FTEQW
Documentation of the FTE engine source tree.
cl_ents.c File Reference

Functions

void CL_PlayerFrameUpdated (player_state_t *plstate, entity_state_t *state, int sequence)
 
void CL_AckedInputFrame (int inseq, int outseq, qboolean worldstateokay)
 
qboolean CL_FilterModelindex (int modelindex, int frame)
 
voidGetBoneSpace (packet_entities_t *pack, unsigned int allocationpos)
 
void CL_FreeDlights (void)
 
void CL_InitDlights (void)
 
void CL_CloneDlight (dlight_t *dl, dlight_t *src)
 
dlight_tCL_AllocSlight (void)
 
dlight_tCL_AllocDlight (int key)
 
dlight_tCL_AllocDlightOrg (int keyidx, vec3_t keyorg)
 
dlight_tCL_NewDlight (int key, const vec3_t org, float radius, float time, float r, float g, float b)
 
void CL_DecayLights (void)
 
void CLQW_ParseDelta (entity_state_t *from, entity_state_t *to, int bits)
 
void FlushEntityPacket (void)
 
void CLFTE_ReadDelta (unsigned int entnum, entity_state_t *news, entity_state_t *olds, entity_state_t *baseline, packet_entities_t *newp, packet_entities_t *oldp)
 
void CLFTE_ParseBaseline (entity_state_t *es, qboolean numberisimportant)
 
void CL_PredictEntityMovement (entity_state_t *estate, float age)
 
void CLFTE_ParseEntities (void)
 
void CLQW_ParsePacketEntities (qboolean delta)
 
entity_state_tCL_FindOldPacketEntity (int num)
 
void DP5_ParseDelta (entity_state_t *s, packet_entities_t *pack)
 
void CLDP_ParseDarkPlaces5Entities (void)
 
void CLNQ_ParseEntity (unsigned int bits)
 
entity_state_tCL_FindPacketEntity (int num)
 
void CL_RotateAroundTag (entity_t *ent, int entnum, int parenttagent, int parenttagnum)
 
void V_AddAxisEntity (entity_t *in)
 
void V_ClearEntity (entity_t *e)
 
entity_tV_AddEntity (entity_t *in)
 
entity_tV_AddNewEntity (void)
 
int V_AddLight (int entsource, vec3_t org, float quant, float r, float g, float b)
 
void CLQ1_AddOrientedHalfSphere (shader_t *shader, float radius, float gap, float *matrix, float r, float g, float b, float a)
 
void CLQ1_AddOrientedSphere (shader_t *shader, float radius, float *matrix, float r, float g, float b, float a)
 
void CLQ1_AddOrientedCylinder (shader_t *shader, float radius, float height, qboolean capsule, float *matrix, float r, float g, float b, float a)
 
void CLQ1_DrawLine (shader_t *shader, vec3_t v1, vec3_t v2, float r, float g, float b, float a)
 
void CLQ1_AddSpriteQuad (shader_t *shader, vec3_t mid, float radius)
 
void CL_DrawDebugPlane (float *normal, float dist, float r, float g, float b, qboolean enqueue)
 
void CLQ1_AddOrientedCube (shader_t *shader, vec3_t mins, vec3_t maxs, float *matrix, float r, float g, float b, float a)
 
void CLQ1_AddVisibleBBoxes (void)
 
void CL_AddDecal (shader_t *shader, vec3_t origin, vec3_t up, vec3_t side, vec3_t rgbvalue, float alphavalue)
 
void R_AddItemTimer (vec3_t shadoworg, float yaw, float radius, float percent, vec3_t rgb)
 
void CLQ1_AddShadow (entity_t *ent)
 
void CLQ1_AddPowerupShell (entity_t *ent, qboolean viewweap, unsigned int effects)
 
void CL_ClearLerpEntsParticleState (void)
 
void CL_LinkStaticEntities (void *pvs, int *areas)
 
void R_FlameTrail (vec3_t start, vec3_t end, float seperation)
 
qboolean CL_MayLerp (void)
 
void CL_TransitionEntities (void)
 
void CL_LinkPacketEntities (void)
 
void CL_ClearProjectiles (void)
 
void CL_ParseProjectiles (int modelindex, qboolean nails2)
 
void CL_LinkProjectiles (void)
 
entity_tCL_NewTempEntity (void)
 
void CL_ParseClientdata (void)
 
void CL_MVDUpdateSpectator (void)
 
void CLQW_ParsePlayerinfo (void)
 
void CL_AddFlagModels (entity_t *ent, int team)
 
void CL_AddVWeapModel (entity_t *player, model_t *model)
 
void CL_LinkPlayers (void)
 
void CL_LinkViewModel (void)
 
void CL_SetSolidEntities (void)
 
void CL_SetUpPlayerPrediction (qboolean dopred)
 
void CL_SetSolidPlayers (void)
 
void CL_ClearEntityLists (void)
 
void CL_FreeVisEdicts (void)
 
void CL_EmitEntities (void)
 
void CL_ClearPredict (void)
 

Variables

cvar_t cl_predict_players
 
cvar_t cl_predict_players_frac
 
cvar_t cl_predict_players_latency
 
cvar_t cl_predict_players_nudge
 
cvar_t cl_lerp_players
 
cvar_t cl_lerp_maxinterval
 
cvar_t cl_lerp_maxdistance
 
cvar_t cl_solid_players
 
cvar_t cl_item_bobbing
 
cvar_t r_rocketlight
 
cvar_t r_lightflicker
 
cvar_t r_dimlight_colour
 
cvar_t r_brightlight_colour
 
cvar_t r_redlight_colour
 
cvar_t r_greenlight_colour
 
cvar_t r_bluelight_colour
 
cvar_t cl_r2g
 
cvar_t r_powerupglow
 
cvar_t v_powerupshell
 
cvar_t cl_nolerp
 
cvar_t cl_nolerp_netquake
 
cvar_t r_torch
 
cvar_t r_shadows
 
cvar_t r_showbboxes
 
cvar_t gl_simpleitems
 
float r_blobshadows
 
cvar_t cl_gibfilter
 
cvar_t cl_deadbodyfilter
 
int cl_playerindex
 
world_t csqc_world
 
int cl_h_playerindex
 
int cl_rocketindex
 
int cl_grenadeindex
 
int cl_gib1index
 
int cl_gib2index
 
int cl_gib3index
 
projectile_t cl_projectiles [MAX_PROJECTILES]
 
int cl_num_projectiles
 
int cl_spikeindex
 
int cl_flagindex
 
int parsecountmod
 
int oldparsecountmod
 
double parsecounttime
 
int lastplayerinfo
 
vec3_t nametagorg [MAX_CLIENTS]
 
qboolean nametagseen [MAX_CLIENTS]
 

Function Documentation

◆ CL_AckedInputFrame()

void CL_AckedInputFrame ( int  inseq,
int  outseq,
qboolean  worldstateokay 
)

◆ CL_AddDecal()

void CL_AddDecal ( shader_t shader,
vec3_t  origin,
vec3_t  up,
vec3_t  side,
vec3_t  rgbvalue,
float  alphavalue 
)

◆ CL_AddFlagModels()

void CL_AddFlagModels ( entity_t ent,
int  team 
)

◆ CL_AddVWeapModel()

void CL_AddVWeapModel ( entity_t player,
model_t model 
)

◆ CL_AllocDlight()

dlight_t * CL_AllocDlight ( int  key)

◆ CL_AllocDlightOrg()

dlight_t * CL_AllocDlightOrg ( int  keyidx,
vec3_t  keyorg 
)

◆ CL_AllocSlight()

dlight_t * CL_AllocSlight ( void  )

◆ CL_ClearEntityLists()

void CL_ClearEntityLists ( void  )

◆ CL_ClearLerpEntsParticleState()

void CL_ClearLerpEntsParticleState ( void  )

◆ CL_ClearPredict()

void CL_ClearPredict ( void  )

◆ CL_ClearProjectiles()

void CL_ClearProjectiles ( void  )

◆ CL_CloneDlight()

void CL_CloneDlight ( dlight_t dl,
dlight_t src 
)

◆ CL_DecayLights()

void CL_DecayLights ( void  )

◆ CL_DrawDebugPlane()

void CL_DrawDebugPlane ( float *  normal,
float  dist,
float  r,
float  g,
float  b,
qboolean  enqueue 
)

◆ CL_EmitEntities()

void CL_EmitEntities ( void  )

◆ CL_FilterModelindex()

qboolean CL_FilterModelindex ( int  modelindex,
int  frame 
)

◆ CL_FindOldPacketEntity()

entity_state_t * CL_FindOldPacketEntity ( int  num)

◆ CL_FindPacketEntity()

entity_state_t * CL_FindPacketEntity ( int  num)

◆ CL_FreeDlights()

void CL_FreeDlights ( void  )

◆ CL_FreeVisEdicts()

void CL_FreeVisEdicts ( void  )

◆ CL_InitDlights()

void CL_InitDlights ( void  )

◆ CL_LinkPacketEntities()

void CL_LinkPacketEntities ( void  )

◆ CL_LinkPlayers()

void CL_LinkPlayers ( void  )

◆ CL_LinkProjectiles()

void CL_LinkProjectiles ( void  )

◆ CL_LinkStaticEntities()

void CL_LinkStaticEntities ( void pvs,
int areas 
)

◆ CL_LinkViewModel()

void CL_LinkViewModel ( void  )

◆ CL_MayLerp()

qboolean CL_MayLerp ( void  )

◆ CL_MVDUpdateSpectator()

void CL_MVDUpdateSpectator ( void  )

◆ CL_NewDlight()

dlight_t * CL_NewDlight ( int  key,
const vec3_t  org,
float  radius,
float  time,
float  r,
float  g,
float  b 
)

◆ CL_NewTempEntity()

entity_t * CL_NewTempEntity ( void  )

◆ CL_ParseClientdata()

void CL_ParseClientdata ( void  )

◆ CL_ParseProjectiles()

void CL_ParseProjectiles ( int  modelindex,
qboolean  nails2 
)

◆ CL_PlayerFrameUpdated()

void CL_PlayerFrameUpdated ( player_state_t plstate,
entity_state_t state,
int  sequence 
)

◆ CL_PredictEntityMovement()

void CL_PredictEntityMovement ( entity_state_t estate,
float  age 
)

◆ CL_RotateAroundTag()

void CL_RotateAroundTag ( entity_t ent,
int  entnum,
int  parenttagent,
int  parenttagnum 
)

◆ CL_SetSolidEntities()

void CL_SetSolidEntities ( void  )

◆ CL_SetSolidPlayers()

void CL_SetSolidPlayers ( void  )

◆ CL_SetUpPlayerPrediction()

void CL_SetUpPlayerPrediction ( qboolean  dopred)

◆ CL_TransitionEntities()

void CL_TransitionEntities ( void  )

◆ CLDP_ParseDarkPlaces5Entities()

void CLDP_ParseDarkPlaces5Entities ( void  )

◆ CLFTE_ParseBaseline()

void CLFTE_ParseBaseline ( entity_state_t es,
qboolean  numberisimportant 
)

◆ CLFTE_ParseEntities()

void CLFTE_ParseEntities ( void  )

◆ CLFTE_ReadDelta()

void CLFTE_ReadDelta ( unsigned int  entnum,
entity_state_t news,
entity_state_t olds,
entity_state_t baseline,
packet_entities_t newp,
packet_entities_t oldp 
)

◆ CLNQ_ParseEntity()

void CLNQ_ParseEntity ( unsigned int  bits)

◆ CLQ1_AddOrientedCube()

void CLQ1_AddOrientedCube ( shader_t shader,
vec3_t  mins,
vec3_t  maxs,
float *  matrix,
float  r,
float  g,
float  b,
float  a 
)

◆ CLQ1_AddOrientedCylinder()

void CLQ1_AddOrientedCylinder ( shader_t shader,
float  radius,
float  height,
qboolean  capsule,
float *  matrix,
float  r,
float  g,
float  b,
float  a 
)

◆ CLQ1_AddOrientedHalfSphere()

void CLQ1_AddOrientedHalfSphere ( shader_t shader,
float  radius,
float  gap,
float *  matrix,
float  r,
float  g,
float  b,
float  a 
)

◆ CLQ1_AddOrientedSphere()

void CLQ1_AddOrientedSphere ( shader_t shader,
float  radius,
float *  matrix,
float  r,
float  g,
float  b,
float  a 
)

◆ CLQ1_AddPowerupShell()

void CLQ1_AddPowerupShell ( entity_t ent,
qboolean  viewweap,
unsigned int  effects 
)

◆ CLQ1_AddShadow()

void CLQ1_AddShadow ( entity_t ent)

◆ CLQ1_AddSpriteQuad()

void CLQ1_AddSpriteQuad ( shader_t shader,
vec3_t  mid,
float  radius 
)

◆ CLQ1_AddVisibleBBoxes()

void CLQ1_AddVisibleBBoxes ( void  )

◆ CLQ1_DrawLine()

void CLQ1_DrawLine ( shader_t shader,
vec3_t  v1,
vec3_t  v2,
float  r,
float  g,
float  b,
float  a 
)

◆ CLQW_ParseDelta()

void CLQW_ParseDelta ( entity_state_t from,
entity_state_t to,
int  bits 
)

◆ CLQW_ParsePacketEntities()

void CLQW_ParsePacketEntities ( qboolean  delta)

◆ CLQW_ParsePlayerinfo()

void CLQW_ParsePlayerinfo ( void  )

◆ DP5_ParseDelta()

void DP5_ParseDelta ( entity_state_t s,
packet_entities_t pack 
)

◆ FlushEntityPacket()

void FlushEntityPacket ( void  )

◆ GetBoneSpace()

void * GetBoneSpace ( packet_entities_t pack,
unsigned int  allocationpos 
)

◆ R_AddItemTimer()

void R_AddItemTimer ( vec3_t  shadoworg,
float  yaw,
float  radius,
float  percent,
vec3_t  rgb 
)

◆ R_FlameTrail()

void R_FlameTrail ( vec3_t  start,
vec3_t  end,
float  seperation 
)

◆ V_AddAxisEntity()

void V_AddAxisEntity ( entity_t in)

◆ V_AddEntity()

entity_t * V_AddEntity ( entity_t in)

◆ V_AddLight()

int V_AddLight ( int  entsource,
vec3_t  org,
float  quant,
float  r,
float  g,
float  b 
)

◆ V_AddNewEntity()

entity_t * V_AddNewEntity ( void  )

◆ V_ClearEntity()

void V_ClearEntity ( entity_t e)

Variable Documentation

◆ cl_deadbodyfilter

cvar_t cl_deadbodyfilter

◆ cl_flagindex

int cl_flagindex

◆ cl_gib1index

int cl_gib1index

◆ cl_gib2index

int cl_gib2index

◆ cl_gib3index

int cl_gib3index

◆ cl_gibfilter

cvar_t cl_gibfilter
extern

◆ cl_grenadeindex

int cl_grenadeindex

◆ cl_h_playerindex

int cl_h_playerindex

◆ cl_item_bobbing

cvar_t cl_item_bobbing
extern

◆ cl_lerp_maxdistance

cvar_t cl_lerp_maxdistance
extern

◆ cl_lerp_maxinterval

cvar_t cl_lerp_maxinterval
extern

◆ cl_lerp_players

cvar_t cl_lerp_players
extern

◆ cl_nolerp

cvar_t cl_nolerp
extern

◆ cl_nolerp_netquake

cvar_t cl_nolerp_netquake
extern

◆ cl_num_projectiles

int cl_num_projectiles

◆ cl_playerindex

int cl_playerindex

◆ cl_predict_players

cvar_t cl_predict_players
extern

◆ cl_predict_players_frac

cvar_t cl_predict_players_frac
extern

◆ cl_predict_players_latency

cvar_t cl_predict_players_latency
extern

◆ cl_predict_players_nudge

cvar_t cl_predict_players_nudge
extern

◆ cl_projectiles

projectile_t cl_projectiles[MAX_PROJECTILES]

◆ cl_r2g

cvar_t cl_r2g
extern

◆ cl_rocketindex

int cl_rocketindex

◆ cl_solid_players

cvar_t cl_solid_players
extern

◆ cl_spikeindex

int cl_spikeindex
extern

◆ csqc_world

world_t csqc_world
extern

◆ gl_simpleitems

cvar_t gl_simpleitems
extern

◆ lastplayerinfo

int lastplayerinfo

◆ nametagorg

vec3_t nametagorg[MAX_CLIENTS]

◆ nametagseen

qboolean nametagseen[MAX_CLIENTS]

◆ oldparsecountmod

int oldparsecountmod

◆ parsecountmod

int parsecountmod
extern

◆ parsecounttime

double parsecounttime
extern

◆ r_blobshadows

float r_blobshadows

◆ r_bluelight_colour

cvar_t r_bluelight_colour
extern

◆ r_brightlight_colour

cvar_t r_brightlight_colour
extern

◆ r_dimlight_colour

cvar_t r_dimlight_colour
extern

◆ r_greenlight_colour

cvar_t r_greenlight_colour
extern

◆ r_lightflicker

cvar_t r_lightflicker
extern

◆ r_powerupglow

cvar_t r_powerupglow
extern

◆ r_redlight_colour

cvar_t r_redlight_colour
extern

◆ r_rocketlight

cvar_t r_rocketlight
extern

◆ r_shadows

cvar_t r_shadows
extern

◆ r_showbboxes

cvar_t r_showbboxes
extern

◆ r_torch

cvar_t r_torch
extern

◆ v_powerupshell

cvar_t v_powerupshell
extern