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cl_ents_nq.c
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cl_ents_nq.c
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#include "quakedef.h"
#include "protocol.h"
void EntityFrameQuake_ReadEntity(int bits)
{
int num;
entity_t *ent;
entity_state_t s;
if (bits & U_MOREBITS)
bits |= (MSG_ReadByte(&cl_message)<<8);
if ((bits & U_EXTEND1) && cls.protocol != PROTOCOL_NEHAHRAMOVIE)
{
bits |= MSG_ReadByte(&cl_message) << 16;
if (bits & U_EXTEND2)
bits |= MSG_ReadByte(&cl_message) << 24;
}
if (bits & U_LONGENTITY)
num = (unsigned short) MSG_ReadShort(&cl_message);
else
num = MSG_ReadByte(&cl_message);
if (num >= MAX_EDICTS)
Host_Error("EntityFrameQuake_ReadEntity: entity number (%i) >= MAX_EDICTS (%i)", num, MAX_EDICTS);
if (num < 1)
Host_Error("EntityFrameQuake_ReadEntity: invalid entity number (%i)", num);
if (cl.num_entities <= num)
{
cl.num_entities = num + 1;
if (num >= cl.max_entities)
CL_ExpandEntities(num);
}
ent = cl.entities + num;
// note: this inherits the 'active' state of the baseline chosen
// (state_baseline is always active, state_current may not be active if
// the entity was missing in the last frame)
if (bits & U_DELTA)
s = ent->state_current;
else
{
s = ent->state_baseline;
s.active = ACTIVE_NETWORK;
}
cl.isquakeentity[num] = true;
if (cl.lastquakeentity < num)
cl.lastquakeentity = num;
s.number = num;
s.time = cl.mtime[0];
s.flags = 0;
if (bits & U_MODEL)
{
if (cls.protocol == PROTOCOL_NEHAHRABJP || cls.protocol == PROTOCOL_NEHAHRABJP2 || cls.protocol == PROTOCOL_NEHAHRABJP3)
s.modelindex = (unsigned short) MSG_ReadShort(&cl_message);
else
s.modelindex = (s.modelindex & 0xFF00) | MSG_ReadByte(&cl_message);
}
if (bits & U_FRAME) s.frame = (s.frame & 0xFF00) | MSG_ReadByte(&cl_message);
if (bits & U_COLORMAP) s.colormap = MSG_ReadByte(&cl_message);
if (bits & U_SKIN) s.skin = MSG_ReadByte(&cl_message);
if (bits & U_EFFECTS) s.effects = (s.effects & 0xFF00) | MSG_ReadByte(&cl_message);
if (bits & U_ORIGIN1) s.origin[0] = MSG_ReadCoord(&cl_message, cls.protocol);
if (bits & U_ANGLE1) s.angles[0] = MSG_ReadAngle(&cl_message, cls.protocol);
if (bits & U_ORIGIN2) s.origin[1] = MSG_ReadCoord(&cl_message, cls.protocol);
if (bits & U_ANGLE2) s.angles[1] = MSG_ReadAngle(&cl_message, cls.protocol);
if (bits & U_ORIGIN3) s.origin[2] = MSG_ReadCoord(&cl_message, cls.protocol);
if (bits & U_ANGLE3) s.angles[2] = MSG_ReadAngle(&cl_message, cls.protocol);
if (bits & U_STEP) s.flags |= RENDER_STEP;
if (bits & U_ALPHA) s.alpha = MSG_ReadByte(&cl_message);
if (bits & U_SCALE) s.scale = MSG_ReadByte(&cl_message);
if (bits & U_EFFECTS2) s.effects = (s.effects & 0x00FF) | (MSG_ReadByte(&cl_message) << 8);
if (bits & U_GLOWSIZE) s.glowsize = MSG_ReadByte(&cl_message);
if (bits & U_GLOWCOLOR) s.glowcolor = MSG_ReadByte(&cl_message);
if (bits & U_COLORMOD) {int c = MSG_ReadByte(&cl_message);s.colormod[0] = (unsigned char)(((c >> 5) & 7) * (32.0f / 7.0f));s.colormod[1] = (unsigned char)(((c >> 2) & 7) * (32.0f / 7.0f));s.colormod[2] = (unsigned char)((c & 3) * (32.0f / 3.0f));}
if (bits & U_GLOWTRAIL) s.flags |= RENDER_GLOWTRAIL;
if (bits & U_FRAME2) s.frame = (s.frame & 0x00FF) | (MSG_ReadByte(&cl_message) << 8);
if (bits & U_MODEL2) s.modelindex = (s.modelindex & 0x00FF) | (MSG_ReadByte(&cl_message) << 8);
if (bits & U_SOLID) s.solid = MSG_ReadByte(&cl_message);
if (bits & U_VIEWMODEL) s.flags |= RENDER_VIEWMODEL;
if (bits & U_EXTERIORMODEL) s.flags |= RENDER_EXTERIORMODEL;
// LadyHavoc: to allow playback of the Nehahra movie
if (cls.protocol == PROTOCOL_NEHAHRAMOVIE && (bits & U_EXTEND1))
{
// LadyHavoc: evil format
int i = (int)MSG_ReadFloat(&cl_message);
int j = (int)(MSG_ReadFloat(&cl_message) * 255.0f);
if (i == 2)
{
i = (int)MSG_ReadFloat(&cl_message);
if (i)
s.effects |= EF_FULLBRIGHT;
}
if (j < 0)
s.alpha = 0;
else if (j == 0 || j >= 255)
s.alpha = 255;
else
s.alpha = j;
}
ent->state_previous = ent->state_current;
ent->state_current = s;
if (ent->state_current.active == ACTIVE_NETWORK)
{
CL_MoveLerpEntityStates(ent);
cl.entities_active[ent->state_current.number] = true;
}
if (cl_message.badread)
Host_Error("EntityFrameQuake_ReadEntity: read error");
}
void EntityFrameQuake_ISeeDeadEntities(void)
{
int num, lastentity;
if (cl.lastquakeentity == 0)
return;
lastentity = cl.lastquakeentity;
cl.lastquakeentity = 0;
for (num = 0;num <= lastentity;num++)
{
if (cl.isquakeentity[num])
{
if (cl.entities_active[num] && cl.entities[num].state_current.time == cl.mtime[0])
{
cl.isquakeentity[num] = true;
cl.lastquakeentity = num;
}
else
{
cl.isquakeentity[num] = false;
cl.entities_active[num] = ACTIVE_NOT;
cl.entities[num].state_current = defaultstate;
cl.entities[num].state_current.number = num;
}
}
}
}