Example #1
0
/*
=================
CG_UpdateCvars
=================
*/
void CG_UpdateCvars( void ) {
	int			i;
	cvarTable_t	*cv;

	for ( i = 0, cv = cvarTable ; i < cvarTableSize ; i++, cv++ ) {
		trap_Cvar_Update( cv->vmCvar );
	}

	// check for modications here

	// If team overlay is on, ask for updates from the server.  If its off,
	// let the server know so we don't receive it
	if ( drawTeamOverlayModificationCount != cg_drawTeamOverlay.modificationCount ) {
		drawTeamOverlayModificationCount = cg_drawTeamOverlay.modificationCount;

		if ( cg_drawTeamOverlay.integer > 0 ) {
			trap_Cvar_Set( "teamoverlay", "1" );
		} else {
			trap_Cvar_Set( "teamoverlay", "0" );
		}
	}

	// if force model changed
	if ( forceModelModificationCount != cg_forceModel.modificationCount ) {
		forceModelModificationCount = cg_forceModel.modificationCount;
		CG_ForceModelChange();
	}
}
Example #2
0
/*
=================
CG_UpdateCvars
=================
*/
void CG_UpdateCvars( void ) {
	// check for modications here

	// If team overlay is on, ask for updates from the server.  If its off,
	// let the server know so we don't receive it
	if ( drawTeamOverlayModificationCount != cg_drawTeamOverlay->modificationCount ) {
		drawTeamOverlayModificationCount = cg_drawTeamOverlay->modificationCount;

		if ( cg_drawTeamOverlay->integer > 0 ) {
			cgi.Cvar_Set( "teamoverlay", "1" );
		} else {
			cgi.Cvar_Set( "teamoverlay", "0" );
		}
	}

	// if force model changed
	if ( forceModelModificationCount != cg_forceModel->modificationCount ) {
		forceModelModificationCount = cg_forceModel->modificationCount;
		CG_ForceModelChange();
	}
}
Example #3
0
/*
=================
CG_UpdateCvars
=================
*/
void CG_UpdateCvars( void ) {
	int			i;
	cvarTable_t	*cv;

	for ( i = 0, cv = cvarTable ; i < cvarTableSize ; i++, cv++ ) {
		trap_Cvar_Update( cv->vmCvar );
	}

	// check for modications here

	// If team overlay is on, ask for updates from the server.  If its off,
	// let the server know so we don't receive it
	if ( drawTeamOverlayModificationCount != cg_drawTeamOverlay.modificationCount ) {
		drawTeamOverlayModificationCount = cg_drawTeamOverlay.modificationCount;

		if ( cg_drawTeamOverlay.integer > 0 ) {
			trap_Cvar_Set( "teamoverlay", "1" );
		} else {
			trap_Cvar_Set( "teamoverlay", "0" );
		}
		// FIXME E3 HACK
		trap_Cvar_Set( "teamoverlay", "1" );
	}

	// if force model changed
	if ( forceModelModificationCount != cg_forceModel.modificationCount ) {
		forceModelModificationCount = cg_forceModel.modificationCount;
		CG_ForceModelChange();
	}

	// if cg_lodScale changed
	if ( cgLodScaleValue != cg_lodScale.integer ) {
		//copy the value from cg_lodScale to r_lodscale
		trap_Cvar_Set("r_lodscale", cg_lodScale.string);
		cgLodScaleValue = cg_lodScale.integer;
	}

}
Example #4
0
/**
The transition point from snap to nextSnap has passed
*/
static void CG_TransitionSnapshot(void)
{
	centity_t			*cent;
	snapshot_t			*oldFrame;
	int					i;

	if (!cg.snap) {
		CG_Error("CG_TransitionSnapshot: NULL cg.snap");
	}
	if (!cg.nextSnap) {
		CG_Error("CG_TransitionSnapshot: NULL cg.nextSnap");
	}

	// execute any server string commands before transitioning entities
	CG_ExecuteNewServerCommands(cg.nextSnap->serverCommandSequence);

	// clear the currentValid flag for all entities in the existing snapshot
	for (i = 0; i < cg.snap->numEntities; i++) {
		cent = &cg_entities[cg.snap->entities[i].number];
		cent->currentValid = qfalse;
	}

	// move nextSnap to snap and do the transitions
	oldFrame = cg.snap;
	cg.snap = cg.nextSnap;

	if (cg.snap->ps.clientNum != oldFrame->ps.clientNum) {
		memset(&cg.statsFollow, 0, sizeof cg.statsFollow);
		CG_ForceModelChange();
	}

	BG_PlayerStateToEntityState(&cg.snap->ps, &cg_entities[cg.snap->ps.clientNum].currentState, qfalse);
	cg_entities[cg.snap->ps.clientNum].interpolate = qfalse;

	for (i = 0; i < cg.snap->numEntities; i++) {
		cent = &cg_entities[cg.snap->entities[i].number];
		CG_TransitionEntity(cent);

		// remember time of snapshot this entity was last updated in
		cent->snapShotTime = cg.snap->serverTime;
	}

	cg.nextSnap = NULL;

	// check for playerstate transition events
	if (oldFrame) {
		playerState_t	*ops, *ps;

		ops = &oldFrame->ps;
		ps = &cg.snap->ps;
		// teleporting checks are irrespective of prediction
		if ((ps->eFlags ^ ops->eFlags) & EF_TELEPORT_BIT) {
			cg.thisFrameTeleport = qtrue;	// will be cleared by prediction code
		}

		// if we are not doing client side movement prediction for any
		// reason, then the client events and view changes will be issued now
		if (cg.demoPlayback || (cg.snap->ps.pm_flags & PMF_FOLLOW) || cg_nopredict.integer) {
			CG_TransitionPlayerState(ps, ops);
		}
	}
}