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544 Commits
v0.20 ... 16bit

Author SHA1 Message Date
Alibek Omarov
70a3ff531c ref_gl: fix texturelist output 2021-11-24 01:41:25 +03:00
Alibek Omarov
501ff944b9 ref_gl: add VERY basic 16-bit texture support(no mips, no rescale, no filters), as an example to ref_vk dev 2021-11-23 04:12:30 +03:00
Alibek Omarov
f16641b606 engine: imagelib: add 16-bit PNG load support 2021-11-23 04:03:07 +03:00
Alibek Omarov
f045103abb engine: imagelib: add common definitions for 16-bit images 2021-11-23 03:58:47 +03:00
Bohdan Shulyar
8ab97fbbf0 engine: client: Add svc_exec support (#671)
* Add svc_exec support

* engine: client: add gamedir check for svc_exec
2021-11-14 00:55:15 +03:00
Alibek Omarov
a5a66f6c3e ref_gl: update gl4es 2021-11-10 01:08:12 +03:00
Alibek Omarov
1c6604806c mainui: update 2021-11-10 01:08:00 +03:00
Alibek Omarov
39893609fd engine: touch: cosmetical touch code refactoring 2021-11-10 01:06:56 +03:00
Alibek Omarov
b9901bcb70 engine: client: forgot to register s_warn_late_precache cvar 2021-11-01 14:49:30 +06:00
Alibek Omarov
6571c78ed4 engine: client: hide late precache warning under s_warn_late_precache cvar
This warn is valid mostly for multiplayer games.
In singleplayer games, this is a false-positive as sentences are hot loaded
2021-10-31 21:06:54 +06:00
Alibek Omarov
d1e6063650 ref_gl: add close_gl4es, fix #258 2021-10-31 20:59:20 +06:00
Alibek Omarov
42db1faa51 ref: update ref_gl and ref_soft interface according to previous commit 2021-10-30 21:49:52 +06:00
Alibek Omarov
efc156fcf5 engine: ref_api: purposefully moved WorldToScreen to 2D functions from TriAPI, since WorldToScreen is expected to be simpler in-engine version rather than TriAPI one 2021-10-30 21:49:27 +06:00
Alibek Omarov
207675990e public: build: fix missing define value 2021-10-28 20:11:31 +03:00
Alibek Omarov
e8cd6e9d65 engine: build: add RISC-V support(based on @archanox patches), add MIPS64 support 2021-10-27 20:59:02 +03:00
Alibek Omarov
ab256e294e public: build: add RISC-V support(based on @archanox patches), add forcing endianness from build system 2021-10-27 20:33:21 +03:00
Alibek Omarov
d9fd6aa05c engine: server: restore log functionality from old engine. Thanks to @ValeTheVioletMote for initial patch. 2021-10-27 19:40:05 +03:00
Vale the Violet Mote
57382c7cea readme: Linux Build Extended Clarity (#659) 2021-10-26 17:48:04 +03:00
Владислав Сухов
1042291ad6 client: Don't change loading bar color
Don't change loading bar color (fix yellow loading bar in Half-Rats Parasomnia, it should be white)
2021-10-25 00:48:36 +06:00
Владислав Сухов
c9e4912a2a client: backport con_fontnum from old engine 2021-10-12 13:43:23 +03:00
Alibek Omarov
e5e1570aed public: redeclare ParseFile flags to be exactly same as in exported API headers 2021-10-08 17:31:32 +03:00
Alibek Omarov
621399c49b engine: add safe ParseFile to client MobilityAPI 2021-10-08 17:31:32 +03:00
Alibek Omarov
c3684109bf mainui: update 2021-10-08 17:31:32 +03:00
Alibek Omarov
f3fedbfdba engine: add safe ParseFile to menu extended API 2021-10-08 17:31:32 +03:00
Alibek Omarov
29a8bfb1dc engine: common: fix ParseFile calls 2021-10-08 17:31:32 +03:00
Alibek Omarov
004e190435 engine: common: test ParseFile length return value 2021-10-08 17:31:32 +03:00
Alibek Omarov
378c4f30f3 public: ParseFile drops const qualifier, return -1 length on overflow
As we usually put allocated data to ParseFile, we don't need const qualifier
2021-10-08 17:31:32 +03:00
Alibek Omarov
a8c877c841 engine: server: fix ParseFile calls 2021-10-08 17:31:32 +03:00
Alibek Omarov
8ce448cc77 ref_gl: fix ParseFile calls 2021-10-08 17:31:32 +03:00
Alibek Omarov
4ba95277b9 engine: client: fix ParseFile calls 2021-10-08 17:31:32 +03:00
Alibek Omarov
cce7c7d782 public: declare unsafe ParseFile as ParseFileLegacy 2021-10-08 17:31:32 +03:00
Alibek Omarov
9e5d5e0ea3 public: moved COM_ParseFileSafe to libpublic, added optional argument for length and overflow checking 2021-10-08 17:31:32 +03:00
Alibek Omarov
a235bec5f1 engine: introduce COM_ParseFileSafe, add tests 2021-10-08 17:31:32 +03:00
Alibek Omarov
a3a8acfe6c engine: sound: add DSP coeffecients table from Half-Life Alpha, minor fixes to DSP code 2021-10-04 05:43:35 +03:00
Alibek Omarov
9e4e9cab04 engine: restore optional upscaling depending on SOUND_DMA_SPEED value :) 2021-10-04 05:43:35 +03:00
SNMetamorph
e4ad8def0d engine: filesystem: fixed current directory changing for Windows 2021-10-03 12:28:59 +03:00
SNMetamorph
ec95948b69 engine: server: implemented instant game library loading 2021-10-03 04:38:05 +03:00
Alibek Omarov
ef6ff3cfa6 mainui: update 2021-10-03 04:26:56 +03:00
Alibek Omarov
7bcfce5a7a ref_gl: use GCC provided offsetof implementation 2021-10-03 04:26:40 +03:00
Alibek Omarov
08c04200fb engine: use GCC provided offsetof implementation 2021-10-03 04:26:22 +03:00
Alibek Omarov
8bbd0d5119 ci: let's have a copy of original uploadtool instead of unsafe curl | sh 2021-10-03 03:53:06 +03:00
Alibek Omarov
ade0fd4afa ci: stop generating vc2008 project files
If somebody needs them, they can revert this comment and send a PR
Or better use official msvs.py tool
2021-10-02 04:05:52 +03:00
Alibek Omarov
ed7ed818bb Add .gitattributes to enforce Git write normal human file endings and show pretty diffs for C and Python 2021-10-02 03:47:32 +03:00
Alibek Omarov
91f845c335 engine: client: fix paused icon drawn when levelshots are disabled 2021-09-30 16:43:21 +03:00
Alibek Omarov
81ef12be9e Revert "ci: adding pvs-studio checking"
This reverts commit bd4979f5b0.
2021-09-30 16:38:32 +03:00
Alibek Omarov
2aafe9df9f Revert "ci: try to create license file by ourselves"
This reverts commit dd90262db2.
2021-09-30 16:38:29 +03:00
Alibek Omarov
3b933eabf5 engine: make test assert failure more pretty 2021-09-30 15:59:14 +03:00
Alibek Omarov
f5ccf093d6 scripts: waifulib: fix build with sanitizers on 2021-09-30 15:58:50 +03:00
Alibek Omarov
fe0da74e75 engine: fix build with tests on 2021-09-30 15:58:32 +03:00
Alibek Omarov
2939ab8ea4 wscript: allow compiling with disabled warning-as-error 2021-09-06 00:04:27 +03:00
Alibek Omarov
dd90262db2 ci: try to create license file by ourselves 2021-08-27 18:48:48 +03:00
Alibek Omarov
4f8e4b5f64 mainui: update 2021-08-27 18:23:38 +03:00
Alibek Omarov
32068d8090 client: fix wrong paused icon 2021-08-27 18:09:07 +03:00
Alibek Omarov
bd4979f5b0 ci: adding pvs-studio checking 2021-08-27 17:55:33 +03:00
Alibek Omarov
a5e1e9646c mainui: update 2021-08-27 17:47:37 +03:00
Alibek Omarov
013918a371 console: redefine con_color as cvar 2021-08-27 17:05:02 +03:00
Владислав Сухов
1b20694a1c ci: Fix missing extras in android builds 2021-08-06 13:06:44 +03:00
SNMetamorph
2db6ad2c8a ref_gl: fixed GL_CheckForErrors doesn't print error message 2021-08-01 22:28:24 +03:00
SNMetamorph
8c351d9255 engine: client: made pfnSPR_Load and pfnSPR_Frames functions as exported 2021-07-31 13:47:43 +03:00
SNMetamorph
c4ef42009c engine: client: fixed height argument writing in Con_DrawStringLen 2021-07-31 01:23:56 +03:00
SNMetamorph
8d5426cdcd utils: mdldec: fix of masked_solid texture flag 2021-07-29 13:17:38 +03:00
Alibek Omarov
7b8ec0ad4b engine: server: fix another const qualifier lose 2021-07-20 17:09:16 +03:00
Alibek Omarov
901e52615b engine: fix Com_ParseFile call 2021-07-20 16:26:17 +03:00
Alibek Omarov
88ce5fd0b6 engine: modify NetAPI to follow const qualifiers 2021-07-20 16:10:32 +03:00
Alibek Omarov
588dede2a2 ref_soft: fix pointer-to-int casts 2021-07-20 16:03:35 +03:00
Alibek Omarov
0efc5e82ec engine: fix some const qualifier lose and pointer-to-int casts 2021-07-20 16:03:06 +03:00
Alibek Omarov
c3da9d8c8f mainui: update 2021-07-20 16:02:09 +03:00
Alibek Omarov
a547526e86 engine: fix some signed char cases 2021-07-20 15:18:55 +03:00
SNMetamorph
09d647182d engine: net_encode: equality comparisions replaced with Q_equal macros 2021-07-09 14:57:49 +03:00
SNMetamorph
af3c0686c5 engine: mathlib: added Q_equal macros 2021-07-09 14:57:49 +03:00
SNMetamorph
8b76ab93fb engine: net_encode: made delta more GoldSrc consistant 2021-07-09 14:57:49 +03:00
Vladimir
9ffc02b6e9 ref_gl: gl_triapi: fixed culling enum in TriCullFace (#522) 2021-07-09 14:55:31 +03:00
Alibek Omarov
5d307d603c Remove clang-format 2021-07-09 14:40:24 +03:00
Alibek Omarov
affc64c6da gha: don't install unneeded multilib packages for amd64 2021-07-03 23:18:14 +03:00
Alibek Omarov
e00c20b288 readme: better wording 2021-07-03 22:54:31 +03:00
Alibek Omarov #SupportRMS
dcf7ec2c3d readme: migrate to GitHub Actions & Releases 2021-07-03 20:26:16 +03:00
Alibek Omarov #SupportRMS
21a31ec81d ci: migrate to GitHub Actions
* travis: disable build, disable deploy, add free aarch64/ppc64le/s390x builds

* scripts: cleanup of old CI scripts

* scripts: now port to GitHub Actions

* actions: fix extras checkout

* github: remove codeql action, turned out not to be very useful

* github: remove quiet flag on wget

* github: are we allowed to use envvars?

* github: add needed dependencies for linux

* github: install wget for windows

* scripts: convert our CPU architecture naming into what AppImage uses

* github: run scripts with bash explicitly

* github: first try to upload to GitHub Releases, enable amd64 win32 builds

* Use our uploadtool fork

* ci: include android, motomagx build for gha, refactor cirrus and travis ci scripts

* gha: try to fix build

* travis: try to fix build

* gha: try to fix upload, fix win32 build

* gha: use curl instead of wget, as it's preinstalled for windows. Fix Android build

* gha: add llvm repository, install clang-12 for android

* gha: motomagx: fail fast

* gha: android: explicitly set clang-12 as compiler and llvm-strip-12 as strip

* waifulib: xcompile: respect environment variables when using host compiler for Android

* waifulib: xcompile: use correct environ dict

* gha: try to fix -fuse-ld=lld with clang-12

* waifulib: xcompile: fix typo

* scripts: xcompile: fix motomagx build

* mainui: upgrade

* gha: fix android build, last time

* engine: wscript: disable crashhandler for magx
2021-07-03 20:21:09 +03:00
Alibek Omarov
9287a0f5c5 wscript: add some more warnings as errors 2021-07-02 19:27:45 +03:00
Alibek Omarov
4723eb2586 public: crtlib: fix error in COM_SlashPathFix 2021-07-02 19:27:04 +03:00
Alibek Omarov
15ec6539e3 engine: filesystem: fix custom loader enabled by mistype 2021-07-02 19:26:01 +03:00
Nord1cWarr1or
8d793521c4 engine: keys: fix misleading comment
Update keys.c (#514)
2021-06-28 20:10:41 +03:00
Alibek Omarov
2147542e33 engine: all user libraries packed inside archives are now deprecated 2021-06-27 00:20:23 +03:00
Alibek Omarov
a0af256641 engine: library: fix saves on 64-bit Windows, compile custom loader only on x86 2021-06-27 00:03:39 +03:00
Alibek Omarov
21174dc9cf engine: library: fix missing return 2021-06-27 00:02:41 +03:00
Alibek Omarov
894726d699 engine: disable custom DLL loader for everything except 32-bit x86 2021-06-27 00:02:16 +03:00
Alibek Omarov
f8e6033ae6 engine: move TIMER_LINUX to TIMER_POSIX, enabling dedicated builds for FreeBSD and other *nix platforms 2021-06-26 00:19:49 +03:00
a1batross
4abe1a77f4 engine: filesystem: fix missing newline in debug message 2021-06-22 11:31:53 +03:00
Alibek Omarov #SupportRMS
79f3a6f60e engine: sound: code style fix 2021-06-22 00:49:22 +03:00
SNMetamorph
a2c83144c0 engine: sound: warn about late precached sounds in developer mode 2021-06-22 00:48:02 +03:00
Alibek Omarov
6e0d372504 engine: fix FunctionFromName on MSVC, fix memory leak 2021-06-21 10:20:29 +03:00
Alibek Omarov
91ee9bd32a engine: merge tests for imagelib 2021-06-20 20:26:22 +03:00
Alibek Omarov
6ea25b8194 engine: add simple unit-testing (v3?) 2021-06-20 19:59:16 +03:00
Alibek Omarov
5bc4359a2f engine: implement platform neutral saves, now we can load saves made in Linux on Windows and vice-versa 2021-06-20 19:59:16 +03:00
Alibek Omarov
17d3eaa590 engine: win32: remove normal win32 library loader, from now on every win32 port must port custom loader 2021-06-20 19:59:16 +03:00
SNMetamorph
6ceb101ba1 engine: client: correctly named values in net_speeds stats 2021-06-18 08:58:46 +03:00
SNMetamorph
f7f069a38b engine: client: added Host_Error for CL_EDICT_NUM (hotfix for issue #434) 2021-06-18 08:58:46 +03:00
Alibek Omarov
37c5dfa49f engine: generalize maps command and map command autocompletion 2021-06-18 00:05:34 +03:00
tyabus
0260a6c234 engine: server: backport maps command implementation from old engine 2021-06-18 00:05:34 +03:00
lilmayofuksu
2ad209b973 engine: server: updated TSource query to be more compatible with GoldSrc standard (#497)
Mark TSource queries as connectionless.
Only send Windows as the os if the engine was built on it.
2021-06-16 13:09:31 +03:00
Alibek Omarov #SupportRMS
e9712fc24f Documentation: rework ports.md
Add new Switch and Wii ports
Add DOS port
Mark everything merged to main tree as supported, otherwise leave as in progress
2021-06-15 19:00:12 +03:00
Alibek Omarov
eef52ea2d0 mainui: update 2021-06-14 21:15:34 +03:00
Alibek Omarov
8018f4a000 waf: update 2021-06-14 21:14:22 +03:00
Alibek Omarov
9d0c7338ab wscript: make win32 common libraries check faster 2021-06-14 01:13:28 +03:00
Barış
18d8ef287d engine: fix client can use kill command while not connected (#492) 2021-06-12 18:19:23 +03:00
Alibek Omarov
9b1fccd1fa engine: move Cbuf_Execute to ClientBegin stub for dedicated server, to avoid confusion 2021-06-08 01:08:06 +03:00
Alibek Omarov
32e96bdad1 engine: support legacy net protocol in demos 2021-06-08 01:04:18 +03:00
Alibek Omarov
c50f73b892 engine: fix brush model sound spatialization 2021-06-07 22:54:41 +03:00
exstrim401
a1c948e591 game_launch: add const to game var 2021-06-07 19:39:52 +03:00
exstrim401
db3e71bfcc engine: Removed unused Haiku variables 2021-06-07 19:39:52 +03:00
exstrim401
2b436dced0 engine: Remove XASH3D_MIRRORDIR
also make XASH3D_GAME for all platforms
2021-06-07 19:39:52 +03:00
exstrim401
a89f9fa181 engine: Haiku BeGameLauncher support 2021-06-07 19:39:52 +03:00
Alibek Omarov
6063149b93 engine: match DT_TIMEWINDOW_* behaviour to GoldSrc: it's always signed and it's more of an integer than float value 2021-06-07 17:31:54 +03:00
Alibek Omarov
a28d15e519 engine: match DT_TIMEWINDOW_* behaviour to GoldSrc: it's always signed and it's more of an integer than float value 2021-06-07 17:30:40 +03:00
Alibek Omarov
94959110f6 engine: fix typo, #488 2021-06-07 15:53:20 +03:00
Alibek Omarov
86be161677 ref_gl: add missing HACKS_RELATED_HLMODS define, lost after renderer split 2021-06-07 02:40:40 +03:00
Alibek Omarov
9313f7e80e engine: replace pool pointer by pool handle 2021-06-07 02:33:15 +03:00
Alibek Omarov
43f1137565 engine: use substring search for mpfilter 2021-06-07 02:23:44 +03:00
Alibek Omarov
ad4062969b engine: client: fix warnings in cl_pmove 2021-06-07 02:22:08 +03:00
Alibek Omarov
60c10333aa engine: client: fix sound not spatialized correctly, remove unused field from rawchan 2021-06-07 02:21:46 +03:00
Alibek Omarov
0f84ce40f0 engine: client: fix cl_smoothtime, don't smooth movements when running local server(singleplayer, listenserve, etc) 2021-06-06 16:22:04 +03:00
Alibek Omarov
3894edcb98 engine: client: enhance cl_showevents for reverse-engineering needs 2021-06-06 16:22:04 +03:00
Alibek Omarov
5b387ba36a engine: client: move Cbuf_Execute out of Host_InputFrame, cbuf will be executed always at ClientBegin. Fixes #482 2021-06-06 16:22:04 +03:00
Velaron
d011dccaab engine: client: remove redundant index check 2021-06-06 15:51:41 +03:00
exstrim401
b7922368bd engine: Haiku OS support (#478) 2021-06-05 10:54:37 +03:00
Alibek Omarov
947a615707 ref_gl: gl4es: update 2021-06-03 21:44:55 +03:00
Alibek Omarov
b2d93b7b55 mainui: update 2021-06-03 21:44:45 +03:00
Alibek Omarov
49a20a9ac5 engine: server: fix memleak after previous commit 2021-06-02 22:06:17 +03:00
Alibek Omarov
8966172ce0 engine: server: avoid crash if map entity doesn't have classname (tfc map flagwar for example) 2021-06-01 23:45:55 +03:00
Alibek Omarov
ddd48c420b engine: decrease instanced baseline index by minus one to avoid zero offset which interpreted as no baseline at all 2021-06-01 21:52:33 +03:00
Alibek Omarov
f31e9ae19e engine: server: fix bounds check in SV_GetFragmentSize 2021-06-01 18:35:38 +03:00
Alibek Omarov
4543008012 engine: server: declare sv_client_t::flags as unsigned 2021-06-01 17:58:33 +03:00
Alibek Omarov
d54a648792 engine: common: avoid sign bit loss in MSG_WriteBitLong 2021-06-01 17:57:54 +03:00
Alibek Omarov
13a3f22001 engine: client: netgraph: add in_graph kbutton support, staticify netgraph 2021-06-01 17:57:03 +03:00
SNMetamorph
75e80bc2ff engine: server: fixed cvars sv_max/minupdaterate, sv_max/minrate 2021-05-30 09:40:03 +03:00
SNMetamorph
386ae2067b engine: client: another interpolation fix 2021-05-30 09:40:03 +03:00
SNMetamorph
b289de26a6 engine: client: added cvar cl_nointerp for disabling interpolation 2021-05-30 09:40:03 +03:00
SNMetamorph
415f5baa1c engine: client: CL_LerpPoint hotfix 2021-05-30 09:40:03 +03:00
Bohdan Shulyar
3fdfbff09b readme: update discord invite (#458)
* readme: update discord invite

* readme: update discord invite
2021-05-29 21:32:20 +03:00
Alibek Omarov #SupportRMS
163225e180 travis: android: switch to mobile_hacks hlsdk 2021-05-26 18:18:22 +03:00
Andrey Akhmichin
1369c2029b Documentation: opensource-mods.md: add "Expanded Arsenal" and "ESHQ". 2021-05-18 23:25:08 +03:00
Velaron
4f31d7504a ref_api: fix remap info allocation (fixes #200) 2021-05-02 20:02:04 +03:00
Alibek Omarov
585955eb19 engine: filesystem: add an error message if we're trying to get a handle of a compressed file in ZIP archive 2021-05-02 01:20:18 +03:00
SNMetamorph
1a5b2576f7 wscript: added support for "Edit and Continue" MSVC feature 2021-04-30 16:12:08 +03:00
Bohdan Shulyar
ddc4d76668 engine: common: add quote symbol escaping support (#411) 2021-04-04 22:03:02 +03:00
Alibek Omarov
f5e400de69 server: fix wrong xashid key on server, it's uuid now 2021-03-28 01:57:40 +03:00
Alibek Omarov
9c8059ea96 engine: imagelib: add BGRA saving for PNG
Fix incorrect output, when input format has alpha but flags don't
have set IMAGE_HAS_ALPHA.
Flags are meant to control output format, but input format may be arbitrary,
as usually given by video driver(screenshots, etc)
2021-03-28 00:34:42 +03:00
Alibek Omarov
c62db950f1 server: implement rcon redirection, add redirect command from old engine 2021-03-27 23:46:57 +03:00
Alibek Omarov
9c9953bb60 server: fix some cvars being registered incorrectly or not registered at all 2021-03-27 23:23:37 +03:00
Alibek Omarov
acaf15c5d2 engine: increase MAX_LEGACY_SERVERS limit 2021-03-27 23:22:51 +03:00
Alibek Omarov #SupportRMS
25569db053 readme: clarify issue languages 2021-03-26 20:49:39 +03:00
Alibek Omarov #SupportRMS
a391038d27 travis: rename win32 build to xash3d-win32-vc.7z 2021-03-26 17:58:35 +03:00
Alibek Omarov #SupportRMS
9ea45a71f5 scripts: rename win32 build to xash3d-win32-vc.7z 2021-03-26 17:57:51 +03:00
nekonomicon
ea39836b88 Documentation: opensource-mods.md: add "Year of the Dragon" and "Overturn". (#375) 2021-03-26 02:16:26 +03:00
nekonomicon
bfa01f5b3b Documentation: opensource-mods.md: update. (#372) 2021-03-25 10:49:03 +03:00
Alibek Omarov
23974d24c3 engine: try to avoid broken -Werror=duplicated-branches for old GCCs 2 2021-03-24 19:11:17 +03:00
Alibek Omarov
868947cbb4 engine: try to avoid broken -Werror=duplicated-branches for old GCCs 2021-03-23 23:49:08 +03:00
a1batross
cb942d7e81 mainui: update 2021-03-15 14:05:52 +03:00
Vladimir
05cf8d0edc readme: improved installation instructions (#363) 2021-03-15 12:23:25 +03:00
Alibek Omarov
071f15b570 mainui: update 2021-03-15 03:44:44 +03:00
Alibek Omarov
e5a40fd745 server: fix password presence wasn't advertised to clients on info message #359 2021-03-15 03:40:46 +03:00
Alibek Omarov
f2ab4c0d0e engine: cfgscript: don't let scr vars overwrite existing variables
we don't use them for storing settings anyway
only for reference in UI
2021-03-15 03:39:20 +03:00
Alibek Omarov
0ba1a8e7bc engine: cfgscript: reduce copypasted code 2021-03-15 03:38:10 +03:00
Alibek Omarov
ed0ca2b2d2 engine: fix predicting oldbuttons 2021-03-12 00:10:51 +03:00
Alibek Omarov
26404315cb engine: filesystem: avoid unnecessary padding in private structs 2021-03-11 21:46:00 +03:00
Alibek Omarov
be1958473b engine: filesystem: fix liblistgam converting to gameinfo when rodir was enabled 2021-03-11 21:42:35 +03:00
Alibek Omarov
8b59875e93 mainui: update 2021-03-11 20:23:03 +03:00
Alibek Omarov
accacd54f5 waifulib: set debug builds to be built with -O0, gcc -Od is broken 2021-03-11 20:17:39 +03:00
Alibek Omarov
331a2046c8 engine: net: fix delta incorrect casts when field is signed 2021-03-10 21:51:21 +03:00
Alibek Omarov
c9f176f802 common: remove double defines 2021-03-10 21:49:09 +03:00
Alibek Omarov
523798857b engine: platform: fix opensles audio 2021-03-10 13:45:02 +03:00
Alibek Omarov
2edc8b16ae engine: platform: fix sdl audio 2021-03-10 13:44:25 +03:00
Alibek Omarov
29902f48d5 public: oops, fix broken crtlib 2021-03-10 13:38:36 +03:00
Alibek Omarov
d25a661701 public: moar int to size_t for string length 2021-03-10 13:18:23 +03:00
Alibek Omarov
a93d9ac71c engine: platform: simplify sound code
Remove SNDDMA_GetSoundtime, because it was mostly copypasted from one
platform code to another.
SNDDMA_GetDMAPos gets removed too, as we have dma.samplepos for that.
2021-03-10 00:16:13 +03:00
Alibek Omarov
c68af64fe5 engine: platform: fix access to uninitialized audio subsystem when -nosound was passed 2021-03-10 00:03:12 +03:00
Alibek Omarov
3d9a4560d5 client: make sound cvars statically allocated, to avoid access to invalid pointers in the future 2021-03-09 23:59:29 +03:00
Alibek Omarov
9120d40ce5 engine: redefine CVAR_DEFINE_AUTO through CVAR_DEFINE macro 2021-03-09 23:58:21 +03:00
Alibek Omarov
4db2aaffc4 client: port fix of spk/speak commands from old engine 2021-03-09 23:34:12 +03:00
Alibek Omarov
155eb1ba58 engine: fix various warnings 2021-03-07 03:40:01 +03:00
Alibek Omarov
efaf7ac622 engine: fix UB on MSG_BigShort 2021-03-07 03:39:16 +03:00
Alibek Omarov
6cc2205321 public: strlen must return size_t, not int 2021-03-07 03:38:54 +03:00
Alibek Omarov
0a818f3f3f client: add waveplaylen console command like in GoldSrc 2021-03-07 02:51:03 +03:00
Alibek Omarov
fe2c4af8c2 engine: soundlib: make Sound_GetApproxWavePlayLen behave like in GoldSrc 2021-03-07 02:49:40 +03:00
Alibek Omarov
3e7dd30fd7 engine: soundlib: use stdint definitions for WAV headers 2021-03-07 02:48:56 +03:00
Alibek Omarov
42f47f51b5 server: implement GetFileSize and GetApproxWavePlayLen from HLSDK 2.4 2021-03-07 02:46:38 +03:00
Alibek Omarov
aea9e8efa2 server: sv_validate_changelevel is deprecated now and disabled by default
If anyone wants this feature back, use +sv_validate_changelevel 1 in command line.
2021-03-07 02:20:30 +03:00
Alibek Omarov
a6cd67cc65 mainui: update submodule, fix #332 2021-03-07 02:01:36 +03:00
Alibek Omarov
585ae28dd2 server: fix some int <> unsigned int conversions 2021-03-07 02:00:46 +03:00
Alibek Omarov
4abac92891 wscript: try to fix tgmath detection on freebsd 2021-03-07 00:28:57 +03:00
Alibek Omarov
a813be7d54 client: add cl_showpos 2021-03-07 00:03:19 +03:00
Alibek Omarov
e77957bc81 client: decrease visibility of some cvars 2021-03-06 23:40:04 +03:00
Alibek Omarov
9b6f26c191 mdldec: build with CONSOLE subsystem on Win32 2021-03-05 17:59:54 +03:00
Alibek Omarov
385cc3f497 public: remote obsolete header 2021-03-05 16:09:59 +03:00
Alibek Omarov
c0db39594b scripts: enable building utils for PC platforms 2021-03-05 16:04:20 +03:00
Alibek Omarov
add4cf4232 mdldec: add wscript, disabled by default 2021-03-05 16:00:26 +03:00
Alibek Omarov
586d613a27 ref_soft: uncomment texture API functions implementations, they must be working now
Fixes #326 and probably some ref_soft crashes
2021-03-02 17:49:37 +03:00
Alibek Omarov
45334064b6 ref_gl: remove detail textures list generation leftovers 2021-03-01 21:53:43 +03:00
Alibek Omarov
ca84a1a10e engine: fix building with SDL older than 2.0.4 2021-03-01 21:48:31 +03:00
Alibek Omarov
14008703f6 wscript: fix tgmath check for old toolchails like GCW0 2021-03-01 21:46:58 +03:00
Alibek Omarov
58edfbc485 engine: move cvars that expected to exist by client.dll from render dll to engine
Fixes #316
2021-03-01 20:03:32 +03:00
Alibek Omarov
fa555c1f09 server: add hardcoded list of chapters for HL, BS and OF, same as GoldSrc
Fix incomplete comment in save file when server DLL provides SV_SaveGameComment.
Fix possible buffer overflow when reading comment from save file.
2021-03-01 19:53:17 +03:00
Andrey Akhmichin
75210b1ff6 engine: common: filesystem.c: add binary search for files from zip-archives. 2021-03-01 19:53:07 +03:00
Alibek Omarov
b278751834 waf: upgrade to waifu 1.1.0 2021-02-28 15:39:22 +03:00
a1batross
3b192ca490 engine: sdl: don't free NULL vidmodes 2021-02-27 00:08:42 +03:00
Alibek Omarov
12dd225db2 cirrus: fix freebsd 12 image 2021-02-26 18:33:26 +03:00
SNMetamorph
56d5f08128 platform: win32: fixed crashes in COM_CheckLibraryDirectDependency 2021-02-26 16:05:34 +03:00
Alibek Omarov
256284d76f wscript: refactor loading MSVC tools, apply @w23 hack for renaming DEST_CPU 2021-02-26 16:04:45 +03:00
Alibek Omarov
cf5ebd128c client: fix XASH_64BIT check 2021-02-26 16:04:45 +03:00
Ivan 'provod' Avdeev
5b597028fe make it reliably compile for amd64 on windows
This makes it possible to just pass `-8` to ./waf configure on Windows
and it will build 64-bit binaries. Yay I guess.

However, it's completely broken conceptually -- it ends up just brute
rewriting `conf.env.DEST_CPU` from `amd64` to `x86_64` at one particular
point in wscript. Why? Because many places in build system expect
`x86_64` as 64-bit DEST_CPU, especially breaking SDL2 lib detection.
Some of these are in waifu and patching that is beyond what I can hold
in my head right now.
Why that particular point? Because it DEST_CPU gets rewritten a few
times before that and no times after it seems.

This does not address `./waf msvs` VS project generation yet -- it will
still produce only Win32 platform that needs to be manually rewritten.

There's a mechanism for msvs extras to be passed a set of platforms, but
I've yet to make it work.
2021-02-26 16:04:45 +03:00
Ivan Avdeev
012d1fa8bd fix USE_MMAP usage
should fix CI failures
2021-02-26 16:04:45 +03:00
Ivan Avdeev
1b426b67e7 partially fix amd64 build on windows
Quality of this commit is questionable. I have no idea whether what I did
here makes sense or not.
But it compiles and runs (provided with hlsdk-xash3d amd64 build, which
is another story).

This omits necessary waf changes that are necessary to make a valid
64-bit build. Apparently it's not enough to just pass `-8` on Windows,
you also need to hack wscript to add `x64` target to MSVC. I'll do that
later when I figure out how.

This change is a precursor for RTX Vulkan effort --
VK_KHR_ray_tracing_pipeline and friends are only available on 64-bit
nvidia drivers (no idea about AMD, pls send GPUs onegai).
2021-02-26 16:04:45 +03:00
SNMetamorph
8d50049db7 netgraph: fixed data usage graphs rendering 2021-02-20 14:22:20 +03:00
SNMetamorph
cba9fb1a07 vid_common: added vid_mode cvar for proper working VideoModes menu in game settings 2021-02-20 14:22:20 +03:00
SNMetamorph
932fc8e3c7 wscript: fixed MSVC optimization flag in debug mode 2021-02-20 14:22:20 +03:00
mittorn
5884cf88d3 crtlib: fix undefined behaviour when stripping extenstion from empty string 2021-02-14 21:33:41 +00:00
Skyrim-police
d2157fa28c Documentation: supported-mod-list: fix dead links 2021-02-12 04:21:57 +03:00
mittorn
6e43f9bdd0 waf: fix wrong message about 32-bit build 2021-02-12 00:05:41 +03:00
Gleb Mazovetskiy
d9ed654f04 bump gl4es
Build fix: d79ac6a6d7

A few rendering fixes:

* 1f52c84f5a
* d8a2dc35ee
2021-02-03 16:16:51 +03:00
Alibek Omarov
8090db2e75 netgraph: change netgraph buffer size for low memory mode 2021-02-01 10:06:55 +03:00
Alibek Omarov
652a946e09 ref_gl: update gl4es submodule 2021-01-29 03:33:36 +03:00
Alibek Omarov
d6d90f03a0 wscript: refactoring, split optimization flags selection and fpic control into standalone modules 2021-01-29 03:33:14 +03:00
Alibek Omarov
d7b3c7b681 engine: proper order for XASH_LOW_MEMORY definitions 2021-01-29 03:24:41 +03:00
Andrey Akhmichin
c158771f59 ref_gl: gl_rsurf.c: don't use asserts to prevent engine from stopping when vbo is disabled. 2021-01-17 23:11:59 +03:00
lewa_j
63c4b2748c platform: win32: sdl: Fix zombie processes after early Sys_Error on windows+sdl 2021-01-16 01:13:57 +03:00
Andrey Akhmichin
9bc3d6d315 utils: mdldec: better validity checks. 2021-01-10 02:31:19 +03:00
Andrey Akhmichin
1a59389261 utils: mdldec: STUDIO_NF_SMOOTH texture flag means "smooth" texrendermode. 2021-01-10 02:30:56 +03:00
Alexey
221a9bab54 Fix screenshots on gles1
> format must be either GL_RGBA or the value of GL_IMPLEMENTATION_COLOR_READ_FORMAT_OES.
2021-01-09 18:36:46 +03:00
a1batross
102fb8ec40 mainui: update submodule 2021-01-08 07:43:06 +03:00
a1batross
db89c4236a vgui-dev: update submodule 2021-01-08 07:42:57 +03:00
Alibek Omarov
b1048556c6 gitignore: fix waf ignores 2021-01-08 00:25:14 +03:00
Gleb Mazovetskiy
11194f339d game_launch: Add a --disable-menu-changegame build option
This option is useful when xash3d is launched externally by a script
that performs additional setup.
2021-01-07 22:27:21 +03:00
Gleb Mazovetskiy
c95e847890 Fix joystick trigger thresholds
They were negative by default but they should've been positive:

> a value ranging from -32768 to 32767. Triggers, however, range from 0 to 32767 (they never return a negative value).
https://wiki.libsdl.org/SDL_GameControllerGetAxis

This fixes LTRIGGER and RTRIGGER (L2/Zl and R2/Zr on most gamepads)
2021-01-07 17:37:37 +03:00
Gleb Mazovetskiy
4daa7c23a0 SDL2 GameController: Map axes to engine explicitly 2021-01-07 17:37:37 +03:00
Gleb Mazovetskiy
3e8e751dc7 GameController: Add separate D-Pad bindings
1. Adds separate D-Pad bindings so that they don't conflict with arrow
   keys on the keyboard.
2. Also adds some basic defaults for gamepad buttons.
2021-01-07 17:37:37 +03:00
Gleb Mazovetskiy
239474b01e .clang-format: SpaceBeforeParens: Never
This is more consistent with how xash3d formats its `if` and `switch` statements
2021-01-07 17:34:51 +03:00
Gleb Mazovetskiy
12b579bc34 Fix R_CollectRendererNames
Previously R_CollectRendererNames left gaps in the `ref` subarrays.
This caused `R_Init` to fail in some cases because it iterates between `0` and `ref.numRenderers`.
2021-01-07 17:34:34 +03:00
Gleb Mazovetskiy
6d614e028a Fix COM_LibraryError newline handling
1. Do not append a trailing newline to the result of COM_GetLibraryError.
2. Fix call sites.
2021-01-07 17:33:09 +03:00
Gleb Mazovetskiy
a234888d44 Remove DEFAULT_(ACCELERATED|SOFTWARE)_RENDERER
This is no longer needed as we now use DEFAULT_RENDERERS order priority
and only try to load the detected renderers.
2021-01-07 17:31:56 +03:00
Gleb Mazovetskiy
5e0a0765ce Trim all trailing whitespace
The `.editorconfig` file in this repo is configured to trim all trailing
whitespace regardless of whether the line is modified.

Trims all trailing whitespace in the repository to make the codebase easier
to work with in editors that respect `.editorconfig`.

`git blame` becomes less useful on these lines but it already isn't very useful.

Commands:

```
find . -type f -name '*.h' -exec sed --in-place 's/[[:space:]]\+$//' {} \+
find . -type f -name '*.c' -exec sed --in-place 's/[[:space:]]\+$//' {} \+
```
2021-01-04 20:55:10 +03:00
Gleb Mazovetskiy
3af742f103 in_touch.c: Fix -Wpointer-to-int-cast 2021-01-02 18:01:53 +03:00
Gleb Mazovetskiy
9452a389a5 SDL GameController: Hotplug and multiple gamepads
1. Process events from all game controllers.
2. Support controller hotplug.
2021-01-02 18:00:36 +03:00
Alibek Omarov
766ef84af4 engine: ref: try to bruteforce all available renderers if we're failed to load requested one 2021-01-02 17:59:53 +03:00
Gleb Mazovetskiy
5b8d504817 Add .clang-format
Based on
725fd84b5b/.clang-format
with the following changes:

1. Uncomments `BasedOnStyle: WebKit` to be explicit.
2. Adds:

       AlignConsecutiveDeclarations: true
       AlignConsecutiveMacros: true
2021-01-02 17:56:58 +03:00
Alibek Omarov
61fe9fd1fe engine: fix some left shifts on signed integers 2021-01-02 05:01:51 +03:00
Gleb Mazovetskiy
33ba1f25f3 sys_linux.c: Increase buffer size for /proc/self/status
Fixes #263
2021-01-02 04:21:01 +03:00
Gleb Mazovetskiy
2106eef4b2 system.c: Fix Sys_Warn/Error text buffer sizes
This was using the wrong define
E.g. `-dev 2 -help` output did not fit into it
2021-01-02 03:43:17 +03:00
Gleb Mazovetskiy
23998ef720 makepak.py: Skip all filenames starting with .
This makes it much simpler to define a buildroot package for xash-extras
buildroot places various buildroot-internal dot files in the package build directory
2020-12-30 14:40:32 +03:00
Andrey Akhmichin
1332381e2d engine: server: simplified strings operations. 2020-12-29 20:20:25 +03:00
Gleb Mazovetskiy
7f98998765 ref_gl/gl4es: bump
To get this bugfix: 221fa1e67a
2020-12-29 03:25:57 +03:00
Andrey Akhmichin
5aef09ce5d engine: client: simplified strings operations. 2020-12-29 01:07:00 +03:00
Gleb Mazovetskiy
69e15e9c7b gl4es: Fix so name and add to renderer collector
1. `libref_gles2_gl4es.so` -> `libref_gl4es.so` because this is what's
    passed to `R_LoadRenderer`.

2. Add `gl4es` to `DEFAULT_RENDERERS` so that `R_CollectRendererNames`
   finds it.
2020-12-29 00:44:42 +03:00
Andrey Akhmichin
9e1170fc56 Documentation: add list of non-supported mods. 2020-12-29 00:43:50 +03:00
Gleb Mazovetskiy
5a36a26dd1 Fix SDL_GAMECONTROLLER handling
1. Do not disable SDL_JOYSTICK events. Disabling these events causes
   game controller events to be disabled as well. Instead, filter these events out.

2. Fix button mapping (it was off by one).
2020-12-28 16:11:19 +03:00
Gleb Mazovetskiy
a92b310e0e Add gl4es submodule
Fixes #248
2020-12-28 16:11:04 +03:00
Gleb Mazovetskiy
b40344f1f0 travis: unzip quietly
Helps avoid the following error message:

> The job exceeded the maximum log length, and has been terminated.

(e.g. https://travis-ci.org/github/FWGS/xash3d-fwgs/jobs/751744736)
2020-12-28 13:09:01 +03:00
Gleb Mazovetskiy
36b32cad0f Fix 2 instances of void* pointer arithmetic
Partially reverts 341e440c07

Let's see if this fixes the windows build on travis
2020-12-28 13:08:18 +03:00
mittorn
7b127c23f5 client: fix vgui leaving text input move enabled (breaks CTRL in SDL2) 2020-12-13 10:11:32 +03:00
Alibek Omarov
9acedb3408 travis: restore unzipping file 2020-11-29 19:45:05 +03:00
Andrey Akhmichin
5f54582692 ref_gl: simplified strings operations. 2020-11-29 13:46:48 +03:00
Andrey Akhmichin
63d8794902 ref_soft: r_image.c: remove duplicated Q_strlen() call. 2020-11-29 13:33:50 +03:00
Alibek Omarov
ede9e5095d travis: fix getting android deps 2020-11-28 23:22:57 +03:00
Andrey Akhmichin
abd9778ef3 engine: common: simplified strings operations. 2020-11-28 23:20:14 +03:00
Andrey Akhmichin
299e3fe957 utils: mdldec: small update. 2020-11-28 23:18:30 +03:00
Alibek Omarov
3e7e251828 codeql: try to fix analysis tool 2020-11-28 01:34:26 +03:00
Alibek Omarov
f2120672d0 travis: update android sdk level 2020-11-28 01:30:55 +03:00
Alibek Omarov
d3ab2023ae travis: combine downloading zip file and unpacking it 2020-11-28 01:30:55 +03:00
Andrey Akhmichin
cdcd139171 engine: studio.h: rename unused fields as "unused".
engine: studio.h: add assimp-like comments.
2020-11-27 22:06:05 +03:00
Andrey Akhmichin
88e1780c68 engine: studio.h: use vec_t instead of float. 2020-11-27 22:06:05 +03:00
Andrey Akhmichin
68e10d7b53 engine: studio.h: use C99 types. 2020-11-27 22:06:05 +03:00
Andrey Akhmichin
378b655cd2 engine: studio.h: add Paranoia 2: The Savior structures and macros. 2020-11-27 22:06:05 +03:00
Alibek Omarov
b7fa48a1eb cirrus: try to fix freebsd 11.4 ci build 2020-11-27 21:59:41 +03:00
Alibek Omarov
eb652d53ac public: fix compiling 2020-11-22 19:08:51 +03:00
Andrey Akhmichin
c53985c0bc engine: common: imagelib: img_tga.c: refactor Targa encoder. 2020-11-18 18:54:25 +05:00
mittorn
f60c398f32 scripts/xcompile/android: add ability to specify HOST_TOOLCHAIN and override hard-coded one 2020-11-18 12:34:38 +03:00
mittorn
bb387cfe4b ref_gl/gl4es: fix android build 2020-11-18 12:19:52 +03:00
mittorn
341e440c07 public,sprites: fix -Wcast-align, disable -Werror for it 2020-11-18 12:15:54 +03:00
Aydar Zarifullin
e6b9b67825 add codeql-analysis.yml 2020-10-07 23:50:13 +03:00
Alibek Omarov
9c6183e6a0 wscript: add some more alignment related diagnostics 2020-09-29 15:42:43 +03:00
Alibek Omarov
2aaa6c6e04 public: build: add ARMv8 32-bit support, in case of someone actually uses it 2020-09-28 16:17:08 +03:00
Alibek Omarov
80a5c53cb2 engine: client: move ref state updating into standalone function 2020-09-14 14:33:43 +03:00
Agent Agrimar
e4a71afe63 engine: client: update the ref state before R_NewMap is called
This fixes fades that occur at the beginning of a map being a tad screwy as a result of the ref state not being updated with fresh values, which only happens when a frame is being rendered (loading happens to prevent that).
2020-09-14 14:33:18 +03:00
Andrey Akhmichin
23ea7ecbcc public: optimize MD5_Print function. 2020-09-14 14:28:47 +03:00
Logan
5cdb35f508 Pass cl.viewentity into S_StartSound for pfnPlaySoundByNameAtLocation
This fixes a minor bug where sounds played via pfnPlaySoundByNameAtLocation (mainly from viewmodel animations e.g. MP5) would be left where it was emitted in the world, rather than following the local player as it does in Goldsrc.
2020-09-11 22:10:32 +03:00
Velaron
03668116d7 platform: win32: COM_CheckLibraryDirectDependency fixes 2020-09-03 22:04:13 +03:00
Velaron
f3d8a2bcb0 client: vgui: don't fail if client path not given 2020-09-03 19:22:22 +03:00
Velaron
09ae961221 remove platform-specific macros 2020-08-24 21:22:02 +03:00
Velaron
d015e97eae engine: client: m_rawinput support on windows 2020-08-24 21:22:02 +03:00
Velaron
b4aecfbf23 engine: move some input code 2020-08-24 21:22:02 +03:00
lewa_j
df7f8259a1 mainui: update 2020-08-24 20:27:08 +03:00
Alexey
fff71e449e Fix android travis build again 2020-08-24 19:08:38 +03:00
Alibek Omarov
d4003f9527 crashhandler: fix build 2020-08-23 20:33:17 +03:00
Alibek Omarov
9acd2f5d22 waf: upgrade waf 2020-08-23 19:02:15 +03:00
Alibek Omarov
d30605c09f engine: fixes for dedicated 2020-08-23 19:02:15 +03:00
Alibek Omarov
9ff6d44178 crashhandler: remove unknown arch error 2020-08-23 19:02:15 +03:00
Alibek Omarov
90b163dc1d waf: add more ignored files 2020-08-23 19:02:15 +03:00
Alibek Omarov
2d97126baf defaults: if no crashhandler was defined, fallback to null 2020-08-23 19:02:15 +03:00
Alibek Omarov
3f3160e220 readme: remove archlinux package, it's outdated and there is no one to update it 2020-08-14 15:58:23 +03:00
Andrey Akhmichin
065811cc46 engine: common: filesystem.c: do not load zip-archives with zip extension as bullet proof. 2020-07-27 18:59:50 +03:00
Andrey Akhmichin
e69956c9ea engine: common: imagelib: img_png.c: set IMAGE_HAS_ALPHA flag only for RGBA images. 2020-07-22 14:37:40 +03:00
mittorn
e96271a8a9 platform/android: make host.state actual in Android_UpdateSurface call 2020-07-12 05:16:08 +07:00
mittorn
f0c9aa1585 vid_android: workaround small output buffer 2020-07-10 09:51:00 +07:00
mittorn
ce269f8c6d ref_soft/glblit: fix wrong MapBuffer function in GLES3 2020-07-10 09:49:13 +07:00
mittorn
4515d3e3cb platform/android: implement native software blitter, fix lost context on resize, fix safegl 2020-07-08 08:48:46 +07:00
mittorn
c80da05e94 ref_gl: make renderer fallback possible 2020-07-08 08:46:07 +07:00
mittorn
bef873e1f8 platform/android: enable dynamic dladdr, fix build 2020-07-08 08:45:24 +07:00
mittorn
a5e3a74e93 waf/xcompile: gnu hash on android confuses old linkers 2020-07-08 02:40:43 +07:00
mittorn
d9290f2e03 gles1 and non-pbo fallbacks 2020-07-07 00:23:23 +07:00
mittorn
98ffbaf87a android: fix fallbacks 2020-07-07 00:22:01 +07:00
Alibek Omarov
1e1c0a9aa3 readme: fix #187 2020-06-23 16:21:43 +03:00
Alibek Omarov
9979d4feb7 readme: add a note about github's generated zip archives 2020-05-25 22:35:34 +03:00
Marc-Antoine Lortie
5f2d346b9b Fixed mod title in Open Source mods documentation.
In section 'Derived Work' under 'Half-Life: Induction', both links appear to link to projects related to 'Half-Life: Invasion'. The mod title was probably meant to be 'Half-Life: Invasion'.
2020-05-25 16:59:34 +03:00
Alibek Omarov
64a96b26ad wscript: disable treating uninitialized as error because it gives too much false-positives 2020-05-13 00:24:50 +03:00
Alibek Omarov
0db1a7743d engine: try to fix -Wmaybe-uninitialized that may be enabled with -Wuninitialized. Diagnostic is prone to false-positives, as compiler don't have enough data for this 2020-05-12 02:00:34 +03:00
Alibek Omarov
a641488b98 engine: imagelib: img_bmp: add paranoid checks for estimated file size to not exceed real buffer. Needs proper testing. 2020-05-11 03:02:13 +03:00
Alibek Omarov
371cfc1cce mainui: update 2020-05-11 02:28:18 +03:00
Alibek Omarov
46b0590e4e engine: imagelib: refactor to use stdint.h definitions, use spaces for alignment instead of tabs 2020-05-11 02:28:04 +03:00
Andrey Akhmichin
95393cde72 Documentation: add list of opensource mods 2020-05-08 16:00:50 +03:00
Alibek Omarov
ea6846e2f9 ci: run pkg update for freebsd 2020-05-03 15:17:53 +03:00
Alibek Omarov
9b22149509 engine: host: execute server.cfg right before main loop starts 2020-05-02 19:26:41 +03:00
Alibek Omarov
ce1fc386a2 engine: server: reformat SV_Init 2020-05-02 19:14:23 +03:00
Alibek Omarov
77bebe3000 engine: server: remove FCVAR_SERVER from gamedir cvar, set FCVAR_READ_ONLY instead. Seems it was used when Xash had hot change game, i.e. without restarting engine. 2020-05-02 19:08:43 +03:00
Alibek Omarov
9292d81052 ref_soft: remove leftover debug volatile 2020-05-02 19:07:56 +03:00
FOTMarut
e1985eeb4f ref_soft: de-duplicated symbols
- Compiles correctly with GCC 10 now
2020-05-02 18:57:37 +03:00
FOTMarut
53768c84d6 ref_gl: de-duplicate GL function definitions
- Used APIENTRY_LINKAGE in ref_gl to remove duplicate definitions of GL
  functions among translation units
- Fixes building ref_gl with -fno-common (GCC 10)
2020-05-02 18:57:37 +03:00
FOTMarut
3c2840f7d1 ref_gl: Added APIENTRY_LINKAGE macro
- Added APIENTRY_LINKAGE macro to specify linkage of GL functions inside
  ref_gl/gl_export.h
  Currently defaults to empty (-> auto)
2020-05-02 18:57:37 +03:00
Alibek Omarov
32f6f359a4 ref_soft: comment out useless line 2020-05-02 18:02:32 +03:00
Alibek Omarov
0428de6285 ref_soft: check if offsetof was defined before 2020-05-02 18:02:05 +03:00
Alibek Omarov
92f0bf54f1 wscript: enforce error on uninitialized variables 2020-05-02 18:01:44 +03:00
Alibek Omarov
8fcfde1e42 ref_soft: comment out useless code to make compiler happy about uninitialized variables 2020-05-02 18:01:30 +03:00
Alibek Omarov
e0dfc4c0b4 launcher: oops, enable NOCONHOST only for Win32 2020-04-30 20:48:33 +03:00
Alibek Omarov
80a806aaad engine: wscript: remove non-actual comment line about include dirs order 2020-04-25 21:28:20 +03:00
Alibek Omarov
762d57fd88 waf: upgrade to latest waifu version 2020-04-25 21:28:20 +03:00
Alibek Omarov
732cb925e5 launcher: use engine definitions, enable cocon_win by default, fix Com_LoadLibrary to COM_LoadLibrary, fix memory leak, fix incorrect argv 2020-04-25 21:28:19 +03:00
Alibek Omarov
f59a3ca417 defaults: use appropriate Win32 check macro 2020-04-25 21:28:19 +03:00
lewa_j
deb7591d1e Fix SaveBMP 2020-04-25 21:19:58 +03:00
Alibek Omarov
82c54b1b54 engine: disallow zero-width strings for getenv() 2020-04-19 13:02:51 +03:00
Alibek Omarov
8d942bcc86 xash3d_types: start refactoring engine to use stdint.h types 2020-04-19 13:02:51 +03:00
Alibek Omarov
c39d42cc62 avi: replace longs by ints 2020-04-19 13:02:51 +03:00
Aimless Wanderer
51a45d745e engine: userconfig.d support from old engine 2020-04-14 20:08:08 +03:00
Alibek Omarov
544fc63b6b ref_gl: nanogl: update 2020-03-30 00:48:31 +03:00
Alibek Omarov
e06518c594 engine: studio: fix signed left shift to unsigned left shift 2020-03-30 00:48:17 +03:00
Alibek Omarov
012a193685 wscript: check for stdint.h and use it, instead use pstdint.h 2020-03-30 00:46:58 +03:00
Alibek Omarov
dc2ab714f6 mpg123: backport some UB fixes from upstream 2020-03-30 00:46:39 +03:00
Alibek Omarov
4c6fd79f07 tgmath: remove including tgmath.h in everything that uses xash3d_mathlib, as it's included already 2020-03-30 00:42:10 +03:00
Alibek Omarov
293b42b9d4 public: add stdint.h implementation by Paul Hsich http://www.azillionmonkeys.com/qed/pstdint.h 2020-03-30 00:13:20 +03:00
Alibek Omarov
88ab42cc15 Merge branch 'master' of https://github.com/FWGS/xash3d-fwgs 2020-03-29 17:46:12 +03:00
Alibek Omarov
7429a6bc8a Add 'ref_soft/' from commit '9045657352c7dfd3622cdf2b69462ca33f4262ee'
git-subtree-dir: ref_soft
git-subtree-mainline: 89ca0dec5e
git-subtree-split: 9045657352
2020-03-29 17:45:00 +03:00
Alibek Omarov
89ca0dec5e platform: android: slightly more verbosity 2020-03-29 17:44:23 +03:00
Alibek Omarov
9045657352 ref_soft: sprite: fix to compile(copypasted from ref_gl) 2020-03-29 17:02:24 +03:00
Alibek Omarov
3984a58025 ref_soft: upgrade to latest RefAPI and libpublic 2020-03-29 17:01:45 +03:00
Alibek Omarov
237d6f8689 ref_soft: upgrade to latest RefAPI version 2020-03-29 16:58:27 +03:00
FOTMarut
79a7b7b1a3 engine: platform: sdl: Fix mousewheel in SDL2
- See issue 143
- Tested on SDL2
- Untested on SDL1.2
2020-03-29 11:27:08 +03:00
Alibek Omarov
b81345f063 ref_soft: add some cvars to GLCONFIG, so they would be saved into ref_soft.cfg and fix UB in cast 2020-03-28 21:56:08 +03:00
Andrey Akhmichin
87340ceca8 engine: server: fix godmode behavior. 2020-03-12 05:48:51 +06:00
Andrey Akhmichin
7a58813254 utils: add studio model decompiler. 2020-03-04 09:23:12 +03:00
Alibek Omarov
3d9c482eae host: add -help, fix #136 2020-03-04 08:55:22 +03:00
Alibek Omarov
5d97a293fe menu_int: add DoubleTime extension 2020-03-04 07:23:38 +03:00
Alibek Omarov
3c8ce640c4 Merge neko/mathlib into master 2020-03-04 05:38:30 +03:00
Alibek Omarov
efafd7c01c mainui: update 2020-03-04 05:26:29 +03:00
Alibek Omarov
fb165dfec1 Merge pull request #137 from nekonomicon/imagelib
engine: common: imagelib: split imagelib.h.
2020-03-03 07:12:30 +03:00
Andrey Akhmichin
248c8a745c engine: common: imagelib: split imagelib.h. 2020-03-03 05:03:15 +05:00
Alibek Omarov
7c47bfd0db Merge pull request #122 from nekonomicon/palette
engine: common: imagelib: use rgba_t as RGBA palette type.
2020-03-02 21:44:32 +03:00
Andrey Akhmichin
e96ea719d5 engine: common: imagelib: use rgba_t as RGBA palette type. 2020-03-02 15:07:54 +05:00
Alibek Omarov
17cf4bf402 scripts: travis: we're NOT moved to GitHub Releases 2020-02-28 09:13:33 +03:00
mittorn
04c17995a2 Merge pull request #132 from Velaron/xshlib-fix
scripts/xshlib: line endings fix
2020-02-25 19:44:25 +07:00
mittorn
4994a7ef6f ref_gl: fix build 2020-02-25 19:08:17 +07:00
Aimless Wanderer
e3d9ac4840 scripts/xshlib: line endings fix 2020-02-25 13:35:55 +02:00
mittorn
0c69f7649c ref_gl: add gl4es support 2020-02-25 12:59:04 +07:00
mittorn
84a3f6883d sdl: add EGL hint 2020-02-25 12:59:04 +07:00
mittorn
8f8c8e6614 ref: add export that returns GL_GetProcAddress for renderapi 2020-02-25 12:59:04 +07:00
mittorn
1b4f997951 renderapi: add glcore context and gl4es wrapper 2020-02-25 12:59:04 +07:00
Alibek Omarov
6e6185dba2 readme: wording 2020-02-25 01:43:45 +03:00
Alibek Omarov
1f134fdb72 readme: links to downloads to badges, fix testing build link 2020-02-25 01:37:54 +03:00
Alibek Omarov
64b001a505 Update README.md 2020-02-25 01:34:47 +03:00
Alibek Omarov
5f4d81866f cirrus: update freebsd images 2020-02-25 01:30:29 +03:00
Alibek Omarov
19303f7bd7 game_launch: fix Win32 main 2020-02-24 16:48:30 +03:00
mittorn
a967caa91f Merge pull request #125 from nekonomicon/crtlib
public: crtlib.c: reduce memory usage.
2020-02-18 03:52:36 +07:00
mittorn
3ce16227ba Merge pull request #123 from nekonomicon/tga
engine: common: imagelib: img_tga.c: check pixel type before buffer allocation.
2020-02-18 03:52:09 +07:00
mittorn
3e7351cb33 Merge pull request #127 from nillerusr/custom
imagelib: fix unaligned access
2020-02-18 03:51:13 +07:00
nillerusr
4021d7bf5c imagelib: fix unaligned access 2020-02-17 23:25:39 +03:00
mittorn
68472f90eb filesystem: disable XASH_REDUCE_FD where it not needed, fix null pointer deference 2020-02-14 21:48:26 +07:00
mittorn
7ad658ee3a wscript: increase stack size for owcc 2020-02-12 17:41:24 +07:00
mittorn
0ee5ff3aad waifulib/owcc: add -xx to ignore default includes 2020-02-12 17:39:42 +07:00
Andrey Akhmichin
9a0da3cd4f public: crtlib.c: reduce memory usage. 2020-02-12 14:40:19 +05:00
Andrey Akhmichin
e3b547c8a9 public: rename mathlib to xash3d_mathlib. 2020-02-12 14:32:26 +05:00
mittorn
e602ca1d66 public: synchronize build.h with hlsdk 2020-02-12 15:10:10 +07:00
Andrey Akhmichin
01e2ea24da engine: common: imagelib: img_png.c: add a missing return statement. 2020-02-11 17:06:41 +03:00
Andrey Akhmichin
f5783ae1df engine: common: imagelib: img_tga.c: check pixel type before buffer allocation. 2020-02-11 15:39:05 +05:00
mittorn
49445f0663 wscript: check for fPIC before removing 2020-02-09 01:00:45 +07:00
mittorn
27da2e10ff filesystem: fix const cast 2020-02-09 00:29:56 +07:00
mittorn
7d0e45b507 network: restore WSAsize_t define for win32 2020-02-08 23:59:43 +07:00
mittorn
9b40d91a9b wscript: do not enforce PIC with lib_static 2020-02-08 23:55:56 +07:00
mittorn
02c68c3a70 platform/sdl: add missing Platform_Shutdown 2020-02-08 23:48:52 +07:00
mittorn
a0d09c9954 lib_static: fix warnings 2020-02-08 23:39:35 +07:00
mittorn
c7e3eae9dd filesystem: fix wrong types 2020-02-08 23:38:45 +07:00
mittorn
70cc52e203 posix/sdl: fix build 2020-02-08 23:38:19 +07:00
mittorn
51849c6140 platform: DOS4GW port 2020-02-08 23:15:40 +07:00
mittorn
fe07c48431 port.h: split common and posix defines 2020-02-08 23:15:40 +07:00
mittorn
d8f20f3642 common: add DOS4GW platform 2020-02-08 23:15:40 +07:00
mittorn
828def3b25 waifulib: owcc tool 2020-02-08 23:15:40 +07:00
mittorn
97228a4249 lib_static: use functions for exports instead of globals 2020-02-08 23:15:40 +07:00
mittorn
3e3aff040e platform: add Platfrom_Init, Platform_Shutdown, Platform_MouseMove move platform-specific code from host.c 2020-02-08 23:15:40 +07:00
mittorn
adc718f4d5 public: add XASH_POSIX platform define 2020-02-08 23:15:40 +07:00
mittorn
22c148a39e filesystem: refactor zip/pak loading, partially fix reading files from zip, add option to reduce FD usage, remove dup() dependency 2020-02-08 23:15:40 +07:00
mittorn
70cddcb9ca client: fix assert when sprite exist, but not loadable 2020-02-08 23:15:40 +07:00
mittorn
2b90790071 network: add stub for systems without BSD sockets, WATTCP support 2020-02-08 23:15:40 +07:00
mittorn
070272489d library: fix saverestore offsets code from old engine 2020-02-08 23:15:40 +07:00
mittorn
538d8a6fb4 network: fix NET_MAX_FRAGMENT limit 2020-02-08 23:15:40 +07:00
mittorn
c8be38e75d mathlib: use tgmath in SinCos 2020-02-08 23:15:40 +07:00
mittorn
303a88730c server: fix crash when sorting entities on watcom libc 2020-02-08 23:15:40 +07:00
mittorn
26a1ba543f client: add some useful keys to Key_ToUpper 2020-02-08 23:15:40 +07:00
mittorn
2e2a716710 ref_api: fix remap code 2020-01-30 07:15:23 +07:00
mittorn
4c7e19adeb ref_soft: fix unaligned access 2020-01-25 21:57:49 +07:00
mittorn
59f053b1db ref_soft: fix Werrors 2020-01-25 15:54:56 +07:00
mittorn
dce35f453d wscript: fix build without DLLEMU 2020-01-19 08:28:37 +07:00
mittorn
3a416636f1 engine: mark GAME_EXPORT's 2020-01-19 08:15:54 +07:00
mittorn
bbd033c254 lib: restore dll loader support 2020-01-19 07:38:37 +07:00
mittorn
22dc5b7416 Merge branch 'lib' of https://github.com/FWGS/xash3d-fwgs 2020-01-18 07:15:45 +07:00
AimlessWanderer
40c73719c0 engine: remove useless defines 2020-01-12 03:56:53 +03:00
AimlessWanderer
022792709d engine: fix build 2020-01-12 03:56:53 +03:00
AimlessWanderer
b9ec7ac886 engine: fix dedicated server crash 2020-01-12 03:56:53 +03:00
Alibek Omarov
32eb42a92f wscript: don't error if uninitialized(old compilers like gcc5 have bad heuristics) 2019-12-24 03:56:07 +03:00
Alibek Omarov
5d8b770e6c engine: client: declare CL_Quit_f as noreturn 2019-12-24 02:57:08 +03:00
Alibek Omarov
0fe18ae6dc engine: fix -Wmaybe-uninitialized 2019-12-24 02:47:51 +03:00
Alibek Omarov
d0dbd185ad engine: android: fix enum-conversion 2019-12-23 06:55:00 +03:00
Alibek Omarov
e11a08064d engine: fix implicit-fallthrough, uninitialized, enum-conversation compiler diagnostics 2019-12-23 06:48:17 +03:00
Alibek Omarov
e424112020 engine: don't update screen when we're only in transition from STATE_RUNFRAME to something else 2019-12-23 06:32:39 +03:00
Alibek Omarov
4a56dfcd00 engine: fix extra zeros in %0 2019-12-23 06:29:20 +03:00
Alibek Omarov
6a8cd7090a mainui: update 2019-12-23 02:32:28 +03:00
Aimless-Wanderer
c57d8995c6 wscript: fix syntax
Same as https://github.com/FWGS/hlsdk-xash3d/pull/116
2019-12-10 14:32:52 +03:00
mittorn
37435365e2 platform/posix: fix _GNU_SOURCE define in lib_posix 2019-11-18 23:48:49 +07:00
mittorn
94fc0febc7 fix some comments 2019-11-18 21:13:21 +07:00
mittorn
6f58ef2394 scripts/xshlib: code clean 2019-11-18 21:08:03 +07:00
mittorn
177f8ed653 platform: introduce lib backends, add static linking, wscript: add optional projects support, add static linking support, scripts: add xshlib for advanced linking options 2019-11-18 03:31:55 +07:00
mittorn
d4efb55492 ref_soft: lowmemory: prevent redefines 2019-11-04 22:39:22 +07:00
mittorn
ef270eb642 ref_soft: update ref api 2019-11-04 22:12:09 +07:00
mittorn
d1af73bfcb ref_soft: image: fix wrong alpha buffer 2019-11-04 22:11:11 +07:00
mittorn
a3a0db447b ref_soft: draw: check screen bounds in Draw_Fill 2019-11-03 19:09:41 +07:00
mittorn
3589537147 ref_soft: lowmemory: use ushort for r_leafkeys 2019-11-02 12:43:45 +07:00
Alibek Omarov
26b8a1fe1d ref_soft: blit: restore height for bpp 16 and 32 2019-11-02 04:44:37 +03:00
mittorn
609235b4f1 ref_soft: fix texcoords on image blitting 2019-10-31 01:52:38 +07:00
mittorn
b3ad557dd2 ref_soft: update api, display rotation support 2019-10-31 01:43:40 +07:00
mittorn
9c7c279a5b ref_soft: XASH_LOW_MEMORY 2019-10-29 13:16:16 +07:00
mittorn
f376d5d59c ref_soft: glblit: gles3 pbo+fbo blitter 2019-10-13 03:52:47 +07:00
mittorn
2493659b23 ref_soft: glblit: change projection scale 2019-10-12 22:36:21 +07:00
mittorn
e1efacb399 ref_soft: glblit: GLES1 blitter 2019-10-12 14:11:55 +07:00
mittorn
05d793c34b ref_soft: glblit: refactor 2019-10-12 04:18:05 +07:00
mittorn
86867dcbe3 ref_soft: restore fallback gl1 blitter (force enable with -glblit) 2019-10-12 04:05:23 +07:00
Alibek Omarov
c8eac04e9b ref_soft: fix double promotion 2019-10-10 06:23:57 +03:00
Alibek Omarov
d96dcfba59 ref_soft: fix different warnings 2019-10-10 05:55:44 +03:00
Alibek Omarov
690a317f4f ref_soft: fix style errors 2019-10-10 05:32:20 +03:00
Alibek Omarov
9c4a0d2397 ref_soft: context: upgrade to latest RefAPI 2019-10-10 05:32:01 +03:00
mittorn
a2cba95a3a ref_soft: Merge pull request #1 from a1batross/master
update to latest API version
2019-05-13 01:17:47 +07:00
Alibek Omarov
fd962869e6 ref_soft: update to latest API version 2019-05-12 18:05:03 +03:00
mittorn
7663da80c3 ref_soft: Setup viewport 2019-04-17 07:17:43 +07:00
mittorn
103077b686 ref_soft: clean unused variables 2019-04-17 06:34:01 +07:00
mittorn
fbef500fb3 ref_soft: Fix division by zero 2019-04-17 06:15:24 +07:00
mittorn
37ee9752e1 ref_soft: Update ref interface 2019-04-17 06:11:11 +07:00
mittorn
a6572dd042 ref_soft: fix crash on map restart again 2019-04-15 04:59:05 +07:00
mittorn
8a99d64139 ref_soft: fix blocksize 2019-04-14 06:20:22 +07:00
mittorn
1c0262a8c4 ref_soft: Partial world luxels support 2019-04-14 00:58:14 +07:00
mittorn
ee67d350e3 ref_soft: Fix world unload. Improve lightmap sample detection 2019-04-13 20:50:27 +07:00
mittorn
60e3a78221 ref_soft: Implement texture free 2019-04-13 20:49:07 +07:00
mittorn
b2105a113c ref_soft: extended bsp support 2019-04-13 19:15:26 +07:00
mittorn
c293a7a26d ref_soft: update wscript 2019-04-13 19:14:07 +07:00
mittorn
4dae13d7bc ref_soft: Add GAME_EXPORT to exports 2019-04-08 05:09:02 +07:00
mittorn
5140bb8d7f ref_soft: Use Q_memprint to report cache size 2019-04-07 22:29:48 +07:00
mittorn
320a3b0834 ref_soft: Fix cache flush on reconnect, fix division by zero in decals 2019-04-07 22:10:41 +07:00
mittorn
79405c7cc9 ref_soft: Fix polyset bounds checking 2019-04-07 15:52:27 +07:00
mittorn
99fa5d0252 ref_soft: Another bound check implementation (todo: compare) 2019-04-06 15:55:00 +07:00
mittorn
b584e89d90 ref_soft: add bounds checking in triangle render 2019-04-06 14:40:08 +07:00
mittorn
7f1491f884 ref_soft: Try fix crash on changelevel 2019-04-05 15:56:05 +07:00
mittorn
9fbb8a8201 ref_soft: Add alpha test for brushes to all rendermodes 2019-04-04 10:51:31 +07:00
mittorn
4aa5778606 ref_soft: Alpha support for additive/glow 2019-04-04 10:37:41 +07:00
mittorn
338b404055 ref_soft: clamp alpha values 2019-04-04 10:27:18 +07:00
mittorn
500ff629bf ref_soft: decrease alpha to make water visible again 2019-04-04 10:01:11 +07:00
mittorn
033a947631 ref_soft: set minor bits in alpha map to make it more accurate 2019-04-04 09:38:17 +07:00
mittorn
c08c35df69 ref_soft: FillRGBA, FillRGBABlend 2019-04-04 04:44:06 +07:00
mittorn
cefe42fd66 ref_soft: Fix R_NewMap, prevent crashes on changelevel/restart 2019-04-04 02:56:29 +07:00
mittorn
e0cd5edddb ref_soft: Ignore non-horizontal water planes 2019-04-04 02:38:57 +07:00
mittorn
ebd1da2730 ref_soft: Transform dlights for entitites 2019-04-04 02:00:24 +07:00
mittorn
4bbcd5daef ref_soft: Use r_math, this will fix beamfollow and glow sprites 2019-04-04 01:32:06 +07:00
mittorn
8d88ecb951 ref_soft: Remove more unused globals/functions 2019-04-04 00:29:35 +07:00
mittorn
b5e1382232 ref_soft: Merge some globals 2019-04-04 00:12:57 +07:00
mittorn
8f5c72c510 ref_soft: Add macro to disable texture filter preventing slowdown on cvar checking 2019-04-03 23:24:10 +07:00
mittorn
c52453faa3 ref_soft: Remove r_poly 2019-04-03 23:01:25 +07:00
mittorn
8c9aa2588c ref_soft: Fix studio rendermodes, add additive brush rendermode 2019-04-03 22:55:46 +07:00
mittorn
d03d29f6f5 ref_soft: Fix transparency in API 2019-04-03 22:21:08 +07:00
mittorn
77f8da275a ref_soft: Extend edge drawing with zbuffer support, draw transparent brushes with it 2019-04-03 22:20:33 +07:00
mittorn
0c6c0003b1 ref_soft: Bound texcoords again, disable drawing spans on FloorDivMod overflow 2019-04-01 02:42:13 +07:00
mittorn
1c49d76fb7 ref_soft: Fix some integer overflows 2019-04-01 01:55:37 +07:00
mittorn
714084bf5b ref_soft: Fix hang on big texcoords 2019-03-31 20:57:29 +07:00
mittorn
2efdf56317 ref_soft: fix particles 2019-03-31 19:07:55 +07:00
mittorn
7fc09da482 ref_soft: TriAPI texturing, rendermodes 2019-03-31 18:00:25 +07:00
mittorn
d315a838bd ref_soft: invalidata all caches on dlight rebuild 2019-03-31 03:44:57 +07:00
mittorn
6879c1f097 ref_soft: Remove R_ConcatTransform, try fix transparent bmodels origin 2019-03-31 03:18:03 +07:00
mittorn
25860f6263 ref_soft: remove some unused globals 2019-03-31 02:05:08 +07:00
mittorn
c52d4b7998 ref_soft: Restore lightmap gamma calculation 2019-03-30 21:16:14 +07:00
mittorn
0c62967d8a ref_soft: re-enable lightstyles for LightPoint 2019-03-30 21:04:14 +07:00
mittorn
f34db62940 ref_soft: Add sprite, EFX 2019-03-30 20:24:58 +07:00
mittorn
b0ed8a5ba3 ref_soft: Fix some UB 2019-03-30 04:50:18 +07:00
mittorn
95ff769020 ref_soft: Add option to disable slow brush transparency 2019-03-30 02:41:36 +07:00
mittorn
9b158f5926 ref_soft: Studio alpha blending 2019-03-30 01:34:57 +07:00
mittorn
29c2169012 ref_soft: improve alpha map 2019-03-29 21:37:21 +07:00
mittorn
56ef16b0f9 ref_soft: enable stiple alpha by default, cache conveyors 2019-03-29 03:52:08 +07:00
mittorn
eeda097603 ref_soft: Fix water 2019-03-29 02:13:45 +07:00
mittorn
77e296ffef ref_soft: Add r_poly, transparent brushes support 2019-03-29 02:02:54 +07:00
mittorn
72d5dfed34 ref_soft: Fill sky, enable turb code (not working correctly) 2019-03-28 03:42:28 +07:00
mittorn
7f8caf1634 ref_soft: Fix crash on glowshell, tune decals blending 2019-03-28 02:33:49 +07:00
mittorn
1871f39b2b ref_soft: Decals support 2019-03-28 02:05:19 +07:00
mittorn
6eae7acd34 ref_soft: lightstyle support 2019-03-27 21:34:37 +07:00
mittorn
36a5247181 ref_soft: bmodel dlights (ignore transform) 2019-03-27 21:16:33 +07:00
mittorn
153b8cbcc3 ref_soft: Xash3D lightmaps and dynamic lighting (world only) 2019-03-27 21:09:44 +07:00
mittorn
44a8ede94d ref_soft: Re-enable lightvec calculation 2019-03-27 20:17:58 +07:00
mittorn
529bb53d52 ref_soft: Static quake-based lightmap (does not work with extended bsp) 2019-03-27 19:57:37 +07:00
mittorn
b35415637b ref_soft: colormap support, basic studiomodel lighting 2019-03-27 17:53:42 +07:00
mittorn
35e42a2295 ref_soft: Viewmodel support 2019-03-26 22:57:34 +07:00
mittorn
dbabb861f2 ref_soft: studiomodel texturing, finally fix TRIANGLE_STRIP 2019-03-26 16:39:16 +07:00
mittorn
224bf07930 ref_soft: Fix TRIANGLE_STRIP draw 2019-03-26 06:01:20 +07:00
mittorn
870ae030ca ref_soft: Simple triapi and studio rendering (flat fill only) 2019-03-26 05:53:00 +07:00
mittorn
9ba39f65b3 ref_soft: Triangle drawing 2019-03-26 03:12:35 +07:00
mittorn
3d8fe065b5 ref_soft: Fix windows build 2019-03-25 21:18:47 +07:00
mittorn
513381a322 ref_soft: Flush caches and clear textures on newmap correctly 2019-03-25 11:59:25 +07:00
mittorn
c36f415793 ref_soft: Do not clip submodels with negative topnode content (fix crash on some maps) 2019-03-25 11:46:37 +07:00
mittorn
3617e8e7a1 ref_soft: REF_SOFTWARE, resize support 2019-03-25 03:34:30 +07:00
mittorn
65cf77c32b ref_soft: declare r_bsp.c functions 2019-03-24 02:03:29 +07:00
mittorn
e0ce5640d1 ref_soft: Separate buffer for transparent textures 2019-03-23 18:49:27 +07:00
mittorn
e7f369a765 ref_soft: Fix breaking server vis, transparent texture decoding 2019-03-23 14:50:53 +07:00
mittorn
58429bbc79 ref_soft: submodel drawing 2019-03-23 13:49:55 +07:00
mittorn
5fc39662ec ref_soft: Increase limits again, this will fix some HL maps 2019-03-23 05:43:41 +07:00
mittorn
4c73f026b2 ref_soft: Fix render setup 2019-03-23 05:39:45 +07:00
mittorn
932ad73441 ref_soft: Add OpenMP for blit and 2d draw 2019-03-23 03:25:57 +07:00
mittorn
bf0d694c71 ref_soft: mipmap support 2019-03-23 02:37:56 +07:00
mittorn
a2e689aba3 ref_soft: Fix crash on x86 2019-03-23 01:19:15 +07:00
mittorn
c82eb39d54 ref_soft: Skip sky and transparent surfaces (increase FPS) 2019-03-23 00:49:46 +07:00
mittorn
a00256a61c ref_soft: Update API 2019-03-23 00:46:57 +07:00
mittorn
842a15ee45 ref_soft: Merge kernel texture filter 2019-03-22 23:58:43 +07:00
mittorn
e7785c9ccb ref_soft: Make it draw something, screen settings still wrong 2019-03-22 23:40:27 +07:00
mittorn
2b521ee201 ref_soft: Copy world renderer from zq/q2, does not render anything now 2019-03-22 19:33:14 +07:00
mittorn
ce27aad67b ref_soft: Fix alpha blending, optimize blitting 2019-03-21 17:56:42 +07:00
mittorn
6784b9062e ref_soft: hide color loops to macro 2019-03-20 21:55:04 +07:00
mittorn
f23ecc6895 ref_soft: Implement rendermodes, colors, alpha textures/blending 2019-03-20 21:44:21 +07:00
mittorn
ae6b460f35 ref_soft: Implement internal color tables 2019-03-20 15:26:53 +07:00
mittorn
1ca28badad ref_soft: initial 2D drawing implementation 2019-03-20 04:29:25 +07:00
358 changed files with 41261 additions and 7179 deletions

View File

@@ -1,32 +1,35 @@
task:
name: freebsd-10-amd64
freebsd_instance:
image_family: freebsd-10-4
setup_script:
- pkg install -y git sdl2 python
- git submodule update --init --recursive
test_script:
# - ./scripts/build_freebsd_engine.sh dedicated
- ./scripts/build_freebsd_engine.sh
task:
name: freebsd-11-amd64
freebsd_instance:
image_family: freebsd-11-3
image_family: freebsd-11-4
setup_script:
- pkg update
- pkg install -y git sdl2 python
- git submodule update --init --recursive
test_script:
# - ./scripts/build_freebsd_engine.sh dedicated
- ./scripts/build_freebsd_engine.sh
- ./scripts/cirrus/build_freebsd.sh dedicated
- ./scripts/cirrus/build_freebsd.sh full
task:
name: freebsd-12-amd64
freebsd_instance:
image_family: freebsd-12-0
image_family: freebsd-12-2
setup_script:
- pkg update
- pkg install -y git sdl2 python
- git submodule update --init --recursive
test_script:
# - ./scripts/build_freebsd_engine.sh dedicated
- ./scripts/build_freebsd_engine.sh
- ./scripts/cirrus/build_freebsd.sh dedicated
- ./scripts/cirrus/build_freebsd.sh full
task:
name: freebsd-13-amd64
freebsd_instance:
image_family: freebsd-13-0-snap
setup_script:
- pkg update
- pkg install -y git sdl2 python
- git submodule update --init --recursive
test_script:
- ./scripts/cirrus/build_freebsd.sh dedicated
- ./scripts/cirrus/build_freebsd.sh full

3
.gitattributes vendored Normal file
View File

@@ -0,0 +1,3 @@
*.c text eol=lf diff=cpp
*.h text eol=lf diff=cpp
wscript text eol=lf diff=python

70
.github/workflows/c-cpp.yml vendored Normal file
View File

@@ -0,0 +1,70 @@
name: Build & Deploy Engine
on: [push, pull_request]
jobs:
build:
runs-on: ${{ matrix.os }}
continue-on-error: true
strategy:
fail-fast: false
matrix:
include:
- os: ubuntu-18.04
targetos: linux
targetarch: amd64
- os: ubuntu-18.04
targetos: linux
targetarch: i386
- os: ubuntu-18.04
targetos: android
targetarch: 32
- os: ubuntu-18.04
targetos: android
targetarch: 64
- os: ubuntu-18.04
targetos: motomagx
targetarch: armv6
- os: windows-latest
targetos: win32
targetarch: amd64
- os: windows-latest
targetos: win32
targetarch: i386
env:
SDL_VERSION: 2.0.14
GH_CPU_ARCH: ${{ matrix.targetarch }}
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
ANDROID_SDK_TOOLS_VER: 4333796
ANDROID_NDK_VER: r10e
UPLOADTOOL_ISPRERELEASE: true
steps:
- name: Checkout
uses: actions/checkout@v2
with:
submodules: recursive
- name: Checkout xash-extras
uses: actions/checkout@v2
with:
repository: FWGS/xash-extras
path: xash-extras
- name: Install dependencies
run: bash scripts/gha/deps_${{ matrix.targetos }}.sh
- name: Build engine
run: bash scripts/gha/build_${{ matrix.targetos }}.sh
- name: Upload engine (android)
if: matrix.targetos == 'android'
run: bash scripts/continious_upload.sh xashdroid-${{ matrix.targetarch }}.apk
- name: Upload engine (motomagx)
if: matrix.targetos == 'motomagx'
run: bash scripts/continious_upload.sh xash3d-fwgs-magx.7z
- name: Upload engine (linux)
if: matrix.targetos == 'linux'
run: bash scripts/continious_upload.sh xash3d-fwgs-${{ matrix.targetarch }}.AppImage xashds-linux-${{ matrix.targetarch }}
- name: Upload engine (windows)
if: matrix.targetos == 'win32'
run: bash scripts/continious_upload.sh xash3d-fwgs-win32-${{ matrix.targetarch }}.7z

11
.gitignore vendored
View File

@@ -314,9 +314,8 @@ build-*
# Waf
build_current
.waf-*
waf-*/
waf3-*/
*waf-*/
*waf3-*/
.lock-waf*
*.lastbuildstate
*.unsuccessfulbuild
@@ -327,3 +326,9 @@ __pycache__
*.vcproj
*.sln
*.vcxproj
# Visual Studio Code
.vscode/*
*.code-workspace
.history/*
.cache/*

3
.gitmodules vendored
View File

@@ -10,3 +10,6 @@
[submodule "vgui-dev"]
path = vgui-dev
url = https://github.com/FWGS/vgui-dev
[submodule "ref_gl/gl4es"]
path = ref_gl/gl4es
url = https://github.com/ptitSeb/gl4es

View File

@@ -3,211 +3,33 @@ compiler: gcc
sudo: false
env:
global:
- SDL_VERSION=2.0.8
- DEPLOY_BRANCH=anewengine
- SDL_VERSION=2.0.14
git:
depth: 50
submodules: true
jdk:
- oraclejdk8
jobs:
include:
- stage: init
name: "Initialize webdav cache"
os: linux
cache: false
script:
- sh scripts/yadisk_clear.sh
- stage: build
name: "Build for Windows MSVC"
cache: ccache
os: windows
before_script:
- sh scripts/travis_common_deps.sh
- sh scripts/travis_${TRAVIS_OS_NAME}_deps.sh
script:
- sh scripts/build_${TRAVIS_OS_NAME}_engine.sh
after_script:
- sh scripts/continious_upload.sh xash3d-vc.7z xash3d-vc2008-sln.7z
- # ...
name: "Build for Linux i686"
cache: ccache
os: linux
dist: xenial
addons:
apt:
packages:
- gcc-multilib
- g++-multilib
- libx11-dev:i386
- libxext-dev:i386
- x11-utils
- libgl1-mesa-dev
- libasound-dev
- libstdc++6:i386
- libfuse2:i386
- zlib1g:i386
- unzip
before_script:
- export ARCH=i686
- sh scripts/travis_common_deps.sh
- sh scripts/travis_${TRAVIS_OS_NAME}_deps.sh
script:
- sh scripts/build_${TRAVIS_OS_NAME}_engine.sh full
- sh scripts/build_${TRAVIS_OS_NAME}_engine.sh dedicated
after_script:
- ccache --show-stats
- sh scripts/continious_upload.sh xash3d-fwgs-${ARCH}.AppImage xashds-linux-${ARCH}
- # ...
name: "Build for Android"
cache: ccache
os: linux
dist: xenial
language: java # we want xenial, so just java, not android
jdk: openjdk8
addons:
apt:
packages:
- clang-9
- lld-9
- p7zip-full
sources:
- sourceline: 'deb https://apt.llvm.org/xenial/ llvm-toolchain-xenial-9 main'
key_url: 'https://apt.llvm.org/llvm-snapshot.gpg.key'
before_script:
- export ANDROID_HOME=$TRAVIS_BUILD_DIR/sdk
- sh scripts/travis_common_deps.sh
- sh scripts/travis_android_deps.sh r10e
- export ANDROID_SDK_HOME=$ANDROID_HOME
- export ANDROID_NDK_HOME=$ANDROID_SDK_HOME/ndk-bundle
script:
- cd android
- export ARCHS="armeabi armeabi-v7a x86"
- export TOOLCHAIN="host"
- sh compile.sh release
after_script:
- ccache --show-stats
- sh ../scripts/continious_upload.sh xashdroid.apk
- # ...
name: "Build for Android 64"
cache: ccache
os: linux
dist: xenial
language: java # we want xenial, so just java, not android
jdk: openjdk8
addons:
apt:
packages:
- clang-9
- lld-9
- p7zip-full
sources:
- sourceline: 'deb https://apt.llvm.org/xenial/ llvm-toolchain-xenial-9 main'
key_url: 'https://apt.llvm.org/llvm-snapshot.gpg.key'
before_script:
- export ANDROID_HOME=$TRAVIS_BUILD_DIR/sdk
- sh scripts/travis_common_deps.sh
- sh scripts/travis_android_deps.sh r10e
- export ANDROID_SDK_HOME=$ANDROID_HOME
- export ANDROID_NDK_HOME=$ANDROID_SDK_HOME/ndk-bundle
script:
- cd android
- export ARCHS="aarch64 x86_64"
- export API=21
- export TOOLCHAIN="host"
- sh compile.sh release
after_script:
- ccache --show-stats
- mv xashdroid.apk xashdroid-64-test.apk
- sh ../scripts/continious_upload.sh xashdroid-64-test.apk
- # ...
name: "Build for Linux amd64"
cache: ccache
os: linux
dist: xenial
addons:
apt:
packages:
- libx11-dev
- libxext-dev
- x11-utils
- libgl1-mesa-dev
- libasound-dev
- libstdc++6
- libfuse2
- unzip
before_script:
- export ARCH=x86_64
- sh scripts/travis_common_deps.sh
- sh scripts/travis_${TRAVIS_OS_NAME}_deps.sh
script:
- sh scripts/build_${TRAVIS_OS_NAME}_engine.sh full
- sh scripts/build_${TRAVIS_OS_NAME}_engine.sh dedicated
after_script:
- ccache --show-stats
- sh scripts/continious_upload.sh xash3d-fwgs-${ARCH}.AppImage xashds-linux-${ARCH}
# - # ...
# name: "Build for Windows MinGW"
# cache: ccache
# os: linux
# dist: xenial
# addons:
# apt:
# packages:
# - mingw-w64-i686-dev
# - binutils-mingw-w64-i686
# - gcc-mingw-w64-i686
# - g++-mingw-w64-i686
# - p7zip-full
# before_script:
# - sh scripts/travis_common_deps.sh
# - sh scripts/travis_mingw_deps.sh
# script:
# - sh scripts/build_mingw_engine.sh
# after_script:
# - ccache --show-stats
# - sh scripts/continious_upload.sh xash3d-mingw.7z
# - # ...
# name: "Build for OSX"
# cache: ccache
# os: osx
# before_script:
# - sh scripts/travis_common_deps.sh
# - sh scripts/travis_${TRAVIS_OS_NAME}_deps.sh
# script:
# - sh scripts/build_${TRAVIS_OS_NAME}_engine.sh
# after_script:
# - sh scripts/continious_upload.sh xash3d-osx.tar.bz2
- # ...
name: "Build for MotoMAGX"
sudo: true
cache: ccache
os: linux
dist: xenial
addons:
apt:
packages:
- libc6:i386
- libstdc++6:i386
- gcc-multilib
- g++-multilib
- p7zip-full
sources:
- sourceline: 'deb https://apt.llvm.org/xenial/ llvm-toolchain-xenial-9 main'
key_url: 'https://apt.llvm.org/llvm-snapshot.gpg.key'
before_script:
- sh scripts/travis_common_deps.sh
- sh scripts/travis_motomagx_deps.sh
script:
- sh scripts/build_motomagx_engine.sh
after_script:
- cd $TRAVIS_BUILD_DIR
- ccache --show-stats
- sh scripts/continious_upload.sh xash3d-magx.7z
- stage: deploy
name: "Deploy to github repo"
os: linux
cache: false
script:
- sh scripts/travis-deploy.sh xash3d-fwgs-i686.AppImage xash3d-fwgs-x86_64.AppImage xash3d-vc.7z xash3d-vc2008-sln.7z xashdroid.apk xashdroid-64-test.apk xashds-linux-i686 xashds-linux-x86_64 xash3d-magx.7z
os: linux
arch:
- aarch64
- ppc64le
- s390x
addons:
apt:
update: true
packages:
- libx11-dev
- libxext-dev
- x11-utils
- libgl1-mesa-dev
- libasound-dev
- libstdc++6
- libfuse2
- unzip
before_script:
- sh scripts/travis/deps_common.sh
- sh scripts/travis/deps_${TRAVIS_OS_NAME}.sh
script:
- sh scripts/travis/build_${TRAVIS_OS_NAME}.sh
after_script:
- ccache --show-stats
- sh scripts/continious_upload.sh xash3d-fwgs-${ARCH}.tar.xz xashds-linux-${ARCH}

View File

@@ -0,0 +1,12 @@
# Not supported mods and reasons why
|Name |Version |Why not working |What was made for that
|---- |------- |--------------- |----------------------
|Blue Shift |The latest steam release |Uses vgui2 library which xash3d does not support |Recreated source code here: https://github.com/FWGS/hlsdk-xash3d/tree/bshift
|Counter Strike |1.6(The latest steam release) |Uses vgui2 library which xash3d does not support |Some work on vgui2 support was made here: https://github.com/FWGS/xash3d/tree/vinterface
|Counter Strike: Condition Zero |The latest steam release |Uses vgui2 library which xash3d does not support |Some work on vgui2 support was made here: https://github.com/FWGS/xash3d/tree/vinterface
|Counter Strike: Condition Zero - Deleted scenes |The latest steam release |Uses vgui2 library which xash3d does not support |Some work on vgui2 support was made here: https://github.com/FWGS/xash3d/tree/vinterface
|Day of Defeat |The latest steam release |Uses vgui2 library which xash3d does not support |Some work on vgui2 support was made here: https://github.com/FWGS/xash3d/tree/vinterface
|Sven-Coop |5.0+ |Uses filesystem_stdio library which xash3d does not support |filesystem_stdio replacement already was made: https://github.com/FWGS/filesystem_stdio_xash
|XDM |3.0.4.0 | |

View File

@@ -0,0 +1,321 @@
Source code of this mods is available for modders and porters in public access.
# Original Work
## Absolute Zero
Official gitlab repository - https://gitlab.com/Cobalt-57/half-life-absolute-zero/
## Adrenaline Gamer
Official github repository by Martin \"Bullet\" Webrant - https://github.com/martinwebrant/agmod
## Arrangement
Mirrored on github - https://github.com/JoelTroch/am_src_30jan2011
## Arrangemode: Rebirth
Mirrored on github - https://github.com/JoelTroch/am_src_rebirth
## Battle Grounds
Mirrored on github - https://github.com/nekonomicon/BattleGrounds
## Bubblemod
Download page on official site - http://www.bubblemod.org/dl_default.php
## Chicken Fortress
Official github repository - https://github.com/CKFDevPowered/CKF3Alpha
## Cold Ice
Version 1.9 is available on ModDB - https://www.moddb.com/mods/cold-ice/downloads/cold-ice-sdk
## Cthulhu
Uploaded to github by Oleg Cherkasky - https://github.com/gunrunners-paradise/Cthulhu-HLmod-SDK
## Deathmatch Classic
Available in Valve's Half-Life repository - https://github.com/ValveSoftware/halflife/tree/master/dmc
## ESHQ
Official github repository - https://github.com/adslbarxatov/xash3d-for-ESHQ
## Flat-Life
Available on GamerLab - http://gamer-lab.com/eng/code_mods_goldsrc/Half-Life_2D_(Flat-Life)
## Gang Wars
Mirrored on github - https://github.com/hammermaps/gw1.45src
## Go-mod
Versions 2.0 and 3.0, available in mod archives on ModDB - https://www.moddb.com/mods/go-mod/downloads
## GT mod
Available on GamerLab - http://gamer-lab.com/eng/code_mods_goldsrc/GT_mod_(Polnie_ishodniki)
## Half-Life: Echoes
Download link on dropbox - https://www.dropbox.com/s/s6j8gtegn10wgvj/dlls.zip?dl=1
## Half-Life: Expanded Arsenal
Available on ModDB - https://www.moddb.com/mods/half-life-expanded-arsenal
## Half-Life: Gravgun mod
Branch **gravgun** in hlsdk-xash3d - https://github.com/FWGS/hlsdk-xash3d/tree/gravgun
## Half-Life: Invasion
official github repository - https://github.com/jlecorre/hlinvasion
## Half-Life: Quest Mode
Available on cs-mapping.com.ua - https://old.cs-mapping.com.ua/forum/showthread.php?t=38030
## Half-Life: Top-Down
Official gitlab repository - https://gitlab.com/Sockman/hltopdown
## Half-Life: Update
Official github repository - https://github.com/Fograin/hl-subsmod-ex
## Half-Life: Weapon Edition
Available on ModDB - https://www.moddb.com/mods/half-life-weapon-edition/downloads/half-life-weapon-edition-1508-alpha-open-src
## Half-Life: Year of the Dragon
Available on ModDB - https://www.moddb.com/mods/year-of-the-dragon
## Half-Nuked
Available on ModDB - https://www.moddb.com/mods/half-nuked/downloads/half-nuked-src
## Half-Payne
Official github repository - https://github.com/suXinjke/HalfPayne
## Half-Quake
Official github repository - https://github.com/muddasheep/hqtrilogy
## Half-Rats: Parasomnia
Official github repository - https://github.com/HeathGames/half_rats_parasomnia_src
## Half-Screwed
Official github repository - https://github.com/desukuran/half-screwed
## Headcrab Frenzy
Version 1.3 on ModDB - https://www.moddb.com/mods/headcrab-frenzy/downloads/headcrab-frenzy-13-beta-source-code
## Heart of Evil
Available on ModDB - https://www.moddb.com/mods/heart-of-evil/downloads/heart-of-evil-dlls-source-code
## Ingram Chillin' Mod
Official SourceForge repository - https://sourceforge.net/projects/icm-hl/
## MechMod
Official github repository - https://github.com/vermagav/mechmod
## Mortal Combat Forever
Available on GamerLab - http://gamer-lab.com/eng/code_mods_goldsrc/Mortal_Combat_Forever_(Polnie_ishodniki)
## Natural Selection
Official github repository - https://github.com/unknownworlds/NS
## Overturn
Available in mod archive on ModDB - https://www.moddb.com/mods/overturn
## Spirit of Half-Life
[Logic&Trick's](https://github.com/LogicAndTrick) mirror - https://files.logic-and-trick.com/#/Half-Life/Mods/Spirit%20of%20Half-Life
## Threewave CTF
*Unfinished mod by Valve Software*
Available in Valve's Half-Life repository with Deathmatch Classic sources - https://github.com/ValveSoftware/halflife/tree/master/dmc
## Trinity Render
Available on ModDB: https://www.moddb.com/mods/half-life-episode-two/downloads/trinity-rendering-engine-v308f
## Tyrian: Ground Assault
Available on ModDB: https://www.moddb.com/mods/tyriangroundassault/downloads/tyrianga-v1-0-src
## Paranoia
Available on ModDB: https://www.moddb.com/mods/paranoia/downloads/paranoia-toolkit
## Paranoia 2: The Savior
Prealpha, mirrored on github - https://github.com/a1batross/Paranoia2_ancient
Version 1.51, mirrored on github - https://github.com/a1batross/Paranoia2_original
## Raven City
*Unfinished mod*
Was found on HLFX - http://hlfx.ru/forum/showthread.php?s=2c892dfc52f72be52a89c3f52a397cd0&threadid=1819&postid=44674#post44674
## Ricochet
Available in Valve's Half-Life repository - https://github.com/ValveSoftware/halflife/tree/master/ricochet
## Wizard Wars
Download page on official site - http://www.thothie.com/ww/
## XashXT
Mirrored on github - https://github.com/a1batross/XashXT_original
## Zombie-X
Available in mod archive on ModDB - https://www.moddb.com/mods/zombie-x-10-final/downloads/zombie-x-10-dle-beta6-last-version
## ZXC
Available on ModDB - https://www.moddb.com/mods/zxc-mod-133/downloads/zxc-mod-136-final
Mirrored on github - https://github.com/ZXCmod/ZXCmod
# Reimplementation
## Absolute Redemption
Branch **redempt** in hlsdk-xash3d - https://github.com/FWGS/hlsdk-xash3d/tree/redempt
## Adrenaline Gamer
OpenAG by YaLTeR - https://github.com/YaLTeR/OpenAG
## Afraid of Monsters
malortie's recreation - https://github.com/malortie/halflife/tree/mod-hl-aom
Branch **aom** in hlsdk-xash3d - https://github.com/FWGS/hlsdk-xash3d/tree/aom
## Afraid of Monsters: Director's cut
Reverse-engineered code, branch **aomdc** in hlsdk-xash3d - https://github.com/FWGS/hlsdk-xash3d/tree/aomdc
## Azure Sheep
malortie's recreation - https://github.com/malortie/halflife/tree/mod-hl-asheep
Reverse-engineered code, branch **asheep** in hlsdk-xash3d - https://github.com/FWGS/hlsdk-xash3d/tree/asheep
## Big Lolly
malortie's recreation - https://github.com/malortie/halflife/tree/mod-hl-biglolly
Branch **biglolly** in hlsdk-xash3d - https://github.com/FWGS/hlsdk-xash3d/tree/biglolly
## Black Ops
malortie's recreation - https://github.com/malortie/halflife/tree/mod-hl-blackops
Branch **blackops** in hlsdk-xash3d - https://github.com/FWGS/hlsdk-xash3d/tree/blackops
## Bloody Pizza: Vendetta
Branch **caseclosed** in hlsdk-xash3d - https://github.com/FWGS/hlsdk-xash3d/tree/caseclosed
## Case Closed
Branch **caseclosed** in hlsdk-xash3d - https://github.com/FWGS/hlsdk-xash3d/tree/caseclosed
## Cleaner's Adventures
Branch **CAd** in hlsdk-xash3d - https://github.com/FWGS/hlsdk-xash3d/tree/CAd
## Counter Strike
Reverse-engineered code of client part by a1batross - https://github.com/FWGS/cs16-client/tree/v1.32
Reverse-engineered code of server part by nagist - https://github.com/nagist/cs16nd
Reverse-engineered code of server part by s1lentq - https://github.com/s1lentq/ReGameDLL_CS
## Counter Strike Online
CSO-like Xash3D-based mod, CSMoE - https://github.com/MoeMod/CSMoE
## Crack-Life: Campaign Mode
Recreation by lostgamer aka nillerusr - https://github.com/LostGamerHL/crack_life
## Escape from the Darkness
malortie's recreation - https://github.com/malortie/halflife/tree/mod-hl-eftd
Reverse-engineered code, branch **eftd** in hlsdk-xash3d - https://github.com/FWGS/hlsdk-xash3d/tree/eftd
## Half-Life: Blue Shift
Unkle Mike's recreation - https://hlfx.ru/forum/showthread.php?s=&threadid=5253
Reverse-engineered code, branch **bshift** in hlsdk-xash3d - https://github.com/FWGS/hlsdk-xash3d/tree/bshift
## Half-Life: Induction
Branch **induction** in hlsdk-xash3d - https://github.com/FWGS/hlsdk-xash3d/tree/induction
## Half-Life: Opposing Force
Recreation by lostgamer aka nillerusr - https://github.com/LostGamerHL/hlsdk-xash3d
Reverse-engineered code, clean branch **opfor** in hlsdk-xash3d - https://github.com/FWGS/hlsdk-xash3d/tree/opfor
Spirit of Half Life: Opposing-Force Edition - https://github.com/Hammermaps-DEV/SOHL-V1.9-Opposing-Force-Edition
## Half-Life: Rebellion
Reverse-engineered code, branch **rebellion** in hlsdk-xash3d - https://github.com/FWGS/hlsdk-xash3d/tree/rebellion
## Half-Life: Visitors
malortie's recreation - https://github.com/malortie/halflife/tree/mod-hl-visitors
Reverse-engineered code, branch **visitors** in hlsdk-xash3d - https://github.com/FWGS/hlsdk-xash3d/tree/visitors
## Half-Secret
Branch **half-secret** in hlsdk-xash3d - https://github.com/FWGS/hlsdk-xash3d/tree/half-secret
## Night at the Office
malortie's recreation - https://github.com/malortie/halflife/tree/mod-hl-noffice
Branch **noffice** in hlsdk-xash3d - https://github.com/FWGS/hlsdk-xash3d/tree/noffice
## Poke 646
malortie's recreation - https://github.com/malortie/halflife/tree/mod-hl-poke646
Reverse-engineered code, branch **poke646** in hlsdk-xash3d - https://github.com/FWGS/hlsdk-xash3d/tree/poke646
## Poke 646: Vendetta
malortie's recreation - https://github.com/malortie/halflife/tree/mod-hl-poke646
Reverse-engineered code, branch **poke646_vendetta** in hlsdk-xash3d - https://github.com/FWGS/hlsdk-xash3d/tree/poke646_vendetta
## Residual Life
Reverse-engineered code, branch **residual_point** in hlsdk-xash3d - https://github.com/FWGS/hlsdk-xash3d/tree/residual_point
## Residual Point
Reverse-engineered code, branch **residual_point** in hlsdk-xash3d - https://github.com/FWGS/hlsdk-xash3d/tree/residual_point
## Team Fortress Classic
Reverse-engineered code by Velaron - https://github.com/Velaron/tf15-client
## The Gate
malortie's recreation - https://github.com/malortie/halflife/tree/mod-hl-TheGate
Reverse-engineered code, branch **thegate** in hlsdk-xash3d - https://github.com/FWGS/hlsdk-xash3d/tree/thegate
## They Hunger
malortie's recreation - https://github.com/malortie/halflife/tree/mod-hl-Hunger
Reverse-engineered code, branch **theyhunger** in hlsdk-xash3d - https://github.com/FWGS/hlsdk-xash3d/tree/theyhunger
They Hunger: Tactical - https://www.moddb.com/mods/they-hunger-tactical/downloads/tht-source-code-documentation
## Times of Troubles
malortie's recreation - https://github.com/malortie/halflife/tree/mod-hl-tot
Branch **tot** in hlsdk-xash3d - https://github.com/FWGS/hlsdk-xash3d/tree/tot
# Derived work
## Adrenaline Gamer
Branch **aghl** in hlsdk-xash3d - https://github.com/FWGS/hlsdk-xash3d/tree/aghl
## Bubblemod
Branch **bubblemod** in hlsdk-xash3d - https://github.com/FWGS/hlsdk-xash3d/tree/bubblemod
## Deathmatch Classic
Deathmatch Classic: Adrenaline Gamer Edition - https://github.com/martinwebrant/agmod/tree/master/src/dmc
Deathmatch Quaked - https://www.moddb.com/games/deathmatch-classic/downloads/dmq2
Branch **dmc** in hlsdk-xash3d - https://github.com/FWGS/hlsdk-xash3d/tree/dmc
## Half-Life: Echoes
Branch **echoes** in hlsdk-xash3d - https://github.com/FWGS/hlsdk-xash3d/tree/echoes
## Half-Life: Invasion
Port to HLSDK 2.4 by malortie - https://github.com/malortie/halflife/tree/mod-hl-invasion
Port to Linux by fmoraw - https://github.com/fmoraw/hlinvasion
## Half-Life: Top-Down
Branch **hltopdown** in hlsdk-xash3d - https://github.com/FWGS/hlsdk-xash3d/tree/hltopdown
## Half-Screwed
Branch **half-screwed** in hlsdk-xash3d - https://github.com/FWGS/hlsdk-xash3d/tree/half-screwed
## Natural Selection
Port to Linux - https://github.com/fmoraw/NS
## Swiss Cheese Halloween 2002
Just more playable version by malortie - https://github.com/malortie/halflife/tree/mod-hl-halloween
Branch **halloween** in hlsdk-xash3d - https://github.com/FWGS/hlsdk-xash3d/tree/halloween
## Threewave CTF
Branch **dmc** in hlsdk-xash3d - https://github.com/FWGS/hlsdk-xash3d/tree/dmc
## Zombie-X
Branch **zombie-x** in hlsdk-xash3d - https://github.com/FWGS/hlsdk-xash3d/tree/zombie-x

View File

@@ -18,19 +18,21 @@ Table is sorted by status.
| Platform | Status | Maintainer | Note
| -------- | ------ | ---------- | ----
| Windows | Supported | @a1batross |
| Linux(x86) | Supported | @a1batross, @mittorn |
| Linux(amd64) | Supported | @mittorn |
| *BSD | Supported | @nekonomicon |
| Linux(arm) | Supported | @a1batross, @mittorn |
| GNU/Linux(x86, amd64, arm) | Supported | @a1batross, @mittorn |
| Android | Supported | @a1batross, @mittorn |
| MotoMAGX | Supported | @a1batross |
| Linux(elbrus) | In progress | @a1batross, @mittorn | Rare and eventual access to e2k machine
| Android/Linux(aarch64) | In progress | @a1batross |
| Linux(mipsel) | In progress | @mittorn |
| Haiku | Incomplete, Old Engine | not maintained |
| Emscripten | Incomplete, Old Engine | not maintained |
| PSVita | Not merged, Old Engine | not maintained | [GitHub Repository](https://github.com/fgsfdsfgs/vitaXash3D)
| Switch | Not merged, Old Engine | not maintained | [GitHub Repository](https://github.com/switchports/xash3d-switch)
| 3DS | Not merged, Old Engine | not maintained | [GitHub Repository](https://github.com/masterfeizz/Xash3DS)
| GNU/Linux(elbrus) | Supported | @a1batross, @mittorn | Rare and eventual access to e2k machine
| Haiku | Supported | not maintained | Was added by #478 and #483
| DOS4GW | Supported | @mittorn |
| GNU/Linux(mipsel) | Supported | @mittorn |
| Switch | In progress | @fgsfdsfgs | [Github Repository](https://github.com/fgsfdsfgs/xash3d-fwgs/tree/switch_new)
| Wii | In progress | Collaborative effort | [Github Repository](https://github.com/saucesaft/xash3d-wii)
| PSP | In progress | Collaborative effort | No sources available at this moment
| Emscripten | Old Engine | not maintained |
| Oculus Quest | Old Engine fork | @DrBeef | [GitHub Repository](https://github.com/DrBeef/Lambda1VR)
| PSVita | Old Engine fork | not maintained | [GitHub Repository](https://github.com/fgsfdsfgs/vitaXash3D)
| Switch | Old Engine fork | not maintained | [GitHub Repository](https://github.com/switchports/xash3d-switch)
| 3DS | Old Engine fork | not maintained | [GitHub Repository](https://github.com/masterfeizz/Xash3DS)
| macOS | Deprecated | not maintained | See GitHub issue #61
| iOS | Deprecated | not maintained | See GitHub issue #61

View File

@@ -120,7 +120,7 @@ For mappacks - place *.bsp files to **valve/maps** folder, *.wad files to **valv
89. [Gut Reaction](http://www.moddb.com/mods/gut-reaction)
90. [Half-Life C.A.G.E.D.](https://store.steampowered.com/app/679990/HalfLife_Caged/) (set **-num edicts 4096** in command-line parameters for successful start)
90. [Half-Life: Dreamcast v1.1](http://www.moddb.com/mods/half-life-dreamcast)
91. [Half-Life: OPS](http://www.dcfan.net.ru/forum/f109/half-life-ops-3791/) (link dead!)
91. [Half-Life: OPS](https://www.runthinkshootlive.com/posts/half-life-ops/)
92. [Half-Life: Uplink](https://www.fileplanet.com/10360/10000/fileinfo/Half-Life:-UpLink-Demo)
92. [Half-Quake](http://www.moddb.com/mods/halfquake-amen)
93. [Half-Quake 2: Amen](http://www.moddb.com/mods/halfquake-amen)
@@ -206,7 +206,7 @@ For mappacks - place *.bsp files to **valve/maps** folder, *.wad files to **valv
173. [Run for Life](https://www.runthinkshootlive.com/posts/run-for-life/) (the "stolen" version of this mod with changed menu background also known as *Mad Escape*)
174. [S.W.A.T.](http://www.moddb.com/mods/swat2)
175. [Sabotage](https://www.runthinkshootlive.com/posts/sabotage-2/)
176. [Sagharmath](http://hl.webz.cz/hl1/eng.php?what=rec&zkratka=sa) (link dead!)
176. [Sagharmath](https://www.moddb.com/games/half-life/addons/sagharmath)
177. [Sandscroll](https://gamebanana.com/maps/15988)
178. [Saving Bob](https://www.runthinkshootlive.com/posts/saving-bob/)
179. [Secret Base](https://www.runthinkshootlive.com/posts/secret-base/)
@@ -217,12 +217,12 @@ For mappacks - place *.bsp files to **valve/maps** folder, *.wad files to **valv
184. [Sky Mesa](http://www.moddb.com/mods/sky-mesa)
185. [Sleephorst v1.5](http://www.moddb.com/mods/sleephorst-v15)
186. [Smart Decoy](http://www.moddb.com/mods/smart-decoy)
187. [Somewhere in Time](http://twhl.info/vault.php?map=5530) (link dead!)
188. [Sooper 2](http://www.k-saz.freeserve.co.uk/projects.htm) (link dead!)
187. [Somewhere in Time](https://www.runthinkshootlive.com/posts/somewhere-in-time/)
188. [Sooper2](https://www.runthinkshootlive.com/posts/sooper-2/)
189. [Split-Second](http://twhl.info/vault.php?map=4343)
190. [Subhumanity](https://www.runthinkshootlive.com/posts/sub-humanity/)
191. [Terror Side](https://www.runthinkshootlive.com/posts/terror-side/) (set **sv_validate_changelevel** to **0** to avoid problem with level change between some maps)
192. [Test Your Skill](http://www.tys-mod.de.vu/&e=40455876) (link dead!)
192. [Test Your Skill](https://www.moddb.com/games/half-life/addons/test-your-skill)
193. [The Challenger Deep](https://www.runthinkshootlive.com/posts/challenger-deep/)
194. [The Challenger Deep 2](http://www.moddb.com/mods/the-challenger-deep-2)
195. [The Evil Thing](http://www.moddb.com/mods/the-evil-thing)
@@ -287,7 +287,7 @@ For mappacks - place *.bsp files to **valve/maps** folder, *.wad files to **valv
11. [HL Shadows, Part 1](https://www.fileplanet.com/7466/0/fileinfo/'HL-Shadows',-Part-1)
12. [HLNewEnd](http://twhl.info/vault.php?map=2275)
13. [Kleiners Adventures Demo](http://www.moddb.com/mods/kleiners-adventures)
14. [Kleiners Adventures: The White Line Demo](https://www.gamefront.com/files/13595030/Kleiners_Adventure_siemka321_edition) (link dead!)
14. [Kleiners Adventures: The White Line Demo](https://www.moddb.com/mods/kleiners-adventure-siemka321-edition)
15. [LV-426: Episode 1](https://www.runthinkshootlive.com/posts/lv426-version-a/)
16. [Malevolence(1.3 and older)](http://www.moddb.com/mods/malevolence)
17. [Meth-Life Demo v1.0](https://www.gamewatcher.com/mods/half-life-mod/meth-life-mod-demo-1-0)
@@ -317,7 +317,7 @@ For mappacks - place *.bsp files to **valve/maps** folder, *.wad files to **valv
41. [Zombieland v1.1](http://www.moddb.com/mods/zombieland)
## Just mappacks
1. [AvsM 1 v1.2](http://www.moddb.com/mods/avsm-2-project-xen/downloads/avsm-1-v12-full-version-croeng) (link dead!)
1. [AvsM 1 v1.2](https://www.moddb.com/mods/avsm-1-2003-version-re-release/)
2. [Cook The Headcrab Episodes 1 & 2](http://www.moddb.com/games/half-life/addons/cook-the-headcrab-episode-series)
3. [Cook The Headcrab Episode 3](http://www.moddb.com/games/half-life/addons/cook-the-headcrab-episode-3)
4. [Cook The Headcrab Episode 4](http://www.moddb.com/games/half-life/addons/cook-the-headcrab-episode-4)
@@ -422,7 +422,7 @@ Mods:
33. [C2](https://www.runthinkshootlive.com/posts/c2/)
34. [C3](https://www.runthinkshootlive.com/posts/c3/)
35. [C5](https://www.runthinkshootlive.com/posts/c5/)
36. [Caged](http://www.caylegeorge.com/ld_history/cg_maps.htm) (link dead!)
36. [Caged](https://store.steampowered.com/app/679990/HalfLife_Caged/)
37. [Camera Puzzle](http://twhl.info/vault.php?map=740) (this map perfectly demonstrates an improved feature of Xash3D Engine - game is correctly saving and restoring 3rd person view for the player after loading a previously saved game)
38. [CataXen](http://twhl.info/vault.php?map=3429)
39. [Cause of Death](http://twhl.info/competitions.php?results=7)
@@ -641,7 +641,7 @@ Mods:
252. [Tower](http://twhl.info/vault.php?map=250) (Required Spirit of Half-Life for item_suit)
253. [TriggerHappy](https://www.fileplanet.com/8929/0/fileinfo/TriggerHappy)
254. [TriggerHappy2](https://www.fileplanet.com/13503/10000/fileinfo/TriggerHappy2)
255. [TriggerHappy2.5](http://www.atomicgamer.com/files/14120/trhappy25-zip) (link dead!)
255. [TriggerHappy2.5](https://www.moddb.com/games/half-life/addons/trigger-happy-v25)
256. [Trouble](https://gamebanana.com/maps/166033)
257. [Tunnels](http://twhl.info/vault.php?map=5350)
258. [Twisted Hazard Course](https://www.fileplanet.com/52919/50000/fileinfo/Twisted-Hazard-Course)
@@ -708,7 +708,7 @@ For Linux and OS X you must download crossbuild from [here](http://www.moddb.com
16. [Radiation Alert: Episode 1 v1.1](http://www.moddb.com/mods/radiation-alert-episode-1)
17. [Run From Hell v1.1b](https://www.runthinkshootlive.com/posts/run-from-hell/) (there is an inner bug with underwater crates in the map **firstmap9** - they can't be broken, so you should use **noclip** to pass through them)
18. [Santa's Revenge](http://twhl.info/vault.php?map=4332) (set **fps_max** to **60** to avoid an inner problem of the last map with final scripted sequence, otherwise the mod can not be finished properly)
19. [Sector 6](http://www.moddb.com/mods/sector-6x) (link dead!)
19. [Sector 6](https://www.moddb.com/mods/sector-6/)
20. [Space Prisoner v1.1](http://www.moddb.com/games/half-life/addons/space-prisoner-v11) (after installing of the mod open **liblist.gam** or **gameinfo.txt** file in the mod's folder and correct the line **gamedll "..\prison\dlls\spirit.dll"** for **gamedll "dlls\spirit.dll"**, otherwise you'll not be able to start a game; there is also a scripting error on a third map of the mod, so you'll be forced to use **noclip** to pass around bugged place)
21. [Terrorist Attack 2](http://terroristattack.wz.cz/mody.html) (link dead!)
22. [Timeline III: The Heart of Darkness](http://www.moddb.com/mods/timeline-series)
@@ -739,7 +739,7 @@ For Linux and OS X you must download crossbuild from [here](http://www.moddb.com
1. [Before v1.0](http://www.moddb.com/mods/half-life-before)
2. [Christmas Life v1.0](http://www.moddb.com/mods/christmas-life) (initial mod works properly, but additional mappacks for this mod contain few maps that have some gameplay problems under Xash3D)
3. [COLONY 42 Alpha](http://twhl.info/vault.php?map=6055)
4. [Crazy Crabs Demo 1 & 2](http://www.moddb.com/mods/mad-crabs-2014) (link dead!)
4. [Crazy Crabs Demo 1 & 2](https://www.moddb.com/mods/mad-crabs)
5. [Far Crab Demo v2](http://www.moddb.com/mods/far-crab)
6. [Firefighter Demo v1.1](http://www.moddb.com/mods/firefighter-mod)
7. [Halfquake 3: Sunrise](http://www.moddb.com/mods/halfquake-amen)
@@ -780,7 +780,7 @@ For mappacks - place *.bsp files to **gearbox/maps** folder, *.wad files to **ge
16. [Mechanized Death: An Army of None](http://www.moddb.com/games/half-life-opposing-force/addons/mechanized-death-army-of-none)
17. [Nuclear Winter](http://www.moddb.com/mods/nuclear-winter-opfor)
18. [Opposing Force Aliens Addon](https://www.fileplanet.com/82829/80000/fileinfo/Half-Life:-Opposing-Force-Aliens-Addon-1.2)
19. [Opposing Life2Life](https://www.gamewatcher.com/) (link dead!)
19. [Opposing Life2Life](https://www.moddb.com/games/half-life/addons/opposing-life2life-final-hd)
20. [Realms](http://www.snarkpit.net/index.php?s=maps&map=3483)
21. [Shepard's Adventures](http://www.moddb.com/mods/shepards-adventures)
22. [Snowy Rock](http://www.moddb.com/games/half-life-opposing-force/addons/snow-rock)

View File

@@ -1,5 +1,6 @@
# Xash3D FWGS Engine
[![Build Status](https://api.travis-ci.org/FWGS/xash3d-fwgs.svg?branch=master)](https://travis-ci.org/FWGS/xash3d-fwgs) [![Discord Server](https://img.shields.io/discord/355697768582610945.svg)](https://discord.gg/TbnHcVb)
[![GitHub Actions Status](https://github.com/FWGS/xash3d-fwgs/actions/workflows/c-cpp.yml/badge.svg)](https://github.com/FWGS/xash3d-fwgs/actions/workflows/c-cpp.yml) [![Travis CI Status](https://api.travis-ci.org/FWGS/xash3d-fwgs.svg?branch=master)](https://travis-ci.org/FWGS/xash3d-fwgs) [![FreeBSD Build Status](https://img.shields.io/cirrus/github/FWGS/xash3d-fwgs?label=freebsd%20build)](https://cirrus-ci.com/github/FWGS/xash3d-fwgs) [![Discord Server](https://img.shields.io/discord/355697768582610945.svg)](http://discord.fwgs.ru/) \
[![Download Stable](https://img.shields.io/badge/download-stable-yellow)](https://github.com/FWGS/xash3d-fwgs/releases/latest) [![Download Testing](https://img.shields.io/badge/downloads-testing-orange)](https://github.com/FWGS/xash3d-fwgs/releases/tag/continuous)
Xash3D FWGS is a fork of Xash3D Engine by Unkle Mike with extended features and crossplatform.
@@ -9,19 +10,15 @@ as well as to give game developers well known workflow and extend it.
Read more about Xash3D on ModDB: https://www.moddb.com/engines/xash3d-engine
```
Latest release build: https://github.com/FWGS/xash3d-fwgs/releases/latest
Latest development build: https://github.com/FWGS/xash3d-deploy/tree/newengine-master
## Fork features
* HLSDK 2.4 support.
* Crossplatform: officially supported x86 and ARM on Windows/Linux/BSD/Android. (see Documentation/ports.md for more info)
* Crossplatform: supported x86 and ARM on Windows/Linux/BSD/Android. ([see docs for more info](Documentation/ports.md))
* Modern compilers support: say no more to MSVC6.
* Better multiplayer support: multiple master servers, headless dedicated server.
* Mobility API: allows better game integration on mobile devices(vibration, touch controls)
* Different input methods: touch, gamepad and classic mouse & keyboard.
* TrueType font rendering, as a part of mainui_cpp.
* Multiple renderers support(OpenGL, GLES, Software)
* Multiple renderers support: OpenGL, GLESv1, GLESv2, Software
* A set of small improvements, without broken compatibility.
## Planned fork features
@@ -29,17 +26,32 @@ Latest development build: https://github.com/FWGS/xash3d-deploy/tree/newengine-m
* Voice support
* Vulkan renderer
## Installation & Running
0) Get Xash3D binaries: you can use [testing](https://github.com/FWGS/xash3d-fwgs/releases/tag/continuous) build or you can compile engine from source code.
Choose proper build package depending on which platform you're using.
1) Copy engine binaries to some directory.
2) Copy `valve` directory from [Half-Life](https://store.steampowered.com/app/70/HalfLife/) to directory with engine binaries.
Also if you're using Windows: you should copy `vgui.dll` library from Half-Life directory to Xash3D directory.
As alternative, you can compile [hlsdk-xash3d](https://github.com/FWGS/hlsdk-xash3d) instead of using official Valve game binaries, but you still needed to copy `valve` directory as all game resources located in there.
3) Download [extras.pak](https://github.com/FWGS/xash-extras/releases/tag/v0.19.2) and place it to `valve` directory.
4) Run `xash3d.exe`/`xash3d.sh`/`xash3d` depending on which platform you're using.
Note: on Linux, you may need to create an sh file with the command `LD_LIBRARY_PATH=. ./xash3d`.
For additional info, run Xash3D with `-help` command line key.
## Contributing
* Before sending an issue, check if someone already reported your issue. Make sure you're following "How To Ask Questions The Smart Way" guide by Eric Steven Raymond. Read more: http://www.catb.org/~esr/faqs/smart-questions.html
* Before sending a PR, check if you followed our coding guide in CODING_STYLE.md file.
* Issues are accepted in both English and Russian
* Before sending a PR, check if you followed our contribution guide in CONTRIBUTING.md file.
## Build instructions
We are using Waf build system. If you have some Waf-related questions, I recommend you to read https://waf.io/book/
If you're stuck somewhere and you need a clear example, read `.travis.yml` and `scripts/build*.sh`.
NOTE: NEVER USE GitHub's ZIP ARCHIVES. GitHub doesn't include external dependencies we're using!
### Prerequisites
#### Windows(Visual Studio)
#### Windows (Visual Studio)
* Install Visual Studio.
* Install latest [Python](https://python.org) **OR** run `cinst python.install` if you have Chocolatey.
* Install latest [Git](https://git-scm.com/download/win) **OR** run `cinst git.install` if you have Chocolatey.
@@ -49,7 +61,7 @@ If you're stuck somewhere and you need a clear example, read `.travis.yml` and `
#### GNU/Linux
NOTE FOR USERS WITH X86 COMPATIBLE CPUs:
We have forced build system to throw an error, if you're trying to build 64-bit engine. This done for keeping compatibility with Steam releases of Half-Life and based on it's engine games.
We have forced Waf to throw an error, if you're trying to build 64-bit engine. This was done for keeping compatibility with Steam releases of Half-Life and based on it's engine games.
Even if Xash3D FWGS does support targetting 64-bit, you can't load games without recompiling them from source code!
##### Debian/Ubuntu
@@ -57,20 +69,15 @@ Even if Xash3D FWGS does support targetting 64-bit, you can't load games without
`$ sudo dpkg --add-architecture i386`
* Install development tools
* For 32-bit engine on amd64:
* For 32-bit engine on amd64: \
`$ sudo apt install build-essential gcc-multilib g++-multilib python libsdl2-dev:i386 libfontconfig-dev:i386 libfreetype6-dev:i386`
* For everything else:
* For everything else: \
`$ sudo apt install build-essential python libsdl2-dev libfontconfig-dev libfreetype6-dev`
* Clone this repostory:
`$ git clone --recursive https://github.com/FWGS/xash3d-fwgs`
#### ArchLinux
* ArchLinux users are lucky enough and there is a `xash3d-git` AUR package for them.
### Building
#### Windows(Visual Studio)
#### Windows (Visual Studio)
0) Open command line
1) Navigate to `xash3d-fwgs` directory.
2) Carefully examine which build options are available: `waf --help`
@@ -81,13 +88,9 @@ Even if Xash3D FWGS does support targetting 64-bit, you can't load games without
#### Linux
0) Examine which build options are available: `./waf --help`
1) Configure build: `./waf configure -T release --prefix=/path/to/any/output/directory`
(To compile 64-bit engine on 64-bit x86 processor, you need to pass `-8` also)
(You need to pass `-8` to compile 64-bit engine on 64-bit x86 processor)
2) Compile: `./waf build`
3) Install(optional): `./waf install`
## Running
0) Copy libraries and main executable somewhere, if you're skipped installation stage.
1) Copy game files to same directory
2) Run `xash3d.exe`/`xash3d.sh`/`xash3d` depending on which platform you're using.
Note: if compiling 32-bit on amd64, you may need to supply `export PKG_CONFIG_PATH=/usr/lib/i386-linux-gnu/pkgconfig` prior to running configure.
For additional info, run Xash3D with `-help` command line key.

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@@ -20,6 +20,8 @@ GNU General Public License for more details.
#define VIDEO_SDL 1
#define VIDEO_ANDROID 2
#define VIDEO_FBDEV 3
#define VIDEO_DOS 4
// audio backends (XASH_SOUND)
#define SOUND_NULL 0
@@ -42,8 +44,9 @@ GNU General Public License for more details.
// timer (XASH_TIMER)
#define TIMER_NULL 0 // not used
#define TIMER_SDL 1
#define TIMER_LINUX 2
#define TIMER_POSIX 2
#define TIMER_WIN32 3
#define TIMER_DOS 4
// messageboxes (XASH_MESSAGEBOX)
#define MSGBOX_STDERR 0
@@ -51,4 +54,12 @@ GNU General Public License for more details.
#define MSGBOX_ANDROID 2
#define MSGBOX_WIN32 3
// library loading (XASH_LIB)
#define LIB_NULL 0
#define LIB_POSIX 1
#define LIB_WIN32 2
#define LIB_STATIC 3
#endif /* BACKENDS_H */

View File

@@ -1,9 +1,9 @@
/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting

View File

@@ -48,7 +48,7 @@ BRUSH MODELS
#define SURF_PLANEBACK BIT( 1 ) // plane should be negated
#define SURF_DRAWSKY BIT( 2 ) // sky surface
#define SURF_DRAWTURB_QUADS BIT( 3 ) // all subidivided polygons are quads
#define SURF_DRAWTURB_QUADS BIT( 3 ) // all subidivided polygons are quads
#define SURF_DRAWTURB BIT( 4 ) // warp surface
#define SURF_DRAWTILED BIT( 5 ) // face without lighmap
#define SURF_CONVEYOR BIT( 6 ) // scrolled texture (was SURF_DRAWBACKGROUND)
@@ -166,7 +166,7 @@ typedef struct
{
int id; // must be little endian XASH
int version;
dlump_t lumps[EXTRA_LUMPS];
dlump_t lumps[EXTRA_LUMPS];
} dextrahdr_t;
typedef struct

View File

@@ -1,9 +1,9 @@
/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
@@ -33,7 +33,7 @@ typedef struct
typedef struct
{
float prevanimtime;
float prevanimtime;
float sequencetime;
byte prevseqblending[2];
vec3_t prevorigin;

View File

@@ -10,6 +10,7 @@ NOTE: number at end of pixelformat name it's a total bitscount e.g. PF_RGB_24 ==
*/
#define ImageRAW( type ) (type == PF_RGBA_32 || type == PF_BGRA_32 || type == PF_RGB_24 || type == PF_BGR_24 || type == PF_LUMINANCE)
#define ImageDXT( type ) (type == PF_DXT1 || type == PF_DXT3 || type == PF_DXT5 || type == PF_ATI2)
#define Image16( type ) (type == PF_RGBA_64 || type == PF_RGB_48)
typedef enum
{
@@ -25,6 +26,8 @@ typedef enum
PF_DXT3, // s3tc DXT3 format
PF_DXT5, // s3tc DXT5 format
PF_ATI2, // latc ATI2N format
PF_RGBA_64, // 16-bit RGBA
PF_RGB_48, // 16-bit RGB
PF_TOTALCOUNT, // must be last
} pixformat_t;

View File

@@ -32,16 +32,17 @@ GNU General Public License for more details.
#define MIPLEVELS 4
#define VERTEXSIZE 7
#define MAXLIGHTMAPS 4
#define MAXLIGHTMAPS 4 // max light styles per face
#define MAXDYNLIGHTS 8 // maximum dynamic lights per one pixel
#define NUM_AMBIENTS 4 // automatic ambient sounds
// model types
typedef enum
{
mod_bad = -1,
mod_brush,
mod_sprite,
mod_alias,
mod_brush,
mod_sprite,
mod_alias,
mod_studio
} modtype_t;
@@ -92,7 +93,7 @@ typedef struct texture_s
struct texture_s *alternate_anims; // bmodels in frame 1 use these
unsigned short fb_texturenum; // auto-luma texturenum
unsigned short dt_texturenum; // detail-texture binding
unsigned int unused[3]; // reserved
unsigned int unused[3]; // reserved
} texture_t;
typedef struct
@@ -146,7 +147,7 @@ typedef struct mnode_s
// node specific
mplane_t *plane;
struct mnode_s *children[2];
struct mnode_s *children[2];
#ifdef SUPPORT_BSP2_FORMAT
int firstsurface;
int numsurfaces;
@@ -165,7 +166,7 @@ struct decal_s
decal_t *pnext; // linked list for each surface
msurface_t *psurface; // Surface id for persistence / unlinking
float dx; // local texture coordinates
float dy; //
float dy; //
float scale; // Pixel scale
short texture; // Decal texture
short flags; // Decal flags FDECAL_*
@@ -290,7 +291,7 @@ typedef struct model_s
// shared modelinfo
modtype_t type; // model type
int numframes; // sprite's framecount
byte *mempool; // private mempool (was synctype)
poolhandle_t mempool; // private mempool (was synctype)
int flags; // hl compatibility
//
@@ -298,7 +299,7 @@ typedef struct model_s
//
vec3_t mins, maxs; // bounding box at angles '0 0 0'
float radius;
// brush model
int firstmodelsurface;
int nummodelsurfaces;
@@ -385,7 +386,7 @@ typedef struct player_info_s
int bottomcolor;
// last frame rendered
int renderframe;
int renderframe;
// Gait frame estimation
int gaitsequence;

View File

@@ -1,9 +1,9 @@
/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting

View File

@@ -1,9 +1,9 @@
/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
@@ -20,45 +20,45 @@
// Most came from server.h
// edict->flags
#define FL_FLY (1<<0) // Changes the SV_Movestep() behavior to not need to be on ground
#define FL_SWIM (1<<1) // Changes the SV_Movestep() behavior to not need to be on ground (but stay in water)
#define FL_CONVEYOR (1<<2)
#define FL_CLIENT (1<<3)
#define FL_INWATER (1<<4)
#define FL_MONSTER (1<<5)
#define FL_GODMODE (1<<6)
#define FL_NOTARGET (1<<7)
#define FL_SKIPLOCALHOST (1<<8) // Don't send entity to local host, it's predicting this entity itself
#define FL_ONGROUND (1<<9) // At rest / on the ground
#define FL_PARTIALGROUND (1<<10) // not all corners are valid
#define FL_WATERJUMP (1<<11) // player jumping out of water
#define FL_FROZEN (1<<12) // Player is frozen for 3rd person camera
#define FL_FAKECLIENT (1<<13) // JAC: fake client, simulated server side; don't send network messages to them
#define FL_DUCKING (1<<14) // Player flag -- Player is fully crouched
#define FL_FLOAT (1<<15) // Apply floating force to this entity when in water
#define FL_GRAPHED (1<<16) // worldgraph has this ent listed as something that blocks a connection
#define FL_FLY (1U<<0) // Changes the SV_Movestep() behavior to not need to be on ground
#define FL_SWIM (1U<<1) // Changes the SV_Movestep() behavior to not need to be on ground (but stay in water)
#define FL_CONVEYOR (1U<<2)
#define FL_CLIENT (1U<<3)
#define FL_INWATER (1U<<4)
#define FL_MONSTER (1U<<5)
#define FL_GODMODE (1U<<6)
#define FL_NOTARGET (1U<<7)
#define FL_SKIPLOCALHOST (1U<<8) // Don't send entity to local host, it's predicting this entity itself
#define FL_ONGROUND (1U<<9) // At rest / on the ground
#define FL_PARTIALGROUND (1U<<10) // not all corners are valid
#define FL_WATERJUMP (1U<<11) // player jumping out of water
#define FL_FROZEN (1U<<12) // Player is frozen for 3rd person camera
#define FL_FAKECLIENT (1U<<13) // JAC: fake client, simulated server side; don't send network messages to them
#define FL_DUCKING (1U<<14) // Player flag -- Player is fully crouched
#define FL_FLOAT (1U<<15) // Apply floating force to this entity when in water
#define FL_GRAPHED (1U<<16) // worldgraph has this ent listed as something that blocks a connection
// UNDONE: Do we need these?
#define FL_IMMUNE_WATER (1<<17)
#define FL_IMMUNE_SLIME (1<<18)
#define FL_IMMUNE_LAVA (1<<19)
#define FL_IMMUNE_WATER (1U<<17)
#define FL_IMMUNE_SLIME (1U<<18)
#define FL_IMMUNE_LAVA (1U<<19)
#define FL_PROXY (1<<20) // This is a spectator proxy
#define FL_ALWAYSTHINK (1<<21) // Brush model flag -- call think every frame regardless of nextthink - ltime (for constantly changing velocity/path)
#define FL_BASEVELOCITY (1<<22) // Base velocity has been applied this frame (used to convert base velocity into momentum)
#define FL_MONSTERCLIP (1<<23) // Only collide in with monsters who have FL_MONSTERCLIP set
#define FL_ONTRAIN (1<<24) // Player is _controlling_ a train, so movement commands should be ignored on client during prediction.
#define FL_WORLDBRUSH (1<<25) // Not moveable/removeable brush entity (really part of the world, but represented as an entity for transparency or something)
#define FL_SPECTATOR (1<<26) // This client is a spectator, don't run touch functions, etc.
#define FL_LASERDOT (1<<27) // Predicted laser spot from rocket launcher
#define FL_PROXY (1U<<20) // This is a spectator proxy
#define FL_ALWAYSTHINK (1U<<21) // Brush model flag -- call think every frame regardless of nextthink - ltime (for constantly changing velocity/path)
#define FL_BASEVELOCITY (1U<<22) // Base velocity has been applied this frame (used to convert base velocity into momentum)
#define FL_MONSTERCLIP (1U<<23) // Only collide in with monsters who have FL_MONSTERCLIP set
#define FL_ONTRAIN (1U<<24) // Player is _controlling_ a train, so movement commands should be ignored on client during prediction.
#define FL_WORLDBRUSH (1U<<25) // Not moveable/removeable brush entity (really part of the world, but represented as an entity for transparency or something)
#define FL_SPECTATOR (1U<<26) // This client is a spectator, don't run touch functions, etc.
#define FL_LASERDOT (1U<<27) // Predicted laser spot from rocket launcher
#define FL_CUSTOMENTITY (1<<29) // This is a custom entity
#define FL_KILLME (1<<30) // This entity is marked for death -- This allows the engine to kill ents at the appropriate time
#define FL_DORMANT (1<<31) // Entity is dormant, no updates to client
#define FL_CUSTOMENTITY (1U<<29) // This is a custom entity
#define FL_KILLME (1U<<30) // This entity is marked for death -- This allows the engine to kill ents at the appropriate time
#define FL_DORMANT (1U<<31) // Entity is dormant, no updates to client
// Goes into globalvars_t.trace_flags
#define FTRACE_SIMPLEBOX (1<<0) // Traceline with a simple box
#define FTRACE_IGNORE_GLASS (1<<1) // traceline will be ignored entities with rendermode != kRenderNormal
#define FTRACE_SIMPLEBOX (1U<<0) // Traceline with a simple box
#define FTRACE_IGNORE_GLASS (1U<<1) // traceline will be ignored entities with rendermode != kRenderNormal
// walkmove modes
#define WALKMOVE_NORMAL 0 // normal walkmove
@@ -114,50 +114,50 @@
#define EF_LIGHT 64 // rocket flare glow sprite
#define EF_NODRAW 128 // don't draw entity
#define EF_WATERSIDES (1<<26) // Do not remove sides for func_water entity
#define EF_FULLBRIGHT (1<<27) // Just get fullbright
#define EF_NOSHADOW (1<<28) // ignore shadow for this entity
#define EF_MERGE_VISIBILITY (1<<29) // this entity allowed to merge vis (e.g. env_sky or portal camera)
#define EF_REQUEST_PHS (1<<30) // This entity requested phs bitvector instead of pvsbitvector in AddToFullPack calls
#define EF_WATERSIDES (1U<<26) // Do not remove sides for func_water entity
#define EF_FULLBRIGHT (1U<<27) // Just get fullbright
#define EF_NOSHADOW (1U<<28) // ignore shadow for this entity
#define EF_MERGE_VISIBILITY (1U<<29) // this entity allowed to merge vis (e.g. env_sky or portal camera)
#define EF_REQUEST_PHS (1U<<30) // This entity requested phs bitvector instead of pvsbitvector in AddToFullPack calls
// g-cont. one reserved bit here for me
// entity flags
#define EFLAG_SLERP 1 // do studio interpolation of this entity
//
// temp entity events
//
#define TE_BEAMPOINTS 0 // beam effect between two points
// coord coord coord (start position)
// coord coord coord (end position)
// short (sprite index)
// byte (starting frame)
// byte (frame rate in 0.1's)
// byte (life in 0.1's)
// byte (line width in 0.1's)
// byte (noise amplitude in 0.01's)
// coord coord coord (start position)
// coord coord coord (end position)
// short (sprite index)
// byte (starting frame)
// byte (frame rate in 0.1's)
// byte (life in 0.1's)
// byte (line width in 0.1's)
// byte (noise amplitude in 0.01's)
// byte,byte,byte (color)
// byte (brightness)
// byte (scroll speed in 0.1's)
#define TE_BEAMENTPOINT 1 // beam effect between point and entity
// short (start entity)
// coord coord coord (end position)
// short (sprite index)
// byte (starting frame)
// byte (frame rate in 0.1's)
// byte (life in 0.1's)
// byte (line width in 0.1's)
// byte (noise amplitude in 0.01's)
// short (start entity)
// coord coord coord (end position)
// short (sprite index)
// byte (starting frame)
// byte (frame rate in 0.1's)
// byte (life in 0.1's)
// byte (line width in 0.1's)
// byte (noise amplitude in 0.01's)
// byte,byte,byte (color)
// byte (brightness)
// byte (scroll speed in 0.1's)
#define TE_GUNSHOT 2 // particle effect plus ricochet sound
// coord coord coord (position)
// coord coord coord (position)
#define TE_EXPLOSION 3 // additive sprite, 2 dynamic lights, flickering particles, explosion sound, move vertically 8 pps
// coord coord coord (position)
// coord coord coord (position)
// short (sprite index)
// byte (scale in 0.1's)
// byte (framerate)
@@ -173,54 +173,54 @@
#define TE_EXPLFLAG_ROTATE 32 // rotate the sprite randomly
#define TE_TAREXPLOSION 4 // Quake1 "tarbaby" explosion with sound
// coord coord coord (position)
// coord coord coord (position)
#define TE_SMOKE 5 // alphablend sprite, move vertically 30 pps
// coord coord coord (position)
// coord coord coord (position)
// short (sprite index)
// byte (scale in 0.1's)
// byte (framerate)
#define TE_TRACER 6 // tracer effect from point to point
// coord, coord, coord (start)
// coord, coord, coord (start)
// coord, coord, coord (end)
#define TE_LIGHTNING 7 // TE_BEAMPOINTS with simplified parameters
// coord, coord, coord (start)
// coord, coord, coord (end)
// byte (life in 0.1's)
// byte (width in 0.1's)
// coord, coord, coord (start)
// coord, coord, coord (end)
// byte (life in 0.1's)
// byte (width in 0.1's)
// byte (amplitude in 0.01's)
// short (sprite model index)
#define TE_BEAMENTS 8
// short (start entity)
// short (end entity)
// short (sprite index)
// byte (starting frame)
// byte (frame rate in 0.1's)
// byte (life in 0.1's)
// byte (line width in 0.1's)
// byte (noise amplitude in 0.01's)
#define TE_BEAMENTS 8
// short (start entity)
// short (end entity)
// short (sprite index)
// byte (starting frame)
// byte (frame rate in 0.1's)
// byte (life in 0.1's)
// byte (line width in 0.1's)
// byte (noise amplitude in 0.01's)
// byte,byte,byte (color)
// byte (brightness)
// byte (scroll speed in 0.1's)
#define TE_SPARKS 9 // 8 random tracers with gravity, ricochet sprite
// coord coord coord (position)
// coord coord coord (position)
#define TE_LAVASPLASH 10 // Quake1 lava splash
// coord coord coord (position)
// coord coord coord (position)
#define TE_TELEPORT 11 // Quake1 teleport splash
// coord coord coord (position)
// coord coord coord (position)
#define TE_EXPLOSION2 12 // Quake1 colormaped (base palette) particle explosion with sound
// coord coord coord (position)
// coord coord coord (position)
// byte (starting color)
// byte (num colors)
#define TE_BSPDECAL 13 // Decal from the .BSP file
#define TE_BSPDECAL 13 // Decal from the .BSP file
// coord, coord, coord (x,y,z), decal position (center of texture in world)
// short (texture index of precached decal texture name)
// short (entity index)
@@ -230,67 +230,67 @@
// coord, coord, coord (position)
// byte (radius)
// byte (count)
// byte (life in 0.1's)
// byte (life in 0.1's)
#define TE_SPRITETRAIL 15 // line of moving glow sprites with gravity, fadeout, and collisions
// coord, coord, coord (start)
// coord, coord, coord (end)
// coord, coord, coord (start)
// coord, coord, coord (end)
// short (sprite index)
// byte (count)
// byte (life in 0.1's)
// byte (scale in 0.1's)
// byte (life in 0.1's)
// byte (scale in 0.1's)
// byte (velocity along vector in 10's)
// byte (randomness of velocity in 10's)
#define TE_BEAM 16 // obsolete
#define TE_SPRITE 17 // additive sprite, plays 1 cycle
// coord, coord, coord (position)
// short (sprite index)
// byte (scale in 0.1's)
// coord, coord, coord (position)
// short (sprite index)
// byte (scale in 0.1's)
// byte (brightness)
#define TE_BEAMSPRITE 18 // A beam with a sprite at the end
// coord, coord, coord (start position)
// coord, coord, coord (end position)
// short (beam sprite index)
// short (end sprite index)
// coord, coord, coord (start position)
// coord, coord, coord (end position)
// short (beam sprite index)
// short (end sprite index)
#define TE_BEAMTORUS 19 // screen aligned beam ring, expands to max radius over lifetime
// coord coord coord (center position)
// coord coord coord (axis and radius)
// short (sprite index)
// byte (starting frame)
// byte (frame rate in 0.1's)
// byte (life in 0.1's)
// byte (line width in 0.1's)
// byte (noise amplitude in 0.01's)
// coord coord coord (center position)
// coord coord coord (axis and radius)
// short (sprite index)
// byte (starting frame)
// byte (frame rate in 0.1's)
// byte (life in 0.1's)
// byte (line width in 0.1's)
// byte (noise amplitude in 0.01's)
// byte,byte,byte (color)
// byte (brightness)
// byte (scroll speed in 0.1's)
#define TE_BEAMDISK 20 // disk that expands to max radius over lifetime
// coord coord coord (center position)
// coord coord coord (axis and radius)
// short (sprite index)
// byte (starting frame)
// byte (frame rate in 0.1's)
// byte (life in 0.1's)
// byte (line width in 0.1's)
// byte (noise amplitude in 0.01's)
// coord coord coord (center position)
// coord coord coord (axis and radius)
// short (sprite index)
// byte (starting frame)
// byte (frame rate in 0.1's)
// byte (life in 0.1's)
// byte (line width in 0.1's)
// byte (noise amplitude in 0.01's)
// byte,byte,byte (color)
// byte (brightness)
// byte (scroll speed in 0.1's)
#define TE_BEAMCYLINDER 21 // cylinder that expands to max radius over lifetime
// coord coord coord (center position)
// coord coord coord (axis and radius)
// short (sprite index)
// byte (starting frame)
// byte (frame rate in 0.1's)
// byte (life in 0.1's)
// byte (line width in 0.1's)
// byte (noise amplitude in 0.01's)
// coord coord coord (center position)
// coord coord coord (axis and radius)
// short (sprite index)
// byte (starting frame)
// byte (frame rate in 0.1's)
// byte (life in 0.1's)
// byte (line width in 0.1's)
// byte (noise amplitude in 0.01's)
// byte,byte,byte (color)
// byte (brightness)
// byte (scroll speed in 0.1's)
@@ -298,30 +298,30 @@
#define TE_BEAMFOLLOW 22 // create a line of decaying beam segments until entity stops moving
// short (entity:attachment to follow)
// short (sprite index)
// byte (life in 0.1's)
// byte (line width in 0.1's)
// byte (life in 0.1's)
// byte (line width in 0.1's)
// byte,byte,byte (color)
// byte (brightness)
#define TE_GLOWSPRITE 23
#define TE_GLOWSPRITE 23
// coord, coord, coord (pos) short (model index) byte (scale / 10)
#define TE_BEAMRING 24 // connect a beam ring to two entities
// short (start entity)
// short (end entity)
// short (sprite index)
// byte (starting frame)
// byte (frame rate in 0.1's)
// byte (life in 0.1's)
// byte (line width in 0.1's)
// byte (noise amplitude in 0.01's)
// short (start entity)
// short (end entity)
// short (sprite index)
// byte (starting frame)
// byte (frame rate in 0.1's)
// byte (life in 0.1's)
// byte (line width in 0.1's)
// byte (noise amplitude in 0.01's)
// byte,byte,byte (color)
// byte (brightness)
// byte (scroll speed in 0.1's)
#define TE_STREAK_SPLASH 25 // oriented shower of tracers
// coord coord coord (start position)
// coord coord coord (direction vector)
// coord coord coord (start position)
// coord coord coord (direction vector)
// byte (color)
// short (count)
// short (base speed)
@@ -330,15 +330,15 @@
#define TE_BEAMHOSE 26 // obsolete
#define TE_DLIGHT 27 // dynamic light, effect world, minor entity effect
// coord, coord, coord (pos)
// byte (radius in 10's)
// coord, coord, coord (pos)
// byte (radius in 10's)
// byte byte byte (color)
// byte (life in 10's)
// byte (decay rate in 10's)
#define TE_ELIGHT 28 // point entity light, no world effect
// short (entity:attachment to follow)
// coord coord coord (initial position)
// coord coord coord (initial position)
// coord (radius)
// byte byte byte (color)
// byte (life in 0.1's)
@@ -374,8 +374,8 @@
#define TE_LARGEFUNNEL 100
// coord coord coord (funnel position)
// short (sprite index)
// short (flags)
// short (sprite index)
// short (flags)
#define TE_BLOODSTREAM 101 // particle spray
// coord coord coord (start position)
@@ -404,7 +404,7 @@
// byte (density)
#define TE_MODEL 106 // create a moving model that bounces and makes a sound when it hits
// coord, coord, coord (position)
// coord, coord, coord (position)
// coord, coord, coord (velocity)
// angle (initial yaw)
// short (model index)
@@ -441,7 +441,7 @@
// byte (speed)
// byte (noise)
#define TE_ARMOR_RICOCHET 111 // quick spark sprite, client ricochet sound.
#define TE_ARMOR_RICOCHET 111 // quick spark sprite, client ricochet sound.
// coord, coord, coord (position)
// byte (scale in 0.1's)
@@ -529,7 +529,7 @@
#define TEFIRE_FLAG_SOMEFLOAT 2 // some of the sprites will drift upwards. (50% chance)
#define TEFIRE_FLAG_LOOP 4 // if set, sprite plays at 15 fps, otherwise plays at whatever rate stretches the animation over the sprite's duration.
#define TEFIRE_FLAG_ALPHA 8 // if set, sprite is rendered alpha blended at 50% else, opaque
#define TEFIRE_FLAG_PLANAR 16 // if set, all fire sprites have same initial Z instead of randomly filling a cube.
#define TEFIRE_FLAG_PLANAR 16 // if set, all fire sprites have same initial Z instead of randomly filling a cube.
#define TEFIRE_FLAG_ADDITIVE 32 // if set, sprite is rendered as additive
#define TE_PLAYERATTACHMENT 124 // attaches a TENT to a player (this is a high-priority tent)
@@ -606,13 +606,6 @@
#define CONTENT_GRAVITY_FLYFIELD -18
#define CONTENT_FOG -19
#define CONTENT_EMPTY -1
#define CONTENT_SOLID -2
#define CONTENT_WATER -3
#define CONTENT_SLIME -4
#define CONTENT_LAVA -5
#define CONTENT_SKY -6
// channels
#define CHAN_AUTO 0
#define CHAN_WEAPON 1
@@ -620,7 +613,7 @@
#define CHAN_ITEM 3
#define CHAN_BODY 4
#define CHAN_STREAM 5 // allocate stream channel from the static or dynamic area
#define CHAN_STATIC 6 // allocate channel from the static area
#define CHAN_STATIC 6 // allocate channel from the static area
#define CHAN_NETWORKVOICE_BASE 7 // voice data coming across the network
#define CHAN_NETWORKVOICE_END 500 // network voice data reserves slots (CHAN_NETWORKVOICE_BASE through CHAN_NETWORKVOICE_END).
@@ -628,7 +621,7 @@
#define ATTN_NONE 0
#define ATTN_NORM (float)0.8
#define ATTN_IDLE (float)2
#define ATTN_STATIC (float)1.25
#define ATTN_STATIC (float)1.25
// pitch values
#define PITCH_NORM 100 // non-pitch shifted
@@ -647,22 +640,22 @@
#define SF_TRAIN_PASSABLE 8 // Train is not solid -- used to make water trains
// buttons
#define IN_ATTACK (1<<0)
#define IN_JUMP (1<<1)
#define IN_DUCK (1<<2)
#define IN_FORWARD (1<<3)
#define IN_BACK (1<<4)
#define IN_USE (1<<5)
#define IN_CANCEL (1<<6)
#define IN_LEFT (1<<7)
#define IN_RIGHT (1<<8)
#define IN_MOVELEFT (1<<9)
#define IN_MOVERIGHT (1<<10)
#define IN_ATTACK2 (1<<11)
#define IN_RUN (1<<12)
#define IN_RELOAD (1<<13)
#define IN_ALT1 (1<<14)
#define IN_SCORE (1<<15) // Used by client.dll for when scoreboard is held down
#define IN_ATTACK (1U<<0)
#define IN_JUMP (1U<<1)
#define IN_DUCK (1U<<2)
#define IN_FORWARD (1U<<3)
#define IN_BACK (1U<<4)
#define IN_USE (1U<<5)
#define IN_CANCEL (1U<<6)
#define IN_LEFT (1U<<7)
#define IN_RIGHT (1U<<8)
#define IN_MOVELEFT (1U<<9)
#define IN_MOVERIGHT (1U<<10)
#define IN_ATTACK2 (1U<<11)
#define IN_RUN (1U<<12)
#define IN_RELOAD (1U<<13)
#define IN_ALT1 (1U<<14)
#define IN_SCORE (1U<<15) // Used by client.dll for when scoreboard is held down
// Break Model Defines
#define BREAK_TYPEMASK 0x4F
@@ -691,8 +684,8 @@
#define TE_BOUNCE_SHOTSHELL 2
// Rendering constants
enum
{
enum
{
kRenderNormal, // src
kRenderTransColor, // c*a+dest*(1-a)
kRenderTransTexture, // src*a+dest*(1-a)
@@ -701,21 +694,21 @@ enum
kRenderTransAdd, // src*a+dest
};
enum
{
kRenderFxNone = 0,
kRenderFxPulseSlow,
kRenderFxPulseFast,
kRenderFxPulseSlowWide,
kRenderFxPulseFastWide,
kRenderFxFadeSlow,
kRenderFxFadeFast,
kRenderFxSolidSlow,
kRenderFxSolidFast,
kRenderFxStrobeSlow,
kRenderFxStrobeFast,
kRenderFxStrobeFaster,
kRenderFxFlickerSlow,
enum
{
kRenderFxNone = 0,
kRenderFxPulseSlow,
kRenderFxPulseFast,
kRenderFxPulseSlowWide,
kRenderFxPulseFastWide,
kRenderFxFadeSlow,
kRenderFxFadeFast,
kRenderFxSolidSlow,
kRenderFxSolidFast,
kRenderFxStrobeSlow,
kRenderFxStrobeFast,
kRenderFxStrobeFaster,
kRenderFxFlickerSlow,
kRenderFxFlickerFast,
kRenderFxNoDissipation,
kRenderFxDistort, // Distort/scale/translate flicker

View File

@@ -1,9 +1,9 @@
/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
@@ -32,7 +32,7 @@
#define FCVAR_CHANGED (1<<13) // set each time the cvar is changed
#define FCVAR_GAMEUIDLL (1<<14) // defined by the menu DLL
#define FCVAR_CHEAT (1<<15) // can not be changed if cheats are disabled
typedef struct cvar_s
{
char *name;

View File

@@ -69,6 +69,7 @@ SETUP BACKENDS DEFINITIONS
#endif // XASH_MESSAGEBOX
#define XASH_USE_EVDEV
#define XASH_DYNAMIC_DLADDR
#elif XASH_LINUX
// we are building for Linux without SDL2, can draw only to framebuffer yet
#ifndef XASH_VIDEO
@@ -84,7 +85,17 @@ SETUP BACKENDS DEFINITIONS
#endif // XASH_SOUND
#define XASH_USE_EVDEV
#endif // XASH_LINUX
#elif XASH_DOS4GW
#ifndef XASH_VIDEO
#define XASH_VIDEO VIDEO_DOS
#endif
#ifndef XASH_TIMER
#define XASH_TIMER TIMER_DOS
#endif
// usually only 10-20 fds availiable
#define XASH_REDUCE_FD
#endif
#endif // XASH_DEDICATED
@@ -107,8 +118,6 @@ SETUP BACKENDS DEFINITIONS
#define XASH_CRASHHANDLER CRASHHANDLER_DBGHELP
#elif XASH_LINUX || XASH_BSD
#define XASH_CRASHHANDLER CRASHHANDLER_UCONTEXT
#else // !(XASH_LINUX || XASH_BSD || XASH_WIN32)
#define XASH_CRASHHANDLER CRASHHANDLER_NULL
#endif // !(XASH_LINUX || XASH_BSD || XASH_WIN32)
#endif
@@ -119,10 +128,20 @@ SETUP BACKENDS DEFINITIONS
#if XASH_WIN32
#define XASH_TIMER TIMER_WIN32
#else // !XASH_WIN32
#define XASH_TIMER TIMER_LINUX
#define XASH_TIMER TIMER_POSIX
#endif // !XASH_WIN32
#endif
#ifdef XASH_STATIC_LIBS
#define XASH_LIB LIB_STATIC
#define XASH_INTERNAL_GAMELIBS
#define XASH_ALLOW_SAVERESTORE_OFFSETS
#elif XASH_WIN32
#define XASH_LIB LIB_WIN32
#elif XASH_POSIX
#define XASH_LIB LIB_POSIX
#endif
//
// fallback to NULL
//
@@ -138,6 +157,10 @@ SETUP BACKENDS DEFINITIONS
#define XASH_INPUT INPUT_NULL
#endif // XASH_INPUT
#ifndef XASH_CRASHHANDLER
#define XASH_CRASHHANDLER CRASHHANDLER_NULL
#endif // XASH_CRASHHANDLER
/*
=========================================================================
@@ -169,16 +192,4 @@ Default build-depended cvar and constant values
#define DEFAULT_FULLSCREEN 1
#endif // DEFAULT_FULLSCREEN
#ifndef DEFAULT_ACCELERATED_RENDERER
#if XASH_MOBILE_PLATFORM
#define DEFAULT_ACCELERATED_RENDERER "gles1"
#else // !XASH_MOBILE_PLATFORM
#define DEFAULT_ACCELERATED_RENDERER "gl"
#endif // !XASH_MOBILE_PLATFORM
#endif // DEFAULT_ACCELERATED_RENDERER
#ifndef DEFAULT_SOFTWARE_RENDERER
#define DEFAULT_SOFTWARE_RENDERER "soft" // mittorn's ref_soft
#endif // DEFAULT_SOFTWARE_RENDERER
#endif // DEFAULTS_H

View File

@@ -1,9 +1,9 @@
/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting

View File

@@ -1,9 +1,9 @@
/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting

View File

@@ -17,7 +17,7 @@ GNU General Public License for more details.
#define FEATURES_H
// list of engine features that can be enabled through callback SV_CheckFeatures
#define ENGINE_WRITE_LARGE_COORD (1<<0) // replace standard message WRITE_COORD with big message for support more than 8192 units in world
#define ENGINE_WRITE_LARGE_COORD (1<<0) // replace standard message WRITE_COORD with big message for support more than 8192 units in world
#define ENGINE_QUAKE_COMPATIBLE (1<<1) // make engine compatible with quake (flags and effects)
#define ENGINE_LOAD_DELUXEDATA (1<<2) // loading deluxemap for map (if present)
#define ENGINE_PHYSICS_PUSHER_EXT (1<<3) // enable sets of improvements for MOVETYPE_PUSH physics

View File

@@ -1,9 +1,9 @@
/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
@@ -19,7 +19,7 @@
#define ENTITY_NORMAL (1<<0)
#define ENTITY_BEAM (1<<1)
// Entity state is used for the baseline and for delta compression of a packet of
// Entity state is used for the baseline and for delta compression of a packet of
// entities that is sent to a client.
typedef struct entity_state_s entity_state_t;
@@ -63,36 +63,36 @@ struct entity_state_s
vec3_t velocity;
// Send bbox down to client for use during prediction.
vec3_t mins;
vec3_t mins;
vec3_t maxs;
int aiment;
// If owned by a player, the index of that player ( for projectiles ).
int owner;
int owner;
// Friction, for prediction.
float friction;
// Gravity multiplier
float gravity;
float gravity;
// PLAYER SPECIFIC
int team;
int playerclass;
int health;
qboolean spectator;
qboolean spectator;
int weaponmodel;
int gaitsequence;
// If standing on conveyor, e.g.
vec3_t basevelocity;
vec3_t basevelocity;
// Use the crouched hull, or the regular player hull.
int usehull;
int usehull;
// Latched buttons last time state updated.
int oldbuttons;
// -1 = in air, else pmove entity number
int onground;
int onground;
int iStepLeft;
// How fast we are falling
float flFallVelocity;
float flFallVelocity;
float fov;
int weaponanim;
@@ -135,7 +135,7 @@ typedef struct clientdata_s
int bInDuck;
int weapons; // remove?
int flTimeStepSound;
int flDuckTime;
int flSwimTime;
@@ -152,7 +152,7 @@ typedef struct clientdata_s
int ammo_cells;
int ammo_rockets;
float m_flNextAttack;
int tfstate;
int pushmsec;
int deadflag;

View File

@@ -1,9 +1,9 @@
/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting

View File

@@ -1,9 +1,9 @@
/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting

View File

@@ -1,9 +1,9 @@
/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting

View File

@@ -1,9 +1,9 @@
/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
@@ -17,13 +17,13 @@
#define EVENT_FLAGS_H
// Skip local host for event send.
#define FEV_NOTHOST (1<<0)
#define FEV_NOTHOST (1<<0)
// Send the event reliably. You must specify the origin and angles and use
// PLAYBACK_EVENT_FULL for this to work correctly on the server for anything
// that depends on the event origin/angles. I.e., the origin/angles are not
// taken from the invoking edict for reliable events.
#define FEV_RELIABLE (1<<1)
#define FEV_RELIABLE (1<<1)
// Don't restrict to PAS/PVS, send this event to _everybody_ on the server ( useful for stopping CHAN_STATIC
// sounds started by client event when client is not in PVS anymore ( hwguy in TFC e.g. ).

View File

@@ -1,9 +1,9 @@
/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
@@ -23,7 +23,7 @@
// sub commands of svc_hltv:
#define HLTV_ACTIVE 0 // tells client that he's an spectator and will get director commands
#define HLTV_STATUS 1 // send status infos about proxy
#define HLTV_STATUS 1 // send status infos about proxy
#define HLTV_LISTEN 2 // tell client to listen to a multicast stream
// sub commands of svc_director:
@@ -45,7 +45,7 @@
// HLTV_EVENT event flags
#define DRC_FLAG_PRIO_MASK 0x0F // priorities between 0 and 15 (15 most important)
#define DRC_FLAG_SIDE (1<<4) //
#define DRC_FLAG_SIDE (1<<4) //
#define DRC_FLAG_DRAMATIC (1<<5) // is a dramatic scene
#define DRC_FLAG_SLOWMOTION (1<<6) // would look good in SloMo
#define DRC_FLAG_FACEPLAYER (1<<7) // player is doning something (reload/defuse bomb etc)

View File

@@ -1,9 +1,9 @@
/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
@@ -26,10 +26,10 @@ typedef enum
typedef struct IVoiceTweak_s
{
// These turn voice tweak mode on and off. While in voice tweak mode, the user's voice is echoed back
// without sending to the server.
// without sending to the server.
int (*StartVoiceTweakMode)( void ); // Returns 0 on error.
void (*EndVoiceTweakMode)( void );
// Get/set control values.
void (*SetControlFloat)( VoiceTweakControl iControl, float value );
float (*GetControlFloat)( VoiceTweakControl iControl );

View File

@@ -1,6 +1,6 @@
//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============
//
// Purpose:
// Purpose:
//
// $NoKeywords: $
//=============================================================================

View File

@@ -1,9 +1,9 @@
/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting

View File

@@ -1,9 +1,9 @@
/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
@@ -64,7 +64,7 @@ typedef struct net_response_s
typedef struct net_status_s
{
// Connected to remote server? 1 == yes, 0 otherwise
int connected;
int connected;
// Client's IP address
netadr_t local_address;
// Address of remote server
@@ -87,7 +87,7 @@ typedef struct net_api_s
void (*SendRequest)( int context, int request, int flags, double timeout, struct netadr_s *remote_address, net_api_response_func_t response );
void (*CancelRequest)( int context );
void (*CancelAllRequests)( void );
char *(*AdrToString)( struct netadr_s *a );
const char *(*AdrToString)( struct netadr_s *a );
int ( *CompareAdr)( struct netadr_s *a, struct netadr_s *b );
int ( *StringToAdr)( char *s, struct netadr_s *a );
const char *(*ValueForKey)( const char *s, const char *key );

View File

@@ -1,9 +1,9 @@
/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting

View File

@@ -1,9 +1,9 @@
/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
@@ -18,7 +18,7 @@
typedef enum
{
pt_static,
pt_static,
pt_grav,
pt_slowgrav,
pt_fire,
@@ -45,7 +45,7 @@ typedef struct particle_s
// for pt_clientcusttom, we'll call this function each frame
void (*callback)( struct particle_s *particle, float frametime );
// For deathfunc, etc.
unsigned char context;
} particle_t;

View File

@@ -1,9 +1,9 @@
/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
@@ -33,7 +33,7 @@ struct pmtrace_s
vec3_t endpos; // final position
pmplane_t plane; // surface normal at impact
int ent; // entity at impact
vec3_t deltavelocity; // Change in player's velocity caused by impact.
vec3_t deltavelocity; // Change in player's velocity caused by impact.
// Only run on server.
int hitgroup;
};

View File

@@ -20,14 +20,10 @@ GNU General Public License for more details.
#include "build.h"
#if !XASH_WIN32
#include <dlfcn.h>
#include <unistd.h>
#define PATH_SPLITTER "/"
#if XASH_APPLE
#include <sys/syslimits.h>
#include "TargetConditionals.h"
#define OS_LIB_EXT "dylib"
#define OPEN_COMMAND "open"
#else
@@ -54,20 +50,33 @@ GNU General Public License for more details.
#define _inline static inline
#define FORCEINLINE inline __attribute__((always_inline))
#if XASH_POSIX
#define PATH_SPLITTER "/"
#include <unistd.h>
#include <dlfcn.h>
#define O_BINARY 0 // O_BINARY is Windows extension
#define O_TEXT 0 // O_TEXT is Windows extension
// Windows functions to Linux equivalent
// Windows functions to posix equivalent
#define _mkdir( x ) mkdir( x, S_IRWXU | S_IRWXG | S_IROTH | S_IXOTH )
#define LoadLibrary( x ) dlopen( x, RTLD_NOW )
#define GetProcAddress( x, y ) dlsym( x, y )
#define SetCurrentDirectory( x ) (!chdir( x ))
#define FreeLibrary( x ) dlclose( x )
#define tell( a ) lseek(a, 0, SEEK_CUR)
#define HAVE_DUP
#endif
#if XASH_DOS4GW
#define PATH_SPLITTER "\\"
#define LoadLibrary( x ) (0)
#define GetProcAddress( x, y ) (0)
#define FreeLibrary( x ) (0)
#endif
//#define MAKEWORD( a, b ) ((short int)(((unsigned char)(a))|(((short int)((unsigned char)(b)))<<8)))
#define max( a, b ) (((a) > (b)) ? (a) : (b))
#define min( a, b ) (((a) < (b)) ? (a) : (b))
#define tell( a ) lseek(a, 0, SEEK_CUR)
/// TODO: check if we may clean this defines, it should not appear in non-platform code!
typedef unsigned char BYTE;
typedef short int WORD;
typedef unsigned int DWORD;
@@ -125,6 +134,8 @@ GNU General Public License for more details.
// windows NameForFunction not implemented yet
#define XASH_ALLOW_SAVERESTORE_OFFSETS
#endif
#define HAVE_DUP
#endif //WIN32
#ifndef XASH_LOW_MEMORY
#define XASH_LOW_MEMORY 0

View File

@@ -1,9 +1,9 @@
/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting

View File

@@ -1,9 +1,9 @@
/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
@@ -17,7 +17,7 @@
#define R_EFX_H
// particle_t
#if !defined( PARTICLEDEFH )
#if !defined( PARTICLEDEFH )
#include "particledef.h"
#endif
@@ -75,7 +75,7 @@ color24 gTracerColors[] =
#define FTENT_SPIRAL 0x00000400
#define FTENT_SPRCYCLE 0x00000800
#define FTENT_COLLIDEALL 0x00001000 // will collide with world and slideboxes
#define FTENT_PERSIST 0x00002000 // tent is not removed when unable to draw
#define FTENT_PERSIST 0x00002000 // tent is not removed when unable to draw
#define FTENT_COLLIDEKILL 0x00004000 // tent is removed upon collision with anything
#define FTENT_PLYRATTACHMENT 0x00008000 // tent is attached to a player (owner)
#define FTENT_SPRANIMATELOOP 0x00010000 // animating sprite doesn't die when last frame is displayed
@@ -102,7 +102,7 @@ typedef struct tempent_s
int priority;
short clientIndex; // if attached, this is the index of the client to stick to
// if COLLIDEALL, this is the index of the client to ignore
// TENTS with FTENT_PLYRATTACHMENT MUST set the clientindex!
// TENTS with FTENT_PLYRATTACHMENT MUST set the clientindex!
vec3_t tentOffset; // if attached, client origin + tentOffset = tent origin.
cl_entity_t entity;

View File

@@ -1,9 +1,9 @@
/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
@@ -103,7 +103,7 @@ typedef struct engine_studio_api_s
// True if using D3D/OpenGL
int ( *IsHardware )( void );
// Only called by hardware interface
void ( *GL_StudioDrawShadow )( void );
void ( *GL_SetRenderMode )( int mode );
@@ -140,7 +140,7 @@ typedef struct sv_blending_interface_s
{
int version;
void ( *SV_StudioSetupBones )( struct model_s *pModel,
void ( *SV_StudioSetupBones )( struct model_s *pModel,
float frame,
int sequence,
const vec3_t angles,

View File

@@ -1,9 +1,9 @@
/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
@@ -25,7 +25,7 @@ typedef struct ref_params_s
vec3_t forward;
vec3_t right;
vec3_t up;
// Client frametime;
float frametime;
// Client time
@@ -54,7 +54,7 @@ typedef struct ref_params_s
int viewentity;
int playernum;
int max_entities;
int demoplayback;
int demoplayback;
int hardware;
int smoothing;

View File

@@ -111,16 +111,18 @@ typedef enum
typedef enum
{
CONTEXT_TYPE_GL = 0,
CONTEXT_TYPE_GL = 0, // compatibility profile
CONTEXT_TYPE_GLES_1_X,
CONTEXT_TYPE_GLES_2_X
CONTEXT_TYPE_GLES_2_X,
CONTEXT_TYPE_GL_CORE
} gl_context_type_t;
typedef enum
{
GLES_WRAPPER_NONE = 0, // native GLES
GLES_WRAPPER_NONE = 0, // native GL
GLES_WRAPPER_NANOGL, // used on GLES platforms
GLES_WRAPPER_WES, // used on GLES platforms
GLES_WRAPPER_GL4ES, // used on GLES platforms
} gles_wrapper_t;
// 30 bytes here
@@ -130,7 +132,7 @@ typedef struct modelstate_s
short frame; // 10 bits multiple by 4, should be enough
byte blending[2];
byte controller[4];
byte poseparam[16];
byte poseparam[16];
byte body;
byte skin;
short scale; // model scale (multiplied by 16)
@@ -161,7 +163,7 @@ typedef struct render_api_s
int (*RenderGetParm)( int parm, int arg ); // generic
void (*GetDetailScaleForTexture)( int texture, float *xScale, float *yScale );
void (*GetExtraParmsForTexture)( int texture, byte *red, byte *green, byte *blue, byte *alpha );
lightstyle_t* (*GetLightStyle)( int number );
lightstyle_t* (*GetLightStyle)( int number );
dlight_t* (*GetDynamicLight)( int number );
dlight_t* (*GetEntityLight)( int number );
byte (*LightToTexGamma)( byte color ); // software gamma support
@@ -190,9 +192,9 @@ typedef struct render_api_s
// AVIkit support
void *(*AVI_LoadVideo)( const char *filename, qboolean load_audio );
int (*AVI_GetVideoInfo)( void *Avi, long *xres, long *yres, float *duration );
long (*AVI_GetVideoFrameNumber)( void *Avi, float time );
byte *(*AVI_GetVideoFrame)( void *Avi, long frame );
int (*AVI_GetVideoInfo)( void *Avi, int *xres, int *yres, float *duration ); // a1ba: changed longs to int
int (*AVI_GetVideoFrameNumber)( void *Avi, float time );
byte *(*AVI_GetVideoFrame)( void *Avi, int frame );
void (*AVI_UploadRawFrame)( int texture, int cols, int rows, int width, int height, const byte *data );
void (*AVI_FreeVideo)( void *Avi );
int (*AVI_IsActive)( void *Avi );

View File

@@ -1,9 +1,9 @@
/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting

View File

@@ -1,9 +1,9 @@
/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
@@ -12,16 +12,26 @@
* without written permission from Valve LLC.
*
****/
#pragma once
#ifndef STUDIO_EVENT_H
#define STUDIO_EVENT_H
#define MAXEVENTSTRING 64
typedef struct mstudioevent_s
{
int frame;
int event;
int type;
char options[64];
// the frame at which this animation event occurs
int32_t frame;
// the script event type
int32_t event;
// was "type"
int32_t unused;
// options
// could be path to sound WAVE files
char options[MAXEVENTSTRING];
} mstudioevent_t;
#endif//STUDIO_EVENT_H
#endif // STUDIO_EVENT_H

View File

@@ -1,9 +1,9 @@
/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
@@ -16,7 +16,7 @@
#ifndef TRIANGLEAPI_H
#define TRIANGLEAPI_H
typedef enum
typedef enum
{
TRI_FRONT = 0,
TRI_NONE = 1,
@@ -47,7 +47,7 @@ typedef struct triangleapi_s
void (*Vertex3fv)( const float *worldPnt );
void (*Vertex3f)( float x, float y, float z );
void (*Brightness)( float brightness );
void (*CullFace)( TRICULLSTYLE style );
void (*CullFace)( TRICULLSTYLE style );
int (*SpriteTexture)( struct model_s *pSpriteModel, int frame );
int (*WorldToScreen)( const float *world, float *screen ); // Returns 1 if it's z clipped
void (*Fog)( float flFogColor[3], float flStart, float flEnd, int bOn ); //Works just like GL_FOG, flFogColor is r/g/b.

View File

@@ -1,9 +1,9 @@
/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting

View File

@@ -1,9 +1,9 @@
/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting

View File

@@ -1,9 +1,9 @@
/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting

View File

@@ -7,6 +7,7 @@
#endif // _WIN32
#include <sys/types.h> // off_t
#include STDINT_H
typedef unsigned char byte;
typedef int sound_t;
@@ -19,6 +20,7 @@ typedef byte rgba_t[4]; // unsigned byte colorpack
typedef byte rgb_t[3]; // unsigned byte colorpack
typedef vec_t matrix3x4[3][4];
typedef vec_t matrix4x4[4][4];
typedef uint32_t poolhandle_t;
#undef true
#undef false
@@ -29,14 +31,7 @@ typedef enum { false, true } qboolean;
typedef int qboolean;
#endif
#if _MSC_VER == 1200
typedef __int64 integer64; //msvc6
#elif defined (XASH_SDL) && !defined(REF_DLL)
typedef Uint64 integer64;
#else
typedef unsigned long long integer64;
#endif
typedef integer64 longtime_t;
typedef uint64_t longtime_t;
#define MAX_STRING 256 // generic string
#define MAX_INFO_STRING 256 // infostrings are transmitted across network

View File

@@ -1,9 +1,9 @@
/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting

View File

@@ -1,9 +1,9 @@
/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
@@ -13,165 +13,165 @@
*
****/
{-0.525731, 0.000000, 0.850651},
{-0.442863, 0.238856, 0.864188},
{-0.295242, 0.000000, 0.955423},
{-0.309017, 0.500000, 0.809017},
{-0.162460, 0.262866, 0.951056},
{0.000000, 0.000000, 1.000000},
{0.000000, 0.850651, 0.525731},
{-0.147621, 0.716567, 0.681718},
{0.147621, 0.716567, 0.681718},
{0.000000, 0.525731, 0.850651},
{0.309017, 0.500000, 0.809017},
{0.525731, 0.000000, 0.850651},
{0.295242, 0.000000, 0.955423},
{0.442863, 0.238856, 0.864188},
{0.162460, 0.262866, 0.951056},
{-0.681718, 0.147621, 0.716567},
{-0.809017, 0.309017, 0.500000},
{-0.587785, 0.425325, 0.688191},
{-0.850651, 0.525731, 0.000000},
{-0.864188, 0.442863, 0.238856},
{-0.716567, 0.681718, 0.147621},
{-0.688191, 0.587785, 0.425325},
{-0.500000, 0.809017, 0.309017},
{-0.238856, 0.864188, 0.442863},
{-0.425325, 0.688191, 0.587785},
{-0.716567, 0.681718, -0.147621},
{-0.500000, 0.809017, -0.309017},
{-0.525731, 0.850651, 0.000000},
{0.000000, 0.850651, -0.525731},
{-0.238856, 0.864188, -0.442863},
{0.000000, 0.955423, -0.295242},
{-0.262866, 0.951056, -0.162460},
{0.000000, 1.000000, 0.000000},
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{0.262866, 0.951056, 0.162460},
{0.500000, 0.809017, 0.309017},
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{0.500000, 0.809017, -0.309017},
{0.850651, 0.525731, 0.000000},
{0.716567, 0.681718, 0.147621},
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{0.809017, 0.309017, 0.500000},
{0.681718, 0.147621, 0.716567},
{0.587785, 0.425325, 0.688191},
{0.955423, 0.295242, 0.000000},
{1.000000, 0.000000, 0.000000},
{0.951056, 0.162460, 0.262866},
{0.850651, -0.525731, 0.000000},
{0.955423, -0.295242, 0.000000},
{0.864188, -0.442863, 0.238856},
{0.951056, -0.162460, 0.262866},
{0.809017, -0.309017, 0.500000},
{0.681718, -0.147621, 0.716567},
{0.850651, 0.000000, 0.525731},
{0.864188, 0.442863, -0.238856},
{0.809017, 0.309017, -0.500000},
{0.951056, 0.162460, -0.262866},
{0.525731, 0.000000, -0.850651},
{0.681718, 0.147621, -0.716567},
{0.681718, -0.147621, -0.716567},
{0.850651, 0.000000, -0.525731},
{0.809017, -0.309017, -0.500000},
{0.864188, -0.442863, -0.238856},
{0.951056, -0.162460, -0.262866},
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{0.309017, 0.500000, -0.809017},
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{0.442863, 0.238856, -0.864188},
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{0.688191, 0.587785, -0.425325},
{-0.147621, 0.716567, -0.681718},
{-0.309017, 0.500000, -0.809017},
{0.000000, 0.525731, -0.850651},
{-0.525731, 0.000000, -0.850651},
{-0.442863, 0.238856, -0.864188},
{-0.295242, 0.000000, -0.955423},
{-0.162460, 0.262866, -0.951056},
{0.000000, 0.000000, -1.000000},
{0.295242, 0.000000, -0.955423},
{0.162460, 0.262866, -0.951056},
{-0.442863, -0.238856, -0.864188},
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{0.147621, -0.716567, -0.681718},
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{0.309017, -0.500000, -0.809017},
{0.442863, -0.238856, -0.864188},
{0.162460, -0.262866, -0.951056},
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{0.500000, -0.809017, -0.309017},
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{0.716567, -0.681718, -0.147621},
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{0.587785, -0.425325, -0.688191},
{0.000000, -0.955423, -0.295242},
{0.000000, -1.000000, 0.000000},
{0.262866, -0.951056, -0.162460},
{0.000000, -0.850651, 0.525731},
{0.000000, -0.955423, 0.295242},
{0.238856, -0.864188, 0.442863},
{0.262866, -0.951056, 0.162460},
{0.500000, -0.809017, 0.309017},
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{-0.500000, -0.809017, -0.309017},
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{-0.850651, -0.525731, 0.000000},
{-0.716567, -0.681718, -0.147621},
{-0.716567, -0.681718, 0.147621},
{-0.525731, -0.850651, 0.000000},
{-0.500000, -0.809017, 0.309017},
{-0.238856, -0.864188, 0.442863},
{-0.262866, -0.951056, 0.162460},
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{-0.809017, -0.309017, 0.500000},
{-0.688191, -0.587785, 0.425325},
{-0.681718, -0.147621, 0.716567},
{-0.442863, -0.238856, 0.864188},
{-0.587785, -0.425325, 0.688191},
{-0.309017, -0.500000, 0.809017},
{-0.147621, -0.716567, 0.681718},
{-0.425325, -0.688191, 0.587785},
{-0.162460, -0.262866, 0.951056},
{0.442863, -0.238856, 0.864188},
{0.162460, -0.262866, 0.951056},
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{0.000000, -0.525731, 0.850651},
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{-0.955423, 0.295242, 0.000000},
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{0.000000, -0.850651, -0.525731},
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{0.000000, -0.955423, -0.295242},
{0.000000, -1.000000, 0.000000},
{0.262866, -0.951056, -0.162460},
{0.000000, -0.850651, 0.525731},
{0.000000, -0.955423, 0.295242},
{0.238856, -0.864188, 0.442863},
{0.262866, -0.951056, 0.162460},
{0.500000, -0.809017, 0.309017},
{0.716567, -0.681718, 0.147621},
{0.525731, -0.850651, 0.000000},
{-0.238856, -0.864188, -0.442863},
{-0.500000, -0.809017, -0.309017},
{-0.262866, -0.951056, -0.162460},
{-0.850651, -0.525731, 0.000000},
{-0.716567, -0.681718, -0.147621},
{-0.716567, -0.681718, 0.147621},
{-0.525731, -0.850651, 0.000000},
{-0.500000, -0.809017, 0.309017},
{-0.238856, -0.864188, 0.442863},
{-0.262866, -0.951056, 0.162460},
{-0.864188, -0.442863, 0.238856},
{-0.809017, -0.309017, 0.500000},
{-0.688191, -0.587785, 0.425325},
{-0.681718, -0.147621, 0.716567},
{-0.442863, -0.238856, 0.864188},
{-0.587785, -0.425325, 0.688191},
{-0.309017, -0.500000, 0.809017},
{-0.147621, -0.716567, 0.681718},
{-0.425325, -0.688191, 0.587785},
{-0.162460, -0.262866, 0.951056},
{0.442863, -0.238856, 0.864188},
{0.162460, -0.262866, 0.951056},
{0.309017, -0.500000, 0.809017},
{0.147621, -0.716567, 0.681718},
{0.000000, -0.525731, 0.850651},
{0.425325, -0.688191, 0.587785},
{0.587785, -0.425325, 0.688191},
{0.688191, -0.587785, 0.425325},
{-0.955423, 0.295242, 0.000000},
{-0.951056, 0.162460, 0.262866},
{-1.000000, 0.000000, 0.000000},
{-0.850651, 0.000000, 0.525731},
{-0.955423, -0.295242, 0.000000},
{-0.951056, -0.162460, 0.262866},
{-0.864188, 0.442863, -0.238856},
{-0.951056, 0.162460, -0.262866},
{-0.809017, 0.309017, -0.500000},
{-0.864188, -0.442863, -0.238856},
{-0.951056, -0.162460, -0.262866},
{-0.809017, -0.309017, -0.500000},
{-0.681718, 0.147621, -0.716567},
{-0.681718, -0.147621, -0.716567},
{-0.850651, 0.000000, -0.525731},
{-0.688191, 0.587785, -0.425325},
{-0.587785, 0.425325, -0.688191},
{-0.425325, 0.688191, -0.587785},
{-0.425325, -0.688191, -0.587785},
{-0.587785, -0.425325, -0.688191},
{-0.688191, -0.587785, -0.425325},

View File

@@ -1,9 +1,9 @@
/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
@@ -15,7 +15,7 @@
//
// cdll_int.h
//
// 4-23-98
// 4-23-98
// JOHN: client dll interface declarations
//
@@ -205,11 +205,11 @@ typedef struct cl_enginefuncs_s
const struct model_s* (*GetSpritePointer)( HSPRITE hSprite );
void (*pfnPlaySoundByNameAtLocation)( char *szSound, float volume, float *origin );
unsigned short (*pfnPrecacheEvent)( int type, const char* psz );
void (*pfnPlaybackEvent)( int flags, const struct edict_s *pInvoker, unsigned short eventindex, float delay, float *origin, float *angles, float fparam1, float fparam2, int iparam1, int iparam2, int bparam1, int bparam2 );
void (*pfnWeaponAnim)( int iAnim, int body );
float (*pfnRandomFloat)( float flLow, float flHigh );
float (*pfnRandomFloat)( float flLow, float flHigh );
int (*pfnRandomLong)( int lLow, int lHigh );
void (*pfnHookEvent)( const char *name, void ( *pfnEvent )( struct event_args_s *args ));
@@ -229,12 +229,12 @@ typedef struct cl_enginefuncs_s
struct triangleapi_s *pTriAPI;
struct efx_api_s *pEfxAPI;
struct event_api_s *pEventAPI;
struct event_api_s *pEventAPI;
struct demo_api_s *pDemoAPI;
struct net_api_s *pNetAPI;
struct IVoiceTweak_s *pVoiceTweak;
// returns 1 if the client is a spectator only (connected to a proxy), 0 otherwise or 2 if in dev_overview mode
// returns 1 if the client is a spectator only (connected to a proxy), 0 otherwise or 2 if in dev_overview mode
int (*IsSpectateOnly)( void );
struct model_s *(*LoadMapSprite)( const char *filename );
@@ -285,9 +285,9 @@ typedef struct cl_enginefuncs_s
const char *(*LocalPlayerInfo_ValueForKey)( const char* key );
int (*pfnVGUI2DrawCharacter)( int x, int y, int ch, unsigned int font );
int (*pfnVGUI2DrawCharacterAdditive)( int x, int y, int ch, int r, int g, int b, unsigned int font );
unsigned int (*pfnGetApproxWavePlayLen)( char *filename );
unsigned int (*pfnGetApproxWavePlayLen)( const char *filename );
void* (*GetCareerGameUI)( void ); // g-cont. !!!! potential crash-point!
void (*Cvar_Set)( char *name, char *value );
void (*Cvar_Set)( const char *name, const char *value );
int (*pfnIsPlayingCareerMatch)( void );
void (*pfnPlaySoundVoiceByName)( char *szSound, float volume, int pitch );
void (*pfnPrimeMusicStream)( char *filename, int looping );

View File

@@ -59,14 +59,14 @@ dll_info_t msacm_dll = { "msacm32.dll", msacm_funcs, false };
static int (_stdcall *pAVIStreamInfo)( PAVISTREAM pavi, AVISTREAMINFO *psi, LONG lSize );
static int (_stdcall *pAVIStreamRead)( PAVISTREAM pavi, LONG lStart, LONG lSamples, void *lpBuffer, LONG cbBuffer, LONG *plBytes, LONG *plSamples );
static PGETFRAME (_stdcall *pAVIStreamGetFrameOpen)( PAVISTREAM pavi, LPBITMAPINFOHEADER lpbiWanted );
static long (_stdcall *pAVIStreamTimeToSample)( PAVISTREAM pavi, LONG lTime );
static int (_stdcall *pAVIStreamTimeToSample)( PAVISTREAM pavi, LONG lTime );
static void* (_stdcall *pAVIStreamGetFrame)( PGETFRAME pg, LONG lPos );
static int (_stdcall *pAVIStreamGetFrameClose)( PGETFRAME pg );
static dword (_stdcall *pAVIStreamRelease)( PAVISTREAM pavi );
static int (_stdcall *pAVIFileOpen)( PAVIFILE *ppfile, LPCSTR szFile, UINT uMode, LPCLSID lpHandler );
static int (_stdcall *pAVIFileGetStream)( PAVIFILE pfile, PAVISTREAM *ppavi, DWORD fccType, LONG lParam );
static int (_stdcall *pAVIStreamReadFormat)( PAVISTREAM pavi, LONG lPos,LPVOID lpFormat, LONG *lpcbFormat );
static long (_stdcall *pAVIStreamStart)( PAVISTREAM pavi );
static int (_stdcall *pAVIStreamStart)( PAVISTREAM pavi );
static dword (_stdcall *pAVIFileRelease)( PAVIFILE pfile );
static void (_stdcall *pAVIFileInit)( void );
static void (_stdcall *pAVIFileExit)( void );
@@ -91,7 +91,7 @@ static dllfunc_t avifile_funcs[] =
};
dll_info_t avifile_dll = { "avifil32.dll", avifile_funcs, false };
typedef struct movie_state_s
{
qboolean active;
@@ -100,17 +100,17 @@ typedef struct movie_state_s
PAVIFILE pfile; // avi file pointer
PAVISTREAM video_stream; // video stream pointer
PGETFRAME video_getframe; // pointer to getframe object for video stream
long video_frames; // total frames
long video_xres; // video stream resolution
long video_yres;
int video_frames; // total frames
int video_xres; // video stream resolution
int video_yres;
float video_fps; // video stream fps
PAVISTREAM audio_stream; // audio stream pointer
WAVEFORMAT *audio_header; // audio stream header
long audio_header_size; // WAVEFORMAT is returned for PCM data; WAVEFORMATEX for others
long audio_codec; // WAVE_FORMAT_PCM is oldstyle: anything else needs conversion
long audio_length; // in converted samples
long audio_bytes_per_sample; // guess.
int audio_header_size; // WAVEFORMAT is returned for PCM data; WAVEFORMATEX for others
int audio_codec; // WAVE_FORMAT_PCM is oldstyle: anything else needs conversion
int audio_length; // in converted samples
int audio_bytes_per_sample; // guess.
// compressed audio specific data
dword cpa_blockalign; // block size to read
@@ -296,7 +296,7 @@ int AVI_TimeToSoundPosition( movie_state_t *Avi, int time )
}
// gets the raw frame data
byte *AVI_GetVideoFrame( movie_state_t *Avi, long frame )
byte *AVI_GetVideoFrame( movie_state_t *Avi, int frame )
{
LPBITMAPINFOHEADER frame_info;
byte *frame_raw;
@@ -385,7 +385,7 @@ qboolean AVI_SeekPosition( movie_state_t *Avi, dword offset )
// get a chunk of audio from the stream (in bytes)
int AVI_GetAudioChunk( movie_state_t *Avi, char *audiodata, int offset, int length )
{
long result = 0;
int result = 0;
int i;
// zero data past the end of the file
@@ -393,7 +393,7 @@ int AVI_GetAudioChunk( movie_state_t *Avi, char *audiodata, int offset, int leng
{
if( offset <= Avi->audio_length )
{
long remaining_length = Avi->audio_length - offset;
int remaining_length = Avi->audio_length - offset;
AVI_GetAudioChunk( Avi, audiodata, offset, remaining_length );
@@ -423,12 +423,12 @@ int AVI_GetAudioChunk( movie_state_t *Avi, char *audiodata, int offset, int leng
result = 0;
// seek to correct chunk and all that stuff
if( !AVI_SeekPosition( Avi, offset ))
if( !AVI_SeekPosition( Avi, offset ))
return 0; // don't continue if we're waiting for the play pointer to catch up
while( length > 0 )
{
long blockread = Avi->cpa_conversion_header.cbDstLengthUsed - Avi->cpa_blockpos;
int blockread = Avi->cpa_conversion_header.cbDstLengthUsed - Avi->cpa_blockpos;
if( blockread <= 0 ) // read next
{
@@ -491,7 +491,7 @@ void AVI_OpenVideo( movie_state_t *Avi, const char *filename, qboolean load_audi
{
BITMAPINFOHEADER bmih;
AVISTREAMINFO stream_info;
long opened_streams = 0;
int opened_streams = 0;
LONG hr;
// default state: non-working.
@@ -535,7 +535,7 @@ void AVI_OpenVideo( movie_state_t *Avi, const char *filename, qboolean load_audi
Avi->video_stream = Avi->audio_stream = NULL;
// open the streams until a stream is not available.
// open the streams until a stream is not available.
while( 1 )
{
PAVISTREAM stream = NULL;
@@ -558,7 +558,7 @@ void AVI_OpenVideo( movie_state_t *Avi, const char *filename, qboolean load_audi
}
else if( stream_info.fccType == streamtypeAUDIO && Avi->audio_stream == NULL && load_audio )
{
long size;
int size;
Avi->audio_stream = stream;
@@ -571,7 +571,7 @@ void AVI_OpenVideo( movie_state_t *Avi, const char *filename, qboolean load_audi
Avi->audio_codec = Avi->audio_header->wFormatTag;
// length of converted audio in samples
Avi->audio_length = (long)((float)stream_info.dwLength / Avi->audio_header->nAvgBytesPerSec );
Avi->audio_length = (int)((float)stream_info.dwLength / Avi->audio_header->nAvgBytesPerSec );
Avi->audio_length *= Avi->audio_header->nSamplesPerSec;
if( Avi->audio_codec != WAVE_FORMAT_PCM )
@@ -585,17 +585,17 @@ void AVI_OpenVideo( movie_state_t *Avi, const char *filename, qboolean load_audi
}
else Avi->audio_bytes_per_sample = Avi->audio_header->nBlockAlign;
Avi->audio_length *= Avi->audio_bytes_per_sample;
}
}
else
{
pAVIStreamRelease( stream );
}
}
// display error message-stream not found.
// display error message-stream not found.
if( Avi->video_stream == NULL )
{
if( Avi->pfile ) // if file is open, close it
if( Avi->pfile ) // if file is open, close it
pAVIFileRelease( Avi->pfile );
if( !Avi->quiet )
Con_DPrintf( S_ERROR "couldn't find a valid video stream.\n" );
@@ -613,9 +613,9 @@ void AVI_OpenVideo( movie_state_t *Avi, const char *filename, qboolean load_audi
}
bmih.biSize = sizeof( BITMAPINFOHEADER );
bmih.biPlanes = 1;
bmih.biPlanes = 1;
bmih.biBitCount = 32;
bmih.biCompression = BI_RGB;
bmih.biCompression = BI_RGB;
bmih.biWidth = Avi->video_xres;
bmih.biHeight = -Avi->video_yres; // invert height to flip image upside down

View File

@@ -126,8 +126,8 @@ void CL_PlayCDTrack_f( void )
int i, maxTrack;
for( maxTrack = i = 0; i < MAX_CDTRACKS; i++ )
if( Q_strlen( clgame.cdtracks[i] )) maxTrack++;
if( COM_CheckStringEmpty( clgame.cdtracks[i] ) ) maxTrack++;
Con_Printf( "%u tracks\n", maxTrack );
if( track )
{
@@ -140,11 +140,11 @@ void CL_PlayCDTrack_f( void )
else Con_Printf( "%s: unknown command %s\n", Cmd_Argv( 0 ), command );
}
/*
==================
/*
==================
CL_ScreenshotGetName
==================
*/
==================
*/
qboolean CL_ScreenshotGetName( int lastnum, char *filename )
{
if( lastnum < 0 || lastnum > 9999 )
@@ -153,16 +153,16 @@ qboolean CL_ScreenshotGetName( int lastnum, char *filename )
return false;
}
Q_sprintf( filename, "scrshots/%s_shot%0004d.png", clgame.mapname, lastnum );
Q_sprintf( filename, "scrshots/%s_shot%04d.png", clgame.mapname, lastnum );
return true;
}
/*
==================
/*
==================
CL_SnapshotGetName
==================
*/
==================
*/
qboolean CL_SnapshotGetName( int lastnum, char *filename )
{
if( lastnum < 0 || lastnum > 9999 )
@@ -172,26 +172,26 @@ qboolean CL_SnapshotGetName( int lastnum, char *filename )
return false;
}
Q_sprintf( filename, "../%s_%0004d.png", clgame.mapname, lastnum );
Q_sprintf( filename, "../%s_%04d.png", clgame.mapname, lastnum );
return true;
}
/*
==============================================================================
SCREEN SHOTS
==============================================================================
/*
==============================================================================
SCREEN SHOTS
==============================================================================
*/
/*
==================
/*
==================
CL_ScreenShot_f
normal screenshot
==================
==================
*/
void CL_ScreenShot_f( void )
void CL_ScreenShot_f( void )
{
int i;
string checkname;
@@ -222,14 +222,14 @@ void CL_ScreenShot_f( void )
cls.envshot_viewsize = 0;
}
/*
==================
/*
==================
CL_SnapShot_f
save screenshots into root dir
==================
==================
*/
void CL_SnapShot_f( void )
void CL_SnapShot_f( void )
{
int i;
string checkname;
@@ -263,12 +263,12 @@ void CL_SnapShot_f( void )
cls.envshot_viewsize = 0;
}
/*
==================
/*
==================
CL_EnvShot_f
cubemap view
==================
==================
*/
void CL_EnvShot_f( void )
{
@@ -284,12 +284,12 @@ void CL_EnvShot_f( void )
cls.envshot_viewsize = 0;
}
/*
==================
/*
==================
CL_SkyShot_f
skybox view
==================
==================
*/
void CL_SkyShot_f( void )
{
@@ -305,13 +305,13 @@ void CL_SkyShot_f( void )
cls.envshot_viewsize = 0;
}
/*
==================
/*
==================
CL_LevelShot_f
splash logo while map is loading
==================
*/
==================
*/
void CL_LevelShot_f( void )
{
size_t ft1, ft2;
@@ -345,13 +345,13 @@ void CL_LevelShot_f( void )
else cls.scrshot_action = scrshot_inactive; // disable - not needs
}
/*
==================
/*
==================
CL_SaveShot_f
mini-pic in loadgame menu
==================
*/
==================
*/
void CL_SaveShot_f( void )
{
if( Cmd_Argc() < 2 )
@@ -360,7 +360,7 @@ void CL_SaveShot_f( void )
return;
}
Q_sprintf( cls.shotname, "%s%s.bmp", DEFAULT_SAVE_DIRECTORY, Cmd_Argv( 1 ));
Q_sprintf( cls.shotname, DEFAULT_SAVE_DIRECTORY "%s.bmp", Cmd_Argv( 1 ));
cls.scrshot_action = scrshot_savegame; // build new frame for saveshot
}
@@ -418,3 +418,32 @@ void SCR_Viewpos_f( void )
Con_Printf( "org ( %g %g %g )\n", refState.vieworg[0], refState.vieworg[1], refState.vieworg[2] );
Con_Printf( "ang ( %g %g %g )\n", refState.viewangles[0], refState.viewangles[1], refState.viewangles[2] );
}
/*
=============
CL_WavePlayLen_f
=============
*/
void CL_WavePlayLen_f( void )
{
const char *name;
uint msecs;
if( Cmd_Argc() != 2 )
{
Con_Printf( "waveplaylen <wave file name>: returns approximate number of milliseconds a wave file will take to play.\n" );
return;
}
name = Cmd_Argv( 1 );
msecs = Sound_GetApproxWavePlayLen( name );
if( msecs == 0 )
{
Con_Printf( "Unable to read %s, file may be missing or incorrectly formatted.\n", name );
return;
}
Con_Printf( "Play time is approximately %dms\n", msecs );
}

View File

@@ -39,9 +39,9 @@ qboolean CL_CheckFile( sizebuf_t *msg, resource_t *pResource )
}
if( pResource->type == t_sound )
Q_strncpy( filepath, va( "%s%s", DEFAULT_SOUNDPATH, pResource->szFileName ), sizeof( filepath ));
Q_snprintf( filepath, sizeof( filepath ), DEFAULT_SOUNDPATH "%s", pResource->szFileName );
else Q_strncpy( filepath, pResource->szFileName, sizeof( filepath ));
if( !COM_IsSafeFileToDownload( filepath ))
{
Con_Reportf( "refusing to download %s\n", filepath );

View File

@@ -86,6 +86,7 @@ const char *svc_strings[svc_lastmsg+1] =
"svc_resourcelocation",
"svc_querycvarvalue",
"svc_querycvarvalue2",
"svc_exec",
};
typedef struct
@@ -97,7 +98,7 @@ typedef struct
typedef struct
{
oldcmd_t oldcmd[MSG_COUNT];
oldcmd_t oldcmd[MSG_COUNT];
int currentcmd;
qboolean parsing;
} msg_debug_t;
@@ -155,7 +156,7 @@ void CL_Parse_RecordCommand( int cmd, int startoffset )
int slot;
if( cmd == svc_nop ) return;
slot = ( cls_message_debug.currentcmd++ & MSG_MASK );
cls_message_debug.oldcmd[slot].command = cmd;
cls_message_debug.oldcmd[slot].starting_offset = startoffset;
@@ -187,7 +188,7 @@ write net_message into buffer.dat for debugging
static void CL_WriteErrorMessage( int current_count, sizebuf_t *msg )
{
const char *buffer_file = "buffer.dat";
file_t *fp;
file_t *fp;
fp = FS_Open( buffer_file, "wb", false );
if( !fp ) return;

View File

@@ -156,7 +156,7 @@ CL_GetDemoRecordClock
write time while demo is recording
====================
*/
float CL_GetDemoRecordClock( void )
float CL_GetDemoRecordClock( void )
{
return cl.mtime[0];
}
@@ -168,7 +168,7 @@ CL_GetDemoPlaybackClock
overwrite host.realtime
====================
*/
float CL_GetDemoPlaybackClock( void )
float CL_GetDemoPlaybackClock( void )
{
return host.realtime + host.frametime;
}
@@ -353,7 +353,7 @@ void CL_WriteDemoHeader( const char *name )
int copysize;
int savepos;
int curpos;
Con_Printf( "recording to %s.\n", name );
cls.demofile = FS_Open( name, "wb", false );
cls.demotime = 0.0;
@@ -371,7 +371,7 @@ void CL_WriteDemoHeader( const char *name )
demo.header.id = IDEMOHEADER;
demo.header.dem_protocol = DEMO_PROTOCOL;
demo.header.net_protocol = PROTOCOL_VERSION;
demo.header.net_protocol = cls.legacymode ? PROTOCOL_LEGACY_VERSION : PROTOCOL_VERSION;
demo.header.host_fps = bound( MIN_FPS, host_maxfps->value, MAX_FPS );
Q_strncpy( demo.header.mapname, clgame.mapname, sizeof( demo.header.mapname ));
Q_strncpy( demo.header.comment, clgame.maptitle, sizeof( demo.header.comment ));
@@ -467,7 +467,7 @@ void CL_StopRecord( void )
demo.header.directory_offset = curpos;
FS_Seek( cls.demofile, 0, SEEK_SET );
FS_Write( cls.demofile, &demo.header, sizeof( demo.header ));
FS_Close( cls.demofile );
cls.demofile = NULL;
cls.demorecording = false;
@@ -726,9 +726,9 @@ qboolean CL_DemoMoveToNextSection( void )
// switch to next section, we got a dem_stop
demo.entry = &demo.directory.entries[demo.entryIndex];
// ready to continue reading, reset clock.
FS_Seek( cls.demofile, demo.entry->offset, SEEK_SET );
FS_Seek( cls.demofile, demo.entry->offset, SEEK_SET );
// time is now relative to this chunk's clock.
demo.starttime = CL_GetDemoPlaybackClock();
@@ -739,7 +739,7 @@ qboolean CL_DemoMoveToNextSection( void )
qboolean CL_ReadRawNetworkData( byte *buffer, size_t *length )
{
int msglen = 0;
int msglen = 0;
Assert( buffer != NULL );
Assert( length != NULL );
@@ -795,8 +795,8 @@ qboolean CL_DemoReadMessageQuake( byte *buffer, size_t *length )
demoangle_t *a;
*length = 0; // assume we fail
// decide if it is time to grab the next message
// decide if it is time to grab the next message
if( cls.signon == SIGNONS ) // allways grab until fully connected
{
if( cls.timedemo )
@@ -971,7 +971,7 @@ qboolean CL_DemoReadMessage( byte *buffer, size_t *length )
}
} while( swallowmessages );
// If we are playing back a timedemo, and we've already passed on a
// If we are playing back a timedemo, and we've already passed on a
// frame update for this host_frame tag, then we'll just skip this message.
if( cls.timedemo && ( tdlastdemoframe == host.framecount ))
{
@@ -993,7 +993,7 @@ qboolean CL_DemoReadMessage( byte *buffer, size_t *length )
{
// cheat by moving the relative start time forward.
demo.starttime = CL_GetDemoPlaybackClock();
}
}
}
demo.framecount++;
@@ -1101,9 +1101,9 @@ void CL_FinishTimeDemo( void )
{
int frames;
double time;
cls.timedemo = false;
// the first frame didn't count
frames = (host.framecount - cls.td_startframe) - 1;
time = host.realtime - cls.td_starttime;
@@ -1151,7 +1151,7 @@ void CL_StopPlayback( void )
}
else
{
// let game known about demo state
// let game known about demo state
Cvar_FullSet( "cl_background", "0", FCVAR_READ_ONLY );
cls.state = ca_disconnected;
memset( &cls.serveradr, 0, sizeof( cls.serveradr ) );
@@ -1166,12 +1166,12 @@ void CL_StopPlayback( void )
}
}
/*
==================
/*
==================
CL_GetDemoComment
==================
*/
int CL_GetDemoComment( const char *demoname, char *comment )
==================
*/
int GAME_EXPORT CL_GetDemoComment( const char *demoname, char *comment )
{
file_t *demfile;
demoheader_t demohdr;
@@ -1179,13 +1179,13 @@ int CL_GetDemoComment( const char *demoname, char *comment )
demoentry_t entry;
float playtime = 0.0f;
int i;
if( !comment ) return false;
demfile = FS_Open( demoname, "rb", false );
if( !demfile )
{
Q_strncpy( comment, "", MAX_STRING );
comment[0] = '\0';
return false;
}
@@ -1199,7 +1199,9 @@ int CL_GetDemoComment( const char *demoname, char *comment )
return false;
}
if( demohdr.net_protocol != PROTOCOL_VERSION || demohdr.dem_protocol != DEMO_PROTOCOL )
if(( demohdr.net_protocol != PROTOCOL_VERSION &&
demohdr.net_protocol != PROTOCOL_LEGACY_VERSION ) ||
demohdr.dem_protocol != DEMO_PROTOCOL )
{
FS_Close( demfile );
Q_strncpy( comment, "<invalid protocol>", MAX_STRING );
@@ -1226,11 +1228,11 @@ int CL_GetDemoComment( const char *demoname, char *comment )
// split comment to sections
Q_strncpy( comment, demohdr.mapname, CS_SIZE );
Q_strncpy( comment + CS_SIZE, demohdr.comment, CS_SIZE );
Q_strncpy( comment + CS_SIZE * 2, va( "%g sec", playtime ), CS_TIME );
Q_snprintf( comment + CS_SIZE * 2, CS_TIME, "%g sec", playtime );
// all done
FS_Close( demfile );
return true;
}
@@ -1267,12 +1269,12 @@ qboolean CL_NextDemo( void )
return true;
}
/*
==================
/*
==================
CL_CheckStartupDemos
queue demos loop after movie playing
==================
==================
*/
void CL_CheckStartupDemos( void )
{
@@ -1297,11 +1299,11 @@ void CL_CheckStartupDemos( void )
CL_NextDemo ();
}
/*
==================
/*
==================
CL_DemoGetName
==================
*/
==================
*/
static void CL_DemoGetName( int lastnum, char *filename )
{
if( lastnum < 0 || lastnum > 9999 )
@@ -1311,7 +1313,7 @@ static void CL_DemoGetName( int lastnum, char *filename )
return;
}
Q_sprintf( filename, "demo%0004d", lastnum );
Q_sprintf( filename, "demo%04d", lastnum );
}
/*
@@ -1381,13 +1383,13 @@ void CL_Record_f( void )
// open the demo file
Q_sprintf( demopath, "%s.dem", demoname );
// make sure what old demo is removed
// make sure that old demo is removed
if( FS_FileExists( demopath, false ))
FS_Delete( demopath );
Q_strncpy( cls.demoname, demoname, sizeof( cls.demoname ));
Q_strncpy( gameui.globals->demoname, demoname, sizeof( gameui.globals->demoname ));
CL_WriteDemoHeader( demopath );
}
@@ -1476,13 +1478,17 @@ void CL_PlayDemo_f( void )
return;
}
if( demo.header.net_protocol != PROTOCOL_VERSION || demo.header.dem_protocol != DEMO_PROTOCOL )
if( demo.header.dem_protocol != DEMO_PROTOCOL )
{
if( demo.header.dem_protocol != DEMO_PROTOCOL )
Con_Printf( S_ERROR "playdemo: demo protocol outdated (%i should be %i)\n", demo.header.dem_protocol, DEMO_PROTOCOL );
Con_Printf( S_ERROR "playdemo: demo protocol outdated (%i should be %i)\n", demo.header.dem_protocol, DEMO_PROTOCOL );
CL_DemoAborted();
return;
}
if( demo.header.net_protocol != PROTOCOL_VERSION )
Con_Printf( S_ERROR "playdemo: net protocol outdated (%i should be %i)\n", demo.header.net_protocol, PROTOCOL_VERSION );
if( demo.header.net_protocol != PROTOCOL_VERSION &&
demo.header.net_protocol != PROTOCOL_LEGACY_VERSION )
{
Con_Printf( S_ERROR "playdemo: net protocol outdated (%i should be %i)\n", demo.header.net_protocol, PROTOCOL_VERSION );
CL_DemoAborted();
return;
}
@@ -1515,6 +1521,7 @@ void CL_PlayDemo_f( void )
// g-cont. is this need?
Q_strncpy( cls.servername, demoname, sizeof( cls.servername ));
cls.legacymode = demo.header.net_protocol == PROTOCOL_LEGACY_VERSION;
// begin a playback demo
}

View File

@@ -18,7 +18,7 @@ GNU General Public License for more details.
#include "studio.h"
#include "world.h" // BOX_ON_PLANE_SIDE
#include "client.h"
#include "mathlib.h"
#include "xash3d_mathlib.h"
/*
===============================================================================
@@ -43,9 +43,9 @@ Call when removing an object from the world or moving it to another position
void R_RemoveEfrags( cl_entity_t *ent )
{
efrag_t *ef, *old, *walk, **prev;
ef = ent->efrag;
while( ef )
{
prev = &ef->leaf->efrags;
@@ -55,22 +55,22 @@ void R_RemoveEfrags( cl_entity_t *ent )
if( !walk ) break;
if( walk == ef )
{
{
// remove this fragment
*prev = ef->leafnext;
break;
}
else prev = &walk->leafnext;
}
old = ef;
ef = ef->entnext;
// put it on the free list
old->entnext = clgame.free_efrags;
clgame.free_efrags = old;
}
ent->efrag = NULL;
ent->efrag = NULL;
}
/*
@@ -83,10 +83,10 @@ static void R_SplitEntityOnNode( mnode_t *node )
efrag_t *ef;
mleaf_t *leaf;
int sides;
if( node->contents == CONTENTS_SOLID )
return;
// add an efrag if the node is a leaf
if( node->contents < 0 )
{
@@ -105,29 +105,29 @@ static void R_SplitEntityOnNode( mnode_t *node )
clgame.free_efrags = ef->entnext;
ef->entity = r_addent;
// add the entity link
// add the entity link
*lastlink = ef;
lastlink = &ef->entnext;
ef->entnext = NULL;
// set the leaf links
ef->leaf = leaf;
ef->leafnext = leaf->efrags;
leaf->efrags = ef;
return;
}
// NODE_MIXED
sides = BOX_ON_PLANE_SIDE( r_emins, r_emaxs, node->plane );
if( sides == 3 )
{
// split on this plane
// if this is the first splitter of this bmodel, remember it
if( !r_pefragtopnode ) r_pefragtopnode = node;
}
// recurse down the contacted sides
if( sides & 1 ) R_SplitEntityOnNode( node->children[0] );
if( sides & 2 ) R_SplitEntityOnNode( node->children[1] );
@@ -143,7 +143,7 @@ void R_AddEfrags( cl_entity_t *ent )
matrix3x4 transform;
vec3_t outmins, outmaxs;
int i;
if( !ent->model )
return;
@@ -202,7 +202,7 @@ void R_StoreEfrags( efrag_t **ppefrag, int framecount )
ppefrag = &pefrag->leafnext;
break;
default:
default:
break;
}
}

View File

@@ -39,7 +39,7 @@ R_LookupColor
find nearest color in particle palette
================
*/
short R_LookupColor( byte r, byte g, byte b )
short GAME_EXPORT R_LookupColor( byte r, byte g, byte b )
{
int i, best;
float diff, bestdiff;
@@ -74,7 +74,7 @@ R_GetPackedColor
in hardware mode does nothing
================
*/
void R_GetPackedColor( short *packed, short color )
void GAME_EXPORT R_GetPackedColor( short *packed, short color )
{
if( packed ) *packed = 0;
}
@@ -187,7 +187,7 @@ R_AllocParticle
can return NULL if particles is out
================
*/
particle_t *R_AllocParticle( void (*callback)( particle_t*, float ))
particle_t * GAME_EXPORT R_AllocParticle( void (*callback)( particle_t*, float ))
{
particle_t *p;
@@ -513,19 +513,19 @@ void CL_ReadLineFile_f( void )
while( 1 )
{
pfile = COM_ParseFile( pfile, token );
pfile = COM_ParseFile( pfile, token, sizeof( token ));
if( !pfile ) break;
p1[0] = Q_atof( token );
pfile = COM_ParseFile( pfile, token );
pfile = COM_ParseFile( pfile, token, sizeof( token ));
if( !pfile ) break;
p1[1] = Q_atof( token );
pfile = COM_ParseFile( pfile, token );
pfile = COM_ParseFile( pfile, token, sizeof( token ));
if( !pfile ) break;
p1[2] = Q_atof( token );
pfile = COM_ParseFile( pfile, token );
pfile = COM_ParseFile( pfile, token, sizeof( token ));
if( !pfile ) break;
if( token[0] != '-' )
@@ -534,15 +534,15 @@ void CL_ReadLineFile_f( void )
break;
}
pfile = COM_ParseFile( pfile, token );
pfile = COM_ParseFile( pfile, token, sizeof( token ));
if( !pfile ) break;
p2[0] = Q_atof( token );
pfile = COM_ParseFile( pfile, token );
pfile = COM_ParseFile( pfile, token, sizeof( token ));
if( !pfile ) break;
p2[1] = Q_atof( token );
pfile = COM_ParseFile( pfile, token );
pfile = COM_ParseFile( pfile, token, sizeof( token ));
if( !pfile ) break;
p2[2] = Q_atof( token );
@@ -654,7 +654,7 @@ Remove beam attached to specified entity
and all particle trails (if this is a beamfollow)
==============
*/
void R_BeamKill( int deadEntity )
void GAME_EXPORT R_BeamKill( int deadEntity )
{
cl_entity_t *pDeadEntity;
@@ -828,7 +828,7 @@ R_BeamEnts
Create beam between two ents
==============
*/
BEAM *R_BeamEnts( int startEnt, int endEnt, int modelIndex, float life, float width, float amplitude, float brightness,
BEAM * GAME_EXPORT R_BeamEnts( int startEnt, int endEnt, int modelIndex, float life, float width, float amplitude, float brightness,
float speed, int startFrame, float framerate, float r, float g, float b )
{
cl_entity_t *start, *end;
@@ -873,7 +873,7 @@ R_BeamPoints
Create beam between two points
==============
*/
BEAM *R_BeamPoints( vec3_t start, vec3_t end, int modelIndex, float life, float width, float amplitude,
BEAM * GAME_EXPORT R_BeamPoints( vec3_t start, vec3_t end, int modelIndex, float life, float width, float amplitude,
float brightness, float speed, int startFrame, float framerate, float r, float g, float b )
{
BEAM *pbeam;
@@ -904,7 +904,7 @@ R_BeamCirclePoints
Create beam cicrle
==============
*/
BEAM *R_BeamCirclePoints( int type, vec3_t start, vec3_t end, int modelIndex, float life, float width,
BEAM * GAME_EXPORT R_BeamCirclePoints( int type, vec3_t start, vec3_t end, int modelIndex, float life, float width,
float amplitude, float brightness, float speed, int startFrame, float framerate, float r, float g, float b )
{
BEAM *pbeam = R_BeamLightning( start, end, modelIndex, life, width, amplitude, brightness, speed );
@@ -925,7 +925,7 @@ R_BeamEntPoint
Create beam between entity and point
==============
*/
BEAM *R_BeamEntPoint( int startEnt, vec3_t end, int modelIndex, float life, float width, float amplitude,
BEAM *GAME_EXPORT R_BeamEntPoint( int startEnt, vec3_t end, int modelIndex, float life, float width, float amplitude,
float brightness, float speed, int startFrame, float framerate, float r, float g, float b )
{
BEAM *pbeam;
@@ -965,7 +965,7 @@ R_BeamRing
Create beam between two ents
==============
*/
BEAM *R_BeamRing( int startEnt, int endEnt, int modelIndex, float life, float width, float amplitude, float brightness,
BEAM * GAME_EXPORT R_BeamRing( int startEnt, int endEnt, int modelIndex, float life, float width, float amplitude, float brightness,
float speed, int startFrame, float framerate, float r, float g, float b )
{
BEAM *pbeam;
@@ -1001,7 +1001,7 @@ R_BeamFollow
Create beam following with entity
==============
*/
BEAM *R_BeamFollow( int startEnt, int modelIndex, float life, float width, float r, float g, float b, float brightness )
BEAM *GAME_EXPORT R_BeamFollow( int startEnt, int modelIndex, float life, float width, float r, float g, float b, float brightness )
{
BEAM *pbeam = R_BeamAlloc();
@@ -1030,7 +1030,7 @@ R_BeamLightning
template for new beams
==============
*/
BEAM *R_BeamLightning( vec3_t start, vec3_t end, int modelIndex, float life, float width, float amplitude, float brightness, float speed )
BEAM *GAME_EXPORT R_BeamLightning( vec3_t start, vec3_t end, int modelIndex, float life, float width, float amplitude, float brightness, float speed )
{
BEAM *pbeam = R_BeamAlloc();
@@ -1054,7 +1054,7 @@ R_EntityParticles
set EF_BRIGHTFIELD effect
===============
*/
void R_EntityParticles( cl_entity_t *ent )
void GAME_EXPORT R_EntityParticles( cl_entity_t *ent )
{
float angle;
float sr, sp, sy, cr, cp, cy;
@@ -1089,7 +1089,7 @@ R_ParticleExplosion
===============
*/
void R_ParticleExplosion( const vec3_t org )
void GAME_EXPORT R_ParticleExplosion( const vec3_t org )
{
particle_t *p;
int i, j;
@@ -1120,7 +1120,7 @@ R_ParticleExplosion2
===============
*/
void R_ParticleExplosion2( const vec3_t org, int colorStart, int colorLength )
void GAME_EXPORT R_ParticleExplosion2( const vec3_t org, int colorStart, int colorLength )
{
int i, j;
int colorMod = 0;
@@ -1152,7 +1152,7 @@ R_BlobExplosion
===============
*/
void R_BlobExplosion( const vec3_t org )
void GAME_EXPORT R_BlobExplosion( const vec3_t org )
{
particle_t *p;
int i, j;
@@ -1191,7 +1191,7 @@ ParticleEffect
PARTICLE_EFFECT on server
===============
*/
void R_RunParticleEffect( const vec3_t org, const vec3_t dir, int color, int count )
void GAME_EXPORT R_RunParticleEffect( const vec3_t org, const vec3_t dir, int color, int count )
{
particle_t *p;
int i;
@@ -1224,7 +1224,7 @@ R_Blood
particle spray
===============
*/
void R_Blood( const vec3_t org, const vec3_t ndir, int pcolor, int speed )
void GAME_EXPORT R_Blood( const vec3_t org, const vec3_t ndir, int pcolor, int speed )
{
vec3_t pos, dir, vec;
float pspeed = speed * 3.0f;
@@ -1260,7 +1260,7 @@ R_BloodStream
particle spray 2
===============
*/
void R_BloodStream( const vec3_t org, const vec3_t dir, int pcolor, int speed )
void GAME_EXPORT R_BloodStream( const vec3_t org, const vec3_t dir, int pcolor, int speed )
{
particle_t *p;
int i, j;
@@ -1337,7 +1337,7 @@ R_LavaSplash
===============
*/
void R_LavaSplash( const vec3_t org )
void GAME_EXPORT R_LavaSplash( const vec3_t org )
{
particle_t *p;
float vel;
@@ -1379,7 +1379,7 @@ R_ParticleBurst
===============
*/
void R_ParticleBurst( const vec3_t org, int size, int color, float life )
void GAME_EXPORT R_ParticleBurst( const vec3_t org, int size, int color, float life )
{
particle_t *p;
vec3_t dir, dest;
@@ -1412,7 +1412,7 @@ R_LargeFunnel
===============
*/
void R_LargeFunnel( const vec3_t org, int reverse )
void GAME_EXPORT R_LargeFunnel( const vec3_t org, int reverse )
{
particle_t *p;
float vel, dist;
@@ -1459,7 +1459,7 @@ R_TeleportSplash
===============
*/
void R_TeleportSplash( const vec3_t org )
void GAME_EXPORT R_TeleportSplash( const vec3_t org )
{
particle_t *p;
vec3_t dir;
@@ -1501,7 +1501,7 @@ R_RocketTrail
===============
*/
void R_RocketTrail( vec3_t start, vec3_t end, int type )
void GAME_EXPORT R_RocketTrail( vec3_t start, vec3_t end, int type )
{
vec3_t vec, right, up;
static int tracercount;
@@ -1620,7 +1620,7 @@ R_ParticleLine
================
*/
void R_ParticleLine( const vec3_t start, const vec3_t end, byte r, byte g, byte b, float life )
void GAME_EXPORT R_ParticleLine( const vec3_t start, const vec3_t end, byte r, byte g, byte b, float life )
{
int pcolor;
@@ -1634,7 +1634,7 @@ R_ParticleBox
================
*/
void R_ParticleBox( const vec3_t absmin, const vec3_t absmax, byte r, byte g, byte b, float life )
void GAME_EXPORT R_ParticleBox( const vec3_t absmin, const vec3_t absmax, byte r, byte g, byte b, float life )
{
vec3_t mins, maxs;
vec3_t origin;
@@ -1655,7 +1655,7 @@ R_ShowLine
================
*/
void R_ShowLine( const vec3_t start, const vec3_t end )
void GAME_EXPORT R_ShowLine( const vec3_t start, const vec3_t end )
{
vec3_t dir, org;
float len;
@@ -1687,7 +1687,7 @@ R_BulletImpactParticles
===============
*/
void R_BulletImpactParticles( const vec3_t pos )
void GAME_EXPORT R_BulletImpactParticles( const vec3_t pos )
{
int i, quantity;
int color;
@@ -1729,7 +1729,7 @@ R_FlickerParticles
===============
*/
void R_FlickerParticles( const vec3_t org )
void GAME_EXPORT R_FlickerParticles( const vec3_t org )
{
particle_t *p;
int i;
@@ -1757,7 +1757,7 @@ R_StreakSplash
create a splash of streaks
===============
*/
void R_StreakSplash( const vec3_t pos, const vec3_t dir, int color, int count, float speed, int velocityMin, int velocityMax )
void GAME_EXPORT R_StreakSplash( const vec3_t pos, const vec3_t dir, int color, int count, float speed, int velocityMin, int velocityMax )
{
vec3_t vel, vel2;
particle_t *p;
@@ -1822,7 +1822,7 @@ R_TracerEffect
===============
*/
void R_TracerEffect( const vec3_t start, const vec3_t end )
void GAME_EXPORT R_TracerEffect( const vec3_t start, const vec3_t end )
{
vec3_t pos, vel, dir;
float len, speed;
@@ -1849,7 +1849,7 @@ R_UserTracerParticle
===============
*/
void R_UserTracerParticle( float *org, float *vel, float life, int colorIndex, float length, byte deathcontext, void (*deathfunc)( particle_t *p ))
void GAME_EXPORT R_UserTracerParticle( float *org, float *vel, float life, int colorIndex, float length, byte deathcontext, void (*deathfunc)( particle_t *p ))
{
particle_t *p;
@@ -1884,7 +1884,7 @@ R_SparkStreaks
create a streak tracers
===============
*/
void R_SparkStreaks( const vec3_t pos, int count, int velocityMin, int velocityMax )
void GAME_EXPORT R_SparkStreaks( const vec3_t pos, int count, int velocityMin, int velocityMax )
{
particle_t *p;
vec3_t vel;
@@ -1912,7 +1912,7 @@ R_Implosion
make implosion tracers
===============
*/
void R_Implosion( const vec3_t end, float radius, int count, float life )
void GAME_EXPORT R_Implosion( const vec3_t end, float radius, int count, float life )
{
float dist = ( radius / 100.0f );
vec3_t start, temp, vel;
@@ -2020,15 +2020,15 @@ void CL_ReadPointFile_f( void )
while( 1 )
{
pfile = COM_ParseFile( pfile, token );
pfile = COM_ParseFile( pfile, token, sizeof( token ));
if( !pfile ) break;
org[0] = Q_atof( token );
pfile = COM_ParseFile( pfile, token );
pfile = COM_ParseFile( pfile, token, sizeof( token ));
if( !pfile ) break;
org[1] = Q_atof( token );
pfile = COM_ParseFile( pfile, token );
pfile = COM_ParseFile( pfile, token, sizeof( token ));
if( !pfile ) break;
org[2] = Q_atof( token );
@@ -2152,6 +2152,7 @@ void CL_ThinkParticle( double frametime, particle_t *p )
p->vel[2] -= grav;
break;
}
// intentionally fallthrough
case pt_blob2:
if( p->packedColor == 255 )
{

View File

@@ -78,23 +78,48 @@ CL_DescribeEvent
=============
*/
void CL_DescribeEvent( int slot, int flags, const char *eventname )
void CL_DescribeEvent( event_info_t *ei, int slot )
{
int idx = (slot & 31);
int idx = (slot & 63) * 2;
con_nprint_t info;
string origin_str = { 0 }; //, angles_str = { 0 };
if( !eventname || !cl_showevents->value )
if( !cl_showevents->value )
return;
// mark reliable as green and unreliable as red
if( FBitSet( flags, FEV_RELIABLE ))
VectorSet( info.color, 0.0f, 1.0f, 0.0f );
else VectorSet( info.color, 1.0f, 0.0f, 0.0f );
info.time_to_live = 0.5f;
info.time_to_live = 1.0f;
info.index = idx;
Con_NXPrintf( &info, "%i %f %s", slot, cl.time, eventname );
// mark reliable as green and unreliable as red
if( FBitSet( ei->flags, FEV_RELIABLE ))
VectorSet( info.color, 0.5f, 1.0f, 0.5f );
else VectorSet( info.color, 1.0f, 0.5f, 0.5f );
if( !VectorIsNull( ei->args.origin ))
{
Q_snprintf( origin_str, sizeof( origin_str ), "(%.2f,%.2f,%.2f)",
ei->args.origin[0], ei->args.origin[1], ei->args.origin[2]);
}
/*if( !VectorIsNull( ei->args.angles ))
{
Q_snprintf( angles_str, sizeof( angles_str ), "ang %.2f %.2f %.2f",
ei->args.angles[0], ei->args.angles[1], ei->args.angles[2]);
}*/
Con_NXPrintf( &info, "%i %.2f %c %s %s",
slot, cl.time,
(FBitSet( ei->flags, FEV_CLIENT ) ? 'c' :
FBitSet( ei->flags, FEV_SERVER ) ? 's' : '?'),
cl.event_precache[ei->index],
origin_str);
info.index++;
Con_NXPrintf( &info, "b(%i,%i) i(%i,%i) f(%.2f,%.2f)",
ei->args.bparam1, ei->args.bparam2,
ei->args.iparam1, ei->args.iparam2,
ei->args.fparam1, ei->args.fparam2);
}
/*
@@ -134,7 +159,7 @@ CL_EventIndex
word CL_EventIndex( const char *name )
{
int i;
if( !COM_CheckString( name ))
return 0;
@@ -189,7 +214,7 @@ qboolean CL_FireEvent( event_info_t *ei, int slot )
// get the func pointer
for( i = 0; i < MAX_EVENTS; i++ )
{
ev = clgame.events[i];
ev = clgame.events[i];
if( !ev )
{
@@ -202,14 +227,14 @@ qboolean CL_FireEvent( event_info_t *ei, int slot )
{
if( ev->func )
{
CL_DescribeEvent( slot, ei->flags, cl.event_precache[ei->index] );
CL_DescribeEvent( ei, slot );
ev->func( &ei->args );
return true;
}
name = cl.event_precache[ei->index];
Con_Reportf( S_ERROR "CL_FireEvent: %s not hooked\n", name );
break;
break;
}
}
@@ -437,7 +462,7 @@ void CL_ParseEvent( sizebuf_t *msg )
args.angles[PITCH] /= -3.0f;
}
}
// Place event on queue
CL_QueueEvent( FEV_SERVER, event_index, delay, &args );
}
@@ -450,7 +475,7 @@ CL_PlaybackEvent
=============
*/
void CL_PlaybackEvent( int flags, const edict_t *pInvoker, word eventindex, float delay, float *origin,
void GAME_EXPORT CL_PlaybackEvent( int flags, const edict_t *pInvoker, word eventindex, float delay, float *origin,
float *angles, float fparam1, float fparam2, int iparam1, int iparam2, int bparam1, int bparam2 )
{
event_args_t args;
@@ -469,7 +494,7 @@ void CL_PlaybackEvent( int flags, const edict_t *pInvoker, word eventindex, floa
if( !CL_EventIndex( cl.event_precache[eventindex] ))
{
Con_DPrintf( S_ERROR "CL_PlaybackEvent: event %i was not precached\n", eventindex );
return;
return;
}
SetBits( flags, FEV_CLIENT ); // it's a client event

View File

@@ -131,6 +131,9 @@ some ents will be ignore lerping
*/
qboolean CL_EntityIgnoreLerp( cl_entity_t *e )
{
if( cl_nointerp->value > 0.f )
return true;
if( e->model && e->model->type == mod_alias )
return false;
@@ -323,7 +326,7 @@ void CL_ProcessEntityUpdate( cl_entity_t *ent )
}
// g-cont. it should be done for all the players?
if( ent->player && !FBitSet( host.features, ENGINE_COMPUTE_STUDIO_LERP ))
if( ent->player && !FBitSet( host.features, ENGINE_COMPUTE_STUDIO_LERP ))
ent->curstate.angles[PITCH] /= -3.0f;
VectorCopy( ent->curstate.origin, ent->origin );
@@ -529,6 +532,13 @@ void CL_ComputePlayerOrigin( cl_entity_t *ent )
if( !ent->player || ent->index == ( cl.playernum + 1 ))
return;
if( cl_nointerp->value > 0.f )
{
VectorCopy( ent->curstate.angles, ent->angles );
VectorCopy( ent->curstate.origin, ent->origin );
return;
}
if( cls.demoplayback == DEMO_QUAKE1 )
{
// quake lerping is easy
@@ -782,7 +792,7 @@ int CL_ParsePacketEntities( sizebuf_t *msg, qboolean delta )
}
if( subtracted >= CL_UPDATE_MASK )
{
{
// we can't use this, it is too old
Con_NPrintf( 2, "^3Warning:^1 delta frame is too old^7\n" );
CL_FlushEntityPacket( msg );
@@ -850,7 +860,7 @@ int CL_ParsePacketEntities( sizebuf_t *msg, qboolean delta )
player = CL_IsPlayerIndex( newnum );
while( oldnum < newnum )
{
{
// one or more entities from the old packet are unchanged
CL_DeltaEntity( msg, newframe, oldnum, oldent, false );
oldindex++;
@@ -867,7 +877,7 @@ int CL_ParsePacketEntities( sizebuf_t *msg, qboolean delta )
}
if( oldnum == newnum )
{
{
// delta from previous state
bufStart = MSG_GetNumBytesRead( msg );
CL_DeltaEntity( msg, newframe, newnum, oldent, true );
@@ -887,7 +897,7 @@ int CL_ParsePacketEntities( sizebuf_t *msg, qboolean delta )
}
if( oldnum > newnum )
{
{
// delta from baseline ?
bufStart = MSG_GetNumBytesRead( msg );
CL_DeltaEntity( msg, newframe, newnum, NULL, true );
@@ -898,7 +908,7 @@ int CL_ParsePacketEntities( sizebuf_t *msg, qboolean delta )
// any remaining entities in the old frame are copied over
while( oldnum != MAX_ENTNUMBER )
{
{
// one or more entities from the old packet are unchanged
CL_DeltaEntity( msg, newframe, oldnum, oldent, false );
oldindex++;
@@ -928,10 +938,10 @@ int CL_ParsePacketEntities( sizebuf_t *msg, qboolean delta )
// first update is the final signon stage where we actually receive an entity (i.e., the world at least)
if( cls.signon == ( SIGNONS - 1 ))
{
{
// we are done with signon sequence.
cls.signon = SIGNONS;
// Clear loading plaque.
CL_SignonReply ();
}
@@ -1224,7 +1234,7 @@ void CL_LinkPacketEntities( frame_t *frame )
if( ent->model->type == mod_studio )
{
if( interpolate && FBitSet( host.features, ENGINE_COMPUTE_STUDIO_LERP ))
if( interpolate && FBitSet( host.features, ENGINE_COMPUTE_STUDIO_LERP ))
ref.dllFuncs.R_StudioLerpMovement( ent, cl.time, ent->origin, ent->angles );
}
}
@@ -1368,17 +1378,19 @@ qboolean CL_GetEntitySpatialization( channel_t *ch )
ent = CL_GetEntityByIndex( ch->entnum );
// entity is not present on the client but has valid origin
if( !ent || !ent->index || ent->curstate.messagenum == 0 )
if( !ent || !ent->model || ent->curstate.messagenum != cl.parsecount )
return valid_origin;
#if 0
// uncomment this if you want enable additional check by PVS
if( ent->curstate.messagenum != cl.parsecount )
return valid_origin;
#endif
// setup origin
VectorAverage( ent->curstate.mins, ent->curstate.maxs, ch->origin );
VectorAdd( ch->origin, ent->curstate.origin, ch->origin );
if( ent->model->type == mod_brush )
{
VectorAverage( ent->model->mins, ent->model->maxs, ch->origin );
VectorAdd( ent->origin, ch->origin, ch->origin );
}
else
{
VectorCopy( ent->origin, ch->origin );
}
return true;
}
@@ -1396,12 +1408,15 @@ qboolean CL_GetMovieSpatialization( rawchan_t *ch )
return valid_origin;
// setup origin
VectorAverage( ent->curstate.mins, ent->curstate.maxs, ch->origin );
VectorAdd( ch->origin, ent->curstate.origin, ch->origin );
// setup radius
if( ent->model != NULL && ent->model->radius ) ch->radius = ent->model->radius;
else ch->radius = RadiusFromBounds( ent->curstate.mins, ent->curstate.maxs );
if( ent->model->type == mod_brush )
{
VectorAverage( ent->model->mins, ent->model->maxs, ch->origin );
VectorAdd( ent->origin, ch->origin, ch->origin );
}
else
{
VectorCopy( ent->origin, ch->origin );
}
return true;
}

File diff suppressed because it is too large Load Diff

View File

@@ -290,7 +290,7 @@ void UI_ConnectionProgress_ParseServerInfo( const char *server )
}
}
static void UI_DrawLogo( const char *filename, float x, float y, float width, float height )
static void GAME_EXPORT UI_DrawLogo( const char *filename, float x, float y, float width, float height )
{
static float cin_time;
static int last_frame = -1;
@@ -306,7 +306,7 @@ static void UI_DrawLogo( const char *filename, float x, float y, float width, fl
{
string path;
const char *fullpath;
// run cinematic if not
Q_snprintf( path, sizeof( path ), "media/%s", filename );
COM_DefaultExtension( path, ".avi" );
@@ -359,17 +359,17 @@ static void UI_DrawLogo( const char *filename, float x, float y, float width, fl
ref.dllFuncs.R_DrawStretchRaw( x, y, width, height, gameui.logo_xres, gameui.logo_yres, cin_data, redraw );
}
static int UI_GetLogoWidth( void )
static int GAME_EXPORT UI_GetLogoWidth( void )
{
return gameui.logo_xres;
}
static int UI_GetLogoHeight( void )
static int GAME_EXPORT UI_GetLogoHeight( void )
{
return gameui.logo_yres;
}
static float UI_GetLogoLength( void )
static float GAME_EXPORT UI_GetLogoLength( void )
{
return gameui.logo_length;
}
@@ -390,7 +390,7 @@ static void UI_UpdateUserinfo( void )
player->bottomcolor = Q_atoi( Info_ValueForKey( player->userinfo, "bottomcolor" ));
host.userinfo_changed = false; // we got it
}
void Host_Credits( void )
{
if( !gameui.hInstance ) return;
@@ -403,7 +403,7 @@ static void UI_ConvertGameInfo( GAMEINFO *out, gameinfo_t *in )
Q_strncpy( out->startmap, in->startmap, sizeof( out->startmap ));
Q_strncpy( out->trainmap, in->trainmap, sizeof( out->trainmap ));
Q_strncpy( out->title, in->title, sizeof( out->title ));
Q_strncpy( out->version, va( "%g", in->version ), sizeof( out->version ));
Q_snprintf( out->version, sizeof( out->version ), "%g", in->version );
Q_strncpy( out->game_url, in->game_url, sizeof( out->game_url ));
Q_strncpy( out->update_url, in->update_url, sizeof( out->update_url ));
@@ -529,7 +529,7 @@ pfnPIC_Load
=========
*/
static HIMAGE pfnPIC_Load( const char *szPicName, const byte *image_buf, int image_size, int flags )
static HIMAGE GAME_EXPORT pfnPIC_Load( const char *szPicName, const byte *image_buf, int image_size, int flags )
{
HIMAGE tx;
@@ -555,7 +555,7 @@ pfnPIC_Width
=========
*/
static int pfnPIC_Width( HIMAGE hPic )
static int GAME_EXPORT pfnPIC_Width( HIMAGE hPic )
{
int picWidth;
@@ -570,7 +570,7 @@ pfnPIC_Height
=========
*/
static int pfnPIC_Height( HIMAGE hPic )
static int GAME_EXPORT pfnPIC_Height( HIMAGE hPic )
{
int picHeight;
@@ -585,7 +585,7 @@ pfnPIC_Set
=========
*/
void pfnPIC_Set( HIMAGE hPic, int r, int g, int b, int a )
void GAME_EXPORT pfnPIC_Set( HIMAGE hPic, int r, int g, int b, int a )
{
gameui.ds.gl_texturenum = hPic;
r = bound( 0, r, 255 );
@@ -601,7 +601,7 @@ pfnPIC_Draw
=========
*/
void pfnPIC_Draw( int x, int y, int width, int height, const wrect_t *prc )
void GAME_EXPORT pfnPIC_Draw( int x, int y, int width, int height, const wrect_t *prc )
{
ref.dllFuncs.GL_SetRenderMode( kRenderNormal );
PIC_DrawGeneric( x, y, width, height, prc );
@@ -613,7 +613,7 @@ pfnPIC_DrawTrans
=========
*/
void pfnPIC_DrawTrans( int x, int y, int width, int height, const wrect_t *prc )
void GAME_EXPORT pfnPIC_DrawTrans( int x, int y, int width, int height, const wrect_t *prc )
{
ref.dllFuncs.GL_SetRenderMode( kRenderTransTexture );
PIC_DrawGeneric( x, y, width, height, prc );
@@ -625,7 +625,7 @@ pfnPIC_DrawHoles
=========
*/
void pfnPIC_DrawHoles( int x, int y, int width, int height, const wrect_t *prc )
void GAME_EXPORT pfnPIC_DrawHoles( int x, int y, int width, int height, const wrect_t *prc )
{
ref.dllFuncs.GL_SetRenderMode( kRenderTransAlpha );
PIC_DrawGeneric( x, y, width, height, prc );
@@ -637,7 +637,7 @@ pfnPIC_DrawAdditive
=========
*/
void pfnPIC_DrawAdditive( int x, int y, int width, int height, const wrect_t *prc )
void GAME_EXPORT pfnPIC_DrawAdditive( int x, int y, int width, int height, const wrect_t *prc )
{
ref.dllFuncs.GL_SetRenderMode( kRenderTransAdd );
PIC_DrawGeneric( x, y, width, height, prc );
@@ -649,7 +649,7 @@ pfnPIC_EnableScissor
=========
*/
static void pfnPIC_EnableScissor( int x, int y, int width, int height )
static void GAME_EXPORT pfnPIC_EnableScissor( int x, int y, int width, int height )
{
// check bounds
x = bound( 0, x, gameui.globals->scrWidth );
@@ -670,7 +670,7 @@ pfnPIC_DisableScissor
=========
*/
static void pfnPIC_DisableScissor( void )
static void GAME_EXPORT pfnPIC_DisableScissor( void )
{
gameui.ds.scissor_x = 0;
gameui.ds.scissor_width = 0;
@@ -685,7 +685,7 @@ pfnFillRGBA
=============
*/
static void pfnFillRGBA( int x, int y, int width, int height, int r, int g, int b, int a )
static void GAME_EXPORT pfnFillRGBA( int x, int y, int width, int height, int r, int g, int b, int a )
{
r = bound( 0, r, 255 );
g = bound( 0, g, 255 );
@@ -703,7 +703,7 @@ pfnClientCmd
=============
*/
static void pfnClientCmd( int exec_now, const char *szCmdString )
static void GAME_EXPORT pfnClientCmd( int exec_now, const char *szCmdString )
{
if( !szCmdString || !szCmdString[0] )
return;
@@ -721,7 +721,7 @@ pfnPlaySound
=============
*/
static void pfnPlaySound( const char *szSound )
static void GAME_EXPORT pfnPlaySound( const char *szSound )
{
if( !COM_CheckString( szSound )) return;
S_StartLocalSound( szSound, VOL_NORM, false );
@@ -734,7 +734,7 @@ pfnDrawCharacter
quakefont draw character
=============
*/
static void pfnDrawCharacter( int ix, int iy, int iwidth, int iheight, int ch, int ulRGBA, HIMAGE hFont )
static void GAME_EXPORT pfnDrawCharacter( int ix, int iy, int iwidth, int iheight, int ch, int ulRGBA, HIMAGE hFont )
{
rgba_t color;
float row, col, size;
@@ -776,10 +776,10 @@ static void pfnDrawCharacter( int ix, int iy, int iwidth, int iheight, int ch, i
=============
UI_DrawConsoleString
drawing string like a console string
drawing string like a console string
=============
*/
static int UI_DrawConsoleString( int x, int y, const char *string )
static int GAME_EXPORT UI_DrawConsoleString( int x, int y, const char *string )
{
int drawLen;
@@ -797,7 +797,7 @@ pfnDrawSetTextColor
set color for anything
=============
*/
static void UI_DrawSetTextColor( int r, int g, int b, int alpha )
static void GAME_EXPORT UI_DrawSetTextColor( int r, int g, int b, int alpha )
{
// bound color and convert to byte
gameui.ds.textColor[0] = r;
@@ -813,7 +813,7 @@ pfnGetPlayerModel
for drawing playermodel previews
====================
*/
static cl_entity_t* pfnGetPlayerModel( void )
static cl_entity_t* GAME_EXPORT pfnGetPlayerModel( void )
{
return &gameui.playermodel;
}
@@ -825,7 +825,7 @@ pfnSetPlayerModel
for drawing playermodel previews
====================
*/
static void pfnSetPlayerModel( cl_entity_t *ent, const char *path )
static void GAME_EXPORT pfnSetPlayerModel( cl_entity_t *ent, const char *path )
{
ent->model = Mod_ForName( path, false, false );
ent->curstate.modelindex = MAX_MODELS; // unreachable index
@@ -838,7 +838,7 @@ pfnClearScene
for drawing playermodel previews
====================
*/
static void pfnClearScene( void )
static void GAME_EXPORT pfnClearScene( void )
{
ref.dllFuncs.R_PushScene();
ref.dllFuncs.R_ClearScene();
@@ -851,7 +851,7 @@ pfnRenderScene
for drawing playermodel previews
====================
*/
static void pfnRenderScene( const ref_viewpass_t *rvp )
static void GAME_EXPORT pfnRenderScene( const ref_viewpass_t *rvp )
{
ref_viewpass_t copy;
@@ -877,7 +877,7 @@ pfnAddEntity
adding player model into visible list
====================
*/
static int pfnAddEntity( int entityType, cl_entity_t *ent )
static int GAME_EXPORT pfnAddEntity( int entityType, cl_entity_t *ent )
{
if( !ref.dllFuncs.R_AddEntity( ent, entityType ))
return false;
@@ -891,7 +891,7 @@ pfnClientJoin
send client connect
====================
*/
static void pfnClientJoin( const netadr_t adr )
static void GAME_EXPORT pfnClientJoin( const netadr_t adr )
{
Cbuf_AddText( va( "connect %s\n", NET_AdrToString( adr )));
}
@@ -903,7 +903,7 @@ pfnKeyGetOverstrikeMode
get global key overstrike state
====================
*/
static int pfnKeyGetOverstrikeMode( void )
static int GAME_EXPORT pfnKeyGetOverstrikeMode( void )
{
return host.key_overstrike;
}
@@ -915,7 +915,7 @@ pfnKeySetOverstrikeMode
set global key overstrike mode
====================
*/
static void pfnKeySetOverstrikeMode( int fActive )
static void GAME_EXPORT pfnKeySetOverstrikeMode( int fActive )
{
host.key_overstrike = fActive;
}
@@ -951,7 +951,7 @@ pfnMemFree
=========
*/
static void pfnMemFree( void *mem, const char *filename, const int fileline )
static void GAME_EXPORT pfnMemFree( void *mem, const char *filename, const int fileline )
{
_Mem_Free( mem, filename, fileline );
}
@@ -962,7 +962,7 @@ pfnGetGameInfo
=========
*/
static int pfnGetGameInfo( GAMEINFO *pgameinfo )
static int GAME_EXPORT pfnGetGameInfo( GAMEINFO *pgameinfo )
{
if( !pgameinfo ) return 0;
@@ -976,7 +976,7 @@ pfnGetGamesList
=========
*/
static GAMEINFO **pfnGetGamesList( int *numGames )
static GAMEINFO ** GAME_EXPORT pfnGetGamesList( int *numGames )
{
if( numGames ) *numGames = SI.numgames;
return gameui.modsInfo;
@@ -989,7 +989,7 @@ pfnGetFilesList
release prev search on a next call
=========
*/
static char **pfnGetFilesList( const char *pattern, int *numFiles, int gamedironly )
static char ** GAME_EXPORT pfnGetFilesList( const char *pattern, int *numFiles, int gamedironly )
{
static search_t *t = NULL;
@@ -1024,7 +1024,7 @@ pfnCheckGameDll
=========
*/
int pfnCheckGameDll( void )
int GAME_EXPORT pfnCheckGameDll( void )
{
string dllpath;
void *hInst;
@@ -1046,7 +1046,7 @@ int pfnCheckGameDll( void )
COM_FreeLibrary( hInst ); // don't increase linker's reference counter
return true;
}
Con_Reportf( S_WARN "Could not load server library:\n%s", COM_GetLibraryError() );
Con_Reportf( S_WARN "Could not load server library: %s\n", COM_GetLibraryError() );
return false;
}
@@ -1056,7 +1056,7 @@ pfnChangeInstance
=========
*/
static void pfnChangeInstance( const char *newInstance, const char *szFinalMessage )
static void GAME_EXPORT pfnChangeInstance( const char *newInstance, const char *szFinalMessage )
{
if( !szFinalMessage ) szFinalMessage = "";
if( !newInstance || !*newInstance ) return;
@@ -1070,7 +1070,7 @@ pfnHostEndGame
=========
*/
static void pfnHostEndGame( const char *szFinalMessage )
static void GAME_EXPORT pfnHostEndGame( const char *szFinalMessage )
{
if( !szFinalMessage ) szFinalMessage = "";
Host_EndGame( false, "%s", szFinalMessage );
@@ -1082,12 +1082,12 @@ pfnStartBackgroundTrack
=========
*/
static void pfnStartBackgroundTrack( const char *introTrack, const char *mainTrack )
static void GAME_EXPORT pfnStartBackgroundTrack( const char *introTrack, const char *mainTrack )
{
S_StartBackgroundTrack( introTrack, mainTrack, 0, false );
}
static void GL_ProcessTexture( int texnum, float gamma, int topColor, int bottomColor )
static void GAME_EXPORT GL_ProcessTexture( int texnum, float gamma, int topColor, int bottomColor )
{
ref.dllFuncs.GL_ProcessTexture( texnum, gamma, topColor, bottomColor );
}
@@ -1098,7 +1098,7 @@ static void GL_ProcessTexture( int texnum, float gamma, int topColor, int bottom
UI_ShellExecute
=================
*/
static void UI_ShellExecute( const char *path, const char *parms, int shouldExit )
static void GAME_EXPORT UI_ShellExecute( const char *path, const char *parms, int shouldExit )
{
Platform_ShellExecute( path, parms );
@@ -1106,9 +1106,20 @@ static void UI_ShellExecute( const char *path, const char *parms, int shouldExit
Sys_Quit();
}
/*
==============
pfnParseFile
legacy wrapper
==============
*/
static char *pfnParseFile( char *buf, char *token )
{
return COM_ParseFile( buf, token, INT_MAX );
}
// engine callbacks
static ui_enginefuncs_t gEngfuncs =
static ui_enginefuncs_t gEngfuncs =
{
pfnPIC_Load,
GL_FreeImage,
@@ -1149,7 +1160,7 @@ static ui_enginefuncs_t gEngfuncs =
Con_DefaultColor,
pfnGetPlayerModel,
pfnSetPlayerModel,
pfnClearScene,
pfnClearScene,
pfnRenderScene,
pfnAddEntity,
Host_Error,
@@ -1159,7 +1170,7 @@ static ui_enginefuncs_t gEngfuncs =
CL_Active,
pfnClientJoin,
COM_LoadFileForMe,
COM_ParseFile,
pfnParseFile,
COM_FreeFile,
Key_ClearStates,
Key_SetKeyDest,
@@ -1220,7 +1231,9 @@ static ui_extendedfuncs_t gExtendedfuncs =
Con_UtfProcessChar,
Con_UtfMoveLeft,
Con_UtfMoveRight,
pfnGetRenderers
pfnGetRenderers,
Sys_DoubleTime,
_COM_ParseFileSafe
};
void UI_UnloadProgs( void )

View File

@@ -43,7 +43,6 @@ convar_t *rcon_client_password;
convar_t *rcon_address;
convar_t *cl_timeout;
convar_t *cl_nopred;
convar_t *cl_showfps;
convar_t *cl_nodelta;
convar_t *cl_crosshair;
convar_t *cl_cmdbackup;
@@ -64,6 +63,7 @@ convar_t *cl_updaterate;
convar_t *cl_showevents;
convar_t *cl_cmdrate;
convar_t *cl_interp;
convar_t *cl_nointerp;
convar_t *cl_dlmax;
convar_t *cl_upmax;
@@ -89,7 +89,7 @@ clgame_static_t clgame;
void CL_InternetServers_f( void );
//======================================================================
int CL_Active( void )
int GAME_EXPORT CL_Active( void )
{
return ( cls.state == ca_active );
}
@@ -184,17 +184,17 @@ void CL_CheckClientState( void )
{
// first update is the pre-final signon stage
if(( cls.state == ca_connected || cls.state == ca_validate ) && ( cls.signon == SIGNONS ))
{
{
cls.state = ca_active;
cls.changelevel = false; // changelevel is done
cls.changedemo = false; // changedemo is done
cl.first_frame = true; // first rendering frame
SCR_MakeLevelShot(); // make levelshot if needs
Cvar_SetValue( "scr_loading", 0.0f ); // reset progress bar
Cvar_SetValue( "scr_loading", 0.0f ); // reset progress bar
Netchan_ReportFlow( &cls.netchan );
Con_DPrintf( "client connected at %.2f sec\n", Sys_DoubleTime() - cls.timestart );
Con_DPrintf( "client connected at %.2f sec\n", Sys_DoubleTime() - cls.timestart );
if(( cls.demoplayback || cls.disable_servercount != cl.servercount ) && cl.video_prepped )
SCR_EndLoadingPlaque(); // get rid of loading plaque
}
@@ -241,6 +241,11 @@ void CL_SignonReply( void )
}
}
float CL_LerpInterval( void )
{
return max( cl_interp->value, 1.f / cl_updaterate->value );
}
/*
===============
CL_LerpPoint
@@ -251,25 +256,29 @@ should be put at.
*/
static float CL_LerpPoint( void )
{
float f, frac = 1.0f;
float frac = 1.0f;
float server_frametime = cl_serverframetime();
f = cl_serverframetime();
if( f == 0.0f || cls.timedemo )
if( server_frametime == 0.0f || cls.timedemo )
{
cl.time = cl.mtime[0];
return 1.0f;
}
if( f > 0.1f )
{
if( server_frametime > 0.1f )
{
// dropped packet, or start of demo
cl.mtime[1] = cl.mtime[0] - 0.1f;
f = 0.1f;
server_frametime = 0.1f;
}
#if 1
#if 0
/*
g-cont: this code more suitable for singleplayer
NOTE in multiplayer causes significant framerate stutter/jitter and
occuring frames with zero time delta and even with negative time delta.
game becomes more twitchy and as if without interpolation.
*/
frac = (cl.time - cl.mtime[1]) / f;
if( frac < 0.0f )
{
if( frac < -0.01f )
@@ -283,15 +292,17 @@ static float CL_LerpPoint( void )
frac = 1.0f;
}
#else
// for multiplayer
if( cl_interp->value > 0.001f )
{
// manual lerp value (goldsrc mode)
frac = ( cl.time - cl.mtime[0] ) / cl_interp->value;
float td = max( 0.f, cl.time - cl.mtime[0] );
frac = td / CL_LerpInterval();
}
else if( f > 0.001f )
else if( server_frametime > 0.001f )
{
// automatic lerp (classic mode)
frac = ( cl.time - cl.mtime[1] ) / f;
frac = ( cl.time - cl.mtime[1] ) / server_frametime;
}
#endif
return frac;
@@ -334,10 +345,10 @@ Validate interpolation cvars, calc interpolation window
*/
void CL_ComputeClientInterpolationAmount( usercmd_t *cmd )
{
int min_interp = MIN_EX_INTERP;
int max_interp = MAX_EX_INTERP;
int interpolation_msec;
qboolean forced = false;
const float epsilon = 0.001f; // to avoid float invalid comparision
float min_interp = MIN_EX_INTERP;
float max_interp = MAX_EX_INTERP;
float interpolation_time;
if( cl_updaterate->value < MIN_UPDATERATE )
{
@@ -352,29 +363,24 @@ void CL_ComputeClientInterpolationAmount( usercmd_t *cmd )
}
if( cls.spectator )
max_interp = 200;
max_interp = 0.2f;
min_interp = 1000.0f / cl_updaterate->value;
min_interp = Q_max( 1, min_interp );
interpolation_msec = cl_interp->value * 1000.0f;
if(( interpolation_msec + 1 ) < min_interp )
min_interp = 1.0f / cl_updaterate->value;
interpolation_time = CL_LerpInterval( );
if( (cl_interp->value + epsilon) < min_interp )
{
Con_Printf( "ex_interp forced up to %i msec\n", interpolation_msec );
interpolation_msec = min_interp;
forced = true;
Con_Printf( "ex_interp forced up to %.1f msec\n", min_interp * 1000.f );
Cvar_SetValue( "ex_interp", min_interp );
}
else if(( interpolation_msec - 1 ) > max_interp )
else if( (cl_interp->value - epsilon) > max_interp )
{
Con_Printf( "ex_interp forced down to %i msec\n", interpolation_msec );
interpolation_msec = max_interp;
forced = true;
Con_Printf( "ex_interp forced down to %.1f msec\n", max_interp * 1000.f );
Cvar_SetValue( "ex_interp", max_interp );
}
if( forced ) Cvar_SetValue( "ex_interp", (float)interpolation_msec * 0.001f );
interpolation_msec = bound( min_interp, interpolation_msec, max_interp );
cmd->lerp_msec = CL_DriftInterpolationAmount( interpolation_msec );
interpolation_time = bound( min_interp, interpolation_time, max_interp );
cmd->lerp_msec = CL_DriftInterpolationAmount( interpolation_time * 1000 );
}
/*
@@ -637,7 +643,7 @@ void CL_CreateCmd( void )
CL_SetSolidPlayers( cl.playernum );
// message we are constructing.
i = cls.netchan.outgoing_sequence & CL_UPDATE_MASK;
i = cls.netchan.outgoing_sequence & CL_UPDATE_MASK;
pcmd = &cl.commands[i];
pcmd->processedfuncs = false;
@@ -723,7 +729,7 @@ void CL_WritePacket( void )
int numcmds;
int newcmds;
int cmdnumber;
// don't send anything if playing back a demo
if( cls.demoplayback || cls.state < ca_connected || cls.state == ca_cinematic )
return;
@@ -778,7 +784,7 @@ void CL_WritePacket( void )
if( send_command )
{
int outgoing_sequence;
if( cl_cmdrate->value > 0 ) // clamped between 10 and 100 fps
cls.nextcmdtime = host.realtime + bound( 0.1f, ( 1.0f / cl_cmdrate->value ), 0.01f );
else cls.nextcmdtime = host.realtime; // always able to send right away
@@ -809,7 +815,7 @@ void CL_WritePacket( void )
// put an upper/lower bound on this
newcmds = bound( 0, newcmds, cls.legacymode?MAX_LEGACY_TOTAL_CMDS:MAX_TOTAL_CMDS );
if( cls.state == ca_connected ) newcmds = 0;
MSG_WriteByte( &buf, newcmds );
numcmds = newcmds + numbackup;
@@ -833,7 +839,7 @@ void CL_WritePacket( void )
// message we are constructing.
i = cls.netchan.outgoing_sequence & CL_UPDATE_MASK;
// determine if we need to ask for a new set of delta's.
if( cl.validsequence && (cls.state == ca_active) && !( cls.demorecording && cls.demowaiting ))
{
@@ -1240,7 +1246,7 @@ void CL_Connect_f( void )
else if( Cmd_Argc() != 2 )
{
Con_Printf( S_USAGE "connect <server>\n" );
return;
return;
}
Q_strncpy( server, Cmd_Argv( 1 ), sizeof( server ));
@@ -1319,7 +1325,7 @@ void CL_Rcon_f( void )
NET_StringToAdr( rcon_address->string, &to );
if( to.port == 0 ) to.port = MSG_BigShort( PORT_SERVER );
}
NET_SendPacket( NS_CLIENT, Q_strlen( message ) + 1, message, to );
}
@@ -1893,7 +1899,7 @@ void CL_ConnectionlessPacket( netadr_t from, sizebuf_t *msg )
int len = sizeof( buf );
int dataoffset = 0;
netadr_t servadr;
MSG_Clear( msg );
MSG_ReadLong( msg ); // skip the -1
@@ -2218,7 +2224,7 @@ void CL_ReadNetMessage( void )
continue;
}
// can't be a valid sequenced packet
// can't be a valid sequenced packet
if( cls.state < ca_connected ) continue;
if( !cls.demoplayback && MSG_GetMaxBytes( &net_message ) < 8 )
@@ -2257,7 +2263,7 @@ void CL_ReadNetMessage( void )
MSG_Init( &net_message, "ServerData", net_message_buffer, curSize );
CL_ParseServerMessage( &net_message, false );
}
if( Netchan_CopyFileFragments( &cls.netchan, &net_message ))
{
// remove from resource request stuff.
@@ -2333,7 +2339,7 @@ void CL_ReadPackets( void )
return;
}
}
}
/*
@@ -2397,7 +2403,7 @@ A file has been received via the fragmentation/reassembly layer, put it in the r
*/
void CL_ProcessFile( qboolean successfully_received, const char *filename )
{
int sound_len = Q_strlen( DEFAULT_SOUNDPATH );
int sound_len = sizeof( DEFAULT_SOUNDPATH ) - 1;
byte rgucMD5_hash[16];
const char *pfilename;
resource_t *p;
@@ -2529,7 +2535,7 @@ CL_ServerCommand
send command to a server
====================
*/
void CL_ServerCommand( qboolean reliable, char *fmt, ... )
void CL_ServerCommand( qboolean reliable, const char *fmt, ... )
{
char string[MAX_SYSPATH];
va_list argptr;
@@ -2666,13 +2672,13 @@ qboolean CL_PrecacheResources( void )
{
if( FBitSet( pRes->ucFlags, RES_WASMISSING ))
{
Con_Printf( S_ERROR "Could not load sound %s%s\n", DEFAULT_SOUNDPATH, pRes->szFileName );
Con_Printf( S_ERROR "Could not load sound " DEFAULT_SOUNDPATH "%s\n", pRes->szFileName );
cl.sound_precache[pRes->nIndex][0] = 0;
cl.sound_index[pRes->nIndex] = 0;
}
else
{
Q_strncpy( cl.sound_precache[pRes->nIndex], pRes->szFileName, sizeof( cl.sound_precache[0] ));
Q_strncpy( cl.sound_precache[pRes->nIndex], pRes->szFileName, sizeof( cl.sound_precache[0] ));
cl.sound_index[pRes->nIndex] = S_RegisterSound( pRes->szFileName );
if( !cl.sound_index[pRes->nIndex] )
@@ -2814,7 +2820,7 @@ void CL_InitLocal( void )
cl_nodelta = Cvar_Get ("cl_nodelta", "0", 0, "disable delta-compression for server messages" );
cl_idealpitchscale = Cvar_Get( "cl_idealpitchscale", "0.8", 0, "how much to look up/down slopes and stairs when not using freelook" );
cl_solid_players = Cvar_Get( "cl_solid_players", "1", 0, "Make all players not solid (can't traceline them)" );
cl_interp = Cvar_Get( "ex_interp", "0.1", FCVAR_ARCHIVE, "Interpolate object positions starting this many seconds in past" );
cl_interp = Cvar_Get( "ex_interp", "0.1", FCVAR_ARCHIVE, "Interpolate object positions starting this many seconds in past" );
cl_timeout = Cvar_Get( "cl_timeout", "60", 0, "connect timeout (in-seconds)" );
cl_charset = Cvar_Get( "cl_charset", "utf-8", FCVAR_ARCHIVE, "1-byte charset to use (iconv style)" );
hud_utf8 = Cvar_Get( "hud_utf8", "0", FCVAR_ARCHIVE, "Use utf-8 encoding for hud text" );
@@ -2840,8 +2846,8 @@ void CL_InitLocal( void )
Cvar_Get( "team", "", FCVAR_USERINFO, "player team" );
Cvar_Get( "skin", "", FCVAR_USERINFO, "player skin" );
cl_showfps = Cvar_Get( "cl_showfps", "1", FCVAR_ARCHIVE, "show client fps" );
cl_nosmooth = Cvar_Get( "cl_nosmooth", "0", FCVAR_ARCHIVE, "disable smooth up stair climbing and interpolate position in multiplayer" );
cl_nosmooth = Cvar_Get( "cl_nosmooth", "0", FCVAR_ARCHIVE, "disable smooth up stair climbing" );
cl_nointerp = Cvar_Get( "cl_nointerp", "0", FCVAR_CLIENTDLL, "disable interpolation of entities and players" );
cl_smoothtime = Cvar_Get( "cl_smoothtime", "0", FCVAR_ARCHIVE, "time to smooth up" );
cl_cmdbackup = Cvar_Get( "cl_cmdbackup", "10", FCVAR_ARCHIVE, "how many additional history commands are sent" );
cl_cmdrate = Cvar_Get( "cl_cmdrate", "30", FCVAR_ARCHIVE, "Max number of command packets sent to server per second" );
@@ -2874,13 +2880,14 @@ void CL_InitLocal( void )
Cmd_AddCommand ("god", NULL, "enable godmode" );
Cmd_AddCommand ("fov", NULL, "set client field of view" );
Cmd_AddCommand ("log", NULL, "logging server events" );
// register our commands
Cmd_AddCommand ("pause", NULL, "pause the game (if the server allows pausing)" );
Cmd_AddCommand ("localservers", CL_LocalServers_f, "collect info about local servers" );
Cmd_AddCommand ("internetservers", CL_InternetServers_f, "collect info about internet servers" );
Cmd_AddCommand ("cd", CL_PlayCDTrack_f, "Play cd-track (not real cd-player of course)" );
Cmd_AddCommand ("mp3", CL_PlayCDTrack_f, "Play mp3-track (based on virtual cd-player)" );
Cmd_AddCommand ("waveplaylen", CL_WavePlayLen_f, "Get approximate length of wave file");
Cmd_AddCommand ("setinfo", CL_SetInfo_f, "examine or change the userinfo string (alias of userinfo)" );
Cmd_AddCommand ("userinfo", CL_SetInfo_f, "examine or change the userinfo string (alias of setinfo)" );
@@ -2901,7 +2908,7 @@ void CL_InitLocal( void )
Cmd_AddCommand ("linefile", CL_ReadLineFile_f, "show leaks on a map (if present of course)" );
Cmd_AddCommand ("fullserverinfo", CL_FullServerinfo_f, "sent by server when serverinfo changes" );
Cmd_AddCommand ("upload", CL_BeginUpload_f, "uploading file to the server" );
Cmd_AddCommand ("quit", CL_Quit_f, "quit from game" );
Cmd_AddCommand ("exit", CL_Quit_f, "quit from game" );
@@ -2966,12 +2973,12 @@ Host_ClientBegin
*/
void Host_ClientBegin( void )
{
// if client is not active, do nothing
if( !cls.initialized ) return;
// exec console commands
Cbuf_Execute ();
// if client is not active, do nothing
if( !cls.initialized ) return;
// finalize connection process if needs
CL_CheckClientState();

View File

@@ -108,7 +108,8 @@ static mobile_engfuncs_t gpMobileEngfuncs =
pfnDrawScaledCharacter,
Sys_Warn,
pfnGetNativeObject,
ID_SetCustomClientID
ID_SetCustomClientID,
_COM_ParseFileSafe
};
qboolean Mobile_Init( void )

View File

@@ -15,10 +15,13 @@ GNU General Public License for more details.
#include "common.h"
#include "client.h"
#include "kbutton.h"
#if XASH_LOW_MEMORY
#if XASH_LOW_MEMORY == 0
#define NET_TIMINGS 1024
#else
#elif XASH_LOW_MEMORY == 1
#define NET_TIMINGS 256
#elif XASH_LOW_MEMORY == 2
#define NET_TIMINGS 64
#endif
#define NET_TIMINGS_MASK (NET_TIMINGS - 1)
@@ -31,11 +34,11 @@ GNU General Public License for more details.
#define NUM_LATENCY_SAMPLES 8
convar_t *net_graph;
convar_t *net_graphpos;
convar_t *net_graphwidth;
convar_t *net_graphheight;
convar_t *net_graphsolid;
convar_t *net_scale;
static convar_t *net_graphpos;
static convar_t *net_graphwidth;
static convar_t *net_graphheight;
static convar_t *net_graphsolid;
static convar_t *net_scale;
static struct packet_latency_t
{
@@ -93,7 +96,7 @@ NetGraph_AtEdge
edge detect
==========
*/
qboolean NetGraph_AtEdge( int x, int width )
static qboolean NetGraph_AtEdge( int x, int width )
{
if( x > 3 )
{
@@ -111,38 +114,38 @@ NetGraph_InitColors
init netgraph colors
==========
*/
void NetGraph_InitColors( void )
static void NetGraph_InitColors( void )
{
byte mincolor[2][3];
byte maxcolor[2][3];
float dc[2][3];
int i, hfrac;
int i, hfrac;
float f;
mincolor[0][0] = 63;
mincolor[0][1] = 0;
mincolor[0][2] = 100;
maxcolor[0][0] = 0;
maxcolor[0][1] = 63;
maxcolor[0][2] = 255;
mincolor[1][0] = 255;
mincolor[1][1] = 127;
mincolor[1][2] = 0;
maxcolor[1][0] = 250;
maxcolor[1][1] = 0;
maxcolor[1][2] = 0;
for( i = 0; i < 3; i++ )
{
dc[0][i] = (float)(maxcolor[0][i] - mincolor[0][i]);
dc[1][i] = (float)(maxcolor[1][i] - mincolor[1][i]);
}
hfrac = NETGRAPH_LERP_HEIGHT / 3;
for( i = 0; i < NETGRAPH_LERP_HEIGHT; i++ )
{
if( i < hfrac )
@@ -165,7 +168,7 @@ NetGraph_GetFrameData
get frame data info, like chokes, packet losses, also update graph, packet and cmdinfo
==========
*/
void NetGraph_GetFrameData( float *latency, int *latency_count )
static void NetGraph_GetFrameData( float *latency, int *latency_count )
{
int i, choke_count = 0, loss_count = 0;
double newtime = Sys_DoubleTime();
@@ -247,7 +250,7 @@ NetGraph_DrawTimes
===========
*/
void NetGraph_DrawTimes( wrect_t rect, int x, int w )
static void NetGraph_DrawTimes( wrect_t rect, int x, int w )
{
int i, j, extrap_point = NETGRAPH_LERP_HEIGHT / 3, a, h;
rgba_t colors = { 0.9 * 255, 0.9 * 255, 0.7 * 255, 255 };
@@ -322,7 +325,7 @@ NetGraph_DrawHatches
===========
*/
void NetGraph_DrawHatches( int x, int y )
static void NetGraph_DrawHatches( int x, int y )
{
int ystep = (int)( 10.0f / net_scale->value );
byte colorminor[4] = { 0, 63, 63, 200 };
@@ -351,7 +354,7 @@ NetGraph_DrawTextFields
===========
*/
void NetGraph_DrawTextFields( int x, int y, int w, wrect_t rect, int count, float avg, int packet_loss, int packet_choke )
static void NetGraph_DrawTextFields( int x, int y, int w, wrect_t rect, int count, float avg, int packet_loss, int packet_choke, int graphtype )
{
static int lastout;
rgba_t colors = { 0.9 * 255, 0.9 * 255, 0.7 * 255, 255 };
@@ -398,7 +401,7 @@ void NetGraph_DrawTextFields( int x, int y, int w, wrect_t rect, int count, floa
Con_DrawString( x, y, va( "out: %i %.2f k/s", out, cls.netchan.flow[FLOW_OUTGOING].avgkbytespersec ), colors );
y += 15;
if( net_graph->value > 2 )
if( graphtype > 2 )
{
int loss = (int)(( packet_loss + PACKETLOSS_AVG_FRAC ) - 0.01f );
int choke = (int)(( packet_choke + PACKETCHOKE_AVG_FRAC ) - 0.01f );
@@ -407,7 +410,7 @@ void NetGraph_DrawTextFields( int x, int y, int w, wrect_t rect, int count, floa
}
}
if( net_graph->value < 3 )
if( graphtype < 3 )
Con_DrawString( ptx, pty, va( "%i/s", (int)cl_cmdrate->value ), colors );
Con_DrawString( ptx, last_y, va( "%i/s" , (int)cl_updaterate->value ), colors );
@@ -421,7 +424,7 @@ NetGraph_DrawDataSegment
===========
*/
int NetGraph_DrawDataSegment( wrect_t *fill, int bytes, byte r, byte g, byte b, byte a )
static int NetGraph_DrawDataSegment( wrect_t *fill, int bytes, byte r, byte g, byte b, byte a )
{
float h = bytes / net_scale->value;
byte colors[4] = { r, g, b, a };
@@ -448,7 +451,7 @@ NetGraph_ColorForHeight
color based on packet latency
===========
*/
void NetGraph_ColorForHeight( struct packet_latency_t *packet, byte color[4], int *ping )
static void NetGraph_ColorForHeight( struct packet_latency_t *packet, byte color[4], int *ping )
{
switch( packet->latency )
{
@@ -483,7 +486,7 @@ NetGraph_DrawDataUsage
===========
*/
void NetGraph_DrawDataUsage( int x, int y, int w )
static void NetGraph_DrawDataUsage( int x, int y, int w, int graphtype )
{
int a, i, h, lastvalidh = 0, ping;
int pingheight = net_graphheight->value - NETGRAPH_LERP_HEIGHT - 2;
@@ -538,7 +541,7 @@ void NetGraph_DrawDataUsage( int x, int y, int w )
if( NetGraph_AtEdge( a, w ))
NetGraph_DrawRect( &fill, color );
if( net_graph->value < 2 )
if( graphtype < 2 )
continue;
color[0] = color[1] = color[2] = color[3] = 255;
@@ -585,7 +588,7 @@ void NetGraph_DrawDataUsage( int x, int y, int w )
continue;
}
if( net_graph->value >= 2 )
if( graphtype >= 2 )
NetGraph_DrawHatches( x, y - net_graphheight->value - 1 );
}
@@ -595,7 +598,7 @@ NetGraph_GetScreenPos
===========
*/
void NetGraph_GetScreenPos( wrect_t *rect, int *w, int *x, int *y )
static void NetGraph_GetScreenPos( wrect_t *rect, int *w, int *x, int *y )
{
rect->left = rect->top = 0;
rect->right = refState.width;
@@ -634,6 +637,8 @@ void SCR_DrawNetGraph( void )
float avg_ping;
int ping_count;
int w, x, y;
kbutton_t *in_graph;
int graphtype;
if( !host.allow_console )
return;
@@ -641,8 +646,20 @@ void SCR_DrawNetGraph( void )
if( cls.state != ca_active )
return;
if( !net_graph->value )
in_graph = clgame.dllFuncs.KB_Find( "in_graph" );
if( in_graph->state & 1 )
{
graphtype = 2;
}
else if( net_graph->value != 0.0f )
{
graphtype = (int)net_graph->value;
}
else
{
return;
}
if( net_scale->value <= 0 )
Cvar_SetValue( "net_scale", 0.1f );
@@ -651,16 +668,16 @@ void SCR_DrawNetGraph( void )
NetGraph_GetFrameData( &avg_ping, &ping_count );
NetGraph_DrawTextFields( x, y, w, rect, ping_count, avg_ping, packet_loss, packet_choke );
NetGraph_DrawTextFields( x, y, w, rect, ping_count, avg_ping, packet_loss, packet_choke, graphtype );
if( net_graph->value < 3 )
if( graphtype < 3 )
{
ref.dllFuncs.GL_SetRenderMode( kRenderTransAdd );
ref.dllFuncs.GL_Bind( XASH_TEXTURE0, R_GetBuiltinTexture( REF_WHITE_TEXTURE ) );
ref.dllFuncs.Begin( TRI_QUADS ); // draw all the fills as a long solid sequence of quads for speedup reasons
// NOTE: fill colors without texture at this point
NetGraph_DrawDataUsage( x, y, w );
NetGraph_DrawDataUsage( x, y, w, graphtype );
NetGraph_DrawTimes( rect, x, w );
ref.dllFuncs.End();

View File

@@ -61,7 +61,7 @@ void CL_ParseSoundPacket( sizebuf_t *msg )
{
vec3_t pos;
int chan, sound;
float volume, attn;
float volume, attn;
int flags, pitch, entnum;
sound_t handle = 0;
@@ -75,14 +75,14 @@ void CL_ParseSoundPacket( sizebuf_t *msg )
if( FBitSet( flags, SND_ATTENUATION ))
attn = (float)MSG_ReadByte( msg ) / 64.0f;
else attn = ATTN_NONE;
else attn = ATTN_NONE;
if( FBitSet( flags, SND_PITCH ))
pitch = MSG_ReadByte( msg );
else pitch = PITCH_NORM;
// entity reletive
entnum = MSG_ReadUBitLong( msg, MAX_ENTITY_BITS );
entnum = MSG_ReadUBitLong( msg, MAX_ENTITY_BITS );
// positioned in space
MSG_ReadVec3Coord( msg, pos );
@@ -123,7 +123,7 @@ void CL_ParseRestoreSoundPacket( sizebuf_t *msg )
{
vec3_t pos;
int chan, sound;
float volume, attn;
float volume, attn;
int flags, pitch, entnum;
double samplePos, forcedEnd;
int wordIndex;
@@ -139,7 +139,7 @@ void CL_ParseRestoreSoundPacket( sizebuf_t *msg )
if( flags & SND_ATTENUATION )
attn = (float)MSG_ReadByte( msg ) / 64.0f;
else attn = ATTN_NONE;
else attn = ATTN_NONE;
if( flags & SND_PITCH )
pitch = MSG_ReadByte( msg );
@@ -269,8 +269,8 @@ void CL_ParseParticles( sizebuf_t *msg )
vec3_t org, dir;
int i, count, color;
float life;
MSG_ReadVec3Coord( msg, org );
MSG_ReadVec3Coord( msg, org );
for( i = 0; i < 3; i++ )
dir[i] = MSG_ReadChar( msg ) * 0.0625f;
@@ -360,7 +360,7 @@ CL_WeaponAnim
Set new weapon animation
==================
*/
void CL_WeaponAnim( int iAnim, int body )
void GAME_EXPORT CL_WeaponAnim( int iAnim, int body )
{
cl_entity_t *view = &clgame.viewent;
@@ -501,11 +501,8 @@ void CL_BatchResourceRequest( qboolean initialize )
{
if( !FBitSet( p->ucFlags, RES_REQUESTED ))
{
string filename;
Q_snprintf( filename, sizeof( filename ), "!MD5%s", MD5_Print( p->rgucMD5_hash ));
MSG_BeginClientCmd( &msg, clc_stringcmd );
MSG_WriteString( &msg, va( "dlfile %s", filename ));
MSG_WriteString( &msg, va( "dlfile !MD5%s", MD5_Print( p->rgucMD5_hash ) ) );
SetBits( p->ucFlags, RES_REQUESTED );
}
break;
@@ -560,7 +557,7 @@ int CL_EstimateNeededResources( void )
switch( p->type )
{
case t_sound:
if( p->szFileName[0] != '*' && !FS_FileExists( va( "%s%s", DEFAULT_SOUNDPATH, p->szFileName ), false ) )
if( p->szFileName[0] != '*' && !FS_FileExists( va( DEFAULT_SOUNDPATH "%s", p->szFileName ), false ) )
{
SetBits( p->ucFlags, RES_WASMISSING );
nTotalSize += p->nDownloadSize;
@@ -910,7 +907,7 @@ void CL_ParseServerData( sizebuf_t *msg )
}
// multiplayer game?
if( cl.maxclients > 1 )
if( cl.maxclients > 1 )
{
// allow console in multiplayer games
host.allow_console = true;
@@ -936,7 +933,7 @@ void CL_ParseServerData( sizebuf_t *msg )
Cvar_FullSet( "cl_background", "1", FCVAR_READ_ONLY );
else Cvar_FullSet( "cl_background", "0", FCVAR_READ_ONLY );
if( !cls.changelevel )
if( !cls.changelevel )
{
// continue playing if we are changing level
S_StopBackgroundTrack ();
@@ -967,7 +964,7 @@ void CL_ParseServerData( sizebuf_t *msg )
if(( cl_allow_levelshots->value && !cls.changelevel ) || cl.background )
{
if( !FS_FileExists( va( "%s.bmp", cl_levelshot_name->string ), true ))
if( !FS_FileExists( va( "%s.bmp", cl_levelshot_name->string ), true ))
Cvar_Set( "cl_levelshot_name", "*black" ); // render a black screen
cls.scrshot_request = scrshot_plaque; // request levelshot even if exist (check filetime)
}
@@ -1027,7 +1024,7 @@ void CL_ParseClientData( sizebuf_t *msg )
frame = &cl.frames[cl.parsecountmod]; // frame at index.
frame->time = cl.mtime[0]; // mark network received time
frame->receivedtime = host.realtime; // time now that we are parsing.
frame->receivedtime = host.realtime; // time now that we are parsing.
memset( &frame->graphdata, 0, sizeof( netbandwidthgraph_t ));
@@ -1035,7 +1032,7 @@ void CL_ParseClientData( sizebuf_t *msg )
parsecounttime = cl.commands[command_ack & CL_UPDATE_MASK].senttime;
// current time that we got a response to the command packet.
cl.commands[command_ack & CL_UPDATE_MASK].receivedtime = host.realtime;
cl.commands[command_ack & CL_UPDATE_MASK].receivedtime = host.realtime;
if( cl.last_command_ack != -1 )
{
@@ -1091,8 +1088,8 @@ void CL_ParseClientData( sizebuf_t *msg )
// otherwise, move in 1 ms steps toward observed channel latency.
if( latency < cls.latency )
cls.latency = latency;
else cls.latency += 0.001f; // drift up, so corrections are needed
}
else cls.latency += 0.001f; // drift up, so corrections are needed
}
}
else
{
@@ -1104,7 +1101,7 @@ void CL_ParseClientData( sizebuf_t *msg )
{
cl.local.health = 1;
return;
}
}
to_cd = &frame->clientdata;
to_wd = frame->weapondata;
@@ -1231,13 +1228,13 @@ void CL_ParseAddAngle( sizebuf_t *msg )
{
pred_viewangle_t *a;
float delta_yaw;
delta_yaw = MSG_ReadBitAngle( msg, 16 );
#if 0
cl.viewangles[YAW] += delta_yaw;
return;
#endif
// update running counter
// update running counter
cl.addangletotal += delta_yaw;
// select entry into circular buffer
@@ -1301,7 +1298,7 @@ void CL_RegisterUserMessage( sizebuf_t *msg )
{
char *pszName;
int svc_num, size, bits;
svc_num = MSG_ReadByte( msg );
if( cls.legacymode )
@@ -1455,7 +1452,7 @@ void CL_UpdateUserPings( sizebuf_t *msg )
{
int i, slot;
player_info_t *player;
for( i = 0; i < MAX_CLIENTS; i++ )
{
if( !MSG_ReadOneBit( msg )) break; // end of message
@@ -1496,7 +1493,7 @@ void CL_SendConsistencyInfo( sizebuf_t *msg )
MSG_WriteUBitLong( msg, pc->orig_index, MAX_MODEL_BITS );
if( pc->issound )
Q_snprintf( filename, sizeof( filename ), "%s%s", DEFAULT_SOUNDPATH, pc->filename );
Q_snprintf( filename, sizeof( filename ), DEFAULT_SOUNDPATH "%s", pc->filename );
else Q_strncpy( filename, pc->filename, sizeof( filename ));
if( Q_strstr( filename, "models/" ))
@@ -1578,6 +1575,9 @@ void CL_RegisterResources( sizebuf_t *msg )
CL_ClearWorld ();
// update the ref state.
R_UpdateRefState ();
// tell rendering system we have a new set of models.
ref.dllFuncs.R_NewMap ();
@@ -1743,7 +1743,7 @@ void CL_ParseResLocation( sizebuf_t *msg )
return;
}
while( ( data = COM_ParseFile( data, token ) ) )
while( ( data = COM_ParseFile( data, token, sizeof( token ) ) ) )
{
Con_Reportf( "Adding %s as download location\n", token );
@@ -1918,13 +1918,60 @@ void CL_ParseCvarValue2( sizebuf_t *msg )
if( cvar->value != Q_atof( cvar->string ))
MSG_WriteString( &cls.netchan.message, va( "%s (%g)", cvar->string, cvar->value ));
else MSG_WriteString( &cls.netchan.message, cvar->string );
}
}
else
{
MSG_WriteString( &cls.netchan.message, "Not Found" );
}
}
/*
==============
CL_ParseExec
Exec map/class specific configs
==============
*/
void CL_ParseExec( sizebuf_t *msg )
{
qboolean is_class;
int class_idx;
string mapname;
const char *class_cfgs[] = {
"",
"exec scout.cfg\n",
"exec sniper.cfg\n",
"exec soldier.cfg\n",
"exec demoman.cfg\n",
"exec medic.cfg\n",
"exec hwguy.cfg\n",
"exec pyro.cfg\n",
"exec spy.cfg\n",
"exec engineer.cfg\n",
"",
"exec civilian.cfg\n"
};
is_class = MSG_ReadByte( msg );
if ( is_class )
{
class_idx = MSG_ReadByte( msg );
if ( class_idx >= 0 && class_idx <= 11 && !Q_stricmp( GI->gamefolder, "tfc" ) )
Cbuf_AddText( class_cfgs[class_idx] );
}
else if ( !Q_stricmp( GI->gamefolder, "tfc" ) )
{
Cbuf_AddText( "exec mapdefault.cfg\n" );
COM_FileBase( clgame.mapname, mapname );
if ( COM_CheckString( mapname ) )
Cbuf_AddText( va( "exec %s.cfg\n", mapname ) );
}
}
/*
==============
CL_DispatchUserMessage
@@ -2081,7 +2128,7 @@ void CL_ParseServerMessage( sizebuf_t *msg, qboolean normal_message )
// assume no entity/player update this packet
if( cls.state == ca_active )
{
cl.frames[cls.netchan.incoming_sequence & CL_UPDATE_MASK].valid = false;
cl.frames[cls.netchan.incoming_sequence & CL_UPDATE_MASK].valid = false;
cl.frames[cls.netchan.incoming_sequence & CL_UPDATE_MASK].choked = false;
}
else
@@ -2089,7 +2136,7 @@ void CL_ParseServerMessage( sizebuf_t *msg, qboolean normal_message )
CL_ResetFrame( &cl.frames[cls.netchan.incoming_sequence & CL_UPDATE_MASK] );
}
}
// parse the message
while( 1 )
{
@@ -2104,7 +2151,7 @@ void CL_ParseServerMessage( sizebuf_t *msg, qboolean normal_message )
// end of message (align bits)
if( MSG_GetNumBitsLeft( msg ) < 8 )
break;
break;
cmd = MSG_ReadServerCmd( msg );
@@ -2334,6 +2381,9 @@ void CL_ParseServerMessage( sizebuf_t *msg, qboolean normal_message )
case svc_querycvarvalue2:
CL_ParseCvarValue2( msg );
break;
case svc_exec:
CL_ParseExec( msg );
break;
default:
CL_ParseUserMessage( msg, cmd );
cl.frames[cl.parsecountmod].graphdata.usr += MSG_GetNumBytesRead( msg ) - bufStart;
@@ -2802,7 +2852,7 @@ void CL_LegacyParseResourceList( sizebuf_t *msg )
const char *path;
if( reslist.restype[i] == t_sound )
path = va( "sound/%s", reslist.resnames[i] );
path = va( DEFAULT_SOUNDPATH "%s", reslist.resnames[i] );
else path = reslist.resnames[i];
if( FS_FileExists( path, false ))
@@ -3168,6 +3218,9 @@ void CL_LegacyPrecache_f( void )
if( clgame.entities )
clgame.entities->model = cl.worldmodel;
// update the ref state.
R_UpdateRefState ();
// tell rendering system we have a new set of models.
ref.dllFuncs.R_NewMap ();

View File

@@ -46,7 +46,7 @@ CL_PushPMStates
=============
*/
void CL_PushPMStates( void )
void GAME_EXPORT CL_PushPMStates( void )
{
if( clgame.pushed ) return;
clgame.oldphyscount = clgame.pmove->numphysent;
@@ -60,7 +60,7 @@ CL_PopPMStates
=============
*/
void CL_PopPMStates( void )
void GAME_EXPORT CL_PopPMStates( void )
{
if( !clgame.pushed ) return;
clgame.pmove->numphysent = clgame.oldphyscount;
@@ -74,7 +74,7 @@ CL_PushTraceBounds
=============
*/
void CL_PushTraceBounds( int hullnum, const float *mins, const float *maxs )
void GAME_EXPORT CL_PushTraceBounds( int hullnum, const float *mins, const float *maxs )
{
hullnum = bound( 0, hullnum, 3 );
VectorCopy( mins, clgame.pmove->player_mins[hullnum] );
@@ -87,7 +87,7 @@ CL_PopTraceBounds
=============
*/
void CL_PopTraceBounds( void )
void GAME_EXPORT CL_PopTraceBounds( void )
{
memcpy( clgame.pmove->player_mins, host.player_mins, sizeof( host.player_mins ));
memcpy( clgame.pmove->player_maxs, host.player_maxs, sizeof( host.player_maxs ));
@@ -159,7 +159,7 @@ void CL_SetIdealPitch( void )
top[0] = cl.simorg[0] + cosval * (i + 3.0f) * 12.0f;
top[1] = cl.simorg[1] + sinval * (i + 3.0f) * 12.0f;
top[2] = cl.simorg[2] + cl.viewheight[2];
bottom[0] = top[0];
bottom[1] = top[1];
bottom[2] = top[2] - 160.0f;
@@ -170,10 +170,10 @@ void CL_SetIdealPitch( void )
if( tr.fraction == 1.0f )
return; // near a dropoff
z[i] = top[2] + tr.fraction * (bottom[2] - top[2]);
}
dir = 0;
steps = 0;
@@ -186,16 +186,16 @@ void CL_SetIdealPitch( void )
if( dir && ( step-dir > ON_EPSILON || step-dir < -ON_EPSILON ))
return; // mixed changes
steps++;
steps++;
dir = step;
}
if( !dir )
{
cl.local.idealpitch = 0.0f;
return;
}
if( steps < 2 ) return;
cl.local.idealpitch = -dir * cl_idealpitchscale->value;
}
@@ -264,7 +264,9 @@ void CL_CheckPredictionError( void )
// save for error interpolation
VectorCopy( delta, cl.local.prediction_error );
if( dist > MIN_CORRECTION_DISTANCE )
// GoldSrc checks for singleplayer
// we would check for local server
if( dist > MIN_CORRECTION_DISTANCE && !SV_Active() )
cls.correction_time = cl_smoothtime->value;
}
}
@@ -280,7 +282,7 @@ then with clipping against them.
This sets up the first phase.
=============
*/
void CL_SetUpPlayerPrediction( int dopred, int bIncludeLocalClient )
void GAME_EXPORT CL_SetUpPlayerPrediction( int dopred, int bIncludeLocalClient )
{
entity_state_t *state;
predicted_player_t *player;
@@ -538,7 +540,7 @@ pmove must be setup with world and solid entity hulls before calling
(via CL_PredictMove)
===============
*/
void CL_SetSolidPlayers( int playernum )
void GAME_EXPORT CL_SetSolidPlayers( int playernum )
{
entity_state_t *state;
predicted_player_t *player;
@@ -594,7 +596,7 @@ CL_WaterEntity
=============
*/
int CL_WaterEntity( const float *rgflPos )
int GAME_EXPORT CL_WaterEntity( const float *rgflPos )
{
physent_t *pe;
hull_t *hull;
@@ -627,7 +629,7 @@ int CL_WaterEntity( const float *rgflPos )
if( FBitSet( pe->model->flags, MODEL_HAS_ORIGIN ) && !VectorIsNull( pe->angles ))
{
matrix4x4 matrix;
Matrix4x4_CreateFromEntity( matrix, pe->angles, offset, 1.0f );
Matrix4x4_VectorITransform( matrix, rgflPos, test );
}
@@ -655,7 +657,7 @@ pmtrace_t CL_TraceLine( vec3_t start, vec3_t end, int flags )
pmtrace_t tr;
old_usehull = clgame.pmove->usehull;
clgame.pmove->usehull = 2;
clgame.pmove->usehull = 2;
tr = PM_PlayerTraceExt( clgame.pmove, start, end, flags, clgame.pmove->numphysent, clgame.pmove->physents, -1, NULL );
clgame.pmove->usehull = old_usehull;
@@ -675,7 +677,7 @@ pmtrace_t *CL_VisTraceLine( vec3_t start, vec3_t end, int flags )
static pmtrace_t tr;
old_usehull = clgame.pmove->usehull;
clgame.pmove->usehull = 2;
clgame.pmove->usehull = 2;
tr = PM_PlayerTraceExt( clgame.pmove, start, end, flags, clgame.pmove->numvisent, clgame.pmove->visents, -1, NULL );
clgame.pmove->usehull = old_usehull;
@@ -699,17 +701,17 @@ cl_entity_t *CL_GetWaterEntity( const float *rgflPos )
return CL_GetEntityByIndex( entnum );
}
int CL_TestLine( const vec3_t start, const vec3_t end, int flags )
int GAME_EXPORT CL_TestLine( const vec3_t start, const vec3_t end, int flags )
{
return PM_TestLineExt( clgame.pmove, clgame.pmove->physents, clgame.pmove->numphysent, start, end, flags );
}
static int pfnTestPlayerPosition( float *pos, pmtrace_t *ptrace )
static int GAME_EXPORT pfnTestPlayerPosition( float *pos, pmtrace_t *ptrace )
{
return PM_TestPlayerPosition( clgame.pmove, pos, ptrace, NULL );
}
static void pfnStuckTouch( int hitent, pmtrace_t *tr )
static void GAME_EXPORT pfnStuckTouch( int hitent, pmtrace_t *tr )
{
int i;
@@ -728,7 +730,7 @@ static void pfnStuckTouch( int hitent, pmtrace_t *tr )
clgame.pmove->touchindex[clgame.pmove->numtouch++] = *tr;
}
static int pfnPointContents( float *p, int *truecontents )
static int GAME_EXPORT pfnPointContents( float *p, int *truecontents )
{
int cont, truecont;
@@ -740,17 +742,17 @@ static int pfnPointContents( float *p, int *truecontents )
return cont;
}
static int pfnTruePointContents( float *p )
static int GAME_EXPORT pfnTruePointContents( float *p )
{
return PM_TruePointContents( clgame.pmove, p );
}
static int pfnHullPointContents( struct hull_s *hull, int num, float *p )
static int GAME_EXPORT pfnHullPointContents( struct hull_s *hull, int num, float *p )
{
return PM_HullPointContents( hull, num, p );
}
static pmtrace_t pfnPlayerTrace( float *start, float *end, int traceFlags, int ignore_pe )
static pmtrace_t GAME_EXPORT pfnPlayerTrace( float *start, float *end, int traceFlags, int ignore_pe )
{
return PM_PlayerTraceExt( clgame.pmove, start, end, traceFlags, clgame.pmove->numphysent, clgame.pmove->physents, ignore_pe, NULL );
}
@@ -761,7 +763,7 @@ pmtrace_t *PM_TraceLine( float *start, float *end, int flags, int usehull, int i
int old_usehull;
old_usehull = clgame.pmove->usehull;
clgame.pmove->usehull = usehull;
clgame.pmove->usehull = usehull;
switch( flags )
{
@@ -783,7 +785,7 @@ static hull_t *pfnHullForBsp( physent_t *pe, float *offset )
return PM_HullForBsp( pe, clgame.pmove, offset );
}
static float pfnTraceModel( physent_t *pe, float *start, float *end, trace_t *trace )
static float GAME_EXPORT pfnTraceModel( physent_t *pe, float *start, float *end, trace_t *trace )
{
int old_usehull;
vec3_t start_l, end_l;
@@ -838,9 +840,9 @@ static const char *pfnTraceTexture( int ground, float *vstart, float *vend )
pe = &clgame.pmove->physents[ground];
return PM_TraceTexture( pe, vstart, vend );
}
}
static void pfnPlaySound( int channel, const char *sample, float volume, float attenuation, int fFlags, int pitch )
static void GAME_EXPORT pfnPlaySound( int channel, const char *sample, float volume, float attenuation, int fFlags, int pitch )
{
if( !clgame.pmove->runfuncs )
return;
@@ -848,18 +850,18 @@ static void pfnPlaySound( int channel, const char *sample, float volume, float a
S_StartSound( NULL, clgame.pmove->player_index + 1, channel, S_RegisterSound( sample ), volume, attenuation, pitch, fFlags );
}
static void pfnPlaybackEventFull( int flags, int clientindex, word eventindex, float delay, float *origin,
static void GAME_EXPORT pfnPlaybackEventFull( int flags, int clientindex, word eventindex, float delay, float *origin,
float *angles, float fparam1, float fparam2, int iparam1, int iparam2, int bparam1, int bparam2 )
{
CL_PlaybackEvent( flags, NULL, eventindex, delay, origin, angles, fparam1, fparam2, iparam1, iparam2, bparam1, bparam2 );
}
static pmtrace_t pfnPlayerTraceEx( float *start, float *end, int traceFlags, pfnIgnore pmFilter )
static pmtrace_t GAME_EXPORT pfnPlayerTraceEx( float *start, float *end, int traceFlags, pfnIgnore pmFilter )
{
return PM_PlayerTraceExt( clgame.pmove, start, end, traceFlags, clgame.pmove->numphysent, clgame.pmove->physents, -1, pmFilter );
}
static int pfnTestPlayerPositionEx( float *pos, pmtrace_t *ptrace, pfnIgnore pmFilter )
static int GAME_EXPORT pfnTestPlayerPositionEx( float *pos, pmtrace_t *ptrace, pfnIgnore pmFilter )
{
return PM_TestPlayerPosition( clgame.pmove, pos, ptrace, pmFilter );
}
@@ -870,7 +872,7 @@ static pmtrace_t *pfnTraceLineEx( float *start, float *end, int flags, int usehu
int old_usehull;
old_usehull = clgame.pmove->usehull;
clgame.pmove->usehull = usehull;
clgame.pmove->usehull = usehull;
switch( flags )
{
@@ -926,13 +928,13 @@ void CL_InitClientMove( void )
clgame.pmove->PM_StuckTouch = pfnStuckTouch;
clgame.pmove->PM_PointContents = pfnPointContents;
clgame.pmove->PM_TruePointContents = pfnTruePointContents;
clgame.pmove->PM_HullPointContents = pfnHullPointContents;
clgame.pmove->PM_HullPointContents = pfnHullPointContents;
clgame.pmove->PM_PlayerTrace = pfnPlayerTrace;
clgame.pmove->PM_TraceLine = PM_TraceLine;
clgame.pmove->RandomLong = COM_RandomLong;
clgame.pmove->RandomFloat = COM_RandomFloat;
clgame.pmove->PM_GetModelType = pfnGetModelType;
clgame.pmove->PM_GetModelBounds = pfnGetModelBounds;
clgame.pmove->PM_GetModelBounds = pfnGetModelBounds;
clgame.pmove->PM_HullForBsp = (void*)pfnHullForBsp;
clgame.pmove->PM_TraceModel = pfnTraceModel;
clgame.pmove->COM_FileSize = COM_FileSize;
@@ -1019,7 +1021,7 @@ void CL_SetupPMove( playermove_t *pmove, local_state_t *from, usercmd_t *ucmd, q
VectorCopy( cd->vuser2, pmove->vuser2 );
VectorCopy( cd->vuser3, pmove->vuser3 );
VectorCopy( cd->vuser4, pmove->vuser4 );
pmove->cmd = *ucmd; // copy current cmds
pmove->cmd = *ucmd; // copy current cmds
Q_strncpy( pmove->physinfo, cls.physinfo, MAX_INFO_STRING );
}
@@ -1048,7 +1050,7 @@ void CL_FinishPMove( playermove_t *pmove, local_state_t *to )
VectorCopy( pmove->angles, ps->angles );
VectorCopy( pmove->basevelocity, ps->basevelocity );
VectorCopy( pmove->punchangle, cd->punchangle );
ps->oldbuttons = pmove->oldbuttons;
ps->oldbuttons = pmove->cmd.buttons;
ps->friction = pmove->friction;
ps->movetype = pmove->movetype;
ps->onground = pmove->onground;
@@ -1080,13 +1082,14 @@ Runs prediction code for user cmd
void CL_RunUsercmd( local_state_t *from, local_state_t *to, usercmd_t *u, qboolean runfuncs, double *time, unsigned int random_seed )
{
usercmd_t cmd;
local_state_t temp;
usercmd_t split;
memset( &temp, 0, sizeof( temp ));
if( u->msec > 50 )
{
local_state_t temp;
usercmd_t split;
memset( &temp, 0, sizeof( temp ));
split = *u;
split.msec /= 2;
CL_RunUsercmd( from, &temp, &split, runfuncs, time, random_seed );
@@ -1153,12 +1156,12 @@ Sets cl.predicted.origin and cl.predicted.angles
*/
void CL_PredictMovement( qboolean repredicting )
{
runcmd_t *to_cmd, *from_cmd;
runcmd_t *to_cmd = NULL, *from_cmd;
local_state_t *from = NULL, *to = NULL;
int current_command;
int current_command_mod;
uint current_command;
uint current_command_mod;
frame_t *frame = NULL;
int i, stoppoint;
uint i, stoppoint;
qboolean runfuncs;
double f = 1.0;
cl_entity_t *ent;
@@ -1227,10 +1230,6 @@ void CL_PredictMovement( qboolean repredicting )
if( to_cmd->senttime >= host.realtime )
break;
// now interpolate some fraction of the final frame
if( to_cmd->senttime != from_cmd->senttime )
f = (host.realtime - from_cmd->senttime) / (to_cmd->senttime - from_cmd->senttime) * 0.1;
from = to;
from_cmd = to_cmd;
}
@@ -1263,8 +1262,10 @@ void CL_PredictMovement( qboolean repredicting )
return;
}
f = bound( 0.0f, f, 1.0f );
f = 0.0; // FIXME: make work, do revision
// now interpolate some fraction of the final frame
if( to_cmd->senttime != from_cmd->senttime )
f = bound( 0.0, (host.realtime - from_cmd->senttime) / (to_cmd->senttime - from_cmd->senttime) * 0.1, 1.0 );
else f = 0.0;
if( CL_PlayerTeleported( from, to ))
{

View File

@@ -224,7 +224,7 @@ static void CL_ParseQuakeServerInfo( sizebuf_t *msg )
}
// multiplayer game?
if( cl.maxclients > 1 )
if( cl.maxclients > 1 )
{
// allow console in multiplayer games
host.allow_console = true;
@@ -308,7 +308,7 @@ static void CL_ParseQuakeServerInfo( sizebuf_t *msg )
if(( cl_allow_levelshots->value && !cls.changelevel ) || cl.background )
{
if( !FS_FileExists( va( "%s.bmp", cl_levelshot_name->string ), true ))
if( !FS_FileExists( va( "%s.bmp", cl_levelshot_name->string ), true ))
Cvar_Set( "cl_levelshot_name", "*black" ); // render a black screen
cls.scrshot_request = scrshot_plaque; // request levelshot even if exist (check filetime)
}
@@ -353,7 +353,7 @@ static void CL_ParseQuakeClientData( sizebuf_t *msg )
cl.parsecountmod = cl.parsecount & CL_UPDATE_MASK; // index into window.
frame = &cl.frames[cl.parsecountmod]; // frame at index.
frame->time = cl.mtime[0]; // mark network received time
frame->receivedtime = host.realtime; // time now that we are parsing.
frame->receivedtime = host.realtime; // time now that we are parsing.
memset( &frame->graphdata, 0, sizeof( netbandwidthgraph_t ));
memset( frame->flags, 0, sizeof( frame->flags ));
frame->first_entity = cls.next_client_entities;
@@ -448,7 +448,7 @@ void CL_ParseQuakeEntityData( sizebuf_t *msg, int bits )
SetBits( bits, i << 8 );
}
if( FBitSet( bits, U_LONGENTITY ))
if( FBitSet( bits, U_LONGENTITY ))
newnum = MSG_ReadWord( msg );
else newnum = MSG_ReadByte( msg );
@@ -465,7 +465,7 @@ void CL_ParseQuakeEntityData( sizebuf_t *msg, int bits )
if( ent->curstate.msg_time != cl.mtime[1] )
forcelink = true; // no previous frame to lerp from
else forcelink = false;
if( FBitSet( bits, U_MODEL ))
state->modelindex = MSG_ReadByte( msg );
else state->modelindex = ent->baseline.modelindex;
@@ -573,8 +573,8 @@ void CL_ParseQuakeParticle( sizebuf_t *msg )
{
int count, color;
vec3_t org, dir;
MSG_ReadVec3Coord( msg, org );
MSG_ReadVec3Coord( msg, org );
dir[0] = MSG_ReadChar( msg ) * 0.0625f;
dir[1] = MSG_ReadChar( msg ) * 0.0625f;
dir[2] = MSG_ReadChar( msg ) * 0.0625f;
@@ -597,12 +597,12 @@ void CL_ParseQuakeStaticSound( sizebuf_t *msg )
float vol, attn;
vec3_t org;
MSG_ReadVec3Coord( msg, org );
MSG_ReadVec3Coord( msg, org );
sound_num = MSG_ReadByte( msg );
vol = (float)MSG_ReadByte( msg ) / 255.0f;
attn = (float)MSG_ReadByte( msg ) / 64.0f;
S_StartSound( org, 0, CHAN_STATIC, cl.sound_index[sound_num], vol, attn, PITCH_NORM, 0 );
S_StartSound( org, 0, CHAN_STATIC, cl.sound_index[sound_num], vol, attn, PITCH_NORM, 0 );
}
/*
@@ -861,9 +861,7 @@ void CL_QuakeExecStuff( void )
if( !*text ) break;
host.com_ignorebracket = true;
text = COM_ParseFile( text, token );
host.com_ignorebracket = false;
text = _COM_ParseFileSafe( text, token, sizeof( token ), PFILE_IGNOREBRACKET, NULL );
if( !text ) break;
@@ -908,7 +906,7 @@ void CL_ParseQuakeMessage( sizebuf_t *msg, qboolean normal_message )
// assume no entity/player update this packet
if( cls.state == ca_active )
{
cl.frames[cls.netchan.incoming_sequence & CL_UPDATE_MASK].valid = false;
cl.frames[cls.netchan.incoming_sequence & CL_UPDATE_MASK].valid = false;
cl.frames[cls.netchan.incoming_sequence & CL_UPDATE_MASK].choked = false;
}
else
@@ -931,7 +929,7 @@ void CL_ParseQuakeMessage( sizebuf_t *msg, qboolean normal_message )
// end of message (align bits)
if( MSG_GetNumBitsLeft( msg ) < 8 )
break;
break;
cmd = MSG_ReadServerCmd( msg );

View File

@@ -54,7 +54,7 @@ qboolean CL_CmpStudioTextures( int numtexs, mstudiotexture_t *p1, mstudiotexture
if( p1->index != p2->index )
return false;
}
}
return true;
}
@@ -98,7 +98,7 @@ CL_DuplicateTexture
Dupliacte texture with remap pixels
====================
*/
void CL_DuplicateTexture( mstudiotexture_t *ptexture, int topcolor, int bottomcolor )
void CL_DuplicateTexture( cl_entity_t *entity, model_t *model, mstudiotexture_t *ptexture, int topcolor, int bottomcolor )
{
const char *name;
texture_t *tx = NULL;
@@ -111,12 +111,12 @@ void CL_DuplicateTexture( mstudiotexture_t *ptexture, int topcolor, int bottomco
// save off the real texture index
index = ptexture->index;
name = ref.dllFuncs.GL_TextureName( index );
Q_snprintf( texname, sizeof( texname ), "#%i_%s", refState.currententity->curstate.number, name + 1 );
Q_snprintf( texname, sizeof( texname ), "#%i_%s", entity->curstate.number, name + 1 );
// search for pixels
for( i = 0; i < refState.currentmodel->numtextures; i++ )
for( i = 0; i < model->numtextures; i++ )
{
tx = refState.currentmodel->textures[i];
tx = model->textures[i];
if( tx->gl_texturenum == index )
break; // found
}
@@ -141,7 +141,7 @@ CL_UpdateStudioTexture
Update texture top and bottom colors
====================
*/
void CL_UpdateStudioTexture( mstudiotexture_t *ptexture, int topcolor, int bottomcolor )
void CL_UpdateStudioTexture( cl_entity_t *entity, mstudiotexture_t *ptexture, int topcolor, int bottomcolor )
{
rgbdata_t *pic;
texture_t *tx = NULL;
@@ -156,7 +156,7 @@ void CL_UpdateStudioTexture( mstudiotexture_t *ptexture, int topcolor, int botto
origtexname = ref.dllFuncs.GL_TextureName( ptexture->index );
// build name of original texture
Q_strncpy( mdlname, refState.currentmodel->name, sizeof( mdlname ));
Q_strncpy( mdlname, entity->model->name, sizeof( mdlname ));
COM_FileBase( ptexture->name, name );
COM_StripExtension( mdlname );
@@ -165,9 +165,9 @@ void CL_UpdateStudioTexture( mstudiotexture_t *ptexture, int topcolor, int botto
if( !index ) return; // couldn't find texture
// search for pixels
for( i = 0; i < refState.currentmodel->numtextures; i++ )
for( i = 0; i < entity->model->numtextures; i++ )
{
tx = refState.currentmodel->textures[i];
tx = entity->model->textures[i];
if( tx->gl_texturenum == index )
break; // found
}
@@ -202,21 +202,21 @@ CL_UpdateAliasTexture
Update texture top and bottom colors
====================
*/
void CL_UpdateAliasTexture( unsigned short *texture, int skinnum, int topcolor, int bottomcolor )
void CL_UpdateAliasTexture( cl_entity_t *entity, unsigned short *texture, int skinnum, int topcolor, int bottomcolor )
{
char texname[MAX_QPATH];
rgbdata_t skin, *pic;
texture_t *tx;
if( !texture || !refState.currentmodel->textures )
if( !texture || !entity->model->textures )
return; // no remapinfo in model
tx = refState.currentmodel->textures[skinnum];
tx = entity->model->textures[skinnum];
if( !tx ) return; // missing texture ?
if( *texture == 0 )
{
Q_snprintf( texname, sizeof( texname ), "%s:remap%i_%i", refState.currentmodel->name, skinnum, refState.currententity->index );
Q_snprintf( texname, sizeof( texname ), "%s:remap%i_%i", entity->model->name, skinnum, entity->index );
skin.width = tx->width;
skin.height = tx->height;
skin.depth = skin.numMips = 1;
@@ -242,7 +242,7 @@ Allocate new remap info per entity
and make copy of remap textures
====================
*/
void CL_AllocRemapInfo( int topcolor, int bottomcolor )
void CL_AllocRemapInfo( cl_entity_t *entity, model_t *model, int topcolor, int bottomcolor )
{
remap_info_t *info;
studiohdr_t *phdr;
@@ -250,10 +250,10 @@ void CL_AllocRemapInfo( int topcolor, int bottomcolor )
mstudiotexture_t *src, *dst;
int i, size;
if( !refState.currententity ) return;
i = ( refState.currententity == &clgame.viewent ) ? clgame.maxEntities : refState.currententity->curstate.number;
if( !entity ) return;
i = ( entity == &clgame.viewent ) ? clgame.maxEntities : entity->curstate.number;
if( !refState.currentmodel || ( refState.currentmodel->type != mod_alias && refState.currentmodel->type != mod_studio ))
if( !model || ( model->type != mod_alias && model->type != mod_studio ))
{
// entity has changed model by another type, release remap info
if( clgame.remap_info[i] )
@@ -265,7 +265,7 @@ void CL_AllocRemapInfo( int topcolor, int bottomcolor )
}
// model doesn't contains remap textures
if( refState.currentmodel->numtextures <= 0 )
if( model->numtextures <= 0 )
{
// entity has changed model with no remap textures
if( clgame.remap_info[i] )
@@ -276,22 +276,22 @@ void CL_AllocRemapInfo( int topcolor, int bottomcolor )
return;
}
if( refState.currentmodel->type == mod_studio )
if( model->type == mod_studio )
{
phdr = (studiohdr_t *)Mod_StudioExtradata( refState.currentmodel );
phdr = (studiohdr_t *)Mod_StudioExtradata( model );
if( !phdr ) return; // bad model?
src = (mstudiotexture_t *)(((byte *)phdr) + phdr->textureindex);
dst = (clgame.remap_info[i] ? clgame.remap_info[i]->ptexture : NULL);
dst = (clgame.remap_info[i] ? clgame.remap_info[i]->ptexture : NULL);
// NOTE: we must copy all the structures 'mstudiotexture_t' for easy access when model is rendering
if( !CL_CmpStudioTextures( phdr->numtextures, src, dst ) || clgame.remap_info[i]->model != refState.currentmodel )
if( !CL_CmpStudioTextures( phdr->numtextures, src, dst ) || clgame.remap_info[i]->model != model )
{
// this code catches studiomodel change with another studiomodel with remap textures
// e.g. playermodel 'barney' with playermodel 'gordon'
if( clgame.remap_info[i] ) CL_FreeRemapInfo( clgame.remap_info[i] ); // free old info
size = sizeof( remap_info_t ) + ( sizeof( mstudiotexture_t ) * phdr->numtextures );
info = clgame.remap_info[i] = Mem_Calloc( clgame.mempool, size );
info = clgame.remap_info[i] = Mem_Calloc( clgame.mempool, size );
info->ptexture = (mstudiotexture_t *)(info + 1); // textures are immediately comes after remap_info
}
else
@@ -314,21 +314,21 @@ void CL_AllocRemapInfo( int topcolor, int bottomcolor )
for( i = 0; i < info->numtextures; i++ )
{
if( dst[i].flags & STUDIO_NF_COLORMAP )
CL_DuplicateTexture( &dst[i], topcolor, bottomcolor );
CL_DuplicateTexture( entity, model, &dst[i], topcolor, bottomcolor );
}
}
else if( refState.currentmodel->type == mod_alias )
else if( model->type == mod_alias )
{
ahdr = (aliashdr_t *)Mod_AliasExtradata( refState.currentmodel );
ahdr = (aliashdr_t *)Mod_AliasExtradata( model );
if( !ahdr ) return; // bad model?
// NOTE: we must copy all the structures 'mstudiotexture_t' for easy access when model is rendering
if( !clgame.remap_info[i] || clgame.remap_info[i]->model != refState.currentmodel )
if( !clgame.remap_info[i] || clgame.remap_info[i]->model != model )
{
// this code catches studiomodel change with another studiomodel with remap textures
// e.g. playermodel 'barney' with playermodel 'gordon'
if( clgame.remap_info[i] ) CL_FreeRemapInfo( clgame.remap_info[i] ); // free old info
info = clgame.remap_info[i] = Mem_Calloc( clgame.mempool, sizeof( remap_info_t ));
info = clgame.remap_info[i] = Mem_Calloc( clgame.mempool, sizeof( remap_info_t ));
}
else
{
@@ -336,10 +336,10 @@ void CL_AllocRemapInfo( int topcolor, int bottomcolor )
return;
}
info->numtextures = refState.currentmodel->numtextures;
info->numtextures = model->numtextures;
// alias remapping is easy
CL_UpdateRemapInfo( topcolor, bottomcolor );
CL_UpdateRemapInfo( entity, topcolor, bottomcolor );
}
else
{
@@ -347,7 +347,7 @@ void CL_AllocRemapInfo( int topcolor, int bottomcolor )
return;
}
info->model = refState.currentmodel;
info->model = model;
}
/*
@@ -357,12 +357,12 @@ CL_UpdateRemapInfo
Update all remaps per entity
====================
*/
void CL_UpdateRemapInfo( int topcolor, int bottomcolor )
void CL_UpdateRemapInfo( cl_entity_t *entity, int topcolor, int bottomcolor )
{
remap_info_t *info;
int i;
i = ( refState.currententity == &clgame.viewent ) ? clgame.maxEntities : refState.currententity->curstate.number;
i = ( entity == &clgame.viewent ) ? clgame.maxEntities : entity->curstate.number;
info = clgame.remap_info[i];
if( !info ) return; // no remap info
@@ -374,9 +374,9 @@ void CL_UpdateRemapInfo( int topcolor, int bottomcolor )
if( info->ptexture != NULL )
{
if( FBitSet( info->ptexture[i].flags, STUDIO_NF_COLORMAP ))
CL_UpdateStudioTexture( &info->ptexture[i], topcolor, bottomcolor );
CL_UpdateStudioTexture( entity, &info->ptexture[i], topcolor, bottomcolor );
}
else CL_UpdateAliasTexture( &info->textures[i], i, topcolor, bottomcolor );
else CL_UpdateAliasTexture( entity, &info->textures[i], i, topcolor, bottomcolor );
}
info->topcolor = topcolor;
@@ -409,7 +409,7 @@ void CL_FreeRemapInfo( remap_info_t *info )
ref.dllFuncs.GL_FreeTexture( info->textures[i] );
}
Mem_Free( info ); // release struct
Mem_Free( info ); // release struct
}
/*
@@ -428,7 +428,7 @@ void CL_ClearAllRemaps( void )
for( i = 0; i < clgame.maxRemapInfos; i++ )
{
if( clgame.remap_info[i] )
CL_FreeRemapInfo( clgame.remap_info[i] );
CL_FreeRemapInfo( clgame.remap_info[i] );
}
Mem_Free( clgame.remap_info );
}

View File

@@ -252,7 +252,7 @@ static render_api_t gRenderAPI =
NULL, // GL_TexGen,
NULL, // GL_TextureTarget,
NULL, // GL_SetTexCoordArrayMode,
GL_GetProcAddress,
NULL, // GL_GetProcAddress,
NULL, // GL_UpdateTexSize,
NULL,
NULL,
@@ -309,6 +309,7 @@ static void R_FillRenderAPIFromRef( render_api_t *to, const ref_interface_t *fro
to->GL_DrawParticles = from->GL_DrawParticles;
to->LightVec = from->LightVec;
to->StudioGetTexture = from->StudioGetTexture;
to->GL_GetProcAddress = from->R_GetProcAddress;
}
/*

View File

@@ -27,8 +27,11 @@ convar_t *scr_viewsize;
convar_t *cl_testlights;
convar_t *cl_allow_levelshots;
convar_t *cl_levelshot_name;
convar_t *cl_envshot_size;
static convar_t *cl_envshot_size;
convar_t *v_dark;
static convar_t *net_speeds;
static convar_t *cl_showfps;
static convar_t *cl_showpos;
typedef struct
{
@@ -57,7 +60,7 @@ void SCR_DrawFPS( int height )
int offset;
if( cls.state != ca_active || !cl_showfps->value || cl.background )
return;
return;
switch( cls.scrshot_action )
{
@@ -102,6 +105,41 @@ void SCR_DrawFPS( int height )
Con_DrawString( refState.width - offset - 4, height, fpsstring, color );
}
/*
==============
SCR_DrawPos
Draw local player position, angles and velocity
==============
*/
void SCR_DrawPos( void )
{
static char msg[MAX_SYSPATH];
float speed;
cl_entity_t *ent;
rgba_t color;
if( cls.state != ca_active || !cl_showpos->value || cl.background )
return;
ent = CL_GetLocalPlayer();
speed = VectorLength( cl.simvel );
Q_snprintf( msg, MAX_SYSPATH,
"pos: %.2f %.2f %.2f\n"
"ang: %.2f %.2f %.2f\n"
"velocity: %.2f",
cl.simorg[0], cl.simorg[1], cl.simorg[2],
// should we use entity angles or viewangles?
// view isn't always bound to player
ent->angles[0], ent->angles[1], ent->angles[2],
speed );
MakeRGBA( color, 255, 255, 255, 255 );
Con_DrawString( refState.width / 2, 4, msg, color );
}
/*
==============
SCR_NetSpeeds
@@ -145,8 +183,18 @@ void SCR_NetSpeeds( void )
if( cur_clfps > max_clfps ) max_clfps = cur_clfps;
}
Q_snprintf( msg, sizeof( msg ), "sv fps: ^1%4i min, ^3%4i cur, ^2%4i max\ncl fps: ^1%4i min, ^3%4i cur, ^2%4i max\nGame Time: %02d:%02d\nTotal received from server: %s\nTotal sent to server: %s\n",
min_svfps, cur_svfps, max_svfps, min_clfps, cur_clfps, max_clfps, (int)(time / 60.0f ), (int)fmod( time, 60.0f ), Q_memprint( cls.netchan.total_received ), Q_memprint( cls.netchan.total_sended ));
Q_snprintf( msg, sizeof( msg ),
"Updaterate: ^1%2i min, ^3%2i cur, ^2%2i max\n"
"Client FPS: ^1%i min, ^3%3i cur, ^2%3i max\n"
"Game Time: %02d:%02d\n"
"Total received from server: %s\n"
"Total sent to server: %s\n",
min_svfps, cur_svfps, max_svfps,
min_clfps, cur_clfps, max_clfps,
(int)(time / 60.0f ), (int)fmod( time, 60.0f ),
Q_memprint( cls.netchan.total_received ),
Q_memprint( cls.netchan.total_sended )
);
x = refState.width - 320;
y = 384;
@@ -203,7 +251,7 @@ void SCR_RSpeeds( void )
y += height;
// handle '\n\n'
if( *p == '\n' )
if( *p == '\n' )
y += height;
if( end ) p = end + 1;
else break;
@@ -306,7 +354,7 @@ void SCR_MakeScreenShot( void )
// report
if( iRet )
{
// snapshots don't writes message about image
// snapshots don't writes message about image
if( cls.scrshot_action != scrshot_snapshot )
Con_Reportf( "Write %s\n", cls.shotname );
}
@@ -342,17 +390,18 @@ SCR_BeginLoadingPlaque
*/
void SCR_BeginLoadingPlaque( qboolean is_background )
{
float oldclear;
float oldclear = 0;;
S_StopAllSounds( true );
cl.audio_prepped = false; // don't play ambients
cl.video_prepped = false;
oldclear = gl_clear->value;
if( !Host_IsDedicated() )
oldclear = gl_clear->value;
if( CL_IsInMenu( ) && !cls.changedemo && !is_background )
{
UI_SetActiveMenu( false );
if( cls.state == ca_disconnected )
if( cls.state == ca_disconnected && !(GameState->curstate == STATE_RUNFRAME && GameState->nextstate != STATE_RUNFRAME) )
SCR_UpdateScreen();
}
@@ -362,14 +411,19 @@ void SCR_BeginLoadingPlaque( qboolean is_background )
if( cls.key_dest == key_console )
return;
gl_clear->value = 0.0f;
if( !Host_IsDedicated() )
gl_clear->value = 0.0f;
if( is_background ) IN_MouseSavePos( );
cls.draw_changelevel = !is_background;
SCR_UpdateScreen();
cls.disable_screen = host.realtime;
cls.disable_servercount = cl.servercount;
cl.background = is_background; // set right state before svc_serverdata is came
gl_clear->value = oldclear;
if( !Host_IsDedicated() )
gl_clear->value = oldclear;
// SNDDMA_LockSound();
}
@@ -455,7 +509,7 @@ void SCR_TileClear( void )
right = left + clgame.viewport[2] - 1;
if( clear.y1 < top )
{
{
// clear above view screen
i = clear.y2 < top-1 ? clear.y2 : top - 1;
ref.dllFuncs.R_DrawTileClear( cls.tileImage, clear.x1, clear.y1, clear.x2 - clear.x1 + 1, i - clear.y1 + 1 );
@@ -463,7 +517,7 @@ void SCR_TileClear( void )
}
if( clear.y2 > bottom )
{
{
// clear below view screen
i = clear.y1 > bottom + 1 ? clear.y1 : bottom + 1;
ref.dllFuncs.R_DrawTileClear( cls.tileImage, clear.x1, i, clear.x2 - clear.x1 + 1, clear.y2 - i + 1 );
@@ -479,7 +533,7 @@ void SCR_TileClear( void )
}
if( clear.x2 > right )
{
{
// clear left of view screen
i = clear.x1 > right + 1 ? clear.x1 : right + 1;
ref.dllFuncs.R_DrawTileClear( cls.tileImage, i, clear.y1, clear.x2 - i + 1, clear.y2 - clear.y1 + 1 );
@@ -572,7 +626,7 @@ qboolean SCR_LoadVariableWidthFont( const char *fontname )
// half-life font with variable chars witdh
buffer = FS_LoadFile( fontname, &length, false );
// setup creditsfont
// setup creditsfont
if( buffer && length >= sizeof( qfont_t ))
{
src = (qfont_t *)buffer;
@@ -691,7 +745,7 @@ void SCR_RegisterTextures( void )
cls.loadingBar = ref.dllFuncs.GL_LoadTexture( "gfx/loading.lmp", NULL, 0, TF_IMAGE|TF_LUMINANCE );
else cls.loadingBar = ref.dllFuncs.GL_LoadTexture( "gfx/loading.lmp", NULL, 0, TF_IMAGE );
}
cls.tileImage = ref.dllFuncs.GL_LoadTexture( "gfx/backtile.lmp", NULL, 0, TF_NOMIPMAP );
}
@@ -744,7 +798,7 @@ void SCR_VidInit( void )
VGui_Startup( NULL, refState.width, refState.height ); // initialized already, so pass NULL
CL_ClearSpriteTextures(); // now all hud sprites are invalid
// vid_state has changed
if( gameui.hInstance ) gameui.dllFuncs.pfnVidInit();
if( clgame.hInstance ) clgame.dllFuncs.pfnVidInit();
@@ -771,7 +825,10 @@ void SCR_Init( void )
cl_envshot_size = Cvar_Get( "cl_envshot_size", "256", FCVAR_ARCHIVE, "envshot size of cube side" );
v_dark = Cvar_Get( "v_dark", "0", 0, "starts level from dark screen" );
scr_viewsize = Cvar_Get( "viewsize", "120", FCVAR_ARCHIVE, "screen size" );
net_speeds = Cvar_Get( "net_speeds", "0", FCVAR_ARCHIVE, "show network packets" );
cl_showfps = Cvar_Get( "cl_showfps", "1", FCVAR_ARCHIVE, "show client fps" );
cl_showpos = Cvar_Get( "cl_showpos", "0", FCVAR_ARCHIVE, "show local player position and velocity" );
// register our commands
Cmd_AddCommand( "skyname", CL_SetSky_f, "set new skybox by basename" );
Cmd_AddCommand( "loadsky", CL_SetSky_f, "set new skybox by basename" );

View File

@@ -163,7 +163,7 @@ void CL_AddClientResources( void )
// then check sounds
for( i = 0; i < ARRAYSIZE( cl_player_shell_sounds ); i++ )
{
Q_snprintf( filepath, sizeof( filepath ), "%s%s", DEFAULT_SOUNDPATH, cl_player_shell_sounds[i] );
Q_snprintf( filepath, sizeof( filepath ), DEFAULT_SOUNDPATH "%s", cl_player_shell_sounds[i] );
if( !FS_FileExists( filepath, false ))
CL_AddClientResource( cl_player_shell_sounds[i], t_sound );
@@ -171,7 +171,7 @@ void CL_AddClientResources( void )
for( i = 0; i < ARRAYSIZE( cl_weapon_shell_sounds ); i++ )
{
Q_snprintf( filepath, sizeof( filepath ), "%s%s", DEFAULT_SOUNDPATH, cl_weapon_shell_sounds[i] );
Q_snprintf( filepath, sizeof( filepath ), DEFAULT_SOUNDPATH "%s", cl_weapon_shell_sounds[i] );
if( !FS_FileExists( filepath, false ))
CL_AddClientResource( cl_weapon_shell_sounds[i], t_sound );
@@ -179,7 +179,7 @@ void CL_AddClientResources( void )
for( i = 0; i < ARRAYSIZE( cl_explode_sounds ); i++ )
{
Q_snprintf( filepath, sizeof( filepath ), "%s%s", DEFAULT_SOUNDPATH, cl_explode_sounds[i] );
Q_snprintf( filepath, sizeof( filepath ), DEFAULT_SOUNDPATH "%s", cl_explode_sounds[i] );
if( !FS_FileExists( filepath, false ))
CL_AddClientResource( cl_explode_sounds[i], t_sound );
@@ -188,7 +188,7 @@ void CL_AddClientResources( void )
#if 0 // ric sounds was precached by server-side
for( i = 0; i < ARRAYSIZE( cl_ricochet_sounds ); i++ )
{
Q_snprintf( filepath, sizeof( filepath ), "%s%s", DEFAULT_SOUNDPATH, cl_ricochet_sounds[i] );
Q_snprintf( filepath, sizeof( filepath ), DEFAULT_SOUNDPATH "%s", cl_ricochet_sounds[i] );
if( !FS_FileExists( filepath, false ))
CL_AddClientResource( cl_ricochet_sounds[i], t_sound );
@@ -265,7 +265,7 @@ void CL_PrepareTEnt( TEMPENTITY *pTemp, model_t *pmodel )
// use these to set per-frame and termination conditions / actions
pTemp->entity.trivial_accept = modelHandle; // keep unchanged
pTemp->flags = FTENT_NONE;
pTemp->flags = FTENT_NONE;
pTemp->die = cl.time + 0.75f;
if( pmodel ) frameCount = pmodel->numframes;
@@ -322,15 +322,15 @@ void CL_TempEntPlaySound( TEMPENTITY *pTemp, float damp )
Q_snprintf( soundname, sizeof( soundname ), "debris/wood%i.wav", COM_RandomLong( 1, 4 ));
break;
case BOUNCE_SHRAP:
Q_snprintf( soundname, sizeof( soundname ), "%s", cl_ricochet_sounds[COM_RandomLong( 0, 4 )] );
Q_strncpy( soundname, cl_ricochet_sounds[COM_RandomLong( 0, 4 )], sizeof( soundname ) );
break;
case BOUNCE_SHOTSHELL:
Q_snprintf( soundname, sizeof( soundname ), "%s", cl_weapon_shell_sounds[COM_RandomLong( 0, 2 )] );
Q_strncpy( soundname, cl_weapon_shell_sounds[COM_RandomLong( 0, 2 )], sizeof( soundname ) );
isshellcasing = true; // shell casings have different playback parameters
fvol = 0.5f;
break;
case BOUNCE_SHELL:
Q_snprintf( soundname, sizeof( soundname ), "%s", cl_player_shell_sounds[COM_RandomLong( 0, 2 )] );
Q_strncpy( soundname, cl_player_shell_sounds[COM_RandomLong( 0, 2 )], sizeof( soundname ) );
isshellcasing = true; // shell casings have different playback parameters
break;
case BOUNCE_CONCRETE:
@@ -341,17 +341,17 @@ void CL_TempEntPlaySound( TEMPENTITY *pTemp, float damp )
}
zvel = abs( pTemp->entity.baseline.origin[2] );
// only play one out of every n
if( isshellcasing )
{
// play first bounce, then 1 out of 3
{
// play first bounce, then 1 out of 3
if( zvel < 200 && COM_RandomLong( 0, 3 ))
return;
}
else
{
if( COM_RandomLong( 0, 5 ))
if( COM_RandomLong( 0, 5 ))
return;
}
@@ -359,11 +359,11 @@ void CL_TempEntPlaySound( TEMPENTITY *pTemp, float damp )
{
int pitch;
sound_t handle;
if( isshellcasing )
fvol *= min ( 1.0f, ((float)zvel) / 350.0f );
else fvol *= min ( 1.0f, ((float)zvel) / 450.0f );
fvol *= min ( 1.0f, ((float)zvel) / 350.0f );
else fvol *= min ( 1.0f, ((float)zvel) / 450.0f );
if( !COM_RandomLong( 0, 3 ) && !isshellcasing )
pitch = COM_RandomLong( 95, 105 );
else pitch = PITCH_NORM;
@@ -399,7 +399,7 @@ int CL_TempEntAddEntity( cl_entity_t *pEntity )
VectorCopy( pEntity->origin, pEntity->curstate.origin );
VectorCopy( pEntity->angles, pEntity->latched.prevangles );
VectorCopy( pEntity->origin, pEntity->latched.prevorigin );
// add to list
CL_AddVisibleEntity( pEntity, ET_TEMPENTITY );
@@ -503,7 +503,7 @@ TEMPENTITY *CL_TempEntAllocHigh( const vec3_t org, model_t *pmodel )
if( !cl_free_tents )
{
// no temporary ents free, so find the first active low-priority temp ent
// no temporary ents free, so find the first active low-priority temp ent
// and overwrite it.
CL_FreeLowPriorityTempEnt();
}
@@ -511,7 +511,7 @@ TEMPENTITY *CL_TempEntAllocHigh( const vec3_t org, model_t *pmodel )
if( !cl_free_tents )
{
// didn't find anything? The tent list is either full of high-priority tents
// or all tents in the list are still due to live for > 10 seconds.
// or all tents in the list are still due to live for > 10 seconds.
Con_DPrintf( "Couldn't alloc a high priority TENT!\n" );
return NULL;
}
@@ -550,7 +550,7 @@ CL_TempEntAlloc
custom tempentity allocation
==============
*/
TEMPENTITY *CL_TempEntAllocCustom( const vec3_t org, model_t *model, int high, void (*pfn)( TEMPENTITY*, float, float ))
TEMPENTITY * GAME_EXPORT CL_TempEntAllocCustom( const vec3_t org, model_t *model, int high, void (*pfn)( TEMPENTITY*, float, float ))
{
TEMPENTITY *pTemp;
@@ -587,7 +587,7 @@ R_FizzEffect
Create a fizz effect
==============
*/
void R_FizzEffect( cl_entity_t *pent, int modelIndex, int density )
void GAME_EXPORT R_FizzEffect( cl_entity_t *pent, int modelIndex, int density )
{
TEMPENTITY *pTemp;
int i, width, depth, count;
@@ -650,7 +650,7 @@ R_Bubbles
Create bubbles
==============
*/
void R_Bubbles( const vec3_t mins, const vec3_t maxs, float height, int modelIndex, int count, float speed )
void GAME_EXPORT R_Bubbles( const vec3_t mins, const vec3_t maxs, float height, int modelIndex, int count, float speed )
{
TEMPENTITY *pTemp;
float sine, cosine;
@@ -676,12 +676,12 @@ void R_Bubbles( const vec3_t mins, const vec3_t maxs, float height, int modelInd
pTemp->y = origin[1];
angle = COM_RandomFloat( -M_PI, M_PI );
SinCos( angle, &sine, &cosine );
zspeed = COM_RandomLong( 80, 140 );
VectorSet( pTemp->entity.baseline.origin, speed * cosine, speed * sine, zspeed );
pTemp->die = cl.time + ((height - (origin[2] - mins[2])) / zspeed) - 0.1f;
pTemp->entity.curstate.frame = COM_RandomLong( 0, pTemp->frameMax );
// Set sprite scale
pTemp->entity.curstate.scale = 1.0f / COM_RandomFloat( 2.0f, 5.0f );
pTemp->entity.curstate.rendermode = kRenderTransAlpha;
@@ -696,7 +696,7 @@ R_BubbleTrail
Create bubble trail
==============
*/
void R_BubbleTrail( const vec3_t start, const vec3_t end, float height, int modelIndex, int count, float speed )
void GAME_EXPORT R_BubbleTrail( const vec3_t start, const vec3_t end, float height, int modelIndex, int count, float speed )
{
TEMPENTITY *pTemp;
float sine, cosine, zspeed;
@@ -741,7 +741,7 @@ R_AttachTentToPlayer
Attaches entity to player
==============
*/
void R_AttachTentToPlayer( int client, int modelIndex, float zoffset, float life )
void GAME_EXPORT R_AttachTentToPlayer( int client, int modelIndex, float zoffset, float life )
{
TEMPENTITY *pTemp;
vec3_t position;
@@ -767,7 +767,7 @@ void R_AttachTentToPlayer( int client, int modelIndex, float zoffset, float life
pTemp->entity.curstate.renderfx = kRenderFxNoDissipation;
pTemp->entity.curstate.framerate = 1;
pTemp->clientIndex = client;
pTemp->tentOffset[0] = 0;
pTemp->tentOffset[1] = 0;
@@ -797,7 +797,7 @@ R_KillAttachedTents
Detach entity from player
==============
*/
void R_KillAttachedTents( int client )
void GAME_EXPORT R_KillAttachedTents( int client )
{
int i;
@@ -815,7 +815,7 @@ void R_KillAttachedTents( int client )
// if it is attached to this client, set it to die instantly.
if( pTemp->clientIndex == client )
{
// good enough, it will die on next tent update.
// good enough, it will die on next tent update.
pTemp->die = cl.time;
}
}
@@ -828,7 +828,7 @@ R_RicochetSprite
Create ricochet sprite
==============
*/
void R_RicochetSprite( const vec3_t pos, model_t *pmodel, float duration, float scale )
void GAME_EXPORT R_RicochetSprite( const vec3_t pos, model_t *pmodel, float duration, float scale )
{
TEMPENTITY *pTemp;
@@ -854,7 +854,7 @@ R_RocketFlare
Create rocket flare
==============
*/
void R_RocketFlare( const vec3_t pos )
void GAME_EXPORT R_RocketFlare( const vec3_t pos )
{
TEMPENTITY *pTemp;
@@ -880,7 +880,7 @@ R_MuzzleFlash
Do muzzleflash
==============
*/
void R_MuzzleFlash( const vec3_t pos, int type )
void GAME_EXPORT R_MuzzleFlash( const vec3_t pos, int type )
{
TEMPENTITY *pTemp;
int index;
@@ -919,7 +919,7 @@ Create a high priority blood sprite
and some blood drops. This is high-priority tent
==============
*/
void R_BloodSprite( const vec3_t org, int colorIndex, int modelIndex, int modelIndex2, float size )
void GAME_EXPORT R_BloodSprite( const vec3_t org, int colorIndex, int modelIndex, int modelIndex2, float size )
{
model_t *pModel, *pModel2;
int impactindex;
@@ -1005,7 +1005,7 @@ R_BreakModel
Create a shards
==============
*/
void R_BreakModel( const vec3_t pos, const vec3_t size, const vec3_t dir, float random, float life, int count, int modelIndex, char flags )
void GAME_EXPORT R_BreakModel( const vec3_t pos, const vec3_t size, const vec3_t dir, float random, float life, int count, int modelIndex, char flags )
{
TEMPENTITY *pTemp;
model_t *pmodel;
@@ -1026,7 +1026,7 @@ void R_BreakModel( const vec3_t pos, const vec3_t size, const vec3_t dir, float
// limit to 100 pieces
if( count > 100 ) count = 100;
for( i = 0; i < count; i++ )
for( i = 0; i < count; i++ )
{
vec3_t vecSpot;
@@ -1048,7 +1048,7 @@ void R_BreakModel( const vec3_t pos, const vec3_t size, const vec3_t dir, float
// keep track of break_type, so we know how to play sound on collision
pTemp->hitSound = type;
if( pmodel->type == mod_sprite )
pTemp->entity.curstate.frame = COM_RandomLong( 0, pTemp->frameMax );
else if( pmodel->type == mod_studio )
@@ -1056,7 +1056,7 @@ void R_BreakModel( const vec3_t pos, const vec3_t size, const vec3_t dir, float
pTemp->flags |= FTENT_COLLIDEWORLD | FTENT_FADEOUT | FTENT_SLOWGRAVITY;
if( COM_RandomLong( 0, 255 ) < 200 )
if( COM_RandomLong( 0, 255 ) < 200 )
{
pTemp->flags |= FTENT_ROTATE;
pTemp->entity.baseline.angles[0] = COM_RandomFloat( -256, 255 );
@@ -1177,10 +1177,10 @@ TEMPENTITY *R_DefaultSprite( const vec3_t pos, int spriteIndex, float framerate
===============
R_SparkShower
Create an animated moving sprite
Create an animated moving sprite
===============
*/
void R_SparkShower( const vec3_t pos )
void GAME_EXPORT R_SparkShower( const vec3_t pos )
{
TEMPENTITY *pTemp;
@@ -1202,7 +1202,7 @@ void R_SparkShower( const vec3_t pos )
===============
R_TempSprite
Create an animated moving sprite
Create an animated moving sprite
===============
*/
TEMPENTITY *R_TempSprite( vec3_t pos, const vec3_t dir, float scale, int modelIndex, int rendermode, int renderfx, float a, float life, int flags )
@@ -1243,7 +1243,7 @@ R_Sprite_Explode
apply params for exploding sprite
===============
*/
void R_Sprite_Explode( TEMPENTITY *pTemp, float scale, int flags )
void GAME_EXPORT R_Sprite_Explode( TEMPENTITY *pTemp, float scale, int flags )
{
if( !pTemp ) return;
@@ -1251,7 +1251,7 @@ void R_Sprite_Explode( TEMPENTITY *pTemp, float scale, int flags )
{
// solid sprite
pTemp->entity.curstate.rendermode = kRenderNormal;
pTemp->entity.curstate.renderamt = 255;
pTemp->entity.curstate.renderamt = 255;
}
else if( FBitSet( flags, TE_EXPLFLAG_DRAWALPHA ))
{
@@ -1285,7 +1285,7 @@ R_Sprite_Smoke
apply params for smoke sprite
===============
*/
void R_Sprite_Smoke( TEMPENTITY *pTemp, float scale )
void GAME_EXPORT R_Sprite_Smoke( TEMPENTITY *pTemp, float scale )
{
int iColor;
@@ -1309,7 +1309,7 @@ R_Spray
Throws a shower of sprites or models
===============
*/
void R_Spray( const vec3_t pos, const vec3_t dir, int modelIndex, int count, int speed, int spread, int rendermode )
void GAME_EXPORT R_Spray( const vec3_t pos, const vec3_t dir, int modelIndex, int count, int speed, int spread, int rendermode )
{
TEMPENTITY *pTemp;
float noise;
@@ -1375,7 +1375,7 @@ R_Sprite_Spray
Spray of alpha sprites
===============
*/
void R_Sprite_Spray( const vec3_t pos, const vec3_t dir, int modelIndex, int count, int speed, int spread )
void GAME_EXPORT R_Sprite_Spray( const vec3_t pos, const vec3_t dir, int modelIndex, int count, int speed, int spread )
{
R_Spray( pos, dir, modelIndex, count, speed, spread, kRenderGlow );
}
@@ -1388,7 +1388,7 @@ Line of moving glow sprites with gravity,
fadeout, and collisions
===============
*/
void R_Sprite_Trail( int type, vec3_t start, vec3_t end, int modelIndex, int count, float life, float size, float amp, int renderamt, float speed )
void GAME_EXPORT R_Sprite_Trail( int type, vec3_t start, vec3_t end, int modelIndex, int count, float life, float size, float amp, int renderamt, float speed )
{
TEMPENTITY *pTemp;
vec3_t delta, dir;
@@ -1440,7 +1440,7 @@ R_FunnelSprite
Create a funnel effect with custom sprite
===============
*/
void R_FunnelSprite( const vec3_t org, int modelIndex, int reverse )
void GAME_EXPORT R_FunnelSprite( const vec3_t org, int modelIndex, int reverse )
{
TEMPENTITY *pTemp;
vec3_t dir, dest;
@@ -1502,7 +1502,7 @@ R_SparkEffect
Create a streaks + richochet sprite
===============
*/
void R_SparkEffect( const vec3_t pos, int count, int velocityMin, int velocityMax )
void GAME_EXPORT R_SparkEffect( const vec3_t pos, int count, int velocityMin, int velocityMax )
{
R_RicochetSprite( pos, cl_sprite_ricochet, 0.1f, COM_RandomFloat( 0.5f, 1.0f ));
R_SparkStreaks( pos, count, velocityMin, velocityMax );
@@ -1515,14 +1515,14 @@ R_RicochetSound
Make a random ricochet sound
==============
*/
void R_RicochetSound( const vec3_t pos )
void GAME_EXPORT R_RicochetSound( const vec3_t pos )
{
int iPitch = COM_RandomLong( 90, 105 );
float fvol = COM_RandomFloat( 0.7f, 0.9f );
char soundpath[32];
sound_t handle;
Q_snprintf( soundpath, sizeof( soundpath ), "%s", cl_ricochet_sounds[COM_RandomLong( 0, 4 )] );
Q_strncpy( soundpath, cl_ricochet_sounds[COM_RandomLong( 0, 4 )], sizeof( soundpath ) );
handle = S_RegisterSound( soundpath );
S_StartSound( pos, 0, CHAN_AUTO, handle, fvol, ATTN_NORM, iPitch, 0 );
@@ -1535,7 +1535,7 @@ R_Projectile
Create an projectile entity
==============
*/
void R_Projectile( const vec3_t origin, const vec3_t velocity, int modelIndex, int life, int owner, void (*hitcallback)( TEMPENTITY*, pmtrace_t* ))
void GAME_EXPORT R_Projectile( const vec3_t origin, const vec3_t velocity, int modelIndex, int life, int owner, void (*hitcallback)( TEMPENTITY*, pmtrace_t* ))
{
TEMPENTITY *pTemp;
model_t *pmodel;
@@ -1584,7 +1584,7 @@ R_TempSphereModel
Spherical shower of models, picks from set
==============
*/
void R_TempSphereModel( const vec3_t pos, float speed, float life, int count, int modelIndex )
void GAME_EXPORT R_TempSphereModel( const vec3_t pos, float speed, float life, int count, int modelIndex )
{
TEMPENTITY *pTemp;
int i;
@@ -1632,7 +1632,7 @@ R_Explosion
Create an explosion (scale is magnitude)
==============
*/
void R_Explosion( vec3_t pos, int model, float scale, float framerate, int flags )
void GAME_EXPORT R_Explosion( vec3_t pos, int model, float scale, float framerate, int flags )
{
sound_t hSound;
@@ -1672,7 +1672,7 @@ void R_Explosion( vec3_t pos, int model, float scale, float framerate, int flags
if( !FBitSet( flags, TE_EXPLFLAG_NOSOUND ))
{
hSound = S_RegisterSound( va( "%s", cl_explode_sounds[COM_RandomLong( 0, 2 )] ));
hSound = S_RegisterSound( cl_explode_sounds[COM_RandomLong( 0, 2 )] );
S_StartSound( pos, 0, CHAN_STATIC, hSound, VOL_NORM, 0.3f, PITCH_NORM, 0 );
}
}
@@ -1684,7 +1684,7 @@ R_PlayerSprites
Create a particle smoke around player
==============
*/
void R_PlayerSprites( int client, int modelIndex, int count, int size )
void GAME_EXPORT R_PlayerSprites( int client, int modelIndex, int count, int size )
{
TEMPENTITY *pTemp;
cl_entity_t *pEnt;
@@ -1749,7 +1749,7 @@ R_FireField
Makes a field of fire
==============
*/
void R_FireField( float *org, int radius, int modelIndex, int count, int flags, float life )
void GAME_EXPORT R_FireField( float *org, int radius, int modelIndex, int count, int flags, float life )
{
TEMPENTITY *pTemp;
model_t *pmodel;
@@ -1824,7 +1824,7 @@ R_MultiGunshot
Client version of shotgun shot
==============
*/
void R_MultiGunshot( const vec3_t org, const vec3_t dir, const vec3_t noise, int count, int decalCount, int *decalIndices )
void GAME_EXPORT R_MultiGunshot( const vec3_t org, const vec3_t dir, const vec3_t noise, int count, int decalCount, int *decalIndices )
{
pmtrace_t trace;
vec3_t right, up;
@@ -1880,7 +1880,7 @@ R_Sprite_WallPuff
Create a wallpuff
==============
*/
void R_Sprite_WallPuff( TEMPENTITY *pTemp, float scale )
void GAME_EXPORT R_Sprite_WallPuff( TEMPENTITY *pTemp, float scale )
{
if( !pTemp ) return;
@@ -2405,7 +2405,7 @@ LIGHT STYLE MANAGEMENT
==============================================================
*/
#define STYLE_LERPING_THRESHOLD 3.0f // because we wan't interpolate fast sequences (like on\off)
/*
================
CL_ClearLightStyles
@@ -2576,7 +2576,7 @@ void CL_DecayLights( void )
dlight_t *dl;
float time;
int i;
time = cl.time - cl.oldtime;
for( i = 0, dl = cl_dlights; i < MAX_DLIGHTS; i++, dl++ )
@@ -2586,7 +2586,7 @@ void CL_DecayLights( void )
dl->radius -= time * dl->decay;
if( dl->radius < 0 ) dl->radius = 0;
if( dl->die < cl.time || !dl->radius )
if( dl->die < cl.time || !dl->radius )
memset( dl, 0, sizeof( *dl ));
}
@@ -2597,7 +2597,7 @@ void CL_DecayLights( void )
dl->radius -= time * dl->decay;
if( dl->radius < 0 ) dl->radius = 0;
if( dl->die < cl.time || !dl->radius )
if( dl->die < cl.time || !dl->radius )
memset( dl, 0, sizeof( *dl ));
}
}
@@ -2675,7 +2675,7 @@ void CL_UpdateFlashlight( cl_entity_t *ent )
else falloff = 500.0f / falloff;
falloff *= falloff;
// apply brigthness to dlight
// apply brigthness to dlight
dl->color.r = bound( 0, falloff * 255, 255 );
dl->color.g = bound( 0, falloff * 255, 255 );
dl->color.b = bound( 0, falloff * 255, 255 );
@@ -2710,10 +2710,10 @@ void CL_AddEntityEffects( cl_entity_t *ent )
VectorCopy( ent->origin, dl->origin );
dl->die = cl.time + 0.001;
}
}
}
if( FBitSet( ent->curstate.effects, EF_BRIGHTLIGHT ))
{
{
dlight_t *dl = CL_AllocDlight( ent->index );
dl->color.r = dl->color.g = dl->color.b = 250;
if( ent->player ) dl->radius = 400; // don't flickering
@@ -2878,7 +2878,7 @@ CL_FireCustomDecal
custom temporary decal
===============
*/
void CL_FireCustomDecal( int textureIndex, int entityIndex, int modelIndex, float *pos, int flags, float scale )
void GAME_EXPORT CL_FireCustomDecal( int textureIndex, int entityIndex, int modelIndex, float *pos, int flags, float scale )
{
ref.dllFuncs.R_DecalShoot( textureIndex, entityIndex, modelIndex, pos, flags, scale );
}
@@ -2890,7 +2890,7 @@ CL_DecalShoot
normal temporary decal
===============
*/
void CL_DecalShoot( int textureIndex, int entityIndex, int modelIndex, float *pos, int flags )
void GAME_EXPORT CL_DecalShoot( int textureIndex, int entityIndex, int modelIndex, float *pos, int flags )
{
CL_FireCustomDecal( textureIndex, entityIndex, modelIndex, pos, flags, 1.0f );
}
@@ -2933,7 +2933,7 @@ CL_DecalIndexFromName
get decal global index from decalname
===============
*/
int CL_DecalIndexFromName( const char *name )
int GAME_EXPORT CL_DecalIndexFromName( const char *name )
{
int i;
@@ -2956,7 +2956,7 @@ CL_DecalIndex
get texture index from decal global index
===============
*/
int CL_DecalIndex( int id )
int GAME_EXPORT CL_DecalIndex( int id )
{
id = bound( 0, id, MAX_DECALS - 1 );
@@ -2977,9 +2977,9 @@ CL_DecalRemoveAll
remove all decals with specified texture
===============
*/
void CL_DecalRemoveAll( int textureIndex )
void GAME_EXPORT CL_DecalRemoveAll( int textureIndex )
{
int id = bound( 0, textureIndex, MAX_DECALS - 1 );
int id = bound( 0, textureIndex, MAX_DECALS - 1 );
ref.dllFuncs.R_DecalRemoveAll( cl.decal_index[id] );
}
@@ -3032,7 +3032,7 @@ void CL_ClearStaticEntities( void )
CL_ClearEfrags ();
}
/*
==============
CL_ClearEffects

View File

@@ -87,7 +87,7 @@ void SCR_CheckStartupVids( void )
byte *afile;
char *pfile;
string token;
if( Sys_CheckParm( "-nointro" ) || host_developer.value || cls.demonum != -1 || GameState->nextstate != STATE_RUNFRAME )
{
// don't run movies where we in developer-mode
@@ -104,7 +104,7 @@ void SCR_CheckStartupVids( void )
pfile = (char *)afile;
while(( pfile = COM_ParseFile( pfile, token )) != NULL )
while(( pfile = COM_ParseFile( pfile, token, sizeof( token ))) != NULL )
{
Q_strncpy( cls.movies[c], token, sizeof( cls.movies[0] ));
@@ -122,7 +122,7 @@ void SCR_CheckStartupVids( void )
SCR_NextMovie ();
Cbuf_Execute();
}
/*
==================
SCR_RunCinematic
@@ -152,7 +152,7 @@ void SCR_RunCinematic( void )
return;
}
// advances cinematic time (ignores maxfps and host_framerate settings)
// advances cinematic time (ignores maxfps and host_framerate settings)
cin_time += host.realframetime;
// stop the video after it finishes
@@ -194,7 +194,7 @@ qboolean SCR_DrawCinematic( void )
return true;
}
/*
==================
SCR_PlayCinematic
@@ -238,7 +238,7 @@ qboolean SCR_PlayCinematic( const char *arg )
Con_FastClose();
cin_time = 0.0f;
cls.signon = 0;
return true;
}
@@ -258,7 +258,7 @@ wavdata_t *SCR_GetMovieInfo( void )
return &cin_audio;
return NULL;
}
/*
==================
SCR_StopCinematic

View File

@@ -35,7 +35,7 @@ void V_CalcViewRect( void )
int sb_lines;
float size;
// intermission is always full screen
// intermission is always full screen
if( cl.intermission ) size = 120.0f;
else size = scr_viewsize->value;
@@ -475,6 +475,7 @@ void V_PostRender( void )
{
SCR_RSpeeds();
SCR_NetSpeeds();
SCR_DrawPos();
SCR_DrawNetGraph();
SV_DrawOrthoTriangles();
CL_DrawDemoRecording();

View File

@@ -17,7 +17,7 @@ GNU General Public License for more details.
#define CLIENT_H
#include "xash3d_types.h"
#include "mathlib.h"
#include "xash3d_mathlib.h"
#include "cdll_int.h"
#include "menu_int.h"
#include "cl_entity.h"
@@ -107,10 +107,10 @@ extern int CL_UPDATE_BACKUP;
#define MIN_UPDATERATE 10.0f
#define MAX_UPDATERATE 102.0f
#define MIN_EX_INTERP 50.0f
#define MAX_EX_INTERP 100.0f
#define MIN_EX_INTERP 0.005f
#define MAX_EX_INTERP 0.1f
#define CL_MIN_RESEND_TIME 1.5f // mininum time gap (in seconds) before a subsequent connection request is sent.
#define CL_MIN_RESEND_TIME 1.5f // mininum time gap (in seconds) before a subsequent connection request is sent.
#define CL_MAX_RESEND_TIME 20.0f // max time. The cvar cl_resend is bounded by these.
#define cl_serverframetime() (cl.mtime[0] - cl.mtime[1])
@@ -180,7 +180,7 @@ typedef struct
// render a frame yet
int parsecount; // server message counter
int parsecountmod; // modulo with network window
qboolean video_prepped; // false if on new level or new ref dll
qboolean audio_prepped; // false if on new level or new snd dll
qboolean paused;
@@ -306,7 +306,7 @@ typedef struct
char name[32];
int number; // svc_ number
int size; // if size == -1, size come from first byte after svcnum
pfnUserMsgHook func; // user-defined function
pfnUserMsgHook func; // user-defined function
} cl_user_message_t;
typedef void (*pfnEventHook)( event_args_t *args );
@@ -437,7 +437,7 @@ typedef struct
void *hInstance; // pointer to client.dll
cldll_func_t dllFuncs; // dll exported funcs
render_interface_t drawFuncs; // custom renderer support
byte *mempool; // client edicts pool
poolhandle_t mempool; // client edicts pool
string mapname; // map name
string maptitle; // display map title
string itemspath; // path to items description for auto-complete func
@@ -496,7 +496,7 @@ typedef struct
void *hInstance; // pointer to client.dll
UI_FUNCTIONS dllFuncs; // dll exported funcs
UI_EXTENDED_FUNCTIONS dllFuncs2; // fwgs extension
byte *mempool; // client edicts pool
poolhandle_t mempool; // client edicts pool
cl_entity_t playermodel; // uiPlayerSetup drawing model
player_info_t playerinfo; // local playerinfo
@@ -534,11 +534,11 @@ typedef struct
keydest_t key_dest;
byte *mempool; // client premamnent pool: edicts etc
poolhandle_t mempool; // client premamnent pool: edicts etc
netadr_t hltv_listen_address;
int signon; // 0 to SIGNONS, for the signon sequence.
int signon; // 0 to SIGNONS, for the signon sequence.
int quakePort; // a 16 bit value that allows quake servers
// to work around address translating routers
// g-cont. this port allow many copies of engine in multiplayer game
@@ -655,11 +655,10 @@ extern convar_t cl_allow_download;
extern convar_t cl_allow_upload;
extern convar_t cl_download_ingame;
extern convar_t *cl_nopred;
extern convar_t *cl_showfps;
extern convar_t *cl_envshot_size;
extern convar_t *cl_timeout;
extern convar_t *cl_nodelta;
extern convar_t *cl_interp;
extern convar_t *cl_nointerp;
extern convar_t *cl_showerror;
extern convar_t *cl_nosmooth;
extern convar_t *cl_smoothtime;
@@ -709,7 +708,7 @@ dlight_t *CL_GetEntityLight( int number );
//
// cl_cmds.c
//
void CL_Quit_f( void );
void CL_Quit_f( void ) NORETURN;
void CL_ScreenShot_f( void );
void CL_SnapShot_f( void );
void CL_PlayCDTrack_f( void );
@@ -719,6 +718,7 @@ void CL_SaveShot_f( void );
void CL_LevelShot_f( void );
void CL_SetSky_f( void );
void SCR_Viewpos_f( void );
void CL_WavePlayLen_f( void );
//
// cl_custom.c
@@ -827,7 +827,7 @@ int CL_FindModelIndex( const char *m );
cl_entity_t *CL_GetLocalPlayer( void );
model_t *CL_LoadClientSprite( const char *filename );
model_t *CL_LoadModel( const char *modelname, int *index );
HSPRITE pfnSPR_Load( const char *szPicName );
HSPRITE EXPORT pfnSPR_Load( const char *szPicName );
HSPRITE pfnSPR_LoadExt( const char *szPicName, uint texFlags );
void PicAdjustSize( float *x, float *y, float *w, float *h );
int CL_GetScreenInfo( SCREENINFO *pscrinfo );
@@ -844,11 +844,17 @@ movevars_t *pfnGetMoveVars( void );
_inline cl_entity_t *CL_EDICT_NUM( int n )
{
if( !clgame.entities )
{
Host_Error( "CL_EDICT_NUM: clgame.entities is NULL\n");
return NULL;
}
if(( n >= 0 ) && ( n < clgame.maxEntities ))
return clgame.entities + n;
Host_Error( "CL_EDICT_NUM: bad number %i\n", n );
return NULL;
return NULL;
}
//
@@ -882,6 +888,7 @@ void SCR_MakeLevelShot( void );
void SCR_NetSpeeds( void );
void SCR_RSpeeds( void );
void SCR_DrawFPS( int height );
void SCR_DrawPos( void );
//
// cl_netgraph.c
@@ -953,9 +960,9 @@ void CL_EmitEntities( void );
// cl_remap.c
//
remap_info_t *CL_GetRemapInfoForEntity( cl_entity_t *e );
void CL_AllocRemapInfo( int topcolor, int bottomcolor );
void CL_AllocRemapInfo( cl_entity_t *entity, model_t *model, int topcolor, int bottomcolor );
void CL_FreeRemapInfo( remap_info_t *info );
void CL_UpdateRemapInfo( int topcolor, int bottomcolor );
void CL_UpdateRemapInfo( cl_entity_t *ent, int topcolor, int bottomcolor );
void CL_ClearAllRemaps( void );
//

View File

@@ -28,6 +28,7 @@ convar_t *con_fontsize;
convar_t *con_charset;
convar_t *con_fontscale;
convar_t *con_fontnum;
convar_t *con_color;
static int g_codepage = 0;
static qboolean g_utf8 = false;
@@ -106,7 +107,7 @@ typedef struct
// console fonts
cl_font_t chars[CON_NUMFONTS];// fonts.wad/font1.fnt
cl_font_t *curFont, *lastUsedFont;
// console input
field_t input;
@@ -145,33 +146,36 @@ void Con_Clear_f( void )
/*
================
Con_SetColor_f
Con_SetColor
================
*/
void Con_SetColor_f( void )
static void Con_SetColor( void )
{
vec3_t color;
vec3_t color;
int r, g, b;
int num;
switch( Cmd_Argc( ))
if( !FBitSet( con_color->flags, FCVAR_CHANGED ))
return;
num = sscanf( con_color->string, "%i %i %i", &r, &g, &b );
switch( num )
{
case 1:
Con_Printf( "\"con_color\" is %i %i %i\n", g_color_table[7][0], g_color_table[7][1], g_color_table[7][2] );
Con_DefaultColor( r, r, r );
break;
case 2:
VectorSet( color, g_color_table[7][0], g_color_table[7][1], g_color_table[7][2] );
Q_atov( color, Cmd_Argv( 1 ), 3 );
Con_DefaultColor( color[0], color[1], color[2] );
break;
case 4:
VectorSet( color, Q_atof( Cmd_Argv( 1 )), Q_atof( Cmd_Argv( 2 )), Q_atof( Cmd_Argv( 3 )));
Con_DefaultColor( color[0], color[1], color[2] );
case 3:
Con_DefaultColor( r, g, b );
break;
default:
Con_Printf( S_USAGE "con_color \"r g b\"\n" );
Cvar_DirectSet( con_color, con_color->def_string );
break;
}
ClearBits( con_color->flags, FCVAR_CHANGED );
}
/*
================
Con_ClearNotify
@@ -180,7 +184,7 @@ Con_ClearNotify
void Con_ClearNotify( void )
{
int i;
for( i = 0; i < CON_LINES_COUNT; i++ )
CON_LINES( i ).addtime = 0.0;
}
@@ -524,7 +528,7 @@ void Con_Bottom( void )
Con_Visible
================
*/
int Con_Visible( void )
int GAME_EXPORT Con_Visible( void )
{
return (con.vislines > 0);
}
@@ -671,7 +675,9 @@ static void Con_LoadConchars( void )
Con_LoadConsoleFont( i, con.chars + i );
// select properly fontsize
if( refState.width <= 640 )
if( con_fontnum->value >= 0 && con_fontnum->value <= CON_NUMFONTS - 1 )
fontSize = con_fontnum->value;
else if( refState.width <= 640 )
fontSize = 0;
else if( refState.width >= 1280 )
fontSize = 2;
@@ -986,14 +992,16 @@ Con_DrawStringLen
compute string width and height in screen pixels
====================
*/
void Con_DrawStringLen( const char *pText, int *length, int *height )
void GAME_EXPORT Con_DrawStringLen( const char *pText, int *length, int *height )
{
int curLength = 0;
if( !con.curFont ) return;
if( height ) *height = con.curFont->charHeight;
if( !length ) return;
if( !con.curFont )
return;
if( height )
*height = con.curFont->charHeight;
if (!length)
return;
*length = 0;
@@ -1174,6 +1182,7 @@ void Con_Init( void )
con_charset = Cvar_Get( "con_charset", "cp1251", FCVAR_ARCHIVE, "console font charset (only cp1251 supported now)" );
con_fontscale = Cvar_Get( "con_fontscale", "1.0", FCVAR_ARCHIVE, "scale font texture" );
con_fontnum = Cvar_Get( "con_fontnum", "-1", FCVAR_ARCHIVE, "console font number (0, 1 or 2), -1 for autoselect" );
con_color = Cvar_Get( "con_color", "240 180 24", FCVAR_ARCHIVE, "set a custom console color" );
// init the console buffer
con.bufsize = CON_TEXTSIZE;
@@ -1192,7 +1201,6 @@ void Con_Init( void )
con.chat.widthInChars = con.linewidth;
Cmd_AddCommand( "toggleconsole", Con_ToggleConsole_f, "opens or closes the console" );
Cmd_AddCommand( "con_color", Con_SetColor_f, "set a custom console color" );
Cmd_AddCommand( "clear", Con_Clear_f, "clear console history" );
Cmd_AddCommand( "messagemode", Con_MessageMode_f, "enable message mode \"say\"" );
Cmd_AddCommand( "messagemode2", Con_MessageMode2_f, "enable message mode \"say_team\"" );
@@ -1335,7 +1343,7 @@ Con_NPrint
Draw a single debug line with specified height
================
*/
void Con_NPrintf( int idx, const char *fmt, ... )
void GAME_EXPORT Con_NPrintf( int idx, const char *fmt, ... )
{
va_list args;
@@ -1362,7 +1370,7 @@ Con_NXPrint
Draw a single debug line with specified height, color and time to live
================
*/
void Con_NXPrintf( con_nprint_t *info, const char *fmt, ... )
void GAME_EXPORT Con_NXPrintf( con_nprint_t *info, const char *fmt, ... )
{
va_list args;
@@ -1391,7 +1399,7 @@ UI_NPrint
Draw a single debug line with specified height (menu version)
================
*/
void UI_NPrintf( int idx, const char *fmt, ... )
void GAME_EXPORT UI_NPrintf( int idx, const char *fmt, ... )
{
va_list args;
@@ -1418,7 +1426,7 @@ UI_NXPrint
Draw a single debug line with specified height, color and time to live (menu version)
================
*/
void UI_NXPrintf( con_nprint_t *info, const char *fmt, ... )
void GAME_EXPORT UI_NXPrintf( con_nprint_t *info, const char *fmt, ... )
{
va_list args;
@@ -1599,7 +1607,7 @@ void Field_CharEvent( field_t *edit, int ch )
if( ch < 32 ) return;
if( host.key_overstrike )
{
{
if ( edit->cursor == MAX_STRING - 1 ) return;
edit->buffer[edit->cursor] = ch;
edit->cursor++;
@@ -1664,7 +1672,7 @@ void Field_DrawInputLine( int x, int y, field_t *edit )
if( host.key_overstrike && cursorChar && !((int)( host.realtime * 4 ) & 1 ))
hideChar = edit->cursor - prestep; // skip this char
// draw it
Con_DrawGenericString( x, y, str, colorDefault, false, hideChar );
@@ -1809,7 +1817,7 @@ void Key_Console( int key )
}
if( key == K_MWHEELDOWN )
{
{
if( Key_IsDown( K_CTRL ))
Con_PageDown( 8 );
else Con_PageDown( 2 );
@@ -1909,13 +1917,13 @@ int Con_DrawDebugLines( void )
int y = 20;
defaultX = refState.width / 4;
for( i = 0; i < MAX_DBG_NOTIFY; i++ )
{
if( host.realtime < con.notify[i].expire && con.notify[i].key_dest == cls.key_dest )
{
int x, len;
int fontTall;
int fontTall = 0;
Con_DrawStringLen( con.notify[i].szNotify, &len, &fontTall );
x = refState.width - Q_max( defaultX, len ) - 10;
@@ -1949,7 +1957,7 @@ void Con_DrawDebug( void )
if( scr_download->value != -1.0f )
{
Q_snprintf( dlstring, sizeof( dlstring ), "Downloading [%d remaining]: ^2%s^7 %5.1f%% time %.f secs",
host.downloadcount, host.downloadfile, scr_download->value, Sys_DoubleTime() - timeStart );
host.downloadcount, host.downloadfile, scr_download->value, Sys_DoubleTime() - timeStart );
x = refState.width - 500;
y = con.curFont->charHeight * 1.05f;
Con_DrawString( x, y, dlstring, g_color_table[7] );
@@ -1998,7 +2006,7 @@ void Con_DrawNotify( void )
y += con.curFont->charHeight;
}
}
if( cls.key_dest == key_message )
{
string buf;
@@ -2204,14 +2212,14 @@ void Con_DrawConsole( void )
case ca_connecting:
case ca_connected:
case ca_validate:
// force to show console always for -dev 3 and higher
// force to show console always for -dev 3 and higher
Con_DrawSolidConsole( con.vislines );
break;
case ca_active:
case ca_cinematic:
case ca_cinematic:
if( Cvar_VariableInteger( "cl_background" ) || Cvar_VariableInteger( "sv_background" ))
{
if( cls.key_dest == key_console )
if( cls.key_dest == key_console )
Con_DrawSolidConsole( refState.height );
}
else
@@ -2238,7 +2246,7 @@ void Con_DrawVersion( void )
{
// draws the current build
byte *color = g_color_table[7];
int i, stringLen, width = 0, charH;
int i, stringLen, width = 0, charH = 0;
int start, height = refState.height;
qboolean draw_version = false;
string curbuild;
@@ -2284,6 +2292,8 @@ void Con_RunConsole( void )
{
float lines_per_frame;
Con_SetColor( );
// decide on the destination height of the console
if( host.allow_console && cls.key_dest == key_console )
{
@@ -2427,13 +2437,13 @@ void Con_VidInit( void )
lmp_t *cb = (lmp_t *)FS_LoadFile( "gfx/conback.lmp", &length, false );
char ver[64];
byte *dest;
int x, y;
int x, y, len;
if( cb && cb->width == 320 && cb->height == 200 )
{
Q_snprintf( ver, 64, "%i", Q_buildnum( )); // can store only buildnum
dest = (byte *)(cb + 1) + 320 * 186 + 320 - 11 - 8 * Q_strlen( ver );
y = Q_strlen( ver );
len = Q_snprintf( ver, 64, "%i", Q_buildnum( )); // can store only buildnum
dest = (byte *)(cb + 1) + 320 * 186 + 320 - 11 - 8 * len;
y = len;
for( x = 0; x < y; x++ )
Con_DrawCharToConback( ver[x], buf, dest + (x << 3));
con.background = ref.dllFuncs.GL_LoadTexture( "#gfx/conback.lmp", (byte *)cb, length, TF_IMAGE );
@@ -2485,7 +2495,7 @@ Con_DefaultColor
called from MainUI
=========
*/
void Con_DefaultColor( int r, int g, int b )
void GAME_EXPORT Con_DefaultColor( int r, int g, int b )
{
r = bound( 0, r, 255 );
g = bound( 0, g, 255 );

View File

@@ -24,17 +24,6 @@ GNU General Public License for more details.
#define SHRT_MAX 0x7FFF
#endif
typedef enum engineAxis_e
{
JOY_AXIS_SIDE = 0,
JOY_AXIS_FWD,
JOY_AXIS_PITCH,
JOY_AXIS_YAW,
JOY_AXIS_RT,
JOY_AXIS_LT,
JOY_AXIS_NULL
} engineAxis_t;
#define MAX_AXES JOY_AXIS_NULL
// index - axis num come from event
@@ -246,8 +235,6 @@ Axis events
*/
void Joy_AxisMotionEvent( byte axis, short value )
{
byte engineAxis;
if( !joy_found->value )
return;
@@ -257,8 +244,11 @@ void Joy_AxisMotionEvent( byte axis, short value )
return;
}
engineAxis = joyaxesmap[axis]; // convert to engine inner axis control
return Joy_KnownAxisMotionEvent( joyaxesmap[axis], value );
}
void Joy_KnownAxisMotionEvent( engineAxis_t engineAxis, short value )
{
if( engineAxis == JOY_AXIS_NULL )
return;
@@ -395,8 +385,8 @@ void Joy_Init( void )
joy_side = Cvar_Get( "joy_side", "1.0", FCVAR_ARCHIVE, "joystick side sensitivity. Values from -1.0 to 1.0" );
joy_forward = Cvar_Get( "joy_forward", "1.0", FCVAR_ARCHIVE, "joystick forward sensitivity. Values from -1.0 to 1.0" );
joy_lt_threshold = Cvar_Get( "joy_lt_threshold", "-16384", FCVAR_ARCHIVE, "left trigger threshold. Value from -32768 to 32767");
joy_rt_threshold = Cvar_Get( "joy_rt_threshold", "-16384", FCVAR_ARCHIVE, "right trigger threshold. Value from -32768 to 32767" );
joy_lt_threshold = Cvar_Get( "joy_lt_threshold", "16384", FCVAR_ARCHIVE, "left trigger threshold. Value from 0 to 32767");
joy_rt_threshold = Cvar_Get( "joy_rt_threshold", "16384", FCVAR_ARCHIVE, "right trigger threshold. Value from 0 to 32767" );
// emit a key event at 75% axis move
joy_side_key_threshold = Cvar_Get( "joy_side_key_threshold", "24576", FCVAR_ARCHIVE, "side axis key event emit threshold. Value from 0 to 32767" );

File diff suppressed because it is too large Load Diff

View File

@@ -46,6 +46,7 @@ convar_t *cl_forwardspeed;
convar_t *cl_sidespeed;
convar_t *cl_backspeed;
convar_t *look_filter;
convar_t *m_rawinput;
/*
================
@@ -117,6 +118,7 @@ void IN_StartupMouse( void )
m_pitch = Cvar_Get( "m_pitch", "0.022", FCVAR_ARCHIVE, "mouse pitch value" );
m_yaw = Cvar_Get( "m_yaw", "0.022", FCVAR_ARCHIVE, "mouse yaw value" );
look_filter = Cvar_Get( "look_filter", "0", FCVAR_ARCHIVE, "filter look events making it smoother" );
m_rawinput = Cvar_Get( "m_rawinput", "1", FCVAR_ARCHIVE, "enable mouse raw input" );
// You can use -nomouse argument to prevent using mouse from client
// -noenginemouse will disable all mouse input
@@ -135,7 +137,7 @@ static void IN_ActivateCursor( void )
}
}
void IN_SetCursor( void *hCursor )
void GAME_EXPORT IN_SetCursor( void *hCursor )
{
in_mousecursor = hCursor;
@@ -207,8 +209,10 @@ void IN_ToggleClientMouse( int newstate, int oldstate )
#if XASH_SDL
SDL_SetWindowGrab( host.hWnd, SDL_TRUE );
#if SDL_VERSION_ATLEAST( 2, 0, 0 )
if( clgame.dllFuncs.pfnLookEvent )
if ( clgame.dllFuncs.pfnLookEvent || ( clgame.client_dll_uses_sdl && CVAR_TO_BOOL( m_rawinput ) ) )
{
SDL_SetRelativeMouseMode( SDL_TRUE );
}
#endif
#endif // XASH_SDL
}
@@ -221,8 +225,10 @@ void IN_ToggleClientMouse( int newstate, int oldstate )
#ifdef XASH_SDL
SDL_SetWindowGrab(host.hWnd, SDL_FALSE);
#if SDL_VERSION_ATLEAST( 2, 0, 0 )
if( clgame.dllFuncs.pfnLookEvent )
if ( clgame.dllFuncs.pfnLookEvent || ( clgame.client_dll_uses_sdl && CVAR_TO_BOOL( m_rawinput ) ) )
{
SDL_SetRelativeMouseMode( SDL_FALSE );
}
#endif
#endif // XASH_SDL
#if XASH_ANDROID
@@ -254,12 +260,12 @@ void IN_ActivateMouse( qboolean force )
{
int width, height;
static int oldstate;
if( !in_mouseinitialized )
return;
if( CL_Active() && host.mouse_visible && !force )
return; // VGUI controls
return; // VGUI controls
if( cls.key_dest == key_menu && !Cvar_VariableInteger( "fullscreen" ))
{
@@ -335,7 +341,7 @@ IN_MouseMove
void IN_MouseMove( void )
{
POINT current_pos;
if( !in_mouseinitialized || !in_mouseactive || !UI_IsVisible( ))
return;
@@ -567,35 +573,25 @@ static void IN_JoyAppendMove( usercmd_t *cmd, float forwardmove, float sidemove
void IN_CollectInput( float *forward, float *side, float *pitch, float *yaw, qboolean includeMouse, qboolean includeSdlMouse )
{
if( includeMouse )
if( includeMouse
#if XASH_SDL
&& includeSdlMouse
#endif
)
{
#if XASH_INPUT == INPUT_SDL
if( includeSdlMouse )
{
int x, y;
SDL_GetRelativeMouseState( &x, &y );
*pitch += y * m_pitch->value;
*yaw -= x * m_yaw->value;
}
#endif // INPUT_SDL
#if XASH_INPUT == INPUT_ANDROID
{
float x, y;
Android_MouseMove( &x, &y );
*pitch += y * m_pitch->value;
*yaw -= x * m_yaw->value;
}
#endif // ANDROID
float x, y;
Platform_MouseMove( &x, &y );
*pitch += y * m_pitch->value;
*yaw -= x * m_yaw->value;
#ifdef XASH_USE_EVDEV
IN_EvdevMove( yaw, pitch );
#endif
}
Joy_FinalizeMove( forward, side, yaw, pitch );
Touch_GetMove( forward, side, yaw, pitch );
if( look_filter->value )
{
*pitch = ( inputstate.lastpitch + *pitch ) / 2;
@@ -631,7 +627,7 @@ void IN_EngineAppendMove( float frametime, void *cmd1, qboolean active )
float sensitivity = 1;//( (float)cl.local.scr_fov / (float)90.0f );
IN_CollectInput( &forward, &side, &pitch, &yaw, in_mouseinitialized && !CVAR_TO_BOOL( m_ignore ), m_enginemouse->value );
IN_JoyAppendMove( cmd, forward, side );
if( pitch || yaw )
@@ -673,8 +669,6 @@ void Host_InputFrame( void )
}
}
Cbuf_Execute ();
if( !in_mouseinitialized )
return;
@@ -687,7 +681,7 @@ void Host_InputFrame( void )
// release mouse during pause or console typeing
if( cl.paused && cls.key_dest == key_game )
shutdownMouse = true;
if( shutdownMouse && !Cvar_VariableInteger( "fullscreen" ))
{
IN_DeactivateMouse();

View File

@@ -93,9 +93,21 @@ enum
JOY_HAT_LEFTDOWN = JOY_HAT_LEFT | JOY_HAT_DOWN
};
typedef enum engineAxis_e
{
JOY_AXIS_SIDE = 0,
JOY_AXIS_FWD,
JOY_AXIS_PITCH,
JOY_AXIS_YAW,
JOY_AXIS_RT,
JOY_AXIS_LT,
JOY_AXIS_NULL
} engineAxis_t;
qboolean Joy_IsActive( void );
void Joy_HatMotionEvent( byte hat, byte value );
void Joy_AxisMotionEvent( byte axis, short value );
void Joy_KnownAxisMotionEvent( engineAxis_t engineAxis, short value );
void Joy_BallMotionEvent( byte ball, short xrel, short yrel );
void Joy_ButtonEvent( byte button, byte down );
void Joy_AddEvent( void );

View File

@@ -29,7 +29,7 @@ typedef struct
typedef struct keyname_s
{
char *name; // key name
const char *name; // key name
int keynum; // key number
const char *binding; // default bind
} keyname_t;
@@ -98,26 +98,32 @@ keyname_t keynames[] =
{"KP_PLUS", K_KP_PLUS, "" },
{"PAUSE", K_PAUSE, "pause" },
{"A_BUTTON", K_A_BUTTON, ""}, // they match xbox controller
{"B_BUTTON", K_B_BUTTON, ""},
{"X_BUTTON", K_X_BUTTON, ""},
{"Y_BUTTON", K_Y_BUTTON, ""},
{"L1_BUTTON", K_L1_BUTTON, ""},
{"R1_BUTTON", K_R1_BUTTON, ""},
{"BACK", K_BACK_BUTTON, ""},
// Gamepad
// A/B X/Y names match the Xbox controller layout
{"A_BUTTON", K_A_BUTTON, "+jump"},
{"B_BUTTON", K_B_BUTTON, "+use"},
{"X_BUTTON", K_X_BUTTON, "+reload"},
{"Y_BUTTON", K_Y_BUTTON, "impulse 100"}, // Flashlight
{"BACK", K_BACK_BUTTON, "cancelselect"}, // Menu
{"MODE", K_MODE_BUTTON, ""},
{"START", K_START_BUTTON, ""},
{"STICK1", K_LSTICK, ""},
{"STICK2", K_RSTICK, ""},
{"L2_BUTTON", K_L2_BUTTON, ""}, // in case...
{"R2_BUTTON", K_R2_BUTTON, ""},
{"START", K_START_BUTTON, "pause"},
{"STICK1", K_LSTICK, "+speed"},
{"STICK2", K_RSTICK, "+duck"},
{"L1_BUTTON", K_L1_BUTTON, "+duck"},
{"R1_BUTTON", K_R1_BUTTON, "+attack"},
{"DPAD_UP", K_DPAD_UP, "impulse 201"}, // Spray
{"DPAD_DOWN", K_DPAD_DOWN, "lastinv"},
{"DPAD_LEFT", K_DPAD_LEFT, "invprev"},
{"DPAD_RIGHT", K_DPAD_RIGHT, "invnext"},
{"L2_BUTTON", K_L2_BUTTON, "+speed"},
{"R2_BUTTON", K_R2_BUTTON, "+attack2"},
{"LTRIGGER" , K_JOY1 , "+speed"}, // L2 in SDL2
{"RTRIGGER" , K_JOY2 , "+attack2"}, // R2 in SDL2
{"JOY3" , K_JOY3 , ""},
{"JOY4" , K_JOY4 , ""},
{"C_BUTTON", K_C_BUTTON, ""},
{"Z_BUTTON", K_Z_BUTTON, ""},
{"AUX16", K_AUX16, ""}, // generic
{"AUX17", K_AUX17, ""},
{"AUX18", K_AUX18, ""},
{"AUX19", K_AUX19, ""},
{"AUX20", K_AUX20, ""},
{"AUX20", K_AUX20, ""}, // generic
{"AUX21", K_AUX21, ""},
{"AUX22", K_AUX22, ""},
{"AUX23", K_AUX23, ""},
@@ -130,10 +136,6 @@ keyname_t keynames[] =
{"AUX30", K_AUX30, ""},
{"AUX31", K_AUX31, ""},
{"AUX32", K_AUX32, ""},
{"LTRIGGER" , K_JOY1 , ""},
{"RTRIGGER" , K_JOY2 , ""},
{"JOY3" , K_JOY3 , ""},
{"JOY4" , K_JOY4 , ""},
// raw semicolon seperates commands
{"SEMICOLON", ';', "" },
@@ -150,7 +152,7 @@ static convar_t *key_rotate;
Key_IsDown
===================
*/
int Key_IsDown( int keynum )
int GAME_EXPORT Key_IsDown( int keynum )
{
if( keynum == -1 )
return false;
@@ -185,7 +187,7 @@ to be configured even if they don't have defined names.
int Key_StringToKeynum( const char *str )
{
keyname_t *kn;
if( !str || !str[0] ) return -1;
if( !str[1] ) return str[0];
@@ -193,7 +195,7 @@ int Key_StringToKeynum( const char *str )
if( str[0] == '0' && str[1] == 'x' && Q_strlen( str ) == 4 )
{
int n1, n2;
n1 = str[2];
if( n1 >= '0' && n1 <= '9' )
{
@@ -239,7 +241,7 @@ given keynum.
*/
const char *Key_KeynumToString( int keynum )
{
keyname_t *kn;
keyname_t *kn;
static char tinystr[5];
int i, j;
@@ -279,7 +281,7 @@ const char *Key_KeynumToString( int keynum )
Key_SetBinding
===================
*/
void Key_SetBinding( int keynum, const char *binding )
void GAME_EXPORT Key_SetBinding( int keynum, const char *binding )
{
if( keynum == -1 ) return;
@@ -289,7 +291,7 @@ void Key_SetBinding( int keynum, const char *binding )
Mem_Free((char *)keys[keynum].binding );
keys[keynum].binding = NULL;
}
// allocate memory for new binding
keys[keynum].binding = copystring( binding );
}
@@ -306,32 +308,32 @@ const char *Key_GetBinding( int keynum )
return keys[keynum].binding;
}
/*
/*
===================
Key_GetKey
===================
*/
int Key_GetKey( const char *pBinding )
{
int i;
int i, len;
const char *p;
if( !pBinding ) return -1;
len = Q_strlen( pBinding );
for( i = 0; i < 256; i++ )
{
if( !keys[i].binding )
continue;
if( *keys[i].binding == '+' )
{
if( !Q_strnicmp( keys[i].binding + 1, pBinding, Q_strlen( pBinding )))
return i;
}
else
{
if( !Q_strnicmp( keys[i].binding, pBinding, Q_strlen( pBinding )))
return i;
}
p = keys[i].binding;
if( *p == '+' )
p++;
if( !Q_strnicmp( p, pBinding, len ) )
return i;
}
return -1;
@@ -351,7 +353,7 @@ void Key_Unbind_f( void )
Con_Printf( S_USAGE "unbind <key> : remove commands from a key\n" );
return;
}
b = Key_StringToKeynum( Cmd_Argv( 1 ));
if( b == -1 )
@@ -371,7 +373,7 @@ Key_Unbindall_f
void Key_Unbindall_f( void )
{
int i;
for( i = 0; i < 256; i++ )
{
if( keys[i].binding )
@@ -392,7 +394,7 @@ void Key_Reset_f( void )
keyname_t *kn;
int i;
// clear all keys first
// clear all keys first
for( i = 0; i < 256; i++ )
{
if( keys[i].binding )
@@ -401,7 +403,7 @@ void Key_Reset_f( void )
// apply default values
for( kn = keynames; kn->name; kn++ )
Key_SetBinding( kn->keynum, kn->binding );
Key_SetBinding( kn->keynum, kn->binding );
}
/*
@@ -413,7 +415,7 @@ void Key_Bind_f( void )
{
char cmd[1024];
int i, c, b;
c = Cmd_Argc();
if( c < 2 )
@@ -437,7 +439,7 @@ void Key_Bind_f( void )
else Con_Printf( "\"%s\" is not bound\n", Cmd_Argv( 1 ));
return;
}
// copy the rest of the command line
cmd[0] = 0; // start out with a null string
@@ -515,10 +517,10 @@ void Key_Init( void )
Cmd_AddCommand( "unbindall", Key_Unbindall_f, "removes all commands from all keys in bindmap" );
Cmd_AddCommand( "resetkeys", Key_Reset_f, "reset all keys to their default values" );
Cmd_AddCommand( "bindlist", Key_Bindlist_f, "display current key bindings" );
Cmd_AddCommand( "makehelp", Key_EnumCmds_f, "write help.txt that contains all console cvars and cmds" );
Cmd_AddCommand( "makehelp", Key_EnumCmds_f, "write help.txt that contains all console cvars and cmds" );
// setup default binding. "unbindall" from config.cfg will be reset it
for( kn = keynames; kn->name; kn++ ) Key_SetBinding( kn->keynum, kn->binding );
for( kn = keynames; kn->name; kn++ ) Key_SetBinding( kn->keynum, kn->binding );
osk_enable = Cvar_Get( "osk_enable", "0", FCVAR_ARCHIVE, "enable built-in on-screen keyboard" );
key_rotate = Cvar_Get( "key_rotate", "0", FCVAR_ARCHIVE, "rotate arrow keys (0-3)" );
@@ -592,7 +594,7 @@ static qboolean Key_IsAllowedAutoRepeat( int key )
return true;
default:
return false;
}
}
}
static int Key_Rotate( int key )
@@ -644,7 +646,7 @@ Key_Event
Called by the system for both key up and key down events
===================
*/
void Key_Event( int key, int down )
void GAME_EXPORT Key_Event( int key, int down )
{
const char *kb;
@@ -774,7 +776,7 @@ void Key_Event( int key, int down )
// key up events only perform actions if the game key binding is
// a button command (leading + sign). These will be processed even in
// console mode and menu mode, to keep the character from continuing
// console mode and menu mode, to keep the character from continuing
// an action started before a mode switch.
if( !down )
{
@@ -823,7 +825,7 @@ void Key_EnableTextInput( qboolean enable, qboolean force )
Key_SetKeyDest
=========
*/
void Key_SetKeyDest( int key_dest )
void GAME_EXPORT Key_SetKeyDest( int key_dest )
{
IN_ToggleClientMouse( key_dest, cls.key_dest );
@@ -856,7 +858,7 @@ void Key_SetKeyDest( int key_dest )
Key_ClearStates
===================
*/
void Key_ClearStates( void )
void GAME_EXPORT Key_ClearStates( void )
{
int i;
@@ -892,7 +894,7 @@ void CL_CharEvent( int key )
if( cls.key_dest == key_console && !Con_Visible( ))
{
if((char)key == '`' || (char)key == '?' )
return; // don't pass '`' when we open the console
return; // don't pass '`' when we open the console
}
// distribute the key down event to the apropriate handler
@@ -915,13 +917,17 @@ A helper function if platform input doesn't support text mode properly
*/
int Key_ToUpper( int keynum )
{
keynum = Q_toupper( keynum );
if( keynum == '-' )
keynum = '_';
if( keynum == '=' )
keynum = '+';
keynum = Q_toupper( keynum );
if( keynum == '-' )
keynum = '_';
if( keynum == '=' )
keynum = '+';
if( keynum == ';' )
keynum = ':';
if( keynum == '\'' )
keynum = '"';
return keynum;
return keynum;
}
/* On-screen keyboard:

View File

@@ -15,9 +15,9 @@ GNU General Public License for more details.
#include "common.h"
#include "client.h"
#include "mod_local.h"
#include "mathlib.h"
#include "xash3d_mathlib.h"
#include "world.h"
#include "eiface.h" // offsetof
#define MAX_CLIPNODE_DEPTH 256 // should never exceeds
@@ -67,7 +67,7 @@ _inline void list_del( hullnode_t *entry )
static winding_t * winding_alloc( uint numpoints )
{
return (winding_t *)malloc( (int)((winding_t *)0)->p[numpoints] );
return (winding_t *)malloc( offsetof( winding_t, p[numpoints] ) );
}
static void free_winding( winding_t *w )
@@ -84,7 +84,7 @@ static winding_t *winding_copy( winding_t *w )
winding_t *neww;
neww = winding_alloc( w->numpoints );
memcpy( neww, w, (int)((winding_t *)0)->p[w->numpoints] );
memcpy( neww, w, offsetof( winding_t, p[w->numpoints] ) );
return neww;
}
@@ -111,7 +111,7 @@ static void winding_reverse( winding_t *w )
static winding_t *winding_shrink( winding_t *w )
{
winding_t *neww = winding_alloc( w->numpoints );
memcpy( neww, w, (int)((winding_t *)0)->p[w->numpoints] );
memcpy( neww, w, offsetof( winding_t, p[w->numpoints] ));
free_winding( w );
return neww;

View File

@@ -30,7 +30,7 @@ GL_FreeImage
Frees image by name
================
*/
void GL_FreeImage( const char *name )
void GAME_EXPORT GL_FreeImage( const char *name )
{
int texnum;
@@ -41,12 +41,17 @@ void GL_FreeImage( const char *name )
ref.dllFuncs.GL_FreeTexture( texnum );
}
void GL_RenderFrame( const ref_viewpass_t *rvp )
void R_UpdateRefState( void )
{
refState.time = cl.time;
refState.oldtime = cl.oldtime;
refState.realtime = host.realtime;
refState.frametime = host.frametime;
}
void GL_RenderFrame( const ref_viewpass_t *rvp )
{
R_UpdateRefState();
VectorCopy( rvp->vieworigin, refState.vieworg );
VectorCopy( rvp->viewangles, refState.viewangles );
@@ -173,7 +178,7 @@ static int pfnGetStudioModelInterface( int version, struct r_studio_interface_s
0;
}
static byte *pfnImage_GetPool( void )
static poolhandle_t pfnImage_GetPool( void )
{
return host.imagepool;
}
@@ -330,7 +335,6 @@ static ref_api_t gEngfuncs =
COM_GetProcAddress,
FS_LoadFile,
COM_ParseFile,
FS_FileExists,
FS_AllowDirectPaths,
@@ -503,7 +507,7 @@ void R_Shutdown( void )
static void R_GetRendererName( char *dest, size_t size, const char *opt )
{
if( !Q_strstr( opt, va( ".%s", OS_LIB_EXT )))
if( !Q_strstr( opt, "." OS_LIB_EXT ))
{
const char *format;
@@ -581,10 +585,9 @@ static void SetFullscreenModeFromCommandLine( void )
void R_CollectRendererNames( void )
{
const char *renderers[] = DEFAULT_RENDERERS;
int i;
ref.numRenderers = 0;
int i, cur;
cur = 0;
for( i = 0; i < DEFAULT_RENDERERS_LEN; i++ )
{
string temp;
@@ -607,32 +610,33 @@ void R_CollectRendererNames( void )
continue;
}
Q_strncpy( ref.shortNames[i], renderers[i], sizeof( ref.shortNames[i] ));
Q_strncpy( ref.shortNames[cur], renderers[i], sizeof( ref.shortNames[cur] ));
pfn = COM_GetProcAddress( dll, GET_REF_HUMANREADABLE_NAME );
if( !pfn ) // just in case
{
Con_Reportf( "R_CollectRendererNames: can't find GetHumanReadableName export in %s\n", temp );
Q_strncpy( ref.readableNames[i], renderers[i], sizeof( ref.readableNames[i] ));
Q_strncpy( ref.readableNames[cur], renderers[i], sizeof( ref.readableNames[cur] ));
}
else
{
REF_HUMANREADABLE_NAME GetHumanReadableName = (REF_HUMANREADABLE_NAME)pfn;
GetHumanReadableName( ref.readableNames[i], sizeof( ref.readableNames[i] ));
GetHumanReadableName( ref.readableNames[cur], sizeof( ref.readableNames[cur] ));
}
Con_Printf( "Found renderer %s: %s\n", ref.shortNames[i], ref.readableNames[i] );
Con_Printf( "Found renderer %s: %s\n", ref.shortNames[cur], ref.readableNames[cur] );
ref.numRenderers++;
cur++;
COM_FreeLibrary( dll );
}
ref.numRenderers = cur;
}
qboolean R_Init( void )
{
qboolean success = false;
string refopt;
string requested;
gl_vsync = Cvar_Get( "gl_vsync", "0", FCVAR_ARCHIVE, "enable vertical syncronization" );
gl_showtextures = Cvar_Get( "r_showtextures", "0", FCVAR_CHEAT, "show all uploaded textures" );
@@ -643,6 +647,11 @@ qboolean R_Init( void )
r_showtree = Cvar_Get( "r_showtree", "0", FCVAR_ARCHIVE, "build the graph of visible BSP tree" );
r_refdll = Cvar_Get( "r_refdll", "", FCVAR_RENDERINFO|FCVAR_VIDRESTART, "choose renderer implementation, if supported" );
// cvars that are expected to exist by client.dll
// refdll should just get pointer to them
Cvar_Get( "r_drawentities", "1", FCVAR_CHEAT, "render entities" );
Cvar_Get( "cl_himodels", "1", FCVAR_ARCHIVE, "draw high-resolution player models in multiplayer" );
// cvars are created, execute video config
Cbuf_AddText( "exec video.cfg" );
Cbuf_Execute();
@@ -654,27 +663,34 @@ qboolean R_Init( void )
R_CollectRendererNames();
// command line have priority
if( !Sys_GetParmFromCmdLine( "-ref", refopt ) )
{
// Priority:
// 1. Command line `-ref` argument.
// 2. `ref_dll` cvar.
// 3. Detected renderers in `DEFAULT_RENDERERS` order.
requested[0] = '\0';
if( !Sys_GetParmFromCmdLine( "-ref", requested ) && COM_CheckString( r_refdll->string ) )
// r_refdll is set to empty by default, so we can change hardcoded defaults just in case
Q_strncpy( refopt, COM_CheckString( r_refdll->string ) ?
r_refdll->string : DEFAULT_ACCELERATED_RENDERER, sizeof( refopt ) );
}
Q_strncpy( requested, r_refdll->string, sizeof( requested ) );
if( !(success = R_LoadRenderer( refopt )))
if ( requested[0] )
success = R_LoadRenderer( requested );
if( !success )
{
// check if we are tried to load default accelearated renderer already
// and if not, load it first
if( Q_strcmp( refopt, DEFAULT_ACCELERATED_RENDERER ) )
{
success = R_LoadRenderer( refopt );
}
int i;
// software renderer is the last chance...
if( !success )
// cycle through renderers that we collected in CollectRendererNames
for( i = 0; i < ref.numRenderers; i++ )
{
success = R_LoadRenderer( DEFAULT_SOFTWARE_RENDERER );
// skip renderer that was requested but failed to load
if( !Q_strcmp( requested, ref.shortNames[i] ) )
continue;
success = R_LoadRenderer( ref.shortNames[i] );
// yay, found working one
if( success )
break;
}
}

View File

@@ -51,5 +51,8 @@ extern convar_t *gl_clear;
qboolean R_Init( void );
void R_Shutdown( void );
void R_UpdateRefState( void );
extern triangleapi_t gTriApi;
#endif // REF_COMMON_H

View File

@@ -114,6 +114,45 @@ const sx_preset_t rgsxpre[MAXPRESETS] =
{ 0.0, 0.0, 0.001, 0.999, 0.0, 0.2, 0.8, 2.0, 0.05 } // 28
};
// 0x0045dca8 enginegl.exe
// SHA256: 42383d32cd712e59ee2c1bd78b7ba48814e680e7026c4223e730111f34a60d66
const sx_preset_t rgsxpre_hlalpha052[MAXPRESETS] =
{
// -------reverb-------- -------delay--------
// lp mod size refl rvblp delay feedback dlylp left
{ 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 2.0, 0.0 }, // 0 off
{ 0.0, 0.0, 0.0, 0.0, 1.0, 0.08, 0.8, 2.0, 0.0 }, // 1 generic
{ 0.0, 0.0, 0.0, 0.0, 1.0, 0.02, 0.75, 0.0, 0.001 }, // 2 metalic
{ 0.0, 0.0, 0.0, 0.0, 1.0, 0.03, 0.78, 0.0, 0.002 }, // 3
{ 0.0, 0.0, 0.0, 0.0, 1.0, 0.06, 0.77, 0.0, 0.003 }, // 4
{ 0.0, 0.0, 0.05, 0.85, 1.0, 0.008, 0.96, 2.0, 0.01 }, // 5 tunnel
{ 0.0, 0.0, 0.05, 0.88, 1.0, 0.01, 0.98, 2.0, 0.02 }, // 6
{ 0.0, 0.0, 0.05, 0.92, 1.0, 0.015, 0.995, 2.0, 0.04 }, // 7
{ 0.0, 0.0, 0.05, 0.84, 1.0, 0.0, 0.0, 2.0, 0.003 }, // 8 chamber
{ 0.0, 0.0, 0.05, 0.9, 1.0, 0.0, 0.0, 2.0, 0.002 }, // 9
{ 0.0, 0.0, 0.05, 0.95, 1.0, 0.0, 0.0, 2.0, 0.001 }, // 10
{ 0.0, 0.0, 0.05, 0.7, 0.0, 0.0, 0.0, 2.0, 0.003 }, // 11 brite
{ 0.0, 0.0, 0.055, 0.78, 0.0, 0.0, 0.0, 2.0, 0.002 }, // 12
{ 0.0, 0.0, 0.05, 0.86, 0.0, 0.0, 0.0, 2.0, 0.001 }, // 13
{ 1.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 2.0, 0.01 }, // 14 water
{ 1.0, 1.0, 0.0, 0.0, 1.0, 0.06, 0.85, 2.0, 0.02 }, // 15
{ 1.0, 1.0, 0.0, 0.0, 1.0, 0.2, 0.6, 2.0, 0.05 }, // 16
{ 0.0, 0.0, 0.05, 0.8, 1.0, 0.15, 0.48, 2.0, 0.008 }, // 17 concrete
{ 0.0, 0.0, 0.06, 0.9, 1.0, 0.22, 0.52, 2.0, 0.005 }, // 18
{ 0.0, 0.0, 0.07, 0.94, 1.0, 0.3, 0.6, 2.0, 0.001 }, // 19
{ 0.0, 0.0, 0.0, 0.0, 1.0, 0.3, 0.42, 2.0, 0.0 }, // 20 outside
{ 0.0, 0.0, 0.0, 0.0, 1.0, 0.35, 0.48, 2.0, 0.0 }, // 21
{ 0.0, 0.0, 0.0, 0.0, 1.0, 0.38, 0.6, 2.0, 0.0 }, // 22
{ 0.0, 0.0, 0.05, 0.9, 1.0, 0.2, 0.28, 0.0, 0.0 }, // 23 cavern
{ 0.0, 0.0, 0.07, 0.9, 1.0, 0.3, 0.4, 0.0, 0.0 }, // 24
{ 0.0, 0.0, 0.09, 0.9, 1.0, 0.35, 0.5, 0.0, 0.0 }, // 25
{ 0.0, 1.0, 0.01, 0.9, 0.0, 0.0, 0.0, 2.0, 0.05 }, // 26 weirdo
{ 0.0, 0.0, 0.0, 0.0, 1.0, 0.009, 0.999, 2.0, 0.04 }, // 27
{ 0.0, 0.0, 0.001, 0.999, 0.0, 0.2, 0.8, 2.0, 0.05 }, // 28
};
const sx_preset_t *ptable = rgsxpre;
// cvars
convar_t *dsp_off; // disable dsp
convar_t *roomwater_type; // water room_type
@@ -138,6 +177,8 @@ convar_t *sxdly_feedback; // cycles
convar_t *sxdly_delay; // current delay in seconds
convar_t *dsp_room; // for compability
convar_t *dsp_coeff_table; // use release or 0.52 style
int idsp_dma_speed;
int idsp_room;
int room_typeprev;
@@ -194,6 +235,8 @@ void SX_Init( void )
sxmod2cur = sxmod2 = 450 * ( idsp_dma_speed / SOUND_11k );
dsp_off = Cvar_Get( "dsp_off", "0", FCVAR_ARCHIVE, "disable DSP processing" );
dsp_coeff_table = Cvar_Get( "dsp_coeff_table", "0", FCVAR_ARCHIVE, "select DSP coefficient table: 0 for release or 1 for alpha 0.52" );
roomwater_type = Cvar_Get( "waterroom_type", "14", 0, "water room type" );
room_type = Cvar_Get( "room_type", "0", 0, "current room type preset" );
@@ -352,8 +395,6 @@ void DLY_CheckNewStereoDelayVal( void )
if( dly->delaysamples == 0 )
DLY_Free( STEREODLY );
}
ClearBits( sxste_delay->flags, FCVAR_CHANGED );
}
/*
@@ -463,7 +504,6 @@ void DLY_CheckNewDelayVal( void )
}
}
ClearBits( sxdly_delay->flags, FCVAR_CHANGED );
dly->lp = sxdly_lp->value;
dly->delayfeedback = 255 * sxdly_feedback->value;
}
@@ -497,9 +537,9 @@ void DLY_DoDelay( int count )
if( dly->lp ) // lowpass
{
val = ( dly->lp0 + dly->lp1 + val ) / 3;
dly->lp0 = dly->lp1;
dly->lp1 = val;
val = ( dly->lp0 + dly->lp1 + (val << 1) ) >> 2;
}
dly->lpdelayline[dly->idelayinput] = val;
@@ -512,7 +552,7 @@ void DLY_DoDelay( int count )
else
{
dly->lpdelayline[dly->idelayinput] = 0;
dly->lp0 = dly->lp1 = 0;
dly->lp0 = dly->lp1 = dly->lp2 = 0;
}
DLY_MovePointer( dly );
@@ -547,7 +587,7 @@ void RVB_SetUpDly( int pos, float delay, int kmod )
rgsxdly[pos].idelayoutputxf = rgsxdly[pos].idelayinput - samples;
if( rgsxdly[pos].idelayoutputxf < 0 )
rgsxdly[pos].idelayoutputxf += rgsxdly[pos].cdelaysamplesmax;
rgsxdly[pos].xfade = 32;
rgsxdly[pos].xfade = REVERB_XFADE;
}
if( !rgsxdly[pos].delaysamples )
@@ -582,7 +622,6 @@ void RVB_CheckNewReverbVal( void )
}
}
ClearBits( sxrvb_size->flags, FCVAR_CHANGED );
dly1->lp = dly2->lp = sxrvb_lp->value;
dly1->delayfeedback = dly2->delayfeedback = (int)(255 * sxrvb_feedback->value);
}
@@ -609,14 +648,14 @@ int RVB_DoReverbForOneDly( dly_t *dly, const int vlr, const portable_samplepair_
if( dly->xfade || delay || samplepair->left || samplepair->right )
{
// modulate delay rate
if( !dly->xfade && !dly->modcur && dly->mod )
if( !dly->mod )
{
dly->idelayoutputxf = dly->idelayoutput + ((COM_RandomLong( 0, 255 ) * delay) >> 9 );
//dly->xfade = 32;
}
dly->idelayoutputxf %= dly->cdelaysamplesmax;
dly->idelayoutputxf %= dly->cdelaysamplesmax;
dly->xfade = REVERB_XFADE;
}
if( dly->xfade )
{
@@ -685,7 +724,9 @@ void RVB_DoReverb( int count )
voutm = RVB_DoReverbForOneDly( dly1, vlr, paint );
voutm += RVB_DoReverbForOneDly( dly2, vlr, paint );
voutm = (11 * voutm) >> 6;
if( dsp_coeff_table->value == 1.0f )
voutm /= 6; // alpha
else voutm = (11 * voutm) >> 6;
paint->left = CLIP( paint->left + voutm );
paint->right = CLIP( paint->right + voutm );
@@ -718,17 +759,18 @@ void RVB_DoAMod( int count )
res.left >>= 2;
res.right >>= 2;
rgsxlp[4] = paint->left;
rgsxlp[9] = paint->right;
rgsxlp[0] = rgsxlp[1];
rgsxlp[1] = rgsxlp[2];
rgsxlp[2] = rgsxlp[3];
rgsxlp[3] = rgsxlp[4];
rgsxlp[4] = paint->left;
rgsxlp[4] = rgsxlp[5];
rgsxlp[5] = rgsxlp[6];
rgsxlp[6] = rgsxlp[7];
rgsxlp[7] = rgsxlp[8];
rgsxlp[8] = rgsxlp[9];
rgsxlp[9] = paint->right;
}
if( sxmod_mod->value )
@@ -814,6 +856,27 @@ void CheckNewDspPresets( void )
if( dsp_off->value != 0.0f )
return;
if( FBitSet( dsp_coeff_table->flags, FCVAR_CHANGED ))
{
switch( (int)dsp_coeff_table->value )
{
case 0: // release
ptable = rgsxpre;
break;
case 1: // alpha
ptable = rgsxpre_hlalpha052;
break;
default:
ptable = rgsxpre;
break;
}
SX_ReloadRoomFX();
room_typeprev = -1;
ClearBits( dsp_coeff_table->flags, FCVAR_CHANGED );
}
if( s_listener.waterlevel > 2 )
idsp_room = roomwater_type->value;
else idsp_room = room_type->value;
@@ -835,7 +898,9 @@ void CheckNewDspPresets( void )
if( idsp_room != room_typeprev )
{
const sx_preset_t *cur = rgsxpre + idsp_room;
const sx_preset_t *cur;
cur = ptable + idsp_room;
Cvar_SetValue( "room_lp", cur->room_lp );
Cvar_SetValue( "room_mod", cur->room_mod );
@@ -853,6 +918,10 @@ void CheckNewDspPresets( void )
RVB_CheckNewReverbVal( );
DLY_CheckNewDelayVal( );
DLY_CheckNewStereoDelayVal();
ClearBits( sxrvb_size->flags, FCVAR_CHANGED );
ClearBits( sxdly_delay->flags, FCVAR_CHANGED );
ClearBits( sxste_delay->flags, FCVAR_CHANGED );
}
void SX_Profiling_f( void )

View File

@@ -56,7 +56,7 @@ void S_SoundList_f( void )
else Con_Printf( " " );
if( sfx->name[0] == '*' )
Con_Printf( " (%2db) %s : %s\n", sc->width * 8, Q_memprint( sc->size ), sfx->name );
else Con_Printf( " (%2db) %s : %s%s\n", sc->width * 8, Q_memprint( sc->size ), DEFAULT_SOUNDPATH, sfx->name );
else Con_Printf( " (%2db) %s : " DEFAULT_SOUNDPATH "%s\n", sc->width * 8, Q_memprint( sc->size ), sfx->name );
totalSfx++;
}
}
@@ -141,6 +141,9 @@ wavdata_t *S_LoadSound( sfx_t *sfx )
if( Q_stricmp( sfx->name, "*default" ))
{
// load it from disk
if( s_warn_late_precache.value > 0 && CL_Active() )
Con_Printf( S_WARN "S_LoadSound: late precache of %s\n", sfx->name );
if( sfx->name[0] == '*' )
sc = FS_LoadSound( sfx->name + 1, NULL, 0 );
else sc = FS_LoadSound( sfx->name, NULL, 0 );
@@ -211,7 +214,7 @@ sfx_t *S_FindName( const char *pname, int *pfInCache )
return NULL;
s_numSfx++;
}
sfx = &s_knownSfx[i];
memset( sfx, 0, sizeof( *sfx ));
if( pfInCache ) *pfInCache = false;
@@ -222,7 +225,7 @@ sfx_t *S_FindName( const char *pname, int *pfInCache )
// link it in
sfx->hashNext = s_sfxHashList[sfx->hashValue];
s_sfxHashList[sfx->hashValue] = sfx;
return sfx;
}
@@ -299,7 +302,7 @@ void S_EndRegistration( void )
if( !s_registering || !dma.initialized )
return;
// free any sounds not from this registration sequence
for( i = 0, sfx = s_knownSfx; i < s_numSfx; i++, sfx++ )
{

View File

@@ -23,7 +23,7 @@ GNU General Public License for more details.
#define SND_CLIP_DISTANCE 1000.0f
dma_t dma;
byte *sndpool;
poolhandle_t sndpool;
static soundfade_t soundfade;
channel_t channels[MAX_CHANNELS];
sound_t ambient_sfx[NUM_AMBIENTS];
@@ -35,17 +35,18 @@ int total_channels;
int soundtime; // sample PAIRS
int paintedtime; // sample PAIRS
convar_t *s_volume;
convar_t *s_musicvolume;
convar_t *s_show;
convar_t *s_mixahead;
convar_t *s_lerping;
convar_t *s_ambient_level;
convar_t *s_ambient_fade;
convar_t *s_combine_sounds;
convar_t *snd_mute_losefocus;
convar_t *s_test; // cvar for testing new effects
convar_t *s_samplecount;
static CVAR_DEFINE( s_volume, "volume", "0.7", FCVAR_ARCHIVE, "sound volume" );
CVAR_DEFINE( s_musicvolume, "MP3Volume", "1.0", FCVAR_ARCHIVE, "background music volume" );
static CVAR_DEFINE( s_mixahead, "_snd_mixahead", "0.12", 0, "how much sound to mix ahead of time" );
static CVAR_DEFINE_AUTO( s_show, "0", FCVAR_ARCHIVE, "show playing sounds" );
CVAR_DEFINE_AUTO( s_lerping, "0", FCVAR_ARCHIVE, "apply interpolation to sound output" );
static CVAR_DEFINE( s_ambient_level, "ambient_level", "0.3", FCVAR_ARCHIVE, "volume of environment noises (water and wind)" );
static CVAR_DEFINE( s_ambient_fade, "ambient_fade", "1000", FCVAR_ARCHIVE, "rate of volume fading when client is moving" );
static CVAR_DEFINE_AUTO( s_combine_sounds, "0", FCVAR_ARCHIVE, "combine channels with same sounds" );
CVAR_DEFINE_AUTO( snd_mute_losefocus, "1", FCVAR_ARCHIVE, "silence the audio when game window loses focus" );
CVAR_DEFINE_AUTO( s_test, "0", 0, "engine developer cvar for quick testing new features" );
CVAR_DEFINE_AUTO( s_samplecount, "0", FCVAR_ARCHIVE, "sample count (0 for default value)" );
CVAR_DEFINE_AUTO( s_warn_late_precache, "0", FCVAR_ARCHIVE, "warn about late precached sounds on client-side" );
/*
=============================================================================
@@ -68,7 +69,7 @@ float S_GetMasterVolume( void )
scale = bound( 0.0f, soundfade.percent / 100.0f, 1.0f );
scale = 1.0f - scale;
}
return s_volume->value * scale;
return s_volume.value * scale;
}
/*
@@ -80,8 +81,8 @@ void S_FadeClientVolume( float fadePercent, float fadeOutSeconds, float holdTime
{
soundfade.starttime = cl.mtime[0];
soundfade.initial_percent = fadePercent;
soundfade.fadeouttime = fadeOutSeconds;
soundfade.holdtime = holdTime;
soundfade.fadeouttime = fadeOutSeconds;
soundfade.holdtime = holdTime;
soundfade.fadeintime = fadeInSeconds;
}
@@ -97,7 +98,7 @@ qboolean S_IsClient( int entnum )
// free channel so that it may be allocated by the
// next request to play a sound. If sound is a
// next request to play a sound. If sound is a
// word in a sentence, release the sentence.
// Works for static, dynamic, sentence and stream sounds
/*
@@ -129,7 +130,7 @@ void S_UpdateSoundFade( void )
// determine current fade value.
// assume no fading remains
soundfade.percent = 0;
soundfade.percent = 0;
totaltime = soundfade.fadeouttime + soundfade.fadeintime + soundfade.holdtime;
@@ -178,7 +179,7 @@ void S_UpdateSoundFade( void )
=================
SND_FStreamIsPlaying
Select a channel from the dynamic channel allocation area. For the given entity,
Select a channel from the dynamic channel allocation area. For the given entity,
override any other sound playing on the same channel (see code comments below for
exceptions).
=================
@@ -200,7 +201,7 @@ qboolean SND_FStreamIsPlaying( sfx_t *sfx )
=================
SND_PickDynamicChannel
Select a channel from the dynamic channel allocation area. For the given entity,
Select a channel from the dynamic channel allocation area. For the given entity,
override any other sound playing on the same channel (see code comments below for
exceptions).
=================
@@ -227,7 +228,7 @@ channel_t *SND_PickDynamicChannel( int entnum, int channel, sfx_t *sfx, qboolean
for( ch_idx = NUM_AMBIENTS; ch_idx < MAX_DYNAMIC_CHANNELS; ch_idx++ )
{
channel_t *ch = &channels[ch_idx];
// Never override a streaming sound that is currently playing or
// voice over IP data that is playing or any sound on CHAN_VOICE( acting )
if( ch->sfx && ( ch->entchannel == CHAN_STREAM ))
@@ -290,8 +291,8 @@ channel_t *SND_PickDynamicChannel( int entnum, int channel, sfx_t *sfx, qboolean
SND_PickStaticChannel
Pick an empty channel from the static sound area, or allocate a new
channel. Only fails if we're at max_channels (128!!!) or if
we're trying to allocate a channel for a stream sound that is
channel. Only fails if we're at max_channels (128!!!) or if
we're trying to allocate a channel for a stream sound that is
already playing.
=====================
*/
@@ -310,7 +311,7 @@ channel_t *SND_PickStaticChannel( const vec3_t pos, sfx_t *sfx )
break;
}
if( i < total_channels )
if( i < total_channels )
{
// reuse an empty static sound channel
ch = &channels[i];
@@ -346,7 +347,7 @@ returns FALSE if sound was not found (sound is not playing)
int S_AlterChannel( int entnum, int channel, sfx_t *sfx, int vol, int pitch, int flags )
{
channel_t *ch;
int i;
int i;
if( S_TestSoundChar( sfx->name, '!' ))
{
@@ -361,10 +362,10 @@ int S_AlterChannel( int entnum, int channel, sfx_t *sfx, int vol, int pitch, int
{
if( flags & SND_CHANGE_PITCH )
ch->basePitch = pitch;
if( flags & SND_CHANGE_VOL )
ch->master_vol = vol;
if( flags & SND_STOP )
S_FreeChannel( ch );
@@ -383,7 +384,7 @@ int S_AlterChannel( int entnum, int channel, sfx_t *sfx, int vol, int pitch, int
{
if( flags & SND_CHANGE_PITCH )
ch->basePitch = pitch;
if( flags & SND_CHANGE_VOL )
ch->master_vol = vol;
@@ -476,7 +477,7 @@ void SND_Spatialize( channel_t *ch )
====================
S_StartSound
Start a sound effect for the given entity on the given channel (ie; voice, weapon etc).
Start a sound effect for the given entity on the given channel (ie; voice, weapon etc).
Try to grab a channel out of the 8 dynamic spots available.
Currently used for looping sounds, streaming sounds, sentences, and regular entity sounds.
NOTE: volume is 0.0 - 1.0 and attenuation is 0.0 - 1.0 when passed in.
@@ -509,7 +510,7 @@ void S_StartSound( const vec3_t pos, int ent, int chan, sound_t handle, float fv
return;
if( flags & SND_STOP ) return;
// fall through - if we're not trying to stop the sound,
// fall through - if we're not trying to stop the sound,
// and we didn't find it (it's not playing), go ahead and start it up
}
@@ -525,7 +526,7 @@ void S_StartSound( const vec3_t pos, int ent, int chan, sound_t handle, float fv
if( !target_chan )
{
if( !bIgnore )
Con_DPrintf( S_ERROR "dropped sound \"%s%s\"\n", DEFAULT_SOUNDPATH, sfx->name );
Con_DPrintf( S_ERROR "dropped sound \"" DEFAULT_SOUNDPATH "%s\"\n", sfx->name );
return;
}
@@ -552,7 +553,7 @@ void S_StartSound( const vec3_t pos, int ent, int chan, sound_t handle, float fv
// link all words and load the first word
// NOTE: sentence names stored in the cache lookup are
// prepended with a '!'. Sentence names stored in the
// sentence file do not have a leading '!'.
// sentence file do not have a leading '!'.
VOX_LoadSound( target_chan, S_SkipSoundChar( sfx->name ));
Q_strncpy( target_chan->name, sfx->name, sizeof( target_chan->name ));
sfx = target_chan->sfx;
@@ -574,7 +575,7 @@ void S_StartSound( const vec3_t pos, int ent, int chan, sound_t handle, float fv
SND_Spatialize( target_chan );
// If a client can't hear a sound when they FIRST receive the StartSound message,
// the client will never be able to hear that sound. This is so that out of
// the client will never be able to hear that sound. This is so that out of
// range sounds don't fill the playback buffer. For streaming sounds, we bypass this optimization.
if( !target_chan->leftvol && !target_chan->rightvol )
{
@@ -637,7 +638,7 @@ void S_RestoreSound( const vec3_t pos, int ent, int chan, sound_t handle, float
if( !target_chan )
{
if( !bIgnore )
Con_DPrintf( S_ERROR "dropped sound \"%s%s\"\n", DEFAULT_SOUNDPATH, sfx->name );
Con_DPrintf( S_ERROR "dropped sound \"" DEFAULT_SOUNDPATH "%s\"\n", sfx->name );
return;
}
@@ -664,7 +665,7 @@ void S_RestoreSound( const vec3_t pos, int ent, int chan, sound_t handle, float
// link all words and load the first word
// NOTE: sentence names stored in the cache lookup are
// prepended with a '!'. Sentence names stored in the
// sentence file do not have a leading '!'.
// sentence file do not have a leading '!'.
VOX_LoadSound( target_chan, S_SkipSoundChar( sfx->name ));
Q_strncpy( target_chan->name, sfx->name, sizeof( target_chan->name ));
@@ -708,7 +709,7 @@ void S_RestoreSound( const vec3_t pos, int ent, int chan, sound_t handle, float
// apply the sample offests
target_chan->pMixer.sample = sample;
target_chan->pMixer.forcedEndSample = end;
target_chan->pMixer.forcedEndSample = end;
// Init client entity mouth movement vars
SND_InitMouth( ent, chan );
@@ -763,7 +764,7 @@ void S_AmbientSound( const vec3_t pos, int ent, sound_t handle, float fvol, floa
// this is a sentence. link words to play in sequence.
// NOTE: sentence names stored in the cache lookup are
// prepended with a '!'. Sentence names stored in the
// sentence file do not have a leading '!'.
// sentence file do not have a leading '!'.
// link all words and load the first word
VOX_LoadSound( ch, S_SkipSoundChar( sfx->name ));
@@ -812,7 +813,7 @@ void S_StartLocalSound( const char *name, float volume, qboolean reliable )
if( reliable ) channel = CHAN_STATIC;
if( !dma.initialized ) return;
if( !dma.initialized ) return;
sfxHandle = S_RegisterSound( name );
S_StartSound( NULL, s_listener.entnum, channel, sfxHandle, volume, ATTN_NONE, PITCH_NORM, flags );
}
@@ -881,7 +882,7 @@ int S_GetCurrentDynamicSounds( soundlist_t *pout, int size )
looped = ( channels[i].use_loop && channels[i].sfx->cache->loopStart != -1 );
if( channels[i].entchannel == CHAN_STATIC && looped && !Host_IsQuakeCompatible())
continue; // never serialize static looped sounds. It will be restoring in game code
continue; // never serialize static looped sounds. It will be restoring in game code
if( channels[i].isSentence && channels[i].name[0] )
Q_strncpy( pout->name, channels[i].name, sizeof( pout->name ));
@@ -916,7 +917,7 @@ void S_InitAmbientChannels( void )
for( ambient_channel = 0; ambient_channel < NUM_AMBIENTS; ambient_channel++ )
{
chan = &channels[ambient_channel];
chan = &channels[ambient_channel];
chan->staticsound = true;
chan->use_loop = true;
@@ -945,7 +946,7 @@ void S_UpdateAmbientSounds( void )
leaf = Mod_PointInLeaf( s_listener.origin, cl.worldmodel->nodes );
if( !leaf || !s_ambient_level->value )
if( !leaf || !s_ambient_level.value )
{
for( ambient_channel = 0; ambient_channel < NUM_AMBIENTS; ambient_channel++ )
channels[ambient_channel].sfx = NULL;
@@ -954,7 +955,7 @@ void S_UpdateAmbientSounds( void )
for( ambient_channel = 0; ambient_channel < NUM_AMBIENTS; ambient_channel++ )
{
chan = &channels[ambient_channel];
chan = &channels[ambient_channel];
chan->sfx = S_GetSfxByHandle( ambient_sfx[ambient_channel] );
// ambient is unused
@@ -965,21 +966,21 @@ void S_UpdateAmbientSounds( void )
continue;
}
vol = s_ambient_level->value * leaf->ambient_sound_level[ambient_channel];
vol = s_ambient_level.value * leaf->ambient_sound_level[ambient_channel];
if( vol < 0 ) vol = 0;
// don't adjust volume too fast
if( chan->master_vol < vol )
{
chan->master_vol += s_listener.frametime * s_ambient_fade->value;
chan->master_vol += s_listener.frametime * s_ambient_fade.value;
if( chan->master_vol > vol ) chan->master_vol = vol;
}
else if( chan->master_vol > vol )
{
chan->master_vol -= s_listener.frametime * s_ambient_fade->value;
chan->master_vol -= s_listener.frametime * s_ambient_fade.value;
if( chan->master_vol < vol ) chan->master_vol = vol;
}
chan->leftvol = chan->rightvol = chan->master_vol;
}
}
@@ -1192,7 +1193,7 @@ void S_StreamAviSamples( void *Avi, int entnum, float fvol, float attn, float sy
ch->s_rawend = soundtime;
// position is changed, synchronization is lost etc
if( fabs( ch->oldtime - synctime ) > s_mixahead->value )
if( fabs( ch->oldtime - synctime ) > s_mixahead.value )
ch->sound_info.loopStart = AVI_TimeToSoundPosition( Avi, synctime * 1000 );
ch->oldtime = synctime; // keep actual time
@@ -1240,7 +1241,7 @@ void S_StreamAviSamples( void *Avi, int entnum, float fvol, float attn, float sy
S_GetRawSamplesLength
===================
*/
uint S_GetRawSamplesLength( int entnum )
uint S_GetRawSamplesLength( int entnum )
{
rawchan_t *ch;
@@ -1255,7 +1256,7 @@ uint S_GetRawSamplesLength( int entnum )
S_ClearRawChannel
===================
*/
void S_ClearRawChannel( int entnum )
void S_ClearRawChannel( int entnum )
{
rawchan_t *ch;
@@ -1320,7 +1321,7 @@ S_SpatializeRawChannels
static void S_SpatializeRawChannels( void )
{
int i;
for( i = 0; i < MAX_RAW_CHANNELS; i++ )
{
rawchan_t *ch = raw_channels[i];
@@ -1409,7 +1410,7 @@ S_StopSound
stop all sounds for entity on a channel.
==================
*/
void S_StopSound( int entnum, int channel, const char *soundname )
void GAME_EXPORT S_StopSound( int entnum, int channel, const char *soundname )
{
sfx_t *sfx;
@@ -1430,7 +1431,7 @@ void S_StopAllSounds( qboolean ambient )
if( !dma.initialized ) return;
total_channels = MAX_DYNAMIC_CHANNELS; // no statics
for( i = 0; i < MAX_CHANNELS; i++ )
for( i = 0; i < MAX_CHANNELS; i++ )
{
if( !channels[i].sfx ) continue;
S_FreeChannel( &channels[i] );
@@ -1450,6 +1451,45 @@ void S_StopAllSounds( qboolean ambient )
memset( &soundfade, 0, sizeof( soundfade ));
}
/*
==============
S_GetSoundtime
update global soundtime
(was part of platform code)
===============
*/
static int S_GetSoundtime( void )
{
static int buffers, oldsamplepos;
int samplepos, fullsamples;
fullsamples = dma.samples / 2;
// it is possible to miscount buffers
// if it has wrapped twice between
// calls to S_Update. Oh well.
samplepos = dma.samplepos;
if( samplepos < oldsamplepos )
{
buffers++; // buffer wrapped
if( paintedtime > 0x40000000 )
{
// time to chop things off to avoid 32 bit limits
buffers = 0;
paintedtime = fullsamples;
S_StopAllSounds( true );
}
}
oldsamplepos = samplepos;
return ( buffers * fullsamples + samplepos / 2 );
}
//=============================================================================
void S_UpdateChannels( void )
{
@@ -1461,20 +1501,20 @@ void S_UpdateChannels( void )
if( !dma.buffer ) return;
// updates DMA time
soundtime = SNDDMA_GetSoundtime();
soundtime = S_GetSoundtime();
// soundtime - total samples that have been played out to hardware at dmaspeed
// paintedtime - total samples that have been mixed at speed
// endtime - target for samples in mixahead buffer at speed
endtime = soundtime + s_mixahead->value * SOUND_DMA_SPEED;
endtime = soundtime + s_mixahead.value * SOUND_DMA_SPEED;
samps = dma.samples >> 1;
if((int)(endtime - soundtime) > samps )
endtime = soundtime + samps;
if(( endtime - paintedtime ) & 0x3 )
{
// the difference between endtime and painted time should align on
// the difference between endtime and painted time should align on
// boundaries of 4 samples. this is important when upsampling from 11khz -> 44khz.
endtime -= ( endtime - paintedtime ) & 0x3;
}
@@ -1507,7 +1547,7 @@ update listener position
void S_UpdateFrame( struct ref_viewpass_s *rvp )
{
if( !FBitSet( rvp->flags, RF_DRAW_WORLD ) || FBitSet( rvp->flags, RF_ONLY_CLIENTDRAW ))
return;
return;
VectorCopy( rvp->vieworigin, s_listener.origin );
AngleVectors( rvp->viewangles, s_listener.forward, s_listener.right, s_listener.up );
@@ -1550,7 +1590,7 @@ void SND_UpdateSound( void )
combine = NULL;
// update spatialization for static and dynamic sounds
// update spatialization for static and dynamic sounds
for( i = NUM_AMBIENTS, ch = channels + NUM_AMBIENTS; i < total_channels; i++, ch++ )
{
if( !ch->sfx ) continue;
@@ -1562,7 +1602,7 @@ void SND_UpdateSound( void )
// try to combine static sounds with a previous channel of the same
// sound effect so we don't mix five torches every frame
// g-cont: perfomance option, probably kill stereo effect in most cases
if( i >= MAX_DYNAMIC_CHANNELS && s_combine_sounds->value )
if( i >= MAX_DYNAMIC_CHANNELS && s_combine_sounds.value )
{
// see if it can just use the last one
if( combine && combine->sfx == ch->sfx )
@@ -1602,7 +1642,7 @@ void SND_UpdateSound( void )
S_SpatializeRawChannels();
// debugging output
if( CVAR_TO_BOOL( s_show ))
if( s_show.value != 0.0f )
{
info.color[0] = 1.0f;
info.color[1] = 0.6f;
@@ -1623,7 +1663,7 @@ void SND_UpdateSound( void )
VectorSet( info.color, 1.0f, 1.0f, 1.0f );
info.index = 0;
Con_NXPrintf( &info, "room_type: %i ----(%i)---- painted: %i\n", idsp_room, total - 1, paintedtime );
Con_NXPrintf( &info, "room_type: %i (%s) ----(%i)---- painted: %i\n", idsp_room, Cvar_VariableString( "dsp_coeff_table" ), total - 1, paintedtime );
}
S_StreamBackgroundTrack ();
@@ -1679,26 +1719,41 @@ void S_PlayVol_f( void )
S_StartLocalSound( Cmd_Argv( 1 ), Q_atof( Cmd_Argv( 2 )), false );
}
static void S_Say( const char *name, qboolean reliable )
{
char sentence[1024];
// predefined vox sentence
if( name[0] == '!' )
{
S_StartLocalSound( name, 1.0f, reliable );
return;
}
Q_snprintf( sentence, sizeof( sentence ), "!#%s", name );
S_StartLocalSound( sentence, 1.0f, reliable );
}
void S_Say_f( void )
{
if( Cmd_Argc() == 1 )
{
Con_Printf( S_USAGE "speak <soundfile>\n" );
Con_Printf( S_USAGE "speak <vox sentence>\n" );
return;
}
S_StartLocalSound( Cmd_Argv( 1 ), 1.0f, false );
S_Say( Cmd_Argv( 1 ), false );
}
void S_SayReliable_f( void )
{
if( Cmd_Argc() == 1 )
{
Con_Printf( S_USAGE "spk <soundfile>\n" );
Con_Printf( S_USAGE "spk <vox sentence>\n" );
return;
}
S_StartLocalSound( Cmd_Argv( 1 ), 1.0f, true );
S_Say( Cmd_Argv( 1 ), true );
}
/*
@@ -1719,7 +1774,7 @@ void S_Music_f( void )
else if( c == 2 )
{
string intro, main, track;
char *ext[] = { "mp3", "wav" };
const char *ext[] = { "mp3", "wav" };
int i;
Q_strncpy( track, Cmd_Argv( 1 ), sizeof( track ));
@@ -1815,17 +1870,18 @@ qboolean S_Init( void )
return false;
}
s_volume = Cvar_Get( "volume", "0.7", FCVAR_ARCHIVE, "sound volume" );
s_musicvolume = Cvar_Get( "MP3Volume", "1.0", FCVAR_ARCHIVE, "background music volume" );
s_mixahead = Cvar_Get( "_snd_mixahead", "0.12", 0, "how much sound to mix ahead of time" );
s_show = Cvar_Get( "s_show", "0", FCVAR_ARCHIVE, "show playing sounds" );
s_lerping = Cvar_Get( "s_lerping", "0", FCVAR_ARCHIVE, "apply interpolation to sound output" );
s_ambient_level = Cvar_Get( "ambient_level", "0.3", FCVAR_ARCHIVE, "volume of environment noises (water and wind)" );
s_ambient_fade = Cvar_Get( "ambient_fade", "1000", FCVAR_ARCHIVE, "rate of volume fading when client is moving" );
s_combine_sounds = Cvar_Get( "s_combine_channels", "0", FCVAR_ARCHIVE, "combine channels with same sounds" );
snd_mute_losefocus = Cvar_Get( "snd_mute_losefocus", "1", FCVAR_ARCHIVE, "silence the audio when game window loses focus" );
s_test = Cvar_Get( "s_test", "0", 0, "engine developer cvar for quick testing new features" );
s_samplecount = Cvar_Get( "s_samplecount", "0", FCVAR_ARCHIVE, "sample count (0 for default value)" );
Cvar_RegisterVariable( &s_volume );
Cvar_RegisterVariable( &s_musicvolume );
Cvar_RegisterVariable( &s_mixahead );
Cvar_RegisterVariable( &s_show );
Cvar_RegisterVariable( &s_lerping );
Cvar_RegisterVariable( &s_ambient_level );
Cvar_RegisterVariable( &s_ambient_fade );
Cvar_RegisterVariable( &s_combine_sounds );
Cvar_RegisterVariable( &snd_mute_losefocus );
Cvar_RegisterVariable( &s_test );
Cvar_RegisterVariable( &s_samplecount );
Cvar_RegisterVariable( &s_warn_late_precache );
Cmd_AddCommand( "play", S_Play_f, "playing a specified sound file" );
Cmd_AddCommand( "play2", S_Play2_f, "playing a group of specified sound files" ); // nehahra stuff

View File

@@ -109,7 +109,7 @@ void S_TransferPaintBuffer( int endtime )
//===============================================================================
// Mix buffer (paintbuffer) management routines
//===============================================================================
// Activate a paintbuffer. All active paintbuffers are mixed in parallel within
// Activate a paintbuffer. All active paintbuffers are mixed in parallel within
// MIX_MixChannelsToPaintbuffer, according to flags
_inline void MIX_ActivatePaintbuffer( int ipaintbuffer )
{
@@ -146,7 +146,7 @@ _inline int MIX_GetCurrentPaintbufferIndex( void )
_inline paintbuffer_t *MIX_GetCurrentPaintbufferPtr( void )
{
int ipaint = MIX_GetCurrentPaintbufferIndex();
Assert( ipaint < CPAINTBUFFERS );
return &paintbuffers[ipaint];
}
@@ -183,7 +183,7 @@ _inline portable_samplepair_t *MIX_GetPFrontFromIPaint( int ipaintbuffer )
}
_inline paintbuffer_t *MIX_GetPPaintFromIPaint( int ipaint )
{
{
Assert( ipaint < CPAINTBUFFERS );
return &paintbuffers[ipaint];
}
@@ -203,7 +203,7 @@ void MIX_InitAllPaintbuffers( void )
paintbuffers[IPAINTBUFFER].pbuf = paintbuffer;
paintbuffers[IROOMBUFFER].pbuf = roombuffer;
paintbuffers[ISTREAMBUFFER].pbuf = streambuffer;
MIX_SetCurrentPaintbuffer( IPAINTBUFFER );
}
@@ -218,7 +218,7 @@ void S_PaintMonoFrom8( portable_samplepair_t *pbuf, int *volume, byte *pData, in
{
int *lscale, *rscale;
int i, data;
lscale = snd_scaletable[volume[0] >> SND_SCALE_SHIFT];
rscale = snd_scaletable[volume[1] >> SND_SCALE_SHIFT];
@@ -272,7 +272,7 @@ void S_PaintStereoFrom16( portable_samplepair_t *pbuf, int *volume, short *pData
int i;
data = (uint *)pData;
for( i = 0; i < outCount; i++, data++ )
{
left = (signed short)((*data & 0x0000FFFF));
@@ -408,13 +408,13 @@ void S_MixChannel( channel_t *pChannel, void *pData, int outputOffset, int input
if( pSource->channels == 1 )
{
if( pSource->width == 1 )
S_Mix8Mono( pbuf, pvol, (char *)pData, inputOffset, fracRate, outCount, timecompress );
S_Mix8Mono( pbuf, pvol, pData, inputOffset, fracRate, outCount, timecompress );
else S_Mix16Mono( pbuf, pvol, (short *)pData, inputOffset, fracRate, outCount );
}
else
{
if( pSource->width == 1 )
S_Mix8Stereo( pbuf, pvol, (char *)pData, inputOffset, fracRate, outCount );
S_Mix8Stereo( pbuf, pvol, pData, inputOffset, fracRate, outCount );
else S_Mix16Stereo( pbuf, pvol, (short *)pData, inputOffset, fracRate, outCount );
}
}
@@ -425,7 +425,7 @@ int S_MixDataToDevice( channel_t *pChannel, int sampleCount, int outRate, int ou
int startingOffset = outOffset;
float inputRate = ( pChannel->pitch * pChannel->sfx->cache->rate );
float rate = inputRate / outRate;
// shouldn't be playing this if finished, but return if we are
if( pChannel->pMixer.finished )
return 0;
@@ -528,7 +528,7 @@ qboolean S_ShouldContinueMixing( channel_t *ch )
// flags: if SOUND_MIX_DRY, then mix only samples with channel flagged as 'dry'
// outputRate: target mix rate for all samples. Note, if outputRate = SOUND_DMA_SPEED, then
// this routine will fill the paintbuffer to endtime. Otherwise, fewer samples are mixed.
// if( endtime - paintedtime ) is not aligned on boundaries of 4,
// if( endtime - paintedtime ) is not aligned on boundaries of 4,
// we'll miss data if outputRate < SOUND_DMA_SPEED!
void MIX_MixChannelsToPaintbuffer( int endtime, int rate, int outputRate )
{
@@ -539,16 +539,16 @@ void MIX_MixChannelsToPaintbuffer( int endtime, int rate, int outputRate )
// mix each channel into paintbuffer
ch = channels;
// validate parameters
Assert( outputRate <= SOUND_DMA_SPEED );
// make sure we're not discarding data
Assert( !(( endtime - paintedtime ) & 0x3 ) || ( outputRate == SOUND_DMA_SPEED ));
// 44k: try to mix this many samples at outputRate
sampleCount = ( endtime - paintedtime ) / ( SOUND_DMA_SPEED / outputRate );
if( sampleCount <= 0 ) return;
for( i = 0; i < total_channels; i++, ch++ )
@@ -578,10 +578,10 @@ void MIX_MixChannelsToPaintbuffer( int endtime, int rate, int outputRate )
pSource = S_LoadSound( ch->sfx );
// Don't mix sound data for sounds with zero volume. If it's a non-looping sound,
// Don't mix sound data for sounds with zero volume. If it's a non-looping sound,
// just remove the sound when its volume goes to zero.
bZeroVolume = !ch->leftvol && !ch->rightvol;
if( !bZeroVolume )
{
// this values matched with GoldSrc
@@ -647,7 +647,7 @@ _inline portable_samplepair_t *S_GetNextpFilter( int i, portable_samplepair_t *p
if( i == 0 ) return (&(pfiltermem[1]));
if( i == 1 ) return (&(pfiltermem[2]));
// return from paintbuffer, where samples are doubled.
// return from paintbuffer, where samples are doubled.
// even samples are to be replaced with interpolated value.
return (&(pbuffer[(i-2) * 2 + 1]));
}
@@ -708,32 +708,32 @@ void S_Interpolate2xCubic( portable_samplepair_t *pbuffer, portable_samplepair_t
x0 = psamp1->left;
x1 = psamp2->left;
x2 = psamp3->left;
// interpolate
a = (3 * (x0-x1) - xm1 + x2) / 2;
b = 2*x1 + xm1 - (5*x0 + x2) / 2;
c = (x1 - xm1) / 2;
// write out interpolated sample
temppaintbuffer[outpos].left = a/8 + b/4 + c/2 + x0;
// get all right samples for window
xm1 = psamp0->right;
x0 = psamp1->right;
x1 = psamp2->right;
x2 = psamp3->right;
// interpolate
a = (3 * (x0-x1) - xm1 + x2) / 2;
b = 2*x1 + xm1 - (5*x0 + x2) / 2;
c = (x1 - xm1) / 2;
// write out interpolated sample, increment output counter
temppaintbuffer[outpos++].right = a/8 + b/4 + c/2 + x0;
Assert( outpos <= ( sizeof( temppaintbuffer ) / sizeof( temppaintbuffer[0] )));
}
Assert( cfltmem >= 3 );
// save last 3 samples from paintbuffer
@@ -770,7 +770,7 @@ void S_Interpolate2xLinear( portable_samplepair_t *pbuffer, portable_samplepair_
}
// save last value to be played out in buffer
*pfiltermem = pbuffer[upCount - 1];
*pfiltermem = pbuffer[upCount - 1];
}
// upsample by 2x, optionally using interpolation
@@ -783,11 +783,11 @@ void S_Interpolate2xLinear( portable_samplepair_t *pbuffer, portable_samplepair_
void S_MixBufferUpsample2x( int count, portable_samplepair_t *pbuffer, portable_samplepair_t *pfiltermem, int cfltmem, int filtertype )
{
int upCount = count<<1;
int i, j;
int i, j;
// reverse through buffer, duplicating contents for 'count' samples
for( i = upCount - 1, j = count - 1; j >= 0; i-=2, j-- )
{
{
pbuffer[i] = pbuffer[j];
pbuffer[i-1] = pbuffer[j];
}
@@ -839,7 +839,7 @@ void MIX_MixPaintbuffers( int ibuf1, int ibuf2, int ibuf3, int count, float fgai
int i, gain;
gain = 256 * fgain;
Assert( count <= PAINTBUFFER_SIZE );
Assert( ibuf1 < CPAINTBUFFERS );
Assert( ibuf2 < CPAINTBUFFERS );
@@ -848,8 +848,8 @@ void MIX_MixPaintbuffers( int ibuf1, int ibuf2, int ibuf3, int count, float fgai
pbuf1 = paintbuffers[ibuf1].pbuf;
pbuf2 = paintbuffers[ibuf2].pbuf;
pbuf3 = paintbuffers[ibuf3].pbuf;
// destination buffer stereo - average n chans down to stereo
// destination buffer stereo - average n chans down to stereo
// destination 2ch:
// pb1 2ch + pb2 2ch -> pb3 2ch
@@ -874,7 +874,7 @@ void MIX_CompressPaintbuffer( int ipaint, int count )
ppaint = MIX_GetPPaintFromIPaint( ipaint );
pbuf = ppaint->pbuf;
for( i = 0; i < count; i++, pbuf++ )
{
pbuf->left = CLIP( pbuf->left );
@@ -909,7 +909,7 @@ void MIX_MixStreamBuffer( int end )
memset( pbuf, 0, (end - paintedtime) * sizeof( portable_samplepair_t ));
}
else
{
{
int i, stop;
// copy from the streaming sound source
@@ -919,7 +919,7 @@ void MIX_MixStreamBuffer( int end )
{
pbuf[i-paintedtime].left = ( ch->rawsamples[i & ( ch->max_samples - 1 )].left * ch->leftvol ) >> 8;
pbuf[i-paintedtime].right = ( ch->rawsamples[i & ( ch->max_samples - 1 )].right * ch->rightvol ) >> 8;
}
}
for( ; i < end; i++ )
pbuf[i-paintedtime].left = pbuf[i-paintedtime].right = 0;
@@ -985,24 +985,28 @@ void MIX_UpsampleAllPaintbuffers( int end, int count )
// only mix to roombuffer if dsp fx are on KDB: perf
MIX_ActivatePaintbuffer( IROOMBUFFER ); // operates on MIX_MixChannelsToPaintbuffer
// mix 11khz sounds:
// mix 11khz sounds:
MIX_MixChannelsToPaintbuffer( end, SOUND_11k, SOUND_11k );
#if SOUND_DMA_SPEED >= SOUND_22k
// upsample all 11khz buffers by 2x
// only upsample roombuffer if dsp fx are on KDB: perf
MIX_SetCurrentPaintbuffer( IROOMBUFFER ); // operates on MixUpSample
S_MixUpsample( count / ( SOUND_DMA_SPEED / SOUND_11k ), s_lerping->value );
S_MixUpsample( count / ( SOUND_DMA_SPEED / SOUND_11k ), s_lerping.value );
// mix 22khz sounds:
// mix 22khz sounds:
MIX_MixChannelsToPaintbuffer( end, SOUND_22k, SOUND_22k );
#endif
#if SOUND_DMA_SPEED >= SOUND_44k
// upsample all 22khz buffers by 2x
// only upsample roombuffer if dsp fx are on KDB: perf
MIX_SetCurrentPaintbuffer( IROOMBUFFER );
S_MixUpsample( count / ( SOUND_DMA_SPEED / SOUND_22k ), s_lerping->value );
S_MixUpsample( count / ( SOUND_DMA_SPEED / SOUND_22k ), s_lerping.value );
// mix all 44khz sounds to all active paintbuffers
MIX_MixChannelsToPaintbuffer( end, SOUND_44k, SOUND_DMA_SPEED );
#endif
// mix raw samples from the video streams
MIX_SetCurrentPaintbuffer( IROOMBUFFER );
@@ -1040,7 +1044,7 @@ void MIX_PaintChannels( int endtime )
MIX_MixPaintbuffers( IPAINTBUFFER, IROOMBUFFER, IPAINTBUFFER, count, S_GetMasterVolume() );
// add music or soundtrack from movie (no dsp)
MIX_MixPaintbuffers( IPAINTBUFFER, ISTREAMBUFFER, IPAINTBUFFER, count, S_GetMusicVolume() );
MIX_MixPaintbuffers( IPAINTBUFFER, ISTREAMBUFFER, IPAINTBUFFER, count, S_GetMusicVolume() );
// clip all values > 16 bit down to 16 bit
MIX_CompressPaintbuffer( IPAINTBUFFER, count );

View File

@@ -63,7 +63,7 @@ float S_GetMusicVolume( void )
scale = 1.0f - scale;
}
return s_musicvolume->value * scale;
return s_musicvolume.value * scale;
}
/*
@@ -183,7 +183,7 @@ void S_StreamBackgroundTrack( void )
return;
// don't bother playing anything if musicvolume is 0
if( !s_musicvolume->value || s_listener.paused || s_listener.stream_paused )
if( !s_musicvolume.value || s_listener.paused || s_listener.stream_paused )
return;
if( !cl.background )

View File

@@ -36,10 +36,10 @@ int S_ZeroCrossingBefore( wavdata_t *pWaveData, int sample )
sampleSize = pWaveData->width * pWaveData->channels;
// this can never be zero -- other functions divide by this.
// this can never be zero -- other functions divide by this.
// This should never happen, but avoid crashing
if( sampleSize <= 0 ) sampleSize = 1;
if( pWaveData->width == 1 )
{
signed char *pData = (signed char *)(pWaveData->buffer + sample * sampleSize);
@@ -133,7 +133,7 @@ int S_ZeroCrossingAfter( wavdata_t *pWaveData, int sample )
sampleSize = pWaveData->width * pWaveData->channels;
// this can never be zero -- other functions divide by this.
// this can never be zero -- other functions divide by this.
// This should never happen, but avoid crashing
if( sampleSize <= 0 ) sampleSize = 1;
@@ -232,7 +232,7 @@ int S_ConvertLoopedPosition( wavdata_t *pSource, int samplePosition, qboolean us
// subtract off starting bit of the wave
samplePosition -= pSource->loopStart;
if( loopSize )
{
// "real" position in memory (mod off extra loops)
@@ -264,7 +264,7 @@ int S_GetOutputData( wavdata_t *pSource, void **pData, int samplePosition, int s
sampleSize = pSource->width * pSource->channels;
// this can never be zero -- other functions divide by this.
// this can never be zero -- other functions divide by this.
// This should never happen, but avoid crashing
if( sampleSize <= 0 ) sampleSize = 1;

View File

@@ -76,8 +76,11 @@ static char *ScanForwardUntil( char *string, const char scan )
static char *VOX_GetDirectory( char *szpath, char *psz )
{
char c;
int cb = 0;
char *p = psz + Q_strlen( psz ) - 1;
int cb = 0, len;
char *p;
len = Q_strlen( psz );
p = psz + len - 1;
// scan backwards until first '/' or start of string
c = *p;
@@ -94,7 +97,7 @@ static char *VOX_GetDirectory( char *szpath, char *psz )
return psz;
}
cb = Q_strlen( psz ) - cb;
cb = len - cb;
memcpy( szpath, psz, cb );
szpath[cb] = 0;
@@ -112,7 +115,7 @@ char *VOX_LookupString( const char *pSentenceName, int *psentencenum )
if( Q_isdigit( pSentenceName ) && (i = Q_atoi( pSentenceName )) < g_numSentences )
{
if( psentencenum ) *psentencenum = i;
return (g_Sentences[i].pName + Q_strlen( g_Sentences[i].pName ) + 1 );
return (g_Sentences[i].pName + Q_strlen( g_Sentences[i].pName ) + 1 );
}
for( i = 0; i < g_numSentences; i++ )
@@ -130,7 +133,7 @@ char *VOX_LookupString( const char *pSentenceName, int *psentencenum )
// parse a null terminated string of text into component words, with
// pointers to each word stored in rgpparseword
// note: this code actually alters the passed in string!
char **VOX_ParseString( char *psz )
char **VOX_ParseString( char *psz )
{
int i, fdone = 0;
char c, *p = psz;
@@ -148,7 +151,7 @@ char **VOX_ParseString( char *psz )
c = *p;
while( c && !IsNextWord( c ))
c = *(++p);
// if '(' then scan for matching ')'
if( c == '(' )
{
@@ -162,7 +165,7 @@ char **VOX_ParseString( char *psz )
fdone = 1;
}
else
{
{
// if . or , insert pause into rgpparseword,
// unless this is the last character
if(( c == '.' || c == ',' ) && *(p+1) != '\n' && *(p+1) != '\r' && *(p+1) != 0 )
@@ -234,9 +237,9 @@ float VOX_ModifyPitch( channel_t *ch, float pitch )
//===============================================================================
// Get any pitch, volume, start, end params into voxword
// and null out trailing format characters
// Format:
// Format:
// someword(v100 p110 s10 e20)
//
//
// v is volume, 0% to n%
// p is pitch shift up 0% to n%
// s is start wave offset %
@@ -246,20 +249,20 @@ float VOX_ModifyPitch( channel_t *ch, float pitch )
// pass fFirst == 1 if this is the first string in sentence
// returns 1 if valid string, 0 if parameter block only.
//
// If a ( xxx ) parameter block does not directly follow a word,
// If a ( xxx ) parameter block does not directly follow a word,
// then that 'default' parameter block will be used as the default value
// for all following words. Default parameter values are reset
// by another 'default' parameter block. Default parameter values
// for a single word are overridden for that word if it has a parameter block.
//
//
//===============================================================================
int VOX_ParseWordParams( char *psz, voxword_t *pvoxword, int fFirst )
int VOX_ParseWordParams( char *psz, voxword_t *pvoxword, int fFirst )
{
char *pszsave = psz;
char c, ct, sznum[8];
static voxword_t voxwordDefault;
int i;
// init to defaults if this is the first word in string.
if( fFirst )
{
@@ -273,12 +276,12 @@ int VOX_ParseWordParams( char *psz, voxword_t *pvoxword, int fFirst )
*pvoxword = voxwordDefault;
// look at next to last char to see if we have a
// look at next to last char to see if we have a
// valid format:
c = *( psz + Q_strlen( psz ) - 1 );
// no formatting, return
if( c != ')' ) return 1;
if( c != ')' ) return 1;
// scan forward to first '('
c = *psz;
@@ -287,7 +290,7 @@ int VOX_ParseWordParams( char *psz, voxword_t *pvoxword, int fFirst )
// bogus formatting
if( c == ')' ) return 0;
// null terminate
*psz = 0;
ct = *(++psz);
@@ -297,7 +300,7 @@ int VOX_ParseWordParams( char *psz, voxword_t *pvoxword, int fFirst )
// scan until we hit a character in the commandSet
while( ct && !IsCommandChar( ct ))
ct = *(++psz);
if( ct == ')' )
break;
@@ -305,7 +308,7 @@ int VOX_ParseWordParams( char *psz, voxword_t *pvoxword, int fFirst )
i = 0;
c = *(++psz);
if( !isdigit( c ))
break;
@@ -356,8 +359,8 @@ void VOX_LoadWord( channel_t *pchan )
// apply mixer
pchan->currentWord = &pchan->pMixer;
pchan->currentWord->pData = pSource;
pchan->currentWord->pData = pSource;
// don't allow overlapped ranges
if( end <= start ) end = 0;
@@ -408,7 +411,7 @@ void VOX_LoadFirstWord( channel_t *pchan, voxword_t *pwords )
{
pchan->words[i] = pwords[i];
i++;
}
}
pchan->words[i].sfx = NULL;
pchan->wordIndex = 0;
@@ -464,9 +467,12 @@ void VOX_LoadSound( channel_t *pchan, const char *pszin )
memset( rgvoxword, 0, sizeof( voxword_t ) * CVOXWORDMAX );
memset( buffer, 0, sizeof( buffer ));
// lookup actual string in g_Sentences,
// lookup actual string in g_Sentences,
// set pointer to string data
psz = VOX_LookupString( pszin, NULL );
if( pszin[0] == '#' )
psz = (char *)pszin + 1;
else
psz = VOX_LookupString( pszin, NULL );
if( !psz )
{
@@ -491,7 +497,7 @@ void VOX_LoadSound( channel_t *pchan, const char *pszin )
VOX_ParseString( psz );
// for each word in the sentence, construct the filename,
// lookup the sfx and save each pointer in a temp array
// lookup the sfx and save each pointer in a temp array
i = 0;
cword = 0;
@@ -524,7 +530,7 @@ void VOX_LoadSound( channel_t *pchan, const char *pszin )
// {}. The string is rewritten in place with those commands removed.
//
// Input : *pSentenceData - sentence data to be modified in place
// sentenceIndex - global sentence table index for any data that is
// sentenceIndex - global sentence table index for any data that is
// parsed out
//-----------------------------------------------------------------------------
void VOX_ParseLineCommands( char *pSentenceData, int sentenceIndex )
@@ -552,15 +558,15 @@ void VOX_ParseLineCommands( char *pSentenceData, int sentenceIndex )
// Copy good string to temp buffer
memcpy( tempBuffer + tempBufferPos, pSentenceData, length );
// move the copy position
tempBufferPos += length;
pSentenceData = pNext;
// skip ahead of the opening brace
if( *pSentenceData ) pSentenceData++;
// skip whitespace
while( *pSentenceData && *pSentenceData <= 32 )
pSentenceData++;
@@ -581,7 +587,7 @@ void VOX_ParseLineCommands( char *pSentenceData, int sentenceIndex )
}
pSentenceData = ScanForwardUntil( pSentenceData, '}' );
// skip the closing brace
if( *pSentenceData ) pSentenceData++;
@@ -594,7 +600,7 @@ void VOX_ParseLineCommands( char *pSentenceData, int sentenceIndex )
{
// terminate cleaned up copy
tempBuffer[tempBufferPos] = 0;
// copy it over the original data
Q_strcpy( pStart, tempBuffer );
}
@@ -658,7 +664,7 @@ void VOX_ReadSentenceFile( const char *psentenceFileName )
// scan forward to end of sentence or eof
while( pch < pchlast && pch[0] != '\n' && pch[0] != '\r' )
pch++;
// insert null terminator
if( pch < pchlast ) *pch++ = 0;

View File

@@ -16,9 +16,9 @@ GNU General Public License for more details.
#ifndef SOUND_H
#define SOUND_H
extern byte *sndpool;
extern poolhandle_t sndpool;
#include "mathlib.h"
#include "xash3d_mathlib.h"
// sound engine rate defines
#define SOUND_DMA_SPEED 44100 // hardware playback rate
@@ -138,7 +138,6 @@ typedef struct rawchan_s
int rightvol; // 0-255 right volume
float dist_mult; // distance multiplier (attenuation/clipK)
vec3_t origin; // only use if fixed_origin is set
float radius; // radius of this sound effect
volatile uint s_rawend;
wavdata_t sound_info; // advance play position
float oldtime; // catch time jumps
@@ -155,7 +154,7 @@ typedef struct channel_s
int rightvol; // 0-255 right volume
int entnum; // entity soundsource
int entchannel; // sound channel (CHAN_STREAM, CHAN_VOICE, etc.)
int entchannel; // sound channel (CHAN_STREAM, CHAN_VOICE, etc.)
vec3_t origin; // only use if fixed_origin is set
float dist_mult; // distance multiplier (attenuation/clipK)
int master_vol; // 0-255 master volume
@@ -217,15 +216,13 @@ extern listener_t s_listener;
extern int idsp_room;
extern dma_t dma;
extern convar_t *s_volume;
extern convar_t *s_musicvolume;
extern convar_t *s_show;
extern convar_t *s_mixahead;
extern convar_t *s_lerping;
extern convar_t s_musicvolume;
extern convar_t s_lerping;
extern convar_t *dsp_off;
extern convar_t *s_test; // cvar to testify new effects
extern convar_t *s_samplecount;
extern convar_t *snd_mute_losefocus;
extern convar_t s_test; // cvar to testify new effects
extern convar_t s_samplecount;
extern convar_t snd_mute_losefocus;
extern convar_t s_warn_late_precache;
void S_InitScaletable( void );
wavdata_t *S_LoadSound( sfx_t *sfx );

View File

@@ -32,7 +32,7 @@ static int IsComment( const char *pText )
if( length >= 2 && pText[0] == '/' && pText[1] == '/' )
return 1;
// no text?
if( length > 0 )
return 0;
@@ -213,7 +213,7 @@ void CL_TextMessageParse( byte *pMemFile, int fileSize )
char buf[512], trim[512], currentName[512];
char *pCurrentText = NULL, *pNameHeap;
char nameHeap[32768]; // g-cont. i will scale up heap to handle all TFC messages
int mode = MSGFILE_NAME; // searching for a message name
int mode = MSGFILE_NAME; // searching for a message name
int lineNumber, filePos, lastLinePos;
client_textmessage_t textMessages[MAX_MESSAGES];
int i, nameHeapSize, textHeapSize, messageSize, nameOffset;
@@ -275,7 +275,7 @@ void CL_TextMessageParse( byte *pMemFile, int fileSize )
// Save name/text on heap
textMessages[messageCount] = gMessageParms;
textMessages[messageCount].pName = nameHeap + lastNamePos;
lastNamePos += Q_strlen( currentName ) + 1;
lastNamePos += length + 1;
textMessages[messageCount].pMessage = pCurrentText;
messageCount++;
@@ -318,10 +318,10 @@ void CL_TextMessageParse( byte *pMemFile, int fileSize )
// must malloc because we need to be able to clear it after initialization
clgame.titles = (client_textmessage_t *)Mem_Calloc( cls.mempool, textHeapSize + nameHeapSize + messageSize );
// copy table over
memcpy( clgame.titles, textMessages, messageSize );
// copy Name heap
pNameHeap = ((char *)clgame.titles) + messageSize;
memcpy( pNameHeap, nameHeap, nameHeapSize );

View File

@@ -93,7 +93,7 @@ void GAME_EXPORT VGUI_CursorSelect(enum VGUI_DefaultCursor cursor )
qboolean visible;
if( cls.key_dest != key_game || cl.paused )
return;
switch( cursor )
{
case dc_user:
@@ -121,6 +121,7 @@ void GAME_EXPORT VGUI_CursorSelect(enum VGUI_DefaultCursor cursor )
SDL_ShowCursor( false );
if( host.mouse_visible )
SDL_GetRelativeMouseState( NULL, NULL );
Key_EnableTextInput( false, true );
}
//SDL_SetRelativeMouseMode(false);
#endif
@@ -146,7 +147,7 @@ void GAME_EXPORT VGUI_SetVisible( qboolean state )
if( !state )
SDL_GetRelativeMouseState( NULL, NULL );
#endif
Key_EnableTextInput( state, true );
Key_EnableTextInput( false, true );
}
int GAME_EXPORT VGUI_UtfProcessChar( int in )
@@ -284,7 +285,7 @@ void VGui_Startup( const char *clientlib, int width, int height )
if( !s_pVGuiSupport )
{
if( FS_FileExists( vguiloader, false ) )
Con_Reportf( S_ERROR "Failed to load vgui_support library: %s", COM_GetLibraryError() );
Con_Reportf( S_ERROR "Failed to load vgui_support library: %s\n", COM_GetLibraryError() );
else
Con_Reportf( "vgui_support: not found\n" );
}
@@ -318,7 +319,7 @@ void VGui_Startup( const char *clientlib, int width, int height )
width = 1280;
else if( width <= 1600 )
width = 1600;
#ifdef DLL_LOADER
#ifdef XASH_DLL_LOADER
else if ( Q_strstr( vguiloader, ".dll" ) )
width = 1600;
#endif
@@ -329,7 +330,10 @@ void VGui_Startup( const char *clientlib, int width, int height )
//host.mouse_visible = true;
vgui.Startup( width, height );
}
else failed = true;
else if ( COM_CheckString( clientlib ) )
{
failed = true;
}
}
@@ -491,12 +495,11 @@ void VGui_KeyEvent( int key, int down )
if( !vgui.initialized )
return;
if( host.mouse_visible )
Key_EnableTextInput( true, false );
switch( key )
{
case K_MOUSE1:
if( down && host.mouse_visible )
Key_EnableTextInput( true, false );
vgui.Mouse( down ? MA_PRESSED : MA_RELEASED, MOUSE_LEFT );
return;
case K_MOUSE2:

View File

@@ -23,6 +23,7 @@ GNU General Public License for more details.
#define WINDOW_NAME XASH_ENGINE_NAME " Window" // Half-Life
convar_t *vid_displayfrequency;
convar_t *vid_fullscreen;
convar_t *vid_mode;
convar_t *vid_brightness;
convar_t *vid_gamma;
convar_t *vid_highdpi;
@@ -182,6 +183,7 @@ void VID_Init( void )
vid_brightness = Cvar_Get( "brightness", "0.0", FCVAR_ARCHIVE, "brightness factor" );
vid_displayfrequency = Cvar_Get ( "vid_displayfrequency", "0", FCVAR_RENDERINFO|FCVAR_VIDRESTART, "fullscreen refresh rate" );
vid_fullscreen = Cvar_Get( "fullscreen", "0", FCVAR_RENDERINFO|FCVAR_VIDRESTART, "enable fullscreen mode" );
vid_mode = Cvar_Get( "vid_mode", "0", FCVAR_RENDERINFO, "current video mode index (used just for storage)" );
vid_highdpi = Cvar_Get( "vid_highdpi", "1", FCVAR_RENDERINFO|FCVAR_VIDRESTART, "enable High-DPI mode" );
vid_rotate = Cvar_Get( "vid_rotate", "0", FCVAR_RENDERINFO|FCVAR_VIDRESTART, "screen rotation (0-3)" );
vid_scale = Cvar_Get( "vid_scale", "1.0", FCVAR_RENDERINFO|FCVAR_VIDRESTART, "pixel scale" );

View File

@@ -15,9 +15,9 @@ GNU General Public License for more details.
#include "common.h"
static char *date = __DATE__ ;
static char *mon[12] = { "Jan", "Feb", "Mar", "Apr", "May", "Jun", "Jul", "Aug", "Sep", "Oct", "Nov", "Dec" };
static char mond[12] = { 31, 28, 31, 30, 31, 30, 31, 31, 30, 31, 30, 31 };
static const char *date = __DATE__ ;
static const char *mon[12] = { "Jan", "Feb", "Mar", "Apr", "May", "Jun", "Jul", "Aug", "Sep", "Oct", "Nov", "Dec" };
static const char mond[12] = { 31, 28, 31, 30, 31, 30, 31, 31, 30, 31, 30, 31 };
// returns days since Apr 1 2015
int Q_buildnum( void )
@@ -91,6 +91,10 @@ const char *Q_buildos( void )
osname = "openbsd";
#elif XASH_EMSCRIPTEN
osname = "emscripten";
#elif XASH_DOS4GW
osname = "DOS4GW";
#elif XASH_HAIKU
osname = "haiku";
#else
#error "Place your operating system name here! If this is a mistake, try to fix conditions above and report a bug"
#endif
@@ -100,9 +104,9 @@ const char *Q_buildos( void )
/*
============
Q_buildos
Q_buildarch
Returns current name of operating system. Without any spaces.
Returns current name of the architecture. Without any spaces.
============
*/
const char *Q_buildarch( void )
@@ -113,11 +117,13 @@ const char *Q_buildarch( void )
archname = "amd64";
#elif XASH_X86
archname = "i386";
#elif XASH_ARM64
#elif XASH_ARM && XASH_64BIT
archname = "arm64";
#elif XASH_ARM
archname = "armv"
#if XASH_ARM == 7
#if XASH_ARM == 8
"8_32" // for those who (mis)using 32-bit OS on 64-bit CPU
#elif XASH_ARM == 7
"7"
#elif XASH_ARM == 6
"6"
@@ -128,14 +134,33 @@ const char *Q_buildarch( void )
#endif
#if XASH_ARM_HARDFP
"hf";
"hf"
#else
"l";
"l"
#endif
;
#elif XASH_MIPS && XASH_BIG_ENDIAN
archname = "mips";
#elif XASH_MIPS && XASH_LITTLE_ENDIAN
archname = "mipsel";
archname = "mips"
#if XASH_64BIT
"64"
#endif
#if XASH_LITTLE_ENDIAN
"el"
#endif
;
#elif XASH_RISCV
archname = "riscv"
#if XASH_64BIT
"64"
#else
"32"
#endif
#if XASH_RISCV_SINGLEFP
"d"
#elif XASH_RISCV_DOUBLEFP
"f"
#endif
;
#elif XASH_JS
archname = "javascript";
#elif XASH_E2K

View File

@@ -25,7 +25,7 @@ typedef enum
T_COUNT
} cvartype_t;
char *cvartypes[] = { NULL, "BOOL" , "NUMBER", "LIST", "STRING" };
const char *cvartypes[] = { NULL, "BOOL", "NUMBER", "LIST", "STRING" };
typedef struct parserstate_s
{
@@ -54,7 +54,7 @@ Return true if next token is pExpext and skip it
*/
qboolean CSCR_ExpectString( parserstate_t *ps, const char *pExpect, qboolean skip, qboolean error )
{
char *tmp = COM_ParseFile( ps->buf, ps->token );
char *tmp = COM_ParseFile( ps->buf, ps->token, sizeof( ps->token ));
if( !Q_stricmp( ps->token, pExpect ) )
{
@@ -99,13 +99,13 @@ CSCR_ParseSingleCvar
qboolean CSCR_ParseSingleCvar( parserstate_t *ps, scrvardef_t *result )
{
// read the name
ps->buf = COM_ParseFile( ps->buf, result->name );
ps->buf = COM_ParseFile( ps->buf, result->name, sizeof( result->name ));
if( !CSCR_ExpectString( ps, "{", false, true ))
return false;
// read description
ps->buf = COM_ParseFile( ps->buf, result->desc );
ps->buf = COM_ParseFile( ps->buf, result->desc, sizeof( result->desc ));
if( !CSCR_ExpectString( ps, "{", false, true ))
return false;
@@ -121,11 +121,11 @@ qboolean CSCR_ParseSingleCvar( parserstate_t *ps, scrvardef_t *result )
break;
case T_NUMBER:
// min
ps->buf = COM_ParseFile( ps->buf, ps->token );
ps->buf = COM_ParseFile( ps->buf, ps->token, sizeof( ps->token ));
result->fMin = Q_atof( ps->token );
// max
ps->buf = COM_ParseFile( ps->buf, ps->token );
ps->buf = COM_ParseFile( ps->buf, ps->token, sizeof( ps->token ));
result->fMax = Q_atof( ps->token );
if( !CSCR_ExpectString( ps, "}", false, true ))
@@ -149,7 +149,7 @@ qboolean CSCR_ParseSingleCvar( parserstate_t *ps, scrvardef_t *result )
return false;
// default value
ps->buf = COM_ParseFile( ps->buf, result->value );
ps->buf = COM_ParseFile( ps->buf, result->value, sizeof( result->value ));
if( !CSCR_ExpectString( ps, "}", false, true ))
return false;
@@ -177,7 +177,7 @@ qboolean CSCR_ParseHeader( parserstate_t *ps )
// Parse in the version #
// Get the first token.
ps->buf = COM_ParseFile( ps->buf, ps->token );
ps->buf = COM_ParseFile( ps->buf, ps->token, sizeof( ps->token ));
if( Q_atof( ps->token ) != 1 )
{
@@ -188,7 +188,7 @@ qboolean CSCR_ParseHeader( parserstate_t *ps )
if( !CSCR_ExpectString( ps, "DESCRIPTION", false, true ))
return false;
ps->buf = COM_ParseFile( ps->buf, ps->token );
ps->buf = COM_ParseFile( ps->buf, ps->token, sizeof( ps->token ));
if( Q_stricmp( ps->token, "INFO_OPTIONS") && Q_stricmp( ps->token, "SERVER_OPTIONS" ))
{
@@ -203,83 +203,15 @@ qboolean CSCR_ParseHeader( parserstate_t *ps )
}
/*
======================
CSCR_WriteGameCVars
==============
CSCR_ParseFile
Print all cvars declared in script to game.cfg file
======================
generic scr parser
will callback on each scrvardef_t
==============
*/
int CSCR_WriteGameCVars( file_t *cfg, const char *scriptfilename )
{
parserstate_t state = { 0 };
qboolean success = false;
int count = 0;
fs_offset_t length = 0;
char *start;
state.filename = scriptfilename;
state.buf = start = (char *)FS_LoadFile( scriptfilename, &length, true );
if( !state.buf || !length )
return 0;
Con_DPrintf( "Reading config script file %s\n", scriptfilename );
if( !CSCR_ParseHeader( &state ))
goto finish;
while( !CSCR_ExpectString( &state, "}", false, false ))
{
scrvardef_t var = { 0 };
if( CSCR_ParseSingleCvar( &state, &var ) )
{
convar_t *cvar = Cvar_FindVar( var.name );
if( cvar && !FBitSet( cvar->flags, FCVAR_SERVER|FCVAR_ARCHIVE ))
{
// cvars will be placed in game.cfg and restored on map start
if( var.flags & FCVAR_USERINFO )
FS_Printf( cfg, "setinfo %s \"%s\"\n", var.name, cvar->string );
else FS_Printf( cfg, "%s \"%s\"\n", var.name, cvar->string );
}
count++;
}
else
{
break;
}
if( count > 1024 )
break;
}
if( COM_ParseFile( state.buf, state.token ))
Con_DPrintf( S_ERROR "Got extra tokens!\n" );
else success = true;
finish:
if( !success )
{
state.token[sizeof( state.token ) - 1] = 0;
if( start && state.buf )
Con_DPrintf( S_ERROR "Parse error in %s, byte %d, token %s\n", scriptfilename, (int)( state.buf - start ), state.token );
else Con_DPrintf( S_ERROR "Parse error in %s, token %s\n", scriptfilename, state.token );
}
if( start ) Mem_Free( start );
return count;
}
/*
======================
CSCR_LoadDefaultCVars
Register all cvars declared in config file and set default values
======================
*/
int CSCR_LoadDefaultCVars( const char *scriptfilename )
static int CSCR_ParseFile( const char *scriptfilename,
void (*callback)( scrvardef_t *var, void * ), void *userdata )
{
parserstate_t state = { 0 };
qboolean success = false;
@@ -305,7 +237,7 @@ int CSCR_LoadDefaultCVars( const char *scriptfilename )
// Create a new object
if( CSCR_ParseSingleCvar( &state, &var ) )
{
Cvar_Get( var.name, var.value, var.flags|FCVAR_TEMPORARY, var.desc );
callback( &var, userdata );
count++;
}
else
@@ -315,7 +247,7 @@ int CSCR_LoadDefaultCVars( const char *scriptfilename )
break;
}
if( COM_ParseFile( state.buf, state.token ))
if( COM_ParseFile( state.buf, state.token, sizeof( state.token )))
Con_DPrintf( S_ERROR "Got extra tokens!\n" );
else success = true;
finish:
@@ -331,3 +263,47 @@ finish:
return count;
}
static void CSCR_WriteVariableToFile( scrvardef_t *var, void *file )
{
file_t *cfg = (file_t*)file;
convar_t *cvar = Cvar_FindVar( var->name );
if( cvar && !FBitSet( cvar->flags, FCVAR_SERVER|FCVAR_ARCHIVE ))
{
// cvars will be placed in game.cfg and restored on map start
if( var->flags & FCVAR_USERINFO )
FS_Printf( cfg, "setinfo %s \"%s\"\n", var->name, cvar->string );
else FS_Printf( cfg, "%s \"%s\"\n", var->name, cvar->string );
}
}
/*
======================
CSCR_WriteGameCVars
Print all cvars declared in script to game.cfg file
======================
*/
int CSCR_WriteGameCVars( file_t *cfg, const char *scriptfilename )
{
return CSCR_ParseFile( scriptfilename, CSCR_WriteVariableToFile, cfg );
}
static void CSCR_RegisterVariable( scrvardef_t *var, void *unused )
{
if( !Cvar_FindVar( var->name ))
Cvar_Get( var->name, var->value, var->flags|FCVAR_TEMPORARY, var->desc );
}
/*
======================
CSCR_LoadDefaultCVars
Register all cvars declared in config file and set default values
======================
*/
int CSCR_LoadDefaultCVars( const char *scriptfilename )
{
return CSCR_ParseFile( scriptfilename, CSCR_RegisterVariable, NULL );
}

View File

@@ -75,7 +75,7 @@ Cbuf_GetSpace
void *Cbuf_GetSpace( cmdbuf_t *buf, int length )
{
void *data;
if(( buf->cursize + length ) > buf->maxsize )
{
buf->cursize = 0;
@@ -84,7 +84,7 @@ void *Cbuf_GetSpace( cmdbuf_t *buf, int length )
data = buf->data + buf->cursize;
buf->cursize += length;
return data;
}
@@ -249,13 +249,13 @@ void Cbuf_ExecStuffCmds( void )
if( l + Q_strlen( host.argv[i] ) + 4 > sizeof( build ) - 1 )
break;
build[l++] = ' ';
if( Q_strchr( host.argv[i], ' ' ))
build[l++] = '\"';
for( j = 0; host.argv[i][j]; j++ )
build[l++] = host.argv[i][j];
if( Q_strchr( host.argv[i], ' ' ))
build[l++] = '\"';
}
@@ -321,7 +321,7 @@ Just prints the rest of the line to the console
void Cmd_Echo_f( void )
{
int i;
for( i = 1; i < Cmd_Argc(); i++ )
Con_Printf( "%s", Cmd_Argv( i ));
Con_Printf( "\n" );
@@ -463,7 +463,7 @@ typedef struct cmd_s
} cmd_t;
static int cmd_argc;
static char *cmd_args = NULL;
static const char *cmd_args = NULL;
static char *cmd_argv[MAX_CMD_TOKENS];
static char cmd_tokenized[MAX_CMD_BUFFER]; // will have 0 bytes inserted
static cmd_t *cmd_functions; // possible commands to execute
@@ -473,7 +473,7 @@ static cmd_t *cmd_functions; // possible commands to execute
Cmd_Argc
============
*/
int Cmd_Argc( void )
int GAME_EXPORT Cmd_Argc( void )
{
return cmd_argc;
}
@@ -487,7 +487,7 @@ const char *Cmd_Argv( int arg )
{
if((uint)arg >= cmd_argc )
return "";
return cmd_argv[arg];
return cmd_argv[arg];
}
/*
@@ -545,7 +545,7 @@ cmd_t *GAME_EXPORT Cmd_GetNextFunctionHandle( cmd_t *cmd )
Cmd_GetName
============
*/
char *GAME_EXPORT Cmd_GetName( cmd_t *cmd )
const char *GAME_EXPORT Cmd_GetName( cmd_t *cmd )
{
return cmd->name;
}
@@ -560,7 +560,7 @@ are inserted in the apropriate place, The argv array
will point into this temporary buffer.
============
*/
void Cmd_TokenizeString( char *text )
void Cmd_TokenizeString( const char *text )
{
char cmd_token[MAX_CMD_BUFFER];
int i;
@@ -577,7 +577,7 @@ void Cmd_TokenizeString( char *text )
while( 1 )
{
// skip whitespace up to a /n
while( *text && ((byte)*text) <= ' ' && *text != '\r' && *text != '\n' )
while( *text && *text <= ' ' && *text != '\r' && *text != '\n' )
text++;
if( *text == '\n' || *text == '\r' )
@@ -595,9 +595,7 @@ void Cmd_TokenizeString( char *text )
if( cmd_argc == 1 )
cmd_args = text;
host.com_ignorebracket = true;
text = COM_ParseFile( text, cmd_token );
host.com_ignorebracket = false;
text = _COM_ParseFileSafe( (char*)text, cmd_token, sizeof( cmd_token ), PFILE_IGNOREBRACKET, NULL );
if( !text ) return;
@@ -686,7 +684,7 @@ void Cmd_AddRestrictedCommand( const char *cmd_name, xcommand_t function, const
Cmd_AddServerCommand
============
*/
void Cmd_AddServerCommand( const char *cmd_name, xcommand_t function )
void GAME_EXPORT Cmd_AddServerCommand( const char *cmd_name, xcommand_t function )
{
Cmd_AddCommandEx( __FUNCTION__, cmd_name, function, "server command", CMD_SERVERDLL );
}
@@ -696,7 +694,7 @@ void Cmd_AddServerCommand( const char *cmd_name, xcommand_t function )
Cmd_AddClientCommand
============
*/
int Cmd_AddClientCommand( const char *cmd_name, xcommand_t function )
int GAME_EXPORT Cmd_AddClientCommand( const char *cmd_name, xcommand_t function )
{
return Cmd_AddCommandEx( __FUNCTION__, cmd_name, function, "client command", CMD_CLIENTDLL );
}
@@ -706,7 +704,7 @@ int Cmd_AddClientCommand( const char *cmd_name, xcommand_t function )
Cmd_AddGameUICommand
============
*/
int Cmd_AddGameUICommand( const char *cmd_name, xcommand_t function )
int GAME_EXPORT Cmd_AddGameUICommand( const char *cmd_name, xcommand_t function )
{
return Cmd_AddCommandEx( __FUNCTION__, cmd_name, function, "gameui command", CMD_GAMEUIDLL );
}
@@ -726,7 +724,7 @@ int Cmd_AddRefCommand( const char *cmd_name, xcommand_t function, const char *de
Cmd_RemoveCommand
============
*/
void Cmd_RemoveCommand( const char *cmd_name )
void GAME_EXPORT Cmd_RemoveCommand( const char *cmd_name )
{
cmd_t *cmd, **back;
@@ -772,7 +770,7 @@ void Cmd_LookupCmds( void *buffer, void *ptr, setpair_t callback )
// nothing to process ?
if( !callback ) return;
for( cmd = cmd_functions; cmd; cmd = cmd->next )
{
if( !buffer ) callback( cmd->name, (char *)cmd->function, cmd->desc, ptr );
@@ -860,7 +858,7 @@ void Cmd_If_f( void )
if(( cmd_argv[2][0] == '>' ) && ( f1 > f2 )) // >, >=
cmd_condition |= BIT( cmd_condlevel );
if(( cmd_argv[2][0] == '<' ) && ( f1 < f2 )) // <, <=
cmd_condition |= BIT( cmd_condlevel );
}
@@ -885,8 +883,8 @@ Cmd_ExecuteString
A complete command line has been parsed, so try to execute it
============
*/
void Cmd_ExecuteString( char *text )
{
void Cmd_ExecuteString( const char *text )
{
cmd_t *cmd = NULL;
cmdalias_t *a = NULL;
convar_t *cvar = NULL;
@@ -940,7 +938,7 @@ void Cmd_ExecuteString( char *text )
}
// execute the command line
Cmd_TokenizeString( text );
Cmd_TokenizeString( text );
if( !Cmd_Argc( )) return; // no tokens
@@ -1026,7 +1024,7 @@ so when they are typed in at the console, they will need to be forwarded.
void Cmd_ForwardToServer( void )
{
char str[MAX_CMD_BUFFER];
if( cls.demoplayback )
{
if( !Q_stricmp( Cmd_Argv( 0 ), "pause" ))
@@ -1049,7 +1047,7 @@ void Cmd_ForwardToServer( void )
Q_strcat( str, Cmd_Argv( 0 ));
Q_strcat( str, " " );
}
if( Cmd_Argc() > 1 )
Q_strcat( str, Cmd_Args( ));
else Q_strcat( str, "\n" );
@@ -1158,7 +1156,7 @@ static void Cmd_Apropos_f( void )
return;
}
ispattern = partial && ( Q_strchr( partial, '*' ) || Q_strchr( partial, '?' ));
ispattern = partial && Q_strpbrk( partial, "*?" );
if( !ispattern )
partial = va( "*%s*", partial );

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