mirror of
https://github.com/FWGS/xash3d-fwgs
synced 2024-11-11 21:39:25 +01:00
ref: soft: convert to usage of ref_client_t to get client time
This commit is contained in:
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6386782674
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64f3884f23
@ -611,7 +611,7 @@ void R_DrawBeamFollow( BEAM *pbeam, float frametime )
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if( pnew )
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{
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VectorCopy( pbeam->source, pnew->org );
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pnew->die = gpGlobals->time + pbeam->amplitude;
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pnew->die = gp_cl->time + pbeam->amplitude;
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VectorClear( pnew->vel );
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pnew->next = particles;
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@ -658,7 +658,7 @@ void R_DrawBeamFollow( BEAM *pbeam, float frametime )
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VectorMA( delta, -pbeam->width, normal, last2 );
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div = 1.0f / pbeam->amplitude;
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fraction = ( pbeam->die - gpGlobals->time ) * div;
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fraction = ( pbeam->die - gp_cl->time ) * div;
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vLast = 0.0f;
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vStep = 1.0f;
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@ -694,7 +694,7 @@ void R_DrawBeamFollow( BEAM *pbeam, float frametime )
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if( particles->next != NULL )
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{
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fraction = (particles->die - gpGlobals->time) * div;
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fraction = (particles->die - gp_cl->time) * div;
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}
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else
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{
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@ -929,7 +929,7 @@ qboolean R_BeamRecomputeEndpoints( BEAM *pbeam )
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else if( !FBitSet( pbeam->flags, FBEAM_FOREVER ))
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{
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ClearBits( pbeam->flags, FBEAM_ENDENTITY );
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pbeam->die = gpGlobals->time;
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pbeam->die = gp_cl->time;
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return false;
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}
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else
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@ -962,7 +962,7 @@ void R_BeamDraw( BEAM *pbeam, float frametime )
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if( !model || model->type != mod_sprite )
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{
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pbeam->flags &= ~FBEAM_ISACTIVE; // force to ignore
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pbeam->die = gpGlobals->time;
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pbeam->die = gp_cl->time;
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return;
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}
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@ -1020,7 +1020,7 @@ void R_BeamDraw( BEAM *pbeam, float frametime )
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if( pbeam->flags & ( FBEAM_FADEIN|FBEAM_FADEOUT ))
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{
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// update life cycle
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pbeam->t = pbeam->freq + ( pbeam->die - gpGlobals->time );
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pbeam->t = pbeam->freq + ( pbeam->die - gp_cl->time );
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if( pbeam->t != 0.0f ) pbeam->t = 1.0f - pbeam->freq / pbeam->t;
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}
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@ -1068,7 +1068,7 @@ void R_BeamDraw( BEAM *pbeam, float frametime )
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TriRenderMode( FBitSet( pbeam->flags, FBEAM_SOLID ) ? kRenderNormal : kRenderTransAdd );
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if( !TriSpriteTexture( model, (int)(pbeam->frame + pbeam->frameRate * gpGlobals->time) % pbeam->frameCount ))
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if( !TriSpriteTexture( model, (int)(pbeam->frame + pbeam->frameRate * gp_cl->time) % pbeam->frameCount ))
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{
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ClearBits( pbeam->flags, FBEAM_ISACTIVE );
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return;
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@ -1173,8 +1173,8 @@ static void R_BeamSetup( BEAM *pbeam, vec3_t start, vec3_t end, int modelIndex,
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VectorCopy( end, pbeam->target );
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VectorSubtract( end, start, pbeam->delta );
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pbeam->freq = speed * gpGlobals->time;
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pbeam->die = life + gpGlobals->time;
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pbeam->freq = speed * gp_cl->time;
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pbeam->die = life + gp_cl->time;
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pbeam->amplitude = amplitude;
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pbeam->brightness = brightness;
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pbeam->width = width;
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@ -1304,7 +1304,7 @@ void GAME_EXPORT CL_DrawBeams( int fTrans, BEAM *active_beams )
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if( !fTrans && !FBitSet( pBeam->flags, FBEAM_SOLID ))
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continue;
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R_BeamDraw( pBeam, gpGlobals->time - gpGlobals->oldtime );
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R_BeamDraw( pBeam, gp_cl->time - gp_cl->oldtime );
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}
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//pglShadeModel( GL_FLAT );
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@ -950,7 +950,7 @@ void R_RenderWorld (void)
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// auto cycle the world frame for texture animation
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RI.currententity = CL_GetEntityByIndex(0);
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//RI.currententity->frame = (int)(gpGlobals->time*2);
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//RI.currententity->frame = (int)(gp_cl->time*2);
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VectorCopy (RI.vieworg, tr.modelorg);
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RI.currentmodel = WORLDMODEL;
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@ -864,9 +864,9 @@ void D_CalcGradients (msurface_t *pface)
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{
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if(pface->flags & SURF_DRAWTURB)
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sadjust += 0x10000 * (-128 * ( (gpGlobals->time * 0.25f) - (int)(gpGlobals->time * 0.25f) ));
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sadjust += 0x10000 * (-128 * ( (gp_cl->time * 0.25f) - (int)(gp_cl->time * 0.25f) ));
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else
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sadjust += 0x10000 * (-128 * ( (gpGlobals->time * 0.77f) - (int)(gpGlobals->time * 0.77f) ));
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sadjust += 0x10000 * (-128 * ( (gp_cl->time * 0.77f) - (int)(gp_cl->time * 0.77f) ));
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bbextents = ((pface->extents[0] << 16) >> miplevel) - 1;
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}
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else
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@ -39,7 +39,7 @@ void GAME_EXPORT CL_RunLightStyles( void )
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{
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int i, k, flight, clight;
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float l, lerpfrac, backlerp;
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float frametime = (gpGlobals->time - gpGlobals->oldtime);
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float frametime = (gp_cl->time - gp_cl->oldtime);
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float scale;
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lightstyle_t *ls;
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@ -163,7 +163,7 @@ void R_PushDlights( void )
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{
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l = gEngfuncs.GetDynamicLight( i );
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if( l->die < gpGlobals->time || !l->radius )
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if( l->die < gp_cl->time || !l->radius )
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continue;
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//if( GL_FrustumCullSphere( &RI.frustum, l->origin, l->radius, 15 ))
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@ -441,8 +441,8 @@ void R_SetupFrustum( void )
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/*if( RP_NORMALPASS() && ( ENGINE_GET_PARM( PARM_WATER_LEVEL ) >= 3 ) && ENGINE_GET_PARM( PARM_QUAKE_COMPATIBLE ))
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{
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RI.fov_x = atan( tan( DEG2RAD( RI.fov_x ) / 2 ) * ( 0.97 + sin( gpGlobals->time * 1.5 ) * 0.03 )) * 2 / (M_PI / 180.0);
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RI.fov_y = atan( tan( DEG2RAD( RI.fov_y ) / 2 ) * ( 1.03 - sin( gpGlobals->time * 1.5 ) * 0.03 )) * 2 / (M_PI / 180.0);
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RI.fov_x = atan( tan( DEG2RAD( RI.fov_x ) / 2 ) * ( 0.97 + sin( gp_cl->time * 1.5 ) * 0.03 )) * 2 / (M_PI / 180.0);
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RI.fov_y = atan( tan( DEG2RAD( RI.fov_y ) / 2 ) * ( 1.03 - sin( gp_cl->time * 1.5 ) * 0.03 )) * 2 / (M_PI / 180.0);
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}*/
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// build the transformation matrix for the given view angles
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@ -1171,7 +1171,7 @@ void R_DrawBEntitiesOnList (void)
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dlight_t *l = gEngfuncs.GetDynamicLight( k );
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vec3_t origin_l, oldorigin;
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if( l->die < gpGlobals->time || !l->radius )
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if( l->die < gp_cl->time || !l->radius )
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continue;
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VectorCopy( l->origin, oldorigin ); // save lightorigin
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@ -1326,7 +1326,7 @@ void R_DrawBrushModel(cl_entity_t *pent)
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dlight_t *l = gEngfuncs.GetDynamicLight( k );
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vec3_t origin_l, oldorigin;
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if( l->die < gpGlobals->time || !l->radius )
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if( l->die < gp_cl->time || !l->radius )
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continue;
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VectorCopy( l->origin, oldorigin ); // save lightorigin
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@ -1561,7 +1561,7 @@ void GAME_EXPORT R_RenderScene( void )
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// frametime is valid only for normal pass
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if( RP_NORMALPASS( ))
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tr.frametime = gpGlobals->time - gpGlobals->oldtime;
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tr.frametime = gp_cl->time - gp_cl->oldtime;
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else tr.frametime = 0.0;
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// begin a new frame
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@ -1984,16 +1984,16 @@ int CL_FxBlend( cl_entity_t *e )
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switch( e->curstate.renderfx )
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{
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case kRenderFxPulseSlowWide:
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blend = e->curstate.renderamt + 0x40 * sin( gpGlobals->time * 2 + offset );
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blend = e->curstate.renderamt + 0x40 * sin( gp_cl->time * 2 + offset );
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break;
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case kRenderFxPulseFastWide:
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blend = e->curstate.renderamt + 0x40 * sin( gpGlobals->time * 8 + offset );
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blend = e->curstate.renderamt + 0x40 * sin( gp_cl->time * 8 + offset );
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break;
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case kRenderFxPulseSlow:
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blend = e->curstate.renderamt + 0x10 * sin( gpGlobals->time * 2 + offset );
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blend = e->curstate.renderamt + 0x10 * sin( gp_cl->time * 2 + offset );
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break;
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case kRenderFxPulseFast:
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blend = e->curstate.renderamt + 0x10 * sin( gpGlobals->time * 8 + offset );
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blend = e->curstate.renderamt + 0x10 * sin( gp_cl->time * 8 + offset );
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break;
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case kRenderFxFadeSlow:
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if( RP_NORMALPASS( ))
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@ -2032,27 +2032,27 @@ int CL_FxBlend( cl_entity_t *e )
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blend = e->curstate.renderamt;
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break;
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case kRenderFxStrobeSlow:
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blend = 20 * sin( gpGlobals->time * 4 + offset );
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blend = 20 * sin( gp_cl->time * 4 + offset );
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if( blend < 0 ) blend = 0;
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else blend = e->curstate.renderamt;
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break;
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case kRenderFxStrobeFast:
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blend = 20 * sin( gpGlobals->time * 16 + offset );
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blend = 20 * sin( gp_cl->time * 16 + offset );
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if( blend < 0 ) blend = 0;
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else blend = e->curstate.renderamt;
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break;
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case kRenderFxStrobeFaster:
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blend = 20 * sin( gpGlobals->time * 36 + offset );
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blend = 20 * sin( gp_cl->time * 36 + offset );
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if( blend < 0 ) blend = 0;
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else blend = e->curstate.renderamt;
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break;
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case kRenderFxFlickerSlow:
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blend = 20 * (sin( gpGlobals->time * 2 ) + sin( gpGlobals->time * 17 + offset ));
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blend = 20 * (sin( gp_cl->time * 2 ) + sin( gp_cl->time * 17 + offset ));
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if( blend < 0 ) blend = 0;
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else blend = e->curstate.renderamt;
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break;
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case kRenderFxFlickerFast:
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blend = 20 * (sin( gpGlobals->time * 16 ) + sin( gpGlobals->time * 23 + offset ));
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blend = 20 * (sin( gp_cl->time * 16 ) + sin( gp_cl->time * 23 + offset ));
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if( blend < 0 ) blend = 0;
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else blend = e->curstate.renderamt;
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break;
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@ -86,7 +86,7 @@ void GAME_EXPORT CL_DrawParticles( double frametime, particle_t *cl_active_parti
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p->color = bound( 0, p->color, 255 );
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color = tr.palette[p->color];
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alpha = 255 * (p->die - gpGlobals->time) * 16.0f;
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alpha = 255 * (p->die - gp_cl->time) * 16.0f;
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if( alpha > 255 || p->type == pt_static )
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alpha = 255;
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@ -200,7 +200,7 @@ void GAME_EXPORT CL_DrawTracers( double frametime, particle_t *cl_active_tracers
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for( p = cl_active_tracers; p; p = p->next )
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{
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atten = (p->die - gpGlobals->time);
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atten = (p->die - gp_cl->time);
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if( atten > 0.1f ) atten = 0.1f;
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VectorScale( p->vel, ( p->ramp * atten ), delta );
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@ -268,7 +268,7 @@ void GAME_EXPORT CL_DrawTracers( double frametime, particle_t *cl_active_tracers
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p->vel[1] *= scale;
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p->vel[2] -= gravity;
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p->packedColor = 255 * (p->die - gpGlobals->time) * 2;
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p->packedColor = 255 * (p->die - gp_cl->time) * 2;
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if( p->packedColor > 255 ) p->packedColor = 255;
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}
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else if( p->type == pt_slowgrav )
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@ -100,7 +100,7 @@ void Turbulent8 (espan_t *pspan)
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float sdivz, tdivz, zi, z, du, dv, spancountminus1;
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float sdivz16stepu, tdivz16stepu, zi16stepu;
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r_turb_turb = sintable + ((int)(gpGlobals->time*SPEED)&(CYCLE-1));
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r_turb_turb = sintable + ((int)(gp_cl->time*SPEED)&(CYCLE-1));
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r_turb_sstep = 0; // keep compiler happy
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r_turb_tstep = 0; // ditto
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@ -239,7 +239,7 @@ void TurbulentZ8 (espan_t *pspan, int alpha1)
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if( alpha == 0 )
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return;
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r_turb_turb = sintable + ((int)(gpGlobals->time*SPEED)&(CYCLE-1));
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r_turb_turb = sintable + ((int)(gp_cl->time*SPEED)&(CYCLE-1));
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r_turb_sstep = 0; // keep compiler happy
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r_turb_tstep = 0; // ditto
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@ -430,7 +430,7 @@ mspriteframe_t *R_GetSpriteFrame( const model_t *pModel, int frame, float yaw )
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// when loading in Mod_LoadSpriteGroup, we guaranteed all interval values
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// are positive, so we don't have to worry about division by zero
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targettime = gpGlobals->time - ((int)( gpGlobals->time / fullinterval )) * fullinterval;
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targettime = gp_cl->time - ((int)( gp_cl->time / fullinterval )) * fullinterval;
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for( i = 0; i < (numframes - 1); i++ )
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{
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@ -494,25 +494,25 @@ float R_GetSpriteFrameInterpolant( cl_entity_t *ent, mspriteframe_t **oldframe,
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// this can be happens when rendering switched between single and angled frames
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// or change model on replace delta-entity
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ent->latched.prevblending[0] = ent->latched.prevblending[1] = frame;
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ent->latched.sequencetime = gpGlobals->time;
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ent->latched.sequencetime = gp_cl->time;
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lerpFrac = 1.0f;
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}
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if( ent->latched.sequencetime < gpGlobals->time )
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if( ent->latched.sequencetime < gp_cl->time )
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{
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if( frame != ent->latched.prevblending[1] )
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{
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ent->latched.prevblending[0] = ent->latched.prevblending[1];
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ent->latched.prevblending[1] = frame;
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ent->latched.sequencetime = gpGlobals->time;
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ent->latched.sequencetime = gp_cl->time;
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lerpFrac = 0.0f;
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}
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else lerpFrac = (gpGlobals->time - ent->latched.sequencetime) * 11.0f;
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else lerpFrac = (gp_cl->time - ent->latched.sequencetime) * 11.0f;
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}
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else
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{
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ent->latched.prevblending[0] = ent->latched.prevblending[1] = frame;
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ent->latched.sequencetime = gpGlobals->time;
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ent->latched.sequencetime = gp_cl->time;
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lerpFrac = 0.0f;
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}
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}
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@ -526,7 +526,7 @@ float R_GetSpriteFrameInterpolant( cl_entity_t *ent, mspriteframe_t **oldframe,
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{
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// reset interpolation on change model
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ent->latched.prevblending[0] = ent->latched.prevblending[1] = frame;
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ent->latched.sequencetime = gpGlobals->time;
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ent->latched.sequencetime = gp_cl->time;
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lerpFrac = 0.0f;
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}
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@ -541,7 +541,7 @@ float R_GetSpriteFrameInterpolant( cl_entity_t *ent, mspriteframe_t **oldframe,
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numframes = pspritegroup->numframes;
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fullinterval = pintervals[numframes-1];
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jinterval = pintervals[1] - pintervals[0];
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time = gpGlobals->time;
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time = gp_cl->time;
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jtime = 0.0f;
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// when loading in Mod_LoadSpriteGroup, we guaranteed all interval values
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@ -580,25 +580,25 @@ float R_GetSpriteFrameInterpolant( cl_entity_t *ent, mspriteframe_t **oldframe,
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// this can be happens when rendering switched between single and angled frames
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// or change model on replace delta-entity
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ent->latched.prevblending[0] = ent->latched.prevblending[1] = frame;
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ent->latched.sequencetime = gpGlobals->time;
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ent->latched.sequencetime = gp_cl->time;
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lerpFrac = 1.0f;
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}
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if( ent->latched.sequencetime < gpGlobals->time )
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if( ent->latched.sequencetime < gp_cl->time )
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{
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if( frame != ent->latched.prevblending[1] )
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{
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ent->latched.prevblending[0] = ent->latched.prevblending[1];
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ent->latched.prevblending[1] = frame;
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ent->latched.sequencetime = gpGlobals->time;
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ent->latched.sequencetime = gp_cl->time;
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lerpFrac = 0.0f;
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}
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else lerpFrac = (gpGlobals->time - ent->latched.sequencetime) * ent->curstate.framerate;
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else lerpFrac = (gp_cl->time - ent->latched.sequencetime) * ent->curstate.framerate;
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}
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else
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{
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ent->latched.prevblending[0] = ent->latched.prevblending[1] = frame;
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ent->latched.sequencetime = gpGlobals->time;
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ent->latched.sequencetime = gp_cl->time;
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lerpFrac = 0.0f;
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}
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}
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@ -163,8 +163,8 @@ static void R_StudioSetupTimings( void )
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if( RI.drawWorld )
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{
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// synchronize with server time
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g_studio.time = gpGlobals->time;
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g_studio.frametime = gpGlobals->time - gpGlobals->oldtime;
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g_studio.time = gp_cl->time;
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g_studio.frametime = gp_cl->time - gp_cl->oldtime;
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}
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else
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{
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@ -413,8 +413,8 @@ pfnGetEngineTimes
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static void pfnGetEngineTimes( int *framecount, double *current, double *old )
|
||||
{
|
||||
if( framecount ) *framecount = tr.realframecount;
|
||||
if( current ) *current = gpGlobals->time;
|
||||
if( old ) *old = gpGlobals->oldtime;
|
||||
if( current ) *current = gp_cl->time;
|
||||
if( old ) *old = gp_cl->oldtime;
|
||||
}
|
||||
|
||||
/*
|
||||
@ -2516,7 +2516,7 @@ static void R_StudioClientEvents( void )
|
||||
|
||||
ClearBits( e->curstate.effects, EF_MUZZLEFLASH );
|
||||
VectorCopy( e->attachment[0], el->origin );
|
||||
el->die = gpGlobals->time + 0.05f;
|
||||
el->die = gp_cl->time + 0.05f;
|
||||
el->color.r = 255;
|
||||
el->color.g = 192;
|
||||
el->color.b = 64;
|
||||
|
@ -401,7 +401,7 @@ texture_t *R_TextureAnim( texture_t *b )
|
||||
speed = 10;
|
||||
else speed = 20;
|
||||
|
||||
reletive = (int)(gpGlobals->time * speed) % base->anim_total;
|
||||
reletive = (int)(gp_cl->time * speed) % base->anim_total;
|
||||
}
|
||||
|
||||
|
||||
@ -455,7 +455,7 @@ texture_t *R_TextureAnimation( msurface_t *s )
|
||||
speed = 10;
|
||||
else speed = 20;
|
||||
|
||||
reletive = (int)(gpGlobals->time * speed) % base->anim_total;
|
||||
reletive = (int)(gp_cl->time * speed) % base->anim_total;
|
||||
}
|
||||
|
||||
count = 0;
|
||||
|
Loading…
Reference in New Issue
Block a user