// Copyright (C) 1999-2000 Id Software, Inc. // // cg_ents.c -- present snapshot entities, happens every single frame /* * Portions Copyright (C) 2000-2001 Tim Angus * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU Lesser General Public License as published by * the Free Software Foundation; either version 2.1, or (at your option) * any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ /* To assertain which portions are licensed under the LGPL and which are * licensed by Id Software, Inc. please run a diff between the equivalent * versions of the "Tremulous" modification and the unmodified "Quake3" * game source code. */ #include "cg_local.h" /* ====================== CG_PositionEntityOnTag Modifies the entities position and axis by the given tag location ====================== */ void CG_PositionEntityOnTag( refEntity_t *entity, const refEntity_t *parent, qhandle_t parentModel, char *tagName ) { int i; orientation_t lerped; // lerp the tag trap_R_LerpTag( &lerped, parentModel, parent->oldframe, parent->frame, 1.0 - parent->backlerp, tagName ); // FIXME: allow origin offsets along tag? VectorCopy( parent->origin, entity->origin ); for ( i = 0 ; i < 3 ; i++ ) { VectorMA( entity->origin, lerped.origin[i], parent->axis[i], entity->origin ); } // had to cast away the const to avoid compiler problems... MatrixMultiply( lerped.axis, ((refEntity_t *)parent)->axis, entity->axis ); entity->backlerp = parent->backlerp; } /* ====================== CG_PositionRotatedEntityOnTag Modifies the entities position and axis by the given tag location ====================== */ void CG_PositionRotatedEntityOnTag( refEntity_t *entity, const refEntity_t *parent, qhandle_t parentModel, char *tagName ) { int i; orientation_t lerped; vec3_t tempAxis[3]; //AxisClear( entity->axis ); // lerp the tag trap_R_LerpTag( &lerped, parentModel, parent->oldframe, parent->frame, 1.0 - parent->backlerp, tagName ); // FIXME: allow origin offsets along tag? VectorCopy( parent->origin, entity->origin ); for ( i = 0 ; i < 3 ; i++ ) { VectorMA( entity->origin, lerped.origin[i], parent->axis[i], entity->origin ); } // had to cast away the const to avoid compiler problems... MatrixMultiply( entity->axis, lerped.axis, tempAxis ); MatrixMultiply( tempAxis, ((refEntity_t *)parent)->axis, entity->axis ); } /* ========================================================================== FUNCTIONS CALLED EACH FRAME ========================================================================== */ /* ====================== CG_SetEntitySoundPosition Also called by event processing code ====================== */ void CG_SetEntitySoundPosition( centity_t *cent ) { if ( cent->currentState.solid == SOLID_BMODEL ) { vec3_t origin; float *v; v = cgs.inlineModelMidpoints[ cent->currentState.modelindex ]; VectorAdd( cent->lerpOrigin, v, origin ); trap_S_UpdateEntityPosition( cent->currentState.number, origin ); } else { trap_S_UpdateEntityPosition( cent->currentState.number, cent->lerpOrigin ); } } /* ================== CG_EntityEffects Add continuous entity effects, like local entity emission and lighting ================== */ static void CG_EntityEffects( centity_t *cent ) { // update sound origins CG_SetEntitySoundPosition( cent ); // add loop sound if ( cent->currentState.loopSound ) { if (cent->currentState.eType != ET_SPEAKER) { trap_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin, vec3_origin, cgs.gameSounds[ cent->currentState.loopSound ] ); } else { trap_S_AddRealLoopingSound( cent->currentState.number, cent->lerpOrigin, vec3_origin, cgs.gameSounds[ cent->currentState.loopSound ] ); } } // constant light glow if ( cent->currentState.constantLight && cent->currentState.eType != ET_TORCH ) { int cl; int i, r, g, b; cl = cent->currentState.constantLight; r = cl & 255; g = ( cl >> 8 ) & 255; b = ( cl >> 16 ) & 255; i = ( ( cl >> 24 ) & 255 ) * 4; trap_R_AddLightToScene( cent->lerpOrigin, i, r, g, b ); } } /* ================== CG_General ================== */ static void CG_General( centity_t *cent ) { refEntity_t ent; entityState_t *s1; s1 = ¢->currentState; // if set to invisible, skip if (!s1->modelindex) { return; } memset (&ent, 0, sizeof(ent)); // set frame ent.frame = s1->frame; ent.oldframe = ent.frame; ent.backlerp = 0; VectorCopy( cent->lerpOrigin, ent.origin); VectorCopy( cent->lerpOrigin, ent.oldorigin); ent.hModel = cgs.gameModels[s1->modelindex]; // player model if (s1->number == cg.snap->ps.clientNum) { ent.renderfx |= RF_THIRD_PERSON; // only draw from mirrors } // convert angles to axis AnglesToAxis( cent->lerpAngles, ent.axis ); // add to refresh list trap_R_AddRefEntityToScene (&ent); } /* ================== CG_Speaker Speaker entities can automatically play sounds ================== */ static void CG_Speaker( centity_t *cent ) { if ( ! cent->currentState.clientNum ) { // FIXME: use something other than clientNum... return; // not auto triggering } if ( cg.time < cent->miscTime ) { return; } trap_S_StartSound (NULL, cent->currentState.number, CHAN_ITEM, cgs.gameSounds[cent->currentState.eventParm] ); // ent->s.frame = ent->wait * 10; // ent->s.clientNum = ent->random * 10; cent->miscTime = cg.time + cent->currentState.frame * 100 + cent->currentState.clientNum * 100 * crandom(); } /* ================== CG_Item ================== */ static void CG_Item( centity_t *cent ) { refEntity_t ent; entityState_t *es; gitem_t *item; int msec; float frac; float scale; weaponInfo_t *wi; es = ¢->currentState; if ( es->modelindex >= bg_numItems ) { CG_Error( "Bad item index %i on entity", es->modelindex ); } // if set to invisible, skip if ( !es->modelindex || ( es->eFlags & EF_NODRAW ) ) { return; } item = &bg_itemlist[ es->modelindex ]; if ( cg_simpleItems.integer && item->giType != IT_TEAM ) { memset( &ent, 0, sizeof( ent ) ); ent.reType = RT_SPRITE; VectorCopy( cent->lerpOrigin, ent.origin ); ent.radius = 14; ent.customShader = cg_items[es->modelindex].icon; ent.shaderRGBA[0] = 255; ent.shaderRGBA[1] = 255; ent.shaderRGBA[2] = 255; ent.shaderRGBA[3] = 255; trap_R_AddRefEntityToScene(&ent); return; } // items bob up and down continuously scale = 0.005 + cent->currentState.number * 0.00001; cent->lerpOrigin[2] += 4 + cos( ( cg.time + 1000 ) * scale ) * 4; memset (&ent, 0, sizeof(ent)); // autorotate at one of two speeds if ( item->giType == IT_HEALTH ) { VectorCopy( cg.autoAnglesFast, cent->lerpAngles ); AxisCopy( cg.autoAxisFast, ent.axis ); } else { VectorCopy( cg.autoAngles, cent->lerpAngles ); AxisCopy( cg.autoAxis, ent.axis ); } // the weapons have their origin where they attatch to player // models, so we need to offset them or they will rotate // eccentricly wi = NULL; if ( item->giType == IT_WEAPON ) { wi = &cg_weapons[item->giTag]; cent->lerpOrigin[0] -= wi->weaponMidpoint[0] * ent.axis[0][0] + wi->weaponMidpoint[1] * ent.axis[1][0] + wi->weaponMidpoint[2] * ent.axis[2][0]; cent->lerpOrigin[1] -= wi->weaponMidpoint[0] * ent.axis[0][1] + wi->weaponMidpoint[1] * ent.axis[1][1] + wi->weaponMidpoint[2] * ent.axis[2][1]; cent->lerpOrigin[2] -= wi->weaponMidpoint[0] * ent.axis[0][2] + wi->weaponMidpoint[1] * ent.axis[1][2] + wi->weaponMidpoint[2] * ent.axis[2][2]; cent->lerpOrigin[2] += 8; // an extra height boost } ent.hModel = cg_items[es->modelindex].models[0]; VectorCopy( cent->lerpOrigin, ent.origin); VectorCopy( cent->lerpOrigin, ent.oldorigin); ent.nonNormalizedAxes = qfalse; // if just respawned, slowly scale up msec = cg.time - cent->miscTime; if ( msec >= 0 && msec < ITEM_SCALEUP_TIME ) { frac = (float)msec / ITEM_SCALEUP_TIME; VectorScale( ent.axis[0], frac, ent.axis[0] ); VectorScale( ent.axis[1], frac, ent.axis[1] ); VectorScale( ent.axis[2], frac, ent.axis[2] ); ent.nonNormalizedAxes = qtrue; } else { frac = 1.0; } // items without glow textures need to keep a minimum light value // so they are always visible if ( ( item->giType == IT_WEAPON ) || ( item->giType == IT_ARMOR ) ) { ent.renderfx |= RF_MINLIGHT; } // increase the size of the weapons when they are presented as items if ( item->giType == IT_WEAPON ) { VectorScale( ent.axis[0], 1.5, ent.axis[0] ); VectorScale( ent.axis[1], 1.5, ent.axis[1] ); VectorScale( ent.axis[2], 1.5, ent.axis[2] ); ent.nonNormalizedAxes = qtrue; } // add to refresh list trap_R_AddRefEntityToScene(&ent); // accompanying rings / spheres for powerups if ( !cg_simpleItems.integer ) { vec3_t spinAngles; VectorClear( spinAngles ); if ( item->giType == IT_HEALTH || item->giType == IT_POWERUP ) { if ( ( ent.hModel = cg_items[es->modelindex].models[1] ) != 0 ) { if ( item->giType == IT_POWERUP ) { ent.origin[2] += 12; spinAngles[1] = ( cg.time & 1023 ) * 360 / -1024.0f; } AnglesToAxis( spinAngles, ent.axis ); // scale up if respawning if ( frac != 1.0 ) { VectorScale( ent.axis[0], frac, ent.axis[0] ); VectorScale( ent.axis[1], frac, ent.axis[1] ); VectorScale( ent.axis[2], frac, ent.axis[2] ); ent.nonNormalizedAxes = qtrue; } trap_R_AddRefEntityToScene( &ent ); } } } } /* ================== CG_Buildable ================== */ static void CG_Buildable( centity_t *cent ) { refEntity_t ent; refEntity_t ent2; entityState_t *es; gitem_t *item; int msec; float frac; float scale; es = ¢->currentState; if ( es->modelindex >= bg_numItems ) { CG_Error( "Bad item index %i on entity", es->modelindex ); } // if set to invisible, skip if ( !es->modelindex || ( es->eFlags & EF_NODRAW ) ) { return; } item = &bg_itemlist[ es->modelindex ]; memset (&ent, 0, sizeof(ent)); VectorCopy( es->angles, cent->lerpAngles ); AnglesToAxis( cent->lerpAngles, ent.axis ); ent.hModel = cg_items[es->modelindex].models[0]; VectorCopy( cent->lerpOrigin, ent.origin); VectorCopy( cent->lerpOrigin, ent.oldorigin); ent.nonNormalizedAxes = qfalse; // if just respawned, slowly scale up msec = cg.time - cent->miscTime; if ( msec >= 0 && msec < ITEM_SCALEUP_TIME ) { frac = (float)msec / ITEM_SCALEUP_TIME; VectorScale( ent.axis[0], frac, ent.axis[0] ); VectorScale( ent.axis[1], frac, ent.axis[1] ); VectorScale( ent.axis[2], frac, ent.axis[2] ); ent.nonNormalizedAxes = qtrue; } else { frac = 1.0; } //TA: might be useful later: // items without glow textures need to keep a minimum light value // so they are always visible /*if ( ( item->giType == IT_WEAPON ) || ( item->giType == IT_ARMOR ) ) { ent.renderfx |= RF_MINLIGHT; }*/ //turret barrel bit if( cg_items[ es->modelindex ].models[ 1 ] != 0 ) { vec3_t turretOrigin; memset( &ent2, 0, sizeof( ent2 ) ); AnglesToAxis( es->angles2, ent2.axis ); ent2.hModel = cg_items[ es->modelindex ].models[ 1 ]; VectorCopy( cent->lerpOrigin, turretOrigin ); turretOrigin[ 2 ] += 5; VectorCopy( turretOrigin, ent2.origin ); VectorCopy( turretOrigin, ent2.oldorigin ); ent2.nonNormalizedAxes = qfalse; trap_R_AddRefEntityToScene( &ent2 ); } // add to refresh list trap_R_AddRefEntityToScene(&ent); } //============================================================================ /* =============== CG_Missile =============== */ static void CG_Missile( centity_t *cent ) { refEntity_t ent; entityState_t *s1; const weaponInfo_t *weapon; s1 = ¢->currentState; if ( s1->weapon > WP_NUM_WEAPONS ) { s1->weapon = 0; } weapon = &cg_weapons[s1->weapon]; // calculate the axis VectorCopy( s1->angles, cent->lerpAngles); // add trails if ( weapon->missileTrailFunc ) { weapon->missileTrailFunc( cent, weapon ); } // add dynamic light if ( weapon->missileDlight ) { trap_R_AddLightToScene(cent->lerpOrigin, weapon->missileDlight, weapon->missileDlightColor[0], weapon->missileDlightColor[1], weapon->missileDlightColor[2] ); } // add missile sound if ( weapon->missileSound ) { vec3_t velocity; BG_EvaluateTrajectoryDelta( ¢->currentState.pos, cg.time, velocity ); trap_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin, velocity, weapon->missileSound ); } // create the render entity memset (&ent, 0, sizeof(ent)); VectorCopy( cent->lerpOrigin, ent.origin); VectorCopy( cent->lerpOrigin, ent.oldorigin); if( cent->currentState.weapon == WP_PLASMAGUN ) { ent.reType = RT_SPRITE; ent.radius = 16; ent.rotation = 0; ent.customShader = cgs.media.plasmaBallShader; trap_R_AddRefEntityToScene( &ent ); return; } if( cent->currentState.weapon == WP_FLAMER ) { ent.reType = RT_SPRITE; ent.radius = ( ( cg.time - s1->pos.trTime ) * ( cg.time - s1->pos.trTime ) ) / 6000; ent.rotation = 0; ent.customShader = cgs.media.flameShader; trap_R_AddRefEntityToScene( &ent ); return; } // flicker between two skins ent.skinNum = cg.clientFrame & 1; ent.hModel = weapon->missileModel; ent.renderfx = weapon->missileRenderfx | RF_NOSHADOW; // convert direction of travel into axis if ( VectorNormalize2( s1->pos.trDelta, ent.axis[0] ) == 0 ) { ent.axis[0][2] = 1; } // spin as it moves if ( s1->pos.trType != TR_STATIONARY ) { RotateAroundDirection( ent.axis, cg.time / 4 ); } else { RotateAroundDirection( ent.axis, s1->time ); } // add to refresh list, possibly with quad glow CG_AddRefEntityWithPowerups( &ent, s1->powerups, TEAM_FREE ); } /* =============== CG_Grapple This is called when the grapple is sitting up against the wall =============== */ static void CG_Grapple( centity_t *cent ) { refEntity_t ent; entityState_t *s1; const weaponInfo_t *weapon; s1 = ¢->currentState; if ( s1->weapon > WP_NUM_WEAPONS ) { s1->weapon = 0; } weapon = &cg_weapons[s1->weapon]; // calculate the axis VectorCopy( s1->angles, cent->lerpAngles); #if 0 // FIXME add grapple pull sound here..? // add missile sound if ( weapon->missileSound ) { trap_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin, vec3_origin, weapon->missileSound ); } #endif // Will draw cable if needed CG_GrappleTrail ( cent, weapon ); // create the render entity memset (&ent, 0, sizeof(ent)); VectorCopy( cent->lerpOrigin, ent.origin); VectorCopy( cent->lerpOrigin, ent.oldorigin); // flicker between two skins ent.skinNum = cg.clientFrame & 1; ent.hModel = weapon->missileModel; ent.renderfx = weapon->missileRenderfx | RF_NOSHADOW; // convert direction of travel into axis if ( VectorNormalize2( s1->pos.trDelta, ent.axis[0] ) == 0 ) { ent.axis[0][2] = 1; } trap_R_AddRefEntityToScene( &ent ); } /* =============== CG_Mover =============== */ static void CG_Mover( centity_t *cent ) { refEntity_t ent; entityState_t *s1; s1 = ¢->currentState; // create the render entity memset (&ent, 0, sizeof(ent)); VectorCopy( cent->lerpOrigin, ent.origin); VectorCopy( cent->lerpOrigin, ent.oldorigin); AnglesToAxis( cent->lerpAngles, ent.axis ); ent.renderfx = RF_NOSHADOW; // flicker between two skins (FIXME?) ent.skinNum = ( cg.time >> 6 ) & 1; // get the model, either as a bmodel or a modelindex if ( s1->solid == SOLID_BMODEL ) { ent.hModel = cgs.inlineDrawModel[s1->modelindex]; } else { ent.hModel = cgs.gameModels[s1->modelindex]; } // add to refresh list trap_R_AddRefEntityToScene(&ent); // add the secondary model if ( s1->modelindex2 ) { ent.skinNum = 0; ent.hModel = cgs.gameModels[s1->modelindex2]; trap_R_AddRefEntityToScene(&ent); } } /* =============== CG_Beam Also called as an event =============== */ void CG_Beam( centity_t *cent ) { refEntity_t ent; entityState_t *s1; s1 = ¢->currentState; // create the render entity memset (&ent, 0, sizeof(ent)); VectorCopy( s1->pos.trBase, ent.origin ); VectorCopy( s1->origin2, ent.oldorigin ); AxisClear( ent.axis ); ent.reType = RT_BEAM; ent.renderfx = RF_NOSHADOW; // add to refresh list trap_R_AddRefEntityToScene(&ent); } /* =============== CG_Portal =============== */ static void CG_Portal( centity_t *cent ) { refEntity_t ent; entityState_t *s1; s1 = ¢->currentState; // create the render entity memset (&ent, 0, sizeof(ent)); VectorCopy( cent->lerpOrigin, ent.origin ); VectorCopy( s1->origin2, ent.oldorigin ); ByteToDir( s1->eventParm, ent.axis[0] ); PerpendicularVector( ent.axis[1], ent.axis[0] ); // negating this tends to get the directions like they want // we really should have a camera roll value VectorSubtract( vec3_origin, ent.axis[1], ent.axis[1] ); CrossProduct( ent.axis[0], ent.axis[1], ent.axis[2] ); ent.reType = RT_PORTALSURFACE; ent.oldframe = s1->powerups; ent.frame = s1->frame; // rotation speed ent.skinNum = s1->clientNum/256.0 * 360; // roll offset // add to refresh list trap_R_AddRefEntityToScene(&ent); } //============================================================================ /* =============== CG_TorchLight =============== */ static void CG_TorchLight( centity_t *cent ) { float r, g, b; int i, j, k; byte lum; r = ( (float)( cent->currentState.constantLight & 0xFF ) ) / 255.0; g = ( (float)( ( cent->currentState.constantLight >> 8 ) & 0xFF ) ) / 255.0; b = ( (float)( ( cent->currentState.constantLight >> 16 ) & 0xFF ) ) / 255.0; i = ( cent->currentState.constantLight >> 24 ) & 0xFF; lum = CG_AmbientLight( cent->lerpOrigin ); if( lum > 32 ) { k = 1; } else if( lum <= 32 ) { k = 2; r *= 1.0f - ( (float)lum / 64.0f ); g *= 1.0f - ( (float)lum / 64.0f ); b *= 1.0f - ( (float)lum / 64.0f ); } for( j = 0; j <= k; j++ ) trap_R_AddLightToScene(cent->lerpOrigin, i*2, r, g, b ); } /* ========================= CG_AdjustPositionForMover Also called by client movement prediction code ========================= */ void CG_AdjustPositionForMover( const vec3_t in, int moverNum, int fromTime, int toTime, vec3_t out ) { centity_t *cent; vec3_t oldOrigin, origin, deltaOrigin; vec3_t oldAngles, angles, deltaAngles; if ( moverNum <= 0 || moverNum >= ENTITYNUM_MAX_NORMAL ) { VectorCopy( in, out ); return; } cent = &cg_entities[ moverNum ]; if ( cent->currentState.eType != ET_MOVER ) { VectorCopy( in, out ); return; } BG_EvaluateTrajectory( ¢->currentState.pos, fromTime, oldOrigin ); BG_EvaluateTrajectory( ¢->currentState.apos, fromTime, oldAngles ); BG_EvaluateTrajectory( ¢->currentState.pos, toTime, origin ); BG_EvaluateTrajectory( ¢->currentState.apos, toTime, angles ); VectorSubtract( origin, oldOrigin, deltaOrigin ); VectorSubtract( angles, oldAngles, deltaAngles ); VectorAdd( in, deltaOrigin, out ); // FIXME: origin change when on a rotating object } /* ============================= CG_InterpolateEntityPosition ============================= */ static void CG_InterpolateEntityPosition( centity_t *cent ) { vec3_t current, next; float f; // it would be an internal error to find an entity that interpolates without // a snapshot ahead of the current one if ( cg.nextSnap == NULL ) { CG_Error( "CG_InterpoateEntityPosition: cg.nextSnap == NULL" ); } f = cg.frameInterpolation; // this will linearize a sine or parabolic curve, but it is important // to not extrapolate player positions if more recent data is available BG_EvaluateTrajectory( ¢->currentState.pos, cg.snap->serverTime, current ); BG_EvaluateTrajectory( ¢->nextState.pos, cg.nextSnap->serverTime, next ); cent->lerpOrigin[0] = current[0] + f * ( next[0] - current[0] ); cent->lerpOrigin[1] = current[1] + f * ( next[1] - current[1] ); cent->lerpOrigin[2] = current[2] + f * ( next[2] - current[2] ); BG_EvaluateTrajectory( ¢->currentState.apos, cg.snap->serverTime, current ); BG_EvaluateTrajectory( ¢->nextState.apos, cg.nextSnap->serverTime, next ); cent->lerpAngles[0] = LerpAngle( current[0], next[0], f ); cent->lerpAngles[1] = LerpAngle( current[1], next[1], f ); cent->lerpAngles[2] = LerpAngle( current[2], next[2], f ); } /* =============== CG_CalcEntityLerpPositions =============== */ static void CG_CalcEntityLerpPositions( centity_t *cent ) { // if this player does not want to see extrapolated players if ( !cg_smoothClients.integer ) { // make sure the clients use TR_INTERPOLATE if ( cent->currentState.number < MAX_CLIENTS ) { cent->currentState.pos.trType = TR_INTERPOLATE; cent->nextState.pos.trType = TR_INTERPOLATE; } } if ( cent->interpolate && cent->currentState.pos.trType == TR_INTERPOLATE ) { CG_InterpolateEntityPosition( cent ); return; } // first see if we can interpolate between two snaps for // linear extrapolated clients if ( cent->interpolate && cent->currentState.pos.trType == TR_LINEAR_STOP && cent->currentState.number < MAX_CLIENTS) { CG_InterpolateEntityPosition( cent ); return; } // just use the current frame and evaluate as best we can BG_EvaluateTrajectory( ¢->currentState.pos, cg.time, cent->lerpOrigin ); BG_EvaluateTrajectory( ¢->currentState.apos, cg.time, cent->lerpAngles ); // adjust for riding a mover if it wasn't rolled into the predicted // player state if ( cent != &cg.predictedPlayerEntity ) { CG_AdjustPositionForMover( cent->lerpOrigin, cent->currentState.groundEntityNum, cg.snap->serverTime, cg.time, cent->lerpOrigin ); } } /* =============== CG_AddCEntity =============== */ static void CG_AddCEntity( centity_t *cent ) { // event-only entities will have been dealt with already if ( cent->currentState.eType >= ET_EVENTS ) { return; } // calculate the current origin CG_CalcEntityLerpPositions( cent ); // add automatic effects CG_EntityEffects( cent ); switch ( cent->currentState.eType ) { default: CG_Error( "Bad entity type: %i\n", cent->currentState.eType ); break; case ET_INVISIBLE: case ET_PUSH_TRIGGER: case ET_TELEPORT_TRIGGER: break; case ET_GENERAL: CG_General( cent ); break; case ET_CORPSE: CG_Corpse( cent ); break; case ET_PLAYER: CG_Player( cent ); break; case ET_ITEM: CG_Item( cent ); break; case ET_BUILDABLE: CG_Buildable( cent ); break; case ET_CREEP: CG_Creep( cent ); break; case ET_MISSILE: CG_Missile( cent ); break; case ET_TORCH: CG_TorchLight( cent ); break; case ET_MOVER: CG_Mover( cent ); break; case ET_BEAM: CG_Beam( cent ); break; case ET_PORTAL: CG_Portal( cent ); break; case ET_SPEAKER: CG_Speaker( cent ); break; case ET_GRAPPLE: CG_Grapple( cent ); break; } } /* =============== CG_AddPacketEntities =============== */ void CG_AddPacketEntities( void ) { int num; centity_t *cent; playerState_t *ps; // set cg.frameInterpolation if ( cg.nextSnap ) { int delta; delta = (cg.nextSnap->serverTime - cg.snap->serverTime); if ( delta == 0 ) { cg.frameInterpolation = 0; } else { cg.frameInterpolation = (float)( cg.time - cg.snap->serverTime ) / delta; } } else { cg.frameInterpolation = 0; // actually, it should never be used, because // no entities should be marked as interpolating } // the auto-rotating items will all have the same axis cg.autoAngles[0] = 0; cg.autoAngles[1] = ( cg.time & 2047 ) * 360 / 2048.0; cg.autoAngles[2] = 0; cg.autoAnglesFast[0] = 0; cg.autoAnglesFast[1] = ( cg.time & 1023 ) * 360 / 1024.0f; cg.autoAnglesFast[2] = 0; AnglesToAxis( cg.autoAngles, cg.autoAxis ); AnglesToAxis( cg.autoAnglesFast, cg.autoAxisFast ); // generate and add the entity from the playerstate ps = &cg.predictedPlayerState; BG_PlayerStateToEntityState( ps, &cg.predictedPlayerEntity.currentState, qfalse ); CG_AddCEntity( &cg.predictedPlayerEntity ); // lerp the non-predicted value for lightning gun origins CG_CalcEntityLerpPositions( &cg_entities[ cg.snap->ps.clientNum ] ); //TA: "empty" item position arrays cgIP.numDroidItems = 0; cgIP.numHumanItems = 0; cgIP.numDroidClients = 0; cgIP.numHumanClients = 0; for ( num = 0 ; num < cg.snap->numEntities ; num++ ) { cent = &cg_entities[ cg.snap->entities[ num ].number ]; if( cent->currentState.eType == ET_BUILDABLE ) { //TA: add to list of item positions (for creep) if( cent->currentState.modelindex2 == BIT_DROIDS ) { VectorCopy( cent->lerpOrigin, cgIP.droidItemPositions[ cgIP.numDroidItems ] ); cgIP.droidItemTimes[ cgIP.numDroidItems ] = cent->miscTime; cgIP.numDroidItems++; } else if( cent->currentState.modelindex2 == BIT_HUMANS ) { VectorCopy( cent->lerpOrigin, cgIP.humanItemPositions[ cgIP.numHumanItems ] ); cgIP.numHumanItems++; } } if( cent->currentState.eType == ET_PLAYER ) { int team = cent->currentState.powerups & 0x00FF; int class = ( cent->currentState.powerups & 0xFF00 ) >> 8; if( team == PTE_DROIDS ) { VectorCopy( cent->lerpOrigin, cgIP.droidClientPositions[ cgIP.numDroidClients ] ); cgIP.droidClientClass = class; cgIP.numDroidClients++; } else if( team == PTE_HUMANS ) { VectorCopy( cent->lerpOrigin, cgIP.humanClientPositions[ cgIP.numHumanClients ] ); cgIP.humanClientClass = class; cgIP.numHumanClients++; } } } //Com_Printf( "%d %d\n", cgIP.numDroidClients, cgIP.numHumanClients ); // add each entity sent over by the server for ( num = 0 ; num < cg.snap->numEntities ; num++ ) { cent = &cg_entities[ cg.snap->entities[ num ].number ]; CG_AddCEntity( cent ); } }