/* ================== CL_ParseStaticDecal ================== */ void CL_ParseStaticDecal( sizebuf_t *msg ) { vec3_t origin; int decalIndex, entityIndex, modelIndex; int flags; BF_ReadBitVec3Coord( msg, origin ); decalIndex = BF_ReadWord( msg ); entityIndex = BF_ReadShort( msg ); if( entityIndex > 0 ) modelIndex = BF_ReadWord( msg ); else modelIndex = 0; flags = BF_ReadByte( msg ); CL_DecalShoot( CL_DecalIndex( decalIndex ), entityIndex, modelIndex, origin, flags ); }
/* ============== CL_ParseStudioDecal Studio Decal message. Used by engine in case we need save\restore decals ============== */ void CL_ParseStudioDecal( sizebuf_t *msg ) { modelstate_t state; vec3_t start, pos; int decalIndex, entityIndex; int modelIndex = 0; int flags; pos[0] = BF_ReadCoord( msg ); pos[1] = BF_ReadCoord( msg ); pos[2] = BF_ReadCoord( msg ); start[0] = BF_ReadCoord( msg ); start[1] = BF_ReadCoord( msg ); start[2] = BF_ReadCoord( msg ); decalIndex = BF_ReadShort( msg ); entityIndex = BF_ReadShort( msg ); flags = BF_ReadByte( msg ); state.sequence = BF_ReadShort( msg ); state.frame = BF_ReadShort( msg ); state.blending[0] = BF_ReadByte( msg ); state.blending[1] = BF_ReadByte( msg ); state.controller[0] = BF_ReadByte( msg ); state.controller[1] = BF_ReadByte( msg ); state.controller[2] = BF_ReadByte( msg ); state.controller[3] = BF_ReadByte( msg ); if( cls.state == ca_connected ) { // this message came on restore. // read modelindex in case client models are not linked with entities // because first client frame has not yet received modelIndex = BF_ReadShort( msg ); } if( clgame.drawFuncs.R_StudioDecalShoot ) { int decalTexture = CL_DecalIndex( decalIndex ); cl_entity_t *ent = CL_GetEntityByIndex( entityIndex ); if( ent && !ent->model && modelIndex != 0 ) ent->model = Mod_Handle( modelIndex ); clgame.drawFuncs.R_StudioDecalShoot( decalTexture, ent, start, pos, flags, &state ); } }
/* ================== CL_ParseStaticDecal ================== */ void CL_ParseStaticDecal( sizebuf_t *msg ) { vec3_t origin; int decalIndex, entityIndex, modelIndex; cl_entity_t *ent = NULL; float scale; int flags; BF_ReadVec3Coord( msg, origin ); decalIndex = BF_ReadWord( msg ); entityIndex = BF_ReadShort( msg ); if( entityIndex > 0 ) modelIndex = BF_ReadWord( msg ); else modelIndex = 0; flags = BF_ReadByte( msg ); scale = (float)BF_ReadWord( msg ) / 4096.0f; CL_FireCustomDecal( CL_DecalIndex( decalIndex ), entityIndex, modelIndex, origin, flags, scale ); }
/* ============== CL_ParseStudioDecal Studio Decal message. Used by engine in case we need save\restore decals ============== */ void CL_ParseStudioDecal( sizebuf_t *msg ) { modelstate_t state; vec3_t start, pos; int decalIndex, entityIndex; int modelIndex = 0; int flags; BF_ReadVec3Coord( msg, pos ); BF_ReadVec3Coord( msg, start ); decalIndex = BF_ReadWord( msg ); entityIndex = BF_ReadWord( msg ); flags = BF_ReadByte( msg ); state.sequence = BF_ReadShort( msg ); state.frame = BF_ReadShort( msg ); state.blending[0] = BF_ReadByte( msg ); state.blending[1] = BF_ReadByte( msg ); state.controller[0] = BF_ReadByte( msg ); state.controller[1] = BF_ReadByte( msg ); state.controller[2] = BF_ReadByte( msg ); state.controller[3] = BF_ReadByte( msg ); modelIndex = BF_ReadWord( msg ); state.body = BF_ReadByte( msg ); state.skin = BF_ReadByte( msg ); if( clgame.drawFuncs.R_StudioDecalShoot != NULL ) { int decalTexture = CL_DecalIndex( decalIndex ); cl_entity_t *ent = CL_GetEntityByIndex( entityIndex ); if( ent && !ent->model && modelIndex != 0 ) ent->model = Mod_Handle( modelIndex ); clgame.drawFuncs.R_StudioDecalShoot( decalTexture, ent, start, pos, flags, &state ); } }
/* ================= CL_PrepVideo Call before entering a new level, or after changing dlls ================= */ void CL_PrepVideo( void ) { string mdlname, mapname; int i, mdlcount, step; int map_checksum; // dummy if( !cl.model_precache[1][0] ) return; // no map loaded Cvar_SetFloat( "scr_loading", 0.0f ); // reset progress bar MsgDev( D_NOTE, "CL_PrepVideo: %s\n", clgame.mapname ); // let the render dll load the map Q_strncpy( mapname, cl.model_precache[1], MAX_STRING ); Mod_LoadWorld( mapname, (uint *)&map_checksum, false ); cl.worldmodel = Mod_Handle( 1 ); // get world pointer Cvar_SetFloat( "scr_loading", 25.0f ); SCR_UpdateScreen(); // make sure what map is valid if( !cls.demoplayback && map_checksum != cl.checksum ) Host_Error( "Local map version differs from server: %i != '%i'\n", map_checksum, cl.checksum ); for( i = 0, mdlcount = 0; i < MAX_MODELS && cl.model_precache[i+1][0]; i++ ) mdlcount++; // total num models step = mdlcount/10; for( i = 0; i < MAX_MODELS && cl.model_precache[i+1][0]; i++ ) { Q_strncpy( mdlname, cl.model_precache[i+1], MAX_STRING ); Mod_RegisterModel( mdlname, i+1 ); Cvar_SetFloat( "scr_loading", scr_loading->value + 75.0f / mdlcount ); if( step && !( i % step ) && ( cl_allow_levelshots->integer || cl.background ) ) SCR_UpdateScreen(); } // update right muzzleflash indexes CL_RegisterMuzzleFlashes (); // invalidate all decal indexes Q_memset( cl.decal_index, 0, sizeof( cl.decal_index )); CL_ClearWorld (); R_NewMap(); // tell the render about new map V_SetupOverviewState(); // set overview bounds // must be called after lightmap loading! clgame.dllFuncs.pfnVidInit(); // release unused SpriteTextures for( i = 1; i < MAX_IMAGES; i++ ) { if( !clgame.sprites[i].name[0] ) continue; // free slot if( clgame.sprites[i].needload != clgame.load_sequence ) Mod_UnloadSpriteModel( &clgame.sprites[i] ); } Mod_FreeUnused (); Q_memset( cl.playermodels, 0, sizeof( cl.playermodels ) ); Cvar_SetFloat( "scr_loading", 100.0f ); // all done if( host.decalList ) { // need to reapply all decals after restarting for( i = 0; i < host.numdecals; i++ ) { decallist_t *entry = &host.decalList[i]; cl_entity_t *pEdict = CL_GetEntityByIndex( entry->entityIndex ); int decalIndex = CL_DecalIndex( CL_DecalIndexFromName( entry->name )); int modelIndex = 0; if( pEdict ) modelIndex = pEdict->curstate.modelindex; CL_DecalShoot( decalIndex, entry->entityIndex, modelIndex, entry->position, entry->flags ); } Z_Free( host.decalList ); } host.decalList = NULL; host.numdecals = 0; if( host.soundList ) { // need to reapply all ambient sounds after restarting for( i = 0; i < host.numsounds; i++ ) { soundlist_t *entry = &host.soundList[i]; if( entry->looping && entry->entnum != -1 ) { MsgDev( D_NOTE, "Restarting sound %s...\n", entry->name ); S_AmbientSound( entry->origin, entry->entnum, S_RegisterSound( entry->name ), entry->volume, entry->attenuation, entry->pitch, 0 ); } } } host.soundList = NULL; host.numsounds = 0; if( host.developer <= 2 ) Con_ClearNotify(); // clear any lines of console text SCR_UpdateScreen (); cl.video_prepped = true; cl.force_refdef = true; }