]> icculus.org git repositories - divverent/darkplaces.git/blob - cl_main.c
another patch from div0 to curl messages
[divverent/darkplaces.git] / cl_main.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // cl_main.c  -- client main loop
21
22 #include "quakedef.h"
23 #include "cl_collision.h"
24 #include "cl_video.h"
25 #include "image.h"
26 #include "csprogs.h"
27 #include "r_shadow.h"
28 #include "libcurl.h"
29
30 // we need to declare some mouse variables here, because the menu system
31 // references them even when on a unix system.
32
33 cvar_t csqc_progname = {0, "csqc_progname","csprogs.dat","name of csprogs.dat file to load"};   //[515]: csqc crc check and right csprogs name according to progs.dat
34 cvar_t csqc_progcrc = {CVAR_READONLY, "csqc_progcrc","0","CRC of csprogs.dat file to load"};
35
36 cvar_t cl_shownet = {0, "cl_shownet","0","1 = print packet size, 2 = print packet message list"};
37 cvar_t cl_nolerp = {0, "cl_nolerp", "0","network update smoothing"};
38
39 cvar_t cl_itembobheight = {0, "cl_itembobheight", "0","how much items bob up and down (try 8)"};
40 cvar_t cl_itembobspeed = {0, "cl_itembobspeed", "0.5","how frequently items bob up and down"};
41
42 cvar_t lookspring = {CVAR_SAVE, "lookspring","0","returns pitch to level with the floor when no longer holding a pitch key"};
43 cvar_t lookstrafe = {CVAR_SAVE, "lookstrafe","0","move instead of turning"};
44 cvar_t sensitivity = {CVAR_SAVE, "sensitivity","3","mouse speed multiplier"};
45
46 cvar_t m_pitch = {CVAR_SAVE, "m_pitch","0.022","mouse pitch speed multiplier"};
47 cvar_t m_yaw = {CVAR_SAVE, "m_yaw","0.022","mouse yaw speed multiplier"};
48 cvar_t m_forward = {CVAR_SAVE, "m_forward","1","mouse forward speed multiplier"};
49 cvar_t m_side = {CVAR_SAVE, "m_side","0.8","mouse side speed multiplier"};
50
51 cvar_t freelook = {CVAR_SAVE, "freelook", "1","mouse controls pitch instead of forward/back"};
52
53 cvar_t cl_autodemo = {0, "cl_autodemo", "0", "records every game played, using the date/time and map name to name the demo file" };
54 cvar_t cl_autodemo_nameformat = {0, "cl_autodemo_nameformat", "%Y-%m-%d_%H-%M", "The format of the cl_autodemo filename, followed by the map name" };
55
56 cvar_t r_draweffects = {0, "r_draweffects", "1","renders temporary sprite effects"};
57
58 cvar_t cl_explosions_alpha_start = {CVAR_SAVE, "cl_explosions_alpha_start", "1.5","starting alpha of an explosion shell"};
59 cvar_t cl_explosions_alpha_end = {CVAR_SAVE, "cl_explosions_alpha_end", "0","end alpha of an explosion shell (just before it disappears)"};
60 cvar_t cl_explosions_size_start = {CVAR_SAVE, "cl_explosions_size_start", "16","starting size of an explosion shell"};
61 cvar_t cl_explosions_size_end = {CVAR_SAVE, "cl_explosions_size_end", "128","ending alpha of an explosion shell (just before it disappears)"};
62 cvar_t cl_explosions_lifetime = {CVAR_SAVE, "cl_explosions_lifetime", "0.5","how long an explosion shell lasts"};
63
64 cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "1","stains lightmaps, much faster than decals but blurred"};
65 cvar_t cl_stainmaps_clearonload = {CVAR_SAVE, "cl_stainmaps_clearonload", "1","clear stainmaps on map restart"};
66
67 cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1","use beam polygons instead of models"};
68 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)"};
69 cvar_t cl_beams_instantaimhack = {CVAR_SAVE, "cl_beams_instantaimhack", "1", "makes your lightning gun aiming update instantly"};
70 cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0", "make a light at the end of the beam"};
71
72 cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0","hide player shadow"};
73
74 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)"};
75
76 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"};
77
78 cvar_t cl_deathnoviewmodel = {0, "cl_deathnoviewmodel", "1", "hides gun model when dead"};
79
80 client_static_t cls;
81 client_state_t  cl;
82
83 #define MAX_PARTICLES                   32768   // default max # of particles at one time
84 #define ABSOLUTE_MIN_PARTICLES  512             // no fewer than this no matter what's on the command line
85
86 /*
87 =====================
88 CL_ClearState
89
90 =====================
91 */
92 void CL_ClearState(void)
93 {
94         int i;
95         entity_t *ent;
96
97 // wipe the entire cl structure
98         Mem_EmptyPool(cls.levelmempool);
99         memset (&cl, 0, sizeof(cl));
100
101         S_StopAllSounds();
102
103         // reset the view zoom interpolation
104         cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
105
106         cl.num_entities = 0;
107         cl.num_csqcentities = 0;        //[515]: csqc
108         cl.num_static_entities = 0;
109         cl.num_temp_entities = 0;
110         cl.num_brushmodel_entities = 0;
111
112         // tweak these if the game runs out
113         cl.max_entities = 256;
114         cl.max_csqcentities = 256;      //[515]: csqc
115         cl.max_static_entities = 256;
116         cl.max_temp_entities = 512;
117         cl.max_effects = 256;
118         cl.max_beams = 256;
119         cl.max_dlights = MAX_DLIGHTS;
120         cl.max_lightstyle = MAX_LIGHTSTYLES;
121         cl.max_brushmodel_entities = MAX_EDICTS;
122         cl.max_particles = MAX_PARTICLES;
123
124 // COMMANDLINEOPTION: Client: -particles <number> changes maximum number of particles at once, default 32768
125         i = COM_CheckParm ("-particles");
126         if (i && i < com_argc - 1)
127         {
128                 cl.max_particles = (int)(atoi(com_argv[i+1]));
129                 if (cl.max_particles < ABSOLUTE_MIN_PARTICLES)
130                         cl.max_particles = ABSOLUTE_MIN_PARTICLES;
131         }
132
133         cl.num_dlights = 0;
134         cl.num_effects = 0;
135         cl.num_beams = 0;
136
137         cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
138         cl.csqcentities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_csqcentities * sizeof(entity_t));      //[515]: csqc
139         cl.entities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));
140         cl.csqcentities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));      //[515]: csqc
141         cl.static_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_static_entities * sizeof(entity_t));
142         cl.temp_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_temp_entities * sizeof(entity_t));
143         cl.effects = (cl_effect_t *)Mem_Alloc(cls.levelmempool, cl.max_effects * sizeof(cl_effect_t));
144         cl.beams = (beam_t *)Mem_Alloc(cls.levelmempool, cl.max_beams * sizeof(beam_t));
145         cl.dlights = (dlight_t *)Mem_Alloc(cls.levelmempool, cl.max_dlights * sizeof(dlight_t));
146         cl.lightstyle = (lightstyle_t *)Mem_Alloc(cls.levelmempool, cl.max_lightstyle * sizeof(lightstyle_t));
147         cl.brushmodel_entities = (int *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(int));
148         cl.particles = (particle_t *) Mem_Alloc(cls.levelmempool, cl.max_particles * sizeof(particle_t));
149
150         // LordHavoc: have to set up the baseline info for alpha and other stuff
151         for (i = 0;i < cl.max_entities;i++)
152         {
153                 cl.entities[i].state_baseline = defaultstate;
154                 cl.entities[i].state_previous = defaultstate;
155                 cl.entities[i].state_current = defaultstate;
156         }
157
158         for (i = 0;i < cl.max_csqcentities;i++)
159         {
160                 cl.csqcentities[i].state_baseline = defaultstate;       //[515]: csqc
161                 cl.csqcentities[i].state_previous = defaultstate;       //[515]: csqc
162                 cl.csqcentities[i].state_current = defaultstate;        //[515]: csqc
163                 cl.csqcentities[i].csqc = true;
164                 cl.csqcentities[i].state_current.number = -i;
165         }
166
167         if (gamemode == GAME_NEXUIZ)
168         {
169                 VectorSet(cl.playerstandmins, -16, -16, -24);
170                 VectorSet(cl.playerstandmaxs, 16, 16, 45);
171                 VectorSet(cl.playercrouchmins, -16, -16, -24);
172                 VectorSet(cl.playercrouchmaxs, 16, 16, 25);
173         }
174         else
175         {
176                 VectorSet(cl.playerstandmins, -16, -16, -24);
177                 VectorSet(cl.playerstandmaxs, 16, 16, 24);
178                 VectorSet(cl.playercrouchmins, -16, -16, -24);
179                 VectorSet(cl.playercrouchmaxs, 16, 16, 24);
180         }
181
182         // disable until we get textures for it
183         R_ResetSkyBox();
184
185         ent = &cl.entities[0];
186         // entire entity array was cleared, so just fill in a few fields
187         ent->state_current.active = true;
188         ent->render.model = cl.worldmodel = NULL; // no world model yet
189         ent->render.scale = 1; // some of the renderer still relies on scale
190         ent->render.alpha = 1;
191         ent->render.colormap = -1; // no special coloring
192         ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
193         Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1);
194         Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
195         CL_BoundingBoxForEntity(&ent->render);
196
197         // noclip is turned off at start
198         noclip_anglehack = false;
199
200         // mark all frames invalid for delta
201         memset(cl.qw_deltasequence, -1, sizeof(cl.qw_deltasequence));
202
203         CL_Screen_NewMap();
204 }
205
206 void CL_SetInfo(const char *key, const char *value, qboolean send, qboolean allowstarkey, qboolean allowmodel, qboolean quiet)
207 {
208         if (strchr(key, '\"') || strchr(value, '\"') || (!allowstarkey && key[0] == '*') || (!allowmodel && (!strcasecmp(Cmd_Argv(1), "pmodel") || !strcasecmp(Cmd_Argv(1), "emodel"))))
209         {
210                 if (!quiet)
211                         Con_Printf("Can't setinfo \"%s\" \"%s\"\n");
212                 return;
213         }
214         InfoString_SetValue(cls.userinfo, sizeof(cls.userinfo), key, value);
215         if (cls.state == ca_connected && cls.netcon)
216         {
217                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
218                 {
219                         MSG_WriteByte(&cls.netcon->message, qw_clc_stringcmd);
220                         MSG_WriteString(&cls.netcon->message, va("setinfo \"%s\" \"%s\"", key, value));
221                 }
222                 else if (!strcasecmp(key, "name"))
223                 {
224                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
225                         MSG_WriteString(&cls.netcon->message, va("name \"%s\"", value));
226                 }
227                 else if (!strcasecmp(key, "playermodel"))
228                 {
229                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
230                         MSG_WriteString(&cls.netcon->message, va("playermodel \"%s\"", value));
231                 }
232                 else if (!strcasecmp(key, "playerskin"))
233                 {
234                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
235                         MSG_WriteString(&cls.netcon->message, va("playerskin \"%s\"", value));
236                 }
237                 else if (!strcasecmp(key, "topcolor"))
238                 {
239                         // don't send anything, the combined color code will be updated manually
240                 }
241                 else if (!strcasecmp(key, "bottomcolor"))
242                 {
243                         // don't send anything, the combined color code will be updated manually
244                 }
245                 else if (!strcasecmp(key, "rate"))
246                 {
247                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
248                         MSG_WriteString(&cls.netcon->message, va("rate \"%s\"", value));
249                 }
250         }
251 }
252
253 void CL_ExpandEntities(int num)
254 {
255         int i, oldmaxentities;
256         entity_t *oldentities;
257         if (num >= cl.max_entities)
258         {
259                 if (!cl.entities)
260                         Sys_Error("CL_ExpandEntities: cl.entities not initialized");
261                 if (num >= MAX_EDICTS)
262                         Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
263                 oldmaxentities = cl.max_entities;
264                 oldentities = cl.entities;
265                 cl.max_entities = (num & ~255) + 256;
266                 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
267                 memcpy(cl.entities, oldentities, oldmaxentities * sizeof(entity_t));
268                 Mem_Free(oldentities);
269                 for (i = oldmaxentities;i < cl.max_entities;i++)
270                 {
271                         cl.entities[i].state_baseline = defaultstate;
272                         cl.entities[i].state_previous = defaultstate;
273                         cl.entities[i].state_current = defaultstate;
274                 }
275         }
276 }
277
278 void CL_ExpandCSQCEntities(int num)
279 {
280         int i, oldmaxentities;
281         entity_t *oldentities;
282         if (num >= cl.max_csqcentities)
283         {
284                 if (!cl.csqcentities)
285                         Sys_Error("CL_ExpandCSQCEntities: cl.csqcentities not initialized\n");
286                 if (num >= MAX_EDICTS)
287                         Host_Error("CL_ExpandCSQCEntities: num %i >= %i\n", num, MAX_EDICTS);
288                 oldmaxentities = cl.max_csqcentities;
289                 oldentities = cl.csqcentities;
290                 cl.max_csqcentities = (num & ~255) + 256;
291                 cl.csqcentities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_csqcentities * sizeof(entity_t));
292                 memcpy(cl.csqcentities, oldentities, oldmaxentities * sizeof(entity_t));
293                 Mem_Free(oldentities);
294                 for (i = oldmaxentities;i < cl.max_csqcentities;i++)
295                 {
296                         cl.csqcentities[i].state_baseline = defaultstate;
297                         cl.csqcentities[i].state_previous = defaultstate;
298                         cl.csqcentities[i].state_current = defaultstate;
299                         cl.csqcentities[i].csqc = true;
300                         cl.csqcentities[i].state_current.number = -i;
301                 }
302         }
303 }
304
305 void CL_VM_ShutDown (void);
306 /*
307 =====================
308 CL_Disconnect
309
310 Sends a disconnect message to the server
311 This is also called on Host_Error, so it shouldn't cause any errors
312 =====================
313 */
314 void CL_Disconnect(void)
315 {
316         if (cls.state == ca_dedicated)
317                 return;
318
319         Con_DPrintf("CL_Disconnect\n");
320
321         CL_VM_ShutDown();
322 // stop sounds (especially looping!)
323         S_StopAllSounds ();
324
325         // clear contents blends
326         cl.cshifts[0].percent = 0;
327         cl.cshifts[1].percent = 0;
328         cl.cshifts[2].percent = 0;
329         cl.cshifts[3].percent = 0;
330
331         cl.worldmodel = NULL;
332
333         if (cls.demoplayback)
334                 CL_StopPlayback();
335         else if (cls.netcon)
336         {
337                 sizebuf_t buf;
338                 unsigned char bufdata[8];
339                 if (cls.demorecording)
340                         CL_Stop_f();
341
342                 // send disconnect message 3 times to improve chances of server
343                 // receiving it (but it still fails sometimes)
344                 memset(&buf, 0, sizeof(buf));
345                 buf.data = bufdata;
346                 buf.maxsize = sizeof(bufdata);
347                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
348                 {
349                         Con_DPrint("Sending drop command\n");
350                         MSG_WriteByte(&buf, qw_clc_stringcmd);
351                         MSG_WriteString(&buf, "drop");
352                 }
353                 else
354                 {
355                         Con_DPrint("Sending clc_disconnect\n");
356                         MSG_WriteByte(&buf, clc_disconnect);
357                 }
358                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
359                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
360                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
361                 NetConn_Close(cls.netcon);
362                 cls.netcon = NULL;
363         }
364         cls.state = ca_disconnected;
365
366         cls.demoplayback = cls.timedemo = false;
367         cls.signon = 0;
368 }
369
370 void CL_Disconnect_f(void)
371 {
372         CL_Disconnect ();
373         if (sv.active)
374                 Host_ShutdownServer ();
375 }
376
377
378
379
380 /*
381 =====================
382 CL_EstablishConnection
383
384 Host should be either "local" or a net address
385 =====================
386 */
387 void CL_EstablishConnection(const char *host)
388 {
389         if (cls.state == ca_dedicated)
390                 return;
391
392         // clear menu's connect error message
393         M_Update_Return_Reason("");
394         cls.demonum = -1;
395
396         // stop demo loop in case this fails
397         CL_Disconnect();
398
399         // if downloads are running, cancel their finishing action
400         Curl_Clear_forthismap();
401
402         // make sure the client ports are open before attempting to connect
403         NetConn_UpdateSockets();
404
405         // run a network frame
406         //NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
407
408         if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
409         {
410                 cls.connect_trying = true;
411                 cls.connect_remainingtries = 3;
412                 cls.connect_nextsendtime = 0;
413                 M_Update_Return_Reason("Trying to connect...");
414                 // run several network frames to jump into the game quickly
415                 //if (sv.active)
416                 //{
417                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
418                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
419                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
420                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
421                 //}
422         }
423         else
424         {
425                 Con_Print("Unable to find a suitable network socket to connect to server.\n");
426                 M_Update_Return_Reason("No network");
427         }
428 }
429
430 /*
431 ==============
432 CL_PrintEntities_f
433 ==============
434 */
435 static void CL_PrintEntities_f(void)
436 {
437         entity_t *ent;
438         int i, j;
439         char name[32];
440
441         for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++)
442         {
443                 if (!ent->state_current.active)
444                         continue;
445
446                 if (ent->render.model)
447                         strlcpy (name, ent->render.model->name, 25);
448                 else
449                         strcpy(name, "--no model--");
450                 for (j = (int)strlen(name);j < 25;j++)
451                         name[j] = ' ';
452                 Con_Printf("%3i: %s:%4i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", i, name, ent->render.frame, (int) ent->render.matrix.m[0][3], (int) ent->render.matrix.m[1][3], (int) ent->render.matrix.m[2][3], (int) ent->render.angles[0] % 360, (int) ent->render.angles[1] % 360, (int) ent->render.angles[2] % 360, ent->render.scale, ent->render.alpha);
453         }
454 }
455
456 //static const vec3_t nomodelmins = {-16, -16, -16};
457 //static const vec3_t nomodelmaxs = {16, 16, 16};
458 void CL_BoundingBoxForEntity(entity_render_t *ent)
459 {
460         model_t *model = ent->model;
461         if (model)
462         {
463                 //if (ent->angles[0] || ent->angles[2])
464                 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
465                 {
466                         // pitch or roll
467                         ent->mins[0] = ent->matrix.m[0][3] + model->rotatedmins[0];
468                         ent->mins[1] = ent->matrix.m[1][3] + model->rotatedmins[1];
469                         ent->mins[2] = ent->matrix.m[2][3] + model->rotatedmins[2];
470                         ent->maxs[0] = ent->matrix.m[0][3] + model->rotatedmaxs[0];
471                         ent->maxs[1] = ent->matrix.m[1][3] + model->rotatedmaxs[1];
472                         ent->maxs[2] = ent->matrix.m[2][3] + model->rotatedmaxs[2];
473                         //VectorAdd(ent->origin, model->rotatedmins, ent->mins);
474                         //VectorAdd(ent->origin, model->rotatedmaxs, ent->maxs);
475                 }
476                 //else if (ent->angles[1])
477                 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
478                 {
479                         // yaw
480                         ent->mins[0] = ent->matrix.m[0][3] + model->yawmins[0];
481                         ent->mins[1] = ent->matrix.m[1][3] + model->yawmins[1];
482                         ent->mins[2] = ent->matrix.m[2][3] + model->yawmins[2];
483                         ent->maxs[0] = ent->matrix.m[0][3] + model->yawmaxs[0];
484                         ent->maxs[1] = ent->matrix.m[1][3] + model->yawmaxs[1];
485                         ent->maxs[2] = ent->matrix.m[2][3] + model->yawmaxs[2];
486                         //VectorAdd(ent->origin, model->yawmins, ent->mins);
487                         //VectorAdd(ent->origin, model->yawmaxs, ent->maxs);
488                 }
489                 else
490                 {
491                         ent->mins[0] = ent->matrix.m[0][3] + model->normalmins[0];
492                         ent->mins[1] = ent->matrix.m[1][3] + model->normalmins[1];
493                         ent->mins[2] = ent->matrix.m[2][3] + model->normalmins[2];
494                         ent->maxs[0] = ent->matrix.m[0][3] + model->normalmaxs[0];
495                         ent->maxs[1] = ent->matrix.m[1][3] + model->normalmaxs[1];
496                         ent->maxs[2] = ent->matrix.m[2][3] + model->normalmaxs[2];
497                         //VectorAdd(ent->origin, model->normalmins, ent->mins);
498                         //VectorAdd(ent->origin, model->normalmaxs, ent->maxs);
499                 }
500         }
501         else
502         {
503                 ent->mins[0] = ent->matrix.m[0][3] - 16;
504                 ent->mins[1] = ent->matrix.m[1][3] - 16;
505                 ent->mins[2] = ent->matrix.m[2][3] - 16;
506                 ent->maxs[0] = ent->matrix.m[0][3] + 16;
507                 ent->maxs[1] = ent->matrix.m[1][3] + 16;
508                 ent->maxs[2] = ent->matrix.m[2][3] + 16;
509                 //VectorAdd(ent->origin, nomodelmins, ent->mins);
510                 //VectorAdd(ent->origin, nomodelmaxs, ent->maxs);
511         }
512 }
513
514 /*
515 ===============
516 CL_LerpPoint
517
518 Determines the fraction between the last two messages that the objects
519 should be put at.
520 ===============
521 */
522 static float CL_LerpPoint(void)
523 {
524         float f;
525
526         // dropped packet, or start of demo
527         if (cl.mtime[1] < cl.mtime[0] - 0.1)
528                 cl.mtime[1] = cl.mtime[0] - 0.1;
529
530         cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
531
532         // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
533         f = cl.mtime[0] - cl.mtime[1];
534         if (!f || cl_nolerp.integer || cls.timedemo || (cl.islocalgame && !sv_fixedframeratesingleplayer.integer))
535         {
536                 cl.time = cl.mtime[0];
537                 return 1;
538         }
539
540         f = (cl.time - cl.mtime[1]) / f;
541         return bound(0, f, 1);
542 }
543
544 void CL_ClearTempEntities (void)
545 {
546         cl.num_temp_entities = 0;
547 }
548
549 entity_t *CL_NewTempEntity(void)
550 {
551         entity_t *ent;
552
553         if (r_refdef.numentities >= r_refdef.maxentities)
554                 return NULL;
555         if (cl.num_temp_entities >= cl.max_temp_entities)
556                 return NULL;
557         ent = &cl.temp_entities[cl.num_temp_entities++];
558         memset (ent, 0, sizeof(*ent));
559         r_refdef.entities[r_refdef.numentities++] = &ent->render;
560
561         ent->render.colormap = -1; // no special coloring
562         ent->render.scale = 1;
563         ent->render.alpha = 1;
564         VectorSet(ent->render.colormod, 1, 1, 1);
565         return ent;
566 }
567
568 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
569 {
570         int i;
571         cl_effect_t *e;
572         if (!modelindex) // sanity check
573                 return;
574         for (i = 0, e = cl.effects;i < cl.max_effects;i++, e++)
575         {
576                 if (e->active)
577                         continue;
578                 e->active = true;
579                 VectorCopy(org, e->origin);
580                 e->modelindex = modelindex;
581                 e->starttime = cl.time;
582                 e->startframe = startframe;
583                 e->endframe = startframe + framecount;
584                 e->framerate = framerate;
585
586                 e->frame = 0;
587                 e->frame1time = cl.time;
588                 e->frame2time = cl.time;
589                 cl.num_effects = max(cl.num_effects, i + 1);
590                 break;
591         }
592 }
593
594 void CL_AllocDlight(entity_render_t *ent, matrix4x4_t *matrix, float radius, float red, float green, float blue, float decay, float lifetime, int cubemapnum, int style, int shadowenable, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
595 {
596         int i;
597         dlight_t *dl;
598
599         /*
600 // first look for an exact key match
601         if (ent)
602         {
603                 dl = cl.dlights;
604                 for (i = 0;i < cl.num_dlights;i++, dl++)
605                         if (dl->ent == ent)
606                                 goto dlightsetup;
607         }
608         */
609
610 // then look for anything else
611         dl = cl.dlights;
612         for (i = 0;i < cl.num_dlights;i++, dl++)
613                 if (!dl->radius)
614                         goto dlightsetup;
615         // if we hit the end of the active dlights and found no gaps, add a new one
616         if (i < MAX_DLIGHTS)
617         {
618                 cl.num_dlights = i + 1;
619                 goto dlightsetup;
620         }
621
622         // unable to find one
623         return;
624
625 dlightsetup:
626         //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
627         memset (dl, 0, sizeof(*dl));
628         Matrix4x4_Normalize(&dl->matrix, matrix);
629         dl->ent = ent;
630         dl->origin[0] = dl->matrix.m[0][3];
631         dl->origin[1] = dl->matrix.m[1][3];
632         dl->origin[2] = dl->matrix.m[2][3];
633         CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
634         dl->matrix.m[0][3] = dl->origin[0];
635         dl->matrix.m[1][3] = dl->origin[1];
636         dl->matrix.m[2][3] = dl->origin[2];
637         dl->radius = radius;
638         dl->color[0] = red;
639         dl->color[1] = green;
640         dl->color[2] = blue;
641         dl->decay = decay;
642         if (lifetime)
643                 dl->die = cl.time + lifetime;
644         else
645                 dl->die = 0;
646         dl->cubemapnum = cubemapnum;
647         dl->style = style;
648         dl->shadow = shadowenable;
649         dl->corona = corona;
650         dl->flags = flags;
651         dl->coronasizescale = coronasizescale;
652         dl->ambientscale = ambientscale;
653         dl->diffusescale = diffusescale;
654         dl->specularscale = specularscale;
655 }
656
657 // called before entity relinking
658 void CL_DecayLights(void)
659 {
660         int i, oldmax;
661         dlight_t *dl;
662         float time, f;
663
664         time = cl.time - cl.oldtime;
665         oldmax = cl.num_dlights;
666         cl.num_dlights = 0;
667         for (i = 0, dl = cl.dlights;i < oldmax;i++, dl++)
668         {
669                 if (dl->radius)
670                 {
671                         f = dl->radius - time * dl->decay;
672                         if (cl.time < dl->die && f > 0)
673                         {
674                                 dl->radius = dl->radius - time * dl->decay;
675                                 cl.num_dlights = i + 1;
676                         }
677                         else
678                                 dl->radius = 0;
679                 }
680         }
681 }
682
683 // called after entity relinking
684 void CL_UpdateLights(void)
685 {
686         int i, j, k, l;
687         dlight_t *dl;
688         float frac, f;
689
690         r_refdef.numlights = 0;
691         if (r_dynamic.integer)
692         {
693                 for (i = 0, dl = cl.dlights;i < cl.num_dlights;i++, dl++)
694                 {
695                         if (dl->radius)
696                         {
697                                 R_RTLight_Update(dl, false);
698                                 r_refdef.lights[r_refdef.numlights++] = dl;
699                         }
700                 }
701         }
702
703 // light animations
704 // 'm' is normal light, 'a' is no light, 'z' is double bright
705         f = cl.time * 10;
706         i = (int)floor(f);
707         frac = f - i;
708         for (j = 0;j < cl.max_lightstyle;j++)
709         {
710                 if (!cl.lightstyle || !cl.lightstyle[j].length)
711                 {
712                         r_refdef.lightstylevalue[j] = 256;
713                         continue;
714                 }
715                 k = i % cl.lightstyle[j].length;
716                 l = (i-1) % cl.lightstyle[j].length;
717                 k = cl.lightstyle[j].map[k] - 'a';
718                 l = cl.lightstyle[j].map[l] - 'a';
719                 r_refdef.lightstylevalue[j] = (unsigned short)(((k*frac)+(l*(1-frac)))*22);
720         }
721 }
722
723 void CL_AddQWCTFFlagModel(entity_t *player, int skin)
724 {
725         float f;
726         entity_t *flag;
727         matrix4x4_t flagmatrix;
728
729         // this code taken from QuakeWorld
730         f = 14;
731         if (player->render.frame2 >= 29 && player->render.frame2 <= 40)
732         {
733                 if (player->render.frame2 >= 29 && player->render.frame2 <= 34)
734                 { //axpain
735                         if      (player->render.frame2 == 29) f = f + 2;
736                         else if (player->render.frame2 == 30) f = f + 8;
737                         else if (player->render.frame2 == 31) f = f + 12;
738                         else if (player->render.frame2 == 32) f = f + 11;
739                         else if (player->render.frame2 == 33) f = f + 10;
740                         else if (player->render.frame2 == 34) f = f + 4;
741                 }
742                 else if (player->render.frame2 >= 35 && player->render.frame2 <= 40)
743                 { // pain
744                         if      (player->render.frame2 == 35) f = f + 2;
745                         else if (player->render.frame2 == 36) f = f + 10;
746                         else if (player->render.frame2 == 37) f = f + 10;
747                         else if (player->render.frame2 == 38) f = f + 8;
748                         else if (player->render.frame2 == 39) f = f + 4;
749                         else if (player->render.frame2 == 40) f = f + 2;
750                 }
751         }
752         else if (player->render.frame2 >= 103 && player->render.frame2 <= 118)
753         {
754                 if      (player->render.frame2 >= 103 && player->render.frame2 <= 104) f = f + 6;  //nailattack
755                 else if (player->render.frame2 >= 105 && player->render.frame2 <= 106) f = f + 6;  //light
756                 else if (player->render.frame2 >= 107 && player->render.frame2 <= 112) f = f + 7;  //rocketattack
757                 else if (player->render.frame2 >= 112 && player->render.frame2 <= 118) f = f + 7;  //shotattack
758         }
759         // end of code taken from QuakeWorld
760
761         flag = CL_NewTempEntity();
762         if (!flag)
763                 return;
764
765         flag->render.model = cl.model_precache[cl.qw_modelindex_flag];
766         flag->render.skinnum = skin;
767         flag->render.colormap = -1; // no special coloring
768         flag->render.alpha = 1;
769         VectorSet(flag->render.colormod, 1, 1, 1);
770         // attach the flag to the player matrix
771         Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
772         Matrix4x4_Concat(&flag->render.matrix, &player->render.matrix, &flagmatrix);
773         Matrix4x4_Invert_Simple(&flag->render.inversematrix, &flag->render.matrix);
774         R_LerpAnimation(&flag->render);
775         CL_BoundingBoxForEntity(&flag->render);
776 }
777
778 #define MAXVIEWMODELS 32
779 entity_t *viewmodels[MAXVIEWMODELS];
780 int numviewmodels;
781
782 matrix4x4_t viewmodelmatrix;
783
784 static int entitylinkframenumber;
785
786 static const vec3_t muzzleflashorigin = {18, 0, 0};
787
788 extern void V_DriftPitch(void);
789 extern void V_FadeViewFlashs(void);
790 extern void V_CalcViewBlend(void);
791
792 extern void V_CalcRefdef(void);
793 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
794 void CL_LinkNetworkEntity(entity_t *e)
795 {
796         matrix4x4_t *matrix, blendmatrix, tempmatrix, matrix2;
797         //matrix4x4_t dlightmatrix;
798         int j, k, l;
799         effectnameindex_t trailtype;
800         float origin[3], angles[3], delta[3], lerp, dlightcolor[3], dlightradius, v2[3], d;
801         entity_t *t;
802         model_t *model;
803         trace_t trace;
804         //entity_persistent_t *p = &e->persistent;
805         //entity_render_t *r = &e->render;
806         if (e->persistent.linkframe != entitylinkframenumber)
807         {
808                 e->persistent.linkframe = entitylinkframenumber;
809                 // skip inactive entities and world
810                 if (!e->state_current.active || e == cl.entities || e == cl.csqcentities)
811                         return;
812                 e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
813                 e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
814                 e->render.flags = e->state_current.flags;
815                 e->render.effects = e->state_current.effects;
816                 VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
817                 if (e->state_current.flags & RENDER_COLORMAPPED)
818                 {
819                         int cb;
820                         unsigned char *cbcolor;
821                         e->render.colormap = e->state_current.colormap;
822                         cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
823                         cbcolor = (unsigned char *) (&palette_complete[cb]);
824                         e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
825                         e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
826                         e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
827                         cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
828                         cbcolor = (unsigned char *) (&palette_complete[cb]);
829                         e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
830                         e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
831                         e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
832                 }
833                 else if (e->state_current.colormap && cl.scores != NULL)
834                 {
835                         int cb;
836                         unsigned char *cbcolor;
837                         e->render.colormap = cl.scores[e->state_current.colormap - 1].colors; // color it
838                         cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
839                         cbcolor = (unsigned char *) (&palette_complete[cb]);
840                         e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
841                         e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
842                         e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
843                         cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
844                         cbcolor = (unsigned char *) (&palette_complete[cb]);
845                         e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
846                         e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
847                         e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
848                 }
849                 else
850                 {
851                         e->render.colormap = -1; // no special coloring
852                         VectorClear(e->render.colormap_pantscolor);
853                         VectorClear(e->render.colormap_shirtcolor);
854                 }
855                 e->render.skinnum = e->state_current.skin;
856                 if (e->render.flags & RENDER_VIEWMODEL && !e->state_current.tagentity)
857                 {
858                         if (!r_drawviewmodel.integer || chase_active.integer || r_refdef.envmap)// || csqc_loaded)
859                                 return;
860                         if (!e->csqc)
861                         {
862                                 if (cl.viewentity)
863                                         CL_LinkNetworkEntity(cl.entities + cl.viewentity);
864                                 if (e == &cl.viewent && cl.entities[cl.viewentity].state_current.active)
865                                 {
866                                         e->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
867                                         e->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_REFLECTIVE | EF_FULLBRIGHT | EF_NODEPTHTEST));
868                                 }
869                         }
870                         matrix = &viewmodelmatrix;
871                 }
872                 else
873                 {
874                         // if the tag entity is currently impossible, skip it
875                         if (!e->csqc)
876                         {
877                                 if (e->state_current.tagentity >= cl.num_entities)
878                                         return;
879                                 t = cl.entities + e->state_current.tagentity;
880                         }
881                         else
882                         {
883                                 if (e->state_current.tagentity >= cl.num_csqcentities)
884                                         return;
885                                 t = cl.csqcentities + e->state_current.tagentity;
886                         }
887                         // if the tag entity is inactive, skip it
888                         if (!t->state_current.active)
889                                 return;
890                         // note: this can link to world
891                         CL_LinkNetworkEntity(t);
892                         // make relative to the entity
893                         matrix = &t->render.matrix;
894                         // some properties of the tag entity carry over
895                         e->render.flags |= t->render.flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
896                         // if a valid tagindex is used, make it relative to that tag instead
897                         // FIXME: use a model function to get tag info (need to handle skeletal)
898                         if (e->state_current.tagentity && e->state_current.tagindex >= 1 && (model = t->render.model))
899                         {
900                                 // blend the matrices
901                                 memset(&blendmatrix, 0, sizeof(blendmatrix));
902                                 for (j = 0;j < 4 && t->render.frameblend[j].lerp > 0;j++)
903                                 {
904                                         matrix4x4_t tagmatrix;
905                                         Mod_Alias_GetTagMatrix(model, t->render.frameblend[j].frame, e->state_current.tagindex - 1, &tagmatrix);
906                                         d = t->render.frameblend[j].lerp;
907                                         for (l = 0;l < 4;l++)
908                                                 for (k = 0;k < 4;k++)
909                                                         blendmatrix.m[l][k] += d * tagmatrix.m[l][k];
910                                 }
911                                 // concat the tag matrices onto the entity matrix
912                                 Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix);
913                                 // use the constructed tag matrix
914                                 matrix = &tempmatrix;
915                         }
916                 }
917
918                 // movement lerp
919                 // if it's the player entity, update according to client movement
920                 if (e == cl.entities + cl.playerentity && cl.movement_predicted)// && !e->csqc)
921                 {
922                         lerp = (cl.time - cl.movement_time[1]) / (cl.movement_time[0] - cl.movement_time[1]);
923                         lerp = bound(0, lerp, 1);
924                         VectorLerp(cl.movement_oldorigin, lerp, cl.movement_origin, origin);
925                         VectorSet(angles, 0, cl.viewangles[1], 0);
926                 }
927                 else if (e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
928                 {
929                         // interpolate the origin and angles
930                         VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
931                         VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
932                         if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
933                         if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
934                         if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
935                         VectorMA(e->persistent.oldangles, lerp, delta, angles);
936                 }
937                 else
938                 {
939                         // no interpolation
940                         VectorCopy(e->persistent.neworigin, origin);
941                         VectorCopy(e->persistent.newangles, angles);
942                 }
943
944                 // model setup and some modelflags
945                 if(e->state_current.modelindex < MAX_MODELS)
946                         e->render.model = cl.model_precache[e->state_current.modelindex];
947                 else
948                         e->render.model = cl.csqc_model_precache[65536-e->state_current.modelindex];
949                 if (e->render.model)
950                 {
951                         // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
952                         if (e->render.model->type == mod_alias)
953                                 angles[0] = -angles[0];
954                         if ((e->render.model->flags & EF_ROTATE) && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
955                         {
956                                 angles[1] = ANGLEMOD(100*cl.time);
957                                 if (cl_itembobheight.value)
958                                         origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
959                         }
960                         // transfer certain model flags to effects
961                         e->render.effects |= e->render.model->flags2 & (EF_FULLBRIGHT | EF_ADDITIVE);
962                         if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
963                                 VectorScale(e->render.colormod, 2, e->render.colormod);
964                 }
965                 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
966                 else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
967                         angles[0] = -angles[0];
968
969                 // animation lerp
970                 if (e->render.frame2 == e->state_current.frame)
971                 {
972                         // update frame lerp fraction
973                         e->render.framelerp = 1;
974                         if (e->render.frame2time > e->render.frame1time)
975                         {
976                                 // make sure frame lerp won't last longer than 100ms
977                                 // (this mainly helps with models that use framegroups and
978                                 // switch between them infrequently)
979                                 e->render.framelerp = (cl.time - e->render.frame2time) / min(e->render.frame2time - e->render.frame1time, 0.1);
980                                 e->render.framelerp = bound(0, e->render.framelerp, 1);
981                         }
982                 }
983                 else
984                 {
985                         // begin a new frame lerp
986                         e->render.frame1 = e->render.frame2;
987                         e->render.frame1time = e->render.frame2time;
988                         e->render.frame = e->render.frame2 = e->state_current.frame;
989                         e->render.frame2time = cl.time;
990                         e->render.framelerp = 0;
991                 }
992                 R_LerpAnimation(&e->render);
993
994                 // set up the render matrix
995                 // FIXME: e->render.scale should go away
996                 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
997                 // concat the matrices to make the entity relative to its tag
998                 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
999                 // make the other useful stuff
1000                 Matrix4x4_Invert_Simple(&e->render.inversematrix, &e->render.matrix);
1001                 CL_BoundingBoxForEntity(&e->render);
1002
1003                 // handle effects now that we know where this entity is in the world...
1004                 if (e->render.model && e->render.model->soundfromcenter)
1005                 {
1006                         // bmodels are treated specially since their origin is usually '0 0 0'
1007                         vec3_t o;
1008                         VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1009                         Matrix4x4_Transform(&e->render.matrix, o, origin);
1010                 }
1011                 else
1012                 {
1013                         origin[0] = e->render.matrix.m[0][3];
1014                         origin[1] = e->render.matrix.m[1][3];
1015                         origin[2] = e->render.matrix.m[2][3];
1016                 }
1017                 trailtype = EFFECT_NONE;
1018                 dlightradius = 0;
1019                 dlightcolor[0] = 0;
1020                 dlightcolor[1] = 0;
1021                 dlightcolor[2] = 0;
1022                 // LordHavoc: if the entity has no effects, don't check each
1023                 if (e->render.effects)
1024                 {
1025                         if (e->render.effects & EF_BRIGHTFIELD)
1026                         {
1027                                 if (gamemode == GAME_NEXUIZ)
1028                                         trailtype = EFFECT_TR_NEXUIZPLASMA;
1029                                 else
1030                                         CL_EntityParticles(e);
1031                         }
1032                         if (e->render.effects & EF_MUZZLEFLASH)
1033                                 e->persistent.muzzleflash = 1.0f;
1034                         if (e->render.effects & EF_DIMLIGHT)
1035                         {
1036                                 dlightradius = max(dlightradius, 200);
1037                                 dlightcolor[0] += 1.50f;
1038                                 dlightcolor[1] += 1.50f;
1039                                 dlightcolor[2] += 1.50f;
1040                         }
1041                         if (e->render.effects & EF_BRIGHTLIGHT)
1042                         {
1043                                 dlightradius = max(dlightradius, 400);
1044                                 dlightcolor[0] += 3.00f;
1045                                 dlightcolor[1] += 3.00f;
1046                                 dlightcolor[2] += 3.00f;
1047                         }
1048                         // LordHavoc: more effects
1049                         if (e->render.effects & EF_RED) // red
1050                         {
1051                                 dlightradius = max(dlightradius, 200);
1052                                 dlightcolor[0] += 1.50f;
1053                                 dlightcolor[1] += 0.15f;
1054                                 dlightcolor[2] += 0.15f;
1055                         }
1056                         if (e->render.effects & EF_BLUE) // blue
1057                         {
1058                                 dlightradius = max(dlightradius, 200);
1059                                 dlightcolor[0] += 0.15f;
1060                                 dlightcolor[1] += 0.15f;
1061                                 dlightcolor[2] += 1.50f;
1062                         }
1063                         if (e->render.effects & EF_FLAME)
1064                                 CL_ParticleEffect(EFFECT_EF_FLAME, cl.time - cl.oldtime, origin, origin, vec3_origin, vec3_origin, NULL, 0);
1065                         if (e->render.effects & EF_STARDUST)
1066                                 CL_ParticleEffect(EFFECT_EF_STARDUST, cl.time - cl.oldtime, origin, origin, vec3_origin, vec3_origin, NULL, 0);
1067                         if (e->render.effects & (EF_FLAG1QW | EF_FLAG2QW))
1068                         {
1069                                 // these are only set on player entities
1070                                 CL_AddQWCTFFlagModel(e, (e->render.effects & EF_FLAG2QW) != 0);
1071                         }
1072                 }
1073                 // muzzleflash fades over time, and is offset a bit
1074                 if (e->persistent.muzzleflash > 0)
1075                 {
1076                         Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
1077                         trace = CL_TraceBox(origin, vec3_origin, vec3_origin, v2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, false);
1078                         tempmatrix = e->render.matrix;
1079                         tempmatrix.m[0][3] = trace.endpos[0];
1080                         tempmatrix.m[1][3] = trace.endpos[1];
1081                         tempmatrix.m[2][3] = trace.endpos[2];
1082                         CL_AllocDlight(NULL, &tempmatrix, 100, e->persistent.muzzleflash, e->persistent.muzzleflash, e->persistent.muzzleflash, 0, 0, 0, -1, true, 0, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1083                         e->persistent.muzzleflash -= (cl.time - cl.oldtime) * 10;
1084                 }
1085                 // LordHavoc: if the model has no flags, don't check each
1086                 if (e->render.model && e->render.model->flags && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
1087                 {
1088                         if (e->render.model->flags & EF_GIB)
1089                                 trailtype = EFFECT_TR_BLOOD;
1090                         else if (e->render.model->flags & EF_ZOMGIB)
1091                                 trailtype = EFFECT_TR_SLIGHTBLOOD;
1092                         else if (e->render.model->flags & EF_TRACER)
1093                                 trailtype = EFFECT_TR_WIZSPIKE;
1094                         else if (e->render.model->flags & EF_TRACER2)
1095                                 trailtype = EFFECT_TR_KNIGHTSPIKE;
1096                         else if (e->render.model->flags & EF_ROCKET)
1097                                 trailtype = EFFECT_TR_ROCKET;
1098                         else if (e->render.model->flags & EF_GRENADE)
1099                         {
1100                                 // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1101                                 trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1102                         }
1103                         else if (e->render.model->flags & EF_TRACER3)
1104                                 trailtype = EFFECT_TR_VORESPIKE;
1105                 }
1106                 // LordHavoc: customizable glow
1107                 if (e->state_current.glowsize)
1108                 {
1109                         // * 4 for the expansion from 0-255 to 0-1023 range,
1110                         // / 255 to scale down byte colors
1111                         dlightradius = max(dlightradius, e->state_current.glowsize * 4);
1112                         VectorMA(dlightcolor, (1.0f / 255.0f), (unsigned char *)&palette_complete[e->state_current.glowcolor], dlightcolor);
1113                 }
1114                 // make the glow dlight
1115                 if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL))
1116                 {
1117                         //dlightmatrix = e->render.matrix;
1118                         // hack to make glowing player light shine on their gun
1119                         //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
1120                         //      dlightmatrix.m[2][3] += 30;
1121                         CL_AllocDlight(&e->render, &e->render.matrix, dlightradius, dlightcolor[0], dlightcolor[1], dlightcolor[2], 0, 0, 0, -1, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1122                 }
1123                 // custom rtlight
1124                 if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
1125                 {
1126                         float light[4];
1127                         VectorScale(e->state_current.light, (1.0f / 256.0f), light);
1128                         light[3] = e->state_current.light[3];
1129                         if (light[0] == 0 && light[1] == 0 && light[2] == 0)
1130                                 VectorSet(light, 1, 1, 1);
1131                         if (light[3] == 0)
1132                                 light[3] = 350;
1133                         // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
1134                         CL_AllocDlight(&e->render, &e->render.matrix, light[3], light[0], light[1], light[2], 0, 0, e->state_current.skin, e->state_current.lightstyle, !(e->state_current.lightpflags & PFLAGS_NOSHADOW), (e->state_current.lightpflags & PFLAGS_CORONA) != 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1135                 }
1136                 // do trails
1137                 if (e->render.flags & RENDER_GLOWTRAIL)
1138                         trailtype = EFFECT_TR_GLOWTRAIL;
1139                 if (trailtype)
1140                 {
1141                         float len;
1142                         vec3_t vel;
1143                         VectorSubtract(e->state_current.origin, e->state_previous.origin, vel);
1144                         len = e->state_current.time - e->state_previous.time;
1145                         if (len > 0)
1146                                 len = 1.0f / len;
1147                         VectorScale(vel, len, vel);
1148                         CL_ParticleEffect(trailtype, 1, e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor);
1149                 }
1150                 VectorCopy(origin, e->persistent.trail_origin);
1151                 // tenebrae's sprites are all additive mode (weird)
1152                 if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
1153                         e->render.effects |= EF_ADDITIVE;
1154                 // player model is only shown with chase_active on
1155                 if (!e->csqc)
1156                 if (e->state_current.number == cl.viewentity)
1157                         e->render.flags |= RENDER_EXTERIORMODEL;
1158                 // transparent stuff can't be lit during the opaque stage
1159                 if (e->render.effects & (EF_ADDITIVE | EF_NODEPTHTEST) || e->render.alpha < 1)
1160                         e->render.flags |= RENDER_TRANSPARENT;
1161                 // double sided rendering mode causes backfaces to be visible
1162                 // (mostly useful on transparent stuff)
1163                 if (e->render.effects & EF_DOUBLESIDED)
1164                         e->render.flags |= RENDER_NOCULLFACE;
1165                 // either fullbright or lit
1166                 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1167                         e->render.flags |= RENDER_LIGHT;
1168                 // hide player shadow during intermission or nehahra movie
1169                 if (!(e->render.effects & EF_NOSHADOW)
1170                  && !(e->render.flags & (RENDER_VIEWMODEL | RENDER_TRANSPARENT))
1171                  && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
1172                         e->render.flags |= RENDER_SHADOW;
1173                 // as soon as player is known we can call V_CalcRefDef
1174                 if (!csqc_loaded)
1175                 if (e->state_current.number == cl.viewentity)
1176                         V_CalcRefdef();
1177                 if (e->render.model && e->render.model->name[0] == '*' && e->render.model->TraceBox)
1178                         cl.brushmodel_entities[cl.num_brushmodel_entities++] = e->state_current.number;
1179                 // don't show entities with no modelindex (note: this still shows
1180                 // entities which have a modelindex that resolved to a NULL model)
1181                 if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.numentities < r_refdef.maxentities)
1182                         r_refdef.entities[r_refdef.numentities++] = &e->render;
1183                 //if (cl.viewentity && e->state_current.number == cl.viewentity)
1184                 //      Matrix4x4_Print(&e->render.matrix);
1185         }
1186 }
1187
1188 void CL_RelinkWorld(void)
1189 {
1190         entity_t *ent = &cl.entities[0];
1191         cl.brushmodel_entities[cl.num_brushmodel_entities++] = 0;
1192         // FIXME: this should be done at load
1193         ent->render.matrix = identitymatrix;
1194         ent->render.inversematrix = identitymatrix;
1195         R_LerpAnimation(&ent->render);
1196         CL_BoundingBoxForEntity(&ent->render);
1197         ent->render.flags = RENDER_SHADOW;
1198         if (!r_fullbright.integer)
1199                 ent->render.flags |= RENDER_LIGHT;
1200         VectorSet(ent->render.colormod, 1, 1, 1);
1201         r_refdef.worldentity = &ent->render;
1202         r_refdef.worldmodel = cl.worldmodel;
1203 }
1204
1205 void CL_RelinkCSQCWorld(void)   //[515]: csqc
1206 {
1207         entity_t *ent = &cl.csqcentities[0];
1208         if(!csqc_loaded)
1209                 return;
1210 //      cl.brushmodel_entities[cl.num_brushmodel_entities++] = 0;
1211         // FIXME: this should be done at load
1212         ent->render.matrix = identitymatrix;
1213         ent->render.inversematrix = identitymatrix;
1214         R_LerpAnimation(&ent->render);
1215         CL_BoundingBoxForEntity(&ent->render);
1216         ent->render.flags = RENDER_SHADOW;
1217         if (!r_fullbright.integer)
1218                 ent->render.flags |= RENDER_LIGHT;
1219         VectorSet(ent->render.colormod, 1, 1, 1);
1220 //      r_refdef.worldentity = &ent->render;
1221 //      r_refdef.worldmodel = cl.worldmodel;
1222 }
1223
1224 static void CL_RelinkStaticEntities(void)
1225 {
1226         int i;
1227         entity_t *e;
1228         for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++, e++)
1229         {
1230                 e->render.flags = 0;
1231                 // transparent stuff can't be lit during the opaque stage
1232                 if (e->render.effects & (EF_ADDITIVE | EF_NODEPTHTEST) || e->render.alpha < 1)
1233                         e->render.flags |= RENDER_TRANSPARENT;
1234                 // either fullbright or lit
1235                 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1236                         e->render.flags |= RENDER_LIGHT;
1237                 // hide player shadow during intermission or nehahra movie
1238                 if (!(e->render.effects & EF_NOSHADOW) && !(e->render.flags & RENDER_TRANSPARENT))
1239                         e->render.flags |= RENDER_SHADOW;
1240                 VectorSet(e->render.colormod, 1, 1, 1);
1241                 R_LerpAnimation(&e->render);
1242                 r_refdef.entities[r_refdef.numentities++] = &e->render;
1243         }
1244 }
1245
1246 /*
1247 ===============
1248 CL_RelinkEntities
1249 ===============
1250 */
1251 static void CL_RelinkNetworkEntities(int drawmask)
1252 {
1253         entity_t *ent;
1254         int i, k;
1255
1256         if(!csqc_loaded)
1257         {
1258                 ent = &cl.viewent;
1259                 ent->state_previous = ent->state_current;
1260                 ent->state_current = defaultstate;
1261                 ent->state_current.time = cl.time;
1262                 ent->state_current.number = -1;
1263                 ent->state_current.active = true;
1264                 ent->state_current.modelindex = cl.stats[STAT_WEAPON];
1265                 ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
1266                 ent->state_current.flags = RENDER_VIEWMODEL;
1267                 if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
1268                         ent->state_current.modelindex = 0;
1269                 else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1270                 {
1271                         if (gamemode == GAME_TRANSFUSION)
1272                                 ent->state_current.alpha = 128;
1273                         else
1274                                 ent->state_current.modelindex = 0;
1275                 }
1276
1277                 // reset animation interpolation on weaponmodel if model changed
1278                 if (ent->state_previous.modelindex != ent->state_current.modelindex)
1279                 {
1280                         ent->render.frame = ent->render.frame1 = ent->render.frame2 = ent->state_current.frame;
1281                         ent->render.frame1time = ent->render.frame2time = cl.time;
1282                         ent->render.framelerp = 1;
1283                 }
1284         }
1285
1286         // start on the entity after the world
1287         entitylinkframenumber++;
1288         if(drawmask & ENTMASK_ENGINE || !csqc_loaded)
1289         {
1290                 for (i = 1;i < cl.num_entities;i++)
1291                 {
1292                         if (cl.entities_active[i])
1293                         {
1294                                 ent = cl.entities + i;
1295                                 if (!(drawmask & ENTMASK_ENGINEVIEWMODELS))
1296                                 if (ent->state_current.flags & RENDER_VIEWMODEL)        //[515]: csqc drawmask
1297                                 {
1298                                         cl.entities_active[i] = false;
1299                                         continue;
1300                                 }
1301                                 if (ent->state_current.active)
1302                                         CL_LinkNetworkEntity(ent);
1303                                 else
1304                                         cl.entities_active[i] = false;
1305                         }
1306                 }
1307         }
1308
1309         //[515]: csqc
1310         if(csqc_loaded)
1311         {
1312                 for (i=1,k=cl.num_csqcentities;k;i++)
1313                 {
1314                         if (cl.csqcentities_active[i])
1315                         {
1316                                 --k;
1317                                 ent = cl.csqcentities + i;
1318                                 if (ent->state_current.active)
1319                                         CL_LinkNetworkEntity(ent);
1320                                 else
1321                                         cl.csqcentities_active[i] = false;
1322                         }
1323                 }
1324         }
1325         else
1326                 CL_LinkNetworkEntity(&cl.viewent);
1327 }
1328
1329 static void CL_RelinkEffects(void)
1330 {
1331         int i, intframe;
1332         cl_effect_t *e;
1333         entity_t *ent;
1334         float frame;
1335
1336         for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++)
1337         {
1338                 if (e->active)
1339                 {
1340                         frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1341                         intframe = (int)frame;
1342                         if (intframe < 0 || intframe >= e->endframe)
1343                         {
1344                                 memset(e, 0, sizeof(*e));
1345                                 while (cl.num_effects > 0 && !cl.effects[cl.num_effects - 1].active)
1346                                         cl.num_effects--;
1347                                 continue;
1348                         }
1349
1350                         if (intframe != e->frame)
1351                         {
1352                                 e->frame = intframe;
1353                                 e->frame1time = e->frame2time;
1354                                 e->frame2time = cl.time;
1355                         }
1356
1357                         // if we're drawing effects, get a new temp entity
1358                         // (NewTempEntity adds it to the render entities list for us)
1359                         if (r_draweffects.integer && (ent = CL_NewTempEntity()))
1360                         {
1361                                 // interpolation stuff
1362                                 ent->render.frame1 = intframe;
1363                                 ent->render.frame2 = intframe + 1;
1364                                 if (ent->render.frame2 >= e->endframe)
1365                                         ent->render.frame2 = -1; // disappear
1366                                 ent->render.framelerp = frame - intframe;
1367                                 ent->render.frame1time = e->frame1time;
1368                                 ent->render.frame2time = e->frame2time;
1369
1370                                 // normal stuff
1371                                 if(e->modelindex < MAX_MODELS)
1372                                         ent->render.model = cl.model_precache[e->modelindex];
1373                                 else
1374                                         ent->render.model = cl.csqc_model_precache[65536-e->modelindex];
1375                                 ent->render.frame = ent->render.frame2;
1376                                 ent->render.colormap = -1; // no special coloring
1377                                 ent->render.alpha = 1;
1378                                 VectorSet(ent->render.colormod, 1, 1, 1);
1379
1380                                 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1381                                 Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
1382                                 R_LerpAnimation(&ent->render);
1383                                 CL_BoundingBoxForEntity(&ent->render);
1384                         }
1385                 }
1386         }
1387 }
1388
1389 void CL_Beam_CalculatePositions(const beam_t *b, vec3_t start, vec3_t end)
1390 {
1391         VectorCopy(b->start, start);
1392         VectorCopy(b->end, end);
1393
1394         // if coming from the player, update the start position
1395         if (b->entity == cl.viewentity)
1396         {
1397                 if (cl_beams_quakepositionhack.integer && !chase_active.integer)
1398                 {
1399                         // LordHavoc: this is a stupid hack from Quake that makes your
1400                         // lightning appear to come from your waist and cover less of your
1401                         // view
1402                         // in Quake this hack was applied to all players (causing the
1403                         // infamous crotch-lightning), but in darkplaces and QuakeWorld it
1404                         // only applies to your own lightning, and only in first person
1405                         Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, start);
1406                 }
1407                 if (cl_beams_instantaimhack.integer)
1408                 {
1409                         vec3_t dir, localend;
1410                         vec_t len;
1411                         // LordHavoc: this updates the beam direction to match your
1412                         // viewangles
1413                         VectorSubtract(end, start, dir);
1414                         len = VectorLength(dir);
1415                         VectorNormalize(dir);
1416                         VectorSet(localend, len, 0, 0);
1417                         Matrix4x4_Transform(&r_view.matrix, localend, end);
1418                 }
1419         }
1420 }
1421
1422 void CL_RelinkBeams(void)
1423 {
1424         int i;
1425         beam_t *b;
1426         vec3_t dist, org, start, end;
1427         float d;
1428         entity_t *ent;
1429         float yaw, pitch;
1430         float forward;
1431         matrix4x4_t tempmatrix;
1432
1433         for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++)
1434         {
1435                 if (!b->model)
1436                         continue;
1437                 if (b->endtime < cl.time)
1438                 {
1439                         b->model = NULL;
1440                         continue;
1441                 }
1442
1443                 CL_Beam_CalculatePositions(b, start, end);
1444
1445                 if (b->lightning)
1446                 {
1447                         if (cl_beams_lightatend.integer)
1448                         {
1449                                 // FIXME: create a matrix from the beam start/end orientation
1450                                 Matrix4x4_CreateTranslate(&tempmatrix, end[0], end[1], end[2]);
1451                                 CL_AllocDlight (NULL, &tempmatrix, 200, 0.3, 0.7, 1, 0, 0, 0, -1, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1452                         }
1453                         if (cl_beams_polygons.integer)
1454                                 continue;
1455                 }
1456
1457                 // calculate pitch and yaw
1458                 // (this is similar to the QuakeC builtin function vectoangles)
1459                 VectorSubtract(end, start, dist);
1460                 if (dist[1] == 0 && dist[0] == 0)
1461                 {
1462                         yaw = 0;
1463                         if (dist[2] > 0)
1464                                 pitch = 90;
1465                         else
1466                                 pitch = 270;
1467                 }
1468                 else
1469                 {
1470                         yaw = (int) (atan2(dist[1], dist[0]) * 180 / M_PI);
1471                         if (yaw < 0)
1472                                 yaw += 360;
1473
1474                         forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1475                         pitch = (int) (atan2(dist[2], forward) * 180 / M_PI);
1476                         if (pitch < 0)
1477                                 pitch += 360;
1478                 }
1479
1480                 // add new entities for the lightning
1481                 VectorCopy (start, org);
1482                 d = VectorNormalizeLength(dist);
1483                 while (d > 0)
1484                 {
1485                         ent = CL_NewTempEntity ();
1486                         if (!ent)
1487                                 return;
1488                         //VectorCopy (org, ent->render.origin);
1489                         ent->render.model = b->model;
1490                         //ent->render.effects = EF_FULLBRIGHT;
1491                         //ent->render.angles[0] = pitch;
1492                         //ent->render.angles[1] = yaw;
1493                         //ent->render.angles[2] = rand()%360;
1494                         Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1495                         Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
1496                         R_LerpAnimation(&ent->render);
1497                         CL_BoundingBoxForEntity(&ent->render);
1498                         VectorMA(org, 30, dist, org);
1499                         d -= 30;
1500                 }
1501         }
1502
1503         while (cl.num_beams > 0 && !cl.beams[cl.num_beams - 1].model)
1504                 cl.num_beams--;
1505 }
1506
1507 static void CL_RelinkQWNails(void)
1508 {
1509         int i;
1510         vec_t *v;
1511         entity_t *ent;
1512
1513         for (i = 0;i < cl.qw_num_nails;i++)
1514         {
1515                 v = cl.qw_nails[i];
1516
1517                 // if we're drawing effects, get a new temp entity
1518                 // (NewTempEntity adds it to the render entities list for us)
1519                 if (!(ent = CL_NewTempEntity()))
1520                         continue;
1521
1522                 // normal stuff
1523                 ent->render.model = cl.model_precache[cl.qw_modelindex_spike];
1524                 ent->render.colormap = -1; // no special coloring
1525                 ent->render.alpha = 1;
1526                 VectorSet(ent->render.colormod, 1, 1, 1);
1527
1528                 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
1529                 Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
1530                 R_LerpAnimation(&ent->render);
1531                 CL_BoundingBoxForEntity(&ent->render);
1532         }
1533 }
1534
1535 void CL_LerpPlayer(float frac)
1536 {
1537         int i;
1538
1539         cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
1540         for (i = 0;i < 3;i++)
1541         {
1542                 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
1543                 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
1544                 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1545         }
1546 }
1547
1548 void CSQC_RelinkAllEntities (int drawmask)
1549 {
1550         cl.num_brushmodel_entities = 0;
1551         CL_RelinkNetworkEntities(drawmask);
1552         if(drawmask & ENTMASK_ENGINE)
1553         {
1554                 // move particles
1555                 CL_MoveParticles();
1556                 R_MoveExplosions();
1557         }
1558
1559         // link stuff
1560         CL_RelinkWorld();
1561         CL_RelinkCSQCWorld();   //[515]: csqc
1562         if(drawmask & ENTMASK_ENGINE)
1563         {
1564                 CL_RelinkStaticEntities();
1565                 CL_RelinkBeams();
1566                 CL_RelinkEffects();
1567                 CL_RelinkQWNails();
1568         }
1569 }
1570
1571 /*
1572 ===============
1573 CL_ReadFromServer
1574
1575 Read all incoming data from the server
1576 ===============
1577 */
1578 extern void CL_ClientMovement_Replay();
1579
1580 int CL_ReadFromServer(void)
1581 {
1582         CL_ReadDemoMessage();
1583         CL_SendMove();
1584
1585         r_refdef.time = cl.time;
1586         r_refdef.extraupdate = !r_speeds.integer;
1587         r_refdef.numentities = 0;
1588         r_view.matrix = identitymatrix;
1589
1590         if (cls.state == ca_connected && cls.signon == SIGNONS)
1591         {
1592                 // prepare for a new frame
1593                 CL_LerpPlayer(CL_LerpPoint());
1594                 CL_DecayLights();
1595                 CL_ClearTempEntities();
1596                 V_DriftPitch();
1597                 V_FadeViewFlashs();
1598
1599                 // relink network entities (note: this sets up the view!)
1600                 CL_ClientMovement_Replay();
1601                 if(!csqc_loaded)        //[515]: csqc
1602                 {
1603                         cl.num_brushmodel_entities = 0;
1604                         CL_RelinkNetworkEntities(65535);
1605
1606                         // move particles
1607                         CL_MoveParticles();
1608                         R_MoveExplosions();
1609
1610                         // link stuff
1611                         CL_RelinkWorld();
1612                         CL_RelinkCSQCWorld();   //[515]: csqc
1613                         CL_RelinkStaticEntities();
1614                         CL_RelinkBeams();
1615                         CL_RelinkEffects();
1616                         CL_RelinkQWNails();
1617                 }
1618                 else
1619                         csqc_frame = true;
1620
1621                 CL_UpdateLights();
1622
1623                 // update view blend
1624                 V_CalcViewBlend();
1625
1626                 // update the r_refdef time again because cl.time may have changed
1627                 r_refdef.time = cl.time;
1628         }
1629
1630         return 0;
1631 }
1632
1633 // LordHavoc: pausedemo command
1634 static void CL_PauseDemo_f (void)
1635 {
1636         cls.demopaused = !cls.demopaused;
1637         if (cls.demopaused)
1638                 Con_Print("Demo paused\n");
1639         else
1640                 Con_Print("Demo unpaused\n");
1641 }
1642
1643 /*
1644 ======================
1645 CL_Fog_f
1646 ======================
1647 */
1648 static void CL_Fog_f (void)
1649 {
1650         if (Cmd_Argc () == 1)
1651         {
1652                 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);
1653                 return;
1654         }
1655         r_refdef.fog_density = atof(Cmd_Argv(1));
1656         r_refdef.fog_red = atof(Cmd_Argv(2));
1657         r_refdef.fog_green = atof(Cmd_Argv(3));
1658         r_refdef.fog_blue = atof(Cmd_Argv(4));
1659 }
1660
1661 /*
1662 ====================
1663 CL_TimeRefresh_f
1664
1665 For program optimization
1666 ====================
1667 */
1668 static void CL_TimeRefresh_f (void)
1669 {
1670         int i;
1671         float timestart, timedelta, oldangles[3];
1672
1673         r_refdef.extraupdate = false;
1674         VectorCopy(cl.viewangles, oldangles);
1675         VectorClear(cl.viewangles);
1676
1677         timestart = Sys_DoubleTime();
1678         for (i = 0;i < 128;i++)
1679         {
1680                 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);
1681                 CL_UpdateScreen();
1682         }
1683         timedelta = Sys_DoubleTime() - timestart;
1684
1685         VectorCopy(oldangles, cl.viewangles);
1686         Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
1687 }
1688
1689 /*
1690 ===========
1691 CL_Shutdown
1692 ===========
1693 */
1694 void CL_Shutdown (void)
1695 {
1696         CL_Particles_Shutdown();
1697         CL_Parse_Shutdown();
1698
1699         Mem_FreePool (&cls.permanentmempool);
1700         Mem_FreePool (&cls.levelmempool);
1701 }
1702
1703 /*
1704 =================
1705 CL_Init
1706 =================
1707 */
1708 void CL_Init (void)
1709 {
1710         cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL);
1711         cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL);
1712
1713         memset(&r_refdef, 0, sizeof(r_refdef));
1714         // max entities sent to renderer per frame
1715         r_refdef.maxentities = MAX_EDICTS + 256 + 512;
1716         r_refdef.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.maxentities);
1717
1718         CL_InitInput ();
1719
1720 //
1721 // register our commands
1722 //
1723         Cvar_RegisterVariable (&csqc_progname);
1724         Cvar_RegisterVariable (&csqc_progcrc);
1725
1726         Cvar_RegisterVariable (&cl_upspeed);
1727         Cvar_RegisterVariable (&cl_forwardspeed);
1728         Cvar_RegisterVariable (&cl_backspeed);
1729         Cvar_RegisterVariable (&cl_sidespeed);
1730         Cvar_RegisterVariable (&cl_movespeedkey);
1731         Cvar_RegisterVariable (&cl_yawspeed);
1732         Cvar_RegisterVariable (&cl_pitchspeed);
1733         Cvar_RegisterVariable (&cl_anglespeedkey);
1734         Cvar_RegisterVariable (&cl_shownet);
1735         Cvar_RegisterVariable (&cl_nolerp);
1736         Cvar_RegisterVariable (&lookspring);
1737         Cvar_RegisterVariable (&lookstrafe);
1738         Cvar_RegisterVariable (&sensitivity);
1739         Cvar_RegisterVariable (&freelook);
1740
1741         Cvar_RegisterVariable (&m_pitch);
1742         Cvar_RegisterVariable (&m_yaw);
1743         Cvar_RegisterVariable (&m_forward);
1744         Cvar_RegisterVariable (&m_side);
1745
1746         Cvar_RegisterVariable (&cl_itembobspeed);
1747         Cvar_RegisterVariable (&cl_itembobheight);
1748
1749         Cmd_AddCommand ("entities", CL_PrintEntities_f, "print information on network entities known to client");
1750         Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
1751         Cmd_AddCommand ("record", CL_Record_f, "record a demo");
1752         Cmd_AddCommand ("stop", CL_Stop_f, "stop recording or playing a demo");
1753         Cmd_AddCommand ("playdemo", CL_PlayDemo_f, "watch a demo file");
1754         Cmd_AddCommand ("timedemo", CL_TimeDemo_f, "play back a demo as fast as possible and save statistics to benchmark.log");
1755
1756         Cvar_RegisterVariable (&cl_autodemo);
1757         Cvar_RegisterVariable (&cl_autodemo_nameformat);
1758
1759         Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue)");
1760
1761         // LordHavoc: added pausedemo
1762         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)");
1763
1764         Cvar_RegisterVariable(&r_draweffects);
1765         Cvar_RegisterVariable(&cl_explosions_alpha_start);
1766         Cvar_RegisterVariable(&cl_explosions_alpha_end);
1767         Cvar_RegisterVariable(&cl_explosions_size_start);
1768         Cvar_RegisterVariable(&cl_explosions_size_end);
1769         Cvar_RegisterVariable(&cl_explosions_lifetime);
1770         Cvar_RegisterVariable(&cl_stainmaps);
1771         Cvar_RegisterVariable(&cl_stainmaps_clearonload);
1772         Cvar_RegisterVariable(&cl_beams_polygons);
1773         Cvar_RegisterVariable(&cl_beams_quakepositionhack);
1774         Cvar_RegisterVariable(&cl_beams_instantaimhack);
1775         Cvar_RegisterVariable(&cl_beams_lightatend);
1776         Cvar_RegisterVariable(&cl_noplayershadow);
1777
1778         Cvar_RegisterVariable(&cl_prydoncursor);
1779
1780         Cvar_RegisterVariable(&cl_deathnoviewmodel);
1781
1782         // for QW connections
1783         Cvar_RegisterVariable(&qport);
1784         Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff);
1785
1786         Cmd_AddCommand("timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
1787
1788         CL_Parse_Init();
1789         CL_Particles_Init();
1790         CL_Screen_Init();
1791
1792         CL_Video_Init();
1793 }
1794
1795
1796