Esempio n. 1
0
/*
==================
CL_ParseBaseline
==================
*/
void CL_ParseBaseline( sizebuf_t *msg )
{
	int		newnum;
	float		timebase;
	cl_entity_t	*ent;

	Delta_InitClient ();	// finalize client delta's

	newnum = BF_ReadWord( msg );

	if( newnum < 0 ) Host_Error( "CL_SpawnEdict: invalid number %i\n", newnum );
	if( newnum >= clgame.maxEntities ) Host_Error( "CL_AllocEdict: no free edicts\n" );

	ent = CL_EDICT_NUM( newnum );
	if( !ent )
		Host_Error( "CL_ParseBaseline: got invalid entity");
	Q_memset( &ent->prevstate, 0, sizeof( ent->prevstate ));
	ent->index = newnum;

	if( cls.state == ca_active )
		timebase = cl.mtime[0];
	else timebase = 1.0f; // sv.state == ss_loading

	MSG_ReadDeltaEntity( msg, &ent->prevstate, &ent->baseline, newnum, CL_IsPlayerIndex( newnum ), timebase );
}
Esempio n. 2
0
void CL_DeltaEntity( sizebuf_t *msg, frame_t *frame, int newnum, entity_state_t *old, qboolean unchanged )
{
	cl_entity_t	*ent;
	entity_state_t	*state;
	qboolean		newent = (old) ? false : true;
	qboolean		result = true;

	ent = CL_EDICT_NUM( newnum );
	state = &cls.packet_entities[cls.next_client_entities % cls.num_client_entities];
	ent->index = newnum;

	if( newent ) old = &ent->baseline;

	if( unchanged ) *state = *old;
	else result = MSG_ReadDeltaEntity( msg, old, state, newnum, CL_IsPlayerIndex( newnum ), cl.mtime[0] );

	if( !result )
	{
		if( newent ) Host_Error( "Cl_DeltaEntity: tried to release new entity\n" );

		CL_KillDeadBeams( ent ); // release dead beams
#if 0
		// this is for reference
		if( state->number == -1 )
			Msg( "Entity %i was removed from server\n", newnum );
		else Msg( "Entity %i was removed from delta-message\n", newnum );
#endif
		if( state->number == -1 )
		{
			ent->curstate.messagenum = 0;
			ent->baseline.number = 0;
		}

		// entity was delta removed
		return;
	}

	// entity is present in newframe
	state->messagenum = cl.parsecount;
	state->msg_time = cl.mtime[0];
	
	cls.next_client_entities++;
	frame->num_entities++;

	// set player state
	ent->player = CL_IsPlayerIndex( ent->index );

	if( state->effects & EF_NOINTERP || newent )
	{	
		// duplicate the current state so lerping doesn't hurt anything
		ent->prevstate = *state;
	}
	else
	{	
		// shuffle the last state to previous
		ent->prevstate = ent->curstate;
	}

	// NOTE: always check modelindex for new state not current
	if( Mod_GetType( state->modelindex ) == mod_studio )
	{
		CL_UpdateStudioVars( ent, state, newent );
	}
	else if( Mod_GetType( state->modelindex ) == mod_brush )
	{
		CL_UpdateBmodelVars( ent, state, newent );
	}

	// set right current state
	ent->curstate = *state;

	CL_UpdatePositions( ent );
}