Added in_mouse_x and in_mouse_y, which contain the rel. coords of the mouse.
[divverent/darkplaces.git] / cl_main.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // cl_main.c  -- client main loop
21
22 #include "quakedef.h"
23 #include "cl_collision.h"
24 #include "cl_video.h"
25 #include "image.h"
26
27 // we need to declare some mouse variables here, because the menu system
28 // references them even when on a unix system.
29
30 cvar_t cl_shownet = {0, "cl_shownet","0"};
31 cvar_t cl_nolerp = {0, "cl_nolerp", "0"};
32
33 cvar_t cl_itembobheight = {0, "cl_itembobheight", "8"};
34 cvar_t cl_itembobspeed = {0, "cl_itembobspeed", "0.5"};
35
36 cvar_t lookspring = {CVAR_SAVE, "lookspring","0"};
37 cvar_t lookstrafe = {CVAR_SAVE, "lookstrafe","0"};
38 cvar_t sensitivity = {CVAR_SAVE, "sensitivity","3", 1, 30};
39
40 cvar_t m_pitch = {CVAR_SAVE, "m_pitch","0.022"};
41 cvar_t m_yaw = {CVAR_SAVE, "m_yaw","0.022"};
42 cvar_t m_forward = {CVAR_SAVE, "m_forward","1"};
43 cvar_t m_side = {CVAR_SAVE, "m_side","0.8"};
44
45 cvar_t freelook = {CVAR_SAVE, "freelook", "1"};
46
47 cvar_t r_draweffects = {0, "r_draweffects", "1"};
48
49 cvar_t cl_explosions = {CVAR_SAVE, "cl_explosions", "1"};
50 cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "1"};
51
52 cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1"};
53 cvar_t cl_beams_relative = {CVAR_SAVE, "cl_beams_relative", "1"};
54 cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0"};
55
56 cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0"};
57
58 mempool_t *cl_refdef_mempool;
59 mempool_t *cl_entities_mempool;
60
61 client_static_t cls;
62 client_state_t  cl;
63
64 int cl_max_entities;
65 int cl_max_static_entities;
66 int cl_max_temp_entities;
67 int cl_max_effects;
68 int cl_max_beams;
69 int cl_max_dlights;
70 int cl_max_lightstyle;
71 int cl_max_brushmodel_entities;
72
73 entity_t *cl_entities;
74 qbyte *cl_entities_active;
75 entity_t *cl_static_entities;
76 entity_t *cl_temp_entities;
77 cl_effect_t *cl_effects;
78 beam_t *cl_beams;
79 dlight_t *cl_dlights;
80 lightstyle_t *cl_lightstyle;
81 entity_render_t **cl_brushmodel_entities;
82
83 int cl_num_entities;
84 int cl_num_static_entities;
85 int cl_num_temp_entities;
86 int cl_num_brushmodel_entities;
87
88 /*
89 =====================
90 CL_ClearState
91
92 =====================
93 */
94 void CL_ClearState(void)
95 {
96         int i;
97
98         if (!sv.active)
99                 Host_ClearMemory ();
100
101         // note: this also gets rid of the entity database
102         Mem_EmptyPool(cl_entities_mempool);
103
104 // wipe the entire cl structure
105         memset (&cl, 0, sizeof(cl));
106
107         SZ_Clear (&cls.message);
108
109         cl_num_entities = 0;
110         cl_num_static_entities = 0;
111         cl_num_temp_entities = 0;
112         cl_num_brushmodel_entities = 0;
113
114         // tweak these if the game runs out
115         cl_max_entities = MAX_EDICTS;
116         cl_max_static_entities = 256;
117         cl_max_temp_entities = 512;
118         cl_max_effects = 256;
119         cl_max_beams = 24;
120         cl_max_dlights = MAX_DLIGHTS;
121         cl_max_lightstyle = MAX_LIGHTSTYLES;
122         cl_max_brushmodel_entities = MAX_EDICTS;
123
124         cl_entities = Mem_Alloc(cl_entities_mempool, cl_max_entities * sizeof(entity_t));
125         cl_entities_active = Mem_Alloc(cl_entities_mempool, cl_max_entities * sizeof(qbyte));
126         cl_static_entities = Mem_Alloc(cl_entities_mempool, cl_max_static_entities * sizeof(entity_t));
127         cl_temp_entities = Mem_Alloc(cl_entities_mempool, cl_max_temp_entities * sizeof(entity_t));
128         cl_effects = Mem_Alloc(cl_entities_mempool, cl_max_effects * sizeof(cl_effect_t));
129         cl_beams = Mem_Alloc(cl_entities_mempool, cl_max_beams * sizeof(beam_t));
130         cl_dlights = Mem_Alloc(cl_entities_mempool, cl_max_dlights * sizeof(dlight_t));
131         cl_lightstyle = Mem_Alloc(cl_entities_mempool, cl_max_lightstyle * sizeof(lightstyle_t));
132         cl_brushmodel_entities = Mem_Alloc(cl_entities_mempool, cl_max_brushmodel_entities * sizeof(entity_render_t *));
133
134         CL_Screen_NewMap();
135
136         CL_Particles_Clear();
137
138         // LordHavoc: have to set up the baseline info for alpha and other stuff
139         for (i = 0;i < cl_max_entities;i++)
140         {
141                 ClearStateToDefault(&cl_entities[i].state_baseline);
142                 ClearStateToDefault(&cl_entities[i].state_previous);
143                 ClearStateToDefault(&cl_entities[i].state_current);
144         }
145
146         CL_CGVM_Clear();
147 }
148
149 /*
150 =====================
151 CL_Disconnect
152
153 Sends a disconnect message to the server
154 This is also called on Host_Error, so it shouldn't cause any errors
155 =====================
156 */
157 void CL_Disconnect(void)
158 {
159         if (cls.state == ca_dedicated)
160                 return;
161
162 // stop sounds (especially looping!)
163         S_StopAllSounds (true);
164
165         // clear contents blends
166         cl.cshifts[0].percent = 0;
167         cl.cshifts[1].percent = 0;
168         cl.cshifts[2].percent = 0;
169         cl.cshifts[3].percent = 0;
170
171         cl.worldmodel = NULL;
172
173         if (cls.demoplayback)
174                 CL_StopPlayback();
175         else if (cls.netcon)
176         {
177                 if (cls.demorecording)
178                         CL_Stop_f();
179
180                 Con_DPrintf("Sending clc_disconnect\n");
181                 SZ_Clear(&cls.message);
182                 MSG_WriteByte(&cls.message, clc_disconnect);
183                 NetConn_SendUnreliableMessage(cls.netcon, &cls.message);
184                 SZ_Clear(&cls.message);
185                 NetConn_Close(cls.netcon);
186                 cls.netcon = NULL;
187                 // if running a local server, shut it down
188                 if (sv.active)
189                 {
190                         // prevent this code from executing again during Host_ShutdownServer
191                         cls.state = ca_disconnected;
192                         Host_ShutdownServer(false);
193                 }
194         }
195         cls.state = ca_disconnected;
196
197         cls.demoplayback = cls.timedemo = false;
198         cls.signon = 0;
199 }
200
201 void CL_Disconnect_f(void)
202 {
203         CL_Disconnect ();
204         if (sv.active)
205                 Host_ShutdownServer (false);
206 }
207
208
209
210
211 /*
212 =====================
213 CL_EstablishConnection
214
215 Host should be either "local" or a net address
216 =====================
217 */
218 void CL_EstablishConnection(const char *host)
219 {
220         if (cls.state == ca_dedicated)
221                 return;
222
223         // clear menu's connect error message
224         m_return_reason[0] = 0;
225         cls.demonum = -1;
226
227         if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
228         {
229                 // stop demo loop in case this fails
230                 CL_Disconnect();
231
232                 cls.connect_trying = true;
233                 cls.connect_remainingtries = 3;
234                 cls.connect_nextsendtime = 0;
235                 if (sv.active)
236                 {
237                         NetConn_ClientFrame();
238                         NetConn_ServerFrame();
239                         NetConn_ClientFrame();
240                         NetConn_ServerFrame();
241                         NetConn_ClientFrame();
242                         NetConn_ServerFrame();
243                         NetConn_ClientFrame();
244                         NetConn_ServerFrame();
245                 }
246         }
247         else
248         {
249                 Con_Printf("Unable to find a suitable network socket to connect to server.\n");
250                 strcpy(m_return_reason, "No network");
251         }
252 }
253
254 /*
255 ==============
256 CL_PrintEntities_f
257 ==============
258 */
259 static void CL_PrintEntities_f(void)
260 {
261         entity_t *ent;
262         int i, j;
263         char name[32];
264
265         for (i = 0, ent = cl_entities;i < cl_num_entities;i++, ent++)
266         {
267                 if (!ent->state_current.active)
268                         continue;
269
270                 if (ent->render.model)
271                         strlcpy (name, ent->render.model->name, 25);
272                 else
273                         strcpy(name, "--no model--");
274                 for (j = strlen(name);j < 25;j++)
275                         name[j] = ' ';
276                 Con_Printf ("%3i: %s:%04i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", i, name, ent->render.frame, (int) ent->render.origin[0], (int) ent->render.origin[1], (int) ent->render.origin[2], (int) ent->render.angles[0] % 360, (int) ent->render.angles[1] % 360, (int) ent->render.angles[2] % 360, ent->render.scale, ent->render.alpha);
277         }
278 }
279
280 //static const vec3_t nomodelmins = {-16, -16, -16};
281 //static const vec3_t nomodelmaxs = {16, 16, 16};
282 void CL_BoundingBoxForEntity(entity_render_t *ent)
283 {
284         if (ent->model)
285         {
286                 //if (ent->angles[0] || ent->angles[2])
287                 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
288                 {
289                         // pitch or roll
290                         ent->mins[0] = ent->matrix.m[0][3] + ent->model->rotatedmins[0];
291                         ent->mins[1] = ent->matrix.m[1][3] + ent->model->rotatedmins[1];
292                         ent->mins[2] = ent->matrix.m[2][3] + ent->model->rotatedmins[2];
293                         ent->maxs[0] = ent->matrix.m[0][3] + ent->model->rotatedmaxs[0];
294                         ent->maxs[1] = ent->matrix.m[1][3] + ent->model->rotatedmaxs[1];
295                         ent->maxs[2] = ent->matrix.m[2][3] + ent->model->rotatedmaxs[2];
296                         //VectorAdd(ent->origin, ent->model->rotatedmins, ent->mins);
297                         //VectorAdd(ent->origin, ent->model->rotatedmaxs, ent->maxs);
298                 }
299                 //else if (ent->angles[1])
300                 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
301                 {
302                         // yaw
303                         ent->mins[0] = ent->matrix.m[0][3] + ent->model->yawmins[0];
304                         ent->mins[1] = ent->matrix.m[1][3] + ent->model->yawmins[1];
305                         ent->mins[2] = ent->matrix.m[2][3] + ent->model->yawmins[2];
306                         ent->maxs[0] = ent->matrix.m[0][3] + ent->model->yawmaxs[0];
307                         ent->maxs[1] = ent->matrix.m[1][3] + ent->model->yawmaxs[1];
308                         ent->maxs[2] = ent->matrix.m[2][3] + ent->model->yawmaxs[2];
309                         //VectorAdd(ent->origin, ent->model->yawmins, ent->mins);
310                         //VectorAdd(ent->origin, ent->model->yawmaxs, ent->maxs);
311                 }
312                 else
313                 {
314                         ent->mins[0] = ent->matrix.m[0][3] + ent->model->normalmins[0];
315                         ent->mins[1] = ent->matrix.m[1][3] + ent->model->normalmins[1];
316                         ent->mins[2] = ent->matrix.m[2][3] + ent->model->normalmins[2];
317                         ent->maxs[0] = ent->matrix.m[0][3] + ent->model->normalmaxs[0];
318                         ent->maxs[1] = ent->matrix.m[1][3] + ent->model->normalmaxs[1];
319                         ent->maxs[2] = ent->matrix.m[2][3] + ent->model->normalmaxs[2];
320                         //VectorAdd(ent->origin, ent->model->normalmins, ent->mins);
321                         //VectorAdd(ent->origin, ent->model->normalmaxs, ent->maxs);
322                 }
323         }
324         else
325         {
326                 ent->mins[0] = ent->matrix.m[0][3] - 16;
327                 ent->mins[1] = ent->matrix.m[1][3] - 16;
328                 ent->mins[2] = ent->matrix.m[2][3] - 16;
329                 ent->maxs[0] = ent->matrix.m[0][3] + 16;
330                 ent->maxs[1] = ent->matrix.m[1][3] + 16;
331                 ent->maxs[2] = ent->matrix.m[2][3] + 16;
332                 //VectorAdd(ent->origin, nomodelmins, ent->mins);
333                 //VectorAdd(ent->origin, nomodelmaxs, ent->maxs);
334         }
335 }
336
337 /*
338 ===============
339 CL_LerpPoint
340
341 Determines the fraction between the last two messages that the objects
342 should be put at.
343 ===============
344 */
345 static float CL_LerpPoint(void)
346 {
347         float f;
348
349         // dropped packet, or start of demo
350         if (cl.mtime[1] < cl.mtime[0] - 0.1)
351                 cl.mtime[1] = cl.mtime[0] - 0.1;
352
353         cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
354
355         // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
356         f = cl.mtime[0] - cl.mtime[1];
357         if (!f || cl_nolerp.integer || cls.timedemo || cl.islocalgame)
358         {
359                 cl.time = cl.mtime[0];
360                 return 1;
361         }
362
363         f = (cl.time - cl.mtime[1]) / f;
364         return bound(0, f, 1);
365 }
366
367 void CL_ClearTempEntities (void)
368 {
369         cl_num_temp_entities = 0;
370 }
371
372 entity_t *CL_NewTempEntity(void)
373 {
374         entity_t *ent;
375
376         if (r_refdef.numentities >= r_refdef.maxentities)
377                 return NULL;
378         if (cl_num_temp_entities >= cl_max_temp_entities)
379                 return NULL;
380         ent = &cl_temp_entities[cl_num_temp_entities++];
381         memset (ent, 0, sizeof(*ent));
382         r_refdef.entities[r_refdef.numentities++] = &ent->render;
383
384         ent->render.colormap = -1; // no special coloring
385         ent->render.scale = 1;
386         ent->render.alpha = 1;
387         return ent;
388 }
389
390 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
391 {
392         int i;
393         cl_effect_t *e;
394         if (!modelindex) // sanity check
395                 return;
396         for (i = 0, e = cl_effects;i < cl_max_effects;i++, e++)
397         {
398                 if (e->active)
399                         continue;
400                 e->active = true;
401                 VectorCopy(org, e->origin);
402                 e->modelindex = modelindex;
403                 e->starttime = cl.time;
404                 e->startframe = startframe;
405                 e->endframe = startframe + framecount;
406                 e->framerate = framerate;
407
408                 e->frame = 0;
409                 e->frame1time = cl.time;
410                 e->frame2time = cl.time;
411                 break;
412         }
413 }
414
415 void CL_AllocDlight(entity_render_t *ent, vec3_t org, float radius, float red, float green, float blue, float decay, float lifetime)
416 {
417         int i;
418         dlight_t *dl;
419
420         /*
421 // first look for an exact key match
422         if (ent)
423         {
424                 dl = cl_dlights;
425                 for (i = 0;i < MAX_DLIGHTS;i++, dl++)
426                         if (dl->ent == ent)
427                                 goto dlightsetup;
428         }
429         */
430
431 // then look for anything else
432         dl = cl_dlights;
433         for (i = 0;i < MAX_DLIGHTS;i++, dl++)
434                 if (!dl->radius)
435                         goto dlightsetup;
436
437         // unable to find one
438         return;
439
440 dlightsetup:
441         //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
442         memset (dl, 0, sizeof(*dl));
443         dl->ent = ent;
444         CL_FindNonSolidLocation(org, dl->origin, 6);
445         //VectorCopy(org, dl->origin);
446         dl->radius = radius;
447         dl->color[0] = red;
448         dl->color[1] = green;
449         dl->color[2] = blue;
450         dl->decay = decay;
451         if (lifetime)
452                 dl->die = cl.time + lifetime;
453         else
454                 dl->die = 0;
455 }
456
457 void CL_DecayLights(void)
458 {
459         int i;
460         dlight_t *dl;
461         float time;
462
463         time = cl.time - cl.oldtime;
464         for (i = 0, dl = cl_dlights;i < MAX_DLIGHTS;i++, dl++)
465                 if (dl->radius)
466                         dl->radius = (cl.time < dl->die) ? max(0, dl->radius - time * dl->decay) : 0;
467 }
468
469 #define MAXVIEWMODELS 32
470 entity_t *viewmodels[MAXVIEWMODELS];
471 int numviewmodels;
472
473 matrix4x4_t viewmodelmatrix;
474
475 static int entitylinkframenumber;
476
477 static const vec3_t muzzleflashorigin = {18, 0, 0};
478
479 extern void V_DriftPitch(void);
480 extern void V_FadeViewFlashs(void);
481 extern void V_CalcViewBlend(void);
482
483 extern void V_CalcRefdef(void);
484 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
485 void CL_LinkNetworkEntity(entity_t *e)
486 {
487         matrix4x4_t *matrix, blendmatrix, tempmatrix, matrix2;
488         int j, k, l, trailtype, temp;
489         float origin[3], angles[3], delta[3], lerp, dlightcolor[3], mins[3], maxs[3], v[3], v2[3], d;
490         entity_t *t;
491         model_t *model;
492         //entity_persistent_t *p = &e->persistent;
493         //entity_render_t *r = &e->render;
494         if (e->persistent.linkframe != entitylinkframenumber)
495         {
496                 e->persistent.linkframe = entitylinkframenumber;
497                 // skip inactive entities and world
498                 if (!e->state_current.active || e == cl_entities)
499                         return;
500                 if (e->render.flags & RENDER_VIEWMODEL)
501                 {
502                         if (!r_drawviewmodel.integer || chase_active.integer || envmap)
503                                 return;
504                         if (cl.viewentity)
505                                 CL_LinkNetworkEntity(cl_entities + cl.viewentity);
506                         matrix = &viewmodelmatrix;
507                         if (e == &cl.viewent && cl.viewentity >= 0 && cl.viewentity < MAX_EDICTS && cl_entities[cl.viewentity].state_current.active)
508                         {
509                                 e->state_current.alpha = cl_entities[cl.viewentity].state_current.alpha;
510                                 e->state_current.effects = EF_NOSHADOW | (cl_entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_REFLECTIVE | EF_FULLBRIGHT));
511                         }
512                 }
513                 else
514                 {
515                         t = cl_entities + e->state_current.tagentity;
516                         if (!t->state_current.active)
517                                 return;
518                         // note: this can link to world
519                         CL_LinkNetworkEntity(t);
520                         // make relative to the entity
521                         matrix = &t->render.matrix;
522                         // if a valid tagindex is used, make it relative to that tag instead
523                         if (e->state_current.tagentity && e->state_current.tagindex >= 1 && (model = t->render.model) && e->state_current.tagindex <= t->render.model->alias.aliasnum_tags)
524                         {
525                                 // blend the matrices
526                                 memset(&blendmatrix, 0, sizeof(blendmatrix));
527                                 for (j = 0;j < 4 && t->render.frameblend[j].lerp > 0;j++)
528                                 {
529                                         matrix = &t->render.model->alias.aliasdata_tags[t->render.frameblend[j].frame * t->render.model->alias.aliasnum_tags + (e->state_current.tagindex - 1)].matrix;
530                                         d = t->render.frameblend[j].lerp;
531                                         for (l = 0;l < 4;l++)
532                                                 for (k = 0;k < 4;k++)
533                                                         blendmatrix.m[l][k] += d * matrix->m[l][k];
534                                 }
535                                 // concat the tag matrices onto the entity matrix
536                                 Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix);
537                                 // use the constructed tag matrix
538                                 matrix = &tempmatrix;
539                         }
540                 }
541                 e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
542                 e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
543                 e->render.flags = e->state_current.flags;
544                 if (e - cl_entities == cl.viewentity)
545                         e->render.flags |= RENDER_EXTERIORMODEL;
546                 e->render.effects = e->state_current.effects;
547                 if (e->state_current.flags & RENDER_COLORMAPPED)
548                         e->render.colormap = e->state_current.colormap;
549                 else if (cl.scores != NULL && e->state_current.colormap)
550                         e->render.colormap = cl.scores[e->state_current.colormap - 1].colors; // color it
551                 else
552                         e->render.colormap = -1; // no special coloring
553                 e->render.skinnum = e->state_current.skin;
554                 // set up the render matrix
555                 if (e->state_previous.active && e->state_current.modelindex == e->state_previous.modelindex)
556                 {
557                         // movement lerp
558                         if (e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
559                         {
560                                 // interpolate the origin and angles
561                                 VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
562                                 VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
563                                 if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
564                                 if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
565                                 if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
566                                 VectorMA(e->persistent.oldangles, lerp, delta, angles);
567                         }
568                         else
569                         {
570                                 // no interpolation
571                                 VectorCopy(e->persistent.neworigin, origin);
572                                 VectorCopy(e->persistent.newangles, angles);
573                         }
574                         // animation lerp
575                         if (e->render.frame2 == e->state_current.frame)
576                         {
577                                 // update frame lerp fraction
578                                 e->render.framelerp = 1;
579                                 if (e->render.frame2time > e->render.frame1time)
580                                 {
581                                         e->render.framelerp = (cl.time - e->render.frame2time) / (e->render.frame2time - e->render.frame1time);
582                                         e->render.framelerp = bound(0, e->render.framelerp, 1);
583                                 }
584                         }
585                         else
586                         {
587                                 // begin a new frame lerp
588                                 e->render.frame1 = e->render.frame2;
589                                 e->render.frame1time = e->render.frame2time;
590                                 e->render.frame = e->render.frame2 = e->state_current.frame;
591                                 e->render.frame2time = cl.time;
592                                 e->render.framelerp = 0;
593                         }
594                 }
595                 else
596                 {
597                         // no interpolation
598                         VectorCopy(e->persistent.neworigin, origin);
599                         VectorCopy(e->persistent.newangles, angles);
600                         e->render.frame = e->render.frame1 = e->render.frame2 = e->state_current.frame;
601                         e->render.frame1time = e->render.frame2time = cl.time;
602                         e->render.framelerp = 1;
603                 }
604
605                 e->render.model = cl.model_precache[e->state_current.modelindex];
606                 if (e->render.model)
607                 {
608                         Mod_CheckLoaded(e->render.model);
609                         if (e->render.model->type == mod_alias || e->render.model->type == mod_sprite)
610                                 angles[0] = -angles[0];
611                         if (e->render.model->flags & EF_ROTATE)
612                         {
613                                 angles[1] = ANGLEMOD(100*cl.time);
614                                 if (cl_itembobheight.value)
615                                         origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
616                         }
617                 }
618
619                 R_LerpAnimation(&e->render);
620
621                 // FIXME: e->render.scale should go away
622                 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
623                 // concat the matrices to make the entity relative to its tag
624                 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
625                 // make the other useful stuff
626                 Matrix4x4_Invert_Simple(&e->render.inversematrix, &e->render.matrix);
627                 CL_BoundingBoxForEntity(&e->render);
628
629                 // handle effects now that we know where this entity is in the world...
630                 origin[0] = e->render.matrix.m[0][3];
631                 origin[1] = e->render.matrix.m[1][3];
632                 origin[2] = e->render.matrix.m[2][3];
633                 trailtype = -1;
634                 dlightcolor[0] = 0;
635                 dlightcolor[1] = 0;
636                 dlightcolor[2] = 0;
637                 // LordHavoc: if the entity has no effects, don't check each
638                 if (e->render.effects)
639                 {
640                         if (e->render.effects & EF_BRIGHTFIELD)
641                         {
642                                 if (gamemode == GAME_NEXUIZ)
643                                 {
644                                         dlightcolor[0] += 100.0f;
645                                         dlightcolor[1] += 200.0f;
646                                         dlightcolor[2] += 400.0f;
647                                         trailtype = 8;
648                                 }
649                                 else
650                                         CL_EntityParticles(e);
651                         }
652                         if (e->render.effects & EF_MUZZLEFLASH)
653                                 e->persistent.muzzleflash = 100.0f;
654                         if (e->render.effects & EF_DIMLIGHT)
655                         {
656                                 dlightcolor[0] += 200.0f;
657                                 dlightcolor[1] += 200.0f;
658                                 dlightcolor[2] += 200.0f;
659                         }
660                         if (e->render.effects & EF_BRIGHTLIGHT)
661                         {
662                                 dlightcolor[0] += 400.0f;
663                                 dlightcolor[1] += 400.0f;
664                                 dlightcolor[2] += 400.0f;
665                         }
666                         // LordHavoc: more effects
667                         if (e->render.effects & EF_RED) // red
668                         {
669                                 dlightcolor[0] += 200.0f;
670                                 dlightcolor[1] +=  20.0f;
671                                 dlightcolor[2] +=  20.0f;
672                         }
673                         if (e->render.effects & EF_BLUE) // blue
674                         {
675                                 dlightcolor[0] +=  20.0f;
676                                 dlightcolor[1] +=  20.0f;
677                                 dlightcolor[2] += 200.0f;
678                         }
679                         if (e->render.effects & EF_FLAME)
680                         {
681                                 mins[0] = origin[0] - 16.0f;
682                                 mins[1] = origin[1] - 16.0f;
683                                 mins[2] = origin[2] - 16.0f;
684                                 maxs[0] = origin[0] + 16.0f;
685                                 maxs[1] = origin[1] + 16.0f;
686                                 maxs[2] = origin[2] + 16.0f;
687                                 // how many flames to make
688                                 temp = (int) (cl.time * 300) - (int) (cl.oldtime * 300);
689                                 CL_FlameCube(mins, maxs, temp);
690                                 d = lhrandom(200, 250);
691                                 dlightcolor[0] += d * 1.0f;
692                                 dlightcolor[1] += d * 0.7f;
693                                 dlightcolor[2] += d * 0.3f;
694                         }
695                         if (e->render.effects & EF_STARDUST)
696                         {
697                                 mins[0] = origin[0] - 16.0f;
698                                 mins[1] = origin[1] - 16.0f;
699                                 mins[2] = origin[2] - 16.0f;
700                                 maxs[0] = origin[0] + 16.0f;
701                                 maxs[1] = origin[1] + 16.0f;
702                                 maxs[2] = origin[2] + 16.0f;
703                                 // how many particles to make
704                                 temp = (int) (cl.time * 200) - (int) (cl.oldtime * 200);
705                                 CL_Stardust(mins, maxs, temp);
706                                 d = 100;
707                                 dlightcolor[0] += d * 1.0f;
708                                 dlightcolor[1] += d * 0.7f;
709                                 dlightcolor[2] += d * 0.3f;
710                         }
711                 }
712                 // muzzleflash fades over time, and is offset a bit
713                 if (e->persistent.muzzleflash > 0)
714                 {
715                         Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
716                         CL_TraceLine(origin, v2, v, NULL, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY);
717                         CL_AllocDlight(NULL, v, e->persistent.muzzleflash, 1, 1, 1, 0, 0);
718                         e->persistent.muzzleflash -= cl.frametime * 1000;
719                 }
720                 // LordHavoc: if the model has no flags, don't check each
721                 if (e->render.model && e->render.model->flags)
722                 {
723                         if (e->render.model->flags & EF_GIB)
724                                 trailtype = 2;
725                         else if (e->render.model->flags & EF_ZOMGIB)
726                                 trailtype = 4;
727                         else if (e->render.model->flags & EF_TRACER)
728                         {
729                                 trailtype = 3;
730                                 dlightcolor[0] += 0x10;
731                                 dlightcolor[1] += 0x40;
732                                 dlightcolor[2] += 0x10;
733                         }
734                         else if (e->render.model->flags & EF_TRACER2)
735                         {
736                                 trailtype = 5;
737                                 dlightcolor[0] += 0x50;
738                                 dlightcolor[1] += 0x30;
739                                 dlightcolor[2] += 0x10;
740                         }
741                         else if (e->render.model->flags & EF_ROCKET)
742                         {
743                                 trailtype = 0;
744                                 dlightcolor[0] += 200.0f;
745                                 dlightcolor[1] += 160.0f;
746                                 dlightcolor[2] +=  80.0f;
747                         }
748                         else if (e->render.model->flags & EF_GRENADE)
749                         {
750                                 // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
751                                 trailtype = e->render.alpha == -1 ? 7 : 1;
752                         }
753                         else if (e->render.model->flags & EF_TRACER3)
754                         {
755                                 trailtype = 6;
756                                 dlightcolor[0] += 0x50;
757                                 dlightcolor[1] += 0x20;
758                                 dlightcolor[2] += 0x40;
759                         }
760                 }
761                 // LordHavoc: customizable glow
762                 if (e->state_current.glowsize)
763                 {
764                         // * 4 for the expansion from 0-255 to 0-1023 range,
765                         // / 255 to scale down byte colors
766                         VectorMA(dlightcolor, e->state_current.glowsize * (4.0f / 255.0f), (qbyte *)&palette_complete[e->state_current.glowcolor], dlightcolor);
767                 }
768                 // make the dlight
769                 if ((dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL) && !e->state_current.tagentity)
770                 {
771                         VectorCopy(origin, v);
772                         // hack to make glowing player light shine on their gun
773                         if ((e - cl_entities) == cl.viewentity/* && !chase_active.integer*/)
774                                 v[2] += 30;
775                         CL_AllocDlight(&e->render, v, 1, dlightcolor[0], dlightcolor[1], dlightcolor[2], 0, 0);
776                 }
777                 // trails need the previous frame
778                 if (e->state_previous.active && e->state_previous.modelindex == e->state_current.modelindex)
779                 {
780                         if (e->render.flags & RENDER_GLOWTRAIL)
781                                 CL_RocketTrail2(e->persistent.trail_origin, origin, e->state_current.glowcolor, e);
782                         else if (trailtype >= 0)
783                                 CL_RocketTrail(e->persistent.trail_origin, origin, trailtype, e);
784                 }
785                 VectorCopy(origin, e->persistent.trail_origin);
786                 // note: the cl.viewentity and intermission check is to hide player
787                 // shadow during intermission and during the Nehahra movie and
788                 // Nehahra cinematics
789                 if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE))
790                  && (e->render.alpha == 1)
791                  && !(e->render.flags & RENDER_VIEWMODEL)
792                  && ((e - cl_entities) != cl.viewentity || (!cl.intermission && cl.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
793                         e->render.flags |= RENDER_SHADOW;
794                 // as soon as player is known we can call V_CalcRefDef
795                 if ((e - cl_entities) == cl.viewentity)
796                         V_CalcRefdef();
797                 if (e->render.model && e->render.model->name[0] == '*' && e->render.model->TraceBox)
798                         cl_brushmodel_entities[cl_num_brushmodel_entities++] = &e->render;
799                 // don't show entities with no modelindex (note: this still shows
800                 // entities which have a modelindex that resolved to a NULL model)
801                 if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.numentities < r_refdef.maxentities)
802                         r_refdef.entities[r_refdef.numentities++] = &e->render;
803                 if (cl_num_entities < e->state_current.number + 1)
804                         cl_num_entities = e->state_current.number + 1;
805         }
806 }
807
808 void CL_RelinkWorld(void)
809 {
810         entity_t *ent = &cl_entities[0];
811         if (cl_num_entities < 1)
812                 cl_num_entities = 1;
813         cl_brushmodel_entities[cl_num_brushmodel_entities++] = &ent->render;
814         // FIXME: this should be done at load
815         Matrix4x4_CreateIdentity(&ent->render.matrix);
816         Matrix4x4_CreateIdentity(&ent->render.inversematrix);
817         CL_BoundingBoxForEntity(&ent->render);
818 }
819
820 static void CL_RelinkStaticEntities(void)
821 {
822         int i;
823         for (i = 0;i < cl_num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++)
824         {
825                 Mod_CheckLoaded(cl_static_entities[i].render.model);
826                 r_refdef.entities[r_refdef.numentities++] = &cl_static_entities[i].render;
827         }
828 }
829
830 /*
831 ===============
832 CL_RelinkEntities
833 ===============
834 */
835 static void CL_RelinkNetworkEntities(void)
836 {
837         entity_t *ent;
838         int i;
839
840         ent = &cl.viewent;
841         ent->state_previous = ent->state_current;
842         ClearStateToDefault(&ent->state_current);
843         ent->state_current.time = cl.time;
844         ent->state_current.number = -1;
845         ent->state_current.active = true;
846         ent->state_current.modelindex = cl.stats[STAT_WEAPON];
847         ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
848         ent->state_current.flags = RENDER_VIEWMODEL;
849         if (cl.stats[STAT_HEALTH] <= 0)
850                 ent->state_current.modelindex = 0;
851         else if (cl.items & IT_INVISIBILITY)
852         {
853                 if (gamemode == GAME_TRANSFUSION)
854                         ent->state_current.alpha = 0.5;
855                 else
856                         ent->state_current.modelindex = 0;
857         }
858
859         // start on the entity after the world
860         entitylinkframenumber++;
861         for (i = 1, ent = cl_entities + 1;i < MAX_EDICTS;i++, ent++)
862         {
863                 if (cl_entities_active[i])
864                 {
865                         if (ent->state_current.active)
866                                 CL_LinkNetworkEntity(ent);
867                         else
868                                 cl_entities_active[i] = false;
869                 }
870         }
871         CL_LinkNetworkEntity(&cl.viewent);
872 }
873
874 static void CL_RelinkEffects(void)
875 {
876         int i, intframe;
877         cl_effect_t *e;
878         entity_t *ent;
879         float frame;
880
881         for (i = 0, e = cl_effects;i < cl_max_effects;i++, e++)
882         {
883                 if (e->active)
884                 {
885                         frame = (cl.time - e->starttime) * e->framerate + e->startframe;
886                         intframe = frame;
887                         if (intframe < 0 || intframe >= e->endframe)
888                         {
889                                 memset(e, 0, sizeof(*e));
890                                 continue;
891                         }
892
893                         if (intframe != e->frame)
894                         {
895                                 e->frame = intframe;
896                                 e->frame1time = e->frame2time;
897                                 e->frame2time = cl.time;
898                         }
899
900                         // if we're drawing effects, get a new temp entity
901                         // (NewTempEntity adds it to the render entities list for us)
902                         if (r_draweffects.integer && (ent = CL_NewTempEntity()))
903                         {
904                                 // interpolation stuff
905                                 ent->render.frame1 = intframe;
906                                 ent->render.frame2 = intframe + 1;
907                                 if (ent->render.frame2 >= e->endframe)
908                                         ent->render.frame2 = -1; // disappear
909                                 ent->render.framelerp = frame - intframe;
910                                 ent->render.frame1time = e->frame1time;
911                                 ent->render.frame2time = e->frame2time;
912
913                                 // normal stuff
914                                 ent->render.model = cl.model_precache[e->modelindex];
915                                 ent->render.frame = ent->render.frame2;
916                                 ent->render.colormap = -1; // no special coloring
917                                 ent->render.alpha = 1;
918
919                                 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
920                                 Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
921                                 CL_BoundingBoxForEntity(&ent->render);
922                         }
923                 }
924         }
925 }
926
927 void CL_RelinkBeams(void)
928 {
929         int i;
930         beam_t *b;
931         vec3_t dist, org;
932         float d;
933         entity_t *ent;
934         float yaw, pitch;
935         float forward;
936
937         for (i = 0, b = cl_beams;i < cl_max_beams;i++, b++)
938         {
939                 if (!b->model || b->endtime < cl.time)
940                         continue;
941
942                 // if coming from the player, update the start position
943                 //if (b->entity == cl.viewentity)
944                 //      VectorCopy (cl_entities[cl.viewentity].render.origin, b->start);
945                 if (cl_beams_relative.integer && b->entity && cl_entities[b->entity].state_current.active && b->relativestartvalid)
946                 {
947                         entity_state_t *p = &cl_entities[b->entity].state_previous;
948                         //entity_state_t *c = &cl_entities[b->entity].state_current;
949                         entity_render_t *r = &cl_entities[b->entity].render;
950                         matrix4x4_t matrix, imatrix;
951                         if (b->relativestartvalid == 2)
952                         {
953                                 // not really valid yet, we need to get the orientation now
954                                 // (ParseBeam flagged this because it is received before
955                                 //  entities are received, by now they have been received)
956                                 // note: because players create lightning in their think
957                                 // function (which occurs before movement), they actually
958                                 // have some lag in it's location, so compare to the
959                                 // previous player state, not the latest
960                                 if (b->entity == cl.viewentity)
961                                         Matrix4x4_CreateFromQuakeEntity(&matrix, p->origin[0], p->origin[1], p->origin[2] + 16, cl.viewangles[0], cl.viewangles[1], cl.viewangles[2], 1);
962                                 else
963                                         Matrix4x4_CreateFromQuakeEntity(&matrix, p->origin[0], p->origin[1], p->origin[2] + 16, p->angles[0], p->angles[1], p->angles[2], 1);
964                                 Matrix4x4_Invert_Simple(&imatrix, &matrix);
965                                 Matrix4x4_Transform(&imatrix, b->start, b->relativestart);
966                                 Matrix4x4_Transform(&imatrix, b->end, b->relativeend);
967                                 b->relativestartvalid = 1;
968                         }
969                         else
970                         {
971                                 if (b->entity == cl.viewentity)
972                                         Matrix4x4_CreateFromQuakeEntity(&matrix, r->origin[0], r->origin[1], r->origin[2] + 16, cl.viewangles[0], cl.viewangles[1], cl.viewangles[2], 1);
973                                 else
974                                         Matrix4x4_CreateFromQuakeEntity(&matrix, r->origin[0], r->origin[1], r->origin[2] + 16, r->angles[0], r->angles[1], r->angles[2], 1);
975                                 Matrix4x4_Transform(&matrix, b->relativestart, b->start);
976                                 Matrix4x4_Transform(&matrix, b->relativeend, b->end);
977                         }
978                 }
979
980                 if (b->lightning)
981                 {
982                         if (cl_beams_lightatend.integer)
983                                 CL_AllocDlight (NULL, b->end, 200, 0.3, 0.7, 1, 0, 0);
984                         if (cl_beams_polygons.integer)
985                                 continue;
986                 }
987
988                 // calculate pitch and yaw
989                 VectorSubtract (b->end, b->start, dist);
990
991                 if (dist[1] == 0 && dist[0] == 0)
992                 {
993                         yaw = 0;
994                         if (dist[2] > 0)
995                                 pitch = 90;
996                         else
997                                 pitch = 270;
998                 }
999                 else
1000                 {
1001                         yaw = (int) (atan2(dist[1], dist[0]) * 180 / M_PI);
1002                         if (yaw < 0)
1003                                 yaw += 360;
1004
1005                         forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1006                         pitch = (int) (atan2(dist[2], forward) * 180 / M_PI);
1007                         if (pitch < 0)
1008                                 pitch += 360;
1009                 }
1010
1011                 // add new entities for the lightning
1012                 VectorCopy (b->start, org);
1013                 d = VectorNormalizeLength(dist);
1014                 while (d > 0)
1015                 {
1016                         ent = CL_NewTempEntity ();
1017                         if (!ent)
1018                                 return;
1019                         //VectorCopy (org, ent->render.origin);
1020                         ent->render.model = b->model;
1021                         ent->render.effects = EF_FULLBRIGHT;
1022                         //ent->render.angles[0] = pitch;
1023                         //ent->render.angles[1] = yaw;
1024                         //ent->render.angles[2] = rand()%360;
1025                         Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1026                         Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
1027                         CL_BoundingBoxForEntity(&ent->render);
1028                         VectorMA(org, 30, dist, org);
1029                         d -= 30;
1030                 }
1031         }
1032 }
1033
1034 void CL_LerpPlayer(float frac)
1035 {
1036         int i;
1037         float d;
1038
1039         cl.viewzoom = cl.viewzoomold + frac * (cl.viewzoomnew - cl.viewzoomold);
1040
1041         for (i = 0;i < 3;i++)
1042                 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1043
1044         if (cls.demoplayback)
1045         {
1046                 // interpolate the angles
1047                 for (i = 0;i < 3;i++)
1048                 {
1049                         d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
1050                         if (d > 180)
1051                                 d -= 360;
1052                         else if (d < -180)
1053                                 d += 360;
1054                         cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
1055                 }
1056         }
1057 }
1058
1059 /*
1060 ===============
1061 CL_ReadFromServer
1062
1063 Read all incoming data from the server
1064 ===============
1065 */
1066 int CL_ReadFromServer(void)
1067 {
1068         CL_ReadDemoMessage();
1069
1070         r_refdef.numentities = 0;
1071         cl_num_entities = 0;
1072         cl_num_brushmodel_entities = 0;
1073
1074         if (cls.state == ca_connected && cls.signon == SIGNONS)
1075         {
1076                 // prepare for a new frame
1077                 CL_LerpPlayer(CL_LerpPoint());
1078                 CL_DecayLights();
1079                 CL_ClearTempEntities();
1080                 V_DriftPitch();
1081                 V_FadeViewFlashs();
1082
1083                 // relink network entities (note: this sets up the view!)
1084                 CL_RelinkNetworkEntities();
1085
1086                 // move particles
1087                 CL_MoveParticles();
1088
1089                 // link stuff
1090                 CL_RelinkWorld();
1091                 CL_RelinkStaticEntities();
1092                 CL_RelinkBeams();
1093                 CL_RelinkEffects();
1094
1095                 // run cgame code (which can add more entities)
1096                 CL_CGVM_Frame();
1097
1098                 // update view blend
1099                 V_CalcViewBlend();
1100         }
1101
1102         return 0;
1103 }
1104
1105 /*
1106 =================
1107 CL_SendCmd
1108 =================
1109 */
1110 void CL_SendCmd(usercmd_t *cmd)
1111 {
1112         if (cls.signon == SIGNONS)
1113                 CL_SendMove(cmd);
1114
1115         if (cls.demoplayback)
1116         {
1117                 SZ_Clear(&cls.message);
1118                 return;
1119         }
1120
1121         // send the reliable message (forwarded commands) if there is one
1122         if (cls.message.cursize && NetConn_CanSendMessage(cls.netcon))
1123         {
1124                 if (developer.integer)
1125                 {
1126                         Con_Printf("CL_SendCmd: sending reliable message:\n");
1127                         SZ_HexDumpToConsole(&cls.message);
1128                 }
1129                 if (NetConn_SendReliableMessage(cls.netcon, &cls.message) == -1)
1130                         Host_Error("CL_WriteToServer: lost server connection");
1131                 SZ_Clear(&cls.message);
1132         }
1133 }
1134
1135 // LordHavoc: pausedemo command
1136 static void CL_PauseDemo_f (void)
1137 {
1138         cls.demopaused = !cls.demopaused;
1139         if (cls.demopaused)
1140                 Con_Printf("Demo paused\n");
1141         else
1142                 Con_Printf("Demo unpaused\n");
1143 }
1144
1145 /*
1146 ======================
1147 CL_Fog_f
1148 ======================
1149 */
1150 static void CL_Fog_f (void)
1151 {
1152         if (Cmd_Argc () == 1)
1153         {
1154                 Con_Printf ("\"fog\" is \"%f %f %f %f\"\n", fog_density, fog_red, fog_green, fog_blue);
1155                 return;
1156         }
1157         fog_density = atof(Cmd_Argv(1));
1158         fog_red = atof(Cmd_Argv(2));
1159         fog_green = atof(Cmd_Argv(3));
1160         fog_blue = atof(Cmd_Argv(4));
1161 }
1162
1163 /*
1164 =================
1165 CL_Init
1166 =================
1167 */
1168 void CL_Init (void)
1169 {
1170         cl_entities_mempool = Mem_AllocPool("client entities");
1171         cl_refdef_mempool = Mem_AllocPool("refdef");
1172
1173         memset(&r_refdef, 0, sizeof(r_refdef));
1174         // max entities sent to renderer per frame
1175         r_refdef.maxentities = MAX_EDICTS + 256 + 512;
1176         r_refdef.entities = Mem_Alloc(cl_refdef_mempool, sizeof(entity_render_t *) * r_refdef.maxentities);
1177         // 256k drawqueue buffer
1178         r_refdef.maxdrawqueuesize = 256 * 1024;
1179         r_refdef.drawqueue = Mem_Alloc(cl_refdef_mempool, r_refdef.maxdrawqueuesize);
1180
1181         SZ_Alloc (&cls.message, 1024, "cls.message");
1182
1183         CL_InitInput ();
1184         CL_InitTEnts ();
1185
1186 //
1187 // register our commands
1188 //
1189         Cvar_RegisterVariable (&cl_upspeed);
1190         Cvar_RegisterVariable (&cl_forwardspeed);
1191         Cvar_RegisterVariable (&cl_backspeed);
1192         Cvar_RegisterVariable (&cl_sidespeed);
1193         Cvar_RegisterVariable (&cl_movespeedkey);
1194         Cvar_RegisterVariable (&cl_yawspeed);
1195         Cvar_RegisterVariable (&cl_pitchspeed);
1196         Cvar_RegisterVariable (&cl_anglespeedkey);
1197         Cvar_RegisterVariable (&cl_shownet);
1198         Cvar_RegisterVariable (&cl_nolerp);
1199         Cvar_RegisterVariable (&lookspring);
1200         Cvar_RegisterVariable (&lookstrafe);
1201         Cvar_RegisterVariable (&sensitivity);
1202         Cvar_RegisterVariable (&freelook);
1203
1204         Cvar_RegisterVariable (&m_pitch);
1205         Cvar_RegisterVariable (&m_yaw);
1206         Cvar_RegisterVariable (&m_forward);
1207         Cvar_RegisterVariable (&m_side);
1208
1209         Cvar_RegisterVariable (&cl_itembobspeed);
1210         Cvar_RegisterVariable (&cl_itembobheight);
1211
1212         Cmd_AddCommand ("entities", CL_PrintEntities_f);
1213         Cmd_AddCommand ("disconnect", CL_Disconnect_f);
1214         Cmd_AddCommand ("record", CL_Record_f);
1215         Cmd_AddCommand ("stop", CL_Stop_f);
1216         Cmd_AddCommand ("playdemo", CL_PlayDemo_f);
1217         Cmd_AddCommand ("timedemo", CL_TimeDemo_f);
1218
1219         Cmd_AddCommand ("fog", CL_Fog_f);
1220
1221         // LordHavoc: added pausedemo
1222         Cmd_AddCommand ("pausedemo", CL_PauseDemo_f);
1223
1224         Cvar_RegisterVariable(&r_draweffects);
1225         Cvar_RegisterVariable(&cl_explosions);
1226         Cvar_RegisterVariable(&cl_stainmaps);
1227         Cvar_RegisterVariable(&cl_beams_polygons);
1228         Cvar_RegisterVariable(&cl_beams_relative);
1229         Cvar_RegisterVariable(&cl_beams_lightatend);
1230         Cvar_RegisterVariable(&cl_noplayershadow);
1231
1232         CL_Parse_Init();
1233         CL_Particles_Init();
1234         CL_Screen_Init();
1235         CL_CGVM_Init();
1236
1237         CL_Video_Init();
1238 }
1239