make sure client ports are opened before trying to connect to anything
[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         // stop demo loop in case this fails
228         CL_Disconnect();
229         NetConn_ClientFrame();
230         NetConn_ServerFrame();
231         
232         if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
233         {
234                 cls.connect_trying = true;
235                 cls.connect_remainingtries = 3;
236                 cls.connect_nextsendtime = 0;
237                 if (sv.active)
238                 {
239                         NetConn_ClientFrame();
240                         NetConn_ServerFrame();
241                         NetConn_ClientFrame();
242                         NetConn_ServerFrame();
243                         NetConn_ClientFrame();
244                         NetConn_ServerFrame();
245                         NetConn_ClientFrame();
246                         NetConn_ServerFrame();
247                 }
248         }
249         else
250         {
251                 Con_Printf("Unable to find a suitable network socket to connect to server.\n");
252                 strcpy(m_return_reason, "No network");
253         }
254 }
255
256 /*
257 ==============
258 CL_PrintEntities_f
259 ==============
260 */
261 static void CL_PrintEntities_f(void)
262 {
263         entity_t *ent;
264         int i, j;
265         char name[32];
266
267         for (i = 0, ent = cl_entities;i < cl_num_entities;i++, ent++)
268         {
269                 if (!ent->state_current.active)
270                         continue;
271
272                 if (ent->render.model)
273                         strlcpy (name, ent->render.model->name, 25);
274                 else
275                         strcpy(name, "--no model--");
276                 for (j = strlen(name);j < 25;j++)
277                         name[j] = ' ';
278                 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);
279         }
280 }
281
282 //static const vec3_t nomodelmins = {-16, -16, -16};
283 //static const vec3_t nomodelmaxs = {16, 16, 16};
284 void CL_BoundingBoxForEntity(entity_render_t *ent)
285 {
286         if (ent->model)
287         {
288                 //if (ent->angles[0] || ent->angles[2])
289                 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
290                 {
291                         // pitch or roll
292                         ent->mins[0] = ent->matrix.m[0][3] + ent->model->rotatedmins[0];
293                         ent->mins[1] = ent->matrix.m[1][3] + ent->model->rotatedmins[1];
294                         ent->mins[2] = ent->matrix.m[2][3] + ent->model->rotatedmins[2];
295                         ent->maxs[0] = ent->matrix.m[0][3] + ent->model->rotatedmaxs[0];
296                         ent->maxs[1] = ent->matrix.m[1][3] + ent->model->rotatedmaxs[1];
297                         ent->maxs[2] = ent->matrix.m[2][3] + ent->model->rotatedmaxs[2];
298                         //VectorAdd(ent->origin, ent->model->rotatedmins, ent->mins);
299                         //VectorAdd(ent->origin, ent->model->rotatedmaxs, ent->maxs);
300                 }
301                 //else if (ent->angles[1])
302                 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
303                 {
304                         // yaw
305                         ent->mins[0] = ent->matrix.m[0][3] + ent->model->yawmins[0];
306                         ent->mins[1] = ent->matrix.m[1][3] + ent->model->yawmins[1];
307                         ent->mins[2] = ent->matrix.m[2][3] + ent->model->yawmins[2];
308                         ent->maxs[0] = ent->matrix.m[0][3] + ent->model->yawmaxs[0];
309                         ent->maxs[1] = ent->matrix.m[1][3] + ent->model->yawmaxs[1];
310                         ent->maxs[2] = ent->matrix.m[2][3] + ent->model->yawmaxs[2];
311                         //VectorAdd(ent->origin, ent->model->yawmins, ent->mins);
312                         //VectorAdd(ent->origin, ent->model->yawmaxs, ent->maxs);
313                 }
314                 else
315                 {
316                         ent->mins[0] = ent->matrix.m[0][3] + ent->model->normalmins[0];
317                         ent->mins[1] = ent->matrix.m[1][3] + ent->model->normalmins[1];
318                         ent->mins[2] = ent->matrix.m[2][3] + ent->model->normalmins[2];
319                         ent->maxs[0] = ent->matrix.m[0][3] + ent->model->normalmaxs[0];
320                         ent->maxs[1] = ent->matrix.m[1][3] + ent->model->normalmaxs[1];
321                         ent->maxs[2] = ent->matrix.m[2][3] + ent->model->normalmaxs[2];
322                         //VectorAdd(ent->origin, ent->model->normalmins, ent->mins);
323                         //VectorAdd(ent->origin, ent->model->normalmaxs, ent->maxs);
324                 }
325         }
326         else
327         {
328                 ent->mins[0] = ent->matrix.m[0][3] - 16;
329                 ent->mins[1] = ent->matrix.m[1][3] - 16;
330                 ent->mins[2] = ent->matrix.m[2][3] - 16;
331                 ent->maxs[0] = ent->matrix.m[0][3] + 16;
332                 ent->maxs[1] = ent->matrix.m[1][3] + 16;
333                 ent->maxs[2] = ent->matrix.m[2][3] + 16;
334                 //VectorAdd(ent->origin, nomodelmins, ent->mins);
335                 //VectorAdd(ent->origin, nomodelmaxs, ent->maxs);
336         }
337 }
338
339 /*
340 ===============
341 CL_LerpPoint
342
343 Determines the fraction between the last two messages that the objects
344 should be put at.
345 ===============
346 */
347 static float CL_LerpPoint(void)
348 {
349         float f;
350
351         // dropped packet, or start of demo
352         if (cl.mtime[1] < cl.mtime[0] - 0.1)
353                 cl.mtime[1] = cl.mtime[0] - 0.1;
354
355         cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
356
357         // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
358         f = cl.mtime[0] - cl.mtime[1];
359         if (!f || cl_nolerp.integer || cls.timedemo || cl.islocalgame)
360         {
361                 cl.time = cl.mtime[0];
362                 return 1;
363         }
364
365         f = (cl.time - cl.mtime[1]) / f;
366         return bound(0, f, 1);
367 }
368
369 void CL_ClearTempEntities (void)
370 {
371         cl_num_temp_entities = 0;
372 }
373
374 entity_t *CL_NewTempEntity(void)
375 {
376         entity_t *ent;
377
378         if (r_refdef.numentities >= r_refdef.maxentities)
379                 return NULL;
380         if (cl_num_temp_entities >= cl_max_temp_entities)
381                 return NULL;
382         ent = &cl_temp_entities[cl_num_temp_entities++];
383         memset (ent, 0, sizeof(*ent));
384         r_refdef.entities[r_refdef.numentities++] = &ent->render;
385
386         ent->render.colormap = -1; // no special coloring
387         ent->render.scale = 1;
388         ent->render.alpha = 1;
389         return ent;
390 }
391
392 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
393 {
394         int i;
395         cl_effect_t *e;
396         if (!modelindex) // sanity check
397                 return;
398         for (i = 0, e = cl_effects;i < cl_max_effects;i++, e++)
399         {
400                 if (e->active)
401                         continue;
402                 e->active = true;
403                 VectorCopy(org, e->origin);
404                 e->modelindex = modelindex;
405                 e->starttime = cl.time;
406                 e->startframe = startframe;
407                 e->endframe = startframe + framecount;
408                 e->framerate = framerate;
409
410                 e->frame = 0;
411                 e->frame1time = cl.time;
412                 e->frame2time = cl.time;
413                 break;
414         }
415 }
416
417 void CL_AllocDlight(entity_render_t *ent, vec3_t org, float radius, float red, float green, float blue, float decay, float lifetime)
418 {
419         int i;
420         dlight_t *dl;
421
422         /*
423 // first look for an exact key match
424         if (ent)
425         {
426                 dl = cl_dlights;
427                 for (i = 0;i < MAX_DLIGHTS;i++, dl++)
428                         if (dl->ent == ent)
429                                 goto dlightsetup;
430         }
431         */
432
433 // then look for anything else
434         dl = cl_dlights;
435         for (i = 0;i < MAX_DLIGHTS;i++, dl++)
436                 if (!dl->radius)
437                         goto dlightsetup;
438
439         // unable to find one
440         return;
441
442 dlightsetup:
443         //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
444         memset (dl, 0, sizeof(*dl));
445         dl->ent = ent;
446         CL_FindNonSolidLocation(org, dl->origin, 6);
447         //VectorCopy(org, dl->origin);
448         dl->radius = radius;
449         dl->color[0] = red;
450         dl->color[1] = green;
451         dl->color[2] = blue;
452         dl->decay = decay;
453         if (lifetime)
454                 dl->die = cl.time + lifetime;
455         else
456                 dl->die = 0;
457 }
458
459 void CL_DecayLights(void)
460 {
461         int i;
462         dlight_t *dl;
463         float time;
464
465         time = cl.time - cl.oldtime;
466         for (i = 0, dl = cl_dlights;i < MAX_DLIGHTS;i++, dl++)
467                 if (dl->radius)
468                         dl->radius = (cl.time < dl->die) ? max(0, dl->radius - time * dl->decay) : 0;
469 }
470
471 #define MAXVIEWMODELS 32
472 entity_t *viewmodels[MAXVIEWMODELS];
473 int numviewmodels;
474
475 matrix4x4_t viewmodelmatrix;
476
477 static int entitylinkframenumber;
478
479 static const vec3_t muzzleflashorigin = {18, 0, 0};
480
481 extern void V_DriftPitch(void);
482 extern void V_FadeViewFlashs(void);
483 extern void V_CalcViewBlend(void);
484
485 extern void V_CalcRefdef(void);
486 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
487 void CL_LinkNetworkEntity(entity_t *e)
488 {
489         matrix4x4_t *matrix, blendmatrix, tempmatrix, matrix2;
490         int j, k, l, trailtype, temp;
491         float origin[3], angles[3], delta[3], lerp, dlightcolor[3], mins[3], maxs[3], v[3], v2[3], d;
492         entity_t *t;
493         model_t *model;
494         //entity_persistent_t *p = &e->persistent;
495         //entity_render_t *r = &e->render;
496         if (e->persistent.linkframe != entitylinkframenumber)
497         {
498                 e->persistent.linkframe = entitylinkframenumber;
499                 // skip inactive entities and world
500                 if (!e->state_current.active || e == cl_entities)
501                         return;
502                 if (e->render.flags & RENDER_VIEWMODEL)
503                 {
504                         if (!r_drawviewmodel.integer || chase_active.integer || envmap)
505                                 return;
506                         if (cl.viewentity)
507                                 CL_LinkNetworkEntity(cl_entities + cl.viewentity);
508                         matrix = &viewmodelmatrix;
509                         if (e == &cl.viewent && cl.viewentity >= 0 && cl.viewentity < MAX_EDICTS && cl_entities[cl.viewentity].state_current.active)
510                         {
511                                 e->state_current.alpha = cl_entities[cl.viewentity].state_current.alpha;
512                                 e->state_current.effects = EF_NOSHADOW | (cl_entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_REFLECTIVE | EF_FULLBRIGHT));
513                         }
514                 }
515                 else
516                 {
517                         t = cl_entities + e->state_current.tagentity;
518                         if (!t->state_current.active)
519                                 return;
520                         // note: this can link to world
521                         CL_LinkNetworkEntity(t);
522                         // make relative to the entity
523                         matrix = &t->render.matrix;
524                         // if a valid tagindex is used, make it relative to that tag instead
525                         if (e->state_current.tagentity && e->state_current.tagindex >= 1 && (model = t->render.model) && e->state_current.tagindex <= t->render.model->alias.aliasnum_tags)
526                         {
527                                 // blend the matrices
528                                 memset(&blendmatrix, 0, sizeof(blendmatrix));
529                                 for (j = 0;j < 4 && t->render.frameblend[j].lerp > 0;j++)
530                                 {
531                                         matrix = &t->render.model->alias.aliasdata_tags[t->render.frameblend[j].frame * t->render.model->alias.aliasnum_tags + (e->state_current.tagindex - 1)].matrix;
532                                         d = t->render.frameblend[j].lerp;
533                                         for (l = 0;l < 4;l++)
534                                                 for (k = 0;k < 4;k++)
535                                                         blendmatrix.m[l][k] += d * matrix->m[l][k];
536                                 }
537                                 // concat the tag matrices onto the entity matrix
538                                 Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix);
539                                 // use the constructed tag matrix
540                                 matrix = &tempmatrix;
541                         }
542                 }
543                 e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
544                 e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
545                 e->render.flags = e->state_current.flags;
546                 if (e - cl_entities == cl.viewentity)
547                         e->render.flags |= RENDER_EXTERIORMODEL;
548                 e->render.effects = e->state_current.effects;
549                 if (e->state_current.flags & RENDER_COLORMAPPED)
550                         e->render.colormap = e->state_current.colormap;
551                 else if (cl.scores != NULL && e->state_current.colormap)
552                         e->render.colormap = cl.scores[e->state_current.colormap - 1].colors; // color it
553                 else
554                         e->render.colormap = -1; // no special coloring
555                 e->render.skinnum = e->state_current.skin;
556                 // set up the render matrix
557                 if (e->state_previous.active && e->state_current.modelindex == e->state_previous.modelindex)
558                 {
559                         // movement lerp
560                         if (e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
561                         {
562                                 // interpolate the origin and angles
563                                 VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
564                                 VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
565                                 if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
566                                 if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
567                                 if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
568                                 VectorMA(e->persistent.oldangles, lerp, delta, angles);
569                         }
570                         else
571                         {
572                                 // no interpolation
573                                 VectorCopy(e->persistent.neworigin, origin);
574                                 VectorCopy(e->persistent.newangles, angles);
575                         }
576                         // animation lerp
577                         if (e->render.frame2 == e->state_current.frame)
578                         {
579                                 // update frame lerp fraction
580                                 e->render.framelerp = 1;
581                                 if (e->render.frame2time > e->render.frame1time)
582                                 {
583                                         e->render.framelerp = (cl.time - e->render.frame2time) / (e->render.frame2time - e->render.frame1time);
584                                         e->render.framelerp = bound(0, e->render.framelerp, 1);
585                                 }
586                         }
587                         else
588                         {
589                                 // begin a new frame lerp
590                                 e->render.frame1 = e->render.frame2;
591                                 e->render.frame1time = e->render.frame2time;
592                                 e->render.frame = e->render.frame2 = e->state_current.frame;
593                                 e->render.frame2time = cl.time;
594                                 e->render.framelerp = 0;
595                                 // make sure frame lerp won't last longer than 100ms
596                                 // (this mainly helps with models that use framegroups and
597                                 // switch between them infrequently)
598                                 e->render.frame1time = max(e->render.frame1time, e->render.frame2time - 0.1f);
599                         }
600                 }
601                 else
602                 {
603                         // no interpolation
604                         VectorCopy(e->persistent.neworigin, origin);
605                         VectorCopy(e->persistent.newangles, angles);
606                         e->render.frame = e->render.frame1 = e->render.frame2 = e->state_current.frame;
607                         e->render.frame1time = e->render.frame2time = cl.time;
608                         e->render.framelerp = 1;
609                 }
610
611                 e->render.model = cl.model_precache[e->state_current.modelindex];
612                 if (e->render.model)
613                 {
614                         Mod_CheckLoaded(e->render.model);
615                         if (e->render.model->type == mod_alias || e->render.model->type == mod_sprite)
616                                 angles[0] = -angles[0];
617                         if ((e->render.model->flags & EF_ROTATE) && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
618                         {
619                                 angles[1] = ANGLEMOD(100*cl.time);
620                                 if (cl_itembobheight.value)
621                                         origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
622                         }
623                 }
624
625                 R_LerpAnimation(&e->render);
626
627                 // FIXME: e->render.scale should go away
628                 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
629                 // concat the matrices to make the entity relative to its tag
630                 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
631                 // make the other useful stuff
632                 Matrix4x4_Invert_Simple(&e->render.inversematrix, &e->render.matrix);
633                 CL_BoundingBoxForEntity(&e->render);
634
635                 // handle effects now that we know where this entity is in the world...
636                 origin[0] = e->render.matrix.m[0][3];
637                 origin[1] = e->render.matrix.m[1][3];
638                 origin[2] = e->render.matrix.m[2][3];
639                 trailtype = -1;
640                 dlightcolor[0] = 0;
641                 dlightcolor[1] = 0;
642                 dlightcolor[2] = 0;
643                 // LordHavoc: if the entity has no effects, don't check each
644                 if (e->render.effects)
645                 {
646                         if (e->render.effects & EF_BRIGHTFIELD)
647                         {
648                                 if (gamemode == GAME_NEXUIZ)
649                                 {
650                                         dlightcolor[0] += 100.0f;
651                                         dlightcolor[1] += 200.0f;
652                                         dlightcolor[2] += 400.0f;
653                                         trailtype = 8;
654                                 }
655                                 else
656                                         CL_EntityParticles(e);
657                         }
658                         if (e->render.effects & EF_MUZZLEFLASH)
659                                 e->persistent.muzzleflash = 100.0f;
660                         if (e->render.effects & EF_DIMLIGHT)
661                         {
662                                 dlightcolor[0] += 200.0f;
663                                 dlightcolor[1] += 200.0f;
664                                 dlightcolor[2] += 200.0f;
665                         }
666                         if (e->render.effects & EF_BRIGHTLIGHT)
667                         {
668                                 dlightcolor[0] += 400.0f;
669                                 dlightcolor[1] += 400.0f;
670                                 dlightcolor[2] += 400.0f;
671                         }
672                         // LordHavoc: more effects
673                         if (e->render.effects & EF_RED) // red
674                         {
675                                 dlightcolor[0] += 200.0f;
676                                 dlightcolor[1] +=  20.0f;
677                                 dlightcolor[2] +=  20.0f;
678                         }
679                         if (e->render.effects & EF_BLUE) // blue
680                         {
681                                 dlightcolor[0] +=  20.0f;
682                                 dlightcolor[1] +=  20.0f;
683                                 dlightcolor[2] += 200.0f;
684                         }
685                         if (e->render.effects & EF_FLAME)
686                         {
687                                 mins[0] = origin[0] - 16.0f;
688                                 mins[1] = origin[1] - 16.0f;
689                                 mins[2] = origin[2] - 16.0f;
690                                 maxs[0] = origin[0] + 16.0f;
691                                 maxs[1] = origin[1] + 16.0f;
692                                 maxs[2] = origin[2] + 16.0f;
693                                 // how many flames to make
694                                 temp = (int) (cl.time * 300) - (int) (cl.oldtime * 300);
695                                 CL_FlameCube(mins, maxs, temp);
696                                 d = lhrandom(200, 250);
697                                 dlightcolor[0] += d * 1.0f;
698                                 dlightcolor[1] += d * 0.7f;
699                                 dlightcolor[2] += d * 0.3f;
700                         }
701                         if (e->render.effects & EF_STARDUST)
702                         {
703                                 mins[0] = origin[0] - 16.0f;
704                                 mins[1] = origin[1] - 16.0f;
705                                 mins[2] = origin[2] - 16.0f;
706                                 maxs[0] = origin[0] + 16.0f;
707                                 maxs[1] = origin[1] + 16.0f;
708                                 maxs[2] = origin[2] + 16.0f;
709                                 // how many particles to make
710                                 temp = (int) (cl.time * 200) - (int) (cl.oldtime * 200);
711                                 CL_Stardust(mins, maxs, temp);
712                                 d = 100;
713                                 dlightcolor[0] += d * 1.0f;
714                                 dlightcolor[1] += d * 0.7f;
715                                 dlightcolor[2] += d * 0.3f;
716                         }
717                 }
718                 // muzzleflash fades over time, and is offset a bit
719                 if (e->persistent.muzzleflash > 0)
720                 {
721                         Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
722                         CL_TraceLine(origin, v2, v, NULL, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY);
723                         CL_AllocDlight(NULL, v, e->persistent.muzzleflash, 1, 1, 1, 0, 0);
724                         e->persistent.muzzleflash -= cl.frametime * 1000;
725                 }
726                 // LordHavoc: if the model has no flags, don't check each
727                 if (e->render.model && e->render.model->flags && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
728                 {
729                         if (e->render.model->flags & EF_GIB)
730                                 trailtype = 2;
731                         else if (e->render.model->flags & EF_ZOMGIB)
732                                 trailtype = 4;
733                         else if (e->render.model->flags & EF_TRACER)
734                         {
735                                 trailtype = 3;
736                                 dlightcolor[0] += 0x10;
737                                 dlightcolor[1] += 0x40;
738                                 dlightcolor[2] += 0x10;
739                         }
740                         else if (e->render.model->flags & EF_TRACER2)
741                         {
742                                 trailtype = 5;
743                                 dlightcolor[0] += 0x50;
744                                 dlightcolor[1] += 0x30;
745                                 dlightcolor[2] += 0x10;
746                         }
747                         else if (e->render.model->flags & EF_ROCKET)
748                         {
749                                 trailtype = 0;
750                                 dlightcolor[0] += 200.0f;
751                                 dlightcolor[1] += 160.0f;
752                                 dlightcolor[2] +=  80.0f;
753                         }
754                         else if (e->render.model->flags & EF_GRENADE)
755                         {
756                                 // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
757                                 trailtype = e->render.alpha == -1 ? 7 : 1;
758                         }
759                         else if (e->render.model->flags & EF_TRACER3)
760                         {
761                                 trailtype = 6;
762                                 dlightcolor[0] += 0x50;
763                                 dlightcolor[1] += 0x20;
764                                 dlightcolor[2] += 0x40;
765                         }
766                 }
767                 // LordHavoc: customizable glow
768                 if (e->state_current.glowsize)
769                 {
770                         // * 4 for the expansion from 0-255 to 0-1023 range,
771                         // / 255 to scale down byte colors
772                         VectorMA(dlightcolor, e->state_current.glowsize * (4.0f / 255.0f), (qbyte *)&palette_complete[e->state_current.glowcolor], dlightcolor);
773                 }
774                 // make the dlight
775                 if ((dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL) && !e->state_current.tagentity)
776                 {
777                         VectorCopy(origin, v);
778                         // hack to make glowing player light shine on their gun
779                         if ((e - cl_entities) == cl.viewentity/* && !chase_active.integer*/)
780                                 v[2] += 30;
781                         CL_AllocDlight(&e->render, v, 1, dlightcolor[0], dlightcolor[1], dlightcolor[2], 0, 0);
782                 }
783                 // trails need the previous frame
784                 if (e->state_previous.active && e->state_previous.modelindex == e->state_current.modelindex)
785                 {
786                         if (e->render.flags & RENDER_GLOWTRAIL)
787                                 CL_RocketTrail2(e->persistent.trail_origin, origin, e->state_current.glowcolor, e);
788                         else if (trailtype >= 0)
789                                 CL_RocketTrail(e->persistent.trail_origin, origin, trailtype, e);
790                 }
791                 VectorCopy(origin, e->persistent.trail_origin);
792                 // note: the cl.viewentity and intermission check is to hide player
793                 // shadow during intermission and during the Nehahra movie and
794                 // Nehahra cinematics
795                 if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE))
796                  && (e->render.alpha == 1)
797                  && !(e->render.flags & RENDER_VIEWMODEL)
798                  && ((e - cl_entities) != cl.viewentity || (!cl.intermission && cl.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
799                         e->render.flags |= RENDER_SHADOW;
800                 // as soon as player is known we can call V_CalcRefDef
801                 if ((e - cl_entities) == cl.viewentity)
802                         V_CalcRefdef();
803                 if (e->render.model && e->render.model->name[0] == '*' && e->render.model->TraceBox)
804                         cl_brushmodel_entities[cl_num_brushmodel_entities++] = &e->render;
805                 // don't show entities with no modelindex (note: this still shows
806                 // entities which have a modelindex that resolved to a NULL model)
807                 if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.numentities < r_refdef.maxentities)
808                         r_refdef.entities[r_refdef.numentities++] = &e->render;
809                 if (cl_num_entities < e->state_current.number + 1)
810                         cl_num_entities = e->state_current.number + 1;
811         }
812 }
813
814 void CL_RelinkWorld(void)
815 {
816         entity_t *ent = &cl_entities[0];
817         if (cl_num_entities < 1)
818                 cl_num_entities = 1;
819         cl_brushmodel_entities[cl_num_brushmodel_entities++] = &ent->render;
820         // FIXME: this should be done at load
821         Matrix4x4_CreateIdentity(&ent->render.matrix);
822         Matrix4x4_CreateIdentity(&ent->render.inversematrix);
823         CL_BoundingBoxForEntity(&ent->render);
824 }
825
826 static void CL_RelinkStaticEntities(void)
827 {
828         int i;
829         for (i = 0;i < cl_num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++)
830         {
831                 Mod_CheckLoaded(cl_static_entities[i].render.model);
832                 r_refdef.entities[r_refdef.numentities++] = &cl_static_entities[i].render;
833         }
834 }
835
836 /*
837 ===============
838 CL_RelinkEntities
839 ===============
840 */
841 static void CL_RelinkNetworkEntities(void)
842 {
843         entity_t *ent;
844         int i;
845
846         ent = &cl.viewent;
847         ent->state_previous = ent->state_current;
848         ClearStateToDefault(&ent->state_current);
849         ent->state_current.time = cl.time;
850         ent->state_current.number = -1;
851         ent->state_current.active = true;
852         ent->state_current.modelindex = cl.stats[STAT_WEAPON];
853         ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
854         ent->state_current.flags = RENDER_VIEWMODEL;
855         if (cl.stats[STAT_HEALTH] <= 0 || cl.intermission)
856                 ent->state_current.modelindex = 0;
857         else if (cl.items & IT_INVISIBILITY)
858         {
859                 if (gamemode == GAME_TRANSFUSION)
860                         ent->state_current.alpha = 128;
861                 else
862                         ent->state_current.modelindex = 0;
863         }
864
865         // start on the entity after the world
866         entitylinkframenumber++;
867         for (i = 1, ent = cl_entities + 1;i < MAX_EDICTS;i++, ent++)
868         {
869                 if (cl_entities_active[i])
870                 {
871                         if (ent->state_current.active)
872                                 CL_LinkNetworkEntity(ent);
873                         else
874                                 cl_entities_active[i] = false;
875                 }
876         }
877         CL_LinkNetworkEntity(&cl.viewent);
878 }
879
880 static void CL_RelinkEffects(void)
881 {
882         int i, intframe;
883         cl_effect_t *e;
884         entity_t *ent;
885         float frame;
886
887         for (i = 0, e = cl_effects;i < cl_max_effects;i++, e++)
888         {
889                 if (e->active)
890                 {
891                         frame = (cl.time - e->starttime) * e->framerate + e->startframe;
892                         intframe = frame;
893                         if (intframe < 0 || intframe >= e->endframe)
894                         {
895                                 memset(e, 0, sizeof(*e));
896                                 continue;
897                         }
898
899                         if (intframe != e->frame)
900                         {
901                                 e->frame = intframe;
902                                 e->frame1time = e->frame2time;
903                                 e->frame2time = cl.time;
904                         }
905
906                         // if we're drawing effects, get a new temp entity
907                         // (NewTempEntity adds it to the render entities list for us)
908                         if (r_draweffects.integer && (ent = CL_NewTempEntity()))
909                         {
910                                 // interpolation stuff
911                                 ent->render.frame1 = intframe;
912                                 ent->render.frame2 = intframe + 1;
913                                 if (ent->render.frame2 >= e->endframe)
914                                         ent->render.frame2 = -1; // disappear
915                                 ent->render.framelerp = frame - intframe;
916                                 ent->render.frame1time = e->frame1time;
917                                 ent->render.frame2time = e->frame2time;
918
919                                 // normal stuff
920                                 ent->render.model = cl.model_precache[e->modelindex];
921                                 ent->render.frame = ent->render.frame2;
922                                 ent->render.colormap = -1; // no special coloring
923                                 ent->render.alpha = 1;
924
925                                 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
926                                 Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
927                                 CL_BoundingBoxForEntity(&ent->render);
928                         }
929                 }
930         }
931 }
932
933 void CL_RelinkBeams(void)
934 {
935         int i;
936         beam_t *b;
937         vec3_t dist, org;
938         float d;
939         entity_t *ent;
940         float yaw, pitch;
941         float forward;
942
943         for (i = 0, b = cl_beams;i < cl_max_beams;i++, b++)
944         {
945                 if (!b->model || b->endtime < cl.time)
946                         continue;
947
948                 // if coming from the player, update the start position
949                 //if (b->entity == cl.viewentity)
950                 //      VectorCopy (cl_entities[cl.viewentity].render.origin, b->start);
951                 if (cl_beams_relative.integer && b->entity && cl_entities[b->entity].state_current.active && b->relativestartvalid)
952                 {
953                         entity_state_t *p = &cl_entities[b->entity].state_previous;
954                         //entity_state_t *c = &cl_entities[b->entity].state_current;
955                         entity_render_t *r = &cl_entities[b->entity].render;
956                         matrix4x4_t matrix, imatrix;
957                         if (b->relativestartvalid == 2)
958                         {
959                                 // not really valid yet, we need to get the orientation now
960                                 // (ParseBeam flagged this because it is received before
961                                 //  entities are received, by now they have been received)
962                                 // note: because players create lightning in their think
963                                 // function (which occurs before movement), they actually
964                                 // have some lag in it's location, so compare to the
965                                 // previous player state, not the latest
966                                 if (b->entity == cl.viewentity)
967                                         Matrix4x4_CreateFromQuakeEntity(&matrix, p->origin[0], p->origin[1], p->origin[2] + 16, cl.viewangles[0], cl.viewangles[1], cl.viewangles[2], 1);
968                                 else
969                                         Matrix4x4_CreateFromQuakeEntity(&matrix, p->origin[0], p->origin[1], p->origin[2] + 16, p->angles[0], p->angles[1], p->angles[2], 1);
970                                 Matrix4x4_Invert_Simple(&imatrix, &matrix);
971                                 Matrix4x4_Transform(&imatrix, b->start, b->relativestart);
972                                 Matrix4x4_Transform(&imatrix, b->end, b->relativeend);
973                                 b->relativestartvalid = 1;
974                         }
975                         else
976                         {
977                                 if (b->entity == cl.viewentity)
978                                         Matrix4x4_CreateFromQuakeEntity(&matrix, r->origin[0], r->origin[1], r->origin[2] + 16, cl.viewangles[0], cl.viewangles[1], cl.viewangles[2], 1);
979                                 else
980                                         Matrix4x4_CreateFromQuakeEntity(&matrix, r->origin[0], r->origin[1], r->origin[2] + 16, r->angles[0], r->angles[1], r->angles[2], 1);
981                                 Matrix4x4_Transform(&matrix, b->relativestart, b->start);
982                                 Matrix4x4_Transform(&matrix, b->relativeend, b->end);
983                         }
984                 }
985
986                 if (b->lightning)
987                 {
988                         if (cl_beams_lightatend.integer)
989                                 CL_AllocDlight (NULL, b->end, 200, 0.3, 0.7, 1, 0, 0);
990                         if (cl_beams_polygons.integer)
991                                 continue;
992                 }
993
994                 // calculate pitch and yaw
995                 VectorSubtract (b->end, b->start, dist);
996
997                 if (dist[1] == 0 && dist[0] == 0)
998                 {
999                         yaw = 0;
1000                         if (dist[2] > 0)
1001                                 pitch = 90;
1002                         else
1003                                 pitch = 270;
1004                 }
1005                 else
1006                 {
1007                         yaw = (int) (atan2(dist[1], dist[0]) * 180 / M_PI);
1008                         if (yaw < 0)
1009                                 yaw += 360;
1010
1011                         forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1012                         pitch = (int) (atan2(dist[2], forward) * 180 / M_PI);
1013                         if (pitch < 0)
1014                                 pitch += 360;
1015                 }
1016
1017                 // add new entities for the lightning
1018                 VectorCopy (b->start, org);
1019                 d = VectorNormalizeLength(dist);
1020                 while (d > 0)
1021                 {
1022                         ent = CL_NewTempEntity ();
1023                         if (!ent)
1024                                 return;
1025                         //VectorCopy (org, ent->render.origin);
1026                         ent->render.model = b->model;
1027                         ent->render.effects = EF_FULLBRIGHT;
1028                         //ent->render.angles[0] = pitch;
1029                         //ent->render.angles[1] = yaw;
1030                         //ent->render.angles[2] = rand()%360;
1031                         Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1032                         Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
1033                         CL_BoundingBoxForEntity(&ent->render);
1034                         VectorMA(org, 30, dist, org);
1035                         d -= 30;
1036                 }
1037         }
1038 }
1039
1040 void CL_LerpPlayer(float frac)
1041 {
1042         int i;
1043         float d;
1044
1045         cl.viewzoom = cl.viewzoomold + frac * (cl.viewzoomnew - cl.viewzoomold);
1046
1047         for (i = 0;i < 3;i++)
1048                 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1049
1050         if (cls.demoplayback)
1051         {
1052                 // interpolate the angles
1053                 for (i = 0;i < 3;i++)
1054                 {
1055                         d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
1056                         if (d > 180)
1057                                 d -= 360;
1058                         else if (d < -180)
1059                                 d += 360;
1060                         cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
1061                 }
1062         }
1063 }
1064
1065 /*
1066 ===============
1067 CL_ReadFromServer
1068
1069 Read all incoming data from the server
1070 ===============
1071 */
1072 int CL_ReadFromServer(void)
1073 {
1074         CL_ReadDemoMessage();
1075
1076         r_refdef.numentities = 0;
1077         cl_num_entities = 0;
1078         cl_num_brushmodel_entities = 0;
1079
1080         if (cls.state == ca_connected && cls.signon == SIGNONS)
1081         {
1082                 // prepare for a new frame
1083                 CL_LerpPlayer(CL_LerpPoint());
1084                 CL_DecayLights();
1085                 CL_ClearTempEntities();
1086                 V_DriftPitch();
1087                 V_FadeViewFlashs();
1088
1089                 // relink network entities (note: this sets up the view!)
1090                 CL_RelinkNetworkEntities();
1091
1092                 // move particles
1093                 CL_MoveParticles();
1094
1095                 // link stuff
1096                 CL_RelinkWorld();
1097                 CL_RelinkStaticEntities();
1098                 CL_RelinkBeams();
1099                 CL_RelinkEffects();
1100
1101                 // run cgame code (which can add more entities)
1102                 CL_CGVM_Frame();
1103
1104                 // update view blend
1105                 V_CalcViewBlend();
1106         }
1107
1108         return 0;
1109 }
1110
1111 /*
1112 =================
1113 CL_SendCmd
1114 =================
1115 */
1116 void CL_SendCmd(usercmd_t *cmd)
1117 {
1118         if (cls.signon == SIGNONS)
1119                 CL_SendMove(cmd);
1120
1121         if (cls.demoplayback)
1122         {
1123                 SZ_Clear(&cls.message);
1124                 return;
1125         }
1126
1127         // send the reliable message (forwarded commands) if there is one
1128         if (cls.message.cursize && NetConn_CanSendMessage(cls.netcon))
1129         {
1130                 if (developer.integer)
1131                 {
1132                         Con_Printf("CL_SendCmd: sending reliable message:\n");
1133                         SZ_HexDumpToConsole(&cls.message);
1134                 }
1135                 if (NetConn_SendReliableMessage(cls.netcon, &cls.message) == -1)
1136                         Host_Error("CL_WriteToServer: lost server connection");
1137                 SZ_Clear(&cls.message);
1138         }
1139 }
1140
1141 // LordHavoc: pausedemo command
1142 static void CL_PauseDemo_f (void)
1143 {
1144         cls.demopaused = !cls.demopaused;
1145         if (cls.demopaused)
1146                 Con_Printf("Demo paused\n");
1147         else
1148                 Con_Printf("Demo unpaused\n");
1149 }
1150
1151 /*
1152 ======================
1153 CL_Fog_f
1154 ======================
1155 */
1156 static void CL_Fog_f (void)
1157 {
1158         if (Cmd_Argc () == 1)
1159         {
1160                 Con_Printf ("\"fog\" is \"%f %f %f %f\"\n", fog_density, fog_red, fog_green, fog_blue);
1161                 return;
1162         }
1163         fog_density = atof(Cmd_Argv(1));
1164         fog_red = atof(Cmd_Argv(2));
1165         fog_green = atof(Cmd_Argv(3));
1166         fog_blue = atof(Cmd_Argv(4));
1167 }
1168
1169 /*
1170 =================
1171 CL_Init
1172 =================
1173 */
1174 void CL_Init (void)
1175 {
1176         cl_entities_mempool = Mem_AllocPool("client entities");
1177         cl_refdef_mempool = Mem_AllocPool("refdef");
1178
1179         memset(&r_refdef, 0, sizeof(r_refdef));
1180         // max entities sent to renderer per frame
1181         r_refdef.maxentities = MAX_EDICTS + 256 + 512;
1182         r_refdef.entities = Mem_Alloc(cl_refdef_mempool, sizeof(entity_render_t *) * r_refdef.maxentities);
1183         // 256k drawqueue buffer
1184         r_refdef.maxdrawqueuesize = 256 * 1024;
1185         r_refdef.drawqueue = Mem_Alloc(cl_refdef_mempool, r_refdef.maxdrawqueuesize);
1186
1187         SZ_Alloc (&cls.message, 1024, "cls.message");
1188
1189         CL_InitInput ();
1190         CL_InitTEnts ();
1191
1192 //
1193 // register our commands
1194 //
1195         Cvar_RegisterVariable (&cl_upspeed);
1196         Cvar_RegisterVariable (&cl_forwardspeed);
1197         Cvar_RegisterVariable (&cl_backspeed);
1198         Cvar_RegisterVariable (&cl_sidespeed);
1199         Cvar_RegisterVariable (&cl_movespeedkey);
1200         Cvar_RegisterVariable (&cl_yawspeed);
1201         Cvar_RegisterVariable (&cl_pitchspeed);
1202         Cvar_RegisterVariable (&cl_anglespeedkey);
1203         Cvar_RegisterVariable (&cl_shownet);
1204         Cvar_RegisterVariable (&cl_nolerp);
1205         Cvar_RegisterVariable (&lookspring);
1206         Cvar_RegisterVariable (&lookstrafe);
1207         Cvar_RegisterVariable (&sensitivity);
1208         Cvar_RegisterVariable (&freelook);
1209
1210         Cvar_RegisterVariable (&m_pitch);
1211         Cvar_RegisterVariable (&m_yaw);
1212         Cvar_RegisterVariable (&m_forward);
1213         Cvar_RegisterVariable (&m_side);
1214
1215         Cvar_RegisterVariable (&cl_itembobspeed);
1216         Cvar_RegisterVariable (&cl_itembobheight);
1217
1218         Cmd_AddCommand ("entities", CL_PrintEntities_f);
1219         Cmd_AddCommand ("disconnect", CL_Disconnect_f);
1220         Cmd_AddCommand ("record", CL_Record_f);
1221         Cmd_AddCommand ("stop", CL_Stop_f);
1222         Cmd_AddCommand ("playdemo", CL_PlayDemo_f);
1223         Cmd_AddCommand ("timedemo", CL_TimeDemo_f);
1224
1225         Cmd_AddCommand ("fog", CL_Fog_f);
1226
1227         // LordHavoc: added pausedemo
1228         Cmd_AddCommand ("pausedemo", CL_PauseDemo_f);
1229
1230         Cvar_RegisterVariable(&r_draweffects);
1231         Cvar_RegisterVariable(&cl_explosions);
1232         Cvar_RegisterVariable(&cl_stainmaps);
1233         Cvar_RegisterVariable(&cl_beams_polygons);
1234         Cvar_RegisterVariable(&cl_beams_relative);
1235         Cvar_RegisterVariable(&cl_beams_lightatend);
1236         Cvar_RegisterVariable(&cl_noplayershadow);
1237
1238         CL_Parse_Init();
1239         CL_Particles_Init();
1240         CL_Screen_Init();
1241         CL_CGVM_Init();
1242
1243         CL_Video_Init();
1244 }
1245