Source/ThunderBeast/QuakeToonProto1/client/cl_ents.c
void CL_AddEntities (void)
{
	if (cls.state != ca_active)
		return;

	if (cl.time > cl.frame.servertime)
	{
		if (cl_showclamp->value)
			Com_Printf ("high clamp %i\n", cl.time - cl.frame.servertime);
		cl.time = cl.frame.servertime;
		cl.lerpfrac = 1.0;
	}
	else if (cl.time < cl.frame.servertime - 100)
	{
		if (cl_showclamp->value)
			Com_Printf ("low clamp %i\n", cl.frame.servertime-100 - cl.time);
		cl.time = cl.frame.servertime - 100;
		cl.lerpfrac = 0;
	}
	else
		cl.lerpfrac = 1.0 - (cl.frame.servertime - cl.time) * 0.01;

	if (cl_timedemo->value)
		cl.lerpfrac = 1.0;

//	CL_AddPacketEntities (&cl.frame);
//	CL_AddTEnts ();
//	CL_AddParticles ();
//	CL_AddDLights ();
//	CL_AddLightStyles ();

	CL_CalcViewValues ();
	// PMM - moved this here so the heat beam has the right values for the vieworg, and can lock the beam to the gun
	CL_AddPacketEntities (&cl.frame);
#if 0
	CL_AddProjectiles ();
#endif
	CL_AddTEnts ();
	CL_AddParticles ();
	CL_AddDLights ();
	CL_AddLightStyles ();
}
/*
===============
CL_AddEntities

Emits all entities, particles, and lights to the refresh
===============
*/
CL_AddEntities
Emits all entities, particles, and lights to the refresh
CL_AddEntities Emits all entities particles and lights to the refresh
void CL_AddEntities (void)
{
	if (cls.state != ca_active)
		return;
	if (cl.time > cl.frame.servertime)
	{
		if (cl_showclamp->value)
			Com_Printf ("high clamp %i\n", cl.time - cl.frame.servertime);
		cl.time = cl.frame.servertime;
		cl.lerpfrac = 1.0;
	}
	else if (cl.time < cl.frame.servertime - 100)
	{
		if (cl_showclamp->value)
			Com_Printf ("low clamp %i\n", cl.frame.servertime-100 - cl.time);
		cl.time = cl.frame.servertime - 100;
		cl.lerpfrac = 0;
	}
	else
		cl.lerpfrac = 1.0 - (cl.frame.servertime - cl.time) * 0.01;
	if (cl_timedemo->value)
		cl.lerpfrac = 1.0;
	CL_CalcViewValues ();
	CL_AddPacketEntities (&cl.frame);
#if 0
	CL_AddProjectiles ();
#endif
	CL_AddTEnts ();
	CL_AddParticles ();
	CL_AddDLights ();
	CL_AddLightStyles ();
}
void CL_AddEntities ( void ) { if ( cls . state != ca_active ) return ; if ( cl . time > cl . frame . servertime ) { if ( cl_showclamp -> value ) Com_Printf ( " \n " , cl . time - cl . frame . servertime ) ; cl . time = cl . frame . servertime ; cl . lerpfrac = 1.0 ; } else if ( cl . time < cl . frame . servertime - 100 ) { if ( cl_showclamp -> value ) Com_Printf ( " \n " , cl . frame . servertime - 100 - cl . time ) ; cl . time = cl . frame . servertime - 100 ; cl . lerpfrac = 0 ; } else cl . lerpfrac = 1.0 - ( cl . frame . servertime - cl . time ) * 0.01 ; if ( cl_timedemo -> value ) cl . lerpfrac = 1.0 ; CL_CalcViewValues ( ) ; CL_AddPacketEntities ( & cl . frame ) ; #if 0 CL_AddProjectiles ( ) ; #endif CL_AddTEnts ( ) ; CL_AddParticles ( ) ; CL_AddDLights ( ) ; CL_AddLightStyles ( ) ; }
CL_AddEntities
Emits all entities, particles, and lights to the refresh
CL_AddEntities Emits all entities particles and lights to the refresh
//	CL_AddPacketEntities (&cl.frame); //	CL_AddTEnts (); //	CL_AddParticles (); //	CL_AddDLights (); //	CL_AddLightStyles (); // PMM - moved this here so the heat beam has the right values for the vieworg, and can lock the beam to the gun