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1428 lines
34 KiB
1428 lines
34 KiB
/* |
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cl_frame.c - client world snapshot |
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Copyright (C) 2008 Uncle Mike |
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|
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This program is free software: you can redistribute it and/or modify |
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it under the terms of the GNU General Public License as published by |
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the Free Software Foundation, either version 3 of the License, or |
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(at your option) any later version. |
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|
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This program is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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GNU General Public License for more details. |
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*/ |
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|
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#include "common.h" |
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#include "client.h" |
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#include "net_encode.h" |
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#include "entity_types.h" |
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#include "pm_local.h" |
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#include "cl_tent.h" |
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#include "studio.h" |
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#include "dlight.h" |
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#include "sound.h" |
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#include "input.h" |
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#define STUDIO_INTERPOLATION_FIX |
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/* |
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================== |
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CL_IsPlayerIndex |
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detect player entity |
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================== |
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*/ |
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qboolean CL_IsPlayerIndex( int idx ) |
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{ |
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return ( idx >= 1 && idx <= cl.maxclients ); |
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} |
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|
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/* |
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========================================================================= |
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FRAME INTERPOLATION |
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========================================================================= |
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*/ |
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/* |
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================== |
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CL_UpdatePositions |
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Store another position into interpolation circular buffer |
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================== |
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*/ |
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void CL_UpdatePositions( cl_entity_t *ent ) |
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{ |
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position_history_t *ph; |
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ent->current_position = (ent->current_position + 1) & HISTORY_MASK; |
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ph = &ent->ph[ent->current_position]; |
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VectorCopy( ent->curstate.origin, ph->origin ); |
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VectorCopy( ent->curstate.angles, ph->angles ); |
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ph->animtime = ent->curstate.animtime; // !!! |
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} |
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|
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/* |
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================== |
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CL_ResetPositions |
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Interpolation init or reset after teleporting |
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================== |
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*/ |
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void CL_ResetPositions( cl_entity_t *ent ) |
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{ |
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position_history_t store; |
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if( !ent ) return; |
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store = ent->ph[ent->current_position]; |
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ent->current_position = 1; |
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memset( ent->ph, 0, sizeof( position_history_t ) * HISTORY_MAX ); |
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memcpy( &ent->ph[1], &store, sizeof( position_history_t )); |
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memcpy( &ent->ph[0], &store, sizeof( position_history_t )); |
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} |
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/* |
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================== |
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CL_EntityTeleported |
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check for instant movement in case |
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we don't want interpolate this |
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================== |
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*/ |
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qboolean CL_EntityTeleported( cl_entity_t *ent ) |
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{ |
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float len, maxlen; |
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vec3_t delta; |
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VectorSubtract( ent->curstate.origin, ent->prevstate.origin, delta ); |
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// compute potential max movement in units per frame and compare with entity movement |
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maxlen = ( clgame.movevars.maxvelocity * ( 1.0f / GAME_FPS )); |
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len = VectorLength( delta ); |
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return (len > maxlen); |
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} |
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/* |
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================== |
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CL_CompareTimestamps |
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round-off floating errors |
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================== |
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*/ |
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qboolean CL_CompareTimestamps( float t1, float t2 ) |
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{ |
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int iTime1 = t1 * 1000; |
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int iTime2 = t2 * 1000; |
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return (( iTime1 - iTime2 ) <= 1 ); |
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} |
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/* |
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================== |
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CL_EntityIgnoreLerp |
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some ents will be ignore lerping |
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================== |
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*/ |
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qboolean CL_EntityIgnoreLerp( cl_entity_t *e ) |
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{ |
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if( cl_nointerp->value > 0.f ) |
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return true; |
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if( e->model && e->model->type == mod_alias ) |
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return false; |
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return (e->curstate.movetype == MOVETYPE_NONE) ? true : false; |
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} |
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/* |
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================== |
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CL_EntityCustomLerp |
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================== |
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*/ |
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qboolean CL_EntityCustomLerp( cl_entity_t *e ) |
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{ |
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switch( e->curstate.movetype ) |
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{ |
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case MOVETYPE_NONE: |
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case MOVETYPE_STEP: |
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case MOVETYPE_WALK: |
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case MOVETYPE_FLY: |
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case MOVETYPE_COMPOUND: |
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return false; |
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} |
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return true; |
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} |
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/* |
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================== |
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CL_ParametricMove |
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check for parametrical moved entities |
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================== |
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*/ |
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qboolean CL_ParametricMove( cl_entity_t *ent ) |
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{ |
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float frac, dt, t; |
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vec3_t delta; |
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if( ent->curstate.starttime == 0.0f || ent->curstate.impacttime == 0.0f ) |
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return false; |
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VectorSubtract( ent->curstate.endpos, ent->curstate.startpos, delta ); |
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dt = ent->curstate.impacttime - ent->curstate.starttime; |
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if( dt != 0.0f ) |
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{ |
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if( ent->lastmove > cl.time ) |
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t = ent->lastmove; |
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else t = cl.time; |
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frac = ( t - ent->curstate.starttime ) / dt; |
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frac = bound( 0.0f, frac, 1.0f ); |
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VectorMA( ent->curstate.startpos, frac, delta, ent->curstate.origin ); |
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ent->lastmove = t; |
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} |
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VectorNormalize( delta ); |
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if( VectorLength( delta ) > 0.0f ) |
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VectorAngles( delta, ent->curstate.angles ); // re-aim projectile |
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return true; |
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} |
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/* |
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==================== |
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CL_UpdateLatchedVars |
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==================== |
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*/ |
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void CL_UpdateLatchedVars( cl_entity_t *ent ) |
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{ |
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if( !ent->model || ( ent->model->type != mod_alias && ent->model->type != mod_studio )) |
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return; // below fields used only for alias and studio interpolation |
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VectorCopy( ent->prevstate.origin, ent->latched.prevorigin ); |
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VectorCopy( ent->prevstate.angles, ent->latched.prevangles ); |
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if( ent->model->type == mod_alias ) |
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ent->latched.prevframe = ent->prevstate.frame; |
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ent->latched.prevanimtime = ent->prevstate.animtime; |
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if( ent->curstate.sequence != ent->prevstate.sequence ) |
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{ |
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memcpy( ent->latched.prevseqblending, ent->prevstate.blending, sizeof( ent->prevstate.blending )); |
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ent->latched.prevsequence = ent->prevstate.sequence; |
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ent->latched.sequencetime = ent->curstate.animtime; |
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} |
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memcpy( ent->latched.prevcontroller, ent->prevstate.controller, sizeof( ent->latched.prevcontroller )); |
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memcpy( ent->latched.prevblending, ent->prevstate.blending, sizeof( ent->latched.prevblending )); |
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// update custom latched vars |
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if( clgame.drawFuncs.CL_UpdateLatchedVars != NULL ) |
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clgame.drawFuncs.CL_UpdateLatchedVars( ent, false ); |
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} |
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/* |
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==================== |
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CL_GetStudioEstimatedFrame |
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==================== |
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*/ |
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float CL_GetStudioEstimatedFrame( cl_entity_t *ent ) |
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{ |
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studiohdr_t *pstudiohdr; |
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mstudioseqdesc_t *pseqdesc; |
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int sequence; |
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if( ent->model != NULL && ent->model->type == mod_studio ) |
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{ |
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pstudiohdr = (studiohdr_t *)Mod_StudioExtradata( ent->model ); |
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if( pstudiohdr ) |
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{ |
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sequence = bound( 0, ent->curstate.sequence, pstudiohdr->numseq - 1 ); |
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pseqdesc = (mstudioseqdesc_t *)((byte *)pstudiohdr + pstudiohdr->seqindex) + sequence; |
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return ref.dllFuncs.R_StudioEstimateFrame( ent, pseqdesc ); |
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} |
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} |
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return 0; |
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} |
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/* |
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==================== |
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CL_ResetLatchedVars |
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==================== |
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*/ |
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void CL_ResetLatchedVars( cl_entity_t *ent, qboolean full_reset ) |
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{ |
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if( !ent->model || ( ent->model->type != mod_alias && ent->model->type != mod_studio )) |
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return; // below fields used only for alias and studio interpolation |
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if( full_reset ) |
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{ |
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// don't modify for sprites to avoid broke sprite interp |
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memcpy( ent->latched.prevblending, ent->curstate.blending, sizeof( ent->latched.prevblending )); |
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ent->latched.sequencetime = ent->curstate.animtime; |
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memcpy( ent->latched.prevcontroller, ent->curstate.controller, sizeof( ent->latched.prevcontroller )); |
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if( ent->model->type == mod_studio ) |
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ent->latched.prevframe = CL_GetStudioEstimatedFrame( ent ); |
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else if( ent->model->type == mod_alias ) |
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ent->latched.prevframe = ent->curstate.frame; |
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ent->prevstate = ent->curstate; |
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} |
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ent->latched.prevanimtime = ent->curstate.animtime = cl.mtime[0]; |
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VectorCopy( ent->curstate.origin, ent->latched.prevorigin ); |
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VectorCopy( ent->curstate.angles, ent->latched.prevangles ); |
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ent->latched.prevsequence = ent->curstate.sequence; |
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// update custom latched vars |
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if( clgame.drawFuncs.CL_UpdateLatchedVars != NULL ) |
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clgame.drawFuncs.CL_UpdateLatchedVars( ent, true ); |
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} |
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/* |
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================== |
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CL_ProcessEntityUpdate |
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apply changes since new frame received |
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================== |
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*/ |
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void CL_ProcessEntityUpdate( cl_entity_t *ent ) |
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{ |
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qboolean parametric; |
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ent->model = CL_ModelHandle( ent->curstate.modelindex ); |
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ent->index = ent->curstate.number; |
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if( FBitSet( ent->curstate.entityType, ENTITY_NORMAL )) |
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COM_NormalizeAngles( ent->curstate.angles ); |
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parametric = CL_ParametricMove( ent ); |
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// allow interpolation on bmodels too |
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if( ent->model && ent->model->type == mod_brush ) |
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ent->curstate.animtime = ent->curstate.msg_time; |
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if( CL_EntityCustomLerp( ent ) && !parametric ) |
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ent->curstate.animtime = ent->curstate.msg_time; |
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if( !CL_CompareTimestamps( ent->curstate.animtime, ent->prevstate.animtime ) || CL_EntityIgnoreLerp( ent )) |
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{ |
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CL_UpdateLatchedVars( ent ); |
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CL_UpdatePositions( ent ); |
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} |
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// g-cont. it should be done for all the players? |
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if( ent->player && !FBitSet( host.features, ENGINE_COMPUTE_STUDIO_LERP )) |
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ent->curstate.angles[PITCH] /= -3.0f; |
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VectorCopy( ent->curstate.origin, ent->origin ); |
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VectorCopy( ent->curstate.angles, ent->angles ); |
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// initialize attachments for now |
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VectorCopy( ent->origin, ent->attachment[0] ); |
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VectorCopy( ent->origin, ent->attachment[1] ); |
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VectorCopy( ent->origin, ent->attachment[2] ); |
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VectorCopy( ent->origin, ent->attachment[3] ); |
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} |
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/* |
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================== |
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CL_FindInterpolationUpdates |
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find two timestamps |
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================== |
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*/ |
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qboolean CL_FindInterpolationUpdates( cl_entity_t *ent, float targettime, position_history_t **ph0, position_history_t **ph1 ) |
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{ |
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qboolean extrapolate = true; |
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int i, i0, i1, imod; |
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float at; |
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imod = ent->current_position; |
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i0 = (imod - 0) & HISTORY_MASK; // curpos (lerp end) |
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i1 = (imod - 1) & HISTORY_MASK; // oldpos (lerp start) |
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for( i = 1; i < HISTORY_MAX - 1; i++ ) |
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{ |
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at = ent->ph[( imod - i ) & HISTORY_MASK].animtime; |
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if( at == 0.0f ) break; |
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if( targettime > at ) |
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{ |
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// found it |
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i0 = (( imod - i ) + 1 ) & HISTORY_MASK; |
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i1 = (( imod - i ) + 0 ) & HISTORY_MASK; |
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extrapolate = false; |
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break; |
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} |
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} |
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if( ph0 != NULL ) *ph0 = &ent->ph[i0]; |
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if( ph1 != NULL ) *ph1 = &ent->ph[i1]; |
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return extrapolate; |
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} |
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/* |
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================== |
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CL_PureOrigin |
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non-local players interpolation |
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================== |
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*/ |
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void CL_PureOrigin( cl_entity_t *ent, float t, vec3_t outorigin, vec3_t outangles ) |
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{ |
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qboolean extrapolate; |
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float t1, t0, frac; |
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position_history_t *ph0, *ph1; |
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vec3_t delta; |
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// NOTE: ph0 is next, ph1 is a prev |
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extrapolate = CL_FindInterpolationUpdates( ent, t, &ph0, &ph1 ); |
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if ( !ph0 || !ph1 ) |
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return; |
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t0 = ph0->animtime; |
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t1 = ph1->animtime; |
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if( t0 != 0.0f ) |
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{ |
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vec4_t q, q1, q2; |
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VectorSubtract( ph0->origin, ph1->origin, delta ); |
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if( t0 != t1 ) |
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frac = ( t - t1 ) / ( t0 - t1 ); |
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else frac = 1.0f; |
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frac = bound( 0.0f, frac, 1.2f ); |
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VectorMA( ph1->origin, frac, delta, outorigin ); |
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AngleQuaternion( ph0->angles, q1, false ); |
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AngleQuaternion( ph1->angles, q2, false ); |
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QuaternionSlerp( q2, q1, frac, q ); |
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QuaternionAngle( q, outangles ); |
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} |
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else |
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{ |
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// no backup found |
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VectorCopy( ph1->origin, outorigin ); |
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VectorCopy( ph1->angles, outangles ); |
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} |
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} |
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/* |
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================== |
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CL_InterpolateModel |
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non-players interpolation |
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================== |
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*/ |
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int CL_InterpolateModel( cl_entity_t *e ) |
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{ |
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position_history_t *ph0 = NULL, *ph1 = NULL; |
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vec3_t origin, angles, delta; |
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float t, t1, t2, frac; |
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vec4_t q, q1, q2; |
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VectorCopy( e->curstate.origin, e->origin ); |
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VectorCopy( e->curstate.angles, e->angles ); |
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if( cls.timedemo || !e->model ) |
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return 1; |
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if( cls.demoplayback == DEMO_QUAKE1 ) |
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{ |
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// quake lerping is easy |
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VectorLerp( e->prevstate.origin, cl.lerpFrac, e->curstate.origin, e->origin ); |
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AngleQuaternion( e->prevstate.angles, q1, false ); |
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AngleQuaternion( e->curstate.angles, q2, false ); |
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QuaternionSlerp( q1, q2, cl.lerpFrac, q ); |
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QuaternionAngle( q, e->angles ); |
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return 1; |
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} |
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if( cl.maxclients <= 1 ) |
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return 1; |
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if( e->model->type == mod_brush && !cl_bmodelinterp->value ) |
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return 1; |
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if( cl.local.moving && cl.local.onground == e->index ) |
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return 1; |
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t = cl.time - cl_interp->value; |
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CL_FindInterpolationUpdates( e, t, &ph0, &ph1 ); |
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if( ph0 == NULL || ph1 == NULL ) |
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return 0; |
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t1 = ph1->animtime; |
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t2 = ph0->animtime; |
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if( t - t1 < 0.0f ) |
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return 0; |
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if( t1 == 0.0f ) |
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{ |
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VectorCopy( ph0->origin, e->origin ); |
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VectorCopy( ph0->angles, e->angles ); |
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return 0; |
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} |
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if( t2 == t1 ) |
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{ |
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VectorCopy( ph0->origin, e->origin ); |
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VectorCopy( ph0->angles, e->angles ); |
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return 1; |
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} |
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VectorSubtract( ph0->origin, ph1->origin, delta ); |
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frac = (t - t1) / (t2 - t1); |
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if( frac < 0.0f ) |
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return 0; |
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if( frac > 1.0f ) |
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frac = 1.0f; |
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VectorMA( ph1->origin, frac, delta, origin ); |
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AngleQuaternion( ph0->angles, q1, false ); |
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AngleQuaternion( ph1->angles, q2, false ); |
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QuaternionSlerp( q2, q1, frac, q ); |
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QuaternionAngle( q, angles ); |
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VectorCopy( origin, e->origin ); |
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VectorCopy( angles, e->angles ); |
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return 1; |
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} |
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|
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/* |
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============= |
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CL_ComputePlayerOrigin |
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interpolate non-local clients |
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============= |
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*/ |
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void CL_ComputePlayerOrigin( cl_entity_t *ent ) |
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{ |
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float targettime; |
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vec4_t q, q1, q2; |
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vec3_t origin; |
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vec3_t angles; |
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if( !ent->player || ent->index == ( cl.playernum + 1 )) |
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return; |
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if( cl_nointerp->value > 0.f ) |
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{ |
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VectorCopy( ent->curstate.angles, ent->angles ); |
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VectorCopy( ent->curstate.origin, ent->origin ); |
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return; |
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} |
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if( cls.demoplayback == DEMO_QUAKE1 ) |
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{ |
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// quake lerping is easy |
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VectorLerp( ent->prevstate.origin, cl.lerpFrac, ent->curstate.origin, ent->origin ); |
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AngleQuaternion( ent->prevstate.angles, q1, false ); |
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AngleQuaternion( ent->curstate.angles, q2, false ); |
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QuaternionSlerp( q1, q2, cl.lerpFrac, q ); |
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QuaternionAngle( q, ent->angles ); |
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return; |
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} |
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targettime = cl.time - cl_interp->value; |
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CL_PureOrigin( ent, targettime, origin, angles ); |
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VectorCopy( angles, ent->angles ); |
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VectorCopy( origin, ent->origin ); |
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} |
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|
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/* |
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================= |
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CL_ProcessPlayerState |
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|
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process player states after the new packet has received |
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================= |
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*/ |
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void CL_ProcessPlayerState( int playerindex, entity_state_t *state ) |
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{ |
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entity_state_t *ps; |
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ps = &cl.frames[cl.parsecountmod].playerstate[playerindex]; |
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ps->number = state->number; |
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ps->messagenum = cl.parsecount; |
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ps->msg_time = cl.mtime[0]; |
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clgame.dllFuncs.pfnProcessPlayerState( ps, state ); |
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} |
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|
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/* |
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================= |
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CL_ResetLatchedState |
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|
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reset latched state if this frame entity was teleported |
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or just EF_NOINTERP was set |
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================= |
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*/ |
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void CL_ResetLatchedState( int pnum, frame_t *frame, cl_entity_t *ent ) |
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{ |
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if( CHECKVISBIT( frame->flags, pnum )) |
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{ |
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VectorCopy( ent->curstate.origin, ent->latched.prevorigin ); |
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VectorCopy( ent->curstate.angles, ent->latched.prevangles ); |
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|
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CL_ResetLatchedVars( ent, true ); |
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CL_ResetPositions( ent ); |
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|
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// parametric interpolation will starts at this point |
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if( ent->curstate.starttime != 0.0f && ent->curstate.impacttime != 0.0f ) |
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ent->lastmove = cl.time; |
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} |
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} |
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|
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/* |
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================= |
|
CL_ProcessPacket |
|
|
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process player states after the new packet has received |
|
================= |
|
*/ |
|
void CL_ProcessPacket( frame_t *frame ) |
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{ |
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entity_state_t *state; |
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cl_entity_t *ent; |
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int pnum; |
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|
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for( pnum = 0; pnum < frame->num_entities; pnum++ ) |
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{ |
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// request the entity state from circular buffer |
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state = &cls.packet_entities[(frame->first_entity+pnum) % cls.num_client_entities]; |
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state->messagenum = cl.parsecount; |
|
state->msg_time = cl.mtime[0]; |
|
|
|
// mark all the players |
|
ent = &clgame.entities[state->number]; |
|
ent->player = CL_IsPlayerIndex( state->number ); |
|
|
|
if( state->number == ( cl.playernum + 1 )) |
|
clgame.dllFuncs.pfnTxferLocalOverrides( state, &frame->clientdata ); |
|
|
|
// shuffle states |
|
ent->prevstate = ent->curstate; |
|
ent->curstate = *state; |
|
|
|
CL_ProcessEntityUpdate( ent ); |
|
CL_ResetLatchedState( pnum, frame, ent ); |
|
if( !ent->player ) continue; |
|
|
|
CL_ProcessPlayerState(( state->number - 1 ), state ); |
|
|
|
if( state->number == ( cl.playernum + 1 )) |
|
CL_CheckPredictionError(); |
|
} |
|
} |
|
|
|
/* |
|
========================================================================= |
|
|
|
FRAME PARSING |
|
|
|
========================================================================= |
|
*/ |
|
/* |
|
================= |
|
CL_FlushEntityPacket |
|
|
|
Read and ignore whole entity packet. |
|
================= |
|
*/ |
|
void CL_FlushEntityPacket( sizebuf_t *msg ) |
|
{ |
|
int newnum; |
|
entity_state_t from, to; |
|
|
|
memset( &from, 0, sizeof( from )); |
|
|
|
cl.frames[cl.parsecountmod].valid = false; |
|
cl.validsequence = 0; // can't render a frame |
|
|
|
// read it all, but ignore it |
|
while( 1 ) |
|
{ |
|
newnum = MSG_ReadUBitLong( msg, MAX_ENTITY_BITS ); |
|
if( newnum == LAST_EDICT ) break; // done |
|
|
|
if( MSG_CheckOverflow( msg )) |
|
Host_Error( "CL_FlushEntityPacket: overflow\n" ); |
|
|
|
MSG_ReadDeltaEntity( msg, &from, &to, newnum, CL_IsPlayerIndex( newnum ) ? DELTA_PLAYER : DELTA_ENTITY, cl.mtime[0] ); |
|
} |
|
} |
|
|
|
/* |
|
================= |
|
CL_DeltaEntity |
|
|
|
processing delta update |
|
================= |
|
*/ |
|
void CL_DeltaEntity( sizebuf_t *msg, frame_t *frame, int newnum, entity_state_t *old, qboolean has_update ) |
|
{ |
|
cl_entity_t *ent; |
|
entity_state_t *state; |
|
qboolean newent = (old) ? false : true; |
|
int pack = frame->num_entities; |
|
int delta_type = DELTA_ENTITY; |
|
qboolean alive = true; |
|
|
|
// alloc next slot to store update |
|
state = &cls.packet_entities[cls.next_client_entities % cls.num_client_entities]; |
|
if( CL_IsPlayerIndex( newnum )) delta_type = DELTA_PLAYER; |
|
|
|
if(( newnum < 0 ) || ( newnum >= clgame.maxEntities )) |
|
{ |
|
Con_DPrintf( S_ERROR "CL_DeltaEntity: invalid newnum: %d\n", newnum ); |
|
if( has_update ) |
|
MSG_ReadDeltaEntity( msg, old, state, newnum, delta_type, cl.mtime[0] ); |
|
return; |
|
} |
|
|
|
ent = CL_EDICT_NUM( newnum ); |
|
ent->index = newnum; // enumerate entity index |
|
if( newent ) old = &ent->baseline; |
|
|
|
if( has_update ) |
|
alive = MSG_ReadDeltaEntity( msg, old, state, newnum, delta_type, cl.mtime[0] ); |
|
else memcpy( state, old, sizeof( entity_state_t )); |
|
|
|
if( !alive ) |
|
{ |
|
CL_KillDeadBeams( ent ); // release dead beams |
|
#if 0 |
|
// this is for reference |
|
if( state->number == -1 ) |
|
Con_DPrintf( "Entity %i was removed from server\n", newnum ); |
|
else Con_Dprintf( "Entity %i was removed from delta-message\n", newnum ); |
|
#endif |
|
return; |
|
} |
|
|
|
if( newent ) |
|
{ |
|
// interpolation must be reset |
|
SETVISBIT( frame->flags, pack ); |
|
|
|
// release beams from previous entity |
|
CL_KillDeadBeams( ent ); |
|
} |
|
|
|
// add entity to packet |
|
cls.next_client_entities++; |
|
frame->num_entities++; |
|
} |
|
|
|
/* |
|
================== |
|
CL_ParsePacketEntities |
|
|
|
An svc_packetentities has just been parsed, deal with the |
|
rest of the data stream. |
|
================== |
|
*/ |
|
int CL_ParsePacketEntities( sizebuf_t *msg, qboolean delta ) |
|
{ |
|
frame_t *newframe, *oldframe; |
|
int oldindex, newnum, oldnum; |
|
int playerbytes = 0; |
|
int oldpacket; |
|
int bufStart; |
|
entity_state_t *oldent; |
|
qboolean player; |
|
int count; |
|
|
|
// save first uncompressed packet as timestamp |
|
if( cls.changelevel && !delta && cls.demorecording ) |
|
CL_WriteDemoJumpTime(); |
|
|
|
// sentinel count. save it for debug checking |
|
if( cls.legacymode ) |
|
count = MSG_ReadWord( msg ); |
|
else count = MSG_ReadUBitLong( msg, MAX_VISIBLE_PACKET_BITS ) + 1; |
|
|
|
newframe = &cl.frames[cl.parsecountmod]; |
|
|
|
// allocate parse entities |
|
memset( newframe->flags, 0, sizeof( newframe->flags )); |
|
newframe->first_entity = cls.next_client_entities; |
|
newframe->num_entities = 0; |
|
newframe->valid = true; // assume valid |
|
|
|
if( delta ) |
|
{ |
|
int subtracted; |
|
|
|
oldpacket = MSG_ReadByte( msg ); |
|
subtracted = ( cls.netchan.incoming_sequence - oldpacket ) & 0xFF; |
|
|
|
if( subtracted == 0 ) |
|
{ |
|
Con_NPrintf( 2, "^3Warning:^1 update too old\n^7\n" ); |
|
CL_FlushEntityPacket( msg ); |
|
return playerbytes; |
|
} |
|
|
|
if( subtracted >= CL_UPDATE_MASK ) |
|
{ |
|
// we can't use this, it is too old |
|
Con_NPrintf( 2, "^3Warning:^1 delta frame is too old^7\n" ); |
|
CL_FlushEntityPacket( msg ); |
|
return playerbytes; |
|
} |
|
|
|
oldframe = &cl.frames[oldpacket & CL_UPDATE_MASK]; |
|
|
|
if(( cls.next_client_entities - oldframe->first_entity ) > ( cls.num_client_entities - NUM_PACKET_ENTITIES )) |
|
{ |
|
Con_NPrintf( 2, "^3Warning:^1 delta frame is too old^7\n" ); |
|
CL_FlushEntityPacket( msg ); |
|
return playerbytes; |
|
} |
|
} |
|
else |
|
{ |
|
// this is a full update that we can start delta compressing from now |
|
oldframe = NULL; |
|
oldpacket = -1; // delta too old or is initial message |
|
cl.send_reply = true; // send reply |
|
cls.demowaiting = false; // we can start recording now |
|
} |
|
|
|
// mark current delta state |
|
cl.validsequence = cls.netchan.incoming_sequence; |
|
|
|
oldent = NULL; |
|
oldindex = 0; |
|
|
|
if( !oldframe ) |
|
{ |
|
oldnum = MAX_ENTNUMBER; |
|
} |
|
else |
|
{ |
|
if( oldindex >= oldframe->num_entities ) |
|
{ |
|
oldnum = MAX_ENTNUMBER; |
|
} |
|
else |
|
{ |
|
oldent = &cls.packet_entities[(oldframe->first_entity+oldindex) % cls.num_client_entities]; |
|
oldnum = oldent->number; |
|
} |
|
} |
|
|
|
while( 1 ) |
|
{ |
|
int lastedict; |
|
if( cls.legacymode ) |
|
{ |
|
newnum = MSG_ReadWord( msg ); |
|
lastedict = 0; |
|
} |
|
else |
|
{ |
|
newnum = MSG_ReadUBitLong( msg, MAX_ENTITY_BITS ); |
|
lastedict = LAST_EDICT; |
|
} |
|
|
|
if( newnum == lastedict ) break; // end of packet entities |
|
if( MSG_CheckOverflow( msg )) |
|
Host_Error( "CL_ParsePacketEntities: overflow\n" ); |
|
player = CL_IsPlayerIndex( newnum ); |
|
|
|
while( oldnum < newnum ) |
|
{ |
|
// one or more entities from the old packet are unchanged |
|
CL_DeltaEntity( msg, newframe, oldnum, oldent, false ); |
|
oldindex++; |
|
|
|
if( oldindex >= oldframe->num_entities ) |
|
{ |
|
oldnum = MAX_ENTNUMBER; |
|
} |
|
else |
|
{ |
|
oldent = &cls.packet_entities[(oldframe->first_entity+oldindex) % cls.num_client_entities]; |
|
oldnum = oldent->number; |
|
} |
|
} |
|
|
|
if( oldnum == newnum ) |
|
{ |
|
// delta from previous state |
|
bufStart = MSG_GetNumBytesRead( msg ); |
|
CL_DeltaEntity( msg, newframe, newnum, oldent, true ); |
|
if( player ) playerbytes += MSG_GetNumBytesRead( msg ) - bufStart; |
|
oldindex++; |
|
|
|
if( oldindex >= oldframe->num_entities ) |
|
{ |
|
oldnum = MAX_ENTNUMBER; |
|
} |
|
else |
|
{ |
|
oldent = &cls.packet_entities[(oldframe->first_entity+oldindex) % cls.num_client_entities]; |
|
oldnum = oldent->number; |
|
} |
|
continue; |
|
} |
|
|
|
if( oldnum > newnum ) |
|
{ |
|
// delta from baseline ? |
|
bufStart = MSG_GetNumBytesRead( msg ); |
|
CL_DeltaEntity( msg, newframe, newnum, NULL, true ); |
|
if( player ) playerbytes += MSG_GetNumBytesRead( msg ) - bufStart; |
|
continue; |
|
} |
|
} |
|
|
|
// any remaining entities in the old frame are copied over |
|
while( oldnum != MAX_ENTNUMBER ) |
|
{ |
|
// one or more entities from the old packet are unchanged |
|
CL_DeltaEntity( msg, newframe, oldnum, oldent, false ); |
|
oldindex++; |
|
|
|
if( oldindex >= oldframe->num_entities ) |
|
{ |
|
oldnum = MAX_ENTNUMBER; |
|
} |
|
else |
|
{ |
|
oldent = &cls.packet_entities[(oldframe->first_entity+oldindex) % cls.num_client_entities]; |
|
oldnum = oldent->number; |
|
} |
|
} |
|
|
|
if( newframe->num_entities != count && newframe->num_entities != 0 ) |
|
Con_Reportf( S_WARN "CL_Parse%sPacketEntities: (%i should be %i)\n", delta ? "Delta" : "", newframe->num_entities, count ); |
|
|
|
if( !newframe->valid ) |
|
return playerbytes; // frame is not valid but message was parsed |
|
|
|
// now process packet. |
|
CL_ProcessPacket( newframe ); |
|
|
|
// add new entities into physic lists |
|
CL_SetSolidEntities(); |
|
|
|
// first update is the final signon stage where we actually receive an entity (i.e., the world at least) |
|
if( cls.signon == ( SIGNONS - 1 )) |
|
{ |
|
// we are done with signon sequence. |
|
cls.signon = SIGNONS; |
|
|
|
// Clear loading plaque. |
|
CL_SignonReply (); |
|
} |
|
|
|
return playerbytes; |
|
} |
|
|
|
/* |
|
========================================================================== |
|
|
|
INTERPOLATE BETWEEN FRAMES TO GET RENDERING PARMS |
|
|
|
========================================================================== |
|
*/ |
|
/* |
|
============= |
|
CL_AddVisibleEntity |
|
|
|
all the visible entities should pass this filter |
|
============= |
|
*/ |
|
qboolean CL_AddVisibleEntity( cl_entity_t *ent, int entityType ) |
|
{ |
|
if( !ent || !ent->model ) |
|
return false; |
|
|
|
// check for adding this entity |
|
if( !clgame.dllFuncs.pfnAddEntity( entityType, ent, ent->model->name )) |
|
{ |
|
// local player was reject by game code, so ignore any effects |
|
if( RP_LOCALCLIENT( ent )) |
|
cl.local.apply_effects = false; |
|
return false; |
|
} |
|
|
|
// don't add the player in firstperson mode |
|
if( RP_LOCALCLIENT( ent )) |
|
{ |
|
cl.local.apply_effects = true; |
|
|
|
if( !CL_IsThirdPerson( ) && ( ent->index == cl.viewentity )) |
|
return false; |
|
} |
|
|
|
if( entityType == ET_BEAM ) |
|
{ |
|
ref.dllFuncs.CL_AddCustomBeam( ent ); |
|
return true; |
|
} |
|
else if( !ref.dllFuncs.R_AddEntity( ent, entityType )) |
|
{ |
|
return false; |
|
} |
|
|
|
// because pTemp->entity.curstate.effects |
|
// is already occupied by FTENT_FLICKER |
|
if( entityType != ET_TEMPENTITY && !RP_LOCALCLIENT( ent ) ) |
|
{ |
|
// apply client-side effects |
|
CL_AddEntityEffects( ent ); |
|
|
|
// alias & studiomodel efefcts |
|
CL_AddModelEffects( ent ); |
|
} |
|
|
|
return true; |
|
} |
|
|
|
/* |
|
============= |
|
CL_LinkCustomEntity |
|
|
|
Add server beam to draw list |
|
============= |
|
*/ |
|
void CL_LinkCustomEntity( cl_entity_t *ent, entity_state_t *state ) |
|
{ |
|
ent->curstate.movetype = state->modelindex; // !!! |
|
|
|
if( ent->model->type != mod_sprite ) |
|
Con_Reportf( S_WARN "bad model on beam ( %s )\n", ent->model->name ); |
|
|
|
ent->latched.prevsequence = ent->curstate.sequence; |
|
VectorCopy( ent->origin, ent->latched.prevorigin ); |
|
VectorCopy( ent->angles, ent->latched.prevangles ); |
|
ent->prevstate = ent->curstate; |
|
|
|
CL_AddVisibleEntity( ent, ET_BEAM ); |
|
} |
|
|
|
/* |
|
============= |
|
CL_LinkPlayers |
|
|
|
Create visible entities in the correct position |
|
for all current players |
|
============= |
|
*/ |
|
void CL_LinkPlayers( frame_t *frame ) |
|
{ |
|
entity_state_t *state; |
|
cl_entity_t *ent; |
|
int i; |
|
|
|
ent = CL_GetLocalPlayer(); |
|
|
|
// apply muzzleflash to weaponmodel |
|
if( ent && FBitSet( ent->curstate.effects, EF_MUZZLEFLASH )) |
|
SetBits( clgame.viewent.curstate.effects, EF_MUZZLEFLASH ); |
|
|
|
// check all the clients but add only visible |
|
for( i = 0, state = frame->playerstate; i < MAX_CLIENTS; i++, state++ ) |
|
{ |
|
if( state->messagenum != cl.parsecount ) |
|
continue; // not present this frame |
|
|
|
if( !state->modelindex || FBitSet( state->effects, EF_NODRAW )) |
|
continue; |
|
|
|
ent = &clgame.entities[i + 1]; |
|
|
|
// fixup the player indexes... |
|
if( ent->index != ( i + 1 )) ent->index = (i + 1); |
|
|
|
if( i == cl.playernum ) |
|
{ |
|
if( cls.demoplayback != DEMO_QUAKE1 ) |
|
{ |
|
VectorCopy( state->origin, ent->origin ); |
|
VectorCopy( state->origin, ent->prevstate.origin ); |
|
VectorCopy( state->origin, ent->curstate.origin ); |
|
} |
|
VectorCopy( ent->curstate.angles, ent->angles ); |
|
} |
|
|
|
if( FBitSet( ent->curstate.effects, EF_NOINTERP )) |
|
CL_ResetLatchedVars( ent, false ); |
|
|
|
if( CL_EntityTeleported( ent )) |
|
{ |
|
VectorCopy( ent->curstate.origin, ent->latched.prevorigin ); |
|
VectorCopy( ent->curstate.angles, ent->latched.prevangles ); |
|
CL_ResetPositions( ent ); |
|
} |
|
|
|
if ( i == cl.playernum ) |
|
{ |
|
if( cls.demoplayback == DEMO_QUAKE1 ) |
|
VectorLerp( ent->prevstate.origin, cl.lerpFrac, ent->curstate.origin, cl.simorg ); |
|
VectorCopy( cl.simorg, ent->origin ); |
|
} |
|
else |
|
{ |
|
VectorCopy( ent->curstate.origin, ent->origin ); |
|
VectorCopy( ent->curstate.angles, ent->angles ); |
|
|
|
// interpolate non-local clients |
|
CL_ComputePlayerOrigin( ent ); |
|
} |
|
|
|
VectorCopy( ent->origin, ent->attachment[0] ); |
|
VectorCopy( ent->origin, ent->attachment[1] ); |
|
VectorCopy( ent->origin, ent->attachment[2] ); |
|
VectorCopy( ent->origin, ent->attachment[3] ); |
|
|
|
CL_AddVisibleEntity( ent, ET_PLAYER ); |
|
} |
|
|
|
// apply local player effects if entity is not added |
|
if( cl.local.apply_effects ) CL_AddEntityEffects( CL_GetLocalPlayer( )); |
|
} |
|
|
|
/* |
|
=============== |
|
CL_LinkPacketEntities |
|
|
|
=============== |
|
*/ |
|
void CL_LinkPacketEntities( frame_t *frame ) |
|
{ |
|
cl_entity_t *ent; |
|
entity_state_t *state; |
|
qboolean parametric; |
|
qboolean interpolate; |
|
int i; |
|
|
|
for( i = 0; i < frame->num_entities; i++ ) |
|
{ |
|
state = &cls.packet_entities[(frame->first_entity + i) % cls.num_client_entities]; |
|
|
|
// clients are should be done in CL_LinkPlayers |
|
if( state->number >= 1 && state->number <= cl.maxclients ) |
|
continue; |
|
|
|
// if set to invisible, skip |
|
if( !state->modelindex || FBitSet( state->effects, EF_NODRAW )) |
|
continue; |
|
|
|
ent = CL_GetEntityByIndex( state->number ); |
|
|
|
if( !ent ) |
|
{ |
|
Con_Reportf( S_ERROR "CL_LinkPacketEntity: bad entity %i\n", state->number ); |
|
continue; |
|
} |
|
|
|
// animtime must keep an actual |
|
ent->curstate.animtime = state->animtime; |
|
ent->curstate.frame = state->frame; |
|
interpolate = false; |
|
|
|
if( !ent->model ) continue; |
|
|
|
if( ent->curstate.rendermode == kRenderNormal ) |
|
{ |
|
// auto 'solid' faces |
|
if( FBitSet( ent->model->flags, MODEL_TRANSPARENT ) && Host_IsQuakeCompatible( )) |
|
{ |
|
ent->curstate.rendermode = kRenderTransAlpha; |
|
ent->curstate.renderamt = 255; |
|
} |
|
} |
|
|
|
parametric = ( ent->curstate.impacttime != 0.0f && ent->curstate.starttime != 0.0f ); |
|
|
|
if( !parametric && ent->curstate.movetype != MOVETYPE_COMPOUND ) |
|
{ |
|
if( ent->curstate.animtime == ent->prevstate.animtime && !VectorCompare( ent->curstate.origin, ent->prevstate.origin )) |
|
ent->lastmove = cl.time + 0.2; |
|
|
|
if( FBitSet( ent->curstate.eflags, EFLAG_SLERP )) |
|
{ |
|
if( ent->curstate.animtime != 0.0f && ( ent->model->type == mod_alias || ent->model->type == mod_studio )) |
|
{ |
|
#ifdef STUDIO_INTERPOLATION_FIX |
|
if( ent->lastmove >= cl.time ) |
|
VectorCopy( ent->curstate.origin, ent->latched.prevorigin ); |
|
if( FBitSet( host.features, ENGINE_COMPUTE_STUDIO_LERP )) |
|
interpolate = true; |
|
else ent->curstate.movetype = MOVETYPE_STEP; |
|
#else |
|
if( ent->lastmove >= cl.time ) |
|
{ |
|
CL_ResetLatchedVars( ent, true ); |
|
VectorCopy( ent->curstate.origin, ent->latched.prevorigin ); |
|
VectorCopy( ent->curstate.angles, ent->latched.prevangles ); |
|
|
|
// disable step interpolation in client.dll |
|
ent->curstate.movetype = MOVETYPE_NONE; |
|
} |
|
else |
|
{ |
|
// restore step interpolation in client.dll |
|
ent->curstate.movetype = MOVETYPE_STEP; |
|
} |
|
#endif |
|
} |
|
} |
|
} |
|
|
|
if( ent->model->type == mod_brush ) |
|
{ |
|
CL_InterpolateModel( ent ); |
|
} |
|
else |
|
{ |
|
if( parametric ) |
|
{ |
|
CL_ParametricMove( ent ); |
|
|
|
VectorCopy( ent->curstate.origin, ent->origin ); |
|
VectorCopy( ent->curstate.angles, ent->angles ); |
|
} |
|
else if( CL_EntityCustomLerp( ent )) |
|
{ |
|
if ( !CL_InterpolateModel( ent )) |
|
continue; |
|
} |
|
else if( ent->curstate.movetype == MOVETYPE_STEP && !NET_IsLocalAddress( cls.netchan.remote_address )) |
|
{ |
|
if( !CL_InterpolateModel( ent )) |
|
continue; |
|
} |
|
else |
|
{ |
|
// no interpolation right now |
|
VectorCopy( ent->curstate.origin, ent->origin ); |
|
VectorCopy( ent->curstate.angles, ent->angles ); |
|
} |
|
|
|
if( ent->model->type == mod_studio ) |
|
{ |
|
if( interpolate && FBitSet( host.features, ENGINE_COMPUTE_STUDIO_LERP )) |
|
ref.dllFuncs.R_StudioLerpMovement( ent, cl.time, ent->origin, ent->angles ); |
|
} |
|
} |
|
|
|
if( !FBitSet( state->entityType, ENTITY_NORMAL )) |
|
{ |
|
CL_LinkCustomEntity( ent, state ); |
|
continue; |
|
} |
|
|
|
if( ent->model->type != mod_brush ) |
|
{ |
|
// NOTE: never pass sprites with rendercolor '0 0 0' it's a stupid Valve Hammer Editor bug |
|
if( !ent->curstate.rendercolor.r && !ent->curstate.rendercolor.g && !ent->curstate.rendercolor.b ) |
|
ent->curstate.rendercolor.r = ent->curstate.rendercolor.g = ent->curstate.rendercolor.b = 255; |
|
} |
|
|
|
// XASH SPECIFIC |
|
if( ent->curstate.rendermode == kRenderNormal && ent->curstate.renderfx == kRenderFxNone ) |
|
ent->curstate.renderamt = 255.0f; |
|
|
|
if( ent->curstate.aiment != 0 && ent->curstate.movetype != MOVETYPE_COMPOUND ) |
|
ent->curstate.movetype = MOVETYPE_FOLLOW; |
|
|
|
if( FBitSet( ent->curstate.effects, EF_NOINTERP )) |
|
CL_ResetLatchedVars( ent, false ); |
|
|
|
if( CL_EntityTeleported( ent )) |
|
{ |
|
VectorCopy( ent->curstate.origin, ent->latched.prevorigin ); |
|
VectorCopy( ent->curstate.angles, ent->latched.prevangles ); |
|
CL_ResetPositions( ent ); |
|
} |
|
|
|
VectorCopy( ent->origin, ent->attachment[0] ); |
|
VectorCopy( ent->origin, ent->attachment[1] ); |
|
VectorCopy( ent->origin, ent->attachment[2] ); |
|
VectorCopy( ent->origin, ent->attachment[3] ); |
|
|
|
CL_AddVisibleEntity( ent, ET_NORMAL ); |
|
} |
|
} |
|
|
|
/* |
|
=============== |
|
CL_MoveThirdpersonCamera |
|
|
|
think thirdperson |
|
=============== |
|
*/ |
|
void CL_MoveThirdpersonCamera( void ) |
|
{ |
|
if( cls.state == ca_disconnected || cls.state == ca_cinematic ) |
|
return; |
|
|
|
// think thirdperson camera |
|
clgame.dllFuncs.CAM_Think (); |
|
} |
|
|
|
/* |
|
=============== |
|
CL_EmitEntities |
|
|
|
add visible entities to refresh list |
|
process frame interpolation etc |
|
=============== |
|
*/ |
|
void CL_EmitEntities( void ) |
|
{ |
|
if( cl.paused ) return; // don't waste time |
|
|
|
// not in server yet, no entities to redraw |
|
if( cls.state != ca_active || !cl.validsequence ) |
|
return; |
|
|
|
// make sure we have at least one valid update |
|
if( !cl.frames[cl.parsecountmod].valid ) |
|
return; |
|
|
|
// animate lightestyles |
|
ref.dllFuncs.CL_RunLightStyles (); |
|
|
|
// decay dynamic lights |
|
CL_DecayLights (); |
|
|
|
// compute last interpolation amount |
|
CL_UpdateFrameLerp (); |
|
|
|
// set client ideal pitch when mlook is disabled |
|
CL_SetIdealPitch (); |
|
|
|
ref.dllFuncs.R_ClearScene (); |
|
|
|
// link all the visible clients first |
|
CL_LinkPlayers ( &cl.frames[cl.parsecountmod] ); |
|
|
|
// link all the entities that actually have update |
|
CL_LinkPacketEntities ( &cl.frames[cl.parsecountmod] ); |
|
|
|
// link custom user temp entities |
|
clgame.dllFuncs.pfnCreateEntities(); |
|
|
|
// evaluate temp entities |
|
CL_TempEntUpdate (); |
|
|
|
// fire events (client and server) |
|
CL_FireEvents (); |
|
|
|
// handle spectator camera movement |
|
CL_MoveSpectatorCamera(); |
|
|
|
// perfomance test |
|
CL_TestLights(); |
|
} |
|
|
|
/* |
|
========================================================================== |
|
|
|
SOUND ENGINE IMPLEMENTATION |
|
|
|
========================================================================== |
|
*/ |
|
qboolean CL_GetEntitySpatialization( channel_t *ch ) |
|
{ |
|
cl_entity_t *ent; |
|
qboolean valid_origin; |
|
|
|
if( ch->entnum == 0 ) |
|
{ |
|
ch->staticsound = true; |
|
return true; // static sound |
|
} |
|
|
|
if(( ch->entnum - 1 ) == cl.playernum ) |
|
{ |
|
VectorCopy( refState.vieworg, ch->origin ); |
|
return true; |
|
} |
|
|
|
valid_origin = VectorIsNull( ch->origin ) ? false : true; |
|
ent = CL_GetEntityByIndex( ch->entnum ); |
|
|
|
// entity is not present on the client but has valid origin |
|
if( !ent || !ent->model || ent->curstate.messagenum != cl.parsecount ) |
|
return valid_origin; |
|
|
|
// setup origin |
|
if( ent->model->type == mod_brush ) |
|
{ |
|
VectorAverage( ent->model->mins, ent->model->maxs, ch->origin ); |
|
VectorAdd( ent->origin, ch->origin, ch->origin ); |
|
} |
|
else |
|
{ |
|
VectorCopy( ent->origin, ch->origin ); |
|
} |
|
|
|
return true; |
|
} |
|
|
|
qboolean CL_GetMovieSpatialization( rawchan_t *ch ) |
|
{ |
|
cl_entity_t *ent; |
|
qboolean valid_origin; |
|
|
|
valid_origin = VectorIsNull( ch->origin ) ? false : true; |
|
ent = CL_GetEntityByIndex( ch->entnum ); |
|
|
|
// entity is not present on the client but has valid origin |
|
if( !ent || !ent->index || ent->curstate.messagenum == 0 ) |
|
return valid_origin; |
|
|
|
// setup origin |
|
if( ent->model->type == mod_brush ) |
|
{ |
|
VectorAverage( ent->model->mins, ent->model->maxs, ch->origin ); |
|
VectorAdd( ent->origin, ch->origin, ch->origin ); |
|
} |
|
else |
|
{ |
|
VectorCopy( ent->origin, ch->origin ); |
|
} |
|
|
|
return true; |
|
} |
|
|
|
void CL_ExtraUpdate( void ) |
|
{ |
|
clgame.dllFuncs.IN_Accumulate(); |
|
S_ExtraUpdate(); |
|
}
|
|
|