icculus quake2 doxygen
1.0 dev
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Go to the source code of this file.
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int | CL_ParseEntityBits (unsigned *bits) |
| just for protocol profiling More...
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void | CL_ParseDelta (entity_state_t *from, entity_state_t *to, int number, int bits) |
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void | CL_DeltaEntity (frame_t *frame, int newnum, entity_state_t *old, int bits) |
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void | CL_ParsePacketEntities (frame_t *oldframe, frame_t *newframe) |
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void | CL_ParsePlayerstate (frame_t *oldframe, frame_t *newframe) |
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void | CL_FireEntityEvents (frame_t *frame) |
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void | CL_ParseFrame (void) |
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struct model_s * | S_RegisterSexedModel (entity_state_t *ent, char *base) |
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int | Developer_searchpath (int who) |
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void | CL_AddPacketEntities (frame_t *frame) |
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void | CL_AddViewWeapon (player_state_t *ps, player_state_t *ops) |
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void | CL_CalcViewValues (void) |
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void | CL_AddEntities (void) |
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void | CL_GetEntitySoundOrigin (int ent, vec3_t org) |
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◆ CL_AddEntities()
◆ CL_AddPacketEntities()
Definition at line 850 of file cl_ents.c.
860 unsigned int effects, renderfx;
866 autoanim = 2*
cl.
time/1000;
868 memset (&ent, 0,
sizeof(ent));
881 ent.
frame = autoanim & 1;
883 ent.
frame = 2 + (autoanim & 1);
885 ent.
frame = autoanim;
933 for (
i=0 ;
i<3 ;
i++)
968 if(!strncmp((
char *)ent.
skin,
"players/male", 12))
973 else if(!strncmp((
char *)ent.
skin,
"players/female", 14))
978 else if(!strncmp((
char *)ent.
skin,
"players/cyborg", 14))
1003 ent.
flags = renderfx;
1009 ent.
angles[1] = autorotate;
1031 for (
i=0 ;
i<3 ;
i++)
1230 else if (effects &
EF_GIB)
1242 else if (effects &
EF_BFG)
1244 static int bfg_lightramp[6] = {300, 400, 600, 300, 150, 75};
1253 i = bfg_lightramp[s1->
frame];
1262 i = (rand()%100) + 100;
Referenced by CL_AddEntities().
◆ CL_AddViewWeapon()
◆ CL_CalcViewValues()
Definition at line 1409 of file cl_ents.c.
1412 float lerp, backlerp;
1439 backlerp = 1.0 - lerp;
1440 for (
i=0 ;
i<3 ;
i++)
1454 for (
i=0 ;
i<3 ;
i++)
1463 for (
i=0 ;
i<3 ;
i++)
1468 for (
i=0 ;
i<3 ;
i++)
1472 for (
i=0 ;
i<3 ;
i++)
1481 for (
i=0 ;
i<4 ;
i++)
Referenced by CL_AddEntities().
◆ CL_DeltaEntity()
◆ CL_FireEntityEvents()
◆ CL_GetEntitySoundOrigin()
◆ CL_ParseDelta()
◆ CL_ParseEntityBits()
int CL_ParseEntityBits |
( |
unsigned * |
bits | ) |
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◆ CL_ParseFrame()
Definition at line 676 of file cl_ents.c.
685 CL_ClearProjectiles();
715 Com_Printf (
"Delta from invalid frame (not supposed to happen!).\n");
724 Com_Printf (
"Delta parse_entities too old.\n");
755 if (cmd == svc_packetentities2)
756 CL_ParseProjectiles();
Referenced by CL_ParseServerMessage().
◆ CL_ParsePacketEntities()
Definition at line 388 of file cl_ents.c.
393 int oldindex, oldnum;
409 oldnum = oldstate->
number;
425 while (oldnum < newnum)
438 oldnum = oldstate->
number;
446 if (oldnum != newnum)
456 oldnum = oldstate->
number;
461 if (oldnum == newnum)
474 oldnum = oldstate->
number;
490 while (oldnum != 99999)
503 oldnum = oldstate->
number;
Referenced by CL_ParseFrame().
◆ CL_ParsePlayerstate()
◆ Developer_searchpath()
int Developer_searchpath |
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int |
who | ) |
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◆ S_RegisterSexedModel()
Definition at line 793 of file cl_ents.c.
811 p = strchr(model,
'/');
818 strcpy(model,
"male");
◆ bitcounts
◆ cl_mod_powerscreen
◆ vidref_val
struct image_s *(* RegisterSkin)(char *name)
void SCR_EndLoadingPlaque(void)
char filename[MAX_OSPATH]
void CL_BlasterTrail(vec3_t start, vec3_t end)
frame_t frames[UPDATE_BACKUP]
#define RF_SHELL_HALF_DAM
void CL_DiminishingTrail(vec3_t start, vec3_t end, centity_t *old, int flags)
#define PMF_NO_PREDICTION
int MSG_ReadShort(sizebuf_t *msg_read)
#define PS_M_DELTA_ANGLES
void CL_FlagTrail(vec3_t start, vec3_t end, float color)
int CL_ParseEntityBits(unsigned *bits)
just for protocol profiling
void CL_TeleporterParticles(entity_state_t *ent)
void CL_DeltaEntity(frame_t *frame, int newnum, entity_state_t *old, int bits)
void CL_AddViewWeapon(player_state_t *ps, player_state_t *ops)
void CL_Tracker_Shell(vec3_t origin)
void CL_BfgParticles(entity_t *ent)
struct model_s * gun_model
void CL_ParsePlayerstate(frame_t *oldframe, frame_t *newframe)
void CL_CalcViewValues(void)
byte areabits[MAX_MAP_AREAS/8]
clientinfo_t clientinfo[MAX_CLIENTS]
void AngleVectors(vec3_t angles, vec3_t forward, vec3_t right, vec3_t up)
struct searchpath_s * next
struct model_s * model_draw[MAX_MODELS]
void CL_TagTrail(vec3_t start, vec3_t end, float color)
void CL_TrackerTrail(vec3_t start, vec3_t end, int particleColor)
#define EF_BLUEHYPERBLASTER
float LerpAngle(float a2, float a1, float frac)
void CL_IonripperTrail(vec3_t start, vec3_t ent)
void CL_AddLightStyles(void)
int MSG_ReadByte(sizebuf_t *msg_read)
void CL_AddPacketEntities(frame_t *frame)
void Com_Error(int code, char *fmt,...)
#define MAX_CLIENTWEAPONMODELS
#define EF_SPINNINGLIGHTS
clientinfo_t baseclientinfo
struct model_s *(* RegisterModel)(char *name)
float MSG_ReadCoord(sizebuf_t *msg_read)
unsigned predicted_step_time
player_state_t playerstate
void V_AddEntity(entity_t *ent)
#define MAX_PARSE_ENTITIES
entity_state_t cl_parse_entities[MAX_PARSE_ENTITIES]
struct model_s * weaponmodel[MAX_CLIENTWEAPONMODELS]
void CL_CheckPredictionError(void)
int MSG_ReadLong(sizebuf_t *msg_read)
struct model_s * cl_mod_powerscreen
searchpath_t * fs_searchpaths
void MSG_ReadData(sizebuf_t *msg_read, void *data, int len)
float MSG_ReadAngle16(sizebuf_t *msg_read)
void VectorMA(vec3_t veca, float scale, vec3_t vecb, vec3_t vecc)
void CL_TrapParticles(entity_t *ent)
char configstrings[MAX_CONFIGSTRINGS][MAX_QPATH]
void CL_FireEntityEvents(frame_t *frame)
void CL_ParsePacketEntities(frame_t *oldframe, frame_t *newframe)
void MSG_ReadPos(sizebuf_t *msg_read, vec3_t pos)
void Com_Printf(char *fmt,...)
void CL_BlasterTrail2(vec3_t start, vec3_t end)
int Q_strcasecmp(char *s1, char *s2)
float MSG_ReadAngle(sizebuf_t *msg_read)
void CL_RocketTrail(vec3_t start, vec3_t end, centity_t *old)
void CL_AddParticles(void)
void CL_EntityEvent(entity_state_t *ent)
centity_t cl_entities[MAX_EDICTS]
int MSG_ReadChar(sizebuf_t *msg_read)
void CL_ParseDelta(entity_state_t *from, entity_state_t *to, int number, int bits)
void Com_sprintf(char *dest, int size, char *fmt,...)
int Developer_searchpath(int who)
void V_AddLight(vec3_t org, float intensity, float r, float g, float b)
void CL_FlyEffect(centity_t *ent, vec3_t origin)