590 lines
15 KiB
C
590 lines
15 KiB
C
//=======================================================================
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// Copyright XashXT Group 2008 ©
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// cl_frame.c - client world snapshot
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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 "input.h"
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/*
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=========================================================================
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FRAME PARSING
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=========================================================================
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*/
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void CL_UpdateEntityFields( cl_entity_t *ent )
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{
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// set player state
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ent->player = ( ent->curstate.entityType == ET_PLAYER ) ? true : false;
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ent->onground = CL_GetEntityByIndex( ent->curstate.onground );
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// FIXME: this very-very temporary stuffffffff
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// make me lerping
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VectorCopy( ent->curstate.origin, ent->origin );
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VectorCopy( ent->curstate.angles, ent->angles );
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}
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/*
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==================
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CL_UpdateStudioVars
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Update studio latched vars so interpolation work properly
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==================
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*/
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void CL_UpdateStudioVars( cl_entity_t *ent, entity_state_t *newstate )
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{
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int i;
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if( newstate->effects & EF_NOINTERP )
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{
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ent->latched.sequencetime = 0.0f; // no lerping between sequences
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ent->latched.prevsequence = newstate->sequence; // keep an actual
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ent->latched.prevanimtime = newstate->animtime;
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VectorCopy( newstate->origin, ent->latched.prevorigin );
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VectorCopy( newstate->angles, ent->latched.prevangles );
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// copy controllers
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for( i = 0; i < 4; i++ )
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ent->latched.prevcontroller[i] = newstate->controller[i];
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// copy blends
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for( i = 0; i < 4; i++ )
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ent->latched.prevblending[i] = newstate->blending[i];
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newstate->effects &= ~EF_NOINTERP;
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return;
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}
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// sequence has changed, hold the previous sequence info
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if( newstate->sequence != ent->curstate.sequence )
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{
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if( ent->curstate.entityType == ET_PLAYER )
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ent->latched.sequencetime = ent->curstate.animtime + 0.01f;
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else ent->latched.sequencetime = ent->curstate.animtime + 0.1f;
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// save current blends to right lerping from last sequence
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for( i = 0; i < 4; i++ )
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ent->latched.prevseqblending[i] = ent->curstate.blending[i];
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ent->latched.prevsequence = ent->curstate.sequence; // save old sequence
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}
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if( newstate->animtime != ent->curstate.animtime )
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{
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// client got new packet, shuffle animtimes
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ent->latched.prevanimtime = ent->curstate.animtime;
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VectorCopy( newstate->origin, ent->latched.prevorigin );
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VectorCopy( newstate->angles, ent->latched.prevangles );
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for( i = 0; i < 4; i++ )
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ent->latched.prevcontroller[i] = newstate->controller[i];
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}
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// copy controllers
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for( i = 0; i < 4; i++ )
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{
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if( ent->curstate.controller[i] != newstate->controller[i] )
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ent->latched.prevcontroller[i] = ent->curstate.controller[i];
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}
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// copy blends
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for( i = 0; i < 4; i++ )
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ent->latched.prevblending[i] = ent->curstate.blending[i];
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if( !VectorCompare( newstate->origin, ent->curstate.origin ))
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VectorCopy( ent->curstate.origin, ent->latched.prevorigin );
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if( !VectorCompare( newstate->angles, ent->curstate.angles ))
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VectorCopy( ent->curstate.angles, ent->latched.prevangles );
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}
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void CL_DeltaEntity( sizebuf_t *msg, frame_t *frame, int newnum, entity_state_t *old, bool unchanged )
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{
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cl_entity_t *ent;
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entity_state_t *state;
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bool newent = (old) ? false : true;
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bool noInterp = false;
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int result = 1;
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ent = EDICT_NUM( newnum );
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state = &cls.packet_entities[cls.next_client_entities % cls.num_client_entities];
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if( newent ) old = &ent->baseline;
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if( unchanged ) *state = *old;
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else result = MSG_ReadDeltaEntity( msg, old, state, newnum, sv_time( ));
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if( !result )
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{
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if( newent ) Host_Error( "Cl_DeltaEntity: tried to release new entity\n" );
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if( state->number == -1 )
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{
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// Msg( "Entity %s was removed from server\n", ent->curstate.classname );
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CL_FreeEntity( ent );
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}
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else
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{
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// Msg( "Entity %s was removed from delta-message\n", ent->curstate.classname );
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ent->curstate.effects |= EF_NODRAW; // don't rendering
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clgame.dllFuncs.pfnUpdateOnRemove( ent );
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}
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// entity was delta removed
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return;
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}
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cls.next_client_entities++;
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frame->num_entities++;
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if( ent->index <= 0 )
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{
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CL_InitEntity( ent );
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noInterp = true;
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}
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if( state->effects & EF_NOINTERP || noInterp )
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{
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// duplicate the current state so lerping doesn't hurt anything
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ent->prevstate = *state;
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}
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else
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{
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// shuffle the last state to previous
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ent->prevstate = ent->curstate;
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}
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// NOTE: always check modelindex for new state not current
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if( CM_GetModelType( state->modelindex ) == mod_studio )
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CL_UpdateStudioVars( ent, state );
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// set right current state
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ent->curstate = *state;
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CL_LinkEdict( ent ); // relink entity
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}
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/*
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=================
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CL_FlushEntityPacket
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=================
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*/
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void CL_FlushEntityPacket( sizebuf_t *msg )
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{
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int newnum;
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entity_state_t from, to;
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MsgDev( D_INFO, "FlushEntityPacket()\n" );
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Mem_Set( &from, 0, sizeof( from ));
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cl.frames[cl.parsecountmod].valid = false;
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cl.validsequence = 0; // can't render a frame
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// read it all, but ignore it
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while( 1 )
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{
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newnum = BF_ReadWord( msg );
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if( !newnum ) break; // done
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if( BF_CheckOverflow( msg ))
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Host_Error( "CL_FlushEntityPacket: read overflow\n" );
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while( newnum >= clgame.numEntities )
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clgame.numEntities++;
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MSG_ReadDeltaEntity( msg, &from, &to, newnum, sv_time( ));
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}
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}
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/*
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==================
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CL_ParsePacketEntities
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An svc_packetentities has just been parsed, deal with the
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rest of the data stream.
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==================
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*/
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void CL_ParsePacketEntities( sizebuf_t *msg, bool delta )
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{
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frame_t *newframe, *oldframe;
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int oldindex, newnum, oldnum;
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entity_state_t *oldent;
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int count;
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// first, allocate packet for new frame
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count = BF_ReadWord( msg );
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newframe = &cl.frames[cl.parsecountmod];
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// allocate parse entities
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newframe->first_entity = cls.next_client_entities;
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newframe->num_entities = 0;
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if( delta )
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{
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int subtracted, delta_sequence;
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delta_sequence = BF_ReadByte( msg );
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subtracted = ((( cls.netchan.incoming_sequence & 0xFF ) - delta_sequence ) & 0xFF );
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if( subtracted == 0 )
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{
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Host_Error( "CL_DeltaPacketEntities: update too old, connection dropped.\n" );
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return;
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}
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if( subtracted >= CL_UPDATE_MASK )
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{
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// we can't use this, it is too old
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CL_FlushEntityPacket( msg );
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return;
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}
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oldframe = &cl.frames[delta_sequence & CL_UPDATE_MASK];
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if( !oldframe->valid )
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{
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// should never happen
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MsgDev( D_INFO, "delta from invalid frame (not supposed to happen!)\n" );
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}
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if(( oldframe->delta_sequence & 0xFF ) != (( delta_sequence - 1 ) & 0xFF ))
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{
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// The frame that the server did the delta from
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// is too old, so we can't reconstruct it properly.
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MsgDev( D_INFO, "CL_ParsePacketEntities: delta frame too old\n" );
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}
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else if( cls.next_client_entities - oldframe->first_entity > cls.num_client_entities - 128 )
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{
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MsgDev( D_INFO, "CL_ParsePacketEntities: delta parse_entities too old\n" );
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}
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else newframe->valid = true; // valid delta parse
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if(( cl.delta_sequence & CL_UPDATE_MASK ) != ( delta_sequence & CL_UPDATE_MASK ))
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MsgDev( D_WARN, "CL_ParsePacketEntities: mismatch delta_sequence %i != %i\n", cl.delta_sequence, delta );
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// keep sequence an actual
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newframe->delta_sequence = delta_sequence;
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}
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else
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{
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// this is a full update that we can start delta compressing from now
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newframe->delta_sequence = ( cls.netchan.incoming_sequence - 1 ) & 0xFF;
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newframe->valid = true;
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oldframe = NULL;
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cl.force_send_usercmd = true; // send reply
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cls.demowaiting = false; // we can start recording now
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}
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// mark current delta state
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cl.validsequence = cls.netchan.incoming_sequence;
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oldent = NULL;
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oldindex = 0;
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if( !oldframe )
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{
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oldnum = MAX_ENTNUMBER;
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}
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else
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{
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if( oldindex >= oldframe->num_entities )
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{
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oldnum = MAX_ENTNUMBER;
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}
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else
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{
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oldent = &cls.packet_entities[(oldframe->first_entity+oldindex) % cls.num_client_entities];
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oldnum = oldent->number;
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}
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}
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while( 1 )
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{
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newnum = BF_ReadWord( msg );
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if( !newnum ) break; // end of packet entities
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if( BF_CheckOverflow( msg ))
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Host_Error( "CL_ParsePacketEntities: read overflow\n" );
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while( newnum >= clgame.numEntities )
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clgame.numEntities++;
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while( oldnum < newnum )
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{
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// one or more entities from the old packet are unchanged
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CL_DeltaEntity( msg, newframe, oldnum, oldent, true );
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oldindex++;
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if( oldindex >= oldframe->num_entities )
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{
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oldnum = MAX_ENTNUMBER;
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}
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else
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{
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oldent = &cls.packet_entities[(oldframe->first_entity+oldindex) % cls.num_client_entities];
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oldnum = oldent->number;
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}
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}
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if( oldnum == newnum )
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{
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// delta from previous state
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CL_DeltaEntity( msg, newframe, newnum, oldent, false );
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oldindex++;
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if( oldindex >= oldframe->num_entities )
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{
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oldnum = MAX_ENTNUMBER;
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}
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else
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{
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oldent = &cls.packet_entities[(oldframe->first_entity+oldindex) % cls.num_client_entities];
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oldnum = oldent->number;
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}
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continue;
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}
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if( oldnum > newnum )
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{
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// delta from baseline ?
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CL_DeltaEntity( msg, newframe, newnum, NULL, false );
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continue;
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}
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}
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// any remaining entities in the old frame are copied over
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while( oldnum != MAX_ENTNUMBER )
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{
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// one or more entities from the old packet are unchanged
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CL_DeltaEntity( msg, newframe, oldnum, oldent, true );
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oldindex++;
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if( oldindex >= oldframe->num_entities )
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{
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oldnum = MAX_ENTNUMBER;
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}
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else
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{
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oldent = &cls.packet_entities[(oldframe->first_entity+oldindex) % cls.num_client_entities];
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oldnum = oldent->number;
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}
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}
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cl.frame = *newframe;
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if( !cl.frame.valid ) return;
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if( cls.state != ca_active )
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{
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cl_entity_t *player;
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// client entered the game
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cls.state = ca_active;
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cl.force_refdef = true;
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cls.changelevel = false; // changelevel is done
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player = CL_GetLocalPlayer();
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SCR_MakeLevelShot(); // make levelshot if needs
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Cvar_SetValue( "scr_loading", 0.0f ); // reset progress bar
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// getting a valid frame message ends the connection process
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VectorCopy( player->origin, cl.predicted_origin );
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VectorCopy( player->angles, cl.predicted_angles );
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}
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CL_CheckPredictionError();
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}
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/*
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================
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CL_ParseFrame
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================
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*/
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void CL_ParseFrame( sizebuf_t *msg )
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{
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Mem_Set( &cl.frame, 0, sizeof( cl.frame ));
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cl.mtime[1] = cl.mtime[0];
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cl.mtime[0] = BF_ReadFloat( msg );
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cl.surpressCount = BF_ReadByte( msg );
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if( !cl.frame.valid ) return;
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if( cls.state != ca_active )
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{
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cl_entity_t *player;
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// client entered the game
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cls.state = ca_active;
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cl.force_refdef = true;
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cls.changelevel = false; // changelevel is done
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player = CL_GetLocalPlayer();
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SCR_MakeLevelShot(); // make levelshot if needs
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Cvar_SetValue( "scr_loading", 0.0f ); // reset progress bar
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// getting a valid frame message ends the connection process
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VectorCopy( player->origin, cl.predicted_origin );
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VectorCopy( player->angles, cl.predicted_angles );
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// request new HUD values
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BF_WriteByte( &cls.netchan.message, clc_stringcmd );
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BF_WriteString( &cls.netchan.message, "fullupdate" );
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}
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CL_CheckPredictionError();
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}
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/*
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==========================================================================
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INTERPOLATE BETWEEN FRAMES TO GET RENDERING PARMS
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==========================================================================
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*/
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/*
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===============
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CL_AddPacketEntities
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===============
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*/
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void CL_AddPacketEntities( frame_t *frame )
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{
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cl_entity_t *ent, *clent;
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int e, entityType;
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// now recalc actual entcount
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for( ; EDICT_NUM( clgame.numEntities - 1 )->index == -1; clgame.numEntities-- );
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clent = CL_GetLocalPlayer();
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if( !clent ) return;
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// update client vars
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clgame.dllFuncs.pfnTxferLocalOverrides( &clent->curstate, &cl.frame.clientdata );
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// if viewmodel has changed update sequence here
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if( clgame.viewent.curstate.modelindex != cl.frame.clientdata.viewmodel )
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{
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cl_entity_t *view = &clgame.viewent;
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CL_WeaponAnim( view->curstate.sequence, view->curstate.body );
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}
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// setup player viewmodel (only for local player!)
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clgame.viewent.curstate.modelindex = cl.frame.clientdata.viewmodel;
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for( e = 1; e < clgame.numEntities; e++ )
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{
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ent = CL_GetEntityByIndex( e );
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if( !ent ) continue;
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// entity not visible for this client
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if( ent->curstate.effects & EF_NODRAW )
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continue;
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entityType = ent->curstate.entityType;
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CL_UpdateEntityFields( ent );
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if( clgame.dllFuncs.pfnAddVisibleEntity( ent, entityType ))
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{
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if( entityType == ET_PORTAL && !VectorCompare( ent->curstate.origin, ent->curstate.vuser1 ))
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cl.render_flags |= RDF_PORTALINVIEW;
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}
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// NOTE: skyportal entity never added to rendering
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if( entityType == ET_SKYPORTAL ) cl.render_flags |= RDF_SKYPORTALINVIEW;
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}
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}
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/*
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===============
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CL_AddEntities
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Emits all entities, particles, and lights to the refresh
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===============
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*/
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void CL_AddEntities( void )
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{
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if( cls.state != ca_active )
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return;
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cl.render_flags = 0;
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clgame.dllFuncs.pfnStartFrame(); // new frame has begin
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CL_AddPacketEntities( &cl.frame );
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clgame.dllFuncs.pfnCreateEntities();
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CL_FireEvents(); // so tempents can be created immediately
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CL_AddDLights();
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CL_AddLightStyles();
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// perfomance test
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CL_TestLights();
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}
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//
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// sound engine implementation
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//
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bool CL_GetEntitySpatialization( int entnum, vec3_t origin, vec3_t velocity )
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{
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cl_entity_t *ent;
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bool from_baseline = false;
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if( entnum < 0 || entnum > clgame.numEntities )
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return false;
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ent = EDICT_NUM( entnum );
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if( ent->index == -1 || ent->curstate.number != entnum )
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{
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// this entity isn't visible but maybe it have baseline ?
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if( ent->baseline.number != entnum )
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return false;
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from_baseline = true;
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}
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if( from_baseline )
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{
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// setup origin and velocity
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if( origin ) VectorCopy( ent->baseline.origin, origin );
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if( velocity ) VectorCopy( ent->baseline.velocity, velocity );
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// if a brush model, offset the origin
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if( origin && CM_GetModelType( ent->baseline.modelindex ) == mod_brush )
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|
{
|
|
vec3_t mins, maxs, midPoint;
|
|
|
|
Mod_GetBounds( ent->baseline.modelindex, mins, maxs );
|
|
VectorAverage( mins, maxs, midPoint );
|
|
VectorAdd( origin, midPoint, origin );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
|
|
// setup origin and velocity
|
|
if( origin ) VectorCopy( ent->origin, origin );
|
|
if( velocity ) VectorCopy( ent->curstate.velocity, velocity );
|
|
|
|
// if a brush model, offset the origin
|
|
if( origin && CM_GetModelType( ent->curstate.modelindex ) == mod_brush )
|
|
{
|
|
vec3_t mins, maxs, midPoint;
|
|
|
|
Mod_GetBounds( ent->curstate.modelindex, mins, maxs );
|
|
VectorAverage( mins, maxs, midPoint );
|
|
VectorAdd( origin, midPoint, origin );
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
void CL_ExtraUpdate( void )
|
|
{
|
|
S_ExtraUpdate();
|
|
} |