so we know if we should go back to normal fog
| 1989 | extern vec3_t serverViewOrg; |
| 1990 | static qboolean cg_rangedFogging = qfalse; //so we know if we should go back to normal fog |
| 1991 | void CG_DrawActiveFrame( int serverTime, stereoFrame_t stereoView ) { |
| 1992 | qboolean inwater = qfalse; |
| 1993 | |
| 1994 | cg.time = serverTime; |
| 1995 | |
| 1996 | // update cvars |
| 1997 | CG_UpdateCvars(); |
| 1998 | |
| 1999 | // if we are only updating the screen as a loading |
| 2000 | // pacifier, don't even try to read snapshots |
| 2001 | if ( cg.infoScreenText[0] != 0 ) { |
| 2002 | CG_DrawInformation(); |
| 2003 | return; |
| 2004 | } |
| 2005 | |
| 2006 | CG_ClearHealthBarEnts(); |
| 2007 | |
| 2008 | CG_RunLightStyles(); |
| 2009 | |
| 2010 | // any looped sounds will be respecified as entities |
| 2011 | // are added to the render list |
| 2012 | cgi_S_ClearLoopingSounds(); |
| 2013 | |
| 2014 | // clear all the render lists |
| 2015 | cgi_R_ClearScene(); |
| 2016 | |
| 2017 | CG_BuildSolidList(); |
| 2018 | |
| 2019 | // set up cg.snap and possibly cg.nextSnap |
| 2020 | CG_ProcessSnapshots(); |
| 2021 | // if we haven't received any snapshots yet, all |
| 2022 | // we can draw is the information screen |
| 2023 | if ( !cg.snap ) { |
| 2024 | //CG_DrawInformation(); |
| 2025 | return; |
| 2026 | } |
| 2027 | |
| 2028 | // make sure the lagometerSample and frame timing isn't done twice when in stereo |
| 2029 | if ( stereoView != STEREO_RIGHT ) { |
| 2030 | cg.frametime = cg.time - cg.oldTime; |
| 2031 | cg.oldTime = cg.time; |
| 2032 | } |
| 2033 | // Make sure the helper has the updated time |
| 2034 | theFxHelper.AdjustTime( cg.frametime ); |
| 2035 | |
| 2036 | // let the client system know what our weapon and zoom settings are |
| 2037 | //FIXME: should really send forcePowersActive over network onto cg.snap->ps... |
| 2038 | const int fpActive = cg_entities[0].gent->client->ps.forcePowersActive; |
| 2039 | const bool matrixMode = !!(fpActive & ((1 << FP_SPEED) | (1 << FP_RAGE))); |
| 2040 | float speed = cg.refdef.fov_y / 75.0 * (matrixMode ? 1.0f : cg_timescale.value); |
| 2041 | |
| 2042 | //FIXME: junk code, BUG:168 |
| 2043 | |
| 2044 | static bool wasForceSpeed=false; |
| 2045 | bool isForceSpeed=cg_entities[0].gent->client->ps.forcePowersActive&(1<<FP_SPEED)?true:false; |
| 2046 | if (isForceSpeed&&!wasForceSpeed) |
| 2047 | { |
| 2048 | CGCam_Smooth(0.75f,5000); |
no test coverage detected