VectorAdd(ed->fields.client->origin, ed->fields.client->mins, ed->fields.client->absmin);
- VectorAdd(ed->fields.client->origin, ed->fields.client->maxs, ed->fields.client->absmax);
- CSQC_Think(ed);
- if(ed->priv.required->free)
- {
- e->state_current.active = false;
- cl.csqcentities_active[i] = false;
- continue;
- }
- CSQC_Predraw(ed);
- if(ed->priv.required->free)
- {
- e->state_current.active = false;
- cl.csqcentities_active[i] = false;
- continue;
- }
- if(!cl.csqcentities_active[i])
- if(!((int)ed->fields.client->drawmask & csqc_drawmask))
- continue;
-
- e->state_previous = e->state_current;
- e->state_current = defaultstate;
- if((cl.csqcentities_active[i] = CSQC_EdictToEntity(ed, e)))
- {
- if(!e->state_current.active)
- {
- if(!e->state_previous.active)
- VectorCopy(ed->fields.client->origin, e->persistent.trail_origin);//[515]: hack to make good gibs =/
- e->state_previous = e->state_current;
- e->state_current.active = true;
- }
- e->persistent.lerpdeltatime = 0;//prog->globals.client->frametime;
- cl.num_csqcentities++;
- }
- }
-}
-
-//[515]: omfg... it's all weird =/
-void CSQC_AddEntity (int n)
-{
- cl.csqcentities_active[n] = true;
-}
-
qboolean CL_VM_InputEvent (qboolean pressed, int key)
{
qboolean r;
//VectorCopy(cl.viewangles, oldangles);
*prog->time = cl.time;
CSQC_SetGlobals();
- csqc_drawmask = 0;
cl.num_csqcentities = 0;
PRVM_ExecuteProgram (prog->globals.client->CSQC_UpdateView, CL_F_UPDATEVIEW);
//VectorCopy(oldangles, cl.viewangles);
if(!sv.active && !cls.demoplayback && prog->filecrc != (unsigned short)csqc_progcrc.integer)
{
- Con_Printf("^1Your CSQC version differs from server's one (%i!=%i)\n", prog->filecrc, csqc_progcrc.integer);
+ Con_Printf("^1Your %s is not the same version as the server (CRC is %i but should be %i)\n", prog->filecrc, csqc_progcrc.integer);
PRVM_ResetProg();
CL_Disconnect();
return;
// Note that to use this properly, you'll NEED to use the predraw function to set the globals.
//#define RF_DOUBLESIDED 32
-extern unsigned int csqc_drawmask;
extern qboolean csqc_frame;
extern int csqc_buttons;
extern qboolean csqc_loaded;
-extern qboolean csqc_onground;
extern vec3_t csqc_origin, csqc_angles;
-extern unsigned int csqc_drawmask;
extern int csqc_fieldoff_scale;
extern int csqc_fieldoff_renderflags;
extern int csqc_fieldoff_tag_entity;
extern int csqc_fieldoff_tag_index;
extern int csqc_fieldoff_dphitcontentsmask;
+extern cvar_t csqc_progname; //[515]: csqc crc check and right csprogs name according to progs.dat
extern cvar_t csqc_progcrc;
extern qboolean csqc_usecsqclistener;
extern matrix4x4_t csqc_listenermatrix;
#define STRING_COLOR_DEFAULT 7
#define STRING_COLOR_DEFAULT_STR "^7"
-// sets r_defdef.draw2dstage and prepares for 2D rendering
-void DrawQ_Begin(void);
+// all of these functions will set r_defdef.draw2dstage if not in 2D rendering mode (and of course prepare for 2D rendering in that case)
+
// draw an image (or a filled rectangle if pic == NULL)
void DrawQ_Pic(float x, float y, cachepic_t *pic, float width, float height, float red, float green, float blue, float alpha, int flags);
// draw a text string
R_RegisterModule("GL_Draw", gl_draw_start, gl_draw_shutdown, gl_draw_newmap);
}
-void DrawQ_Begin(void)
+static void _DrawQ_Setup(void)
{
- GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
-
+ if (r_refdef.draw2dstage)
+ return;
+ r_refdef.draw2dstage = true;
CHECKGLERROR
qglViewport(r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
+ GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
GL_SetupView_Mode_Ortho(0, 0, vid_conwidth.integer, vid_conheight.integer, -10, 100);
qglDepthFunc(GL_LEQUAL);CHECKGLERROR
+ qglDisable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
R_Mesh_Matrix(&identitymatrix);
GL_DepthMask(true);
GL_AlphaTest(false);
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- r_refdef.draw2dstage = true;
+ if (gl_support_fragment_shader)
+ {
+ qglUseProgramObjectARB(0);CHECKGLERROR
+ }
}
static void _DrawQ_ProcessDrawFlag(int flags)
{
+ _DrawQ_Setup();
CHECKGLERROR
if(flags == DRAWFLAG_ADDITIVE)
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
void DrawQ_Pic(float x, float y, cachepic_t *pic, float width, float height, float red, float green, float blue, float alpha, int flags)
{
- if (!r_refdef.draw2dstage)
- {
- Con_Printf("DrawQ_Pic: not in 2d rendering stage!\n");
- return;
- }
DrawQ_SuperPic(x,y,pic,width,height,0,0,red,green,blue,alpha,1,0,red,green,blue,alpha,0,1,red,green,blue,alpha,1,1,red,green,blue,alpha,flags);
}
float vertex3f[QUADELEMENTS_MAXQUADS*4*3];
float texcoord2f[QUADELEMENTS_MAXQUADS*4*2];
- if (!r_refdef.draw2dstage)
- {
- Con_Printf("DrawQ_String: not in 2d rendering stage!\n");
- return;
- }
-
if (alpha < (1.0f / 255.0f))
return;
void DrawQ_String(float x, float y, const char *string, int maxlen, float scalex, float scaley, float red, float green, float blue, float alpha, int flags)
{
- if (!r_refdef.draw2dstage)
- {
- Con_Printf("DrawQ_String: not in 2d rendering stage!\n");
- return;
- }
-
if (r_textshadow.integer)
DrawQ_String_Real(x+scalex*0.25,y+scaley*0.25,string,maxlen,scalex,scaley,0,0,0,alpha*0.8,flags);
int colorindex;
const char *start, *current;
- if (!r_refdef.draw2dstage)
- {
- Con_Printf("DrawQ_ColoredString: not in 2d rendering stage!\n");
- return;
- }
if( !outcolor || *outcolor == -1 ) {
colorindex = STRING_COLOR_DEFAULT;
} else {
{
float floats[36];
- if (!r_refdef.draw2dstage)
- {
- Con_Printf("DrawQ_SuperPic: not in 2d rendering stage!\n");
- return;
- }
-
_DrawQ_ProcessDrawFlag(flags);
R_Mesh_VertexPointer(floats);
void DrawQ_Mesh (drawqueuemesh_t *mesh, int flags)
{
- if (!r_refdef.draw2dstage)
- {
- Con_Printf("DrawQ_Mesh: not in 2d rendering stage!\n");
- return;
- }
-
_DrawQ_ProcessDrawFlag(flags);
R_Mesh_VertexPointer(mesh->data_vertex3f);
{
int num;
- if (!r_refdef.draw2dstage)
- {
- Con_Printf("DrawQ_LineLoop: not in 2d rendering stage!\n");
- return;
- }
-
_DrawQ_ProcessDrawFlag(flags);
GL_Color(1,1,1,1);
CHECKGLERROR
}
-//LordHavoc: FIXME: this is nasty!
-void DrawQ_LineWidth (float width)
-{
- if (!r_refdef.draw2dstage)
- {
- Con_Printf("DrawQ_LineWidth: not in 2d rendering stage!\n");
- return;
- }
- CHECKGLERROR
- qglLineWidth(width);CHECKGLERROR
-}
-
//[515]: this is old, delete
void DrawQ_Line (float width, float x1, float y1, float x2, float y2, float r, float g, float b, float alpha, int flags)
{
- if (!r_refdef.draw2dstage)
- {
- Con_Printf("DrawQ_Line: not in 2d rendering stage!\n");
- return;
- }
+ _DrawQ_ProcessDrawFlag(flags);
CHECKGLERROR
- if(width > 0)
- DrawQ_LineWidth(width);
-
- _DrawQ_ProcessDrawFlag(flags);
+ qglLineWidth(width);CHECKGLERROR
GL_Color(r,g,b,alpha);
CHECKGLERROR
void DrawQ_SetClipArea(float x, float y, float width, float height)
{
- if (!r_refdef.draw2dstage)
- {
- Con_Printf("DrawQ_SetClipArea: not in 2d rendering stage!\n");
- return;
- }
+ _DrawQ_Setup();
// We have to convert the con coords into real coords
// OGL uses top to bottom
void DrawQ_ResetClipArea(void)
{
- if (!r_refdef.draw2dstage)
- {
- Con_Printf("DrawQ_ResetClipArea: not in 2d rendering stage!\n");
- return;
- }
+ _DrawQ_Setup();
GL_ScissorTest(false);
}
void DrawQ_Finish(void)
{
- if (!r_refdef.draw2dstage)
- {
- Con_Printf("R_DrawQueue: not in 2d rendering stage!\n");
- return;
- }
-
r_refdef.draw2dstage = false;
}
================
*/
void R_RenderView(void)
-{
- if (!r_refdef.entities/* || !r_refdef.worldmodel*/)
- return; //Host_Error ("R_RenderView: NULL worldmodel");
-
- CHECKGLERROR
- if (r_timereport_active)
- R_TimeReport("setup");
-
- R_View_Update();
- if (r_timereport_active)
- R_TimeReport("visibility");
-
- // GL is weird because it's bottom to top, r_view.y is top to bottom
- R_ResetViewRendering();
-
- R_ClearScreen();
- if (r_timereport_active)
- R_TimeReport("clear");
-
- // this produces a bloom texture to be used in R_BlendView() later
- if (r_hdr.integer)
- R_HDR_RenderBloomTexture();
-
- r_view.colorscale = r_hdr_scenebrightness.value;
- R_RenderScene();
-
- R_BlendView();
- if (r_timereport_active)
- R_TimeReport("blendview");
-
- GL_Scissor(0, 0, vid.width, vid.height);
- GL_ScissorTest(false);
- CHECKGLERROR
-}
-
-//[515]: csqc
-void CSQC_R_ClearScreen (void)
{
if (!r_refdef.entities/* || !r_refdef.worldmodel*/)
return; //Host_Error ("R_RenderView: NULL worldmodel");
R_ResetViewRendering();
- R_ClearScreen();
- if (r_timereport_active)
- R_TimeReport("clear");
- CHECKGLERROR
-}
-
-//[515]: csqc
-void CSQC_R_RenderScene (void)
-{
- R_ResetViewRendering();
-
R_ClearScreen();
if (r_timereport_active)
R_TimeReport("clear");
extern void R_DrawPortals (void);
void R_RenderScene(void)
{
+ DrawQ_Finish();
+
// don't let sound skip if going slow
if (r_refdef.extraupdate)
S_ExtraUpdate ();
VM_search_getfilename, // 77
VM_chr,
VM_itof,
- VM_ftoi, // 80
+ VM_ftoe, // 80
VM_itof, // isString
VM_altstr_count,
VM_altstr_prepare,
/*
========================
-VM_itoe
+VM_ftoe
-intt ftoi(float num)
+entity ftoe(float num)
========================
*/
-void VM_ftoi(void)
+void VM_ftoe(void)
{
int ent;
- VM_SAFEPARMCOUNT(1, VM_ftoi);
+ VM_SAFEPARMCOUNT(1, VM_ftoe);
ent = (int)PRVM_G_FLOAT(OFS_PARM0);
- if(PRVM_PROG_TO_EDICT(ent)->priv.required->free)
- PRVM_ERROR ("VM_ftoe: %s tried to access a freed entity (entity %i)!", PRVM_NAME, ent);
+ if (ent < 0 || ent >= MAX_EDICTS || PRVM_PROG_TO_EDICT(ent)->priv.required->free)
+ ent = 0; // return world instead of a free or invalid entity
PRVM_G_INT(OFS_RETURN) = ent;
}
*/
void VM_rint (void)
{
- float f;
-
+ float f;
VM_SAFEPARMCOUNT(1,VM_rint);
f = PRVM_G_FLOAT(OFS_PARM0);
if (f > 0)
- PRVM_G_FLOAT(OFS_RETURN) = (int)(f + 0.5);
+ PRVM_G_FLOAT(OFS_RETURN) = floor(f + 0.5);
else
- PRVM_G_FLOAT(OFS_RETURN) = (int)(f - 0.5);
+ PRVM_G_FLOAT(OFS_RETURN) = ceil(f - 0.5);
}
/*
if(picname[0])
p->tex = Draw_CachePic(picname, true)->tex;
else
- p->tex = r_texture_notexture;
+ p->tex = r_texture_white;
p->flags = (unsigned char)PRVM_G_FLOAT(OFS_PARM1);
vm_current_vertices = 0;
vm_polygonbegin = true;
p->data[vm_current_vertices*3] = coords[0];
p->data[1+vm_current_vertices*3] = coords[1];
- if(!(p->flags & VM_POLYGON_FL2D))
- p->data[2+vm_current_vertices*3] = coords[2];
+ p->data[2+vm_current_vertices*3] = coords[2];
p->data[12+vm_current_vertices*2] = tx[0];
if(!(p->flags & VM_POLYGON_FLLINES))
string chr(float ascii)
float itof(intt ent)
-intt ftoi(float num)
+entity ftoe(float num)
-------will be removed soon----------
float altstr_count(string)
void VM_etos (void);
void VM_stof(void);
void VM_itof(void);
-void VM_ftoi(void);
+void VM_ftoe(void);
void VM_spawn (void);
void VM_remove (void);
void VM_find (void);
-f (James D) bug darkplaces server: losing runes on episode completion, completing episode 1 then 2 then 3 causes it to forget 1, then 4 causes it to forget 2 and 3, making it impossible to open the boss gate (James D)
-f (Wazat) bug darkplaces: client's slowmo detection (measuring packet times and comparing to game time changes) may be making the game unpleasant (Wazat)
0 bug darkplaces client: GAME_NEHAHRA: make sure cutscenes and movies work, got a report of seeing a black screen (NightFright)
+0 bug darkplaces client: hipnotic: health is one character to the right on the sbar, covering up the key icons (M`Shacron)
0 bug darkplaces client: it has been reported that sometimes level changes on quakeworld servers don't load a map, this may be related to downloading? (Baker)
0 bug darkplaces client: svc_effect should post a warning and do nothing if given a framerate below 1 (Willis)
0 bug darkplaces console: commandline history won't scroll back past a blank line - the blank line should not be entered into history (Elric)
+0 bug darkplaces console: when cursoring up and down through command history, shorter lines sometimes contain some text from the previous line
0 bug darkplaces csqc: after the drawqueue was eliminated, the CSQC probably can't draw 2D polygons the same way, so it may need fixing ([515])
0 bug darkplaces csqc: engine-based rocket entities have a trail but they don't glow if csqc is used
0 bug darkplaces csqc: it's broken!
#include "cl_collision.h"
#include "csprogs.h"
+/*
+==================
+CL_StairSmoothing
+
+==================
+*/
+void CL_StairSmoothing (void)
+{
+ if (v_dmg_time > 0)
+ v_dmg_time -= (cl.time - cl.oldtime);
+
+ // stair smoothing
+ if (cl.onground && cl.stairoffset < 0)
+ {
+ cl.stairoffset += (cl.time - cl.oldtime) * cl_stairsmoothspeed.value;
+ cl.stairoffset = bound(-16, cl.stairoffset, 0);
+ }
+ else if (cl.onground && cl.stairoffset > 0)
+ {
+ cl.stairoffset -= (cl.time - cl.oldtime) * cl_stairsmoothspeed.value;
+ cl.stairoffset = bound(0, cl.stairoffset, 16);
+ }
+ else
+ cl.stairoffset = 0;
+}
+
/*
==================
V_CalcRefdef
// and the angles from the input system
Matrix4x4_OriginFromMatrix(&ent->render.matrix, vieworg);
VectorCopy(cl.viewangles, viewangles);
+
+ // update the stairoffset if the player entity has gone up or down without leaving the ground
+ //Con_Printf("cl.onground %i oldz %f newz %f\n", cl.onground, oldz, vieworg[2]);
+ cl.stairoffset -= vieworg[2] - oldz;
+ oldz = vieworg[2];
+ cl.stairoffset = bound(-16, cl.stairoffset, 16);
+
// interpolate the angles if playing a demo or spectating someone
if (cls.demoplayback || cl.fixangle[0])
{
// TODO: add a cvar to disable this
viewangles[PITCH] += cl.qw_weaponkick;
- if (cl.onground)
- {
- if (!cl.oldonground)
- cl.hitgroundtime = cl.time;
- cl.lastongroundtime = cl.time;
- }
- cl.oldonground = cl.onground;
-
- // stair smoothing
- //Con_Printf("cl.onground %i oldz %f newz %f\n", cl.onground, oldz, vieworg[2]);
- if (cl.onground && oldz < vieworg[2])
- {
- oldz += (cl.time - cl.oldtime) * cl_stairsmoothspeed.value;
- oldz = vieworg[2] = bound(vieworg[2] - 16, oldz, vieworg[2]);
- }
- else if (cl.onground && oldz > vieworg[2])
- {
- oldz -= (cl.time - cl.oldtime) * cl_stairsmoothspeed.value;
- oldz = vieworg[2] = bound(vieworg[2], oldz, vieworg[2] + 16);
- }
- else
- oldz = vieworg[2];
+ // bias by stair smoothing offset
+ vieworg[2] += cl.stairoffset;
if (chase_active.value)
{
{
viewangles[ROLL] += v_dmg_time/v_kicktime.value*v_dmg_roll;
viewangles[PITCH] += v_dmg_time/v_kicktime.value*v_dmg_pitch;
- v_dmg_time -= cl.realframetime;
}
// origin
VectorAdd(vieworg, cl.punchvector, vieworg);