Example #1
0
/*
=============
CG_ScoresDown
=============
*/
static void CG_ScoresDown_f(int localPlayerNum) {
	localPlayer_t *player = &cg.localPlayers[localPlayerNum];

#ifdef TEAMARENA_HUD
	CG_BuildSpectatorString();
#endif
	if ( cg.scoresRequestTime + 2000 < cg.time ) {
		// the scores are more than two seconds out of data,
		// so request new ones
		cg.scoresRequestTime = cg.time;
		trap_SendClientCommand( "score" );

		// leave the current scores up if they were already
		// displayed, but if this is the first hit, clear them out
		if ( !CG_AnyScoreboardShowing() ) {
			cg.numScores = 0;
		}

		player->showScores = qtrue;
	} else {
		// show the cached contents even if they just pressed if it
		// is within two seconds
		player->showScores = qtrue;
	}
}
Example #2
0
/*
=================
CG_DrawActiveFrame

Generates and draws a game scene and status information at the given time.
=================
*/
void CG_DrawActiveFrame( int serverTime, stereoFrame_t stereoView, qboolean demoPlayback ) {
	int		inwater;
	qboolean renderClientViewport[MAX_SPLITVIEW];
	int		i;

	cg.time = serverTime;
	cg.demoPlayback = demoPlayback;

	// update cvars
	CG_UpdateCvars();

	// if we are only updating the screen as a loading
	// pacifier, don't even try to read snapshots
	if ( cg.infoScreenText[0] != 0 ) {
		CG_DrawInformation();
		return;
	}

	// any looped sounds will be respecified as entities
	// are added to the render list
	trap_S_ClearLoopingSounds(qfalse);

	// clear all the render lists
	trap_R_ClearScene();

	// set up cg.snap and possibly cg.nextSnap
	CG_ProcessSnapshots();

	// if we haven't received any snapshots yet, all
	// we can draw is the information screen
	if ( !cg.snap || ( cg.snap->snapFlags & SNAPFLAG_NOT_ACTIVE ) ) {
		CG_DrawInformation();
		return;
	}

	// this counter will be bumped for every valid scene we generate
	cg.clientFrame++;

	// Use single camera/viewport at intermission
	for (i = 0; i < CG_MaxSplitView(); i++) {
		if (cg.snap->lcIndex[i] != -1 && cg.snap->pss[i].pm_type != PM_INTERMISSION) {
			// client present and not at intermission, keep viewports separate.
			break;
		}
	}
	cg.singleCamera = (cg.snap->numPSs > 1) && (i == CG_MaxSplitView());

	cg.numViewports = 0;
	for (i = 0; i < CG_MaxSplitView(); i++) {
		if (cg.snap->lcIndex[i] == -1) {
			renderClientViewport[i] = qfalse;
			continue;
		}
		cg.cur_localClientNum = i;
		cg.cur_lc = &cg.localClients[i];
		cg.cur_ps = &cg.snap->pss[cg.snap->lcIndex[i]];

		// Check if viewport should be drawn.
		if ( cg.singleCamera && cg.numViewports >= 1 ) {
			renderClientViewport[i] = qfalse;
		} else {
			cg.numViewports++;
			renderClientViewport[i] = qtrue;
		}

		// let the client system know what our weapon and zoom settings are
		trap_SetUserCmdValue( cg.cur_lc->weaponSelect, cg.cur_lc->zoomSensitivity, cg.cur_localClientNum );

		// update cg.predictedPlayerState
		CG_PredictPlayerState();

		// Remove expired console lines
		if( cg.cur_lc->consoleLines[ 0 ].time + cg_consoleLatency.integer < cg.time && cg_consoleLatency.integer > 0 ) {
			CG_RemoveNotifyLine( cg.cur_lc );
		}
	}

	// If all local clients dropped out from playing still draw main local client.
	if (cg.numViewports == 0) {
		cg.numViewports = 1;
		renderClientViewport[0] = qtrue;
	}

	// play lead change annoucement and time/frag limit warnings
	CG_CheckGameSounds();

	// add buffered sounds
	CG_PlayBufferedSounds();

#ifdef MISSIONPACK
	// play buffered voice chats
	CG_PlayBufferedVoiceChats();
#endif

	for (i = 0, cg.viewport = -1; i < CG_MaxSplitView(); i++) {
		if (!renderClientViewport[i]) {
			continue;
		}
		cg.viewport++;
		cg.cur_localClientNum = i;
		cg.cur_lc = &cg.localClients[i];
		cg.cur_ps = &cg.snap->pss[cg.snap->lcIndex[i]];

		// decide on third person view
		cg.cur_lc->renderingThirdPerson = cg_thirdPerson[cg.cur_localClientNum].integer || (cg.cur_ps->stats[STAT_HEALTH] <= 0);

		CG_PB_ClearPolyBuffers();

		// build cg.refdef
		inwater = CG_CalcViewValues();
		CG_SetupFrustum();

		// first person blend blobs, done after AnglesToAxis
		if ( !cg.cur_lc->renderingThirdPerson ) {
			CG_DamageBlendBlob();
		}

		// build the render lists
		if ( !cg.cur_lc->hyperspace ) {
			CG_AddPacketEntities();			// adter calcViewValues, so predicted player state is correct
			CG_AddMarks();
			CG_AddParticles ();
			CG_AddLocalEntities();
			CG_AddAtmosphericEffects();
		}
		CG_AddViewWeapon( &cg.cur_lc->predictedPlayerState );

		// finish up the rest of the refdef
		if ( cg.testModelEntity.hModel ) {
			CG_AddTestModel();
		}
		cg.refdef.time = cg.time;
		memcpy( cg.refdef.areamask, cg.snap->areamask, sizeof( cg.refdef.areamask ) );

		// warning sounds when powerup is wearing off
		CG_PowerupTimerSounds();

		// update audio positions
		trap_S_Respatialize( cg.cur_ps->clientNum, cg.refdef.vieworg, cg.refdef.viewaxis, inwater, !cg.cur_lc->renderingThirdPerson );

		// make sure the lagometerSample and frame timing isn't done twice when in stereo
		if ( stereoView != STEREO_RIGHT && cg.viewport == 0 ) {
			cg.frametime = cg.time - cg.oldTime;
			if ( cg.frametime < 0 ) {
				cg.frametime = 0;
			}
			cg.oldTime = cg.time;
			CG_AddLagometerFrameInfo();
		}
		if (cg_timescale.value != cg_timescaleFadeEnd.value) {
			if (cg_timescale.value < cg_timescaleFadeEnd.value) {
				cg_timescale.value += cg_timescaleFadeSpeed.value * ((float)cg.frametime) / 1000;
				if (cg_timescale.value > cg_timescaleFadeEnd.value)
					cg_timescale.value = cg_timescaleFadeEnd.value;
			}
			else {
				cg_timescale.value -= cg_timescaleFadeSpeed.value * ((float)cg.frametime) / 1000;
				if (cg_timescale.value < cg_timescaleFadeEnd.value)
					cg_timescale.value = cg_timescaleFadeEnd.value;
			}
			if (cg_timescaleFadeSpeed.value) {
				trap_Cvar_Set("timescale", va("%f", cg_timescale.value));
			}
		}

		// actually issue the rendering calls
		CG_DrawActive( stereoView );
	}

	// load any models that have been deferred if a scoreboard is shown
	if ( !CG_AnyScoreboardShowing() ) {
		cg.deferredPlayerLoading = 0;
	} else if ( ++cg.deferredPlayerLoading > 10 ) {
		CG_LoadDeferredPlayers();
	}

	if (cg.numViewports != 1) {
		// Setup single viewport
		cg.numViewports = 1;
		cg.viewport = 0;

		// calculate size of viewport
		CG_CalcVrect();
	}

	// Not drawing single client view.
	cg.cur_lc = NULL;
	cg.cur_ps = NULL;
	cg.cur_localClientNum = -1;

	// Draw over all viewports
	CG_DrawScreen2D( stereoView );

	if ( cg_stats.integer ) {
		CG_Printf( "cg.clientFrame:%i\n", cg.clientFrame );
	}


}