Commit graph

21 commits

Author SHA1 Message Date
f871cc004f Fix svdemo_play from in-game and devmap from demo playback
Multiple issues fixed for seamless transitions:

Server lifecycle:
- SV_Shutdown before devmap in SVD_Play_f: drops old clients so
  spectator doesn't land in slot 0 (recorded player collision)
- SVD_IsStarting flag prevents cleanup hooks from destroying demo
  state during our own SV_Shutdown/SV_SpawnServer calls
- SV_SpawnServer stops demo playback on non-demo map changes
  via SVD_CleanupPlayback (no disconnect, just state cleanup)
- SVD_CleanupPlayback made non-static for use from sv_init.c

Cvar handling:
- Use Cvar_Set2 with force=qtrue for CVAR_ROM sv_demoplaying
- Set cvar AFTER SV_Shutdown (old game module gone) but BEFORE
  devmap (so new G_InitGame reads correct value)
- Set CS_SVDEMO configstring after devmap as backup for cgame

Game module:
- ClientBegin: set pm_type=PM_SPECTATOR after ClientSpawn (which
  memsets ps). ClientThink_real normally sets this but is disabled
  in demo mode.
- G_WriteSessionData: skip during demo playback so forced
  TEAM_SPECTATOR doesn't persist to next normal game
- ClientThink: return early in demo mode (no server-side movement)

Removed debug prints and unused SVD_GetPlayMaxClients.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-24 06:32:08 +08:00
fe628a2cc4 Remove PVS data from demo format, derive during playback
Stop recording currentOrigin, absmin, absmax, linked per entity
(44 bytes per moving entity per frame). During playback, G_RunFrame
computes currentOrigin via BG_EvaluateTrajectory and calls
trap_LinkEntity to register in BSP for PVS.

svFlags still recorded (1-bit change flag + 4 bytes when changed).
Entity linking moved from SVD_ReadFrame (server, no trajectory eval)
to G_RunFrame demo mode (game module, has BG_EvaluateTrajectory).

Scan all MAX_GENTITIES during playback since recorded entities may
have indices above level.num_entities (game-module-spawned count).

Demo format bumped to v3. Significant file size reduction.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-24 05:00:21 +08:00
5a98ef02cf Use cached g_svDemoPlaying.integer instead of trap_Cvar syscalls
sv_demoplaying is set before devmap, synced during G_RegisterCvars,
and updated every frame by G_UpdateCvars. No need for defensive
trap_Cvar_VariableIntegerValue calls which add unnecessary syscall
overhead on every invocation.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-24 04:32:57 +08:00
2ce4aa88f2 Fix follow mode switching and PVS during pause
Three issues fixed:

1. ClientThink called ClientThink_real during demo playback, which
   ran server-side PmoveSingle and overwrote the client-owned
   ps.origin. Now ClientThink returns early in demo mode after
   updating pers.cmd (for button access).

2. Buttons never reached the server while paused: SV_UserMove
   discards usercmds with duplicate serverTime (line 1421). During
   pause, all usercmds have frozen serverTime. Fix: always process
   the last usercmd in the packet during demo playback.

3. Spectator button handling in G_RunFrame demo mode processes
   MOUSE1 (attack) to cycle follow targets via Cmd_FollowCycle_f.
   Removed debug print.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-24 04:31:39 +08:00
6e13c747ba Client-owned camera for demo spectator
cgame runs its own PmoveSingle for the free camera using real time,
independent of server time. Solves pause freezing — camera moves
smoothly while svs.time is frozen.

Changes:
- usercmd_t: add optional origin[3] with 1-bit flag (zero cost for
  normal gameplay, 13 bytes during demo viewing)
- msg.c: serialize optional origin in usercmd delta encoding
- CG_SETCLIENTORIGIN trap: cgame sends camera origin to engine
- cl_input.c: CL_FinishMove writes cgame origin into usercmd
- cg_predict.c: CG_PredictPlayerState runs local PmoveSingle for
  free camera in svDemo mode, sends origin via trap for PVS
- cg_snapshot.c: detect follow→free camera transition, init camera
  from last known position
- cg_main.c: detect svDemo mode from CS_SVDEMO configstring,
  lazy-init camera from first snapshot's spectator spawn
- g_main.c: G_InitGame sets CS_SVDEMO configstring, G_RunFrame
  copies cmd.origin to ps.origin for PVS instead of ClientThink_real
- bg_public.h: CS_SVDEMO configstring index (26)

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-24 03:51:51 +08:00
40d077fe17 Allow 'team spectator' during demo playback to exit follow mode
Previously all team changes were blocked during demo playback.
Now 'team spectator' (or 'team s') is allowed — it calls
StopFollowing to return to free camera. All other team changes
remain blocked.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-24 02:42:23 +08:00
c6af63ae42 SNAPFLAG_RESET_ENTITIES: no-interpolation reset without gamestate resend
Replace the gamestate resend approach for map_restart with a custom
snapshot flag (SNAPFLAG_RESET_ENTITIES, bit 4 in snapFlags byte).

Server side (sv_netdemo.c):
- On restart frame, OR the flag into svs.snapFlagServerBit (one-shot)
- Cleared at the start of the next playback frame

Client side (cg_snapshot.c):
- CG_SetNextSnap: clear currentValid for all entities when flag is set,
  making them all "new" — existing interpolation check at line 228
  sets interpolate=qfalse, CG_TransitionEntity calls CG_ResetEntity
- Also set cg.nextFrameTeleport=qtrue to prevent playerstate
  interpolation during follow mode

No loading screen, no lost frames, no gamestate resend. Entities and
playerstate both snap to correct positions on map_restart.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-24 00:19:36 +08:00
fcd5fc6ce8 Fix spectator display and recorded spectator handling
- Set sv_demoplaying before devmap so game module knows during
  ClientConnect/ClientBegin
- Call ClientUserinfoChanged after forcing spectator team so
  CS_PLAYERS configstring has correct team value for cgame
- Record sanitized playerState for spectators (pm_type=PM_SPECTATOR,
  PERS_TEAM=TEAM_SPECTATOR) so they show correctly on scoreboard
  instead of appearing as regular players from follow-mode corruption

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-23 23:44:22 +08:00
76538c3216 Block team changes during demo playback
Prevent spectators from joining a playing team during demo
playback, which would disrupt the playback state. Prints a
message to the client instead.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-23 06:26:28 +08:00
0bd116982a Add player follow mode during demo playback
Call CalculateRanks and ClientEndFrame for the spectator in demo
mode G_RunFrame. SpectatorClientEndFrame copies the followed
player's recorded playerState into the spectator's ps, giving
first-person view with full HUD (health, armor, ammo, weapon).

Standard spectator controls work: mouse1 to cycle, mouse2 to
enter follow from free camera.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-23 04:52:58 +08:00
1f8c8aea1c Record playerStates for scoreboard and future follow mode
Record delta-compressed playerState_t for each active player per
frame using MSG_WriteDeltaPlayerstate. During playback, inject
into game module via SV_GameClientNum and mark players as
CON_CONNECTED with correct team. CalculateRanks and the
scoreboard now show recorded players with scores.

This also lays the groundwork for player-follow spectating.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-23 04:46:40 +08:00
a8044aad8b Server-side demo recording and playback (netdemo)
Records full entity state array each server frame, enabling
free-camera demo playback from any viewpoint.

Recording:
- svdemo_record <name> / svdemo_stop
- Captures entityState_t + PVS fields (svFlags, linked,
  currentOrigin, absmin, absmax) for all active entities
- Records configstring changes per frame
- File format: svdemos/<name>.svdm

Playback:
- svdemo_play <name>
- Loads map with maxclients=64, reserves recorded player slots
  (CS_ZOMBIE with safe rate/timing) so spectator gets a high slot
- Injects recorded entities into sv.gentities each frame with
  SV_LinkEntity for PVS visibility
- Re-applies demo configstrings (CS_PLAYERS etc.) after map load,
  skipping CS_SERVERINFO/CS_SYSTEMINFO to avoid latch restarts
- Game module runs in demo mode (sv_demoplaying cvar): G_RunFrame
  only processes spectator movement, skips all entity logic
- Spectator forced to TEAM_SPECTATOR on connect (ClientBegin)

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-23 04:28:55 +08:00
ba1c1b5a60 QL step jump with master gate and projected validation
Add full QL-style PM_StepSlideMove with:
- Master gate: trace from start to final position filters micro-bumps
- Projected position validation: trace down at where player would be
  without collision, rejects walls (startsolid) and confirms stairs
- Air-step friction: 3% horizontal penalty on airborne step-ups
- PM_Jump() call when all gates pass on valid stair geometry

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-21 20:58:11 +08:00
043e3a2def QL stair traversal: conditional velocity clip + air steps
Two changes to PM_StepSlideMove that transform stair traversal:

1. Remove Q3 velocity[2]>0 gate (QL pm_airSteps): allow step-ups
   while airborne, enabling bunny-hop stair traversal.

2. Conditional velocity clip: only clip velocity to step-down surface
   when moving INTO it (dot product < 0). Skip clip when velocity is
   moving away (dot >= 0), preserving upward momentum through steps.
   This is THE key mechanic for smooth QL-style stair hopping.

Also adds 100ms jump cooldown (lastJumpTime) to prevent same-frame
double-fires during rapid step-ups.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-21 15:08:16 +08:00
3327e9680c QL movement foundation: auto-hop, PM_Jump/PM_CanJump extraction, lastJumpTime
- Extract PM_Jump from PM_CheckJump for reuse by future step jump code
- Add PM_CanJump gate function (checks respawned, pm_type, upmove)
- Remove PMF_JUMP_HELD gate for QL-style auto-hop (hold jump to bunny hop)
- Add lastJumpTime to playerState_t (networked via msg.c) for jump cooldown
- bg_slidemove.c unchanged (no step jump yet -- needs proper QL analysis)

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-21 05:45:18 +08:00
009dc313d4 Implement QL-style auto-hop (always enabled)
Remove the PMF_JUMP_HELD gate from PM_CheckJump so players can
hold jump to bunny hop continuously without releasing between
hops. The existing Pmove() outer loop already forces upmove=20
when PMF_JUMP_HELD is set, making this the only change needed.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-21 04:33:41 +08:00
0602b6ad4b Extract PM_Jump from PM_CheckJump (QL-style refactor)
Separate the jump execution (velocity, event, animation) from the
gate logic (respawn check, upmove threshold, jump-held check).
This prepares the code for QL features that need to trigger jumps
from contexts other than the normal ground jump path (step jump,
double jump, etc). No behavior change.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-21 04:31:49 +08:00
Sergei Shubin
5eb0118ee3 Copy game/cgame/ui to missionpack/ for TA configurations
Debug TA and Release TA configs now copy their output DLLs to
workdir/missionpack/ instead of workdir/baseq3/, matching the
Q3 Team Arena directory layout. MISSIONPACK was already defined
for TA configs; this completes the baseline TA setup.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-18 16:06:35 +08:00
Sergei Shubin
a1fce2ed93 Add AfterBuild Copy tasks to deploy outputs to workdir
game/cgame/q3_ui copy DLLs to workdir/baseq3/, quake3 copies exe to workdir/.
Uses MSBuild <Copy> task with per-config _CopyOutputFile property; Alpha AXP
configs are skipped (no _CopyOutputFile defined).

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-18 13:53:13 +08:00
Sergei Shubin
f85c79bf5a Migrate to Visual Studio 2022: replace .vcproj with .vcxproj, add .gitignore
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-18 13:36:28 +08:00
Sergei Shubin
4c57221941 Initial commit: Quake 3 1.32b GPL source 2026-03-18 13:32:24 +08:00