22 Sep 2009

This commit is contained in:
g-cont 2009-09-22 00:00:00 +04:00 committed by Alibek Omarov
parent 9a0143260e
commit 9898ac5e0c
11 changed files with 127 additions and 294 deletions

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@ -1,65 +0,0 @@
<html>
<body>
<pre>
<h1>Build Log</h1>
<h3>
--------------------Configuration: client - Win32 Debug--------------------
</h3>
<h3>Command Lines</h3>
Creating temporary file "C:\DOCUME~1\MIKE~1.MIK\LOCALS~1\Temp\RSP963B.tmp" with contents
[
/nologo /MDd /W3 /Gm /Gi /GX /ZI /Od /I "./" /I "../common" /I "global" /I "hud" /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /FR"..\temp\client\!debug/" /Fo"..\temp\client\!debug/" /Fd"..\temp\client\!debug/" /FD /c
"D:\Xash3D\src_main\client\global\dll_int.cpp"
]
Creating command line "cl.exe @C:\DOCUME~1\MIKE~1.MIK\LOCALS~1\Temp\RSP963B.tmp"
Creating temporary file "C:\DOCUME~1\MIKE~1.MIK\LOCALS~1\Temp\RSP963C.tmp" with contents
[
msvcrtd.lib /nologo /subsystem:windows /dll /incremental:yes /pdb:"..\temp\client\!debug/client.pdb" /debug /machine:I386 /nodefaultlib:"libc.lib" /def:".\client.def" /out:"..\temp\client\!debug/client.dll" /implib:"..\temp\client\!debug/client.lib" /pdbtype:sept /libpath:"..\common\libs"
"\Xash3D\src_main\temp\client\!debug\dll_int.obj"
"\Xash3D\src_main\temp\client\!debug\hud.obj"
"\Xash3D\src_main\temp\client\!debug\hud_ammo.obj"
"\Xash3D\src_main\temp\client\!debug\hud_ammohistory.obj"
"\Xash3D\src_main\temp\client\!debug\hud_battery.obj"
"\Xash3D\src_main\temp\client\!debug\hud_death.obj"
"\Xash3D\src_main\temp\client\!debug\hud_flashlight.obj"
"\Xash3D\src_main\temp\client\!debug\hud_geiger.obj"
"\Xash3D\src_main\temp\client\!debug\hud_health.obj"
"\Xash3D\src_main\temp\client\!debug\hud_icons.obj"
"\Xash3D\src_main\temp\client\!debug\hud_menu.obj"
"\Xash3D\src_main\temp\client\!debug\hud_message.obj"
"\Xash3D\src_main\temp\client\!debug\hud_motd.obj"
"\Xash3D\src_main\temp\client\!debug\hud_msg.obj"
"\Xash3D\src_main\temp\client\!debug\hud_saytext.obj"
"\Xash3D\src_main\temp\client\!debug\hud_scoreboard.obj"
"\Xash3D\src_main\temp\client\!debug\hud_sound.obj"
"\Xash3D\src_main\temp\client\!debug\hud_statusbar.obj"
"\Xash3D\src_main\temp\client\!debug\hud_text.obj"
"\Xash3D\src_main\temp\client\!debug\hud_train.obj"
"\Xash3D\src_main\temp\client\!debug\hud_warhead.obj"
"\Xash3D\src_main\temp\client\!debug\hud_zoom.obj"
"\Xash3D\src_main\temp\client\!debug\tempents.obj"
"\Xash3D\src_main\temp\client\!debug\triapi.obj"
"\Xash3D\src_main\temp\client\!debug\utils.obj"
"\Xash3D\src_main\temp\client\!debug\view.obj"
]
Creating command line "link.exe @C:\DOCUME~1\MIKE~1.MIK\LOCALS~1\Temp\RSP963C.tmp"
Creating temporary file "C:\DOCUME~1\MIKE~1.MIK\LOCALS~1\Temp\RSP963D.bat" with contents
[
@echo off
copy \Xash3D\src_main\temp\client\!debug\client.dll "D:\Xash3D\bin\client.dll"
]
Creating command line "C:\DOCUME~1\MIKE~1.MIK\LOCALS~1\Temp\RSP963D.bat"
Compiling...
dll_int.cpp
Linking...
<h3>Output Window</h3>
Performing Custom Build Step on \Xash3D\src_main\temp\client\!debug\client.dll
‘ª®¯¨à®¢ ­® ä ©«®¢: 1.
<h3>Results</h3>
client.dll - 0 error(s), 0 warning(s)
</pre>
</body>
</html>

View File

@ -161,11 +161,15 @@ void HUD_UpdateEntityVars( edict_t *ent, skyportal_t *sky, const entity_state_t
if( ent->v.animtime )
{
// adjust lerping values if animation restarted
if( lerpTime < 0 ) prevframe = 1.001;
ent->v.frame = LerpPoint( prevframe, frame, m_fLerp );
if( ent->v.effects & EF_NOINTERP )
{
// adjust lerping values if animation restarted
if( lerpTime < 0 ) prevframe = 1.001;
ent->v.frame = LerpPoint( prevframe, frame, m_fLerp );
}
else ent->v.frame = state->frame; // use normal studio lerping
}
else ent->v.frame = Q_rint( state->frame ); // sprite frames
else ent->v.frame = Q_rint( state->frame ); // sprite frames will be interpolated in other place
}
switch( state->ed_type )

View File

@ -61,6 +61,7 @@ void HUD_StudioFxTransform( edict_t *ent, float transform[4][4] )
{
switch( ent->v.renderfx )
{
case kRenderFxDistort:
case kRenderFxHologram:
if(!RANDOM_LONG( 0, 49 ))
{

View File

@ -6,13 +6,7 @@
--------------------Configuration: engine - Win32 Debug--------------------
</h3>
<h3>Command Lines</h3>
Creating temporary file "C:\DOCUME~1\MIKE~1.MIK\LOCALS~1\Temp\RSP95D5.tmp" with contents
[
/nologo /MDd /W3 /Gm /Gi /GX /ZI /Od /I "./" /I "common" /I "server" /I "client" /I "uimenu" /I "../public" /I "../common" /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /FR"..\temp\engine\!debug/" /Fo"..\temp\engine\!debug/" /Fd"..\temp\engine\!debug/" /FD /c
"D:\Xash3D\src_main\engine\server\sv_main.c"
]
Creating command line "cl.exe @C:\DOCUME~1\MIKE~1.MIK\LOCALS~1\Temp\RSP95D5.tmp"
Creating temporary file "C:\DOCUME~1\MIKE~1.MIK\LOCALS~1\Temp\RSP95D6.tmp" with contents
Creating temporary file "C:\DOCUME~1\MIKE~1.MIK\LOCALS~1\Temp\RSP9E49.tmp" with contents
[
user32.lib msvcrtd.lib /nologo /subsystem:windows /dll /incremental:yes /pdb:"..\temp\engine\!debug/engine.pdb" /debug /machine:I386 /nodefaultlib:"msvcrt.lib" /out:"..\temp\engine\!debug/engine.dll" /implib:"..\temp\engine\!debug/engine.lib" /pdbtype:sept
"\Xash3D\src_main\temp\engine\!debug\cinematic.obj"
@ -73,15 +67,13 @@ user32.lib msvcrtd.lib /nologo /subsystem:windows /dll /incremental:yes /pdb:"..
"\Xash3D\src_main\temp\engine\!debug\ui_singleplayer.obj"
"\Xash3D\src_main\temp\engine\!debug\ui_video.obj"
]
Creating command line "link.exe @C:\DOCUME~1\MIKE~1.MIK\LOCALS~1\Temp\RSP95D6.tmp"
Creating temporary file "C:\DOCUME~1\MIKE~1.MIK\LOCALS~1\Temp\RSP95D7.bat" with contents
Creating command line "link.exe @C:\DOCUME~1\MIKE~1.MIK\LOCALS~1\Temp\RSP9E49.tmp"
Creating temporary file "C:\DOCUME~1\MIKE~1.MIK\LOCALS~1\Temp\RSP9E4A.bat" with contents
[
@echo off
copy \Xash3D\src_main\temp\engine\!debug\engine.dll "D:\Xash3D\bin\engine.dll"
]
Creating command line "C:\DOCUME~1\MIKE~1.MIK\LOCALS~1\Temp\RSP95D7.bat"
Compiling...
sv_main.c
Creating command line "C:\DOCUME~1\MIKE~1.MIK\LOCALS~1\Temp\RSP9E4A.bat"
Linking...
<h3>Output Window</h3>
Performing Custom Build Step on \Xash3D\src_main\temp\engine\!debug\engine.dll

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@ -1,16 +0,0 @@
<html>
<body>
<pre>
<h1>Build Log</h1>
<h3>
--------------------Configuration: launch - Win32 Debug--------------------
</h3>
<h3>Command Lines</h3>
<h3>Results</h3>
launch.dll - 0 error(s), 0 warning(s)
</pre>
</body>
</html>

View File

@ -207,29 +207,30 @@ typedef struct
typedef struct
{
byte open; // 0 = mouth closed, 255 = mouth agape
byte sndcount; // counter for running average
int sndavg; // running average
byte open; // 0 = mouth closed, 255 = mouth agape
byte sndcount; // counter for running average
int sndavg; // running average
} mouth_t;
typedef struct latchedvars_s
typedef struct lerpframe_s
{
float animtime; // ???
float sequencetime;
vec3_t origin; // edict->v.old_origin
vec3_t angles;
float frame; // lastframe from previous frame
float animtime; // holds animtime from prevoius frame
int sequence; // not used by studio, but used with sprites
} lerpframe_t;
vec3_t gaitorigin;
int sequence; // ???
float frame;
} latchedvars_t;
typedef struct studiolerp_s
{
float controller[MAXSTUDIOCONTROLLERS]; // holds bone controller values from previous frame
float blending[MAXSTUDIOBLENDS]; // latched blendings from previous frame
} studiolerp_t;
typedef struct studiolatched_s
{
float blending[MAXSTUDIOBLENDS];
float seqblending[MAXSTUDIOBLENDS];
float controller[MAXSTUDIOCONTROLLERS];
float sequencetime; // latched animtime from previous sequence
float frame; // lastframe played frame from previous sequence
int sequence; // prev.sequence to blending between two sequences
float blending[MAXSTUDIOBLENDS]; // latched sequence blending
} studiolatched_t;
typedef struct studiolight_s
@ -257,11 +258,13 @@ typedef struct studioverts_s
typedef struct studiovars_s
{
studiolatched_t prev;
studiolerp_t prev; // latched values from previous frame
studiolatched_t latched; // latched values from previous sequence
mouth_t mouth; // for synchronizing mouth movements.
mouth_t mouth; // UNDONE: for synchronizing mouth movements.
float blending[MAXSTUDIOBLENDS];
float controller[MAXSTUDIOCONTROLLERS];
vec3_t gaitorigin; // player stuff
// cached bones, valid only for current frame
char bonenames[MAXSTUDIOBONES][32];// used for attached entities
@ -287,7 +290,7 @@ typedef struct ref_entity_s
struct ref_model_s *model; // opaque type outside refresh
struct ref_entity_s *parent; // link to parent entity (FOLLOW or weaponmodel)
latchedvars_t prev; // previous frame values for lerping
lerpframe_t prev; // previous frame values for lerping
float framerate; // custom framerate
float animtime; // lerping animtime

View File

@ -2115,10 +2115,6 @@ bool R_AddGenericEntity( edict_t *pRefEntity, ref_entity_t *refent )
break;
}
refent->rtype = RT_MODEL;
// setup latchedvars
VectorCopy( pRefEntity->v.oldorigin, refent->prev.origin );
VectorCopy( pRefEntity->v.oldangles, refent->prev.angles );
// setup light origin
if( refent->model ) VectorAverage( refent->model->mins, refent->model->maxs, center );
@ -2172,17 +2168,7 @@ bool R_AddGenericEntity( edict_t *pRefEntity, ref_entity_t *refent )
}
else
{
switch( refent->model->type )
{
case mod_studio:
refent->prev.animtime = refent->animtime;
refent->animtime = pRefEntity->v.animtime;
refent->prev.sequencetime = refent->animtime - refent->prev.animtime;
refent->prev.sequence = refent->sequence;
refent->prev.frame = refent->frame;
refent->sequence = pRefEntity->v.sequence;
break;
}
refent->prev.frame = refent->frame; // save oldframe
refent->frame = pRefEntity->v.frame;
}

View File

@ -108,6 +108,24 @@ void R_StudioAllocExtradata( edict_t *in, ref_entity_t *e )
studio->blending[i] = in->v.blending[i];
}
// sequence has changed, hold the previous sequence info
if( in->v.sequence != e->sequence )
{
studio->latched.sequencetime = e->prev.animtime + 0.01f;
studio->latched.sequence = e->sequence;
// hold current blendings
for( i = 0; i < MAXSTUDIOBLENDS; i++ )
studio->latched.blending[i] = studio->blending[i];
}
if(!( e->flags & EF_ANIMATE ))
{
e->sequence = in->v.sequence;
e->prev.animtime = e->animtime; // must be update each frame!
e->animtime = in->v.animtime;
}
if( studio->numbones != numbones )
{
size_t cache_size = sizeof( matrix4x4 ) * numbones;
@ -186,7 +204,9 @@ static void R_StudioSetupRender( ref_entity_t *e, ref_model_t *mod )
// misc info
if( r_studio_lerping->integer )
{
m_fDoInterp = (e->flags & EF_NOINTERP) ? false : true;
}
else m_fDoInterp = false;
}
@ -910,8 +930,7 @@ StudioSetUpTransform
*/
void R_StudioSetUpTransform( ref_entity_t *e, bool trivial_accept )
{
int i;
vec3_t angles, origin;
vec3_t angles, origin;
if( trivial_accept )
{
@ -932,46 +951,7 @@ void R_StudioSetUpTransform( ref_entity_t *e, bool trivial_accept )
VectorCopy( e->origin, origin );
VectorCopy( e->angles, angles );
// TODO: should really be stored with the entity instead of being reconstructed
// TODO: should use a look-up table
// TODO: could cache lazily, stored in the entity
if( e->movetype == MOVETYPE_STEP )
{
float d, f = 0;
// NOTE: Because we need to interpolate multiplayer characters, the interpolation time limit
// was increased to 1.0 s., which is 2x the max lag we are accounting for.
if(( RI.refdef.time < e->animtime + 1.0f ) && ( e->animtime != e->prev.animtime ) )
{
f = (RI.refdef.time - e->animtime) / (e->animtime - e->prev.animtime);
Msg( "%4.2f %.2f %.2f\n", f, e->animtime, RI.refdef.time );
}
// calculate frontlerp value
if( m_fDoInterp ) f = RI.lerpFrac;
else f = 0;
for( i = 0; i < 3; i++ )
origin[i] += (e->origin[i] - e->prev.origin[i]) * f;
for( i = 0; i < 3; i++ )
{
float ang1, ang2;
ang1 = e->angles[i];
ang2 = e->prev.angles[i];
d = ang1 - ang2;
if( d > 180 ) d -= 360;
else if( d < -180 ) d += 360;
angles[i] += d * f;
}
}
else if( e->ent_type == ED_CLIENT )
{
// don't rotate player model, only aim
angles[PITCH] = 0;
}
if( e->ent_type == ED_CLIENT ) angles[PITCH] = 0; // don't rotate player model, only aim
Matrix4x4_CreateFromEntity( m_protationmatrix, origin[0], origin[1], origin[2], angles[PITCH], angles[YAW], angles[ROLL], e->scale );
@ -997,7 +977,7 @@ float R_StudioEstimateInterpolant( void )
{
float dadt = 1.0;
if ( m_fDoInterp && ( RI.currententity->animtime >= RI.currententity->prev.animtime + 0.01 ) )
if( m_fDoInterp && ( RI.currententity->animtime >= RI.currententity->prev.animtime + 0.01 ))
{
dadt = (RI.refdef.time - RI.currententity->animtime) / 0.1;
if( dadt > 2.0 ) dadt = 2.0;
@ -1177,49 +1157,49 @@ float R_StudioSetupBones( ref_entity_t *e )
}
}
if( m_fDoInterp && e->prev.sequencetime && ( e->prev.sequencetime + 0.2 > RI.refdef.time) && ( e->prev.sequence < m_pStudioHeader->numseq ))
if( m_fDoInterp && pstudio->latched.sequencetime && ( pstudio->latched.sequencetime + 0.2 > RI.refdef.time) && ( pstudio->latched.sequence < m_pStudioHeader->numseq ))
{
// blend from last sequence
static float pos1b[MAXSTUDIOBONES][3];
static vec4_t q1b[MAXSTUDIOBONES];
float s;
pseqdesc = (dstudioseqdesc_t *)((byte *)m_pStudioHeader + m_pStudioHeader->seqindex) + e->prev.sequence;
pseqdesc = (dstudioseqdesc_t *)((byte *)m_pStudioHeader + m_pStudioHeader->seqindex) + pstudio->latched.sequence;
panim = R_StudioGetAnim( RI.currentmodel, pseqdesc );
// clip prevframe
R_StudioCalcRotations( pos1b, q1b, pseqdesc, panim, e->prev.frame );
R_StudioCalcRotations( pos1b, q1b, pseqdesc, panim, pstudio->latched.frame );
if( pseqdesc->numblends > 1 )
{
panim += m_pStudioHeader->numbones;
R_StudioCalcRotations( pos2, q2, pseqdesc, panim, e->prev.frame );
R_StudioCalcRotations( pos2, q2, pseqdesc, panim, pstudio->latched.frame );
s = (pstudio->prev.seqblending[0]) / 255.0;
s = (pstudio->latched.blending[0]) / 255.0;
R_StudioSlerpBones( q1b, pos1b, q2, pos2, s );
if( pseqdesc->numblends == 4 )
{
panim += m_pStudioHeader->numbones;
R_StudioCalcRotations( pos3, q3, pseqdesc, panim, e->prev.frame );
R_StudioCalcRotations( pos3, q3, pseqdesc, panim, pstudio->latched.frame );
panim += m_pStudioHeader->numbones;
R_StudioCalcRotations( pos4, q4, pseqdesc, panim, e->prev.frame );
R_StudioCalcRotations( pos4, q4, pseqdesc, panim, pstudio->latched.frame );
s = (pstudio->prev.seqblending[0]) / 255.0;
s = (pstudio->latched.blending[0]) / 255.0;
R_StudioSlerpBones( q3, pos3, q4, pos4, s );
s = (pstudio->prev.seqblending[1]) / 255.0;
s = (pstudio->latched.blending[1]) / 255.0;
R_StudioSlerpBones( q1b, pos1b, q3, pos3, s );
}
}
s = 1.0 - (RI.refdef.time - e->prev.sequencetime) / 0.2;
s = 1.0 - (RI.refdef.time - pstudio->latched.sequencetime) / 0.2;
R_StudioSlerpBones( q, pos, q1b, pos1b, s );
}
else
{
// MsgDev( D_INFO, "prevframe = %4.2f\n", f );
e->prev.frame = f;
pstudio->latched.frame = f;
}
pbones = (dstudiobone_t *)((byte *)m_pStudioHeader + m_pStudioHeader->boneindex);
@ -1942,9 +1922,11 @@ StudioEstimateGait
*/
void R_StudioEstimateGait( ref_entity_t *e, edict_t *pplayer )
{
float dt;
vec3_t est_velocity;
float dt;
vec3_t est_velocity;
studiovars_t *pstudio = (studiovars_t *)e->extradata;
Com_Assert( pstudio == NULL );
dt = bound( 0.0f, RI.refdef.frametime, 1.0f );
if( dt == 0 || e->m_nCachedFrameCount == r_framecount2 )
@ -1956,8 +1938,8 @@ void R_StudioEstimateGait( ref_entity_t *e, edict_t *pplayer )
// VectorAdd( pplayer->v.velocity, pplayer->v.prediction_error, est_velocity );
if( m_fGaitEstimation )
{
VectorSubtract( e->origin, e->prev.gaitorigin, est_velocity );
VectorCopy( e->origin, e->prev.gaitorigin );
VectorSubtract( e->origin, pstudio->gaitorigin, est_velocity );
VectorCopy( e->origin, pstudio->gaitorigin );
m_flGaitMovement = VectorLength( est_velocity );
if( dt <= 0 || m_flGaitMovement / dt < 5 )
@ -2015,10 +1997,9 @@ void R_StudioProcessGait( ref_entity_t *e, edict_t *pplayer, studiovars_t *pstud
pseqdesc = (dstudioseqdesc_t *)((byte *)m_pStudioHeader + m_pStudioHeader->seqindex) + e->sequence;
R_StudioPlayerBlend( pseqdesc, &fBlend, &e->angles[PITCH] );
e->prev.angles[PITCH] = e->angles[PITCH];
pstudio->blending[0] = fBlend;
pstudio->prev.blending[0] = pstudio->blending[0];
pstudio->prev.seqblending[0] = pstudio->blending[0];
pstudio->latched.blending[0] = pstudio->blending[0];
// MsgDev( D_INFO, "%f %d\n", e->angles[PITCH], pstudio->blending[0] );
@ -2059,7 +2040,6 @@ void R_StudioProcessGait( ref_entity_t *e, edict_t *pplayer, studiovars_t *pstud
e->angles[YAW] = e->gaityaw;
if( e->angles[YAW] < -0 ) e->angles[YAW] += 360;
e->prev.angles[YAW] = e->angles[YAW];
if( pplayer->v.gaitsequence >= m_pStudioHeader->numseq )
pplayer->v.gaitsequence = 0;

View File

@ -6,6 +6,52 @@
--------------------Configuration: render - Win32 Debug--------------------
</h3>
<h3>Command Lines</h3>
Creating temporary file "C:\DOCUME~1\MIKE~1.MIK\LOCALS~1\Temp\RSP9E62.tmp" with contents
[
/nologo /MDd /W3 /Gm /Gi /GX /ZI /Od /I "../public" /I "../common" /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /FR"..\temp\render\!debug/" /Fo"..\temp\render\!debug/" /Fd"..\temp\render\!debug/" /FD /c
"D:\Xash3D\src_main\render\r_studio.c"
]
Creating command line "cl.exe @C:\DOCUME~1\MIKE~1.MIK\LOCALS~1\Temp\RSP9E62.tmp"
Creating temporary file "C:\DOCUME~1\MIKE~1.MIK\LOCALS~1\Temp\RSP9E63.tmp" with contents
[
msvcrtd.lib user32.lib gdi32.lib /nologo /subsystem:windows /dll /incremental:yes /pdb:"..\temp\render\!debug/render.pdb" /debug /machine:I386 /nodefaultlib:"msvcrt.lib" /out:"..\temp\render\!debug/render.dll" /implib:"..\temp\render\!debug/render.lib" /pdbtype:sept
"\Xash3D\src_main\temp\render\!debug\cin.obj"
"\Xash3D\src_main\temp\render\!debug\r_aliasq.obj"
"\Xash3D\src_main\temp\render\!debug\r_backend.obj"
"\Xash3D\src_main\temp\render\!debug\r_bloom.obj"
"\Xash3D\src_main\temp\render\!debug\r_cin.obj"
"\Xash3D\src_main\temp\render\!debug\r_cull.obj"
"\Xash3D\src_main\temp\render\!debug\r_draw.obj"
"\Xash3D\src_main\temp\render\!debug\r_image.obj"
"\Xash3D\src_main\temp\render\!debug\r_light.obj"
"\Xash3D\src_main\temp\render\!debug\r_main.obj"
"\Xash3D\src_main\temp\render\!debug\r_math.obj"
"\Xash3D\src_main\temp\render\!debug\r_mesh.obj"
"\Xash3D\src_main\temp\render\!debug\r_model.obj"
"\Xash3D\src_main\temp\render\!debug\r_opengl.obj"
"\Xash3D\src_main\temp\render\!debug\r_poly.obj"
"\Xash3D\src_main\temp\render\!debug\r_program.obj"
"\Xash3D\src_main\temp\render\!debug\r_register.obj"
"\Xash3D\src_main\temp\render\!debug\r_shader.obj"
"\Xash3D\src_main\temp\render\!debug\r_shadow.obj"
"\Xash3D\src_main\temp\render\!debug\r_sky.obj"
"\Xash3D\src_main\temp\render\!debug\r_sprite.obj"
"\Xash3D\src_main\temp\render\!debug\r_studio.obj"
"\Xash3D\src_main\temp\render\!debug\r_surf.obj"
]
Creating command line "link.exe @C:\DOCUME~1\MIKE~1.MIK\LOCALS~1\Temp\RSP9E63.tmp"
Creating temporary file "C:\DOCUME~1\MIKE~1.MIK\LOCALS~1\Temp\RSP9E64.bat" with contents
[
@echo off
copy \Xash3D\src_main\temp\render\!debug\render.dll "D:\Xash3D\bin\render.dll"
]
Creating command line "C:\DOCUME~1\MIKE~1.MIK\LOCALS~1\Temp\RSP9E64.bat"
Compiling...
r_studio.c
Linking...
<h3>Output Window</h3>
Performing Custom Build Step on \Xash3D\src_main\temp\render\!debug\render.dll
‘ª®¯¨à®¢ ­® ä ©«®¢: 1.

View File

@ -1047,6 +1047,9 @@ void UpdateEntityState( entity_state_t *to, edict_t *from, int baseline )
if( pNet->pev->fov < 0.0 ) pNet->pev->fov = 0.0;
if( pNet->pev->fov > 160 ) pNet->pev->fov = 160;
to->fov = pNet->pev->fov;
// clear EF_NOINTERP flag each frame for client
pNet->pev->effects &= ~EF_NOINTERP;
}
else if( to->ed_type == ED_AMBIENT )
{

View File

@ -1,101 +0,0 @@
<html>
<body>
<pre>
<h1>Build Log</h1>
<h3>
--------------------Configuration: server - Win32 Release--------------------
</h3>
<h3>Command Lines</h3>
Creating temporary file "C:\DOCUME~1\MIKE~1.MIK\LOCALS~1\Temp\RSP9B3E.tmp" with contents
[
/nologo /MD /W3 /O2 /I "./" /I "ents" /I "game" /I "global" /I "monsters" /I "../common" /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /Fo"..\temp\server\!release/" /Fd"..\temp\server\!release/" /FD /c
"D:\Xash3D\src_main\server\ents\basefx.cpp"
]
Creating command line "cl.exe @C:\DOCUME~1\MIKE~1.MIK\LOCALS~1\Temp\RSP9B3E.tmp"
Creating temporary file "C:\DOCUME~1\MIKE~1.MIK\LOCALS~1\Temp\RSP9B3F.tmp" with contents
[
msvcrt.lib /nologo /subsystem:windows /dll /pdb:none /machine:I386 /nodefaultlib:"libc.lib" /def:".\server.def" /out:"..\temp\server\!release/server.dll" /implib:"..\temp\server\!release/server.lib" /libpath:"..\common\libs"
"\Xash3D\src_main\temp\server\!release\ai_sound.obj"
"\Xash3D\src_main\temp\server\!release\animating.obj"
"\Xash3D\src_main\temp\server\!release\animation.obj"
"\Xash3D\src_main\temp\server\!release\apache.obj"
"\Xash3D\src_main\temp\server\!release\barnacle.obj"
"\Xash3D\src_main\temp\server\!release\barney.obj"
"\Xash3D\src_main\temp\server\!release\basebrush.obj"
"\Xash3D\src_main\temp\server\!release\baseentity.obj"
"\Xash3D\src_main\temp\server\!release\basefunc.obj"
"\Xash3D\src_main\temp\server\!release\basefx.obj"
"\Xash3D\src_main\temp\server\!release\baseinfo.obj"
"\Xash3D\src_main\temp\server\!release\baseitem.obj"
"\Xash3D\src_main\temp\server\!release\baselogic.obj"
"\Xash3D\src_main\temp\server\!release\basemonster.obj"
"\Xash3D\src_main\temp\server\!release\basemover.obj"
"\Xash3D\src_main\temp\server\!release\baseother.obj"
"\Xash3D\src_main\temp\server\!release\basepath.obj"
"\Xash3D\src_main\temp\server\!release\basephys.obj"
"\Xash3D\src_main\temp\server\!release\baserockets.obj"
"\Xash3D\src_main\temp\server\!release\basetank.obj"
"\Xash3D\src_main\temp\server\!release\basetrigger.obj"
"\Xash3D\src_main\temp\server\!release\baseutil.obj"
"\Xash3D\src_main\temp\server\!release\baseweapon.obj"
"\Xash3D\src_main\temp\server\!release\baseworld.obj"
"\Xash3D\src_main\temp\server\!release\client.obj"
"\Xash3D\src_main\temp\server\!release\combat.obj"
"\Xash3D\src_main\temp\server\!release\decals.obj"
"\Xash3D\src_main\temp\server\!release\defaultai.obj"
"\Xash3D\src_main\temp\server\!release\dll_int.obj"
"\Xash3D\src_main\temp\server\!release\flyingmonster.obj"
"\Xash3D\src_main\temp\server\!release\game.obj"
"\Xash3D\src_main\temp\server\!release\gamerules.obj"
"\Xash3D\src_main\temp\server\!release\generic.obj"
"\Xash3D\src_main\temp\server\!release\globals.obj"
"\Xash3D\src_main\temp\server\!release\gman.obj"
"\Xash3D\src_main\temp\server\!release\hassassin.obj"
"\Xash3D\src_main\temp\server\!release\headcrab.obj"
"\Xash3D\src_main\temp\server\!release\hgrunt.obj"
"\Xash3D\src_main\temp\server\!release\leech.obj"
"\Xash3D\src_main\temp\server\!release\legacy.obj"
"\Xash3D\src_main\temp\server\!release\lights.obj"
"\Xash3D\src_main\temp\server\!release\multiplay_gamerules.obj"
"\Xash3D\src_main\temp\server\!release\nodes.obj"
"\Xash3D\src_main\temp\server\!release\osprey.obj"
"\Xash3D\src_main\temp\server\!release\parent.obj"
"\Xash3D\src_main\temp\server\!release\player.obj"
"\Xash3D\src_main\temp\server\!release\rat.obj"
"\Xash3D\src_main\temp\server\!release\roach.obj"
"\Xash3D\src_main\temp\server\!release\saverestore.obj"
"\Xash3D\src_main\temp\server\!release\scientist.obj"
"\Xash3D\src_main\temp\server\!release\scripted.obj"
"\Xash3D\src_main\temp\server\!release\sfx.obj"
"\Xash3D\src_main\temp\server\!release\singleplay_gamerules.obj"
"\Xash3D\src_main\temp\server\!release\sound.obj"
"\Xash3D\src_main\temp\server\!release\squadmonster.obj"
"\Xash3D\src_main\temp\server\!release\talkmonster.obj"
"\Xash3D\src_main\temp\server\!release\teamplay_gamerules.obj"
"\Xash3D\src_main\temp\server\!release\turret.obj"
"\Xash3D\src_main\temp\server\!release\utils.obj"
"\Xash3D\src_main\temp\server\!release\weapon_generic.obj"
"\Xash3D\src_main\temp\server\!release\zombie.obj"
]
Creating command line "link.exe @C:\DOCUME~1\MIKE~1.MIK\LOCALS~1\Temp\RSP9B3F.tmp"
Creating temporary file "C:\DOCUME~1\MIKE~1.MIK\LOCALS~1\Temp\RSP9B40.bat" with contents
[
@echo off
copy \Xash3D\src_main\temp\server\!release\server.dll "D:\Xash3D\bin\server.dll"
]
Creating command line "C:\DOCUME~1\MIKE~1.MIK\LOCALS~1\Temp\RSP9B40.bat"
Compiling...
basefx.cpp
Linking...
Creating library ..\temp\server\!release/server.lib and object ..\temp\server\!release/server.exp
<h3>Output Window</h3>
Performing Custom Build Step on \Xash3D\src_main\temp\server\!release\server.dll
‘ª®¯¨à®¢ ­® ä ©«®¢: 1.
<h3>Results</h3>
server.dll - 0 error(s), 0 warning(s)
</pre>
</body>
</html>