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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 #include "snd_main.h"
30
31 // we need to declare some mouse variables here, because the menu system
32 // references them even when on a unix system.
33
34 cvar_t csqc_progname = {0, "csqc_progname","csprogs.dat","name of csprogs.dat file to load"};
35 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"};
36 cvar_t csqc_progsize = {CVAR_READONLY, "csqc_progsize","-1","file size of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"};
37
38 cvar_t cl_shownet = {0, "cl_shownet","0","1 = print packet size, 2 = print packet message list"};
39 cvar_t cl_nolerp = {0, "cl_nolerp", "0","network update smoothing"};
40
41 cvar_t cl_itembobheight = {0, "cl_itembobheight", "0","how much items bob up and down (try 8)"};
42 cvar_t cl_itembobspeed = {0, "cl_itembobspeed", "0.5","how frequently items bob up and down"};
43
44 cvar_t lookspring = {CVAR_SAVE, "lookspring","0","returns pitch to level with the floor when no longer holding a pitch key"};
45 cvar_t lookstrafe = {CVAR_SAVE, "lookstrafe","0","move instead of turning"};
46 cvar_t sensitivity = {CVAR_SAVE, "sensitivity","3","mouse speed multiplier"};
47
48 cvar_t m_pitch = {CVAR_SAVE, "m_pitch","0.022","mouse pitch speed multiplier"};
49 cvar_t m_yaw = {CVAR_SAVE, "m_yaw","0.022","mouse yaw speed multiplier"};
50 cvar_t m_forward = {CVAR_SAVE, "m_forward","1","mouse forward speed multiplier"};
51 cvar_t m_side = {CVAR_SAVE, "m_side","0.8","mouse side speed multiplier"};
52
53 cvar_t freelook = {CVAR_SAVE, "freelook", "1","mouse controls pitch instead of forward/back"};
54
55 cvar_t cl_autodemo = {CVAR_SAVE, "cl_autodemo", "0", "records every game played, using the date/time and map name to name the demo file" };
56 cvar_t cl_autodemo_nameformat = {CVAR_SAVE, "cl_autodemo_nameformat", "autodemos/%Y-%m-%d_%H-%M", "The format of the cl_autodemo filename, followed by the map name" };
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", "0", "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 cl_dlights_decayradius = {CVAR_SAVE, "cl_dlights_decayradius", "1", "reduces size of light flashes over time"};
77 cvar_t cl_dlights_decaybrightness = {CVAR_SAVE, "cl_dlights_decaybrightness", "1", "reduces brightness of light flashes over time"};
78
79 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)"};
80
81 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"};
82
83 cvar_t cl_deathnoviewmodel = {0, "cl_deathnoviewmodel", "1", "hides gun model when dead"};
84
85 cvar_t cl_locs_enable = {CVAR_SAVE, "locs_enable", "1", "enables replacement of certain % codes in chat messages: %l (location), %d (last death location), %h (health), %a (armor), %x (rockets), %c (cells), %r (rocket launcher status), %p (powerup status), %w (weapon status), %t (current time in level)"};
86 cvar_t cl_locs_show = {0, "locs_show", "0", "shows defined locations for editing purposes"};
87
88 client_static_t cls;
89 client_state_t  cl;
90
91 #define MAX_PARTICLES                   32768   // default max # of particles at one time
92 #define ABSOLUTE_MIN_PARTICLES  512             // no fewer than this no matter what's on the command line
93
94 /*
95 =====================
96 CL_ClearState
97
98 =====================
99 */
100 void CL_ClearState(void)
101 {
102         int i;
103         entity_t *ent;
104
105 // wipe the entire cl structure
106         Mem_EmptyPool(cls.levelmempool);
107         memset (&cl, 0, sizeof(cl));
108
109         S_StopAllSounds();
110
111         // reset the view zoom interpolation
112         cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
113
114         // enable rendering of the world and such
115         cl.csqc_vidvars.drawworld = true;
116         cl.csqc_vidvars.drawenginesbar = true;
117         cl.csqc_vidvars.drawcrosshair = true;
118
119         // set up the float version of the stats array for easier access to float stats
120         cl.statsf = (float *)cl.stats;
121
122         cl.num_entities = 0;
123         cl.num_static_entities = 0;
124         cl.num_temp_entities = 0;
125         cl.num_brushmodel_entities = 0;
126
127         // tweak these if the game runs out
128         cl.max_entities = 256;
129         cl.max_static_entities = 256;
130         cl.max_temp_entities = 512;
131         cl.max_effects = 256;
132         cl.max_beams = 256;
133         cl.max_dlights = MAX_DLIGHTS;
134         cl.max_lightstyle = MAX_LIGHTSTYLES;
135         cl.max_brushmodel_entities = MAX_EDICTS;
136         cl.max_particles = MAX_PARTICLES;
137
138 // COMMANDLINEOPTION: Client: -particles <number> changes maximum number of particles at once, default 32768
139         i = COM_CheckParm ("-particles");
140         if (i && i < com_argc - 1)
141         {
142                 cl.max_particles = (int)(atoi(com_argv[i+1]));
143                 if (cl.max_particles < ABSOLUTE_MIN_PARTICLES)
144                         cl.max_particles = ABSOLUTE_MIN_PARTICLES;
145         }
146
147         cl.num_dlights = 0;
148         cl.num_effects = 0;
149         cl.num_beams = 0;
150
151         cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
152         cl.entities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));
153         cl.static_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_static_entities * sizeof(entity_t));
154         cl.temp_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_temp_entities * sizeof(entity_t));
155         cl.effects = (cl_effect_t *)Mem_Alloc(cls.levelmempool, cl.max_effects * sizeof(cl_effect_t));
156         cl.beams = (beam_t *)Mem_Alloc(cls.levelmempool, cl.max_beams * sizeof(beam_t));
157         cl.dlights = (dlight_t *)Mem_Alloc(cls.levelmempool, cl.max_dlights * sizeof(dlight_t));
158         cl.lightstyle = (lightstyle_t *)Mem_Alloc(cls.levelmempool, cl.max_lightstyle * sizeof(lightstyle_t));
159         cl.brushmodel_entities = (int *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(int));
160         cl.particles = (particle_t *) Mem_Alloc(cls.levelmempool, cl.max_particles * sizeof(particle_t));
161
162         // LordHavoc: have to set up the baseline info for alpha and other stuff
163         for (i = 0;i < cl.max_entities;i++)
164         {
165                 cl.entities[i].state_baseline = defaultstate;
166                 cl.entities[i].state_previous = defaultstate;
167                 cl.entities[i].state_current = defaultstate;
168         }
169
170         if (gamemode == GAME_NEXUIZ)
171         {
172                 VectorSet(cl.playerstandmins, -16, -16, -24);
173                 VectorSet(cl.playerstandmaxs, 16, 16, 45);
174                 VectorSet(cl.playercrouchmins, -16, -16, -24);
175                 VectorSet(cl.playercrouchmaxs, 16, 16, 25);
176         }
177         else
178         {
179                 VectorSet(cl.playerstandmins, -16, -16, -24);
180                 VectorSet(cl.playerstandmaxs, 16, 16, 24);
181                 VectorSet(cl.playercrouchmins, -16, -16, -24);
182                 VectorSet(cl.playercrouchmaxs, 16, 16, 24);
183         }
184
185         // disable until we get textures for it
186         R_ResetSkyBox();
187
188         ent = &cl.entities[0];
189         // entire entity array was cleared, so just fill in a few fields
190         ent->state_current.active = true;
191         ent->render.model = cl.worldmodel = NULL; // no world model yet
192         ent->render.alpha = 1;
193         ent->render.colormap = -1; // no special coloring
194         ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
195         Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1);
196         CL_UpdateRenderEntity(&ent->render);
197
198         // noclip is turned off at start
199         noclip_anglehack = false;
200
201         // mark all frames invalid for delta
202         memset(cl.qw_deltasequence, -1, sizeof(cl.qw_deltasequence));
203
204         CL_Screen_NewMap();
205 }
206
207 void CL_SetInfo(const char *key, const char *value, qboolean send, qboolean allowstarkey, qboolean allowmodel, qboolean quiet)
208 {
209         int i;
210         qboolean fail = false;
211         if (!allowstarkey && key[0] == '*')
212                 fail = true;
213         if (!allowmodel && (!strcasecmp(key, "pmodel") || !strcasecmp(key, "emodel")))
214                 fail = true;
215         for (i = 0;key[i];i++)
216                 if (key[i] <= ' ' || key[i] == '\"')
217                         fail = true;
218         for (i = 0;value[i];i++)
219                 if (value[i] == '\r' || value[i] == '\n' || value[i] == '\"')
220                         fail = true;
221         if (fail)
222         {
223                 if (!quiet)
224                         Con_Printf("Can't setinfo \"%s\" \"%s\"\n", key, value);
225                 return;
226         }
227         InfoString_SetValue(cls.userinfo, sizeof(cls.userinfo), key, value);
228         if (cls.state == ca_connected && cls.netcon)
229         {
230                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
231                 {
232                         MSG_WriteByte(&cls.netcon->message, qw_clc_stringcmd);
233                         MSG_WriteString(&cls.netcon->message, va("setinfo \"%s\" \"%s\"", key, value));
234                 }
235                 else if (!strcasecmp(key, "name"))
236                 {
237                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
238                         MSG_WriteString(&cls.netcon->message, va("name \"%s\"", value));
239                 }
240                 else if (!strcasecmp(key, "playermodel"))
241                 {
242                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
243                         MSG_WriteString(&cls.netcon->message, va("playermodel \"%s\"", value));
244                 }
245                 else if (!strcasecmp(key, "playerskin"))
246                 {
247                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
248                         MSG_WriteString(&cls.netcon->message, va("playerskin \"%s\"", value));
249                 }
250                 else if (!strcasecmp(key, "topcolor"))
251                 {
252                         // don't send anything, the combined color code will be updated manually
253                 }
254                 else if (!strcasecmp(key, "bottomcolor"))
255                 {
256                         // don't send anything, the combined color code will be updated manually
257                 }
258                 else if (!strcasecmp(key, "rate"))
259                 {
260                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
261                         MSG_WriteString(&cls.netcon->message, va("rate \"%s\"", value));
262                 }
263         }
264 }
265
266 void CL_ExpandEntities(int num)
267 {
268         int i, oldmaxentities;
269         entity_t *oldentities;
270         if (num >= cl.max_entities)
271         {
272                 if (!cl.entities)
273                         Sys_Error("CL_ExpandEntities: cl.entities not initialized");
274                 if (num >= MAX_EDICTS)
275                         Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
276                 oldmaxentities = cl.max_entities;
277                 oldentities = cl.entities;
278                 cl.max_entities = (num & ~255) + 256;
279                 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
280                 memcpy(cl.entities, oldentities, oldmaxentities * sizeof(entity_t));
281                 Mem_Free(oldentities);
282                 for (i = oldmaxentities;i < cl.max_entities;i++)
283                 {
284                         cl.entities[i].state_baseline = defaultstate;
285                         cl.entities[i].state_previous = defaultstate;
286                         cl.entities[i].state_current = defaultstate;
287                 }
288         }
289 }
290
291 void CL_VM_ShutDown (void);
292 /*
293 =====================
294 CL_Disconnect
295
296 Sends a disconnect message to the server
297 This is also called on Host_Error, so it shouldn't cause any errors
298 =====================
299 */
300 void CL_Disconnect(void)
301 {
302         if (cls.state == ca_dedicated)
303                 return;
304
305         Curl_Clear_forthismap();
306
307         Con_DPrintf("CL_Disconnect\n");
308
309         CL_VM_ShutDown();
310 // stop sounds (especially looping!)
311         S_StopAllSounds ();
312
313         cl.parsingtextexpectingpingforscores = 0; // just in case no reply has come yet
314
315         // clear contents blends
316         cl.cshifts[0].percent = 0;
317         cl.cshifts[1].percent = 0;
318         cl.cshifts[2].percent = 0;
319         cl.cshifts[3].percent = 0;
320
321         cl.worldmodel = NULL;
322
323         CL_Parse_ErrorCleanUp();
324
325         if (cls.demoplayback)
326                 CL_StopPlayback();
327         else if (cls.netcon)
328         {
329                 sizebuf_t buf;
330                 unsigned char bufdata[8];
331                 if (cls.demorecording)
332                         CL_Stop_f();
333
334                 // send disconnect message 3 times to improve chances of server
335                 // receiving it (but it still fails sometimes)
336                 memset(&buf, 0, sizeof(buf));
337                 buf.data = bufdata;
338                 buf.maxsize = sizeof(bufdata);
339                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
340                 {
341                         Con_DPrint("Sending drop command\n");
342                         MSG_WriteByte(&buf, qw_clc_stringcmd);
343                         MSG_WriteString(&buf, "drop");
344                 }
345                 else
346                 {
347                         Con_DPrint("Sending clc_disconnect\n");
348                         MSG_WriteByte(&buf, clc_disconnect);
349                 }
350                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
351                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
352                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
353                 NetConn_Close(cls.netcon);
354                 cls.netcon = NULL;
355         }
356         cls.state = ca_disconnected;
357
358         cls.demoplayback = cls.timedemo = false;
359         cls.signon = 0;
360 }
361
362 void CL_Disconnect_f(void)
363 {
364         CL_Disconnect ();
365         if (sv.active)
366                 Host_ShutdownServer ();
367 }
368
369
370
371
372 /*
373 =====================
374 CL_EstablishConnection
375
376 Host should be either "local" or a net address
377 =====================
378 */
379 void CL_EstablishConnection(const char *host)
380 {
381         if (cls.state == ca_dedicated)
382                 return;
383
384         // clear menu's connect error message
385         M_Update_Return_Reason("");
386         cls.demonum = -1;
387
388         // stop demo loop in case this fails
389         if (cls.demoplayback)
390                 CL_StopPlayback();
391
392         // if downloads are running, cancel their finishing action
393         Curl_Clear_forthismap();
394
395         // make sure the client ports are open before attempting to connect
396         NetConn_UpdateSockets();
397
398         // run a network frame
399         //NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
400
401         if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
402         {
403                 cls.connect_trying = true;
404                 cls.connect_remainingtries = 3;
405                 cls.connect_nextsendtime = 0;
406                 M_Update_Return_Reason("Trying to connect...");
407                 // run several network frames to jump into the game quickly
408                 //if (sv.active)
409                 //{
410                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
411                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
412                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
413                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
414                 //}
415         }
416         else
417         {
418                 Con_Print("Unable to find a suitable network socket to connect to server.\n");
419                 M_Update_Return_Reason("No network");
420         }
421 }
422
423 /*
424 ==============
425 CL_PrintEntities_f
426 ==============
427 */
428 static void CL_PrintEntities_f(void)
429 {
430         entity_t *ent;
431         int i;
432
433         for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++)
434         {
435                 const char* modelname;
436
437                 if (!ent->state_current.active)
438                         continue;
439
440                 if (ent->render.model)
441                         modelname = ent->render.model->name;
442                 else
443                         modelname = "--no model--";
444                 Con_Printf("%3i: %-25s:%4i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", i, modelname, ent->render.frame2, (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);
445         }
446 }
447
448 /*
449 ===============
450 CL_ModelIndexList_f
451
452 List all models in the client modelindex
453 ===============
454 */
455 static void CL_ModelIndexList_f(void)
456 {
457         int nModelIndexCnt = 1;
458
459         while(cl.model_precache[nModelIndexCnt] && nModelIndexCnt != MAX_MODELS)
460         { // Valid Model
461                 Con_Printf("%i : %s\n", nModelIndexCnt, cl.model_precache[nModelIndexCnt]->name);
462                 nModelIndexCnt++;
463         }
464 }
465
466 /*
467 ===============
468 CL_SoundIndexList_f
469
470 List all sounds in the client soundindex
471 ===============
472 */
473 static void CL_SoundIndexList_f(void)
474 {
475         int nSoundIndexCnt = 1;
476
477         while(cl.sound_precache[nSoundIndexCnt] && nSoundIndexCnt != MAX_SOUNDS)
478         { // Valid Sound
479                 Con_Printf("%i : %s\n", nSoundIndexCnt, cl.sound_precache[nSoundIndexCnt]->name);
480                 nSoundIndexCnt++;
481         }
482 }
483
484 //static const vec3_t nomodelmins = {-16, -16, -16};
485 //static const vec3_t nomodelmaxs = {16, 16, 16};
486 void CL_UpdateRenderEntity(entity_render_t *ent)
487 {
488         vec3_t org;
489         vec_t scale;
490         model_t *model = ent->model;
491         // update the inverse matrix for the renderer
492         Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
493         // update the animation blend state
494         R_LerpAnimation(ent);
495         // we need the matrix origin to center the box
496         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
497         // update entity->render.scale because the renderer needs it
498         ent->scale = scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
499         if (model)
500         {
501                 // NOTE: this directly extracts vector components from the matrix, which relies on the matrix orientation!
502 #ifdef MATRIX4x4_OPENGLORIENTATION
503                 if (ent->matrix.m[0][2] != 0 || ent->matrix.m[1][2] != 0)
504 #else
505                 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
506 #endif
507                 {
508                         // pitch or roll
509                         VectorMA(org, scale, model->rotatedmins, ent->mins);
510                         VectorMA(org, scale, model->rotatedmaxs, ent->maxs);
511                 }
512 #ifdef MATRIX4x4_OPENGLORIENTATION
513                 else if (ent->matrix.m[1][0] != 0 || ent->matrix.m[0][1] != 0)
514 #else
515                 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
516 #endif
517                 {
518                         // yaw
519                         VectorMA(org, scale, model->yawmins, ent->mins);
520                         VectorMA(org, scale, model->yawmaxs, ent->maxs);
521                 }
522                 else
523                 {
524                         VectorMA(org, scale, model->normalmins, ent->mins);
525                         VectorMA(org, scale, model->normalmaxs, ent->maxs);
526                 }
527         }
528         else
529         {
530                 ent->mins[0] = org[0] - 16;
531                 ent->mins[1] = org[1] - 16;
532                 ent->mins[2] = org[2] - 16;
533                 ent->maxs[0] = org[0] + 16;
534                 ent->maxs[1] = org[1] + 16;
535                 ent->maxs[2] = org[2] + 16;
536         }
537 }
538
539 /*
540 ===============
541 CL_LerpPoint
542
543 Determines the fraction between the last two messages that the objects
544 should be put at.
545 ===============
546 */
547 static float CL_LerpPoint(void)
548 {
549         float f;
550
551         if (cl_nettimesyncboundmode.integer == 1)
552                 cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
553
554         // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
555         if (cl.mtime[0] <= cl.mtime[1])
556         {
557                 cl.time = cl.mtime[0];
558                 return 1;
559         }
560
561         f = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
562         return bound(0, f, 1);
563 }
564
565 void CL_ClearTempEntities (void)
566 {
567         cl.num_temp_entities = 0;
568 }
569
570 entity_t *CL_NewTempEntity(void)
571 {
572         entity_t *ent;
573
574         if (r_refdef.numentities >= r_refdef.maxentities)
575                 return NULL;
576         if (cl.num_temp_entities >= cl.max_temp_entities)
577                 return NULL;
578         ent = &cl.temp_entities[cl.num_temp_entities++];
579         memset (ent, 0, sizeof(*ent));
580         r_refdef.entities[r_refdef.numentities++] = &ent->render;
581
582         ent->render.colormap = -1; // no special coloring
583         ent->render.alpha = 1;
584         VectorSet(ent->render.colormod, 1, 1, 1);
585         return ent;
586 }
587
588 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
589 {
590         int i;
591         cl_effect_t *e;
592         if (!modelindex) // sanity check
593                 return;
594         if (framerate < 1)
595         {
596                 Con_Printf("CL_Effect: framerate %f is < 1\n", framerate);
597                 return;
598         }
599         if (framecount < 1)
600         {
601                 Con_Printf("CL_Effect: framecount %i is < 1\n", framecount);
602                 return;
603         }
604         for (i = 0, e = cl.effects;i < cl.max_effects;i++, e++)
605         {
606                 if (e->active)
607                         continue;
608                 e->active = true;
609                 VectorCopy(org, e->origin);
610                 e->modelindex = modelindex;
611                 e->starttime = cl.time;
612                 e->startframe = startframe;
613                 e->endframe = startframe + framecount;
614                 e->framerate = framerate;
615
616                 e->frame = 0;
617                 e->frame1time = cl.time;
618                 e->frame2time = cl.time;
619                 cl.num_effects = max(cl.num_effects, i + 1);
620                 break;
621         }
622 }
623
624 void CL_AllocLightFlash(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)
625 {
626         int i;
627         dlight_t *dl;
628
629         /*
630 // first look for an exact key match
631         if (ent)
632         {
633                 dl = cl.dlights;
634                 for (i = 0;i < cl.num_dlights;i++, dl++)
635                         if (dl->ent == ent)
636                                 goto dlightsetup;
637         }
638         */
639
640 // then look for anything else
641         dl = cl.dlights;
642         for (i = 0;i < cl.num_dlights;i++, dl++)
643                 if (!dl->radius)
644                         goto dlightsetup;
645         // if we hit the end of the active dlights and found no gaps, add a new one
646         if (i < MAX_DLIGHTS)
647         {
648                 cl.num_dlights = i + 1;
649                 goto dlightsetup;
650         }
651
652         // unable to find one
653         return;
654
655 dlightsetup:
656         //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
657         memset (dl, 0, sizeof(*dl));
658         Matrix4x4_Normalize(&dl->matrix, matrix);
659         dl->ent = ent;
660         Matrix4x4_OriginFromMatrix(&dl->matrix, dl->origin);
661         CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
662         Matrix4x4_SetOrigin(&dl->matrix, dl->origin[0], dl->origin[1], dl->origin[2]);
663         dl->radius = radius;
664         dl->color[0] = red;
665         dl->color[1] = green;
666         dl->color[2] = blue;
667         dl->initialradius = radius;
668         dl->initialcolor[0] = red;
669         dl->initialcolor[1] = green;
670         dl->initialcolor[2] = blue;
671         dl->decay = decay / radius; // changed decay to be a percentage decrease
672         dl->intensity = 1; // this is what gets decayed
673         if (lifetime)
674                 dl->die = cl.time + lifetime;
675         else
676                 dl->die = 0;
677         if (cubemapnum > 0)
678                 dpsnprintf(dl->cubemapname, sizeof(dl->cubemapname), "cubemaps/%i", cubemapnum);
679         else
680                 dl->cubemapname[0] = 0;
681         dl->style = style;
682         dl->shadow = shadowenable;
683         dl->corona = corona;
684         dl->flags = flags;
685         dl->coronasizescale = coronasizescale;
686         dl->ambientscale = ambientscale;
687         dl->diffusescale = diffusescale;
688         dl->specularscale = specularscale;
689 }
690
691 void CL_DecayLightFlashes(void)
692 {
693         int i, oldmax;
694         dlight_t *dl;
695         float time;
696
697         time = bound(0, cl.time - cl.oldtime, 0.1);
698         oldmax = cl.num_dlights;
699         cl.num_dlights = 0;
700         for (i = 0, dl = cl.dlights;i < oldmax;i++, dl++)
701         {
702                 if (dl->radius)
703                 {
704                         dl->intensity -= time * dl->decay;
705                         if (cl.time < dl->die && dl->intensity > 0)
706                         {
707                                 if (cl_dlights_decayradius.integer)
708                                         dl->radius = dl->initialradius * dl->intensity;
709                                 else
710                                         dl->radius = dl->initialradius;
711                                 if (cl_dlights_decaybrightness.integer)
712                                         VectorScale(dl->initialcolor, dl->intensity, dl->color);
713                                 else
714                                         VectorCopy(dl->initialcolor, dl->color);
715                                 cl.num_dlights = i + 1;
716                         }
717                         else
718                                 dl->radius = 0;
719                 }
720         }
721 }
722
723 // called before entity relinking
724 void CL_RelinkLightFlashes(void)
725 {
726         int i, j, k, l;
727         dlight_t *dl;
728         float frac, f;
729         matrix4x4_t tempmatrix;
730
731         if (r_dynamic.integer)
732         {
733                 for (i = 0, dl = cl.dlights;i < cl.num_dlights && r_refdef.numlights < MAX_DLIGHTS;i++, dl++)
734                 {
735                         if (dl->radius)
736                         {
737                                 tempmatrix = dl->matrix;
738                                 Matrix4x4_Scale(&tempmatrix, dl->radius, 1);
739                                 R_RTLight_Update(&r_refdef.lights[r_refdef.numlights++], false, &tempmatrix, dl->color, dl->style, dl->cubemapname, dl->shadow, dl->corona, dl->coronasizescale, dl->ambientscale, dl->diffusescale, dl->specularscale, dl->flags);
740                         }
741                 }
742         }
743
744 // light animations
745 // 'm' is normal light, 'a' is no light, 'z' is double bright
746         f = cl.time * 10;
747         i = (int)floor(f);
748         frac = f - i;
749         for (j = 0;j < cl.max_lightstyle;j++)
750         {
751                 if (!cl.lightstyle || !cl.lightstyle[j].length)
752                 {
753                         r_refdef.lightstylevalue[j] = 256;
754                         continue;
755                 }
756                 k = i % cl.lightstyle[j].length;
757                 l = (i-1) % cl.lightstyle[j].length;
758                 k = cl.lightstyle[j].map[k] - 'a';
759                 l = cl.lightstyle[j].map[l] - 'a';
760                 r_refdef.lightstylevalue[j] = (unsigned short)(((k*frac)+(l*(1-frac)))*22);
761         }
762 }
763
764 void CL_AddQWCTFFlagModel(entity_t *player, int skin)
765 {
766         float f;
767         entity_t *flag;
768         matrix4x4_t flagmatrix;
769
770         // this code taken from QuakeWorld
771         f = 14;
772         if (player->render.frame2 >= 29 && player->render.frame2 <= 40)
773         {
774                 if (player->render.frame2 >= 29 && player->render.frame2 <= 34)
775                 { //axpain
776                         if      (player->render.frame2 == 29) f = f + 2;
777                         else if (player->render.frame2 == 30) f = f + 8;
778                         else if (player->render.frame2 == 31) f = f + 12;
779                         else if (player->render.frame2 == 32) f = f + 11;
780                         else if (player->render.frame2 == 33) f = f + 10;
781                         else if (player->render.frame2 == 34) f = f + 4;
782                 }
783                 else if (player->render.frame2 >= 35 && player->render.frame2 <= 40)
784                 { // pain
785                         if      (player->render.frame2 == 35) f = f + 2;
786                         else if (player->render.frame2 == 36) f = f + 10;
787                         else if (player->render.frame2 == 37) f = f + 10;
788                         else if (player->render.frame2 == 38) f = f + 8;
789                         else if (player->render.frame2 == 39) f = f + 4;
790                         else if (player->render.frame2 == 40) f = f + 2;
791                 }
792         }
793         else if (player->render.frame2 >= 103 && player->render.frame2 <= 118)
794         {
795                 if      (player->render.frame2 >= 103 && player->render.frame2 <= 104) f = f + 6;  //nailattack
796                 else if (player->render.frame2 >= 105 && player->render.frame2 <= 106) f = f + 6;  //light
797                 else if (player->render.frame2 >= 107 && player->render.frame2 <= 112) f = f + 7;  //rocketattack
798                 else if (player->render.frame2 >= 112 && player->render.frame2 <= 118) f = f + 7;  //shotattack
799         }
800         // end of code taken from QuakeWorld
801
802         flag = CL_NewTempEntity();
803         if (!flag)
804                 return;
805
806         flag->render.model = cl.model_precache[cl.qw_modelindex_flag];
807         flag->render.skinnum = skin;
808         flag->render.colormap = -1; // no special coloring
809         flag->render.alpha = 1;
810         VectorSet(flag->render.colormod, 1, 1, 1);
811         // attach the flag to the player matrix
812         Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
813         Matrix4x4_Concat(&flag->render.matrix, &player->render.matrix, &flagmatrix);
814         CL_UpdateRenderEntity(&flag->render);
815 }
816
817 matrix4x4_t viewmodelmatrix;
818
819 static const vec3_t muzzleflashorigin = {18, 0, 0};
820
821 extern void V_DriftPitch(void);
822 extern void V_FadeViewFlashs(void);
823 extern void V_CalcViewBlend(void);
824 extern void V_CalcRefdef(void);
825
826 // note this is a recursive function, recursionlimit should be 32 or so on the initial call
827 void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolate)
828 {
829         const matrix4x4_t *matrix;
830         matrix4x4_t blendmatrix, tempmatrix, matrix2;
831         int j, k, l;
832         float origin[3], angles[3], delta[3], lerp, d;
833         entity_t *t;
834         model_t *model;
835         //entity_persistent_t *p = &e->persistent;
836         //entity_render_t *r = &e->render;
837         // skip inactive entities and world
838         if (!e->state_current.active || e == cl.entities)
839                 return;
840         if (recursionlimit < 1)
841                 return;
842         e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
843         e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
844         e->render.flags = e->state_current.flags;
845         e->render.effects = e->state_current.effects;
846         VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
847         e->render.entitynumber = e - cl.entities;
848         if (e->state_current.flags & RENDER_COLORMAPPED)
849         {
850                 int cb;
851                 unsigned char *cbcolor;
852                 e->render.colormap = e->state_current.colormap;
853                 cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
854                 cbcolor = (unsigned char *) (&palette_complete[cb]);
855                 e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
856                 e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
857                 e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
858                 cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
859                 cbcolor = (unsigned char *) (&palette_complete[cb]);
860                 e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
861                 e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
862                 e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
863         }
864         else if (e->state_current.colormap && cl.scores != NULL)
865         {
866                 int cb;
867                 unsigned char *cbcolor;
868                 e->render.colormap = cl.scores[e->state_current.colormap - 1].colors; // color it
869                 cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
870                 cbcolor = (unsigned char *) (&palette_complete[cb]);
871                 e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
872                 e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
873                 e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
874                 cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
875                 cbcolor = (unsigned char *) (&palette_complete[cb]);
876                 e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
877                 e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
878                 e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
879         }
880         else
881         {
882                 e->render.colormap = -1; // no special coloring
883                 VectorClear(e->render.colormap_pantscolor);
884                 VectorClear(e->render.colormap_shirtcolor);
885         }
886         e->render.skinnum = e->state_current.skin;
887         if (e->state_current.tagentity)
888         {
889                 // attached entity (gun held in player model's hand, etc)
890                 // if the tag entity is currently impossible, skip it
891                 if (e->state_current.tagentity >= cl.num_entities)
892                         return;
893                 t = cl.entities + e->state_current.tagentity;
894                 // if the tag entity is inactive, skip it
895                 if (!t->state_current.active)
896                         return;
897                 // update the parent first
898                 CL_UpdateNetworkEntity(t, recursionlimit - 1, interpolate);
899                 // make relative to the entity
900                 matrix = &t->render.matrix;
901                 // some properties of the tag entity carry over
902                 e->render.flags |= t->render.flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
903                 // if a valid tagindex is used, make it relative to that tag instead
904                 // FIXME: use a model function to get tag info (need to handle skeletal)
905                 if (e->state_current.tagentity && e->state_current.tagindex >= 1 && (model = t->render.model))
906                 {
907                         // blend the matrices
908                         memset(&blendmatrix, 0, sizeof(blendmatrix));
909                         for (j = 0;j < 4 && t->render.frameblend[j].lerp > 0;j++)
910                         {
911                                 matrix4x4_t tagmatrix;
912                                 Mod_Alias_GetTagMatrix(model, t->render.frameblend[j].frame, e->state_current.tagindex - 1, &tagmatrix);
913                                 d = t->render.frameblend[j].lerp;
914                                 for (l = 0;l < 4;l++)
915                                         for (k = 0;k < 4;k++)
916                                                 blendmatrix.m[l][k] += d * tagmatrix.m[l][k];
917                         }
918                         // concat the tag matrices onto the entity matrix
919                         Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix);
920                         // use the constructed tag matrix
921                         matrix = &tempmatrix;
922                 }
923         }
924         else if (e->render.flags & RENDER_VIEWMODEL)
925         {
926                 // view-relative entity (guns and such)
927                 if (e->render.effects & EF_NOGUNBOB)
928                         matrix = &r_view.matrix; // really attached to view
929                 else
930                         matrix = &viewmodelmatrix; // attached to gun bob matrix
931         }
932         else
933         {
934                 // world-relative entity (the normal kind)
935                 matrix = &identitymatrix;
936         }
937
938         // movement lerp
939         // if it's the predicted player entity, update according to client movement
940         // but don't lerp if going through a teleporter as it causes a bad lerp
941         // also don't use the predicted location if fixangle was set on both of
942         // the most recent server messages, as that cause means you are spectating
943         // someone or watching a cutscene of some sort
944         if (cl_nolerp.integer || cls.timedemo)
945                 interpolate = false;
946         if (e == cl.entities + cl.playerentity && cl.movement_predicted && (!cl.fixangle[1] || !cl.fixangle[0]))
947         {
948                 lerp = (cl.time - cl.movement_time[2]) / (cl.movement_time[0] - cl.movement_time[1]);
949                 lerp = bound(0, lerp, 1);
950                 if (!interpolate)
951                         lerp = 1;
952                 VectorLerp(cl.movement_oldorigin, lerp, cl.movement_origin, origin);
953                 VectorSet(angles, 0, cl.viewangles[1], 0);
954         }
955         else if (interpolate && e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
956         {
957                 // interpolate the origin and angles
958                 lerp = max(0, lerp);
959                 VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
960                 VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
961                 if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
962                 if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
963                 if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
964                 VectorMA(e->persistent.oldangles, lerp, delta, angles);
965         }
966         else
967         {
968                 // no interpolation
969                 VectorCopy(e->persistent.neworigin, origin);
970                 VectorCopy(e->persistent.newangles, angles);
971         }
972
973         // model setup and some modelflags
974         if(e->state_current.modelindex < MAX_MODELS)
975                 e->render.model = cl.model_precache[e->state_current.modelindex];
976         if (e->render.model)
977         {
978                 // models can set flags such as EF_ROCKET
979                 // this 0xFF800000 mask is EF_NOMODELFLAGS plus all the higher EF_ flags such as EF_ROCKET
980                 if (!(e->render.effects & 0xFF800000))
981                         e->render.effects |= e->render.model->effects;
982                 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
983                 if (e->render.model->type == mod_alias)
984                         angles[0] = -angles[0];
985                 if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
986                         VectorScale(e->render.colormod, 2, e->render.colormod);
987         }
988         // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
989         else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
990                 angles[0] = -angles[0];
991
992         if ((e->render.effects & EF_ROTATE) && !(e->render.flags & RENDER_VIEWMODEL))
993         {
994                 angles[1] = ANGLEMOD(100*cl.time);
995                 if (cl_itembobheight.value)
996                         origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
997         }
998
999         // animation lerp
1000         if (e->render.frame2 == e->state_current.frame)
1001         {
1002                 // update frame lerp fraction
1003                 e->render.framelerp = 1;
1004                 if (e->render.frame2time > e->render.frame1time)
1005                 {
1006                         // make sure frame lerp won't last longer than 100ms
1007                         // (this mainly helps with models that use framegroups and
1008                         // switch between them infrequently)
1009                         e->render.framelerp = (cl.time - e->render.frame2time) / min(e->render.frame2time - e->render.frame1time, 0.1);
1010                         e->render.framelerp = bound(0, e->render.framelerp, 1);
1011                 }
1012         }
1013         else
1014         {
1015                 // begin a new frame lerp
1016                 e->render.frame1 = e->render.frame2;
1017                 e->render.frame1time = e->render.frame2time;
1018                 e->render.frame2 = e->state_current.frame;
1019                 e->render.frame2time = cl.time;
1020                 e->render.framelerp = 0;
1021         }
1022
1023         // set up the render matrix
1024         if (matrix)
1025         {
1026                 // attached entity, this requires a matrix multiply (concat)
1027                 // FIXME: e->render.scale should go away
1028                 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1029                 // concat the matrices to make the entity relative to its tag
1030                 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
1031                 // get the origin from the new matrix
1032                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1033         }
1034         else
1035         {
1036                 // unattached entities are faster to process
1037                 Matrix4x4_CreateFromQuakeEntity(&e->render.matrix, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1038         }
1039
1040         // make the other useful stuff
1041         CL_UpdateRenderEntity(&e->render);
1042
1043         // tenebrae's sprites are all additive mode (weird)
1044         if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
1045                 e->render.effects |= EF_ADDITIVE;
1046         // player model is only shown with chase_active on
1047         if (e->state_current.number == cl.viewentity)
1048                 e->render.flags |= RENDER_EXTERIORMODEL;
1049         // either fullbright or lit
1050         if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1051                 e->render.flags |= RENDER_LIGHT;
1052         // hide player shadow during intermission or nehahra movie
1053         if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST))
1054          && (e->render.alpha >= 1)
1055          && !(e->render.flags & RENDER_VIEWMODEL)
1056          && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
1057                 e->render.flags |= RENDER_SHADOW;
1058         if (e->render.flags & RENDER_VIEWMODEL)
1059                 e->render.flags |= RENDER_NOSELFSHADOW;
1060 }
1061
1062 // creates light and trails from an entity
1063 void CL_UpdateNetworkEntityTrail(entity_t *e)
1064 {
1065         effectnameindex_t trailtype;
1066         vec3_t origin;
1067
1068         // bmodels are treated specially since their origin is usually '0 0 0' and
1069         // their actual geometry is far from '0 0 0'
1070         if (e->render.model && e->render.model->soundfromcenter)
1071         {
1072                 vec3_t o;
1073                 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1074                 Matrix4x4_Transform(&e->render.matrix, o, origin);
1075         }
1076         else
1077                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1078
1079         // handle particle trails and such effects now that we know where this
1080         // entity is in the world...
1081         trailtype = EFFECT_NONE;
1082         // LordHavoc: if the entity has no effects, don't check each
1083         if (e->render.effects & (EF_BRIGHTFIELD | EF_FLAME | EF_STARDUST))
1084         {
1085                 if (e->render.effects & EF_BRIGHTFIELD)
1086                 {
1087                         if (gamemode == GAME_NEXUIZ)
1088                                 trailtype = EFFECT_TR_NEXUIZPLASMA;
1089                         else
1090                                 CL_EntityParticles(e);
1091                 }
1092                 if (e->render.effects & EF_FLAME)
1093                         CL_ParticleTrail(EFFECT_EF_FLAME, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true);
1094                 if (e->render.effects & EF_STARDUST)
1095                         CL_ParticleTrail(EFFECT_EF_STARDUST, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true);
1096         }
1097         if (e->render.internaleffects & (INTEF_FLAG1QW | INTEF_FLAG2QW))
1098         {
1099                 // these are only set on player entities
1100                 CL_AddQWCTFFlagModel(e, (e->render.internaleffects & INTEF_FLAG2QW) != 0);
1101         }
1102         // muzzleflash fades over time
1103         if (e->persistent.muzzleflash > 0)
1104                 e->persistent.muzzleflash -= bound(0, cl.time - cl.oldtime, 0.1) * 20;
1105         // LordHavoc: if the entity has no effects, don't check each
1106         if (e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1107         {
1108                 if (e->render.effects & EF_GIB)
1109                         trailtype = EFFECT_TR_BLOOD;
1110                 else if (e->render.effects & EF_ZOMGIB)
1111                         trailtype = EFFECT_TR_SLIGHTBLOOD;
1112                 else if (e->render.effects & EF_TRACER)
1113                         trailtype = EFFECT_TR_WIZSPIKE;
1114                 else if (e->render.effects & EF_TRACER2)
1115                         trailtype = EFFECT_TR_KNIGHTSPIKE;
1116                 else if (e->render.effects & EF_ROCKET)
1117                         trailtype = EFFECT_TR_ROCKET;
1118                 else if (e->render.effects & EF_GRENADE)
1119                 {
1120                         // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1121                         trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1122                 }
1123                 else if (e->render.effects & EF_TRACER3)
1124                         trailtype = EFFECT_TR_VORESPIKE;
1125         }
1126         // do trails
1127         if (e->render.flags & RENDER_GLOWTRAIL)
1128                 trailtype = EFFECT_TR_GLOWTRAIL;
1129         // check if a trail is allowed (it is not after a teleport for example)
1130         if (trailtype && e->persistent.trail_allowed)
1131         {
1132                 float len;
1133                 vec3_t vel;
1134                 VectorSubtract(e->state_current.origin, e->state_previous.origin, vel);
1135                 len = e->state_current.time - e->state_previous.time;
1136                 if (len > 0)
1137                         len = 1.0f / len;
1138                 VectorScale(vel, len, vel);
1139                 CL_ParticleTrail(trailtype, 1, e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor, false, true);
1140         }
1141         // now that the entity has survived one trail update it is allowed to
1142         // leave a real trail on later frames
1143         e->persistent.trail_allowed = true;
1144         VectorCopy(origin, e->persistent.trail_origin);
1145 }
1146
1147
1148 /*
1149 ===============
1150 CL_UpdateViewEntities
1151 ===============
1152 */
1153 void CL_UpdateViewEntities(void)
1154 {
1155         int i;
1156         // update any RENDER_VIEWMODEL entities to use the new view matrix
1157         for (i = 1;i < cl.num_entities;i++)
1158         {
1159                 if (cl.entities_active[i])
1160                 {
1161                         entity_t *ent = cl.entities + i;
1162                         if ((ent->render.flags & RENDER_VIEWMODEL) || ent->state_current.tagentity)
1163                                 CL_UpdateNetworkEntity(ent, 32, true);
1164                 }
1165         }
1166         // and of course the engine viewmodel needs updating as well
1167         CL_UpdateNetworkEntity(&cl.viewent, 32, true);
1168 }
1169
1170 /*
1171 ===============
1172 CL_UpdateNetworkCollisionEntities
1173 ===============
1174 */
1175 void CL_UpdateNetworkCollisionEntities(void)
1176 {
1177         entity_t *ent;
1178         int i;
1179
1180         // start on the entity after the world
1181         cl.num_brushmodel_entities = 0;
1182         for (i = cl.maxclients + 1;i < cl.num_entities;i++)
1183         {
1184                 if (cl.entities_active[i])
1185                 {
1186                         ent = cl.entities + i;
1187                         if (ent->state_current.active && ent->render.model && ent->render.model->name[0] == '*' && ent->render.model->TraceBox)
1188                         {
1189                                 // do not interpolate the bmodels for this
1190                                 CL_UpdateNetworkEntity(ent, 32, false);
1191                                 cl.brushmodel_entities[cl.num_brushmodel_entities++] = i;
1192                         }
1193                 }
1194         }
1195 }
1196
1197 /*
1198 ===============
1199 CL_UpdateNetworkEntities
1200 ===============
1201 */
1202 void CL_UpdateNetworkEntities(void)
1203 {
1204         entity_t *ent;
1205         int i;
1206
1207         // start on the entity after the world
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                         {
1215                                 CL_UpdateNetworkEntity(ent, 32, true);
1216                                 // view models should never create light/trails
1217                                 if (!(ent->render.flags & RENDER_VIEWMODEL))
1218                                         CL_UpdateNetworkEntityTrail(ent);
1219                         }
1220                         else
1221                                 cl.entities_active[i] = false;
1222                 }
1223         }
1224 }
1225
1226 void CL_UpdateViewModel(void)
1227 {
1228         entity_t *ent;
1229         ent = &cl.viewent;
1230         ent->state_previous = ent->state_current;
1231         ent->state_current = defaultstate;
1232         ent->state_current.time = cl.time;
1233         ent->state_current.number = -1;
1234         ent->state_current.active = true;
1235         ent->state_current.modelindex = cl.stats[STAT_WEAPON];
1236         ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
1237         ent->state_current.flags = RENDER_VIEWMODEL;
1238         if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
1239                 ent->state_current.modelindex = 0;
1240         else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1241         {
1242                 if (gamemode == GAME_TRANSFUSION)
1243                         ent->state_current.alpha = 128;
1244                 else
1245                         ent->state_current.modelindex = 0;
1246         }
1247         ent->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
1248         ent->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB));
1249
1250         // reset animation interpolation on weaponmodel if model changed
1251         if (ent->state_previous.modelindex != ent->state_current.modelindex)
1252         {
1253                 ent->render.frame1 = ent->render.frame2 = ent->state_current.frame;
1254                 ent->render.frame1time = ent->render.frame2time = cl.time;
1255                 ent->render.framelerp = 1;
1256         }
1257         CL_UpdateNetworkEntity(ent, 32, true);
1258 }
1259
1260 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
1261 void CL_LinkNetworkEntity(entity_t *e)
1262 {
1263         effectnameindex_t trailtype;
1264         vec3_t origin;
1265         vec3_t dlightcolor;
1266         vec_t dlightradius;
1267
1268         // skip inactive entities and world
1269         if (!e->state_current.active || e == cl.entities)
1270                 return;
1271         if (e->state_current.tagentity)
1272         {
1273                 // if the tag entity is currently impossible, skip it
1274                 if (e->state_current.tagentity >= cl.num_entities)
1275                         return;
1276                 // if the tag entity is inactive, skip it
1277                 if (!cl.entities[e->state_current.tagentity].state_current.active)
1278                         return;
1279         }
1280
1281         // create entity dlights associated with this entity
1282         if (e->render.model && e->render.model->soundfromcenter)
1283         {
1284                 // bmodels are treated specially since their origin is usually '0 0 0'
1285                 vec3_t o;
1286                 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1287                 Matrix4x4_Transform(&e->render.matrix, o, origin);
1288         }
1289         else
1290                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1291         trailtype = EFFECT_NONE;
1292         dlightradius = 0;
1293         dlightcolor[0] = 0;
1294         dlightcolor[1] = 0;
1295         dlightcolor[2] = 0;
1296         // LordHavoc: if the entity has no effects, don't check each
1297         if (e->render.effects & (EF_BRIGHTFIELD | EF_DIMLIGHT | EF_BRIGHTLIGHT | EF_RED | EF_BLUE | EF_FLAME | EF_STARDUST))
1298         {
1299                 if (e->render.effects & EF_BRIGHTFIELD)
1300                 {
1301                         if (gamemode == GAME_NEXUIZ)
1302                                 trailtype = EFFECT_TR_NEXUIZPLASMA;
1303                 }
1304                 if (e->render.effects & EF_DIMLIGHT)
1305                 {
1306                         dlightradius = max(dlightradius, 200);
1307                         dlightcolor[0] += 1.50f;
1308                         dlightcolor[1] += 1.50f;
1309                         dlightcolor[2] += 1.50f;
1310                 }
1311                 if (e->render.effects & EF_BRIGHTLIGHT)
1312                 {
1313                         dlightradius = max(dlightradius, 400);
1314                         dlightcolor[0] += 3.00f;
1315                         dlightcolor[1] += 3.00f;
1316                         dlightcolor[2] += 3.00f;
1317                 }
1318                 // LordHavoc: more effects
1319                 if (e->render.effects & EF_RED) // red
1320                 {
1321                         dlightradius = max(dlightradius, 200);
1322                         dlightcolor[0] += 1.50f;
1323                         dlightcolor[1] += 0.15f;
1324                         dlightcolor[2] += 0.15f;
1325                 }
1326                 if (e->render.effects & EF_BLUE) // blue
1327                 {
1328                         dlightradius = max(dlightradius, 200);
1329                         dlightcolor[0] += 0.15f;
1330                         dlightcolor[1] += 0.15f;
1331                         dlightcolor[2] += 1.50f;
1332                 }
1333                 if (e->render.effects & EF_FLAME)
1334                         CL_ParticleTrail(EFFECT_EF_FLAME, 0, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false);
1335                 if (e->render.effects & EF_STARDUST)
1336                         CL_ParticleTrail(EFFECT_EF_STARDUST, 0, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false);
1337         }
1338         // muzzleflash fades over time, and is offset a bit
1339         if (e->persistent.muzzleflash > 0 && r_refdef.numlights < MAX_DLIGHTS)
1340         {
1341                 vec3_t v2;
1342                 vec3_t color;
1343                 trace_t trace;
1344                 matrix4x4_t tempmatrix;
1345                 Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
1346                 trace = CL_Move(origin, vec3_origin, vec3_origin, v2, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, true, false, NULL, false);
1347                 Matrix4x4_Normalize(&tempmatrix, &e->render.matrix);
1348                 Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], trace.endpos[2]);
1349                 Matrix4x4_Scale(&tempmatrix, 150, 1);
1350                 VectorSet(color, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f);
1351                 R_RTLight_Update(&r_refdef.lights[r_refdef.numlights++], false, &tempmatrix, color, -1, NULL, true, 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1352         }
1353         // LordHavoc: if the model has no flags, don't check each
1354         if (e->render.model && e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1355         {
1356                 if (e->render.effects & EF_GIB)
1357                         trailtype = EFFECT_TR_BLOOD;
1358                 else if (e->render.effects & EF_ZOMGIB)
1359                         trailtype = EFFECT_TR_SLIGHTBLOOD;
1360                 else if (e->render.effects & EF_TRACER)
1361                         trailtype = EFFECT_TR_WIZSPIKE;
1362                 else if (e->render.effects & EF_TRACER2)
1363                         trailtype = EFFECT_TR_KNIGHTSPIKE;
1364                 else if (e->render.effects & EF_ROCKET)
1365                         trailtype = EFFECT_TR_ROCKET;
1366                 else if (e->render.effects & EF_GRENADE)
1367                 {
1368                         // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1369                         trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1370                 }
1371                 else if (e->render.effects & EF_TRACER3)
1372                         trailtype = EFFECT_TR_VORESPIKE;
1373         }
1374         // LordHavoc: customizable glow
1375         if (e->state_current.glowsize)
1376         {
1377                 // * 4 for the expansion from 0-255 to 0-1023 range,
1378                 // / 255 to scale down byte colors
1379                 dlightradius = max(dlightradius, e->state_current.glowsize * 4);
1380                 VectorMA(dlightcolor, (1.0f / 255.0f), (unsigned char *)&palette_complete[e->state_current.glowcolor], dlightcolor);
1381         }
1382         // make the glow dlight
1383         if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL) && r_refdef.numlights < MAX_DLIGHTS)
1384         {
1385                 matrix4x4_t dlightmatrix;
1386                 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1387                 // hack to make glowing player light shine on their gun
1388                 //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
1389                 //      Matrix4x4_AdjustOrigin(&dlightmatrix, 0, 0, 30);
1390                 Matrix4x4_Scale(&dlightmatrix, dlightradius, 1);
1391                 R_RTLight_Update(&r_refdef.lights[r_refdef.numlights++], false, &dlightmatrix, dlightcolor, -1, NULL, true, 1, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1392         }
1393         // custom rtlight
1394         if ((e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) && r_refdef.numlights < MAX_DLIGHTS)
1395         {
1396                 matrix4x4_t dlightmatrix;
1397                 float light[4];
1398                 VectorScale(e->state_current.light, (1.0f / 256.0f), light);
1399                 light[3] = e->state_current.light[3];
1400                 if (light[0] == 0 && light[1] == 0 && light[2] == 0)
1401                         VectorSet(light, 1, 1, 1);
1402                 if (light[3] == 0)
1403                         light[3] = 350;
1404                 // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
1405                 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1406                 Matrix4x4_Scale(&dlightmatrix, light[3], 1);
1407                 R_RTLight_Update(&r_refdef.lights[r_refdef.numlights++], false, &dlightmatrix, light, e->state_current.lightstyle, e->state_current.skin > 0 ? va("cubemaps/%i", e->state_current.skin) : NULL, !(e->state_current.lightpflags & PFLAGS_NOSHADOW), (e->state_current.lightpflags & PFLAGS_CORONA) != 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1408         }
1409         // do trail light
1410         if (e->render.flags & RENDER_GLOWTRAIL)
1411                 trailtype = EFFECT_TR_GLOWTRAIL;
1412         if (trailtype)
1413                 CL_ParticleTrail(trailtype, 0, origin, origin, vec3_origin, vec3_origin, NULL, e->state_current.glowcolor, true, false);
1414
1415         // don't show viewmodels in certain situations
1416         if (e->render.flags & RENDER_VIEWMODEL)
1417                 if (!r_drawviewmodel.integer || chase_active.integer || r_refdef.envmap)
1418                         return;
1419         // don't show entities with no modelindex (note: this still shows
1420         // entities which have a modelindex that resolved to a NULL model)
1421         if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.numentities < r_refdef.maxentities)
1422                 r_refdef.entities[r_refdef.numentities++] = &e->render;
1423         //if (cl.viewentity && e->state_current.number == cl.viewentity)
1424         //      Matrix4x4_Print(&e->render.matrix);
1425 }
1426
1427 void CL_RelinkWorld(void)
1428 {
1429         entity_t *ent = &cl.entities[0];
1430         // FIXME: this should be done at load
1431         ent->render.matrix = identitymatrix;
1432         CL_UpdateRenderEntity(&ent->render);
1433         ent->render.flags = RENDER_SHADOW;
1434         if (!r_fullbright.integer)
1435                 ent->render.flags |= RENDER_LIGHT;
1436         VectorSet(ent->render.colormod, 1, 1, 1);
1437         r_refdef.worldentity = &ent->render;
1438         r_refdef.worldmodel = cl.worldmodel;
1439 }
1440
1441 static void CL_RelinkStaticEntities(void)
1442 {
1443         int i;
1444         entity_t *e;
1445         for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++, e++)
1446         {
1447                 e->render.flags = 0;
1448                 // if the model was not loaded when the static entity was created we
1449                 // need to re-fetch the model pointer
1450                 e->render.model = cl.model_precache[e->state_baseline.modelindex];
1451                 CL_UpdateRenderEntity(&e->render);
1452                 // either fullbright or lit
1453                 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1454                         e->render.flags |= RENDER_LIGHT;
1455                 // hide player shadow during intermission or nehahra movie
1456                 if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST)) && (e->render.alpha >= 1))
1457                         e->render.flags |= RENDER_SHADOW;
1458                 VectorSet(e->render.colormod, 1, 1, 1);
1459                 R_LerpAnimation(&e->render);
1460                 r_refdef.entities[r_refdef.numentities++] = &e->render;
1461         }
1462 }
1463
1464 /*
1465 ===============
1466 CL_RelinkEntities
1467 ===============
1468 */
1469 static void CL_RelinkNetworkEntities(void)
1470 {
1471         entity_t *ent;
1472         int i;
1473
1474         // start on the entity after the world
1475         for (i = 1;i < cl.num_entities;i++)
1476         {
1477                 if (cl.entities_active[i])
1478                 {
1479                         ent = cl.entities + i;
1480                         if (ent->state_current.active)
1481                                 CL_LinkNetworkEntity(ent);
1482                         else
1483                                 cl.entities_active[i] = false;
1484                 }
1485         }
1486 }
1487
1488 static void CL_RelinkEffects(void)
1489 {
1490         int i, intframe;
1491         cl_effect_t *e;
1492         entity_t *ent;
1493         float frame;
1494
1495         for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++)
1496         {
1497                 if (e->active)
1498                 {
1499                         frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1500                         intframe = (int)frame;
1501                         if (intframe < 0 || intframe >= e->endframe)
1502                         {
1503                                 memset(e, 0, sizeof(*e));
1504                                 while (cl.num_effects > 0 && !cl.effects[cl.num_effects - 1].active)
1505                                         cl.num_effects--;
1506                                 continue;
1507                         }
1508
1509                         if (intframe != e->frame)
1510                         {
1511                                 e->frame = intframe;
1512                                 e->frame1time = e->frame2time;
1513                                 e->frame2time = cl.time;
1514                         }
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 (r_draweffects.integer && (ent = CL_NewTempEntity()))
1519                         {
1520                                 // interpolation stuff
1521                                 ent->render.frame1 = intframe;
1522                                 ent->render.frame2 = intframe + 1;
1523                                 if (ent->render.frame2 >= e->endframe)
1524                                         ent->render.frame2 = -1; // disappear
1525                                 ent->render.framelerp = frame - intframe;
1526                                 ent->render.frame1time = e->frame1time;
1527                                 ent->render.frame2time = e->frame2time;
1528
1529                                 // normal stuff
1530                                 if(e->modelindex < MAX_MODELS)
1531                                         ent->render.model = cl.model_precache[e->modelindex];
1532                                 else
1533                                         ent->render.model = cl.csqc_model_precache[-(e->modelindex+1)];
1534                                 ent->render.colormap = -1; // no special coloring
1535                                 ent->render.alpha = 1;
1536                                 VectorSet(ent->render.colormod, 1, 1, 1);
1537
1538                                 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1539                                 CL_UpdateRenderEntity(&ent->render);
1540                         }
1541                 }
1542         }
1543 }
1544
1545 void CL_Beam_CalculatePositions(const beam_t *b, vec3_t start, vec3_t end)
1546 {
1547         VectorCopy(b->start, start);
1548         VectorCopy(b->end, end);
1549
1550         // if coming from the player, update the start position
1551         if (b->entity == cl.viewentity)
1552         {
1553                 if (cl_beams_quakepositionhack.integer && !chase_active.integer)
1554                 {
1555                         // LordHavoc: this is a stupid hack from Quake that makes your
1556                         // lightning appear to come from your waist and cover less of your
1557                         // view
1558                         // in Quake this hack was applied to all players (causing the
1559                         // infamous crotch-lightning), but in darkplaces and QuakeWorld it
1560                         // only applies to your own lightning, and only in first person
1561                         Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, start);
1562                 }
1563                 if (cl_beams_instantaimhack.integer)
1564                 {
1565                         vec3_t dir, localend;
1566                         vec_t len;
1567                         // LordHavoc: this updates the beam direction to match your
1568                         // viewangles
1569                         VectorSubtract(end, start, dir);
1570                         len = VectorLength(dir);
1571                         VectorNormalize(dir);
1572                         VectorSet(localend, len, 0, 0);
1573                         Matrix4x4_Transform(&r_view.matrix, localend, end);
1574                 }
1575         }
1576 }
1577
1578 void CL_RelinkBeams(void)
1579 {
1580         int i;
1581         beam_t *b;
1582         vec3_t dist, org, start, end;
1583         float d;
1584         entity_t *ent;
1585         double yaw, pitch;
1586         float forward;
1587         matrix4x4_t tempmatrix;
1588
1589         for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++)
1590         {
1591                 if (!b->model)
1592                         continue;
1593                 if (b->endtime < cl.time)
1594                 {
1595                         b->model = NULL;
1596                         continue;
1597                 }
1598
1599                 CL_Beam_CalculatePositions(b, start, end);
1600
1601                 if (b->lightning)
1602                 {
1603                         if (cl_beams_lightatend.integer && r_refdef.numlights < MAX_DLIGHTS)
1604                         {
1605                                 // FIXME: create a matrix from the beam start/end orientation
1606                                 vec3_t dlightcolor;
1607                                 VectorSet(dlightcolor, 0.3, 0.7, 1);
1608                                 Matrix4x4_CreateFromQuakeEntity(&tempmatrix, end[0], end[1], end[2], 0, 0, 0, 200);
1609                                 R_RTLight_Update(&r_refdef.lights[r_refdef.numlights++], false, &tempmatrix, dlightcolor, -1, NULL, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1610                         }
1611                         if (cl_beams_polygons.integer)
1612                                 continue;
1613                 }
1614
1615                 // calculate pitch and yaw
1616                 // (this is similar to the QuakeC builtin function vectoangles)
1617                 VectorSubtract(end, start, dist);
1618                 if (dist[1] == 0 && dist[0] == 0)
1619                 {
1620                         yaw = 0;
1621                         if (dist[2] > 0)
1622                                 pitch = 90;
1623                         else
1624                                 pitch = 270;
1625                 }
1626                 else
1627                 {
1628                         yaw = atan2(dist[1], dist[0]) * 180 / M_PI;
1629                         if (yaw < 0)
1630                                 yaw += 360;
1631
1632                         forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1633                         pitch = atan2(dist[2], forward) * 180 / M_PI;
1634                         if (pitch < 0)
1635                                 pitch += 360;
1636                 }
1637
1638                 // add new entities for the lightning
1639                 VectorCopy (start, org);
1640                 d = VectorNormalizeLength(dist);
1641                 while (d > 0)
1642                 {
1643                         ent = CL_NewTempEntity ();
1644                         if (!ent)
1645                                 return;
1646                         //VectorCopy (org, ent->render.origin);
1647                         ent->render.model = b->model;
1648                         //ent->render.effects = EF_FULLBRIGHT;
1649                         //ent->render.angles[0] = pitch;
1650                         //ent->render.angles[1] = yaw;
1651                         //ent->render.angles[2] = rand()%360;
1652                         Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1653                         CL_UpdateRenderEntity(&ent->render);
1654                         VectorMA(org, 30, dist, org);
1655                         d -= 30;
1656                 }
1657         }
1658
1659         while (cl.num_beams > 0 && !cl.beams[cl.num_beams - 1].model)
1660                 cl.num_beams--;
1661 }
1662
1663 static void CL_RelinkQWNails(void)
1664 {
1665         int i;
1666         vec_t *v;
1667         entity_t *ent;
1668
1669         for (i = 0;i < cl.qw_num_nails;i++)
1670         {
1671                 v = cl.qw_nails[i];
1672
1673                 // if we're drawing effects, get a new temp entity
1674                 // (NewTempEntity adds it to the render entities list for us)
1675                 if (!(ent = CL_NewTempEntity()))
1676                         continue;
1677
1678                 // normal stuff
1679                 ent->render.model = cl.model_precache[cl.qw_modelindex_spike];
1680                 ent->render.colormap = -1; // no special coloring
1681                 ent->render.alpha = 1;
1682                 VectorSet(ent->render.colormod, 1, 1, 1);
1683
1684                 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
1685                 CL_UpdateRenderEntity(&ent->render);
1686         }
1687 }
1688
1689 void CL_LerpPlayer(float frac)
1690 {
1691         int i;
1692
1693         cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
1694         for (i = 0;i < 3;i++)
1695         {
1696                 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
1697                 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
1698                 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1699         }
1700
1701         // interpolate the angles if playing a demo or spectating someone
1702         if (cls.demoplayback || cl.fixangle[0])
1703         {
1704                 for (i = 0;i < 3;i++)
1705                 {
1706                         float d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
1707                         if (d > 180)
1708                                 d -= 360;
1709                         else if (d < -180)
1710                                 d += 360;
1711                         cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
1712                 }
1713         }
1714 }
1715
1716 void CSQC_RelinkAllEntities (int drawmask)
1717 {
1718         // link stuff
1719         CL_RelinkWorld();
1720         CL_RelinkStaticEntities();
1721         CL_RelinkBeams();
1722         CL_RelinkEffects();
1723
1724         // link stuff
1725         if (drawmask & ENTMASK_ENGINE)
1726         {
1727                 CL_RelinkNetworkEntities();
1728                 if (drawmask & ENTMASK_ENGINEVIEWMODELS)
1729                         CL_LinkNetworkEntity(&cl.viewent); // link gun model
1730                 CL_RelinkQWNails();
1731         }
1732
1733         // update view blend
1734         V_CalcViewBlend();
1735 }
1736
1737 /*
1738 ===============
1739 CL_UpdateWorld
1740
1741 Update client game world for a new frame
1742 ===============
1743 */
1744 void CL_UpdateWorld(void)
1745 {
1746         r_refdef.extraupdate = !r_speeds.integer;
1747         r_refdef.numentities = 0;
1748         r_refdef.numlights = 0;
1749         r_view.matrix = identitymatrix;
1750
1751         cl.num_brushmodel_entities = 0;
1752
1753         if (cls.state == ca_connected && cls.signon == SIGNONS)
1754         {
1755                 // prepare for a new frame
1756                 CL_LerpPlayer(CL_LerpPoint());
1757                 CL_DecayLightFlashes();
1758                 CL_ClearTempEntities();
1759                 V_DriftPitch();
1760                 V_FadeViewFlashs();
1761
1762                 // if prediction is enabled we have to update all the collidable
1763                 // network entities before the prediction code can be run
1764                 CL_UpdateNetworkCollisionEntities();
1765
1766                 // now update the player prediction
1767                 CL_ClientMovement_Replay();
1768
1769                 // update the player entity (which may be predicted)
1770                 CL_UpdateNetworkEntity(cl.entities + cl.viewentity, 32, true);
1771
1772                 // now update the view (which depends on that player entity)
1773                 V_CalcRefdef();
1774
1775                 // now update all the network entities and create particle trails
1776                 // (some entities may depend on the view)
1777                 CL_UpdateNetworkEntities();
1778
1779                 // update the engine-based viewmodel
1780                 CL_UpdateViewModel();
1781
1782                 CL_RelinkLightFlashes();
1783                 CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS);
1784
1785                 // move particles
1786                 CL_MoveParticles();
1787                 R_MoveExplosions();
1788         }
1789
1790         r_refdef.time = cl.time;
1791 }
1792
1793 // LordHavoc: pausedemo command
1794 static void CL_PauseDemo_f (void)
1795 {
1796         cls.demopaused = !cls.demopaused;
1797         if (cls.demopaused)
1798                 Con_Print("Demo paused\n");
1799         else
1800                 Con_Print("Demo unpaused\n");
1801 }
1802
1803 /*
1804 ======================
1805 CL_Fog_f
1806 ======================
1807 */
1808 static void CL_Fog_f (void)
1809 {
1810         if (Cmd_Argc () == 1)
1811         {
1812                 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);
1813                 return;
1814         }
1815         r_refdef.fog_density = atof(Cmd_Argv(1));
1816         r_refdef.fog_red = atof(Cmd_Argv(2));
1817         r_refdef.fog_green = atof(Cmd_Argv(3));
1818         r_refdef.fog_blue = atof(Cmd_Argv(4));
1819 }
1820
1821 /*
1822 ====================
1823 CL_TimeRefresh_f
1824
1825 For program optimization
1826 ====================
1827 */
1828 static void CL_TimeRefresh_f (void)
1829 {
1830         int i;
1831         float timestart, timedelta;
1832
1833         r_refdef.extraupdate = false;
1834
1835         timestart = Sys_DoubleTime();
1836         for (i = 0;i < 128;i++)
1837         {
1838                 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);
1839                 CL_UpdateScreen();
1840         }
1841         timedelta = Sys_DoubleTime() - timestart;
1842
1843         Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
1844 }
1845
1846 void CL_AreaStats_f(void)
1847 {
1848         World_PrintAreaStats(&cl.world, "client");
1849 }
1850
1851 cl_locnode_t *CL_Locs_FindNearest(const vec3_t point)
1852 {
1853         int i;
1854         cl_locnode_t *loc;
1855         cl_locnode_t *best;
1856         vec3_t nearestpoint;
1857         vec_t dist, bestdist;
1858         best = NULL;
1859         bestdist = 0;
1860         for (loc = cl.locnodes;loc;loc = loc->next)
1861         {
1862                 for (i = 0;i < 3;i++)
1863                         nearestpoint[i] = bound(loc->mins[i], point[i], loc->maxs[i]);
1864                 dist = VectorDistance2(nearestpoint, point);
1865                 if (bestdist > dist || !best)
1866                 {
1867                         bestdist = dist;
1868                         best = loc;
1869                         if (bestdist < 1)
1870                                 break;
1871                 }
1872         }
1873         return best;
1874 }
1875
1876 void CL_Locs_FindLocationName(char *buffer, size_t buffersize, vec3_t point)
1877 {
1878         cl_locnode_t *loc;
1879         loc = CL_Locs_FindNearest(point);
1880         if (loc)
1881                 strlcpy(buffer, loc->name, buffersize);
1882         else
1883                 dpsnprintf(buffer, buffersize, "LOC=%.0f:%.0f:%.0f", point[0], point[1], point[2]);
1884 }
1885
1886 void CL_Locs_FreeNode(cl_locnode_t *node)
1887 {
1888         cl_locnode_t **pointer, **next;
1889         for (pointer = &cl.locnodes;*pointer;pointer = next)
1890         {
1891                 next = &(*pointer)->next;
1892                 if (*pointer == node)
1893                 {
1894                         *pointer = node->next;
1895                         Mem_Free(node);
1896                 }
1897         }
1898         Con_Printf("CL_Locs_FreeNode: no such node! (%p)\n", node);
1899 }
1900
1901 void CL_Locs_AddNode(vec3_t mins, vec3_t maxs, const char *name)
1902 {
1903         cl_locnode_t *node, **pointer;
1904         int namelen;
1905         if (!name)
1906                 name = "";
1907         namelen = strlen(name);
1908         node = Mem_Alloc(cls.levelmempool, sizeof(cl_locnode_t) + namelen + 1);
1909         VectorSet(node->mins, min(mins[0], maxs[0]), min(mins[1], maxs[1]), min(mins[2], maxs[2]));
1910         VectorSet(node->maxs, max(mins[0], maxs[0]), max(mins[1], maxs[1]), max(mins[2], maxs[2]));
1911         node->name = (char *)(node + 1);
1912         memcpy(node->name, name, namelen);
1913         node->name[namelen] = 0;
1914         // link it into the tail of the list to preserve the order
1915         for (pointer = &cl.locnodes;*pointer;pointer = &(*pointer)->next)
1916                 ;
1917         *pointer = node;
1918 }
1919
1920 void CL_Locs_Add_f(void)
1921 {
1922         vec3_t mins, maxs;
1923         if (Cmd_Argc() != 5 && Cmd_Argc() != 8)
1924         {
1925                 Con_Printf("usage: %s x y z[ x y z] name\n", Cmd_Argv(0));
1926                 return;
1927         }
1928         mins[0] = atof(Cmd_Argv(1));
1929         mins[1] = atof(Cmd_Argv(2));
1930         mins[2] = atof(Cmd_Argv(3));
1931         if (Cmd_Argc() == 8)
1932         {
1933                 maxs[0] = atof(Cmd_Argv(4));
1934                 maxs[1] = atof(Cmd_Argv(5));
1935                 maxs[2] = atof(Cmd_Argv(6));
1936                 CL_Locs_AddNode(mins, maxs, Cmd_Argv(7));
1937         }
1938         else
1939                 CL_Locs_AddNode(mins, mins, Cmd_Argv(4));
1940 }
1941
1942 void CL_Locs_RemoveNearest_f(void)
1943 {
1944         cl_locnode_t *loc;
1945         loc = CL_Locs_FindNearest(r_view.origin);
1946         if (loc)
1947                 CL_Locs_FreeNode(loc);
1948         else
1949                 Con_Printf("no loc point or box found for your location\n");
1950 }
1951
1952 void CL_Locs_Clear_f(void)
1953 {
1954         while (cl.locnodes)
1955                 CL_Locs_FreeNode(cl.locnodes);
1956 }
1957
1958 void CL_Locs_Save_f(void)
1959 {
1960         cl_locnode_t *loc;
1961         qfile_t *outfile;
1962         char locfilename[MAX_QPATH];
1963         if (!cl.locnodes)
1964         {
1965                 Con_Printf("No loc points/boxes exist!\n");
1966                 return;
1967         }
1968         if (cls.state != ca_connected || !cl.worldmodel)
1969         {
1970                 Con_Printf("No level loaded!\n");
1971                 return;
1972         }
1973         FS_StripExtension(cl.worldmodel->name, locfilename, sizeof(locfilename));
1974         strlcat(locfilename, ".loc", sizeof(locfilename));
1975
1976         outfile = FS_Open(locfilename, "w", false, false);
1977         if (!outfile)
1978                 return;
1979         // if any boxes are used then this is a proquake-format loc file, which
1980         // allows comments, so add some relevant information at the start
1981         for (loc = cl.locnodes;loc;loc = loc->next)
1982                 if (!VectorCompare(loc->mins, loc->maxs))
1983                         break;
1984         if (loc)
1985         {
1986                 FS_Printf(outfile, "// %s %s saved by %s\n// x,y,z,x,y,z,\"name\"\n\n", locfilename, Sys_TimeString("%Y-%m-%d"), engineversion);
1987                 for (loc = cl.locnodes;loc;loc = loc->next)
1988                         if (VectorCompare(loc->mins, loc->maxs))
1989                                 break;
1990                 if (loc)
1991                         Con_Printf("Warning: writing loc file containing a mixture of qizmo-style points and proquake-style boxes may not work in qizmo or proquake!\n");
1992         }
1993         for (loc = cl.locnodes;loc;loc = loc->next)
1994         {
1995                 if (VectorCompare(loc->mins, loc->maxs))
1996                 {
1997                         int len;
1998                         const char *s;
1999                         const char *in = loc->name;
2000                         char name[MAX_INPUTLINE];
2001                         for (len = 0;len < (int)sizeof(name) - 1 && *in;)
2002                         {
2003                                 if (*in == ' ') {s = "$loc_name_separator";in++;}
2004                                 else if (!strncmp(in, "SSG", 3)) {s = "$loc_name_ssg";in += 3;}
2005                                 else if (!strncmp(in, "NG", 2)) {s = "$loc_name_ng";in += 2;}
2006                                 else if (!strncmp(in, "SNG", 3)) {s = "$loc_name_sng";in += 3;}
2007                                 else if (!strncmp(in, "GL", 2)) {s = "$loc_name_gl";in += 2;}
2008                                 else if (!strncmp(in, "RL", 2)) {s = "$loc_name_rl";in += 2;}
2009                                 else if (!strncmp(in, "LG", 2)) {s = "$loc_name_lg";in += 2;}
2010                                 else if (!strncmp(in, "GA", 2)) {s = "$loc_name_ga";in += 2;}
2011                                 else if (!strncmp(in, "YA", 2)) {s = "$loc_name_ya";in += 2;}
2012                                 else if (!strncmp(in, "RA", 2)) {s = "$loc_name_ra";in += 2;}
2013                                 else if (!strncmp(in, "MEGA", 4)) {s = "$loc_name_mh";in += 4;}
2014                                 else s = NULL;
2015                                 if (s)
2016                                 {
2017                                         while (len < (int)sizeof(name) - 1 && *s)
2018                                                 name[len++] = *s++;
2019                                         continue;
2020                                 }
2021                                 name[len++] = *in++;
2022                         }
2023                         name[len] = 0;
2024                         FS_Printf(outfile, "%.0f %.0f %.0f %s\n", loc->mins[0]*8, loc->mins[1]*8, loc->mins[2]*8, name);
2025                 }
2026                 else
2027                         FS_Printf(outfile, "%.1f,%.1f,%.1f,%.1f,%.1f,%.1f,\"%s\"\n", loc->mins[0], loc->mins[1], loc->mins[2], loc->maxs[0], loc->maxs[1], loc->maxs[2], loc->name);
2028         }
2029         FS_Close(outfile);
2030 }
2031
2032 void CL_Locs_Reload_f(void)
2033 {
2034         int i, linenumber, limit, len;
2035         const char *s;
2036         char *filedata, *text, *textend, *linestart, *linetext, *lineend;
2037         fs_offset_t filesize;
2038         vec3_t mins, maxs;
2039         char locfilename[MAX_QPATH];
2040         char name[MAX_INPUTLINE];
2041
2042         if (cls.state != ca_connected || !cl.worldmodel)
2043         {
2044                 Con_Printf("No level loaded!\n");
2045                 return;
2046         }
2047
2048         CL_Locs_Clear_f();
2049
2050         // try maps/something.loc first (LordHavoc: where I think they should be)
2051         FS_StripExtension(cl.worldmodel->name, locfilename, sizeof(locfilename));
2052         strlcat(locfilename, ".loc", sizeof(locfilename));
2053         filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2054         if (!filedata)
2055         {
2056                 // try proquake name as well (LordHavoc: I hate path mangling)
2057                 FS_StripExtension(va("locs/%s", FS_FileWithoutPath(cl.worldmodel->name)), locfilename, sizeof(locfilename));
2058                 strlcat(locfilename, ".loc", sizeof(locfilename));
2059                 filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2060                 if (!filedata)
2061                         return;
2062         }
2063         text = filedata;
2064         textend = filedata + filesize;
2065         for (linenumber = 1;text < textend;linenumber++)
2066         {
2067                 linestart = text;
2068                 for (;text < textend && *text != '\r' && *text != '\n';text++)
2069                         ;
2070                 lineend = text;
2071                 if (text + 1 < textend && *text == '\r' && text[1] == '\n')
2072                         text++;
2073                 if (text < textend)
2074                         text++;
2075                 // trim trailing whitespace
2076                 while (lineend > linestart && lineend[-1] <= ' ')
2077                         lineend--;
2078                 // trim leading whitespace
2079                 while (linestart < lineend && *linestart <= ' ')
2080                         linestart++;
2081                 // check if this is a comment
2082                 if (linestart + 2 <= lineend && !strncmp(linestart, "//", 2))
2083                         continue;
2084                 linetext = linestart;
2085                 limit = 3;
2086                 for (i = 0;i < limit;i++)
2087                 {
2088                         if (linetext >= lineend)
2089                                 break;
2090                         // note: a missing number is interpreted as 0
2091                         if (i < 3)
2092                                 mins[i] = atof(linetext);
2093                         else
2094                                 maxs[i - 3] = atof(linetext);
2095                         // now advance past the number
2096                         while (linetext < lineend && *linetext > ' ' && *linetext != ',')
2097                                 linetext++;
2098                         // advance through whitespace
2099                         if (linetext < lineend)
2100                         {
2101                                 if (*linetext == ',')
2102                                 {
2103                                         linetext++;
2104                                         limit = 6;
2105                                         // note: comma can be followed by whitespace
2106                                 }
2107                                 if (*linetext <= ' ')
2108                                 {
2109                                         // skip whitespace
2110                                         while (linetext < lineend && *linetext <= ' ')
2111                                                 linetext++;
2112                                 }
2113                         }
2114                 }
2115                 // if this is a quoted name, remove the quotes
2116                 if (i == 6)
2117                 {
2118                         if (linetext >= lineend || *linetext != '"')
2119                                 continue; // proquake location names are always quoted
2120                         lineend--;
2121                         linetext++;
2122                         len = min(lineend - linetext, (int)sizeof(name) - 1);
2123                         memcpy(name, linetext, len);
2124                         name[len] = 0;
2125                         // add the box to the list
2126                         CL_Locs_AddNode(mins, maxs, name);
2127                 }
2128                 // if a point was parsed, it needs to be scaled down by 8 (since
2129                 // point-based loc files were invented by a proxy which dealt
2130                 // directly with quake protocol coordinates, which are *8), turn
2131                 // it into a box
2132                 else if (i == 3)
2133                 {
2134                         // interpret silly fuhquake macros
2135                         for (len = 0;len < (int)sizeof(name) - 1 && linetext < lineend;)
2136                         {
2137                                 if (*linetext == '$')
2138                                 {
2139                                         if (linetext + 18 <= lineend && !strncmp(linetext, "$loc_name_separator", 19)) {s = " ";linetext += 19;}
2140                                         else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_ssg", 13)) {s = "SSG";linetext += 13;}
2141                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ng", 12)) {s = "NG";linetext += 12;}
2142                                         else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_sng", 13)) {s = "SNG";linetext += 13;}
2143                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_gl", 12)) {s = "GL";linetext += 12;}
2144                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_rl", 12)) {s = "RL";linetext += 12;}
2145                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_lg", 12)) {s = "LG";linetext += 12;}
2146                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ga", 12)) {s = "GA";linetext += 12;}
2147                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ya", 12)) {s = "YA";linetext += 12;}
2148                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ra", 12)) {s = "RA";linetext += 12;}
2149                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_mh", 12)) {s = "MEGA";linetext += 12;}
2150                                         else s = NULL;
2151                                         if (s)
2152                                         {
2153                                                 while (len < (int)sizeof(name) - 1 && *s)
2154                                                         name[len++] = *s++;
2155                                                 continue;
2156                                         }
2157                                 }
2158                                 name[len++] = *linetext++;
2159                         }
2160                         name[len] = 0;
2161                         // add the point to the list
2162                         VectorScale(mins, (1.0 / 8.0), mins);
2163                         CL_Locs_AddNode(mins, mins, name);
2164                 }
2165                 else
2166                         continue;
2167         }
2168 }
2169
2170 /*
2171 ===========
2172 CL_Shutdown
2173 ===========
2174 */
2175 void CL_Shutdown (void)
2176 {
2177         CL_Screen_Shutdown();
2178         CL_Particles_Shutdown();
2179         CL_Parse_Shutdown();
2180
2181         Mem_FreePool (&cls.permanentmempool);
2182         Mem_FreePool (&cls.levelmempool);
2183 }
2184
2185 /*
2186 =================
2187 CL_Init
2188 =================
2189 */
2190 void CL_Init (void)
2191 {
2192         cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL);
2193         cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL);
2194
2195         memset(&r_refdef, 0, sizeof(r_refdef));
2196         // max entities sent to renderer per frame
2197         r_refdef.maxentities = MAX_EDICTS + 256 + 512;
2198         r_refdef.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.maxentities);
2199
2200         CL_InitInput ();
2201
2202 //
2203 // register our commands
2204 //
2205         Cvar_RegisterVariable (&cl_upspeed);
2206         Cvar_RegisterVariable (&cl_forwardspeed);
2207         Cvar_RegisterVariable (&cl_backspeed);
2208         Cvar_RegisterVariable (&cl_sidespeed);
2209         Cvar_RegisterVariable (&cl_movespeedkey);
2210         Cvar_RegisterVariable (&cl_yawspeed);
2211         Cvar_RegisterVariable (&cl_pitchspeed);
2212         Cvar_RegisterVariable (&cl_anglespeedkey);
2213         Cvar_RegisterVariable (&cl_shownet);
2214         Cvar_RegisterVariable (&cl_nolerp);
2215         Cvar_RegisterVariable (&lookspring);
2216         Cvar_RegisterVariable (&lookstrafe);
2217         Cvar_RegisterVariable (&sensitivity);
2218         Cvar_RegisterVariable (&freelook);
2219
2220         Cvar_RegisterVariable (&m_pitch);
2221         Cvar_RegisterVariable (&m_yaw);
2222         Cvar_RegisterVariable (&m_forward);
2223         Cvar_RegisterVariable (&m_side);
2224
2225         Cvar_RegisterVariable (&cl_itembobspeed);
2226         Cvar_RegisterVariable (&cl_itembobheight);
2227
2228         Cmd_AddCommand ("entities", CL_PrintEntities_f, "print information on network entities known to client");
2229         Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
2230         Cmd_AddCommand ("record", CL_Record_f, "record a demo");
2231         Cmd_AddCommand ("stop", CL_Stop_f, "stop recording or playing a demo");
2232         Cmd_AddCommand ("playdemo", CL_PlayDemo_f, "watch a demo file");
2233         Cmd_AddCommand ("timedemo", CL_TimeDemo_f, "play back a demo as fast as possible and save statistics to benchmark.log");
2234
2235         // Support Client-side Model Index List
2236         Cmd_AddCommand ("cl_modelindexlist", CL_ModelIndexList_f, "list all models in the client modelindex");
2237         // Support Client-side Sound Index List
2238         Cmd_AddCommand ("cl_soundindexlist", CL_SoundIndexList_f, "list all sounds in the client soundindex");
2239
2240         Cvar_RegisterVariable (&cl_autodemo);
2241         Cvar_RegisterVariable (&cl_autodemo_nameformat);
2242
2243         Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue)");
2244
2245         // LordHavoc: added pausedemo
2246         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)");
2247
2248         Cmd_AddCommand ("cl_areastats", CL_AreaStats_f, "prints statistics on entity culling during collision traces");
2249
2250         Cvar_RegisterVariable(&r_draweffects);
2251         Cvar_RegisterVariable(&cl_explosions_alpha_start);
2252         Cvar_RegisterVariable(&cl_explosions_alpha_end);
2253         Cvar_RegisterVariable(&cl_explosions_size_start);
2254         Cvar_RegisterVariable(&cl_explosions_size_end);
2255         Cvar_RegisterVariable(&cl_explosions_lifetime);
2256         Cvar_RegisterVariable(&cl_stainmaps);
2257         Cvar_RegisterVariable(&cl_stainmaps_clearonload);
2258         Cvar_RegisterVariable(&cl_beams_polygons);
2259         Cvar_RegisterVariable(&cl_beams_quakepositionhack);
2260         Cvar_RegisterVariable(&cl_beams_instantaimhack);
2261         Cvar_RegisterVariable(&cl_beams_lightatend);
2262         Cvar_RegisterVariable(&cl_noplayershadow);
2263         Cvar_RegisterVariable(&cl_dlights_decayradius);
2264         Cvar_RegisterVariable(&cl_dlights_decaybrightness);
2265
2266         Cvar_RegisterVariable(&cl_prydoncursor);
2267
2268         Cvar_RegisterVariable(&cl_deathnoviewmodel);
2269
2270         // for QW connections
2271         Cvar_RegisterVariable(&qport);
2272         Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff);
2273
2274         Cmd_AddCommand("timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
2275
2276         Cvar_RegisterVariable(&cl_locs_enable);
2277         Cvar_RegisterVariable(&cl_locs_show);
2278         Cmd_AddCommand("locs_add", CL_Locs_Add_f, "add a point or box location (usage: x y z[ x y z] \"name\", if two sets of xyz are supplied it is a box, otherwise point)");
2279         Cmd_AddCommand("locs_removenearest", CL_Locs_RemoveNearest_f, "remove the nearest point or box (note: you need to be very near a box to remove it)");
2280         Cmd_AddCommand("locs_clear", CL_Locs_Clear_f, "remove all loc points/boxes");
2281         Cmd_AddCommand("locs_reload", CL_Locs_Reload_f, "reload .loc file for this map");
2282         Cmd_AddCommand("locs_save", CL_Locs_Save_f, "save .loc file for this map containing currently defined points and boxes");
2283
2284         CL_Parse_Init();
2285         CL_Particles_Init();
2286         CL_Screen_Init();
2287
2288         CL_Video_Init();
2289 }
2290
2291
2292