patch from div0 that enables printf format warnings in gcc
[divverent/darkplaces.git] / cl_main.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
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.
8
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.
12
13 See the GNU General Public License for more details.
14
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.
18
19 */
20 // cl_main.c  -- client main loop
21
22 #include "quakedef.h"
23 #include "cl_collision.h"
24 #include "cl_video.h"
25 #include "image.h"
26 #include "csprogs.h"
27 #include "r_shadow.h"
28 #include "libcurl.h"
29
30 // we need to declare some mouse variables here, because the menu system
31 // references them even when on a unix system.
32
33 cvar_t csqc_progname = {0, "csqc_progname","csprogs.dat","name of csprogs.dat file to load"};   //[515]: csqc crc check and right csprogs name according to progs.dat
34 cvar_t csqc_progcrc = {CVAR_READONLY, "csqc_progcrc","-1","CRC of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"};
35
36 cvar_t cl_shownet = {0, "cl_shownet","0","1 = print packet size, 2 = print packet message list"};
37 cvar_t cl_nolerp = {0, "cl_nolerp", "0","network update smoothing"};
38
39 cvar_t cl_itembobheight = {0, "cl_itembobheight", "0","how much items bob up and down (try 8)"};
40 cvar_t cl_itembobspeed = {0, "cl_itembobspeed", "0.5","how frequently items bob up and down"};
41
42 cvar_t lookspring = {CVAR_SAVE, "lookspring","0","returns pitch to level with the floor when no longer holding a pitch key"};
43 cvar_t lookstrafe = {CVAR_SAVE, "lookstrafe","0","move instead of turning"};
44 cvar_t sensitivity = {CVAR_SAVE, "sensitivity","3","mouse speed multiplier"};
45
46 cvar_t m_pitch = {CVAR_SAVE, "m_pitch","0.022","mouse pitch speed multiplier"};
47 cvar_t m_yaw = {CVAR_SAVE, "m_yaw","0.022","mouse yaw speed multiplier"};
48 cvar_t m_forward = {CVAR_SAVE, "m_forward","1","mouse forward speed multiplier"};
49 cvar_t m_side = {CVAR_SAVE, "m_side","0.8","mouse side speed multiplier"};
50
51 cvar_t freelook = {CVAR_SAVE, "freelook", "1","mouse controls pitch instead of forward/back"};
52
53 #ifdef AUTODEMO_BROKEN
54 cvar_t cl_autodemo = {0, "cl_autodemo", "0", "records every game played, using the date/time and map name to name the demo file" };
55 cvar_t cl_autodemo_nameformat = {0, "cl_autodemo_nameformat", "%Y-%m-%d_%H-%M", "The format of the cl_autodemo filename, followed by the map name" };
56 #endif
57
58 cvar_t r_draweffects = {0, "r_draweffects", "1","renders temporary sprite effects"};
59
60 cvar_t cl_explosions_alpha_start = {CVAR_SAVE, "cl_explosions_alpha_start", "1.5","starting alpha of an explosion shell"};
61 cvar_t cl_explosions_alpha_end = {CVAR_SAVE, "cl_explosions_alpha_end", "0","end alpha of an explosion shell (just before it disappears)"};
62 cvar_t cl_explosions_size_start = {CVAR_SAVE, "cl_explosions_size_start", "16","starting size of an explosion shell"};
63 cvar_t cl_explosions_size_end = {CVAR_SAVE, "cl_explosions_size_end", "128","ending alpha of an explosion shell (just before it disappears)"};
64 cvar_t cl_explosions_lifetime = {CVAR_SAVE, "cl_explosions_lifetime", "0.5","how long an explosion shell lasts"};
65
66 cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "1","stains lightmaps, much faster than decals but blurred"};
67 cvar_t cl_stainmaps_clearonload = {CVAR_SAVE, "cl_stainmaps_clearonload", "1","clear stainmaps on map restart"};
68
69 cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1","use beam polygons instead of models"};
70 cvar_t cl_beams_quakepositionhack = {CVAR_SAVE, "cl_beams_quakepositionhack", "1", "makes your lightning gun appear to fire from your waist (as in Quake and QuakeWorld)"};
71 cvar_t cl_beams_instantaimhack = {CVAR_SAVE, "cl_beams_instantaimhack", "1", "makes your lightning gun aiming update instantly"};
72 cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0", "make a light at the end of the beam"};
73
74 cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0","hide player shadow"};
75
76 cvar_t qport = {0, "qport", "0", "identification key for playing on qw servers (allows you to maintain a connection to a quakeworld server even if your port changes)"};
77
78 cvar_t cl_prydoncursor = {0, "cl_prydoncursor", "0", "enables a mouse pointer which is able to click on entities in the world, useful for point and click mods, see PRYDON_CLIENTCURSOR extension in dpextensions.qc"};
79
80 cvar_t cl_deathnoviewmodel = {0, "cl_deathnoviewmodel", "1", "hides gun model when dead"};
81
82 client_static_t cls;
83 client_state_t  cl;
84
85 #define MAX_PARTICLES                   32768   // default max # of particles at one time
86 #define ABSOLUTE_MIN_PARTICLES  512             // no fewer than this no matter what's on the command line
87
88 /*
89 =====================
90 CL_ClearState
91
92 =====================
93 */
94 void CL_ClearState(void)
95 {
96         int i;
97         entity_t *ent;
98
99 // wipe the entire cl structure
100         Mem_EmptyPool(cls.levelmempool);
101         memset (&cl, 0, sizeof(cl));
102
103         S_StopAllSounds();
104
105         // reset the view zoom interpolation
106         cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
107
108         cl.num_entities = 0;
109         cl.num_csqcentities = 0;        //[515]: csqc
110         cl.num_static_entities = 0;
111         cl.num_temp_entities = 0;
112         cl.num_brushmodel_entities = 0;
113
114         // tweak these if the game runs out
115         cl.max_entities = 256;
116         cl.max_csqcentities = 256;      //[515]: csqc
117         cl.max_static_entities = 256;
118         cl.max_temp_entities = 512;
119         cl.max_effects = 256;
120         cl.max_beams = 256;
121         cl.max_dlights = MAX_DLIGHTS;
122         cl.max_lightstyle = MAX_LIGHTSTYLES;
123         cl.max_brushmodel_entities = MAX_EDICTS;
124         cl.max_particles = MAX_PARTICLES;
125
126 // COMMANDLINEOPTION: Client: -particles <number> changes maximum number of particles at once, default 32768
127         i = COM_CheckParm ("-particles");
128         if (i && i < com_argc - 1)
129         {
130                 cl.max_particles = (int)(atoi(com_argv[i+1]));
131                 if (cl.max_particles < ABSOLUTE_MIN_PARTICLES)
132                         cl.max_particles = ABSOLUTE_MIN_PARTICLES;
133         }
134
135         cl.num_dlights = 0;
136         cl.num_effects = 0;
137         cl.num_beams = 0;
138
139         cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
140         cl.csqcentities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_csqcentities * sizeof(entity_t));      //[515]: csqc
141         cl.entities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));
142         cl.csqcentities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));      //[515]: csqc
143         cl.static_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_static_entities * sizeof(entity_t));
144         cl.temp_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_temp_entities * sizeof(entity_t));
145         cl.effects = (cl_effect_t *)Mem_Alloc(cls.levelmempool, cl.max_effects * sizeof(cl_effect_t));
146         cl.beams = (beam_t *)Mem_Alloc(cls.levelmempool, cl.max_beams * sizeof(beam_t));
147         cl.dlights = (dlight_t *)Mem_Alloc(cls.levelmempool, cl.max_dlights * sizeof(dlight_t));
148         cl.lightstyle = (lightstyle_t *)Mem_Alloc(cls.levelmempool, cl.max_lightstyle * sizeof(lightstyle_t));
149         cl.brushmodel_entities = (int *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(int));
150         cl.particles = (particle_t *) Mem_Alloc(cls.levelmempool, cl.max_particles * sizeof(particle_t));
151
152         // LordHavoc: have to set up the baseline info for alpha and other stuff
153         for (i = 0;i < cl.max_entities;i++)
154         {
155                 cl.entities[i].state_baseline = defaultstate;
156                 cl.entities[i].state_previous = defaultstate;
157                 cl.entities[i].state_current = defaultstate;
158         }
159
160         for (i = 0;i < cl.max_csqcentities;i++)
161         {
162                 cl.csqcentities[i].state_baseline = defaultstate;       //[515]: csqc
163                 cl.csqcentities[i].state_previous = defaultstate;       //[515]: csqc
164                 cl.csqcentities[i].state_current = defaultstate;        //[515]: csqc
165                 cl.csqcentities[i].csqc = true;
166                 cl.csqcentities[i].state_current.number = -i;
167         }
168
169         if (gamemode == GAME_NEXUIZ)
170         {
171                 VectorSet(cl.playerstandmins, -16, -16, -24);
172                 VectorSet(cl.playerstandmaxs, 16, 16, 45);
173                 VectorSet(cl.playercrouchmins, -16, -16, -24);
174                 VectorSet(cl.playercrouchmaxs, 16, 16, 25);
175         }
176         else
177         {
178                 VectorSet(cl.playerstandmins, -16, -16, -24);
179                 VectorSet(cl.playerstandmaxs, 16, 16, 24);
180                 VectorSet(cl.playercrouchmins, -16, -16, -24);
181                 VectorSet(cl.playercrouchmaxs, 16, 16, 24);
182         }
183
184         // disable until we get textures for it
185         R_ResetSkyBox();
186
187         ent = &cl.entities[0];
188         // entire entity array was cleared, so just fill in a few fields
189         ent->state_current.active = true;
190         ent->render.model = cl.worldmodel = NULL; // no world model yet
191         ent->render.alpha = 1;
192         ent->render.colormap = -1; // no special coloring
193         ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
194         Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1);
195         CL_UpdateRenderEntity(&ent->render);
196
197         // noclip is turned off at start
198         noclip_anglehack = false;
199
200         // mark all frames invalid for delta
201         memset(cl.qw_deltasequence, -1, sizeof(cl.qw_deltasequence));
202
203         CL_Screen_NewMap();
204 }
205
206 void CL_SetInfo(const char *key, const char *value, qboolean send, qboolean allowstarkey, qboolean allowmodel, qboolean quiet)
207 {
208         if (strchr(key, '\"') || strchr(value, '\"') || (!allowstarkey && key[0] == '*') || (!allowmodel && (!strcasecmp(key, "pmodel") || !strcasecmp(key, "emodel"))))
209         {
210                 if (!quiet)
211                         Con_Printf("Can't setinfo \"%s\" \"%s\"\n", key, value);
212                 return;
213         }
214         InfoString_SetValue(cls.userinfo, sizeof(cls.userinfo), key, value);
215         if (cls.state == ca_connected && cls.netcon)
216         {
217                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
218                 {
219                         MSG_WriteByte(&cls.netcon->message, qw_clc_stringcmd);
220                         MSG_WriteString(&cls.netcon->message, va("setinfo \"%s\" \"%s\"", key, value));
221                 }
222                 else if (!strcasecmp(key, "name"))
223                 {
224                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
225                         MSG_WriteString(&cls.netcon->message, va("name \"%s\"", value));
226                 }
227                 else if (!strcasecmp(key, "playermodel"))
228                 {
229                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
230                         MSG_WriteString(&cls.netcon->message, va("playermodel \"%s\"", value));
231                 }
232                 else if (!strcasecmp(key, "playerskin"))
233                 {
234                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
235                         MSG_WriteString(&cls.netcon->message, va("playerskin \"%s\"", value));
236                 }
237                 else if (!strcasecmp(key, "topcolor"))
238                 {
239                         // don't send anything, the combined color code will be updated manually
240                 }
241                 else if (!strcasecmp(key, "bottomcolor"))
242                 {
243                         // don't send anything, the combined color code will be updated manually
244                 }
245                 else if (!strcasecmp(key, "rate"))
246                 {
247                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
248                         MSG_WriteString(&cls.netcon->message, va("rate \"%s\"", value));
249                 }
250         }
251 }
252
253 void CL_ExpandEntities(int num)
254 {
255         int i, oldmaxentities;
256         entity_t *oldentities;
257         if (num >= cl.max_entities)
258         {
259                 if (!cl.entities)
260                         Sys_Error("CL_ExpandEntities: cl.entities not initialized");
261                 if (num >= MAX_EDICTS)
262                         Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
263                 oldmaxentities = cl.max_entities;
264                 oldentities = cl.entities;
265                 cl.max_entities = (num & ~255) + 256;
266                 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
267                 memcpy(cl.entities, oldentities, oldmaxentities * sizeof(entity_t));
268                 Mem_Free(oldentities);
269                 for (i = oldmaxentities;i < cl.max_entities;i++)
270                 {
271                         cl.entities[i].state_baseline = defaultstate;
272                         cl.entities[i].state_previous = defaultstate;
273                         cl.entities[i].state_current = defaultstate;
274                 }
275         }
276 }
277
278 void CL_ExpandCSQCEntities(int num)
279 {
280         int i, oldmaxentities;
281         entity_t *oldentities;
282         if (num >= cl.max_csqcentities)
283         {
284                 if (!cl.csqcentities)
285                         Sys_Error("CL_ExpandCSQCEntities: cl.csqcentities not initialized\n");
286                 if (num >= MAX_EDICTS)
287                         Host_Error("CL_ExpandCSQCEntities: num %i >= %i\n", num, MAX_EDICTS);
288                 oldmaxentities = cl.max_csqcentities;
289                 oldentities = cl.csqcentities;
290                 cl.max_csqcentities = (num & ~255) + 256;
291                 cl.csqcentities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_csqcentities * sizeof(entity_t));
292                 memcpy(cl.csqcentities, oldentities, oldmaxentities * sizeof(entity_t));
293                 Mem_Free(oldentities);
294                 for (i = oldmaxentities;i < cl.max_csqcentities;i++)
295                 {
296                         cl.csqcentities[i].state_baseline = defaultstate;
297                         cl.csqcentities[i].state_previous = defaultstate;
298                         cl.csqcentities[i].state_current = defaultstate;
299                         cl.csqcentities[i].csqc = true;
300                         cl.csqcentities[i].state_current.number = -i;
301                 }
302         }
303 }
304
305 void CL_VM_ShutDown (void);
306 /*
307 =====================
308 CL_Disconnect
309
310 Sends a disconnect message to the server
311 This is also called on Host_Error, so it shouldn't cause any errors
312 =====================
313 */
314 void CL_Disconnect(void)
315 {
316         if (cls.state == ca_dedicated)
317                 return;
318
319         Con_DPrintf("CL_Disconnect\n");
320
321         CL_VM_ShutDown();
322 // stop sounds (especially looping!)
323         S_StopAllSounds ();
324
325         cl.parsingtextexpectingpingforscores = 0; // just in case no reply has come yet
326
327         // clear contents blends
328         cl.cshifts[0].percent = 0;
329         cl.cshifts[1].percent = 0;
330         cl.cshifts[2].percent = 0;
331         cl.cshifts[3].percent = 0;
332
333         cl.worldmodel = NULL;
334
335         if (cls.demoplayback)
336                 CL_StopPlayback();
337         else if (cls.netcon)
338         {
339                 sizebuf_t buf;
340                 unsigned char bufdata[8];
341                 if (cls.demorecording)
342                         CL_Stop_f();
343
344                 // send disconnect message 3 times to improve chances of server
345                 // receiving it (but it still fails sometimes)
346                 memset(&buf, 0, sizeof(buf));
347                 buf.data = bufdata;
348                 buf.maxsize = sizeof(bufdata);
349                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
350                 {
351                         Con_DPrint("Sending drop command\n");
352                         MSG_WriteByte(&buf, qw_clc_stringcmd);
353                         MSG_WriteString(&buf, "drop");
354                 }
355                 else
356                 {
357                         Con_DPrint("Sending clc_disconnect\n");
358                         MSG_WriteByte(&buf, clc_disconnect);
359                 }
360                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
361                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
362                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
363                 NetConn_Close(cls.netcon);
364                 cls.netcon = NULL;
365         }
366         cls.state = ca_disconnected;
367
368         cls.demoplayback = cls.timedemo = false;
369         cls.signon = 0;
370 }
371
372 void CL_Disconnect_f(void)
373 {
374         CL_Disconnect ();
375         if (sv.active)
376                 Host_ShutdownServer ();
377 }
378
379
380
381
382 /*
383 =====================
384 CL_EstablishConnection
385
386 Host should be either "local" or a net address
387 =====================
388 */
389 void CL_EstablishConnection(const char *host)
390 {
391         if (cls.state == ca_dedicated)
392                 return;
393
394         // clear menu's connect error message
395         M_Update_Return_Reason("");
396         cls.demonum = -1;
397
398         // stop demo loop in case this fails
399         CL_Disconnect();
400
401         // if downloads are running, cancel their finishing action
402         Curl_Clear_forthismap();
403
404         // make sure the client ports are open before attempting to connect
405         NetConn_UpdateSockets();
406
407         // run a network frame
408         //NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
409
410         if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
411         {
412                 cls.connect_trying = true;
413                 cls.connect_remainingtries = 3;
414                 cls.connect_nextsendtime = 0;
415                 M_Update_Return_Reason("Trying to connect...");
416                 // run several network frames to jump into the game quickly
417                 //if (sv.active)
418                 //{
419                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
420                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
421                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
422                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
423                 //}
424         }
425         else
426         {
427                 Con_Print("Unable to find a suitable network socket to connect to server.\n");
428                 M_Update_Return_Reason("No network");
429         }
430 }
431
432 /*
433 ==============
434 CL_PrintEntities_f
435 ==============
436 */
437 static void CL_PrintEntities_f(void)
438 {
439         entity_t *ent;
440         int i, j;
441         char name[32];
442
443         for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++)
444         {
445                 const char* modelname;
446
447                 if (!ent->state_current.active)
448                         continue;
449
450                 if (ent->render.model)
451                         modelname = ent->render.model->name;
452                 else
453                         modelname = "--no model--";
454                 strlcpy(name, modelname, 25);
455                 for (j = (int)strlen(name);j < 25;j++)
456                         name[j] = ' ';
457                 Con_Printf("%3i: %s:%4i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", i, name, ent->render.frame, (int) ent->state_current.origin[0], (int) ent->state_current.origin[1], (int) ent->state_current.origin[2], (int) ent->state_current.angles[0] % 360, (int) ent->state_current.angles[1] % 360, (int) ent->state_current.angles[2] % 360, ent->render.scale, ent->render.alpha);
458         }
459 }
460
461 //static const vec3_t nomodelmins = {-16, -16, -16};
462 //static const vec3_t nomodelmaxs = {16, 16, 16};
463 void CL_UpdateRenderEntity(entity_render_t *ent)
464 {
465         vec3_t org;
466         vec_t scale;
467         model_t *model = ent->model;
468         // update the inverse matrix for the renderer
469         Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
470         // update the animation blend state
471         R_LerpAnimation(ent);
472         // we need the matrix origin to center the box
473         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
474         // update entity->render.scale because the renderer needs it
475         ent->scale = scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
476         if (model)
477         {
478                 // NOTE: this directly extracts vector components from the matrix, which relies on the matrix orientation!
479 #ifdef MATRIX4x4_OPENGLORIENTATION
480                 if (ent->matrix.m[0][2] != 0 || ent->matrix.m[1][2] != 0)
481 #else
482                 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
483 #endif
484                 {
485                         // pitch or roll
486                         VectorMA(org, scale, model->rotatedmins, ent->mins);
487                         VectorMA(org, scale, model->rotatedmaxs, ent->maxs);
488                 }
489 #ifdef MATRIX4x4_OPENGLORIENTATION
490                 else if (ent->matrix.m[1][0] != 0 || ent->matrix.m[0][1] != 0)
491 #else
492                 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
493 #endif
494                 {
495                         // yaw
496                         VectorMA(org, scale, model->yawmins, ent->mins);
497                         VectorMA(org, scale, model->yawmaxs, ent->maxs);
498                 }
499                 else
500                 {
501                         VectorMA(org, scale, model->normalmins, ent->mins);
502                         VectorMA(org, scale, model->normalmaxs, ent->maxs);
503                 }
504         }
505         else
506         {
507                 ent->mins[0] = org[0] - 16;
508                 ent->mins[1] = org[1] - 16;
509                 ent->mins[2] = org[2] - 16;
510                 ent->maxs[0] = org[0] + 16;
511                 ent->maxs[1] = org[1] + 16;
512                 ent->maxs[2] = org[2] + 16;
513         }
514 }
515
516 /*
517 ===============
518 CL_LerpPoint
519
520 Determines the fraction between the last two messages that the objects
521 should be put at.
522 ===============
523 */
524 static float CL_LerpPoint(void)
525 {
526         float f;
527
528         // dropped packet, or start of demo
529         if (cl.mtime[1] < cl.mtime[0] - 0.1)
530                 cl.mtime[1] = cl.mtime[0] - 0.1;
531
532         cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
533
534         // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
535         f = cl.mtime[0] - cl.mtime[1];
536         if (!f || cl_nolerp.integer || cls.timedemo || (cl.islocalgame && !sv_fixedframeratesingleplayer.integer))
537         {
538                 cl.time = cl.mtime[0];
539                 return 1;
540         }
541
542         f = (cl.time - cl.mtime[1]) / f;
543         return bound(0, f, 1);
544 }
545
546 void CL_ClearTempEntities (void)
547 {
548         cl.num_temp_entities = 0;
549 }
550
551 entity_t *CL_NewTempEntity(void)
552 {
553         entity_t *ent;
554
555         if (r_refdef.numentities >= r_refdef.maxentities)
556                 return NULL;
557         if (cl.num_temp_entities >= cl.max_temp_entities)
558                 return NULL;
559         ent = &cl.temp_entities[cl.num_temp_entities++];
560         memset (ent, 0, sizeof(*ent));
561         r_refdef.entities[r_refdef.numentities++] = &ent->render;
562
563         ent->render.colormap = -1; // no special coloring
564         ent->render.alpha = 1;
565         VectorSet(ent->render.colormod, 1, 1, 1);
566         return ent;
567 }
568
569 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
570 {
571         int i;
572         cl_effect_t *e;
573         if (!modelindex) // sanity check
574                 return;
575         for (i = 0, e = cl.effects;i < cl.max_effects;i++, e++)
576         {
577                 if (e->active)
578                         continue;
579                 e->active = true;
580                 VectorCopy(org, e->origin);
581                 e->modelindex = modelindex;
582                 e->starttime = cl.time;
583                 e->startframe = startframe;
584                 e->endframe = startframe + framecount;
585                 e->framerate = framerate;
586
587                 e->frame = 0;
588                 e->frame1time = cl.time;
589                 e->frame2time = cl.time;
590                 cl.num_effects = max(cl.num_effects, i + 1);
591                 break;
592         }
593 }
594
595 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)
596 {
597         int i;
598         dlight_t *dl;
599
600         /*
601 // first look for an exact key match
602         if (ent)
603         {
604                 dl = cl.dlights;
605                 for (i = 0;i < cl.num_dlights;i++, dl++)
606                         if (dl->ent == ent)
607                                 goto dlightsetup;
608         }
609         */
610
611 // then look for anything else
612         dl = cl.dlights;
613         for (i = 0;i < cl.num_dlights;i++, dl++)
614                 if (!dl->radius)
615                         goto dlightsetup;
616         // if we hit the end of the active dlights and found no gaps, add a new one
617         if (i < MAX_DLIGHTS)
618         {
619                 cl.num_dlights = i + 1;
620                 goto dlightsetup;
621         }
622
623         // unable to find one
624         return;
625
626 dlightsetup:
627         //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
628         memset (dl, 0, sizeof(*dl));
629         Matrix4x4_Normalize(&dl->matrix, matrix);
630         dl->ent = ent;
631         Matrix4x4_OriginFromMatrix(&dl->matrix, dl->origin);
632         CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
633         Matrix4x4_SetOrigin(&dl->matrix, dl->origin[0], dl->origin[1], dl->origin[2]);
634         dl->radius = radius;
635         dl->color[0] = red;
636         dl->color[1] = green;
637         dl->color[2] = blue;
638         dl->decay = decay;
639         if (lifetime)
640                 dl->die = cl.time + lifetime;
641         else
642                 dl->die = 0;
643         dl->cubemapnum = cubemapnum;
644         dl->style = style;
645         dl->shadow = shadowenable;
646         dl->corona = corona;
647         dl->flags = flags;
648         dl->coronasizescale = coronasizescale;
649         dl->ambientscale = ambientscale;
650         dl->diffusescale = diffusescale;
651         dl->specularscale = specularscale;
652 }
653
654 // called before entity relinking
655 void CL_DecayLights(void)
656 {
657         int i, oldmax;
658         dlight_t *dl;
659         float time, f;
660
661         time = cl.time - cl.oldtime;
662         oldmax = cl.num_dlights;
663         cl.num_dlights = 0;
664         for (i = 0, dl = cl.dlights;i < oldmax;i++, dl++)
665         {
666                 if (dl->radius)
667                 {
668                         f = dl->radius - time * dl->decay;
669                         if (cl.time < dl->die && f > 0)
670                         {
671                                 dl->radius = dl->radius - time * dl->decay;
672                                 cl.num_dlights = i + 1;
673                         }
674                         else
675                                 dl->radius = 0;
676                 }
677         }
678 }
679
680 // called after entity relinking
681 void CL_UpdateLights(void)
682 {
683         int i, j, k, l;
684         dlight_t *dl;
685         float frac, f;
686
687         r_refdef.numlights = 0;
688         if (r_dynamic.integer)
689         {
690                 for (i = 0, dl = cl.dlights;i < cl.num_dlights;i++, dl++)
691                 {
692                         if (dl->radius)
693                         {
694                                 R_RTLight_Update(dl, false);
695                                 r_refdef.lights[r_refdef.numlights++] = dl;
696                         }
697                 }
698         }
699
700 // light animations
701 // 'm' is normal light, 'a' is no light, 'z' is double bright
702         f = cl.time * 10;
703         i = (int)floor(f);
704         frac = f - i;
705         for (j = 0;j < cl.max_lightstyle;j++)
706         {
707                 if (!cl.lightstyle || !cl.lightstyle[j].length)
708                 {
709                         r_refdef.lightstylevalue[j] = 256;
710                         continue;
711                 }
712                 k = i % cl.lightstyle[j].length;
713                 l = (i-1) % cl.lightstyle[j].length;
714                 k = cl.lightstyle[j].map[k] - 'a';
715                 l = cl.lightstyle[j].map[l] - 'a';
716                 r_refdef.lightstylevalue[j] = (unsigned short)(((k*frac)+(l*(1-frac)))*22);
717         }
718 }
719
720 void CL_AddQWCTFFlagModel(entity_t *player, int skin)
721 {
722         float f;
723         entity_t *flag;
724         matrix4x4_t flagmatrix;
725
726         // this code taken from QuakeWorld
727         f = 14;
728         if (player->render.frame2 >= 29 && player->render.frame2 <= 40)
729         {
730                 if (player->render.frame2 >= 29 && player->render.frame2 <= 34)
731                 { //axpain
732                         if      (player->render.frame2 == 29) f = f + 2;
733                         else if (player->render.frame2 == 30) f = f + 8;
734                         else if (player->render.frame2 == 31) f = f + 12;
735                         else if (player->render.frame2 == 32) f = f + 11;
736                         else if (player->render.frame2 == 33) f = f + 10;
737                         else if (player->render.frame2 == 34) f = f + 4;
738                 }
739                 else if (player->render.frame2 >= 35 && player->render.frame2 <= 40)
740                 { // pain
741                         if      (player->render.frame2 == 35) f = f + 2;
742                         else if (player->render.frame2 == 36) f = f + 10;
743                         else if (player->render.frame2 == 37) f = f + 10;
744                         else if (player->render.frame2 == 38) f = f + 8;
745                         else if (player->render.frame2 == 39) f = f + 4;
746                         else if (player->render.frame2 == 40) f = f + 2;
747                 }
748         }
749         else if (player->render.frame2 >= 103 && player->render.frame2 <= 118)
750         {
751                 if      (player->render.frame2 >= 103 && player->render.frame2 <= 104) f = f + 6;  //nailattack
752                 else if (player->render.frame2 >= 105 && player->render.frame2 <= 106) f = f + 6;  //light
753                 else if (player->render.frame2 >= 107 && player->render.frame2 <= 112) f = f + 7;  //rocketattack
754                 else if (player->render.frame2 >= 112 && player->render.frame2 <= 118) f = f + 7;  //shotattack
755         }
756         // end of code taken from QuakeWorld
757
758         flag = CL_NewTempEntity();
759         if (!flag)
760                 return;
761
762         flag->render.model = cl.model_precache[cl.qw_modelindex_flag];
763         flag->render.skinnum = skin;
764         flag->render.colormap = -1; // no special coloring
765         flag->render.alpha = 1;
766         VectorSet(flag->render.colormod, 1, 1, 1);
767         // attach the flag to the player matrix
768         Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
769         Matrix4x4_Concat(&flag->render.matrix, &player->render.matrix, &flagmatrix);
770         CL_UpdateRenderEntity(&flag->render);
771 }
772
773 #define MAXVIEWMODELS 32
774 entity_t *viewmodels[MAXVIEWMODELS];
775 int numviewmodels;
776
777 matrix4x4_t viewmodelmatrix;
778
779 static int entitylinkframenumber;
780
781 static const vec3_t muzzleflashorigin = {18, 0, 0};
782
783 extern void V_DriftPitch(void);
784 extern void V_FadeViewFlashs(void);
785 extern void V_CalcViewBlend(void);
786
787 extern void V_CalcRefdef(void);
788 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
789 void CL_UpdateNetworkEntity(entity_t *e)
790 {
791         matrix4x4_t *matrix, blendmatrix, tempmatrix, matrix2;
792         //matrix4x4_t dlightmatrix;
793         int j, k, l;
794         effectnameindex_t trailtype;
795         float origin[3], angles[3], delta[3], lerp, dlightcolor[3], dlightradius, v2[3], d;
796         entity_t *t;
797         model_t *model;
798         trace_t trace;
799         //entity_persistent_t *p = &e->persistent;
800         //entity_render_t *r = &e->render;
801         if (e->persistent.linkframe != entitylinkframenumber)
802         {
803                 e->persistent.linkframe = entitylinkframenumber;
804                 // skip inactive entities and world
805                 if (!e->state_current.active || e == cl.entities || e == cl.csqcentities)
806                         return;
807                 e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
808                 e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
809                 e->render.flags = e->state_current.flags;
810                 e->render.effects = e->state_current.effects;
811                 VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
812                 if (e->state_current.flags & RENDER_COLORMAPPED)
813                 {
814                         int cb;
815                         unsigned char *cbcolor;
816                         e->render.colormap = e->state_current.colormap;
817                         cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
818                         cbcolor = (unsigned char *) (&palette_complete[cb]);
819                         e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
820                         e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
821                         e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
822                         cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
823                         cbcolor = (unsigned char *) (&palette_complete[cb]);
824                         e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
825                         e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
826                         e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
827                 }
828                 else if (e->state_current.colormap && cl.scores != NULL)
829                 {
830                         int cb;
831                         unsigned char *cbcolor;
832                         e->render.colormap = cl.scores[e->state_current.colormap - 1].colors; // color it
833                         cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
834                         cbcolor = (unsigned char *) (&palette_complete[cb]);
835                         e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
836                         e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
837                         e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
838                         cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
839                         cbcolor = (unsigned char *) (&palette_complete[cb]);
840                         e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
841                         e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
842                         e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
843                 }
844                 else
845                 {
846                         e->render.colormap = -1; // no special coloring
847                         VectorClear(e->render.colormap_pantscolor);
848                         VectorClear(e->render.colormap_shirtcolor);
849                 }
850                 e->render.skinnum = e->state_current.skin;
851                 if (e->render.flags & RENDER_VIEWMODEL && !e->state_current.tagentity)
852                 {
853                         if (!r_drawviewmodel.integer || chase_active.integer || r_refdef.envmap)// || csqc_loaded)
854                                 return;
855                         if (!e->csqc)
856                         {
857                                 if (cl.viewentity)
858                                         CL_UpdateNetworkEntity(cl.entities + cl.viewentity);
859                                 if (e == &cl.viewent && cl.entities[cl.viewentity].state_current.active)
860                                 {
861                                         e->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
862                                         e->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_REFLECTIVE | EF_FULLBRIGHT | EF_NODEPTHTEST));
863                                 }
864                         }
865                         matrix = &viewmodelmatrix;
866                 }
867                 else
868                 {
869                         // if the tag entity is currently impossible, skip it
870                         if (!e->csqc)
871                         {
872                                 if (e->state_current.tagentity >= cl.num_entities)
873                                         return;
874                                 t = cl.entities + e->state_current.tagentity;
875                         }
876                         else
877                         {
878                                 if (e->state_current.tagentity >= cl.num_csqcentities)
879                                         return;
880                                 t = cl.csqcentities + e->state_current.tagentity;
881                         }
882                         // if the tag entity is inactive, skip it
883                         if (!t->state_current.active)
884                                 return;
885                         // note: this can link to world
886                         CL_UpdateNetworkEntity(t);
887                         // make relative to the entity
888                         matrix = &t->render.matrix;
889                         // some properties of the tag entity carry over
890                         e->render.flags |= t->render.flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
891                         // if a valid tagindex is used, make it relative to that tag instead
892                         // FIXME: use a model function to get tag info (need to handle skeletal)
893                         if (e->state_current.tagentity && e->state_current.tagindex >= 1 && (model = t->render.model))
894                         {
895                                 // blend the matrices
896                                 memset(&blendmatrix, 0, sizeof(blendmatrix));
897                                 for (j = 0;j < 4 && t->render.frameblend[j].lerp > 0;j++)
898                                 {
899                                         matrix4x4_t tagmatrix;
900                                         Mod_Alias_GetTagMatrix(model, t->render.frameblend[j].frame, e->state_current.tagindex - 1, &tagmatrix);
901                                         d = t->render.frameblend[j].lerp;
902                                         for (l = 0;l < 4;l++)
903                                                 for (k = 0;k < 4;k++)
904                                                         blendmatrix.m[l][k] += d * tagmatrix.m[l][k];
905                                 }
906                                 // concat the tag matrices onto the entity matrix
907                                 Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix);
908                                 // use the constructed tag matrix
909                                 matrix = &tempmatrix;
910                         }
911                 }
912
913                 // movement lerp
914                 // if it's the player entity, update according to client movement
915                 if (e == cl.entities + cl.playerentity && cl.movement_predicted)// && !e->csqc)
916                 {
917                         lerp = (cl.time - cl.movement_time[1]) / (cl.movement_time[0] - cl.movement_time[1]);
918                         lerp = bound(0, lerp, 1);
919                         VectorLerp(cl.movement_oldorigin, lerp, cl.movement_origin, origin);
920                         VectorSet(angles, 0, cl.viewangles[1], 0);
921                 }
922                 else if (e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
923                 {
924                         // interpolate the origin and angles
925                         VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
926                         VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
927                         if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
928                         if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
929                         if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
930                         VectorMA(e->persistent.oldangles, lerp, delta, angles);
931                 }
932                 else
933                 {
934                         // no interpolation
935                         VectorCopy(e->persistent.neworigin, origin);
936                         VectorCopy(e->persistent.newangles, angles);
937                 }
938
939                 // model setup and some modelflags
940                 if(e->state_current.modelindex < MAX_MODELS)
941                         e->render.model = cl.model_precache[e->state_current.modelindex];
942                 else
943                         e->render.model = cl.csqc_model_precache[65536-e->state_current.modelindex];
944                 if (e->render.model)
945                 {
946                         // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
947                         if (e->render.model->type == mod_alias)
948                                 angles[0] = -angles[0];
949                         if ((e->render.model->flags & EF_ROTATE) && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
950                         {
951                                 angles[1] = ANGLEMOD(100*cl.time);
952                                 if (cl_itembobheight.value)
953                                         origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
954                         }
955                         // transfer certain model flags to effects
956                         e->render.effects |= e->render.model->flags2 & (EF_FULLBRIGHT | EF_ADDITIVE);
957                         if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
958                                 VectorScale(e->render.colormod, 2, e->render.colormod);
959                 }
960                 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
961                 else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
962                         angles[0] = -angles[0];
963
964                 // animation lerp
965                 if (e->render.frame2 == e->state_current.frame)
966                 {
967                         // update frame lerp fraction
968                         e->render.framelerp = 1;
969                         if (e->render.frame2time > e->render.frame1time)
970                         {
971                                 // make sure frame lerp won't last longer than 100ms
972                                 // (this mainly helps with models that use framegroups and
973                                 // switch between them infrequently)
974                                 e->render.framelerp = (cl.time - e->render.frame2time) / min(e->render.frame2time - e->render.frame1time, 0.1);
975                                 e->render.framelerp = bound(0, e->render.framelerp, 1);
976                         }
977                 }
978                 else
979                 {
980                         // begin a new frame lerp
981                         e->render.frame1 = e->render.frame2;
982                         e->render.frame1time = e->render.frame2time;
983                         e->render.frame = e->render.frame2 = e->state_current.frame;
984                         e->render.frame2time = cl.time;
985                         e->render.framelerp = 0;
986                 }
987
988                 // set up the render matrix
989                 // FIXME: e->render.scale should go away
990                 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
991                 // concat the matrices to make the entity relative to its tag
992                 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
993                 // make the other useful stuff
994                 CL_UpdateRenderEntity(&e->render);
995
996                 // handle effects now that we know where this entity is in the world...
997                 if (e->render.model && e->render.model->soundfromcenter)
998                 {
999                         // bmodels are treated specially since their origin is usually '0 0 0'
1000                         vec3_t o;
1001                         VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1002                         Matrix4x4_Transform(&e->render.matrix, o, origin);
1003                 }
1004                 else
1005                         Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1006                 trailtype = EFFECT_NONE;
1007                 dlightradius = 0;
1008                 dlightcolor[0] = 0;
1009                 dlightcolor[1] = 0;
1010                 dlightcolor[2] = 0;
1011                 // LordHavoc: if the entity has no effects, don't check each
1012                 if (e->render.effects)
1013                 {
1014                         if (e->render.effects & EF_BRIGHTFIELD)
1015                         {
1016                                 if (gamemode == GAME_NEXUIZ)
1017                                         trailtype = EFFECT_TR_NEXUIZPLASMA;
1018                                 else
1019                                         CL_EntityParticles(e);
1020                         }
1021                         if (e->render.effects & EF_MUZZLEFLASH)
1022                                 e->persistent.muzzleflash = 1.0f;
1023                         if (e->render.effects & EF_DIMLIGHT)
1024                         {
1025                                 dlightradius = max(dlightradius, 200);
1026                                 dlightcolor[0] += 1.50f;
1027                                 dlightcolor[1] += 1.50f;
1028                                 dlightcolor[2] += 1.50f;
1029                         }
1030                         if (e->render.effects & EF_BRIGHTLIGHT)
1031                         {
1032                                 dlightradius = max(dlightradius, 400);
1033                                 dlightcolor[0] += 3.00f;
1034                                 dlightcolor[1] += 3.00f;
1035                                 dlightcolor[2] += 3.00f;
1036                         }
1037                         // LordHavoc: more effects
1038                         if (e->render.effects & EF_RED) // red
1039                         {
1040                                 dlightradius = max(dlightradius, 200);
1041                                 dlightcolor[0] += 1.50f;
1042                                 dlightcolor[1] += 0.15f;
1043                                 dlightcolor[2] += 0.15f;
1044                         }
1045                         if (e->render.effects & EF_BLUE) // blue
1046                         {
1047                                 dlightradius = max(dlightradius, 200);
1048                                 dlightcolor[0] += 0.15f;
1049                                 dlightcolor[1] += 0.15f;
1050                                 dlightcolor[2] += 1.50f;
1051                         }
1052                         if (e->render.effects & EF_FLAME)
1053                                 CL_ParticleEffect(EFFECT_EF_FLAME, cl.time - cl.oldtime, origin, origin, vec3_origin, vec3_origin, NULL, 0);
1054                         if (e->render.effects & EF_STARDUST)
1055                                 CL_ParticleEffect(EFFECT_EF_STARDUST, cl.time - cl.oldtime, origin, origin, vec3_origin, vec3_origin, NULL, 0);
1056                         if (e->render.effects & (EF_FLAG1QW | EF_FLAG2QW))
1057                         {
1058                                 // these are only set on player entities
1059                                 CL_AddQWCTFFlagModel(e, (e->render.effects & EF_FLAG2QW) != 0);
1060                         }
1061                 }
1062                 // muzzleflash fades over time, and is offset a bit
1063                 if (e->persistent.muzzleflash > 0)
1064                 {
1065                         Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
1066                         trace = CL_TraceBox(origin, vec3_origin, vec3_origin, v2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, false);
1067                         tempmatrix = e->render.matrix;
1068                         Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], trace.endpos[2]);
1069                         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);
1070                         e->persistent.muzzleflash -= (cl.time - cl.oldtime) * 10;
1071                 }
1072                 // LordHavoc: if the model has no flags, don't check each
1073                 if (e->render.model && e->render.model->flags && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
1074                 {
1075                         if (e->render.model->flags & EF_GIB)
1076                                 trailtype = EFFECT_TR_BLOOD;
1077                         else if (e->render.model->flags & EF_ZOMGIB)
1078                                 trailtype = EFFECT_TR_SLIGHTBLOOD;
1079                         else if (e->render.model->flags & EF_TRACER)
1080                                 trailtype = EFFECT_TR_WIZSPIKE;
1081                         else if (e->render.model->flags & EF_TRACER2)
1082                                 trailtype = EFFECT_TR_KNIGHTSPIKE;
1083                         else if (e->render.model->flags & EF_ROCKET)
1084                                 trailtype = EFFECT_TR_ROCKET;
1085                         else if (e->render.model->flags & EF_GRENADE)
1086                         {
1087                                 // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1088                                 trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1089                         }
1090                         else if (e->render.model->flags & EF_TRACER3)
1091                                 trailtype = EFFECT_TR_VORESPIKE;
1092                 }
1093                 // LordHavoc: customizable glow
1094                 if (e->state_current.glowsize)
1095                 {
1096                         // * 4 for the expansion from 0-255 to 0-1023 range,
1097                         // / 255 to scale down byte colors
1098                         dlightradius = max(dlightradius, e->state_current.glowsize * 4);
1099                         VectorMA(dlightcolor, (1.0f / 255.0f), (unsigned char *)&palette_complete[e->state_current.glowcolor], dlightcolor);
1100                 }
1101                 // make the glow dlight
1102                 if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL))
1103                 {
1104                         //dlightmatrix = e->render.matrix;
1105                         // hack to make glowing player light shine on their gun
1106                         //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
1107                         //      Matrix4x4_AdjustOrigin(&dlightmatrix, 0, 0, 30);
1108                         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);
1109                 }
1110                 // custom rtlight
1111                 if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
1112                 {
1113                         float light[4];
1114                         VectorScale(e->state_current.light, (1.0f / 256.0f), light);
1115                         light[3] = e->state_current.light[3];
1116                         if (light[0] == 0 && light[1] == 0 && light[2] == 0)
1117                                 VectorSet(light, 1, 1, 1);
1118                         if (light[3] == 0)
1119                                 light[3] = 350;
1120                         // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
1121                         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);
1122                 }
1123                 // do trails
1124                 if (e->render.flags & RENDER_GLOWTRAIL)
1125                         trailtype = EFFECT_TR_GLOWTRAIL;
1126                 if (trailtype)
1127                 {
1128                         float len;
1129                         vec3_t vel;
1130                         VectorSubtract(e->state_current.origin, e->state_previous.origin, vel);
1131                         len = e->state_current.time - e->state_previous.time;
1132                         if (len > 0)
1133                                 len = 1.0f / len;
1134                         VectorScale(vel, len, vel);
1135                         CL_ParticleEffect(trailtype, 1, e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor);
1136                 }
1137                 VectorCopy(origin, e->persistent.trail_origin);
1138                 // tenebrae's sprites are all additive mode (weird)
1139                 if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
1140                         e->render.effects |= EF_ADDITIVE;
1141                 // player model is only shown with chase_active on
1142                 if (!e->csqc)
1143                 if (e->state_current.number == cl.viewentity)
1144                         e->render.flags |= RENDER_EXTERIORMODEL;
1145                 // transparent stuff can't be lit during the opaque stage
1146                 if (e->render.effects & (EF_ADDITIVE | EF_NODEPTHTEST) || e->render.alpha < 1)
1147                         e->render.flags |= RENDER_TRANSPARENT;
1148                 // double sided rendering mode causes backfaces to be visible
1149                 // (mostly useful on transparent stuff)
1150                 if (e->render.effects & EF_DOUBLESIDED)
1151                         e->render.flags |= RENDER_NOCULLFACE;
1152                 // either fullbright or lit
1153                 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1154                         e->render.flags |= RENDER_LIGHT;
1155                 // hide player shadow during intermission or nehahra movie
1156                 if (!(e->render.effects & EF_NOSHADOW)
1157                  && !(e->render.flags & (RENDER_VIEWMODEL | RENDER_TRANSPARENT))
1158                  && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
1159                         e->render.flags |= RENDER_SHADOW;
1160                 if (e->render.model && e->render.model->name[0] == '*' && e->render.model->TraceBox)
1161                         cl.brushmodel_entities[cl.num_brushmodel_entities++] = e->state_current.number;
1162                 // because the player may be attached to another entity, V_CalcRefdef must be deferred until here...
1163                 if (e->state_current.number == cl.viewentity)
1164                         V_CalcRefdef();
1165         }
1166 }
1167
1168
1169 /*
1170 ===============
1171 CL_UpdateEntities
1172 ===============
1173 */
1174 static void CL_UpdateEntities(void)
1175 {
1176         entity_t *ent;
1177         int i;
1178
1179         ent = &cl.viewent;
1180         ent->state_previous = ent->state_current;
1181         ent->state_current = defaultstate;
1182         ent->state_current.time = cl.time;
1183         ent->state_current.number = -1;
1184         ent->state_current.active = true;
1185         ent->state_current.modelindex = cl.stats[STAT_WEAPON];
1186         ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
1187         ent->state_current.flags = RENDER_VIEWMODEL;
1188         if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
1189                 ent->state_current.modelindex = 0;
1190         else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1191         {
1192                 if (gamemode == GAME_TRANSFUSION)
1193                         ent->state_current.alpha = 128;
1194                 else
1195                         ent->state_current.modelindex = 0;
1196         }
1197
1198         // reset animation interpolation on weaponmodel if model changed
1199         if (ent->state_previous.modelindex != ent->state_current.modelindex)
1200         {
1201                 ent->render.frame = ent->render.frame1 = ent->render.frame2 = ent->state_current.frame;
1202                 ent->render.frame1time = ent->render.frame2time = cl.time;
1203                 ent->render.framelerp = 1;
1204         }
1205
1206         // start on the entity after the world
1207         entitylinkframenumber++;
1208         for (i = 1;i < cl.num_entities;i++)
1209         {
1210                 if (cl.entities_active[i])
1211                 {
1212                         ent = cl.entities + i;
1213                         if (ent->state_current.active)
1214                                 CL_UpdateNetworkEntity(ent);
1215                         else
1216                                 cl.entities_active[i] = false;
1217                 }
1218         }
1219         CL_UpdateNetworkEntity(&cl.viewent);
1220 }
1221
1222 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
1223 void CL_LinkNetworkEntity(entity_t *e)
1224 {
1225         entity_t *t;
1226         if (e->persistent.linkframe != entitylinkframenumber)
1227         {
1228                 e->persistent.linkframe = entitylinkframenumber;
1229                 // skip inactive entities and world
1230                 if (!e->state_current.active || e == cl.entities || e == cl.csqcentities)
1231                         return;
1232                 if (e->render.flags & RENDER_VIEWMODEL && !e->state_current.tagentity)
1233                 {
1234                         if (!r_drawviewmodel.integer || chase_active.integer || r_refdef.envmap)
1235                                 return;
1236                         if (!e->csqc)
1237                         if (cl.viewentity)
1238                                 CL_LinkNetworkEntity(cl.entities + cl.viewentity);
1239                 }
1240                 else
1241                 {
1242                         // if the tag entity is currently impossible, skip it
1243                         if (!e->csqc)
1244                         {
1245                                 if (e->state_current.tagentity >= cl.num_entities)
1246                                         return;
1247                                 t = cl.entities + e->state_current.tagentity;
1248                         }
1249                         else
1250                         {
1251                                 if (e->state_current.tagentity >= cl.num_csqcentities)
1252                                         return;
1253                                 t = cl.csqcentities + e->state_current.tagentity;
1254                         }
1255                         // if the tag entity is inactive, skip it
1256                         if (!t->state_current.active)
1257                                 return;
1258                         // note: this can link to world
1259                         CL_LinkNetworkEntity(t);
1260                 }
1261
1262                 // don't show entities with no modelindex (note: this still shows
1263                 // entities which have a modelindex that resolved to a NULL model)
1264                 if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.numentities < r_refdef.maxentities)
1265                         r_refdef.entities[r_refdef.numentities++] = &e->render;
1266                 //if (cl.viewentity && e->state_current.number == cl.viewentity)
1267                 //      Matrix4x4_Print(&e->render.matrix);
1268         }
1269 }
1270
1271 void CL_RelinkWorld(void)
1272 {
1273         entity_t *ent = &cl.entities[0];
1274         cl.brushmodel_entities[cl.num_brushmodel_entities++] = 0;
1275         // FIXME: this should be done at load
1276         ent->render.matrix = identitymatrix;
1277         CL_UpdateRenderEntity(&ent->render);
1278         ent->render.flags = RENDER_SHADOW;
1279         if (!r_fullbright.integer)
1280                 ent->render.flags |= RENDER_LIGHT;
1281         VectorSet(ent->render.colormod, 1, 1, 1);
1282         r_refdef.worldentity = &ent->render;
1283         r_refdef.worldmodel = cl.worldmodel;
1284 }
1285
1286 static void CL_RelinkStaticEntities(void)
1287 {
1288         int i;
1289         entity_t *e;
1290         for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++, e++)
1291         {
1292                 e->render.flags = 0;
1293                 // transparent stuff can't be lit during the opaque stage
1294                 if (e->render.effects & (EF_ADDITIVE | EF_NODEPTHTEST) || e->render.alpha < 1)
1295                         e->render.flags |= RENDER_TRANSPARENT;
1296                 // either fullbright or lit
1297                 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1298                         e->render.flags |= RENDER_LIGHT;
1299                 // hide player shadow during intermission or nehahra movie
1300                 if (!(e->render.effects & EF_NOSHADOW) && !(e->render.flags & RENDER_TRANSPARENT))
1301                         e->render.flags |= RENDER_SHADOW;
1302                 VectorSet(e->render.colormod, 1, 1, 1);
1303                 R_LerpAnimation(&e->render);
1304                 r_refdef.entities[r_refdef.numentities++] = &e->render;
1305         }
1306 }
1307
1308 /*
1309 ===============
1310 CL_RelinkEntities
1311 ===============
1312 */
1313 static void CL_RelinkNetworkEntities(void)
1314 {
1315         entity_t *ent;
1316         int i;
1317
1318         // start on the entity after the world
1319         for (i = 1;i < cl.num_entities;i++)
1320         {
1321                 if (cl.entities_active[i])
1322                 {
1323                         ent = cl.entities + i;
1324                         if (ent->state_current.active)
1325                                 CL_LinkNetworkEntity(ent);
1326                         else
1327                                 cl.entities_active[i] = false;
1328                 }
1329         }
1330 }
1331
1332 static void CL_RelinkEffects(void)
1333 {
1334         int i, intframe;
1335         cl_effect_t *e;
1336         entity_t *ent;
1337         float frame;
1338
1339         for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++)
1340         {
1341                 if (e->active)
1342                 {
1343                         frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1344                         intframe = (int)frame;
1345                         if (intframe < 0 || intframe >= e->endframe)
1346                         {
1347                                 memset(e, 0, sizeof(*e));
1348                                 while (cl.num_effects > 0 && !cl.effects[cl.num_effects - 1].active)
1349                                         cl.num_effects--;
1350                                 continue;
1351                         }
1352
1353                         if (intframe != e->frame)
1354                         {
1355                                 e->frame = intframe;
1356                                 e->frame1time = e->frame2time;
1357                                 e->frame2time = cl.time;
1358                         }
1359
1360                         // if we're drawing effects, get a new temp entity
1361                         // (NewTempEntity adds it to the render entities list for us)
1362                         if (r_draweffects.integer && (ent = CL_NewTempEntity()))
1363                         {
1364                                 // interpolation stuff
1365                                 ent->render.frame1 = intframe;
1366                                 ent->render.frame2 = intframe + 1;
1367                                 if (ent->render.frame2 >= e->endframe)
1368                                         ent->render.frame2 = -1; // disappear
1369                                 ent->render.framelerp = frame - intframe;
1370                                 ent->render.frame1time = e->frame1time;
1371                                 ent->render.frame2time = e->frame2time;
1372
1373                                 // normal stuff
1374                                 if(e->modelindex < MAX_MODELS)
1375                                         ent->render.model = cl.model_precache[e->modelindex];
1376                                 else
1377                                         ent->render.model = cl.csqc_model_precache[65536-e->modelindex];
1378                                 ent->render.frame = ent->render.frame2;
1379                                 ent->render.colormap = -1; // no special coloring
1380                                 ent->render.alpha = 1;
1381                                 VectorSet(ent->render.colormod, 1, 1, 1);
1382
1383                                 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1384                                 CL_UpdateRenderEntity(&ent->render);
1385                         }
1386                 }
1387         }
1388 }
1389
1390 void CL_Beam_CalculatePositions(const beam_t *b, vec3_t start, vec3_t end)
1391 {
1392         VectorCopy(b->start, start);
1393         VectorCopy(b->end, end);
1394
1395         // if coming from the player, update the start position
1396         if (b->entity == cl.viewentity)
1397         {
1398                 if (cl_beams_quakepositionhack.integer && !chase_active.integer)
1399                 {
1400                         // LordHavoc: this is a stupid hack from Quake that makes your
1401                         // lightning appear to come from your waist and cover less of your
1402                         // view
1403                         // in Quake this hack was applied to all players (causing the
1404                         // infamous crotch-lightning), but in darkplaces and QuakeWorld it
1405                         // only applies to your own lightning, and only in first person
1406                         Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, start);
1407                 }
1408                 if (cl_beams_instantaimhack.integer)
1409                 {
1410                         vec3_t dir, localend;
1411                         vec_t len;
1412                         // LordHavoc: this updates the beam direction to match your
1413                         // viewangles
1414                         VectorSubtract(end, start, dir);
1415                         len = VectorLength(dir);
1416                         VectorNormalize(dir);
1417                         VectorSet(localend, len, 0, 0);
1418                         Matrix4x4_Transform(&r_view.matrix, localend, end);
1419                 }
1420         }
1421 }
1422
1423 void CL_RelinkBeams(void)
1424 {
1425         int i;
1426         beam_t *b;
1427         vec3_t dist, org, start, end;
1428         float d;
1429         entity_t *ent;
1430         float yaw, pitch;
1431         float forward;
1432         matrix4x4_t tempmatrix;
1433
1434         for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++)
1435         {
1436                 if (!b->model)
1437                         continue;
1438                 if (b->endtime < cl.time)
1439                 {
1440                         b->model = NULL;
1441                         continue;
1442                 }
1443
1444                 CL_Beam_CalculatePositions(b, start, end);
1445
1446                 if (b->lightning)
1447                 {
1448                         if (cl_beams_lightatend.integer)
1449                         {
1450                                 // FIXME: create a matrix from the beam start/end orientation
1451                                 Matrix4x4_CreateTranslate(&tempmatrix, end[0], end[1], end[2]);
1452                                 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);
1453                         }
1454                         if (cl_beams_polygons.integer)
1455                                 continue;
1456                 }
1457
1458                 // calculate pitch and yaw
1459                 // (this is similar to the QuakeC builtin function vectoangles)
1460                 VectorSubtract(end, start, dist);
1461                 if (dist[1] == 0 && dist[0] == 0)
1462                 {
1463                         yaw = 0;
1464                         if (dist[2] > 0)
1465                                 pitch = 90;
1466                         else
1467                                 pitch = 270;
1468                 }
1469                 else
1470                 {
1471                         yaw = (int) (atan2(dist[1], dist[0]) * 180 / M_PI);
1472                         if (yaw < 0)
1473                                 yaw += 360;
1474
1475                         forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1476                         pitch = (int) (atan2(dist[2], forward) * 180 / M_PI);
1477                         if (pitch < 0)
1478                                 pitch += 360;
1479                 }
1480
1481                 // add new entities for the lightning
1482                 VectorCopy (start, org);
1483                 d = VectorNormalizeLength(dist);
1484                 while (d > 0)
1485                 {
1486                         ent = CL_NewTempEntity ();
1487                         if (!ent)
1488                                 return;
1489                         //VectorCopy (org, ent->render.origin);
1490                         ent->render.model = b->model;
1491                         //ent->render.effects = EF_FULLBRIGHT;
1492                         //ent->render.angles[0] = pitch;
1493                         //ent->render.angles[1] = yaw;
1494                         //ent->render.angles[2] = rand()%360;
1495                         Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1496                         CL_UpdateRenderEntity(&ent->render);
1497                         VectorMA(org, 30, dist, org);
1498                         d -= 30;
1499                 }
1500         }
1501
1502         while (cl.num_beams > 0 && !cl.beams[cl.num_beams - 1].model)
1503                 cl.num_beams--;
1504 }
1505
1506 static void CL_RelinkQWNails(void)
1507 {
1508         int i;
1509         vec_t *v;
1510         entity_t *ent;
1511
1512         for (i = 0;i < cl.qw_num_nails;i++)
1513         {
1514                 v = cl.qw_nails[i];
1515
1516                 // if we're drawing effects, get a new temp entity
1517                 // (NewTempEntity adds it to the render entities list for us)
1518                 if (!(ent = CL_NewTempEntity()))
1519                         continue;
1520
1521                 // normal stuff
1522                 ent->render.model = cl.model_precache[cl.qw_modelindex_spike];
1523                 ent->render.colormap = -1; // no special coloring
1524                 ent->render.alpha = 1;
1525                 VectorSet(ent->render.colormod, 1, 1, 1);
1526
1527                 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
1528                 CL_UpdateRenderEntity(&ent->render);
1529         }
1530 }
1531
1532 void CL_LerpPlayer(float frac)
1533 {
1534         int i;
1535
1536         cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
1537         for (i = 0;i < 3;i++)
1538         {
1539                 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
1540                 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
1541                 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1542         }
1543 }
1544
1545 void CSQC_RelinkAllEntities (int drawmask)
1546 {
1547         // process network entities (note: this sets up the view!)
1548         cl.num_brushmodel_entities = 0;
1549         CL_UpdateEntities();
1550
1551         entitylinkframenumber++;
1552         // link stuff
1553         CL_RelinkWorld();
1554         CL_RelinkStaticEntities();
1555         CL_RelinkBeams();
1556         CL_RelinkEffects();
1557
1558         // link stuff
1559         if (drawmask & ENTMASK_ENGINE)
1560         {
1561                 CL_RelinkNetworkEntities();
1562                 CL_RelinkQWNails();
1563         }
1564
1565         if (drawmask & ENTMASK_ENGINEVIEWMODELS)
1566                 CL_LinkNetworkEntity(&cl.viewent); // link gun model
1567
1568         // update view blend
1569         V_CalcViewBlend();
1570 }
1571
1572 /*
1573 ===============
1574 CL_ReadFromServer
1575
1576 Read all incoming data from the server
1577 ===============
1578 */
1579 extern void CL_ClientMovement_Replay(void);
1580 extern void CL_StairSmoothing(void);//view.c
1581
1582 int CL_ReadFromServer(void)
1583 {
1584         CL_ReadDemoMessage();
1585         CL_SendMove();
1586
1587         r_refdef.time = cl.time;
1588         r_refdef.extraupdate = !r_speeds.integer;
1589         r_refdef.numentities = 0;
1590         r_view.matrix = identitymatrix;
1591
1592         if (cls.state == ca_connected && cls.signon == SIGNONS)
1593         {
1594                 // prepare for a new frame
1595                 CL_LerpPlayer(CL_LerpPoint());
1596                 CL_DecayLights();
1597                 CL_ClearTempEntities();
1598                 V_DriftPitch();
1599                 V_FadeViewFlashs();
1600
1601                 // move particles
1602                 CL_MoveParticles();
1603                 R_MoveExplosions();
1604
1605                 // predict current player location
1606                 CL_ClientMovement_Replay();
1607
1608                 // now that the player entity has been updated we can call V_CalcRefdef
1609                 V_CalcRefdef();
1610
1611                 if(!csqc_loaded)        //[515]: csqc
1612                 {
1613                         // process network entities (note: this sets up the view!)
1614                         cl.num_brushmodel_entities = 0;
1615                         CL_UpdateEntities();
1616
1617                         entitylinkframenumber++;
1618                         // link stuff
1619                         CL_RelinkWorld();
1620                         CL_RelinkStaticEntities();
1621                         CL_RelinkBeams();
1622                         CL_RelinkEffects();
1623
1624                         CL_RelinkNetworkEntities();
1625                         CL_LinkNetworkEntity(&cl.viewent); // link gun model
1626                         CL_RelinkQWNails();
1627
1628                         // update view blend
1629                         V_CalcViewBlend();
1630                 }
1631                 else
1632                         csqc_frame = true;
1633
1634                 CL_UpdateLights();
1635                 CL_StairSmoothing();
1636
1637                 // update the r_refdef time again because cl.time may have changed
1638                 r_refdef.time = cl.time;
1639         }
1640
1641         return 0;
1642 }
1643
1644 // LordHavoc: pausedemo command
1645 static void CL_PauseDemo_f (void)
1646 {
1647         cls.demopaused = !cls.demopaused;
1648         if (cls.demopaused)
1649                 Con_Print("Demo paused\n");
1650         else
1651                 Con_Print("Demo unpaused\n");
1652 }
1653
1654 /*
1655 ======================
1656 CL_Fog_f
1657 ======================
1658 */
1659 static void CL_Fog_f (void)
1660 {
1661         if (Cmd_Argc () == 1)
1662         {
1663                 Con_Printf("\"fog\" is \"%f %f %f %f\"\n", r_refdef.fog_density, r_refdef.fog_red, r_refdef.fog_green, r_refdef.fog_blue);
1664                 return;
1665         }
1666         r_refdef.fog_density = atof(Cmd_Argv(1));
1667         r_refdef.fog_red = atof(Cmd_Argv(2));
1668         r_refdef.fog_green = atof(Cmd_Argv(3));
1669         r_refdef.fog_blue = atof(Cmd_Argv(4));
1670 }
1671
1672 /*
1673 ====================
1674 CL_TimeRefresh_f
1675
1676 For program optimization
1677 ====================
1678 */
1679 static void CL_TimeRefresh_f (void)
1680 {
1681         int i;
1682         float timestart, timedelta, oldangles[3];
1683
1684         r_refdef.extraupdate = false;
1685         VectorCopy(cl.viewangles, oldangles);
1686         VectorClear(cl.viewangles);
1687
1688         timestart = Sys_DoubleTime();
1689         for (i = 0;i < 128;i++)
1690         {
1691                 Matrix4x4_CreateFromQuakeEntity(&r_view.matrix, r_view.origin[0], r_view.origin[1], r_view.origin[2], 0, i / 128.0 * 360.0, 0, 1);
1692                 CL_UpdateScreen();
1693         }
1694         timedelta = Sys_DoubleTime() - timestart;
1695
1696         VectorCopy(oldangles, cl.viewangles);
1697         Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
1698 }
1699
1700 /*
1701 ===========
1702 CL_Shutdown
1703 ===========
1704 */
1705 void CL_Shutdown (void)
1706 {
1707         CL_Particles_Shutdown();
1708         CL_Parse_Shutdown();
1709
1710         Mem_FreePool (&cls.permanentmempool);
1711         Mem_FreePool (&cls.levelmempool);
1712 }
1713
1714 /*
1715 =================
1716 CL_Init
1717 =================
1718 */
1719 void CL_Init (void)
1720 {
1721         cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL);
1722         cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL);
1723
1724         memset(&r_refdef, 0, sizeof(r_refdef));
1725         // max entities sent to renderer per frame
1726         r_refdef.maxentities = MAX_EDICTS + 256 + 512;
1727         r_refdef.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.maxentities);
1728
1729         CL_InitInput ();
1730
1731 //
1732 // register our commands
1733 //
1734         Cvar_RegisterVariable (&cl_upspeed);
1735         Cvar_RegisterVariable (&cl_forwardspeed);
1736         Cvar_RegisterVariable (&cl_backspeed);
1737         Cvar_RegisterVariable (&cl_sidespeed);
1738         Cvar_RegisterVariable (&cl_movespeedkey);
1739         Cvar_RegisterVariable (&cl_yawspeed);
1740         Cvar_RegisterVariable (&cl_pitchspeed);
1741         Cvar_RegisterVariable (&cl_anglespeedkey);
1742         Cvar_RegisterVariable (&cl_shownet);
1743         Cvar_RegisterVariable (&cl_nolerp);
1744         Cvar_RegisterVariable (&lookspring);
1745         Cvar_RegisterVariable (&lookstrafe);
1746         Cvar_RegisterVariable (&sensitivity);
1747         Cvar_RegisterVariable (&freelook);
1748
1749         Cvar_RegisterVariable (&m_pitch);
1750         Cvar_RegisterVariable (&m_yaw);
1751         Cvar_RegisterVariable (&m_forward);
1752         Cvar_RegisterVariable (&m_side);
1753
1754         Cvar_RegisterVariable (&cl_itembobspeed);
1755         Cvar_RegisterVariable (&cl_itembobheight);
1756
1757         Cmd_AddCommand ("entities", CL_PrintEntities_f, "print information on network entities known to client");
1758         Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
1759         Cmd_AddCommand ("record", CL_Record_f, "record a demo");
1760         Cmd_AddCommand ("stop", CL_Stop_f, "stop recording or playing a demo");
1761         Cmd_AddCommand ("playdemo", CL_PlayDemo_f, "watch a demo file");
1762         Cmd_AddCommand ("timedemo", CL_TimeDemo_f, "play back a demo as fast as possible and save statistics to benchmark.log");
1763
1764 #ifdef AUTODEMO_BROKEN
1765         Cvar_RegisterVariable (&cl_autodemo);
1766         Cvar_RegisterVariable (&cl_autodemo_nameformat);
1767 #endif
1768
1769         Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue)");
1770
1771         // LordHavoc: added pausedemo
1772         Cmd_AddCommand ("pausedemo", CL_PauseDemo_f, "pause demo playback (can also safely pause demo recording if using QUAKE, QUAKEDP or NEHAHRAMOVIE protocol, useful for making movies)");
1773
1774         Cvar_RegisterVariable(&r_draweffects);
1775         Cvar_RegisterVariable(&cl_explosions_alpha_start);
1776         Cvar_RegisterVariable(&cl_explosions_alpha_end);
1777         Cvar_RegisterVariable(&cl_explosions_size_start);
1778         Cvar_RegisterVariable(&cl_explosions_size_end);
1779         Cvar_RegisterVariable(&cl_explosions_lifetime);
1780         Cvar_RegisterVariable(&cl_stainmaps);
1781         Cvar_RegisterVariable(&cl_stainmaps_clearonload);
1782         Cvar_RegisterVariable(&cl_beams_polygons);
1783         Cvar_RegisterVariable(&cl_beams_quakepositionhack);
1784         Cvar_RegisterVariable(&cl_beams_instantaimhack);
1785         Cvar_RegisterVariable(&cl_beams_lightatend);
1786         Cvar_RegisterVariable(&cl_noplayershadow);
1787
1788         Cvar_RegisterVariable(&cl_prydoncursor);
1789
1790         Cvar_RegisterVariable(&cl_deathnoviewmodel);
1791
1792         // for QW connections
1793         Cvar_RegisterVariable(&qport);
1794         Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff);
1795
1796         Cmd_AddCommand("timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
1797
1798         CL_Parse_Init();
1799         CL_Particles_Init();
1800         CL_Screen_Init();
1801
1802         CL_Video_Init();
1803 }
1804
1805
1806