2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
20 // cl_main.c -- client main loop
23 #include "cl_collision.h"
27 // we need to declare some mouse variables here, because the menu system
28 // references them even when on a unix system.
30 cvar_t cl_shownet = {0, "cl_shownet","0"};
31 cvar_t cl_nolerp = {0, "cl_nolerp", "0"};
33 cvar_t cl_itembobheight = {0, "cl_itembobheight", "0"}; // try 8
34 cvar_t cl_itembobspeed = {0, "cl_itembobspeed", "0.5"};
36 cvar_t lookspring = {CVAR_SAVE, "lookspring","0"};
37 cvar_t lookstrafe = {CVAR_SAVE, "lookstrafe","0"};
38 cvar_t sensitivity = {CVAR_SAVE, "sensitivity","3", 1, 30};
40 cvar_t m_pitch = {CVAR_SAVE, "m_pitch","0.022"};
41 cvar_t m_yaw = {CVAR_SAVE, "m_yaw","0.022"};
42 cvar_t m_forward = {CVAR_SAVE, "m_forward","1"};
43 cvar_t m_side = {CVAR_SAVE, "m_side","0.8"};
45 cvar_t freelook = {CVAR_SAVE, "freelook", "1"};
47 cvar_t r_draweffects = {0, "r_draweffects", "1"};
49 cvar_t cl_explosions_alpha_start = {CVAR_SAVE, "cl_explosions_alpha_start", "1.5"};
50 cvar_t cl_explosions_alpha_end = {CVAR_SAVE, "cl_explosions_alpha_end", "0"};
51 cvar_t cl_explosions_size_start = {CVAR_SAVE, "cl_explosions_size_start", "16"};
52 cvar_t cl_explosions_size_end = {CVAR_SAVE, "cl_explosions_size_end", "128"};
53 cvar_t cl_explosions_lifetime = {CVAR_SAVE, "cl_explosions_lifetime", "0.5"};
55 cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "1"};
56 cvar_t cl_stainmaps_clearonload = {CVAR_SAVE, "cl_stainmaps_clearonload", "1"};
58 cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1"};
59 cvar_t cl_beams_relative = {CVAR_SAVE, "cl_beams_relative", "1"};
60 cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0"};
62 cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0"};
64 cvar_t cl_prydoncursor = {0, "cl_prydoncursor", "0"};
66 mempool_t *cl_mempool;
72 int cl_max_static_entities;
73 int cl_max_temp_entities;
77 int cl_max_lightstyle;
78 int cl_max_brushmodel_entities;
80 entity_t *cl_entities;
81 qbyte *cl_entities_active;
82 entity_t *cl_static_entities;
83 entity_t *cl_temp_entities;
84 cl_effect_t *cl_effects;
87 lightstyle_t *cl_lightstyle;
88 entity_render_t **cl_brushmodel_entities;
91 int cl_num_static_entities;
92 int cl_num_temp_entities;
93 int cl_num_brushmodel_entities;
101 void CL_ClearState(void)
105 if (cl_entities) Mem_Free(cl_entities);cl_entities = NULL;
106 if (cl_entities_active) Mem_Free(cl_entities_active);cl_entities_active = NULL;
107 if (cl_static_entities) Mem_Free(cl_static_entities);cl_static_entities = NULL;
108 if (cl_temp_entities) Mem_Free(cl_temp_entities);cl_temp_entities = NULL;
109 if (cl_effects) Mem_Free(cl_effects);cl_effects = NULL;
110 if (cl_beams) Mem_Free(cl_beams);cl_beams = NULL;
111 if (cl_dlights) Mem_Free(cl_dlights);cl_dlights = NULL;
112 if (cl_lightstyle) Mem_Free(cl_lightstyle);cl_lightstyle = NULL;
113 if (cl_brushmodel_entities) Mem_Free(cl_brushmodel_entities);cl_brushmodel_entities = NULL;
114 if (cl.entitydatabase) EntityFrame_FreeDatabase(cl.entitydatabase);cl.entitydatabase = NULL;
115 if (cl.entitydatabase4) EntityFrame4_FreeDatabase(cl.entitydatabase4);cl.entitydatabase4 = NULL;
116 if (cl.scores) Mem_Free(cl.scores);cl.scores = NULL;
121 // wipe the entire cl structure
122 memset (&cl, 0, sizeof(cl));
123 // reset the view zoom interpolation
124 cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
126 SZ_Clear (&cls.message);
129 cl_num_static_entities = 0;
130 cl_num_temp_entities = 0;
131 cl_num_brushmodel_entities = 0;
133 // tweak these if the game runs out
134 cl_max_entities = 256;
135 cl_max_static_entities = 256;
136 cl_max_temp_entities = 512;
137 cl_max_effects = 256;
139 cl_max_dlights = MAX_DLIGHTS;
140 cl_max_lightstyle = MAX_LIGHTSTYLES;
141 cl_max_brushmodel_entities = MAX_EDICTS;
143 cl_entities = Mem_Alloc(cl_mempool, cl_max_entities * sizeof(entity_t));
144 cl_entities_active = Mem_Alloc(cl_mempool, cl_max_brushmodel_entities * sizeof(qbyte));
145 cl_static_entities = Mem_Alloc(cl_mempool, cl_max_static_entities * sizeof(entity_t));
146 cl_temp_entities = Mem_Alloc(cl_mempool, cl_max_temp_entities * sizeof(entity_t));
147 cl_effects = Mem_Alloc(cl_mempool, cl_max_effects * sizeof(cl_effect_t));
148 cl_beams = Mem_Alloc(cl_mempool, cl_max_beams * sizeof(beam_t));
149 cl_dlights = Mem_Alloc(cl_mempool, cl_max_dlights * sizeof(dlight_t));
150 cl_lightstyle = Mem_Alloc(cl_mempool, cl_max_lightstyle * sizeof(lightstyle_t));
151 cl_brushmodel_entities = Mem_Alloc(cl_mempool, cl_max_brushmodel_entities * sizeof(entity_render_t *));
153 // LordHavoc: have to set up the baseline info for alpha and other stuff
154 for (i = 0;i < cl_max_entities;i++)
156 cl_entities[i].state_baseline = defaultstate;
157 cl_entities[i].state_previous = defaultstate;
158 cl_entities[i].state_current = defaultstate;
162 CL_Particles_Clear();
166 void CL_ExpandEntities(int num)
168 int i, oldmaxentities;
169 entity_t *oldentities;
170 if (num >= cl_max_entities)
173 Host_Error("CL_ExpandEntities: cl_entities not initialized\n");
174 if (num >= MAX_EDICTS)
175 Host_Error("CL_ExpandEntities: num %i >= %i\n", num, MAX_EDICTS);
176 oldmaxentities = cl_max_entities;
177 oldentities = cl_entities;
178 cl_max_entities = (num & ~255) + 256;
179 cl_entities = Mem_Alloc(cl_mempool, cl_max_entities * sizeof(entity_t));
180 memcpy(cl_entities, oldentities, oldmaxentities * sizeof(entity_t));
181 Mem_Free(oldentities);
182 for (i = oldmaxentities;i < cl_max_entities;i++)
184 cl_entities[i].state_baseline = defaultstate;
185 cl_entities[i].state_previous = defaultstate;
186 cl_entities[i].state_current = defaultstate;
192 =====================
195 Sends a disconnect message to the server
196 This is also called on Host_Error, so it shouldn't cause any errors
197 =====================
199 void CL_Disconnect(void)
201 if (cls.state == ca_dedicated)
204 Con_DPrintf("CL_Disconnect\n");
206 // stop sounds (especially looping!)
209 // clear contents blends
210 cl.cshifts[0].percent = 0;
211 cl.cshifts[1].percent = 0;
212 cl.cshifts[2].percent = 0;
213 cl.cshifts[3].percent = 0;
215 cl.worldmodel = NULL;
217 if (cls.demoplayback)
221 if (cls.demorecording)
224 Con_DPrint("Sending clc_disconnect\n");
225 SZ_Clear(&cls.message);
226 MSG_WriteByte(&cls.message, clc_disconnect);
227 NetConn_SendUnreliableMessage(cls.netcon, &cls.message);
228 SZ_Clear(&cls.message);
229 NetConn_Close(cls.netcon);
232 cls.state = ca_disconnected;
234 cls.demoplayback = cls.timedemo = false;
238 void CL_Disconnect_f(void)
242 Host_ShutdownServer (false);
249 =====================
250 CL_EstablishConnection
252 Host should be either "local" or a net address
253 =====================
255 void CL_EstablishConnection(const char *host)
257 if (cls.state == ca_dedicated)
260 // clear menu's connect error message
261 M_Update_Return_Reason("");
264 // stop demo loop in case this fails
266 NetConn_ClientFrame();
267 NetConn_ServerFrame();
269 if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
271 cls.connect_trying = true;
272 cls.connect_remainingtries = 3;
273 cls.connect_nextsendtime = 0;
274 M_Update_Return_Reason("Trying to connect...");
277 NetConn_ClientFrame();
278 NetConn_ServerFrame();
279 NetConn_ClientFrame();
280 NetConn_ServerFrame();
281 NetConn_ClientFrame();
282 NetConn_ServerFrame();
283 NetConn_ClientFrame();
284 NetConn_ServerFrame();
289 Con_Print("Unable to find a suitable network socket to connect to server.\n");
290 M_Update_Return_Reason("No network");
299 static void CL_PrintEntities_f(void)
305 for (i = 0, ent = cl_entities;i < cl_num_entities;i++, ent++)
307 if (!ent->state_current.active)
310 if (ent->render.model)
311 strlcpy (name, ent->render.model->name, 25);
313 strcpy(name, "--no model--");
314 for (j = strlen(name);j < 25;j++)
316 Con_Printf("%3i: %s:%04i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", i, name, ent->render.frame, (int) ent->render.origin[0], (int) ent->render.origin[1], (int) ent->render.origin[2], (int) ent->render.angles[0] % 360, (int) ent->render.angles[1] % 360, (int) ent->render.angles[2] % 360, ent->render.scale, ent->render.alpha);
320 //static const vec3_t nomodelmins = {-16, -16, -16};
321 //static const vec3_t nomodelmaxs = {16, 16, 16};
322 void CL_BoundingBoxForEntity(entity_render_t *ent)
326 //if (ent->angles[0] || ent->angles[2])
327 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
330 ent->mins[0] = ent->matrix.m[0][3] + ent->model->rotatedmins[0];
331 ent->mins[1] = ent->matrix.m[1][3] + ent->model->rotatedmins[1];
332 ent->mins[2] = ent->matrix.m[2][3] + ent->model->rotatedmins[2];
333 ent->maxs[0] = ent->matrix.m[0][3] + ent->model->rotatedmaxs[0];
334 ent->maxs[1] = ent->matrix.m[1][3] + ent->model->rotatedmaxs[1];
335 ent->maxs[2] = ent->matrix.m[2][3] + ent->model->rotatedmaxs[2];
336 //VectorAdd(ent->origin, ent->model->rotatedmins, ent->mins);
337 //VectorAdd(ent->origin, ent->model->rotatedmaxs, ent->maxs);
339 //else if (ent->angles[1])
340 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
343 ent->mins[0] = ent->matrix.m[0][3] + ent->model->yawmins[0];
344 ent->mins[1] = ent->matrix.m[1][3] + ent->model->yawmins[1];
345 ent->mins[2] = ent->matrix.m[2][3] + ent->model->yawmins[2];
346 ent->maxs[0] = ent->matrix.m[0][3] + ent->model->yawmaxs[0];
347 ent->maxs[1] = ent->matrix.m[1][3] + ent->model->yawmaxs[1];
348 ent->maxs[2] = ent->matrix.m[2][3] + ent->model->yawmaxs[2];
349 //VectorAdd(ent->origin, ent->model->yawmins, ent->mins);
350 //VectorAdd(ent->origin, ent->model->yawmaxs, ent->maxs);
354 ent->mins[0] = ent->matrix.m[0][3] + ent->model->normalmins[0];
355 ent->mins[1] = ent->matrix.m[1][3] + ent->model->normalmins[1];
356 ent->mins[2] = ent->matrix.m[2][3] + ent->model->normalmins[2];
357 ent->maxs[0] = ent->matrix.m[0][3] + ent->model->normalmaxs[0];
358 ent->maxs[1] = ent->matrix.m[1][3] + ent->model->normalmaxs[1];
359 ent->maxs[2] = ent->matrix.m[2][3] + ent->model->normalmaxs[2];
360 //VectorAdd(ent->origin, ent->model->normalmins, ent->mins);
361 //VectorAdd(ent->origin, ent->model->normalmaxs, ent->maxs);
366 ent->mins[0] = ent->matrix.m[0][3] - 16;
367 ent->mins[1] = ent->matrix.m[1][3] - 16;
368 ent->mins[2] = ent->matrix.m[2][3] - 16;
369 ent->maxs[0] = ent->matrix.m[0][3] + 16;
370 ent->maxs[1] = ent->matrix.m[1][3] + 16;
371 ent->maxs[2] = ent->matrix.m[2][3] + 16;
372 //VectorAdd(ent->origin, nomodelmins, ent->mins);
373 //VectorAdd(ent->origin, nomodelmaxs, ent->maxs);
381 Determines the fraction between the last two messages that the objects
385 static float CL_LerpPoint(void)
389 // dropped packet, or start of demo
390 if (cl.mtime[1] < cl.mtime[0] - 0.1)
391 cl.mtime[1] = cl.mtime[0] - 0.1;
393 cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
395 // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
396 f = cl.mtime[0] - cl.mtime[1];
397 if (!f || cl_nolerp.integer || cls.timedemo || cl.islocalgame)
399 cl.time = cl.mtime[0];
403 f = (cl.time - cl.mtime[1]) / f;
404 return bound(0, f, 1);
407 void CL_ClearTempEntities (void)
409 cl_num_temp_entities = 0;
412 entity_t *CL_NewTempEntity(void)
416 if (r_refdef.numentities >= r_refdef.maxentities)
418 if (cl_num_temp_entities >= cl_max_temp_entities)
420 ent = &cl_temp_entities[cl_num_temp_entities++];
421 memset (ent, 0, sizeof(*ent));
422 r_refdef.entities[r_refdef.numentities++] = &ent->render;
424 ent->render.colormap = -1; // no special coloring
425 ent->render.scale = 1;
426 ent->render.alpha = 1;
427 VectorSet(ent->render.colormod, 1, 1, 1);
431 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
435 if (!modelindex) // sanity check
437 for (i = 0, e = cl_effects;i < cl_max_effects;i++, e++)
442 VectorCopy(org, e->origin);
443 e->modelindex = modelindex;
444 e->starttime = cl.time;
445 e->startframe = startframe;
446 e->endframe = startframe + framecount;
447 e->framerate = framerate;
450 e->frame1time = cl.time;
451 e->frame2time = cl.time;
456 void CL_AllocDlight(entity_render_t *ent, matrix4x4_t *matrix, float radius, float red, float green, float blue, float decay, float lifetime, int cubemapnum, int style, int shadowenable, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
462 // first look for an exact key match
466 for (i = 0;i < MAX_DLIGHTS;i++, dl++)
472 // then look for anything else
474 for (i = 0;i < MAX_DLIGHTS;i++, dl++)
478 // unable to find one
482 //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
483 memset (dl, 0, sizeof(*dl));
484 dl->matrix = *matrix;
486 dl->origin[0] = dl->matrix.m[0][3];
487 dl->origin[1] = dl->matrix.m[1][3];
488 dl->origin[2] = dl->matrix.m[2][3];
489 CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
490 dl->matrix.m[0][3] = dl->origin[0];
491 dl->matrix.m[1][3] = dl->origin[1];
492 dl->matrix.m[2][3] = dl->origin[2];
495 dl->color[1] = green;
499 dl->die = cl.time + lifetime;
502 dl->cubemapnum = cubemapnum;
504 dl->shadow = shadowenable;
507 dl->coronasizescale = coronasizescale;
508 dl->ambientscale = ambientscale;
509 dl->diffusescale = diffusescale;
510 dl->specularscale = specularscale;
513 void CL_DecayLights(void)
519 time = cl.time - cl.oldtime;
520 for (i = 0, dl = cl_dlights;i < MAX_DLIGHTS;i++, dl++)
522 dl->radius = (cl.time < dl->die) ? max(0, dl->radius - time * dl->decay) : 0;
525 #define MAXVIEWMODELS 32
526 entity_t *viewmodels[MAXVIEWMODELS];
529 matrix4x4_t viewmodelmatrix;
531 static int entitylinkframenumber;
533 static const vec3_t muzzleflashorigin = {18, 0, 0};
535 extern void V_DriftPitch(void);
536 extern void V_FadeViewFlashs(void);
537 extern void V_CalcViewBlend(void);
539 extern void V_CalcRefdef(void);
540 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
541 void CL_LinkNetworkEntity(entity_t *e)
543 matrix4x4_t *matrix, blendmatrix, tempmatrix, matrix2;
544 //matrix4x4_t dlightmatrix;
545 int j, k, l, trailtype, temp;
546 float origin[3], angles[3], delta[3], lerp, dlightcolor[3], dlightradius, mins[3], maxs[3], v[3], v2[3], d;
549 //entity_persistent_t *p = &e->persistent;
550 //entity_render_t *r = &e->render;
551 if (e->persistent.linkframe != entitylinkframenumber)
553 e->persistent.linkframe = entitylinkframenumber;
554 // skip inactive entities and world
555 if (!e->state_current.active || e == cl_entities)
557 e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
558 e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
559 e->render.flags = e->state_current.flags;
560 e->render.effects = e->state_current.effects;
561 if (e->state_current.flags & RENDER_COLORMAPPED)
562 e->render.colormap = e->state_current.colormap;
563 else if (cl.scores != NULL && e->state_current.colormap)
564 e->render.colormap = cl.scores[e->state_current.colormap - 1].colors; // color it
566 e->render.colormap = -1; // no special coloring
567 e->render.skinnum = e->state_current.skin;
568 VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
569 if (e->render.flags & RENDER_VIEWMODEL)
571 if (!r_drawviewmodel.integer || chase_active.integer || envmap)
574 CL_LinkNetworkEntity(cl_entities + cl.viewentity);
575 matrix = &viewmodelmatrix;
576 if (e == &cl.viewent && cl_entities[cl.viewentity].state_current.active)
578 e->state_current.alpha = cl_entities[cl.viewentity].state_current.alpha;
579 e->state_current.effects = EF_NOSHADOW | (cl_entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_REFLECTIVE | EF_FULLBRIGHT | EF_NODEPTHTEST));
584 // if the tag entity is currently impossible, skip it
585 if (e->state_current.tagentity >= cl_num_entities)
587 t = cl_entities + e->state_current.tagentity;
588 // if the tag entity is inactive, skip it
589 if (!t->state_current.active)
591 // note: this can link to world
592 CL_LinkNetworkEntity(t);
593 // make relative to the entity
594 matrix = &t->render.matrix;
595 // some properties of the tag entity carry over
596 e->render.flags |= t->render.flags & RENDER_EXTERIORMODEL;
597 // if a valid tagindex is used, make it relative to that tag instead
598 // FIXME: use a model function to get tag info (need to handle skeletal)
599 if (e->state_current.tagentity && e->state_current.tagindex >= 1 && (model = t->render.model))
601 // blend the matrices
602 memset(&blendmatrix, 0, sizeof(blendmatrix));
603 for (j = 0;j < 4 && t->render.frameblend[j].lerp > 0;j++)
605 matrix4x4_t tagmatrix;
606 Mod_Alias_GetTagMatrix(model, t->render.frameblend[j].frame, e->state_current.tagindex - 1, &tagmatrix);
607 d = t->render.frameblend[j].lerp;
608 for (l = 0;l < 4;l++)
609 for (k = 0;k < 4;k++)
610 blendmatrix.m[l][k] += d * tagmatrix.m[l][k];
612 // concat the tag matrices onto the entity matrix
613 Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix);
614 // use the constructed tag matrix
615 matrix = &tempmatrix;
620 if (e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
622 // interpolate the origin and angles
623 VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
624 VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
625 if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
626 if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
627 if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
628 VectorMA(e->persistent.oldangles, lerp, delta, angles);
633 VectorCopy(e->persistent.neworigin, origin);
634 VectorCopy(e->persistent.newangles, angles);
637 // model setup and some modelflags
638 e->render.model = cl.model_precache[e->state_current.modelindex];
641 Mod_CheckLoaded(e->render.model);
642 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
643 if (e->render.model->type == mod_alias || (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC))
644 angles[0] = -angles[0];
645 if ((e->render.model->flags & EF_ROTATE) && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
647 angles[1] = ANGLEMOD(100*cl.time);
648 if (cl_itembobheight.value)
649 origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
651 // transfer certain model flags to effects
652 e->render.effects |= e->render.model->flags2 & (EF_FULLBRIGHT | EF_ADDITIVE);
653 if (cl_prydoncursor.integer && (e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e - cl_entities)
654 VectorScale(e->render.colormod, 2, e->render.colormod);
658 if (e->render.frame2 == e->state_current.frame)
660 // update frame lerp fraction
661 e->render.framelerp = 1;
662 if (e->render.frame2time > e->render.frame1time)
664 // make sure frame lerp won't last longer than 100ms
665 // (this mainly helps with models that use framegroups and
666 // switch between them infrequently)
667 e->render.framelerp = (cl.time - e->render.frame2time) / min(e->render.frame2time - e->render.frame1time, 0.1);
668 e->render.framelerp = bound(0, e->render.framelerp, 1);
673 // begin a new frame lerp
674 e->render.frame1 = e->render.frame2;
675 e->render.frame1time = e->render.frame2time;
676 e->render.frame = e->render.frame2 = e->state_current.frame;
677 e->render.frame2time = cl.time;
678 e->render.framelerp = 0;
680 R_LerpAnimation(&e->render);
682 // set up the render matrix
683 // FIXME: e->render.scale should go away
684 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
685 // concat the matrices to make the entity relative to its tag
686 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
687 // make the other useful stuff
688 Matrix4x4_Invert_Simple(&e->render.inversematrix, &e->render.matrix);
689 CL_BoundingBoxForEntity(&e->render);
691 // handle effects now that we know where this entity is in the world...
692 origin[0] = e->render.matrix.m[0][3];
693 origin[1] = e->render.matrix.m[1][3];
694 origin[2] = e->render.matrix.m[2][3];
700 // LordHavoc: if the entity has no effects, don't check each
701 if (e->render.effects)
703 if (e->render.effects & EF_BRIGHTFIELD)
705 if (gamemode == GAME_NEXUIZ)
707 dlightradius = max(dlightradius, 200);
708 dlightcolor[0] += 0.75f;
709 dlightcolor[1] += 1.50f;
710 dlightcolor[2] += 3.00f;
714 CL_EntityParticles(e);
716 if (e->render.effects & EF_MUZZLEFLASH)
717 e->persistent.muzzleflash = 1.0f;
718 if (e->render.effects & EF_DIMLIGHT)
720 dlightradius = max(dlightradius, 200);
721 dlightcolor[0] += 1.50f;
722 dlightcolor[1] += 1.50f;
723 dlightcolor[2] += 1.50f;
725 if (e->render.effects & EF_BRIGHTLIGHT)
727 dlightradius = max(dlightradius, 400);
728 dlightcolor[0] += 3.00f;
729 dlightcolor[1] += 3.00f;
730 dlightcolor[2] += 3.00f;
732 // LordHavoc: more effects
733 if (e->render.effects & EF_RED) // red
735 dlightradius = max(dlightradius, 200);
736 dlightcolor[0] += 1.50f;
737 dlightcolor[1] += 0.15f;
738 dlightcolor[2] += 0.15f;
740 if (e->render.effects & EF_BLUE) // blue
742 dlightradius = max(dlightradius, 200);
743 dlightcolor[0] += 0.15f;
744 dlightcolor[1] += 0.15f;
745 dlightcolor[2] += 1.50f;
747 if (e->render.effects & EF_FLAME)
749 mins[0] = origin[0] - 16.0f;
750 mins[1] = origin[1] - 16.0f;
751 mins[2] = origin[2] - 16.0f;
752 maxs[0] = origin[0] + 16.0f;
753 maxs[1] = origin[1] + 16.0f;
754 maxs[2] = origin[2] + 16.0f;
755 // how many flames to make
756 temp = (int) (cl.time * 300) - (int) (cl.oldtime * 300);
757 CL_FlameCube(mins, maxs, temp);
758 d = lhrandom(0.75f, 1);
759 dlightradius = max(dlightradius, 200);
760 dlightcolor[0] += d * 2.0f;
761 dlightcolor[1] += d * 1.5f;
762 dlightcolor[2] += d * 0.5f;
764 if (e->render.effects & EF_STARDUST)
766 mins[0] = origin[0] - 16.0f;
767 mins[1] = origin[1] - 16.0f;
768 mins[2] = origin[2] - 16.0f;
769 maxs[0] = origin[0] + 16.0f;
770 maxs[1] = origin[1] + 16.0f;
771 maxs[2] = origin[2] + 16.0f;
772 // how many particles to make
773 temp = (int) (cl.time * 200) - (int) (cl.oldtime * 200);
774 CL_Stardust(mins, maxs, temp);
775 dlightradius = max(dlightradius, 200);
776 dlightcolor[0] += 1.0f;
777 dlightcolor[1] += 0.7f;
778 dlightcolor[2] += 0.3f;
781 // muzzleflash fades over time, and is offset a bit
782 if (e->persistent.muzzleflash > 0)
784 Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
785 CL_TraceLine(origin, v2, v, NULL, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY);
786 tempmatrix = e->render.matrix;
787 tempmatrix.m[0][3] = v[0];
788 tempmatrix.m[1][3] = v[1];
789 tempmatrix.m[2][3] = v[2];
790 CL_AllocDlight(NULL, &tempmatrix, 100, e->persistent.muzzleflash, e->persistent.muzzleflash, e->persistent.muzzleflash, 0, 0, 0, -1, true, 0, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
791 e->persistent.muzzleflash -= cl.frametime * 10;
793 // LordHavoc: if the model has no flags, don't check each
794 if (e->render.model && e->render.model->flags && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
796 if (e->render.model->flags & EF_GIB)
798 else if (e->render.model->flags & EF_ZOMGIB)
800 else if (e->render.model->flags & EF_TRACER)
803 dlightradius = max(dlightradius, 100);
804 dlightcolor[0] += 0.25f;
805 dlightcolor[1] += 1.00f;
806 dlightcolor[2] += 0.25f;
808 else if (e->render.model->flags & EF_TRACER2)
811 dlightradius = max(dlightradius, 100);
812 dlightcolor[0] += 1.00f;
813 dlightcolor[1] += 0.60f;
814 dlightcolor[2] += 0.20f;
816 else if (e->render.model->flags & EF_ROCKET)
819 dlightradius = max(dlightradius, 200);
820 dlightcolor[0] += 3.00f;
821 dlightcolor[1] += 1.50f;
822 dlightcolor[2] += 0.50f;
824 else if (e->render.model->flags & EF_GRENADE)
826 // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
827 trailtype = e->render.alpha == -1 ? 7 : 1;
829 else if (e->render.model->flags & EF_TRACER3)
832 if (gamemode == GAME_PRYDON)
834 dlightradius = max(dlightradius, 100);
835 dlightcolor[0] += 0.30f;
836 dlightcolor[1] += 0.60f;
837 dlightcolor[2] += 1.20f;
841 dlightradius = max(dlightradius, 200);
842 dlightcolor[0] += 1.20f;
843 dlightcolor[1] += 0.50f;
844 dlightcolor[2] += 1.00f;
848 // LordHavoc: customizable glow
849 if (e->state_current.glowsize)
851 // * 4 for the expansion from 0-255 to 0-1023 range,
852 // / 255 to scale down byte colors
853 dlightradius = max(dlightradius, e->state_current.glowsize * 4);
854 VectorMA(dlightcolor, (1.0f / 255.0f), (qbyte *)&palette_complete[e->state_current.glowcolor], dlightcolor);
856 // make the glow dlight
857 if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL))
859 //dlightmatrix = e->render.matrix;
860 // hack to make glowing player light shine on their gun
861 //if ((e - cl_entities) == cl.viewentity/* && !chase_active.integer*/)
862 // dlightmatrix.m[2][3] += 30;
863 CL_AllocDlight(&e->render, &e->render.matrix, dlightradius, dlightcolor[0], dlightcolor[1], dlightcolor[2], 0, 0, 0, -1, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
866 if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
869 VectorScale(e->state_current.light, (1.0f / 256.0f), light);
870 light[3] = e->state_current.light[3];
871 if (light[0] == 0 && light[1] == 0 && light[2] == 0)
872 VectorSet(light, 1, 1, 1);
875 // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
876 CL_AllocDlight(&e->render, &e->render.matrix, light[3], light[0], light[1], light[2], 0, 0, e->state_current.skin, e->state_current.lightstyle, !(e->state_current.lightpflags & PFLAGS_NOSHADOW), (e->state_current.lightpflags & PFLAGS_CORONA) != 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
879 if (e->render.flags & RENDER_GLOWTRAIL)
882 CL_RocketTrail(e->persistent.trail_origin, origin, trailtype, e->state_current.glowcolor, e);
883 VectorCopy(origin, e->persistent.trail_origin);
884 // tenebrae's sprites are all additive mode (weird)
885 if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
886 e->render.effects |= EF_ADDITIVE;
887 // player model is only shown with chase_active on
888 if (e - cl_entities == cl.viewentity)
889 e->render.flags |= RENDER_EXTERIORMODEL;
890 // transparent stuff can't be lit during the opaque stage
891 if (e->render.effects & (EF_ADDITIVE | EF_NODEPTHTEST) || e->render.alpha < 1)
892 e->render.flags |= RENDER_TRANSPARENT;
893 // either fullbright or lit
894 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
895 e->render.flags |= RENDER_LIGHT;
896 // hide player shadow during intermission or nehahra movie
897 if (!(e->render.effects & EF_NOSHADOW)
898 && !(e->render.flags & (RENDER_VIEWMODEL | RENDER_TRANSPARENT))
899 && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cl.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
900 e->render.flags |= RENDER_SHADOW;
901 // as soon as player is known we can call V_CalcRefDef
902 if ((e - cl_entities) == cl.viewentity)
904 if (e->render.model && e->render.model->name[0] == '*' && e->render.model->TraceBox)
905 cl_brushmodel_entities[cl_num_brushmodel_entities++] = &e->render;
906 // don't show entities with no modelindex (note: this still shows
907 // entities which have a modelindex that resolved to a NULL model)
908 if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.numentities < r_refdef.maxentities)
909 r_refdef.entities[r_refdef.numentities++] = &e->render;
910 //if (cl.viewentity && e - cl_entities == cl.viewentity)
911 // Matrix4x4_Print(&e->render.matrix);
915 void CL_RelinkWorld(void)
917 entity_t *ent = &cl_entities[0];
918 cl_brushmodel_entities[cl_num_brushmodel_entities++] = &ent->render;
919 // FIXME: this should be done at load
920 Matrix4x4_CreateIdentity(&ent->render.matrix);
921 Matrix4x4_CreateIdentity(&ent->render.inversematrix);
922 R_LerpAnimation(&ent->render);
923 CL_BoundingBoxForEntity(&ent->render);
924 ent->render.flags = RENDER_SHADOW;
925 if (!r_fullbright.integer)
926 ent->render.flags |= RENDER_LIGHT;
927 VectorSet(ent->render.colormod, 1, 1, 1);
928 r_refdef.worldentity = &ent->render;
929 r_refdef.worldmodel = cl.worldmodel;
932 static void CL_RelinkStaticEntities(void)
936 for (i = 0, e = cl_static_entities;i < cl_num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++, e++)
938 Mod_CheckLoaded(e->render.model);
940 // transparent stuff can't be lit during the opaque stage
941 if (e->render.effects & (EF_ADDITIVE | EF_NODEPTHTEST) || e->render.alpha < 1)
942 e->render.flags |= RENDER_TRANSPARENT;
943 // either fullbright or lit
944 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
945 e->render.flags |= RENDER_LIGHT;
946 // hide player shadow during intermission or nehahra movie
947 if (!(e->render.effects & EF_NOSHADOW) && !(e->render.flags & RENDER_TRANSPARENT))
948 e->render.flags |= RENDER_SHADOW;
949 VectorSet(e->render.colormod, 1, 1, 1);
950 R_LerpAnimation(&e->render);
951 r_refdef.entities[r_refdef.numentities++] = &e->render;
960 static void CL_RelinkNetworkEntities(void)
966 ent->state_previous = ent->state_current;
967 ent->state_current = defaultstate;
968 ent->state_current.time = cl.time;
969 ent->state_current.number = -1;
970 ent->state_current.active = true;
971 ent->state_current.modelindex = cl.stats[STAT_WEAPON];
972 ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
973 ent->state_current.flags = RENDER_VIEWMODEL;
974 if (cl.stats[STAT_HEALTH] <= 0 || cl.intermission)
975 ent->state_current.modelindex = 0;
976 else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
978 if (gamemode == GAME_TRANSFUSION)
979 ent->state_current.alpha = 128;
981 ent->state_current.modelindex = 0;
984 // reset animation interpolation on weaponmodel if model changed
985 if (ent->state_previous.modelindex != ent->state_current.modelindex)
987 ent->render.frame = ent->render.frame1 = ent->render.frame2 = ent->state_current.frame;
988 ent->render.frame1time = ent->render.frame2time = cl.time;
989 ent->render.framelerp = 1;
992 // start on the entity after the world
993 entitylinkframenumber++;
994 for (i = 1;i < cl_num_entities;i++)
996 if (cl_entities_active[i])
998 ent = cl_entities + i;
999 if (ent->state_current.active)
1000 CL_LinkNetworkEntity(ent);
1002 cl_entities_active[i] = false;
1005 CL_LinkNetworkEntity(&cl.viewent);
1008 static void CL_RelinkEffects(void)
1015 for (i = 0, e = cl_effects;i < cl_max_effects;i++, e++)
1019 frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1021 if (intframe < 0 || intframe >= e->endframe)
1023 memset(e, 0, sizeof(*e));
1027 if (intframe != e->frame)
1029 e->frame = intframe;
1030 e->frame1time = e->frame2time;
1031 e->frame2time = cl.time;
1034 // if we're drawing effects, get a new temp entity
1035 // (NewTempEntity adds it to the render entities list for us)
1036 if (r_draweffects.integer && (ent = CL_NewTempEntity()))
1038 // interpolation stuff
1039 ent->render.frame1 = intframe;
1040 ent->render.frame2 = intframe + 1;
1041 if (ent->render.frame2 >= e->endframe)
1042 ent->render.frame2 = -1; // disappear
1043 ent->render.framelerp = frame - intframe;
1044 ent->render.frame1time = e->frame1time;
1045 ent->render.frame2time = e->frame2time;
1048 ent->render.model = cl.model_precache[e->modelindex];
1049 ent->render.frame = ent->render.frame2;
1050 ent->render.colormap = -1; // no special coloring
1051 ent->render.alpha = 1;
1052 VectorSet(ent->render.colormod, 1, 1, 1);
1054 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1055 Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
1056 R_LerpAnimation(&ent->render);
1057 CL_BoundingBoxForEntity(&ent->render);
1063 void CL_RelinkBeams(void)
1072 matrix4x4_t tempmatrix;
1074 for (i = 0, b = cl_beams;i < cl_max_beams;i++, b++)
1076 if (!b->model || b->endtime < cl.time)
1079 // if coming from the player, update the start position
1080 //if (b->entity == cl.viewentity)
1081 // VectorCopy (cl_entities[cl.viewentity].render.origin, b->start);
1082 if (cl_beams_relative.integer && b->entity == cl.viewentity && b->entity && cl_entities[b->entity].state_current.active && b->relativestartvalid)
1084 entity_state_t *p = &cl_entities[b->entity].state_previous;
1085 //entity_state_t *c = &cl_entities[b->entity].state_current;
1086 entity_render_t *r = &cl_entities[b->entity].render;
1087 matrix4x4_t matrix, imatrix;
1088 if (b->relativestartvalid == 2)
1090 // not really valid yet, we need to get the orientation now
1091 // (ParseBeam flagged this because it is received before
1092 // entities are received, by now they have been received)
1093 // note: because players create lightning in their think
1094 // function (which occurs before movement), they actually
1095 // have some lag in it's location, so compare to the
1096 // previous player state, not the latest
1097 if (b->entity == cl.viewentity)
1098 Matrix4x4_CreateFromQuakeEntity(&matrix, p->origin[0], p->origin[1], p->origin[2] + 16, cl.viewangles[0], cl.viewangles[1], cl.viewangles[2], 1);
1100 Matrix4x4_CreateFromQuakeEntity(&matrix, p->origin[0], p->origin[1], p->origin[2] + 16, p->angles[0], p->angles[1], p->angles[2], 1);
1101 Matrix4x4_Invert_Simple(&imatrix, &matrix);
1102 Matrix4x4_Transform(&imatrix, b->start, b->relativestart);
1103 Matrix4x4_Transform(&imatrix, b->end, b->relativeend);
1104 b->relativestartvalid = 1;
1108 if (b->entity == cl.viewentity)
1109 Matrix4x4_CreateFromQuakeEntity(&matrix, r->origin[0], r->origin[1], r->origin[2] + 16, cl.viewangles[0], cl.viewangles[1], cl.viewangles[2], 1);
1111 Matrix4x4_CreateFromQuakeEntity(&matrix, r->origin[0], r->origin[1], r->origin[2] + 16, r->angles[0], r->angles[1], r->angles[2], 1);
1112 Matrix4x4_Transform(&matrix, b->relativestart, b->start);
1113 Matrix4x4_Transform(&matrix, b->relativeend, b->end);
1119 if (cl_beams_lightatend.integer)
1121 // FIXME: create a matrix from the beam start/end orientation
1122 Matrix4x4_CreateTranslate(&tempmatrix, b->end[0], b->end[1], b->end[2]);
1123 CL_AllocDlight (NULL, &tempmatrix, 200, 0.3, 0.7, 1, 0, 0, 0, -1, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1125 if (cl_beams_polygons.integer)
1129 // calculate pitch and yaw
1130 VectorSubtract (b->end, b->start, dist);
1132 if (dist[1] == 0 && dist[0] == 0)
1142 yaw = (int) (atan2(dist[1], dist[0]) * 180 / M_PI);
1146 forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1147 pitch = (int) (atan2(dist[2], forward) * 180 / M_PI);
1152 // add new entities for the lightning
1153 VectorCopy (b->start, org);
1154 d = VectorNormalizeLength(dist);
1157 ent = CL_NewTempEntity ();
1160 //VectorCopy (org, ent->render.origin);
1161 ent->render.model = b->model;
1162 //ent->render.effects = EF_FULLBRIGHT;
1163 //ent->render.angles[0] = pitch;
1164 //ent->render.angles[1] = yaw;
1165 //ent->render.angles[2] = rand()%360;
1166 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1167 Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
1168 R_LerpAnimation(&ent->render);
1169 CL_BoundingBoxForEntity(&ent->render);
1170 VectorMA(org, 30, dist, org);
1176 void CL_LerpPlayer(float frac)
1181 cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
1182 for (i = 0;i < 3;i++)
1184 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
1185 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
1186 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1189 if (cls.demoplayback)
1191 // interpolate the angles
1192 for (i = 0;i < 3;i++)
1194 d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
1199 cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
1208 Read all incoming data from the server
1211 int CL_ReadFromServer(void)
1213 CL_ReadDemoMessage();
1215 r_refdef.time = cl.time;
1216 r_refdef.extraupdate = !r_speeds.integer;
1217 r_refdef.numentities = 0;
1218 cl_num_brushmodel_entities = 0;
1220 if (cls.state == ca_connected && cls.signon == SIGNONS)
1222 // prepare for a new frame
1223 CL_LerpPlayer(CL_LerpPoint());
1225 CL_ClearTempEntities();
1229 // relink network entities (note: this sets up the view!)
1230 CL_RelinkNetworkEntities();
1238 CL_RelinkStaticEntities();
1242 // run cgame code (which can add more entities)
1245 // update view blend
1257 void CL_SendCmd(void)
1259 if (cls.signon == SIGNONS)
1262 if (cls.demoplayback)
1264 SZ_Clear(&cls.message);
1268 // send the reliable message (forwarded commands) if there is one
1269 if (cls.message.cursize && NetConn_CanSendMessage(cls.netcon))
1271 if (developer.integer)
1273 Con_Print("CL_SendCmd: sending reliable message:\n");
1274 SZ_HexDumpToConsole(&cls.message);
1276 if (NetConn_SendReliableMessage(cls.netcon, &cls.message) == -1)
1277 Host_Error("CL_WriteToServer: lost server connection");
1278 SZ_Clear(&cls.message);
1282 // LordHavoc: pausedemo command
1283 static void CL_PauseDemo_f (void)
1285 cls.demopaused = !cls.demopaused;
1287 Con_Print("Demo paused\n");
1289 Con_Print("Demo unpaused\n");
1293 ======================
1295 ======================
1297 static void CL_Fog_f (void)
1299 if (Cmd_Argc () == 1)
1301 Con_Printf("\"fog\" is \"%f %f %f %f\"\n", fog_density, fog_red, fog_green, fog_blue);
1304 fog_density = atof(Cmd_Argv(1));
1305 fog_red = atof(Cmd_Argv(2));
1306 fog_green = atof(Cmd_Argv(3));
1307 fog_blue = atof(Cmd_Argv(4));
1311 ====================
1314 For program optimization
1315 ====================
1317 static void CL_TimeRefresh_f (void)
1320 float timestart, timedelta, oldangles[3];
1322 r_refdef.extraupdate = false;
1323 VectorCopy(cl.viewangles, oldangles);
1324 VectorClear(cl.viewangles);
1326 timestart = Sys_DoubleTime();
1327 for (i = 0;i < 128;i++)
1329 Matrix4x4_CreateFromQuakeEntity(&r_refdef.viewentitymatrix, r_vieworigin[0], r_vieworigin[1], r_vieworigin[2], 0, i / 128.0 * 360.0, 0, 1);
1332 timedelta = Sys_DoubleTime() - timestart;
1334 VectorCopy(oldangles, cl.viewangles);
1335 Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
1343 void CL_Shutdown (void)
1346 CL_Particles_Shutdown();
1347 CL_Parse_Shutdown();
1349 Mem_FreePool (&cl_mempool);
1359 cl_mempool = Mem_AllocPool("client", 0, NULL);
1361 memset(&r_refdef, 0, sizeof(r_refdef));
1362 // max entities sent to renderer per frame
1363 r_refdef.maxentities = MAX_EDICTS + 256 + 512;
1364 r_refdef.entities = Mem_Alloc(cl_mempool, sizeof(entity_render_t *) * r_refdef.maxentities);
1365 // 256k drawqueue buffer
1366 r_refdef.maxdrawqueuesize = 256 * 1024;
1367 r_refdef.drawqueue = Mem_Alloc(cl_mempool, r_refdef.maxdrawqueuesize);
1369 cls.message.data = cls.message_buf;
1370 cls.message.maxsize = sizeof(cls.message_buf);
1371 cls.message.cursize = 0;
1376 // register our commands
1378 Cvar_RegisterVariable (&cl_upspeed);
1379 Cvar_RegisterVariable (&cl_forwardspeed);
1380 Cvar_RegisterVariable (&cl_backspeed);
1381 Cvar_RegisterVariable (&cl_sidespeed);
1382 Cvar_RegisterVariable (&cl_movespeedkey);
1383 Cvar_RegisterVariable (&cl_yawspeed);
1384 Cvar_RegisterVariable (&cl_pitchspeed);
1385 Cvar_RegisterVariable (&cl_anglespeedkey);
1386 Cvar_RegisterVariable (&cl_shownet);
1387 Cvar_RegisterVariable (&cl_nolerp);
1388 Cvar_RegisterVariable (&lookspring);
1389 Cvar_RegisterVariable (&lookstrafe);
1390 Cvar_RegisterVariable (&sensitivity);
1391 Cvar_RegisterVariable (&freelook);
1393 Cvar_RegisterVariable (&m_pitch);
1394 Cvar_RegisterVariable (&m_yaw);
1395 Cvar_RegisterVariable (&m_forward);
1396 Cvar_RegisterVariable (&m_side);
1398 Cvar_RegisterVariable (&cl_itembobspeed);
1399 Cvar_RegisterVariable (&cl_itembobheight);
1401 Cmd_AddCommand ("entities", CL_PrintEntities_f);
1402 Cmd_AddCommand ("disconnect", CL_Disconnect_f);
1403 Cmd_AddCommand ("record", CL_Record_f);
1404 Cmd_AddCommand ("stop", CL_Stop_f);
1405 Cmd_AddCommand ("playdemo", CL_PlayDemo_f);
1406 Cmd_AddCommand ("timedemo", CL_TimeDemo_f);
1408 Cmd_AddCommand ("fog", CL_Fog_f);
1410 // LordHavoc: added pausedemo
1411 Cmd_AddCommand ("pausedemo", CL_PauseDemo_f);
1413 Cvar_RegisterVariable(&r_draweffects);
1414 Cvar_RegisterVariable(&cl_explosions_alpha_start);
1415 Cvar_RegisterVariable(&cl_explosions_alpha_end);
1416 Cvar_RegisterVariable(&cl_explosions_size_start);
1417 Cvar_RegisterVariable(&cl_explosions_size_end);
1418 Cvar_RegisterVariable(&cl_explosions_lifetime);
1419 Cvar_RegisterVariable(&cl_stainmaps);
1420 Cvar_RegisterVariable(&cl_stainmaps_clearonload);
1421 Cvar_RegisterVariable(&cl_beams_polygons);
1422 Cvar_RegisterVariable(&cl_beams_relative);
1423 Cvar_RegisterVariable(&cl_beams_lightatend);
1424 Cvar_RegisterVariable(&cl_noplayershadow);
1426 Cvar_RegisterVariable(&cl_prydoncursor);
1428 Cmd_AddCommand("timerefresh", CL_TimeRefresh_f);
1431 CL_Particles_Init();