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https://github.com/bearstonem/openmohaa-vr.git
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Four interactions that all needed the same thing: the hands' positions and velocities on the other side of the game module boundary. They share the plumbing, so they share a commit. use moves to B on the weapon hand, where the reference puts activate. The objectives list keeps the left hand's button; it had been bound to both, which was a button spent twice on one rarely opened screen. The trace also starts from the head's real position now rather than the body's notional eye - the two come apart exactly when leaning through a doorway to reach the thing on the far side. Weapons live on the body, the way Half-Life: Alyx does it: pistol at the right hip, grenades at the left, rifle and smg over the shoulders. Reaching back to where a weapon came from puts it away, reaching anywhere else swaps - holstering on any zone would have cost two gestures for every swap. Zones are measured from the head and rotated by the head's heading, so they stay on the body rather than wandering as the player turns. Ladders are climbed by pulling on them. MOHAA moves a climbing player by the root motion of the climb animation, with pmove skipped entirely, so this runs after the animation rather than instead of it: the animation still plays and the distance travelled is the distance the hand pulled. Both grips, averaged when both are held, and the grips stop meaning reload and rifle-steady while on a ladder. Grenades leave along the arm. Which instant of a swing to read is the whole problem and took several passes: averaging across the release blends the wind up with the follow through; the peak of the whole swing is usually the *backswing*, which threw grenades over the player's shoulder. What works is the natural gesture's own shape - take the direction the hand had as it let go, then find the fastest sample that agrees with it, which excludes the wind up by construction. Strength is a fraction of the game's own throw so all of MOHAA's grenade tuning survives. The sideways damping is the one deliberate lie. An underhand swing crosses the body, so the hand really is moving sideways at release - measured, lobs drifted left by up to 0.73, more sideways than forward. Damped in proportion to how gentle the throw is, so hard throws keep their true direction. A weapon wheel is included and is not finished: its input works and a tap of the same stick holsters, but the ring never appeared on screen and the drawing was not chased down. It is harmless - a hold selects nothing and does nothing. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
1403 lines
38 KiB
C++
1403 lines
38 KiB
C++
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Quake III Arena source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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// cl_cgame.c -- client system interaction with client game
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#include "client.h"
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#ifdef USE_OPENXR
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#include "../vr/vr_common.h"
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#endif
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#include "cl_ui.h"
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#include "cl_uiradar.h"
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#include "../corepp/tiki.h"
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#include "../qcommon/localization.h"
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#include "../qcommon/bg_compat.h"
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extern qboolean loadCamera(const char *name);
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extern void startCamera(int time);
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extern qboolean getCameraInfo(int time, vec3_t *origin, vec3_t *angles);
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/*
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====================
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CL_GetGameState
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====================
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*/
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void CL_GetGameState( gameState_t *gs ) {
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*gs = cl.gameState;
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}
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/*
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====================
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CL_GetGlconfig
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====================
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*/
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void CL_GetGlconfig( glconfig_t *glconfig ) {
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strncpy( glconfig->renderer_string, cls.glconfig.renderer_string, sizeof( glconfig->renderer_string ) );
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strncpy( glconfig->vendor_string, cls.glconfig.vendor_string, sizeof( glconfig->vendor_string ) );
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strncpy( glconfig->version_string, cls.glconfig.version_string, sizeof( glconfig->version_string ) );
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strncpy( glconfig->extensions_string, cls.glconfig.extensions_string, sizeof( glconfig->extensions_string ) );
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glconfig->maxTextureSize = cls.glconfig.maxTextureSize;
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glconfig->colorBits = cls.glconfig.colorBits;
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glconfig->depthBits = cls.glconfig.depthBits;
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glconfig->stencilBits = cls.glconfig.stencilBits;
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glconfig->driverType = cls.glconfig.driverType;
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glconfig->hardwareType = cls.glconfig.hardwareType;
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glconfig->deviceSupportsGamma = cls.glconfig.deviceSupportsGamma;
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glconfig->textureCompression = cls.glconfig.textureCompression;
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glconfig->textureEnvAddAvailable = cls.glconfig.textureEnvAddAvailable;
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glconfig->vidWidth = cls.glconfig.vidWidth;
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glconfig->vidHeight = cls.glconfig.vidHeight;
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glconfig->windowAspect = cls.glconfig.windowAspect;
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glconfig->displayFrequency = cls.glconfig.displayFrequency;
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glconfig->isFullscreen = cls.glconfig.isFullscreen;
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glconfig->stereoEnabled = cls.glconfig.stereoEnabled;
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glconfig->smpActive = cls.glconfig.smpActive;
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glconfig->registerCombinerAvailable = cls.glconfig.registerCombinerAvailable;
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glconfig->secondaryColorAvailable = cls.glconfig.secondaryColorAvailable;
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glconfig->VAR = cls.glconfig.VAR;
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glconfig->fence = cls.glconfig.fence;
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}
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/*
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====================
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CL_GetUserCmd
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====================
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*/
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qboolean CL_GetUserCmd( int cmdNumber, usercmd_t *ucmd ) {
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// cmds[cmdNumber] is the last properly generated command
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// can't return anything that we haven't created yet
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if ( cmdNumber > cl.cmdNumber ) {
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Com_Error( ERR_DROP, "CL_GetUserCmd: %i >= %i", cmdNumber, cl.cmdNumber );
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}
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// the usercmd has been overwritten in the wrapping
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// buffer because it is too far out of date
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if ( cmdNumber <= cl.cmdNumber - CMD_BACKUP ) {
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return qfalse;
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}
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*ucmd = cl.cmds[ cmdNumber & CMD_MASK ];
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return qtrue;
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}
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int CL_GetCurrentCmdNumber( void ) {
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return cl.cmdNumber;
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}
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/*
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====================
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CL_GetParseEntityState
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====================
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*/
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qboolean CL_GetParseEntityState( int parseEntityNumber, entityState_t *state ) {
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// can't return anything that hasn't been parsed yet
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if ( parseEntityNumber >= cl.parseEntitiesNum ) {
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Com_Error( ERR_DROP, "CL_GetParseEntityState: %i >= %i",
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parseEntityNumber, cl.parseEntitiesNum );
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}
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// can't return anything that has been overwritten in the circular buffer
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if ( parseEntityNumber <= cl.parseEntitiesNum - MAX_PARSE_ENTITIES ) {
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return qfalse;
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}
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*state = cl.parseEntities[ parseEntityNumber & ( MAX_PARSE_ENTITIES - 1 ) ];
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return qtrue;
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}
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/*
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====================
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CL_GetCurrentSnapshotNumber
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====================
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*/
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void CL_GetCurrentSnapshotNumber( int *snapshotNumber, int *serverTime ) {
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*snapshotNumber = cl.snap.messageNum;
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*serverTime = cl.snap.serverTime;
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}
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/*
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====================
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CL_GetServerStartTime
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====================
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*/
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int CL_GetServerStartTime( void ) {
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return cl.serverStartTime;
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}
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/*
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====================
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CL_SetTime
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====================
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*/
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void CL_SetTime( int time ) {
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cl.serverTime = time;
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}
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/*
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====================
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CL_GetSnapshot
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====================
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*/
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qboolean CL_GetSnapshot( int snapshotNumber, snapshot_t *snapshot ) {
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clSnapshot_t *clSnap;
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int i, count;
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int pnum;
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int parents[MAX_ENTITIES_IN_SNAPSHOT];
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entityState_t *s1;
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int pcount = 0;
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if ( snapshotNumber > cl.snap.messageNum ) {
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Com_Error( ERR_DROP, "CL_GetSnapshot: snapshotNumber > cl.snapshot.messageNum" );
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}
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// if the frame has fallen out of the circular buffer, we can't return it
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if ( cl.snap.messageNum - snapshotNumber >= PACKET_BACKUP ) {
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return qfalse;
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}
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// if the frame is not valid, we can't return it
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clSnap = &cl.snapshots[snapshotNumber & PACKET_MASK];
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if ( !clSnap->valid ) {
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return qfalse;
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}
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// if the entities in the frame have fallen out of their
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// circular buffer, we can't return it
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if ( cl.parseEntitiesNum - clSnap->parseEntitiesNum >= MAX_PARSE_ENTITIES ) {
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return qfalse;
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}
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// write the snapshot
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snapshot->snapFlags = clSnap->snapFlags;
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snapshot->serverCommandSequence = clSnap->serverCommandNum;
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snapshot->ping = clSnap->ping;
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snapshot->serverTime = clSnap->serverTime;
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Com_Memcpy( snapshot->areamask, clSnap->areamask, sizeof( snapshot->areamask ) );
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snapshot->ps = clSnap->ps;
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// wombat: sounds
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count = clSnap->number_of_sounds;
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if (snapshot->number_of_sounds > MAX_SERVER_SOUNDS) {
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Com_DPrintf("CL_GetSnapshot: truncated %i sounds to %i\n", count, MAX_SERVER_SOUNDS);
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count = MAX_SERVER_SOUNDS;
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}
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snapshot->number_of_sounds = count;
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Com_Memcpy(snapshot->sounds, clSnap->sounds, sizeof(snapshot->sounds[0])* count);
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count = clSnap->numEntities;
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if ( count > MAX_ENTITIES_IN_SNAPSHOT ) {
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Com_DPrintf( "CL_GetSnapshot: truncated %i visible entities to %i\n", count, MAX_ENTITIES_IN_SNAPSHOT );
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count = MAX_ENTITIES_IN_SNAPSHOT;
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}
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snapshot->numEntities = 0;
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for(i = 0; i < MAX_ENTITIES_IN_SNAPSHOT; i++) {
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parents[i] = -1;
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}
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for (i = 0; i < count; i++) {
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s1 = &cl.parseEntities[(clSnap->parseEntitiesNum + i) & (MAX_PARSE_ENTITIES - 1)];
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pnum = s1->parent;
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if (pnum == ENTITYNUM_NONE) {
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parents[s1->number] = -2;
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} else {
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if (parents[pnum] == -2) {
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parents[s1->number] = -2;
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} else {
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// add it later
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parents[s1->number] = pnum;
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continue;
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}
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}
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snapshot->entities[snapshot->numEntities++] = *s1;
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}
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for(pcount = 0; pcount < 8 && snapshot->numEntities != count; pcount++) {
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for (i = 0; i < count; i++) {
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s1 = &cl.parseEntities[(clSnap->parseEntitiesNum + i) & (MAX_PARSE_ENTITIES - 1)];
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pnum = parents[s1->number];
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if (pnum >= 0 && parents[pnum] == -2) {
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parents[s1->number] = -2;
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snapshot->entities[snapshot->numEntities++] = *s1;
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}
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}
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}
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if (snapshot->numEntities != count) {
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Com_DPrintf("CL_GetSnapshot: Not all children could find their parents.\n");
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for (i = snapshot->numEntities; i < count; i++)
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{
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for (pnum = 0; pnum < count; pnum++) {
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s1 = &cl.parseEntities[(clSnap->parseEntitiesNum + pnum) & (MAX_PARSE_ENTITIES - 1)];
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if (parents[s1->number] >= 0) {
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Com_DPrintf(
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"CL_GetSnapshot: entity %d with parent %d and model '%s' at %.2f %.2f %.2f, could not find parent.\n",
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s1->number,
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s1->parent,
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CL_ConfigString(CS_MODELS + s1->modelindex),
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s1->origin[0],
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s1->origin[1],
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s1->origin[2]
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);
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parents[s1->number] = -2;
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}
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}
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}
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}
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return qtrue;
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}
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/*
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=====================
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CL_AddCgameCommand
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=====================
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*/
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void CL_AddCgameCommand( const char *cmdName ) {
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Cmd_AddCommand( cmdName, NULL );
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}
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/*
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=====================
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CL_CgameError
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=====================
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*/
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void CL_CgameError( const char *string ) {
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Com_Error( ERR_DROP, "%s", string );
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}
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/*
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=====================
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CL_ConfigstringModified
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=====================
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*/
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void CL_ConfigstringModified(int index, char* s) {
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char *old;
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int i;
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char *dup;
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gameState_t oldGs;
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size_t len;
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index = CPT_NormalizeConfigstring(index);
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if ( index < 0 || index >= MAX_CONFIGSTRINGS ) {
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Com_Error( ERR_DROP, "configstring > MAX_CONFIGSTRINGS" );
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}
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old = cl.gameState.stringData + cl.gameState.stringOffsets[ index ];
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if ( !strcmp( old, s ) ) {
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return; // unchanged
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}
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// build the new gameState_t
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oldGs = cl.gameState;
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Com_Memset( &cl.gameState, 0, sizeof( cl.gameState ) );
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// leave the first 0 for uninitialized strings
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cl.gameState.dataCount = 1;
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for ( i = 0 ; i < MAX_CONFIGSTRINGS ; i++ ) {
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if ( i == index ) {
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dup = s;
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} else {
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dup = oldGs.stringData + oldGs.stringOffsets[ i ];
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}
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if ( !dup[0] ) {
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continue; // leave with the default empty string
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}
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len = strlen( dup );
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if ( len + 1 + cl.gameState.dataCount > MAX_GAMESTATE_CHARS ) {
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Com_Error( ERR_DROP, "MAX_GAMESTATE_CHARS exceeded" );
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}
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// append it to the gameState string buffer
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cl.gameState.stringOffsets[ i ] = cl.gameState.dataCount;
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Com_Memcpy( cl.gameState.stringData + cl.gameState.dataCount, dup, len + 1 );
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cl.gameState.dataCount += len + 1;
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}
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if ( index == CS_SYSTEMINFO ) {
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// parse serverId and other cvars
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CL_SystemInfoChanged();
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}
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}
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/*
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=====================
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CL_ProcessServerCommand
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=====================
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*/
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qboolean CL_ProcessServerCommand(const char* origString, const char* cmd, qboolean differentServer) {
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if (!strcmp(cmd, "disconnect")) {
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// Execute the disconnect command in the main loop
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// Never call Com_Error there:
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// because this function might be called from a module that would be unloaded
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// inside Com_Error
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UI_ForceMenuOff(1);
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// Fixed in OPM
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// Added a newline for next commands
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Cbuf_AddText("disconnect;pushmenu disconnected\n");
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return qtrue;
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}
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if (!strcmp(cmd, "cs")) {
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CL_ConfigstringModified(atoi(Cmd_Argv(1)), Cmd_ArgsFrom(2));
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// reparse the string, because CL_ConfigstringModified may have done another Cmd_TokenizeString()
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Cmd_TokenizeString(origString);
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return qtrue;
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}
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if (!strcmp(cmd, "fadesound")) {
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Com_Printf("CL_ProcessServerCommand: fadesound '%s'\n", Cmd_Argv(1));
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if (differentServer) {
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Com_Printf("^~^~^ fadesound from previous map ignored\n");
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return qfalse;
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}
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S_FadeSound(atof(Cmd_Argv(1)));
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return qfalse;
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}
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// we may want to put a "connect to other server" command here
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// cgame can now act on the command
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return qtrue;
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}
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/*
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===================
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CL_GetServerCommand
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Set up argc/argv for the given command
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===================
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*/
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qboolean CL_GetServerCommand( int serverCommandNumber, qboolean differentServer ) {
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char *s;
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char *cmd;
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static char bigConfigString[BIG_INFO_STRING];
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// if we have irretrievably lost a reliable command, drop the connection
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if ( serverCommandNumber <= clc.serverCommandSequence - MAX_RELIABLE_COMMANDS ) {
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// when a demo record was started after the client got a whole bunch of
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// reliable commands then the client never got those first reliable commands
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if ( clc.demoplaying )
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return qfalse;
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Com_Error( ERR_DROP, "CL_GetServerCommand: a reliable command was cycled out" );
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return qfalse;
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}
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if ( serverCommandNumber > clc.serverCommandSequence ) {
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Com_Error( ERR_DROP, "CL_GetServerCommand: requested a command not received" );
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return qfalse;
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}
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s = clc.serverCommands[ serverCommandNumber & ( MAX_RELIABLE_COMMANDS - 1 ) ];
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clc.lastExecutedServerCommand = serverCommandNumber;
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if( developer->integer == 2 ) {
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Com_DPrintf( "serverCommand: %i : %s\n", serverCommandNumber, s );
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}
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Cmd_TokenizeString(s);
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cmd = Cmd_Argv(0);
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// Readded in OPM (from ioquake)
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// Configstring big buffer
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if (!strcmp(cmd, "bcs0")) {
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Com_sprintf(bigConfigString, BIG_INFO_STRING, "cs %s \"%s", Cmd_Argv(1), Cmd_Argv(2));
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return qfalse;
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}
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|
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if (!strcmp(cmd, "bcs1")) {
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s = Cmd_Argv(2);
|
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if (strlen(bigConfigString) + strlen(s) >= BIG_INFO_STRING) {
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Com_Error(ERR_DROP, "bcs exceeded BIG_INFO_STRING");
|
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}
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strcat(bigConfigString, s);
|
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return qfalse;
|
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}
|
|
|
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if (!strcmp(cmd, "bcs2")) {
|
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s = Cmd_Argv(2);
|
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if (strlen(bigConfigString) + strlen(s) + 1 >= BIG_INFO_STRING) {
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Com_Error(ERR_DROP, "bcs exceeded BIG_INFO_STRING");
|
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}
|
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strcat(bigConfigString, s);
|
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strcat(bigConfigString, "\"");
|
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s = bigConfigString;
|
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|
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// reparse
|
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Cmd_TokenizeString(s);
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cmd = Cmd_Argv(0);
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}
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|
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return CL_ProcessServerCommand(s, cmd, differentServer);
|
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}
|
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|
|
|
|
/*
|
|
====================
|
|
CL_CM_LoadMap
|
|
|
|
Just adds default parameters that cgame doesn't need to know about
|
|
====================
|
|
*/
|
|
void CL_CM_LoadMap( const char *mapname, int *checksum ) {
|
|
CM_LoadMap( mapname, qtrue, checksum );
|
|
// prepare world vis data
|
|
re.SetWorldVisData(CM_VisibilityPointer());
|
|
}
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|
|
/*
|
|
====================
|
|
CL_CG_Malloc
|
|
====================
|
|
*/
|
|
void *CL_CG_Malloc(int size )
|
|
{
|
|
return Z_TagMalloc( size, TAG_CGAME );
|
|
}
|
|
|
|
/*
|
|
====================
|
|
CL_CG_Free
|
|
====================
|
|
*/
|
|
void CL_CG_Free( void *ptr )
|
|
{
|
|
Z_Free( ptr );
|
|
}
|
|
|
|
/*
|
|
====================
|
|
CL_CG_AddReliableCommand
|
|
====================
|
|
*/
|
|
void CL_CG_AddReliableCommand(const char* cmd)
|
|
{
|
|
CL_AddReliableCommand(cmd, qfalse);
|
|
}
|
|
|
|
/*
|
|
====================
|
|
CL_R_AddPolyToScene
|
|
====================
|
|
*/
|
|
void CL_R_AddPolyToScene( qhandle_t hShader, int numVerts, const polyVert_t *verts )
|
|
{
|
|
re.AddPolyToScene( hShader, numVerts, verts, 1 );
|
|
}
|
|
|
|
/*
|
|
====================
|
|
CL_VR_GetWeaponPose
|
|
|
|
Hands the weapon hand's pose to cgame, so the view model sits where the
|
|
controller is rather than bolted to the middle of the screen.
|
|
|
|
Answers false without a headset, and cgame keeps its own placement.
|
|
====================
|
|
*/
|
|
static qboolean CL_VR_GetWeaponPose( vec3_t trackingOffset, vec3_t angles, float *baseYaw ) {
|
|
#ifdef USE_OPENXR
|
|
return VR_GetWeaponPose( trackingOffset, angles, baseYaw );
|
|
#else
|
|
return qfalse;
|
|
#endif
|
|
}
|
|
|
|
/*
|
|
====================
|
|
CL_VR_GetHandPose
|
|
|
|
Hands one controller's pose to cgame, so a hand can be drawn on it. Unlike the
|
|
weapon pose this is the bare hand, with nothing the weapon does to its own aim
|
|
folded in.
|
|
|
|
Answers false without a headset or for an untracked hand, and cgame does not
|
|
draw that hand at all.
|
|
====================
|
|
*/
|
|
static qboolean CL_VR_GetHandPose( int hand, vec3_t trackingOffset, vec3_t angles, float *baseYaw ) {
|
|
#ifdef USE_OPENXR
|
|
return VR_GetHandPose( hand, trackingOffset, angles, baseYaw );
|
|
#else
|
|
return qfalse;
|
|
#endif
|
|
}
|
|
|
|
/*
|
|
====================
|
|
CL_VR_GetWheel
|
|
|
|
The weapon wheel's state, so cgame can draw it. Nothing but a pass through -
|
|
the wheel is tracked where the controller is read.
|
|
====================
|
|
*/
|
|
static qboolean CL_VR_GetWheel( int *selection, const char **names, int maxNames, int *count ) {
|
|
#if defined(USE_OPENXR)
|
|
return VR_GetWheel( selection, names, maxNames, count );
|
|
#else
|
|
return qfalse;
|
|
#endif
|
|
}
|
|
|
|
/*
|
|
====================
|
|
CL_GetShaderPointer
|
|
====================
|
|
*/
|
|
baseshader_t *CL_GetShaderPointer( int iShaderNum )
|
|
{
|
|
return CM_ShaderPointer( iShaderNum );
|
|
}
|
|
|
|
/*
|
|
====================
|
|
CL_ShutdownCGame
|
|
|
|
====================
|
|
*/
|
|
void CL_ShutdownCGame( void ) {
|
|
cls.cgameStarted = qfalse;
|
|
|
|
if( cge )
|
|
{
|
|
cge->CG_Shutdown();
|
|
cge = NULL;
|
|
}
|
|
|
|
Sys_UnloadCGame();
|
|
|
|
if( re.FreeModels ) {
|
|
re.FreeModels();
|
|
}
|
|
|
|
Z_FreeTags( TAG_CGAME );
|
|
}
|
|
|
|
static int FloatAsInt( float f ) {
|
|
int temp;
|
|
|
|
*(float *)&temp = f;
|
|
|
|
return temp;
|
|
}
|
|
|
|
/*
|
|
====================
|
|
CL_RegisterSound
|
|
====================
|
|
*/
|
|
sfxHandle_t CL_RegisterSound( const char *sample, qboolean streamed ) {
|
|
return S_RegisterSound( sample, streamed, qfalse );
|
|
}
|
|
|
|
/*
|
|
====================
|
|
CL_StartLocalSound
|
|
====================
|
|
*/
|
|
void CL_StartLocalSound(const char* soundName, qboolean forceLoad) {
|
|
S_StartLocalSound(soundName, qfalse );
|
|
}
|
|
|
|
/*
|
|
====================
|
|
CL_RestoreSavedCgameState
|
|
====================
|
|
*/
|
|
void CL_RestoreSavedCgameState() {
|
|
if (cls.savedCgameState) {
|
|
cge->CG_LoadStateToBuffer(cls.savedCgameState, cls.savedCgameStateSize, cl.snap.serverTime);
|
|
}
|
|
}
|
|
|
|
/*
|
|
====================
|
|
CL_ClearSavedCgameState
|
|
====================
|
|
*/
|
|
void CL_ClearSavedCgameState() {
|
|
if (cls.savedCgameState) {
|
|
cls.savedCgameState = NULL;
|
|
cls.savedCgameStateSize = 0;
|
|
}
|
|
}
|
|
|
|
/*
|
|
====================
|
|
CL_InitCGameDLL
|
|
====================
|
|
*/
|
|
void CL_InitCGameDLL( clientGameImport_t *cgi, clientGameExport_t **cge ) {
|
|
|
|
*cge = ( clientGameExport_t * )Sys_GetCGameAPI( cgi );
|
|
if( !*cge ) {
|
|
Com_Error( ERR_DROP, "CL_InitCGameImport failed" );
|
|
}
|
|
|
|
memset( cgi, 0, sizeof( clientGameImport_t ) );
|
|
|
|
cgi->Printf = Com_Printf;
|
|
cgi->DPrintf = Com_DPrintf;
|
|
cgi->DebugPrintf = Com_DebugPrintf;
|
|
|
|
cgi->Malloc = CL_CG_Malloc;
|
|
cgi->Free = CL_CG_Free;
|
|
|
|
cgi->Error = Com_Error;
|
|
cgi->Milliseconds = Sys_Milliseconds;
|
|
|
|
cgi->LV_ConvertString = Sys_LV_CL_ConvertString;
|
|
|
|
cgi->Cvar_Get = Cvar_Get;
|
|
cgi->Cvar_Find = Cvar_FindVar;
|
|
cgi->Cvar_Set = Cvar_Set;
|
|
cgi->Cvar_CheckRange = Cvar_CheckRange;
|
|
|
|
cgi->Argc = Cmd_Argc;
|
|
cgi->Args = Cmd_Args;
|
|
cgi->Argv = Cmd_Argv;
|
|
|
|
cgi->AddCommand = CL_AddCgameCommand;
|
|
cgi->Cmd_Stuff = Cbuf_AddText;
|
|
cgi->Cmd_Execute = Cbuf_ExecuteText;
|
|
cgi->Cmd_TokenizeString = Cmd_TokenizeString;
|
|
|
|
cgi->FS_ReadFile = FS_ReadFileEx;
|
|
cgi->FS_FreeFile = FS_FreeFile;
|
|
cgi->FS_WriteFile = FS_WriteFile;
|
|
cgi->FS_WriteTextFile = FS_WriteTextFile;
|
|
cgi->FS_FOpenFileWrite = FS_FOpenFileWrite_HomeData;
|
|
cgi->FS_Write = FS_Write;
|
|
cgi->FS_FCloseFile = FS_FCloseFile;
|
|
cgi->FS_ListFilteredFiles = FS_ListFilteredFiles;
|
|
cgi->FS_FreeFileList = FS_FreeFileList;
|
|
|
|
cgi->SendConsoleCommand = Cbuf_AddText;
|
|
|
|
cgi->MSG_ReadBits = CL_MSG_ReadBits;
|
|
cgi->MSG_ReadChar = CL_MSG_ReadChar;
|
|
cgi->MSG_ReadByte = CL_MSG_ReadByte;
|
|
cgi->MSG_ReadSVC = CL_MSG_ReadSVC;
|
|
cgi->MSG_ReadShort = CL_MSG_ReadShort;
|
|
cgi->MSG_ReadLong = CL_MSG_ReadLong;
|
|
cgi->MSG_ReadFloat = CL_MSG_ReadFloat;
|
|
cgi->MSG_ReadString = CL_MSG_ReadString;
|
|
cgi->MSG_ReadStringLine = CL_MSG_ReadStringLine;
|
|
cgi->MSG_ReadAngle8 = CL_MSG_ReadAngle8;
|
|
cgi->MSG_ReadAngle16 = CL_MSG_ReadAngle16;
|
|
cgi->MSG_ReadData = CL_MSG_ReadData;
|
|
cgi->MSG_ReadCoord = CL_MSG_ReadCoord;
|
|
cgi->MSG_ReadDir = CL_MSG_ReadDir;
|
|
|
|
cgi->SendClientCommand = CL_CG_AddReliableCommand;
|
|
|
|
cgi->CM_LoadMap = CL_CM_LoadMap;
|
|
cgi->CM_NumInlineModels = CM_NumInlineModels;
|
|
cgi->CM_PointContents = CM_PointContents;
|
|
cgi->CM_TransformedPointContents = CM_TransformedPointContents;
|
|
cgi->CM_BoxTrace = CM_BoxTrace;
|
|
cgi->CM_TransformedBoxTrace = CM_TransformedBoxTrace;
|
|
cgi->CM_TempBoxModel = CM_TempBoxModel;
|
|
cgi->CM_InlineModel = CM_InlineModel;
|
|
cgi->CM_PrintBSPFileSizes = CM_PrintBSPFileSizes;
|
|
cgi->CM_PointLeafnum = CM_PointLeafnum;
|
|
cgi->CM_LeafInPVS = CM_LeafInPVS;
|
|
|
|
cgi->R_MarkFragments = re.MarkFragments;
|
|
cgi->R_MarkFragmentsForInlineModel = re.MarkFragmentsForInlineModel;
|
|
cgi->R_GetInlineModelBounds = re.GetInlineModelBounds;
|
|
cgi->R_GetLightingForDecal = re.GetLightingForDecal;
|
|
cgi->R_GetLightingForSmoke = re.GetLightingForSmoke;
|
|
cgi->R_GatherLightSources = re.R_GatherLightSources;
|
|
|
|
cgi->S_StartSound = S_StartSound;
|
|
cgi->S_StartLocalSound = CL_StartLocalSound;
|
|
cgi->S_StopSound = S_StopSound;
|
|
cgi->S_AddLoopingSound = S_AddLoopingSound;
|
|
cgi->S_ClearLoopingSounds = S_ClearLoopingSounds;
|
|
cgi->S_Respatialize = S_Respatialize;
|
|
cgi->S_BeginRegistration = S_BeginRegistration;
|
|
cgi->S_EndRegistration = S_EndRegistration;
|
|
cgi->S_UpdateEntity = S_UpdateEntity;
|
|
cgi->S_SetReverb = S_SetReverb;
|
|
cgi->S_SetGlobalAmbientVolumeLevel = S_SetGlobalAmbientVolumeLevel;
|
|
cgi->S_RegisterSound = CL_RegisterSound;
|
|
cgi->S_GetSoundTime = S_GetSoundTime;
|
|
cgi->S_ChannelNameToNum = S_ChannelNameToNum;
|
|
cgi->S_ChannelNumToName = S_ChannelNumToName;
|
|
cgi->S_IsSoundPlaying = S_IsSoundPlaying;
|
|
|
|
cgi->MUSIC_NewSoundtrack = MUSIC_NewSoundtrack;
|
|
cgi->MUSIC_UpdateMood = MUSIC_UpdateMood;
|
|
cgi->MUSIC_UpdateVolume = MUSIC_UpdateVolume;
|
|
|
|
cgi->get_camera_offset = get_camera_offset;
|
|
|
|
cgi->R_ClearScene = re.ClearScene;
|
|
cgi->R_RenderScene = re.RenderScene;
|
|
|
|
cgi->R_LoadWorldMap = re.LoadWorld;
|
|
cgi->R_PrintBSPFileSizes = re.PrintBSPFileSizes;
|
|
cgi->R_MapVersion = re.MapVersion;
|
|
cgi->R_RegisterModel = re.RegisterModel;
|
|
cgi->R_SpawnEffectModel = re.SpawnEffectModel;
|
|
cgi->R_RegisterServerModel = re.RegisterServerModel;
|
|
cgi->R_GetModelName = re.GetModelName;
|
|
cgi->R_UnregisterServerModel = re.UnregisterServerModel;
|
|
cgi->R_RegisterShader = re.RegisterShader;
|
|
cgi->R_RegisterShaderNoMip = re.RegisterShaderNoMip;
|
|
cgi->R_GetShaderName = re.GetShaderName;
|
|
|
|
cgi->R_AddRefEntityToScene = re.AddRefEntityToScene;
|
|
cgi->R_AddRefSpriteToScene = re.AddRefSpriteToScene;
|
|
|
|
cgi->R_AddLightToScene = re.AddLightToScene;
|
|
cgi->R_AddPolyToScene = re.AddPolyToScene;
|
|
cgi->R_AddTerrainMarkToScene = re.AddTerrainMarkToScene;
|
|
cgi->R_SetColor = re.SetColor;
|
|
cgi->R_DrawStretchPic = re.DrawStretchPic;
|
|
cgi->R_LoadFont = re.LoadFont;
|
|
cgi->R_DrawString = re.DrawString;
|
|
cgi->R_ModelBounds = re.ModelBounds;
|
|
cgi->R_ModelRadius = re.ModelRadius;
|
|
cgi->R_GetRenderEntity = re.GetRenderEntity;
|
|
cgi->R_Noise = re.Noise;
|
|
cgi->R_DebugLine = re.DebugLine;
|
|
|
|
cgi->GetShader = CL_GetShaderPointer;
|
|
cgi->R_GetShaderWidth = re.GetShaderWidth;
|
|
cgi->R_GetShaderHeight = re.GetShaderHeight;
|
|
|
|
cgi->R_DrawBox = re.DrawBox;
|
|
cgi->R_SwipeBegin = re.SwipeBegin;
|
|
cgi->R_SwipePoint = re.SwipePoint;
|
|
cgi->R_SwipeEnd = re.SwipeEnd;
|
|
|
|
cgi->GetGameState = CL_GetGameState;
|
|
cgi->GetSnapshot = CL_GetSnapshot;
|
|
cgi->GetServerStartTime = CL_GetServerStartTime;
|
|
cgi->SetTime = CL_SetTime;
|
|
cgi->GetCurrentSnapshotNumber = CL_GetCurrentSnapshotNumber;
|
|
|
|
cgi->GetGlconfig = CL_GetGlconfig;
|
|
|
|
cgi->GetParseEntityState = CL_GetParseEntityState;
|
|
cgi->GetCurrentCmdNumber = CL_GetCurrentCmdNumber;
|
|
cgi->GetUserCmd = CL_GetUserCmd;
|
|
cgi->GetServerCommand = CL_GetServerCommand;
|
|
|
|
cgi->Alias_Add = Alias_Add;
|
|
cgi->Alias_ListAdd = Alias_ListAdd;
|
|
cgi->Alias_FindRandom = Alias_FindRandom;
|
|
cgi->Alias_ListFindRandom = Alias_ListFindRandom;
|
|
cgi->Alias_Dump = Alias_Dump;
|
|
cgi->Alias_Clear = Alias_Clear;
|
|
cgi->AliasList_New = AliasList_New;
|
|
cgi->Alias_ListFindRandomRange = Alias_ListFindRandomRange;
|
|
cgi->Alias_GetGlobalList = Alias_GetGlobalList;
|
|
|
|
cgi->UI_ShowMenu = UI_ShowMenu;
|
|
cgi->UI_HideMenu = UI_HideMenu;
|
|
cgi->UI_FontStringWidth = CL_FontStringWidth;
|
|
cgi->UI_GetObjectivesTop = UI_GetObjectivesTop;
|
|
cgi->UI_GetHighResolutionScale = UI_GetHighResolutionScale;
|
|
cgi->Key_StringToKeynum = Key_StringToKeynum;
|
|
cgi->Key_KeynumToBindString = Key_KeynumToBindString;
|
|
cgi->Key_GetKeysForCommand = Key_GetKeysForCommand;
|
|
|
|
cgi->R_Model_GetHandle = re.R_Model_GetHandle;
|
|
|
|
cgi->TIKI_NumAnims = TIKI_NumAnims;
|
|
cgi->TIKI_CalculateBounds = TIKI_CalculateBounds;
|
|
cgi->TIKI_Name = TIKI_Name;
|
|
cgi->TIKI_GetSkeletor = TIKI_GetSkeletor;
|
|
cgi->TIKI_SetEyeTargetPos = TIKI_SetEyeTargetPos;
|
|
|
|
cgi->Anim_NameForNum = TIKI_Anim_NameForNum;
|
|
cgi->Anim_NumForName = TIKI_Anim_NumForName;
|
|
cgi->Anim_Random = TIKI_Anim_Random;
|
|
cgi->Anim_NumFrames = TIKI_Anim_NumFrames;
|
|
cgi->Anim_Time = TIKI_Anim_Time;
|
|
cgi->Anim_Frametime = TIKI_Anim_Frametime;
|
|
cgi->Anim_Flags = TIKI_Anim_Flags;
|
|
cgi->Anim_FlagsSkel = TIKI_Anim_FlagsSkel;
|
|
cgi->Anim_CrossblendTime = TIKI_Anim_CrossblendTime;
|
|
cgi->Anim_HasCommands = TIKI_Anim_HasClientCommands;
|
|
cgi->Frame_Commands = TIKI_Frame_Commands_Client;
|
|
cgi->Frame_CommandsTime = TIKI_Frame_Commands_ClientTime;
|
|
|
|
cgi->Surface_NameToNum = TIKI_Surface_NameToNum;
|
|
cgi->Tag_NumForName = TIKI_Tag_NameToNum;
|
|
cgi->Tag_NameForNum = TIKI_Tag_NumToName;
|
|
|
|
cgi->ForceUpdatePose = re.ForceUpdatePose;
|
|
cgi->TIKI_Orientation = re.TIKI_Orientation;
|
|
cgi->TIKI_IsOnGround = re.TIKI_IsOnGround;
|
|
|
|
cgi->UI_ShowScoreBoard = UI_ShowScoreboard_f;
|
|
cgi->UI_HideScoreBoard = UI_HideScoreboard_f;
|
|
cgi->UI_SetScoreBoardItem = UI_SetScoreBoardItem;
|
|
cgi->UI_DeleteScoreBoardItems = UI_DeleteScoreBoardItems;
|
|
cgi->UI_ToggleDMMessageConsole = UI_ToggleDMConsole;
|
|
cgi->CL_InitRadar = CL_InitRadar;
|
|
|
|
cgi->TIKI_FindTiki = TIKI_FindTiki;
|
|
|
|
cgi->LoadResource = UI_LoadResource;
|
|
cgi->FS_CanonicalFilename = FS_CanonicalFilename;
|
|
cgi->CL_RestoreSavedCgameState = CL_RestoreSavedCgameState;
|
|
cgi->CL_ClearSavedCgameState = CL_ClearSavedCgameState;
|
|
|
|
cgi->getConfigStringIdNormalized = CPT_NormalizeConfigstring;
|
|
cgi->VR_GetWeaponPose = CL_VR_GetWeaponPose;
|
|
cgi->VR_GetHandPose = CL_VR_GetHandPose;
|
|
cgi->VR_GetWheel = CL_VR_GetWheel;
|
|
|
|
cgi->fsDebug = fs_debug;
|
|
cgi->HudDrawElements = cls.HudDrawElements;
|
|
cgi->anim = &cls.anim;
|
|
cgi->stopWatch = &cls.stopwatch;
|
|
// FIXME
|
|
//cgi->pUnknownVar = NULL;
|
|
|
|
cls.cgameStarted = qtrue;
|
|
}
|
|
|
|
/*
|
|
====================
|
|
CL_ViewModelAnimation_Init
|
|
====================
|
|
*/
|
|
static void CL_ViewModelAnimation_Init() {
|
|
int i;
|
|
|
|
for( i = 0; i < MAX_FRAMEINFOS; i++ ) {
|
|
cls.anim.g_VMFrameInfo[ i ].index = 0;
|
|
cls.anim.g_VMFrameInfo[ i ].time = 0.0;
|
|
cls.anim.g_VMFrameInfo[ i ].weight = 0.0;
|
|
}
|
|
|
|
VectorClear( cls.anim.g_vCurrentVMPosOffset );
|
|
cls.anim.g_iLastVMAnim = -1;
|
|
cls.anim.g_iLastVMAnimChanged = -1;
|
|
cls.anim.g_iCurrentVMAnimSlot = 0;
|
|
cls.anim.g_iCurrentVMDuration = 9999;
|
|
cls.anim.g_bCrossblending = qfalse;
|
|
cls.anim.g_iLastEquippedWeaponStat = -1;
|
|
cls.anim.g_szLastActiveItem[ 0 ] = 0;
|
|
cls.anim.g_iLastAnimPrefixIndex = 0;
|
|
}
|
|
|
|
/*
|
|
====================
|
|
CL_InitializeHudDrawElements
|
|
====================
|
|
*/
|
|
static void CL_InitializeHudDrawElements() {
|
|
int i;
|
|
|
|
for( i = 0; i < MAX_HUDDRAW_ELEMENTS; i++ ) {
|
|
cls.HudDrawElements[ i ].shaderName[ 0 ] = 0;
|
|
VectorSet4( cls.HudDrawElements[ i ].vColor, 1, 1, 1, 0 );
|
|
cls.HudDrawElements[ i ].hShader = 0;
|
|
cls.HudDrawElements[ i ].iX = 0;
|
|
cls.HudDrawElements[ i ].iY = 0;
|
|
cls.HudDrawElements[ i ].iWidth = 0;
|
|
cls.HudDrawElements[ i ].iHeight = 0;
|
|
cls.HudDrawElements[ i ].iHorizontalAlign = 1;
|
|
cls.HudDrawElements[ i ].iVerticalAlign = 1;
|
|
cls.HudDrawElements[ i ].bVirtualScreen = qfalse;
|
|
cls.HudDrawElements[ i ].string[ 0 ] = 0;
|
|
cls.HudDrawElements[ i ].fontName[ 0 ] = 0;
|
|
cls.HudDrawElements[ i ].pFont = NULL;
|
|
}
|
|
}
|
|
|
|
/*
|
|
====================
|
|
CL_InitializeStopwatch
|
|
====================
|
|
*/
|
|
static void CL_InitializeStopwatch() {
|
|
cls.stopwatch.iStartTime = 0;
|
|
cls.stopwatch.iEndTime = 0;
|
|
}
|
|
|
|
/*
|
|
====================
|
|
CL_InitClientSavedData
|
|
====================
|
|
*/
|
|
void CL_InitClientSavedData( void ) {
|
|
CL_ViewModelAnimation_Init();
|
|
CL_InitializeHudDrawElements();
|
|
CL_InitializeStopwatch();
|
|
}
|
|
|
|
|
|
/*
|
|
====================
|
|
CL_InitCGame
|
|
|
|
Should only be called by CL_StartHunkUsers
|
|
====================
|
|
*/
|
|
void CL_InitCGame( void ) {
|
|
const char *info;
|
|
const char *mapname;
|
|
int t1, t2;
|
|
clientGameImport_t cgi;
|
|
|
|
t1 = Sys_Milliseconds();
|
|
|
|
// find the current mapname
|
|
info = cl.gameState.stringData + cl.gameState.stringOffsets[ CS_SERVERINFO ];
|
|
mapname = Info_ValueForKey( info, "mapname" );
|
|
|
|
if (CL_UseLargeLightmap(mapname)) {
|
|
Com_sprintf(cl.mapname, sizeof(cl.mapname), "maps/%s.bsp", mapname);
|
|
} else {
|
|
// Added in 2.0
|
|
Com_sprintf(cl.mapname, sizeof(cl.mapname), "maps/%s_sml.bsp", mapname);
|
|
}
|
|
|
|
S_BeginRegistration();
|
|
CL_ShutdownCGame();
|
|
CL_InitCGameDLL( &cgi, &cge );
|
|
clc.state = CA_LOADING;
|
|
|
|
if( !com_sv_running->integer && !cls.vid_restart )
|
|
{
|
|
TIKI_End();
|
|
TIKI_Begin();
|
|
TIKI_FreeAll();
|
|
CL_InitClientSavedData();
|
|
}
|
|
|
|
if (cl.snap.valid) {
|
|
// init for this gamestate
|
|
// use the lastExecutedServerCommand instead of the serverCommandSequence
|
|
// otherwise server commands sent just before a gamestate are dropped
|
|
cge->CG_Init(&cgi, clc.serverMessageSequence, clc.lastExecutedServerCommand, clc.clientNum);
|
|
} else {
|
|
// executing client commands from previous map/server might be an issue, some commands might be cs commands,
|
|
// like old CS_SYSTEMINFO configstrings which still contain the sv_serverId from previous map.
|
|
// It would cause the client to lose the game state number
|
|
cge->CG_Init(&cgi, clc.serverMessageSequence, clc.serverCommandSequence, clc.clientNum);
|
|
}
|
|
|
|
ClearNewConfigFlag();
|
|
TIKI_FinishLoad();
|
|
|
|
// reset any CVAR_CHEAT cvars registered by cgame
|
|
if( !clc.demoplaying && !cl_connectedToCheatServer )
|
|
Cvar_SetCheatState();
|
|
|
|
// we will send a usercmd this frame, which
|
|
// will cause the server to send us the first snapshot
|
|
clc.state = CA_PRIMED;
|
|
|
|
CL_EndRegistration();
|
|
|
|
t2 = Sys_Milliseconds();
|
|
|
|
Com_Printf( "CL_InitCGame: %5.2f seconds\n", ( t2 - t1 ) / 1000.0 );
|
|
}
|
|
|
|
|
|
/*
|
|
====================
|
|
CL_GameCommand
|
|
|
|
See if the current console command is claimed by the cgame
|
|
====================
|
|
*/
|
|
qboolean CL_GameCommand( void ) {
|
|
if ( !cge ) {
|
|
return qfalse;
|
|
}
|
|
|
|
return cge->CG_ConsoleCommand();
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
CL_CGameRendering
|
|
=====================
|
|
*/
|
|
void CL_CGameRendering( stereoFrame_t stereo ) {
|
|
if( cl.oldServerTime < cl.serverStartTime ) {
|
|
cl.serverTime = cl.serverStartTime;
|
|
cl.oldServerTime = cl.serverStartTime;
|
|
}
|
|
|
|
cge->CG_DrawActiveFrame( cl.serverTime, cl.serverTime - cl.oldServerTime, stereo, clc.demoplaying );
|
|
|
|
cl.oldServerTime = cl.serverTime;
|
|
//
|
|
// Let cgame clean up temp models
|
|
//
|
|
cge->CG_CleanUpTempModels();
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
CL_CGame2D
|
|
=====================
|
|
*/
|
|
void CL_CGame2D( stereoFrame_t stereo ) {
|
|
cge->CG_Draw2D();
|
|
}
|
|
|
|
|
|
/*
|
|
=================
|
|
CL_AdjustTimeDelta
|
|
|
|
Adjust the clients view of server time.
|
|
|
|
We attempt to have cl.serverTime exactly equal the server's view
|
|
of time plus the timeNudge, but with variable latencies over
|
|
the internet it will often need to drift a bit to match conditions.
|
|
|
|
Our ideal time would be to have the adjusted time approach, but not pass,
|
|
the very latest snapshot.
|
|
|
|
Adjustments are only made when a new snapshot arrives with a rational
|
|
latency, which keeps the adjustment process framerate independent and
|
|
prevents massive overadjustment during times of significant packet loss
|
|
or bursted delayed packets.
|
|
=================
|
|
*/
|
|
|
|
#define RESET_TIME 500
|
|
|
|
void CL_AdjustTimeDelta( void ) {
|
|
int resetTime;
|
|
int newDelta;
|
|
int deltaDelta;
|
|
|
|
cl.newSnapshots = qfalse;
|
|
|
|
// the delta never drifts when replaying a demo
|
|
if ( clc.demoplaying ) {
|
|
return;
|
|
}
|
|
|
|
// if the current time is WAY off, just correct to the current value
|
|
if ( com_sv_running->integer ) {
|
|
resetTime = 100;
|
|
} else {
|
|
resetTime = RESET_TIME;
|
|
}
|
|
|
|
newDelta = cl.snap.serverTime - cls.realtime;
|
|
deltaDelta = abs( newDelta - cl.serverTimeDelta );
|
|
|
|
if ( deltaDelta > RESET_TIME ) {
|
|
cl.serverTimeDelta = newDelta;
|
|
cl.oldServerTime = cl.snap.serverTime; // FIXME: is this a problem for cgame?
|
|
cl.serverTime = cl.snap.serverTime;
|
|
if ( cl_showTimeDelta->integer ) {
|
|
Com_Printf( "<RESET> " );
|
|
}
|
|
} else if ( deltaDelta > 100 ) {
|
|
// fast adjust, cut the difference in half
|
|
if ( cl_showTimeDelta->integer ) {
|
|
Com_Printf( "<FAST> " );
|
|
}
|
|
cl.serverTimeDelta = ( cl.serverTimeDelta + newDelta ) >> 1;
|
|
} else {
|
|
// slow drift adjust, only move 1 or 2 msec
|
|
|
|
// if any of the frames between this and the previous snapshot
|
|
// had to be extrapolated, nudge our sense of time back a little
|
|
// the granularity of +1 / -2 is too high for timescale modified frametimes
|
|
if ( !cls.timeScaled ) {
|
|
if ( cl.extrapolatedSnapshot ) {
|
|
cl.extrapolatedSnapshot = qfalse;
|
|
cl.serverTimeDelta -= 2;
|
|
} else {
|
|
// otherwise, move our sense of time forward to minimize total latency
|
|
cl.serverTimeDelta++;
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( cl_showTimeDelta->integer ) {
|
|
Com_Printf( "%i ", cl.serverTimeDelta );
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
==================
|
|
CL_FirstSnapshot
|
|
==================
|
|
*/
|
|
void CL_FirstSnapshot( void ) {
|
|
// ignore snapshots that don't have entities
|
|
if ( cl.snap.snapFlags & SNAPFLAG_NOT_ACTIVE ) {
|
|
return;
|
|
}
|
|
clc.state = CA_ACTIVE;
|
|
|
|
// notify the UI
|
|
UI_ServerLoaded();
|
|
|
|
// set the timedelta so we are exactly on this first frame
|
|
cl.serverStartTime = cl.snap.serverTime;
|
|
cl.serverTimeDelta = cl.snap.serverTime - cls.realtime;
|
|
|
|
clc.timeDemoBaseTime = cl.snap.serverTime;
|
|
|
|
// if this is the first frame of active play,
|
|
// execute the contents of activeAction now
|
|
// this is to allow scripting a timedemo to start right
|
|
// after loading
|
|
if ( cl_activeAction->string[0] ) {
|
|
Cbuf_AddText( cl_activeAction->string );
|
|
Cvar_Set( "activeAction", "" );
|
|
}
|
|
|
|
#ifdef USE_MUMBLE
|
|
if ((cl_useMumble->integer) && !mumble_islinked()) {
|
|
int ret = mumble_link(CLIENT_WINDOW_TITLE);
|
|
Com_Printf("Mumble: Linking to Mumble application %s\n", ret==0?"ok":"failed");
|
|
}
|
|
#endif
|
|
|
|
#ifdef USE_VOIP
|
|
if (!clc.voipCodecInitialized) {
|
|
int i;
|
|
int error;
|
|
|
|
clc.opusEncoder = opus_encoder_create(48000, 1, OPUS_APPLICATION_VOIP, &error);
|
|
|
|
if ( error ) {
|
|
Com_DPrintf("VoIP: Error opus_encoder_create %d\n", error);
|
|
return;
|
|
}
|
|
|
|
for (i = 0; i < MAX_CLIENTS; i++) {
|
|
clc.opusDecoder[i] = opus_decoder_create(48000, 1, &error);
|
|
if ( error ) {
|
|
Com_DPrintf("VoIP: Error opus_decoder_create(%d) %d\n", i, error);
|
|
return;
|
|
}
|
|
clc.voipIgnore[i] = qfalse;
|
|
clc.voipGain[i] = 1.0f;
|
|
}
|
|
clc.voipCodecInitialized = qtrue;
|
|
clc.voipMuteAll = qfalse;
|
|
Cmd_AddCommand ("voip", CL_Voip_f);
|
|
Cvar_Set("cl_voipSendTarget", "spatial");
|
|
Com_Memset(clc.voipTargets, ~0, sizeof(clc.voipTargets));
|
|
}
|
|
#endif
|
|
}
|
|
|
|
static int lastSnapFlags;
|
|
/*
|
|
==================
|
|
CL_UpdateSnapFlags
|
|
==================
|
|
*/
|
|
void CL_UpdateSnapFlags( void ) {
|
|
lastSnapFlags = cl.snap.snapFlags;
|
|
}
|
|
|
|
/*
|
|
==================
|
|
CL_SetCGameTime
|
|
==================
|
|
*/
|
|
void CL_SetCGameTime( void ) {
|
|
// getting a valid frame message ends the connection process
|
|
if ( clc.state != CA_ACTIVE ) {
|
|
if ( clc.state != CA_PRIMED ) {
|
|
return;
|
|
}
|
|
if ( clc.demoplaying ) {
|
|
// we shouldn't get the first snapshot on the same frame
|
|
// as the gamestate, because it causes a bad time skip
|
|
if ( !clc.firstDemoFrameSkipped ) {
|
|
clc.firstDemoFrameSkipped = qtrue;
|
|
return;
|
|
}
|
|
CL_ReadDemoMessage();
|
|
}
|
|
if ( cl.newSnapshots ) {
|
|
cl.newSnapshots = qfalse;
|
|
CL_FirstSnapshot();
|
|
}
|
|
if ( clc.state != CA_ACTIVE ) {
|
|
return;
|
|
}
|
|
}
|
|
|
|
// if we have gotten to this point, cl.snap is guaranteed to be valid
|
|
if ( !cl.snap.valid ) {
|
|
assert( 0 );
|
|
Com_Error( ERR_DROP, "CL_SetCGameTime: !cl.snap.valid" );
|
|
}
|
|
|
|
// allow pause in single player
|
|
if ( paused->integer && com_sv_running->integer ) {
|
|
// paused
|
|
//CL_AdjustTimeDelta();
|
|
// Fixed in OPM
|
|
// Keep in sync with the server time.
|
|
// In OG, the game could lag for a short time
|
|
// when pausing and unpausing frequently
|
|
cl.serverTimeDelta = cl.snap.serverTime - cls.realtime;
|
|
return;
|
|
}
|
|
|
|
if( ( cl.snap.snapFlags ^ lastSnapFlags ) & SNAPFLAG_SERVERCOUNT ) {
|
|
CL_ServerRestarted();
|
|
} else {
|
|
if( cl.snap.serverTime < cl.oldFrameServerTime ) {
|
|
assert( 0 );
|
|
Com_Error( ERR_DROP, "cl.snap.serverTime < cl.oldFrameServerTime" );
|
|
}
|
|
}
|
|
|
|
cl.oldFrameServerTime = cl.snap.serverTime;
|
|
|
|
|
|
// get our current view of time
|
|
|
|
if ( clc.demoplaying && cl_freezeDemo->integer ) {
|
|
// cl_freezeDemo is used to lock a demo in place for single frame advances
|
|
|
|
} else {
|
|
// cl_timeNudge is a user adjustable cvar that allows more
|
|
// or less latency to be added in the interest of better
|
|
// smoothness or better responsiveness.
|
|
int tn;
|
|
|
|
tn = cl_timeNudge->integer;
|
|
if (tn<-30) {
|
|
tn = -30;
|
|
} else if (tn>30) {
|
|
tn = 30;
|
|
}
|
|
|
|
cl.serverTime = cls.realtime + cl.serverTimeDelta - tn;
|
|
|
|
// guarantee that time will never flow backwards, even if
|
|
// serverTimeDelta made an adjustment or cl_timeNudge was changed
|
|
if ( cl.serverTime < cl.oldServerTime ) {
|
|
cl.serverTime = cl.oldServerTime;
|
|
}
|
|
|
|
// note if we are almost past the latest frame (without timeNudge),
|
|
// so we will try and adjust back a bit when the next snapshot arrives
|
|
if ( cls.realtime + cl.serverTimeDelta >= cl.snap.serverTime - 5 ) {
|
|
cl.extrapolatedSnapshot = qtrue;
|
|
}
|
|
}
|
|
|
|
// if we have gotten new snapshots, drift serverTimeDelta
|
|
// don't do this every frame, or a period of packet loss would
|
|
// make a huge adjustment
|
|
if ( cl.newSnapshots ) {
|
|
CL_AdjustTimeDelta();
|
|
}
|
|
|
|
if ( !clc.demoplaying ) {
|
|
return;
|
|
}
|
|
|
|
// if we are playing a demo back, we can just keep reading
|
|
// messages from the demo file until the cgame definately
|
|
// has valid snapshots to interpolate between
|
|
|
|
// a timedemo will always use a deterministic set of time samples
|
|
// no matter what speed machine it is run on,
|
|
// while a normal demo may have different time samples
|
|
// each time it is played back
|
|
if ( cl_timedemo->integer ) {
|
|
int now = Sys_Milliseconds( );
|
|
int frameDuration;
|
|
|
|
if (!clc.timeDemoStart) {
|
|
clc.timeDemoStart = clc.timeDemoLastFrame = now;
|
|
clc.timeDemoMinDuration = INT_MAX;
|
|
clc.timeDemoMaxDuration = 0;
|
|
}
|
|
|
|
frameDuration = now - clc.timeDemoLastFrame;
|
|
clc.timeDemoLastFrame = now;
|
|
|
|
// Ignore the first measurement as it'll always be 0
|
|
if( clc.timeDemoFrames > 0 )
|
|
{
|
|
if( frameDuration > clc.timeDemoMaxDuration )
|
|
clc.timeDemoMaxDuration = frameDuration;
|
|
|
|
if( frameDuration < clc.timeDemoMinDuration )
|
|
clc.timeDemoMinDuration = frameDuration;
|
|
|
|
// 255 ms = about 4fps
|
|
if( frameDuration > UCHAR_MAX )
|
|
frameDuration = UCHAR_MAX;
|
|
|
|
clc.timeDemoDurations[ ( clc.timeDemoFrames - 1 ) %
|
|
MAX_TIMEDEMO_DURATIONS ] = frameDuration;
|
|
}
|
|
|
|
clc.timeDemoFrames++;
|
|
cl.serverTime = clc.timeDemoBaseTime + clc.timeDemoFrames * 50;
|
|
}
|
|
|
|
while ( cl.serverTime >= cl.snap.serverTime ) {
|
|
// feed another messag, which should change
|
|
// the contents of cl.snap
|
|
CL_ReadDemoMessage();
|
|
if ( clc.state != CA_ACTIVE ) {
|
|
return; // end of demo
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|