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change default value for cl_particles_novis to 1 because 0 eats fps like
[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_gecko.h"
25 #include "cl_video.h"
26 #include "image.h"
27 #include "csprogs.h"
28 #include "r_shadow.h"
29 #include "libcurl.h"
30 #include "snd_main.h"
31
32 // we need to declare some mouse variables here, because the menu system
33 // references them even when on a unix system.
34
35 cvar_t csqc_progname = {0, "csqc_progname","csprogs.dat","name of csprogs.dat file to load"};
36 cvar_t csqc_progcrc = {CVAR_READONLY, "csqc_progcrc","-1","CRC of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"};
37 cvar_t csqc_progsize = {CVAR_READONLY, "csqc_progsize","-1","file size of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"};
38
39 cvar_t cl_shownet = {0, "cl_shownet","0","1 = print packet size, 2 = print packet message list"};
40 cvar_t cl_nolerp = {0, "cl_nolerp", "0","network update smoothing"};
41
42 cvar_t cl_itembobheight = {0, "cl_itembobheight", "0","how much items bob up and down (try 8)"};
43 cvar_t cl_itembobspeed = {0, "cl_itembobspeed", "0.5","how frequently items bob up and down"};
44
45 cvar_t lookspring = {CVAR_SAVE, "lookspring","0","returns pitch to level with the floor when no longer holding a pitch key"};
46 cvar_t lookstrafe = {CVAR_SAVE, "lookstrafe","0","move instead of turning"};
47 cvar_t sensitivity = {CVAR_SAVE, "sensitivity","3","mouse speed multiplier"};
48
49 cvar_t m_pitch = {CVAR_SAVE, "m_pitch","0.022","mouse pitch speed multiplier"};
50 cvar_t m_yaw = {CVAR_SAVE, "m_yaw","0.022","mouse yaw speed multiplier"};
51 cvar_t m_forward = {CVAR_SAVE, "m_forward","1","mouse forward speed multiplier"};
52 cvar_t m_side = {CVAR_SAVE, "m_side","0.8","mouse side speed multiplier"};
53
54 cvar_t freelook = {CVAR_SAVE, "freelook", "1","mouse controls pitch instead of forward/back"};
55
56 cvar_t cl_autodemo = {CVAR_SAVE, "cl_autodemo", "0", "records every game played, using the date/time and map name to name the demo file" };
57 cvar_t cl_autodemo_nameformat = {CVAR_SAVE, "cl_autodemo_nameformat", "autodemos/%Y-%m-%d_%H-%M", "The format of the cl_autodemo filename, followed by the map name" };
58
59 cvar_t r_draweffects = {0, "r_draweffects", "1","renders temporary sprite effects"};
60
61 cvar_t cl_explosions_alpha_start = {CVAR_SAVE, "cl_explosions_alpha_start", "1.5","starting alpha of an explosion shell"};
62 cvar_t cl_explosions_alpha_end = {CVAR_SAVE, "cl_explosions_alpha_end", "0","end alpha of an explosion shell (just before it disappears)"};
63 cvar_t cl_explosions_size_start = {CVAR_SAVE, "cl_explosions_size_start", "16","starting size of an explosion shell"};
64 cvar_t cl_explosions_size_end = {CVAR_SAVE, "cl_explosions_size_end", "128","ending alpha of an explosion shell (just before it disappears)"};
65 cvar_t cl_explosions_lifetime = {CVAR_SAVE, "cl_explosions_lifetime", "0.5","how long an explosion shell lasts"};
66
67 cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "0","stains lightmaps, much faster than decals but blurred"};
68 cvar_t cl_stainmaps_clearonload = {CVAR_SAVE, "cl_stainmaps_clearonload", "1","clear stainmaps on map restart"};
69
70 cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1","use beam polygons instead of models"};
71 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)"};
72 cvar_t cl_beams_instantaimhack = {CVAR_SAVE, "cl_beams_instantaimhack", "0", "makes your lightning gun aiming update instantly"};
73 cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0", "make a light at the end of the beam"};
74
75 cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0","hide player shadow"};
76
77 cvar_t cl_dlights_decayradius = {CVAR_SAVE, "cl_dlights_decayradius", "1", "reduces size of light flashes over time"};
78 cvar_t cl_dlights_decaybrightness = {CVAR_SAVE, "cl_dlights_decaybrightness", "1", "reduces brightness of light flashes over time"};
79
80 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)"};
81
82 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"};
83
84 cvar_t cl_deathnoviewmodel = {0, "cl_deathnoviewmodel", "1", "hides gun model when dead"};
85
86 cvar_t cl_locs_enable = {CVAR_SAVE, "locs_enable", "1", "enables replacement of certain % codes in chat messages: %l (location), %d (last death location), %h (health), %a (armor), %x (rockets), %c (cells), %r (rocket launcher status), %p (powerup status), %w (weapon status), %t (current time in level)"};
87 cvar_t cl_locs_show = {0, "locs_show", "0", "shows defined locations for editing purposes"};
88
89 client_static_t cls;
90 client_state_t  cl;
91
92 /*
93 =====================
94 CL_ClearState
95
96 =====================
97 */
98 void CL_VM_ShutDown (void);
99 void CL_ClearState(void)
100 {
101         int i;
102         entity_t *ent;
103
104         CL_VM_ShutDown();
105
106 // wipe the entire cl structure
107         Mem_EmptyPool(cls.levelmempool);
108         memset (&cl, 0, sizeof(cl));
109
110         S_StopAllSounds();
111
112         // reset the view zoom interpolation
113         cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
114         cl.sensitivityscale = 1.0f;
115
116         // enable rendering of the world and such
117         cl.csqc_vidvars.drawworld = true;
118         cl.csqc_vidvars.drawenginesbar = true;
119         cl.csqc_vidvars.drawcrosshair = true;
120
121         // set up the float version of the stats array for easier access to float stats
122         cl.statsf = (float *)cl.stats;
123
124         cl.num_entities = 0;
125         cl.num_static_entities = 0;
126         cl.num_brushmodel_entities = 0;
127
128         // tweak these if the game runs out
129         cl.max_entities = 256;
130         cl.max_static_entities = 256;
131         cl.max_effects = 256;
132         cl.max_beams = 256;
133         cl.max_dlights = MAX_DLIGHTS;
134         cl.max_lightstyle = MAX_LIGHTSTYLES;
135         cl.max_brushmodel_entities = MAX_EDICTS;
136         cl.max_particles = 8192; // grows dynamically
137         cl.max_decals = 2048; // grows dynamically
138         cl.max_showlmps = 0;
139
140         cl.num_dlights = 0;
141         cl.num_effects = 0;
142         cl.num_beams = 0;
143
144         cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
145         cl.entities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));
146         cl.static_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_static_entities * sizeof(entity_t));
147         cl.effects = (cl_effect_t *)Mem_Alloc(cls.levelmempool, cl.max_effects * sizeof(cl_effect_t));
148         cl.beams = (beam_t *)Mem_Alloc(cls.levelmempool, cl.max_beams * sizeof(beam_t));
149         cl.dlights = (dlight_t *)Mem_Alloc(cls.levelmempool, cl.max_dlights * sizeof(dlight_t));
150         cl.lightstyle = (lightstyle_t *)Mem_Alloc(cls.levelmempool, cl.max_lightstyle * sizeof(lightstyle_t));
151         cl.brushmodel_entities = (int *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(int));
152         cl.particles = (particle_t *) Mem_Alloc(cls.levelmempool, cl.max_particles * sizeof(particle_t));
153         cl.decals = (decal_t *) Mem_Alloc(cls.levelmempool, cl.max_decals * sizeof(decal_t));
154         cl.showlmps = NULL;
155
156         // LordHavoc: have to set up the baseline info for alpha and other stuff
157         for (i = 0;i < cl.max_entities;i++)
158         {
159                 cl.entities[i].state_baseline = defaultstate;
160                 cl.entities[i].state_previous = defaultstate;
161                 cl.entities[i].state_current = defaultstate;
162         }
163
164         if (gamemode == GAME_NEXUIZ)
165         {
166                 VectorSet(cl.playerstandmins, -16, -16, -24);
167                 VectorSet(cl.playerstandmaxs, 16, 16, 45);
168                 VectorSet(cl.playercrouchmins, -16, -16, -24);
169                 VectorSet(cl.playercrouchmaxs, 16, 16, 25);
170         }
171         else
172         {
173                 VectorSet(cl.playerstandmins, -16, -16, -24);
174                 VectorSet(cl.playerstandmaxs, 16, 16, 24);
175                 VectorSet(cl.playercrouchmins, -16, -16, -24);
176                 VectorSet(cl.playercrouchmaxs, 16, 16, 24);
177         }
178
179         // disable until we get textures for it
180         R_ResetSkyBox();
181
182         ent = &cl.entities[0];
183         // entire entity array was cleared, so just fill in a few fields
184         ent->state_current.active = true;
185         ent->render.model = cl.worldmodel = NULL; // no world model yet
186         ent->render.alpha = 1;
187         ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
188         Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1);
189         CL_UpdateRenderEntity(&ent->render);
190
191         // noclip is turned off at start
192         noclip_anglehack = false;
193
194         // mark all frames invalid for delta
195         memset(cl.qw_deltasequence, -1, sizeof(cl.qw_deltasequence));
196
197         // set bestweapon data back to Quake data
198         IN_BestWeapon_ResetData();
199
200         CL_Screen_NewMap();
201 }
202
203 void CL_SetInfo(const char *key, const char *value, qboolean send, qboolean allowstarkey, qboolean allowmodel, qboolean quiet)
204 {
205         int i;
206         qboolean fail = false;
207         if (!allowstarkey && key[0] == '*')
208                 fail = true;
209         if (!allowmodel && (!strcasecmp(key, "pmodel") || !strcasecmp(key, "emodel")))
210                 fail = true;
211         for (i = 0;key[i];i++)
212                 if (ISWHITESPACE(key[i]) || key[i] == '\"')
213                         fail = true;
214         for (i = 0;value[i];i++)
215                 if (value[i] == '\r' || value[i] == '\n' || value[i] == '\"')
216                         fail = true;
217         if (fail)
218         {
219                 if (!quiet)
220                         Con_Printf("Can't setinfo \"%s\" \"%s\"\n", key, value);
221                 return;
222         }
223         InfoString_SetValue(cls.userinfo, sizeof(cls.userinfo), key, value);
224         if (cls.state == ca_connected && cls.netcon)
225         {
226                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
227                 {
228                         MSG_WriteByte(&cls.netcon->message, qw_clc_stringcmd);
229                         MSG_WriteString(&cls.netcon->message, va("setinfo \"%s\" \"%s\"", key, value));
230                 }
231                 else if (!strcasecmp(key, "name"))
232                 {
233                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
234                         MSG_WriteString(&cls.netcon->message, va("name \"%s\"", value));
235                 }
236                 else if (!strcasecmp(key, "playermodel"))
237                 {
238                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
239                         MSG_WriteString(&cls.netcon->message, va("playermodel \"%s\"", value));
240                 }
241                 else if (!strcasecmp(key, "playerskin"))
242                 {
243                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
244                         MSG_WriteString(&cls.netcon->message, va("playerskin \"%s\"", value));
245                 }
246                 else if (!strcasecmp(key, "topcolor"))
247                 {
248                         // don't send anything, the combined color code will be updated manually
249                 }
250                 else if (!strcasecmp(key, "bottomcolor"))
251                 {
252                         // don't send anything, the combined color code will be updated manually
253                 }
254                 else if (!strcasecmp(key, "rate"))
255                 {
256                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
257                         MSG_WriteString(&cls.netcon->message, va("rate \"%s\"", value));
258                 }
259         }
260 }
261
262 void CL_ExpandEntities(int num)
263 {
264         int i, oldmaxentities;
265         entity_t *oldentities;
266         if (num >= cl.max_entities)
267         {
268                 if (!cl.entities)
269                         Sys_Error("CL_ExpandEntities: cl.entities not initialized");
270                 if (num >= MAX_EDICTS)
271                         Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
272                 oldmaxentities = cl.max_entities;
273                 oldentities = cl.entities;
274                 cl.max_entities = (num & ~255) + 256;
275                 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
276                 memcpy(cl.entities, oldentities, oldmaxentities * sizeof(entity_t));
277                 Mem_Free(oldentities);
278                 for (i = oldmaxentities;i < cl.max_entities;i++)
279                 {
280                         cl.entities[i].state_baseline = defaultstate;
281                         cl.entities[i].state_previous = defaultstate;
282                         cl.entities[i].state_current = defaultstate;
283                 }
284         }
285 }
286
287 /*
288 =====================
289 CL_Disconnect
290
291 Sends a disconnect message to the server
292 This is also called on Host_Error, so it shouldn't cause any errors
293 =====================
294 */
295 void CL_Disconnect(void)
296 {
297         if (cls.state == ca_dedicated)
298                 return;
299
300         if (COM_CheckParm("-profilegameonly"))
301                 Sys_AllowProfiling(false);
302
303         Curl_Clear_forthismap();
304
305         Con_DPrintf("CL_Disconnect\n");
306
307     Cvar_SetValueQuick(&csqc_progcrc, -1);
308         Cvar_SetValueQuick(&csqc_progsize, -1);
309         CL_VM_ShutDown();
310 // stop sounds (especially looping!)
311         S_StopAllSounds ();
312
313         cl.parsingtextexpectingpingforscores = 0; // just in case no reply has come yet
314
315         // clear contents blends
316         cl.cshifts[0].percent = 0;
317         cl.cshifts[1].percent = 0;
318         cl.cshifts[2].percent = 0;
319         cl.cshifts[3].percent = 0;
320
321         cl.worldmodel = NULL;
322
323         CL_Parse_ErrorCleanUp();
324
325         if (cls.demoplayback)
326                 CL_StopPlayback();
327         else if (cls.netcon)
328         {
329                 sizebuf_t buf;
330                 unsigned char bufdata[8];
331                 if (cls.demorecording)
332                         CL_Stop_f();
333
334                 // send disconnect message 3 times to improve chances of server
335                 // receiving it (but it still fails sometimes)
336                 memset(&buf, 0, sizeof(buf));
337                 buf.data = bufdata;
338                 buf.maxsize = sizeof(bufdata);
339                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
340                 {
341                         Con_DPrint("Sending drop command\n");
342                         MSG_WriteByte(&buf, qw_clc_stringcmd);
343                         MSG_WriteString(&buf, "drop");
344                 }
345                 else
346                 {
347                         Con_DPrint("Sending clc_disconnect\n");
348                         MSG_WriteByte(&buf, clc_disconnect);
349                 }
350                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
351                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
352                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
353                 NetConn_Close(cls.netcon);
354                 cls.netcon = NULL;
355         }
356         cls.state = ca_disconnected;
357
358         cls.demoplayback = cls.timedemo = false;
359         cls.signon = 0;
360 }
361
362 void CL_Disconnect_f(void)
363 {
364         CL_Disconnect ();
365         if (sv.active)
366                 Host_ShutdownServer ();
367 }
368
369
370
371
372 /*
373 =====================
374 CL_EstablishConnection
375
376 Host should be either "local" or a net address
377 =====================
378 */
379 void CL_EstablishConnection(const char *host)
380 {
381         if (cls.state == ca_dedicated)
382                 return;
383
384         // clear menu's connect error message
385         M_Update_Return_Reason("");
386         cls.demonum = -1;
387
388         // stop demo loop in case this fails
389         if (cls.demoplayback)
390                 CL_StopPlayback();
391
392         // if downloads are running, cancel their finishing action
393         Curl_Clear_forthismap();
394
395         // make sure the client ports are open before attempting to connect
396         NetConn_UpdateSockets();
397
398         // run a network frame
399         //NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
400
401         if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
402         {
403                 cls.connect_trying = true;
404                 cls.connect_remainingtries = 3;
405                 cls.connect_nextsendtime = 0;
406                 M_Update_Return_Reason("Trying to connect...");
407                 // run several network frames to jump into the game quickly
408                 //if (sv.active)
409                 //{
410                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
411                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
412                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
413                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
414                 //}
415         }
416         else
417         {
418                 Con_Print("Unable to find a suitable network socket to connect to server.\n");
419                 M_Update_Return_Reason("No network");
420         }
421 }
422
423 /*
424 ==============
425 CL_PrintEntities_f
426 ==============
427 */
428 static void CL_PrintEntities_f(void)
429 {
430         entity_t *ent;
431         int i;
432
433         for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++)
434         {
435                 const char* modelname;
436
437                 if (!ent->state_current.active)
438                         continue;
439
440                 if (ent->render.model)
441                         modelname = ent->render.model->name;
442                 else
443                         modelname = "--no model--";
444                 Con_Printf("%3i: %-25s:%4i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", i, modelname, ent->render.frame2, (int) ent->state_current.origin[0], (int) ent->state_current.origin[1], (int) ent->state_current.origin[2], (int) ent->state_current.angles[0] % 360, (int) ent->state_current.angles[1] % 360, (int) ent->state_current.angles[2] % 360, ent->render.scale, ent->render.alpha);
445         }
446 }
447
448 /*
449 ===============
450 CL_ModelIndexList_f
451
452 List information on all models in the client modelindex
453 ===============
454 */
455 static void CL_ModelIndexList_f(void)
456 {
457         int i = 1;
458
459         // Print Header
460         Con_Printf("%3s: %-30s %-8s %-8s\n", "ID", "Name", "Type", "Triangles");
461
462         while(cl.model_precache[i] && i != MAX_MODELS)
463         { // Valid Model
464                 if(cl.model_precache[i]->loaded || cl.model_precache[i]->isworldmodel)
465                         Con_Printf("%3i: %-30s %-8s %-10i\n", i, cl.model_precache[i]->name, cl.model_precache[i]->modeldatatypestring, cl.model_precache[i]->surfmesh.num_triangles);
466                 else
467                         Con_Printf("%3i: %-30s %-30s\n", i, cl.model_precache[i]->name, "--no local model found--");
468                 i++;
469         }
470 }
471
472 /*
473 ===============
474 CL_SoundIndexList_f
475
476 List all sounds in the client soundindex
477 ===============
478 */
479 static void CL_SoundIndexList_f(void)
480 {
481         int i = 1;
482
483         while(cl.sound_precache[i] && i != MAX_SOUNDS)
484         { // Valid Sound
485                 Con_Printf("%i : %s\n", i, cl.sound_precache[i]->name);
486                 i++;
487         }
488 }
489
490 static void CL_UpdateRenderEntity_Lighting(entity_render_t *ent)
491 {
492         vec3_t tempdiffusenormal;
493
494         // fetch the lighting from the worldmodel data
495         VectorSet(ent->modellight_ambient, r_refdef.scene.ambient * (2.0f / 128.0f), r_refdef.scene.ambient * (2.0f / 128.0f), r_refdef.scene.ambient * (2.0f / 128.0f));
496         VectorClear(ent->modellight_diffuse);
497         VectorClear(tempdiffusenormal);
498         if ((ent->flags & RENDER_LIGHT) && cl.worldmodel && cl.worldmodel->brush.LightPoint)
499         {
500                 vec3_t org;
501                 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
502                 cl.worldmodel->brush.LightPoint(cl.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
503         }
504         else // highly rare
505                 VectorSet(ent->modellight_ambient, 1, 1, 1);
506
507         // move the light direction into modelspace coordinates for lighting code
508         Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
509         if(VectorLength2(ent->modellight_lightdir) <= 0)
510                 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
511         VectorNormalize(ent->modellight_lightdir);
512 }
513
514 //static const vec3_t nomodelmins = {-16, -16, -16};
515 //static const vec3_t nomodelmaxs = {16, 16, 16};
516 void CL_UpdateRenderEntity(entity_render_t *ent)
517 {
518         vec3_t org;
519         vec_t scale;
520         dp_model_t *model = ent->model;
521         // update the inverse matrix for the renderer
522         Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
523         // update the animation blend state
524         R_LerpAnimation(ent);
525         // we need the matrix origin to center the box
526         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
527         // update entity->render.scale because the renderer needs it
528         ent->scale = scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
529         if (model)
530         {
531                 // NOTE: this directly extracts vector components from the matrix, which relies on the matrix orientation!
532 #ifdef MATRIX4x4_OPENGLORIENTATION
533                 if (ent->matrix.m[0][2] != 0 || ent->matrix.m[1][2] != 0)
534 #else
535                 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
536 #endif
537                 {
538                         // pitch or roll
539                         VectorMA(org, scale, model->rotatedmins, ent->mins);
540                         VectorMA(org, scale, model->rotatedmaxs, ent->maxs);
541                 }
542 #ifdef MATRIX4x4_OPENGLORIENTATION
543                 else if (ent->matrix.m[1][0] != 0 || ent->matrix.m[0][1] != 0)
544 #else
545                 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
546 #endif
547                 {
548                         // yaw
549                         VectorMA(org, scale, model->yawmins, ent->mins);
550                         VectorMA(org, scale, model->yawmaxs, ent->maxs);
551                 }
552                 else
553                 {
554                         VectorMA(org, scale, model->normalmins, ent->mins);
555                         VectorMA(org, scale, model->normalmaxs, ent->maxs);
556                 }
557         }
558         else
559         {
560                 ent->mins[0] = org[0] - 16;
561                 ent->mins[1] = org[1] - 16;
562                 ent->mins[2] = org[2] - 16;
563                 ent->maxs[0] = org[0] + 16;
564                 ent->maxs[1] = org[1] + 16;
565                 ent->maxs[2] = org[2] + 16;
566         }
567         CL_UpdateRenderEntity_Lighting(ent);
568 }
569
570 /*
571 ===============
572 CL_LerpPoint
573
574 Determines the fraction between the last two messages that the objects
575 should be put at.
576 ===============
577 */
578 static float CL_LerpPoint(void)
579 {
580         float f;
581
582         if (cl_nettimesyncboundmode.integer == 1)
583                 cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
584
585         // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
586         if (cl.mtime[0] <= cl.mtime[1])
587         {
588                 cl.time = cl.mtime[0];
589                 return 1;
590         }
591
592         f = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
593         return bound(0, f, 1);
594 }
595
596 void CL_ClearTempEntities (void)
597 {
598         r_refdef.scene.numtempentities = 0;
599 }
600
601 entity_render_t *CL_NewTempEntity(double shadertime)
602 {
603         entity_render_t *render;
604
605         if (r_refdef.scene.numentities >= r_refdef.scene.maxentities)
606                 return NULL;
607         if (r_refdef.scene.numtempentities >= r_refdef.scene.maxtempentities)
608                 return NULL;
609         render = &r_refdef.scene.tempentities[r_refdef.scene.numtempentities++];
610         memset (render, 0, sizeof(*render));
611         r_refdef.scene.entities[r_refdef.scene.numentities++] = render;
612
613         render->shadertime = shadertime;
614         render->alpha = 1;
615         VectorSet(render->colormod, 1, 1, 1);
616         return render;
617 }
618
619 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
620 {
621         int i;
622         cl_effect_t *e;
623         if (!modelindex) // sanity check
624                 return;
625         if (framerate < 1)
626         {
627                 Con_Printf("CL_Effect: framerate %f is < 1\n", framerate);
628                 return;
629         }
630         if (framecount < 1)
631         {
632                 Con_Printf("CL_Effect: framecount %i is < 1\n", framecount);
633                 return;
634         }
635         for (i = 0, e = cl.effects;i < cl.max_effects;i++, e++)
636         {
637                 if (e->active)
638                         continue;
639                 e->active = true;
640                 VectorCopy(org, e->origin);
641                 e->modelindex = modelindex;
642                 e->starttime = cl.time;
643                 e->startframe = startframe;
644                 e->endframe = startframe + framecount;
645                 e->framerate = framerate;
646
647                 e->frame = 0;
648                 e->frame1time = cl.time;
649                 e->frame2time = cl.time;
650                 cl.num_effects = max(cl.num_effects, i + 1);
651                 break;
652         }
653 }
654
655 void CL_AllocLightFlash(entity_render_t *ent, matrix4x4_t *matrix, float radius, float red, float green, float blue, float decay, float lifetime, int cubemapnum, int style, int shadowenable, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
656 {
657         int i;
658         dlight_t *dl;
659
660 // then look for anything else
661         dl = cl.dlights;
662         for (i = 0;i < cl.max_dlights;i++, dl++)
663                 if (!dl->radius)
664                         break;
665
666         // unable to find one
667         if (i == cl.max_dlights)
668                 return;
669
670         //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
671         memset (dl, 0, sizeof(*dl));
672         cl.num_dlights = max(cl.num_dlights, i + 1);
673         Matrix4x4_Normalize(&dl->matrix, matrix);
674         dl->ent = ent;
675         Matrix4x4_OriginFromMatrix(&dl->matrix, dl->origin);
676         CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
677         Matrix4x4_SetOrigin(&dl->matrix, dl->origin[0], dl->origin[1], dl->origin[2]);
678         dl->radius = radius;
679         dl->color[0] = red;
680         dl->color[1] = green;
681         dl->color[2] = blue;
682         dl->initialradius = radius;
683         dl->initialcolor[0] = red;
684         dl->initialcolor[1] = green;
685         dl->initialcolor[2] = blue;
686         dl->decay = decay / radius; // changed decay to be a percentage decrease
687         dl->intensity = 1; // this is what gets decayed
688         if (lifetime)
689                 dl->die = cl.time + lifetime;
690         else
691                 dl->die = 0;
692         if (cubemapnum > 0)
693                 dpsnprintf(dl->cubemapname, sizeof(dl->cubemapname), "cubemaps/%i", cubemapnum);
694         else
695                 dl->cubemapname[0] = 0;
696         dl->style = style;
697         dl->shadow = shadowenable;
698         dl->corona = corona;
699         dl->flags = flags;
700         dl->coronasizescale = coronasizescale;
701         dl->ambientscale = ambientscale;
702         dl->diffusescale = diffusescale;
703         dl->specularscale = specularscale;
704 }
705
706 void CL_DecayLightFlashes(void)
707 {
708         int i, oldmax;
709         dlight_t *dl;
710         float time;
711
712         time = bound(0, cl.time - cl.oldtime, 0.1);
713         oldmax = cl.num_dlights;
714         cl.num_dlights = 0;
715         for (i = 0, dl = cl.dlights;i < oldmax;i++, dl++)
716         {
717                 if (dl->radius)
718                 {
719                         dl->intensity -= time * dl->decay;
720                         if (cl.time < dl->die && dl->intensity > 0)
721                         {
722                                 if (cl_dlights_decayradius.integer)
723                                         dl->radius = dl->initialradius * dl->intensity;
724                                 else
725                                         dl->radius = dl->initialradius;
726                                 if (cl_dlights_decaybrightness.integer)
727                                         VectorScale(dl->initialcolor, dl->intensity, dl->color);
728                                 else
729                                         VectorCopy(dl->initialcolor, dl->color);
730                                 cl.num_dlights = i + 1;
731                         }
732                         else
733                                 dl->radius = 0;
734                 }
735         }
736 }
737
738 // called before entity relinking
739 void CL_RelinkLightFlashes(void)
740 {
741         int i, j, k, l;
742         dlight_t *dl;
743         float frac, f;
744         matrix4x4_t tempmatrix;
745
746         if (r_dynamic.integer)
747         {
748                 for (i = 0, dl = cl.dlights;i < cl.num_dlights && r_refdef.scene.numlights < MAX_DLIGHTS;i++, dl++)
749                 {
750                         if (dl->radius)
751                         {
752                                 tempmatrix = dl->matrix;
753                                 Matrix4x4_Scale(&tempmatrix, dl->radius, 1);
754                                 // we need the corona fading to be persistent
755                                 R_RTLight_Update(&dl->rtlight, false, &tempmatrix, dl->color, dl->style, dl->cubemapname, dl->shadow, dl->corona, dl->coronasizescale, dl->ambientscale, dl->diffusescale, dl->specularscale, dl->flags);
756                                 r_refdef.scene.lights[r_refdef.scene.numlights++] = &dl->rtlight;
757                         }
758                 }
759         }
760
761 // light animations
762 // 'm' is normal light, 'a' is no light, 'z' is double bright
763         f = cl.time * 10;
764         i = (int)floor(f);
765         frac = f - i;
766         for (j = 0;j < cl.max_lightstyle;j++)
767         {
768                 if (!cl.lightstyle || !cl.lightstyle[j].length)
769                 {
770                         r_refdef.scene.rtlightstylevalue[j] = 1;
771                         r_refdef.scene.lightstylevalue[j] = 256;
772                         continue;
773                 }
774                 k = i % cl.lightstyle[j].length;
775                 l = (i-1) % cl.lightstyle[j].length;
776                 k = cl.lightstyle[j].map[k] - 'a';
777                 l = cl.lightstyle[j].map[l] - 'a';
778                 // rtlightstylevalue is always interpolated because it has no bad
779                 // consequences for performance
780                 // lightstylevalue is subject to a cvar for performance reasons;
781                 // skipping lightmap updates on most rendered frames substantially
782                 // improves framerates (but makes light fades look bad)
783                 r_refdef.scene.rtlightstylevalue[j] = ((k*frac)+(l*(1-frac)))*(22/256.0f);
784                 r_refdef.scene.lightstylevalue[j] = r_lerplightstyles.integer ? (unsigned short)(((k*frac)+(l*(1-frac)))*22) : k*22;
785         }
786 }
787
788 void CL_AddQWCTFFlagModel(entity_t *player, int skin)
789 {
790         float f;
791         entity_render_t *flagrender;
792         matrix4x4_t flagmatrix;
793
794         // this code taken from QuakeWorld
795         f = 14;
796         if (player->render.frame2 >= 29 && player->render.frame2 <= 40)
797         {
798                 if (player->render.frame2 >= 29 && player->render.frame2 <= 34)
799                 { //axpain
800                         if      (player->render.frame2 == 29) f = f + 2;
801                         else if (player->render.frame2 == 30) f = f + 8;
802                         else if (player->render.frame2 == 31) f = f + 12;
803                         else if (player->render.frame2 == 32) f = f + 11;
804                         else if (player->render.frame2 == 33) f = f + 10;
805                         else if (player->render.frame2 == 34) f = f + 4;
806                 }
807                 else if (player->render.frame2 >= 35 && player->render.frame2 <= 40)
808                 { // pain
809                         if      (player->render.frame2 == 35) f = f + 2;
810                         else if (player->render.frame2 == 36) f = f + 10;
811                         else if (player->render.frame2 == 37) f = f + 10;
812                         else if (player->render.frame2 == 38) f = f + 8;
813                         else if (player->render.frame2 == 39) f = f + 4;
814                         else if (player->render.frame2 == 40) f = f + 2;
815                 }
816         }
817         else if (player->render.frame2 >= 103 && player->render.frame2 <= 118)
818         {
819                 if      (player->render.frame2 >= 103 && player->render.frame2 <= 104) f = f + 6;  //nailattack
820                 else if (player->render.frame2 >= 105 && player->render.frame2 <= 106) f = f + 6;  //light
821                 else if (player->render.frame2 >= 107 && player->render.frame2 <= 112) f = f + 7;  //rocketattack
822                 else if (player->render.frame2 >= 112 && player->render.frame2 <= 118) f = f + 7;  //shotattack
823         }
824         // end of code taken from QuakeWorld
825
826         flagrender = CL_NewTempEntity(player->render.shadertime);
827         if (!flagrender)
828                 return;
829
830         flagrender->model = cl.model_precache[cl.qw_modelindex_flag];
831         flagrender->skinnum = skin;
832         flagrender->alpha = 1;
833         VectorSet(flagrender->colormod, 1, 1, 1);
834         // attach the flag to the player matrix
835         Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
836         Matrix4x4_Concat(&flagrender->matrix, &player->render.matrix, &flagmatrix);
837         CL_UpdateRenderEntity(flagrender);
838 }
839
840 matrix4x4_t viewmodelmatrix;
841
842 static const vec3_t muzzleflashorigin = {18, 0, 0};
843
844 extern void V_DriftPitch(void);
845 extern void V_FadeViewFlashs(void);
846 extern void V_CalcViewBlend(void);
847 extern void V_CalcRefdef(void);
848
849 void CL_SetEntityColormapColors(entity_render_t *ent, int colormap)
850 {
851         const unsigned char *cbcolor;
852         if (colormap >= 0)
853         {
854                 cbcolor = palette_rgb_pantscolormap[colormap & 0xF];
855                 VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_pantscolor);
856                 cbcolor = palette_rgb_shirtcolormap[(colormap & 0xF0) >> 4];
857                 VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_shirtcolor);
858         }
859         else
860         {
861                 VectorClear(ent->colormap_pantscolor);
862                 VectorClear(ent->colormap_shirtcolor);
863         }
864 }
865
866 // note this is a recursive function, recursionlimit should be 32 or so on the initial call
867 void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolate)
868 {
869         const matrix4x4_t *matrix;
870         matrix4x4_t blendmatrix, tempmatrix, matrix2;
871         int j, k, l, frame;
872         float origin[3], angles[3], delta[3], lerp, d;
873         entity_t *t;
874         dp_model_t *model;
875         //entity_persistent_t *p = &e->persistent;
876         //entity_render_t *r = &e->render;
877         // skip inactive entities and world
878         if (!e->state_current.active || e == cl.entities)
879                 return;
880         if (recursionlimit < 1)
881                 return;
882         e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
883         e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
884         e->render.flags = e->state_current.flags;
885         e->render.effects = e->state_current.effects;
886         VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
887         if(e >= cl.entities && e < cl.entities + cl.num_entities)
888                 e->render.entitynumber = e - cl.entities;
889         else
890                 e->render.entitynumber = 0;
891         if (e->state_current.flags & RENDER_COLORMAPPED)
892                 CL_SetEntityColormapColors(&e->render, e->state_current.colormap);
893         else if (e->state_current.colormap > 0 && e->state_current.colormap <= cl.maxclients && cl.scores != NULL)
894                 CL_SetEntityColormapColors(&e->render, cl.scores[e->state_current.colormap-1].colors);
895         else
896                 CL_SetEntityColormapColors(&e->render, -1);
897         e->render.skinnum = e->state_current.skin;
898         if (e->state_current.tagentity)
899         {
900                 // attached entity (gun held in player model's hand, etc)
901                 // if the tag entity is currently impossible, skip it
902                 if (e->state_current.tagentity >= cl.num_entities)
903                         return;
904                 t = cl.entities + e->state_current.tagentity;
905                 // if the tag entity is inactive, skip it
906                 if (!t->state_current.active)
907                         return;
908                 // update the parent first
909                 CL_UpdateNetworkEntity(t, recursionlimit - 1, interpolate);
910                 // make relative to the entity
911                 matrix = &t->render.matrix;
912                 // some properties of the tag entity carry over
913                 e->render.flags |= t->render.flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
914                 // if a valid tagindex is used, make it relative to that tag instead
915                 // FIXME: use a model function to get tag info (need to handle skeletal)
916                 if (e->state_current.tagentity && e->state_current.tagindex >= 1 && (model = t->render.model))
917                 {
918                         // blend the matrices
919                         memset(&blendmatrix, 0, sizeof(blendmatrix));
920                         for (j = 0;j < 4 && t->render.frameblend[j].lerp > 0;j++)
921                         {
922                                 matrix4x4_t tagmatrix;
923                                 Mod_Alias_GetTagMatrix(model, t->render.frameblend[j].frame, e->state_current.tagindex - 1, &tagmatrix);
924                                 d = t->render.frameblend[j].lerp;
925                                 for (l = 0;l < 4;l++)
926                                         for (k = 0;k < 4;k++)
927                                                 blendmatrix.m[l][k] += d * tagmatrix.m[l][k];
928                         }
929                         // concat the tag matrices onto the entity matrix
930                         Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix);
931                         // use the constructed tag matrix
932                         matrix = &tempmatrix;
933                 }
934         }
935         else if (e->render.flags & RENDER_VIEWMODEL)
936         {
937                 // view-relative entity (guns and such)
938                 if (e->render.effects & EF_NOGUNBOB)
939                         matrix = &r_refdef.view.matrix; // really attached to view
940                 else
941                         matrix = &viewmodelmatrix; // attached to gun bob matrix
942         }
943         else
944         {
945                 // world-relative entity (the normal kind)
946                 matrix = &identitymatrix;
947         }
948
949         // movement lerp
950         // if it's the predicted player entity, update according to client movement
951         // but don't lerp if going through a teleporter as it causes a bad lerp
952         // also don't use the predicted location if fixangle was set on both of
953         // the most recent server messages, as that cause means you are spectating
954         // someone or watching a cutscene of some sort
955         if (cl_nolerp.integer || cls.timedemo)
956                 interpolate = false;
957         if (e == cl.entities + cl.playerentity && cl.movement_predicted && (!cl.fixangle[1] || !cl.fixangle[0]))
958         {
959                 VectorCopy(cl.movement_origin, origin);
960                 VectorSet(angles, 0, cl.viewangles[1], 0);
961         }
962         else if (interpolate && e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
963         {
964                 // interpolate the origin and angles
965                 lerp = max(0, lerp);
966                 VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
967                 VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
968                 if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
969                 if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
970                 if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
971                 VectorMA(e->persistent.oldangles, lerp, delta, angles);
972         }
973         else
974         {
975                 // no interpolation
976                 VectorCopy(e->persistent.neworigin, origin);
977                 VectorCopy(e->persistent.newangles, angles);
978         }
979
980         // model setup and some modelflags
981         frame = e->state_current.frame;
982         if (e->state_current.modelindex < MAX_MODELS)
983                 e->render.model = cl.model_precache[e->state_current.modelindex];
984         else
985                 e->render.model = NULL;
986         if (e->render.model)
987         {
988                 if (e->render.skinnum >= e->render.model->numskins)
989                         e->render.skinnum = 0;
990                 if (frame >= e->render.model->numframes)
991                         frame = 0;
992                 // models can set flags such as EF_ROCKET
993                 // this 0xFF800000 mask is EF_NOMODELFLAGS plus all the higher EF_ flags such as EF_ROCKET
994                 if (!(e->render.effects & 0xFF800000))
995                         e->render.effects |= e->render.model->effects;
996                 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
997                 if (e->render.model->type == mod_alias)
998                         angles[0] = -angles[0];
999                 if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
1000                         VectorScale(e->render.colormod, 2, e->render.colormod);
1001         }
1002         // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
1003         else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
1004                 angles[0] = -angles[0];
1005
1006         if ((e->render.effects & EF_ROTATE) && !(e->render.flags & RENDER_VIEWMODEL))
1007         {
1008                 angles[1] = ANGLEMOD(100*cl.time);
1009                 if (cl_itembobheight.value)
1010                         origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
1011         }
1012
1013         // animation lerp
1014         if (e->render.frame2 == frame)
1015         {
1016                 // update frame lerp fraction
1017                 e->render.framelerp = 1;
1018                 if (e->render.frame2time > e->render.frame1time)
1019                 {
1020                         // make sure frame lerp won't last longer than 100ms
1021                         // (this mainly helps with models that use framegroups and
1022                         // switch between them infrequently)
1023                         e->render.framelerp = (cl.time - e->render.frame2time) / min(e->render.frame2time - e->render.frame1time, 0.1);
1024                         e->render.framelerp = bound(0, e->render.framelerp, 1);
1025                 }
1026         }
1027         else
1028         {
1029                 // begin a new frame lerp
1030                 e->render.frame1 = e->render.frame2;
1031                 e->render.frame1time = e->render.frame2time;
1032                 e->render.frame2 = frame;
1033                 e->render.frame2time = cl.time;
1034                 e->render.framelerp = 0;
1035         }
1036
1037         // set up the render matrix
1038         if (matrix)
1039         {
1040                 // attached entity, this requires a matrix multiply (concat)
1041                 // FIXME: e->render.scale should go away
1042                 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1043                 // concat the matrices to make the entity relative to its tag
1044                 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
1045                 // get the origin from the new matrix
1046                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1047         }
1048         else
1049         {
1050                 // unattached entities are faster to process
1051                 Matrix4x4_CreateFromQuakeEntity(&e->render.matrix, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1052         }
1053
1054         // tenebrae's sprites are all additive mode (weird)
1055         if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
1056                 e->render.effects |= EF_ADDITIVE;
1057         // player model is only shown with chase_active on
1058         if (e->state_current.number == cl.viewentity)
1059                 e->render.flags |= RENDER_EXTERIORMODEL;
1060         // either fullbright or lit
1061         if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1062                 e->render.flags |= RENDER_LIGHT;
1063         // hide player shadow during intermission or nehahra movie
1064         if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST))
1065          && (e->render.alpha >= 1)
1066          && !(e->render.flags & RENDER_VIEWMODEL)
1067          && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
1068                 e->render.flags |= RENDER_SHADOW;
1069         if (e->render.flags & RENDER_VIEWMODEL)
1070                 e->render.flags |= RENDER_NOSELFSHADOW;
1071         if (e->render.effects & EF_NOSELFSHADOW)
1072                 e->render.flags |= RENDER_NOSELFSHADOW;
1073
1074         // make the other useful stuff
1075         CL_UpdateRenderEntity(&e->render);
1076 }
1077
1078 // creates light and trails from an entity
1079 void CL_UpdateNetworkEntityTrail(entity_t *e)
1080 {
1081         effectnameindex_t trailtype;
1082         vec3_t origin;
1083
1084         // bmodels are treated specially since their origin is usually '0 0 0' and
1085         // their actual geometry is far from '0 0 0'
1086         if (e->render.model && e->render.model->soundfromcenter)
1087         {
1088                 vec3_t o;
1089                 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1090                 Matrix4x4_Transform(&e->render.matrix, o, origin);
1091         }
1092         else
1093                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1094
1095         // handle particle trails and such effects now that we know where this
1096         // entity is in the world...
1097         trailtype = EFFECT_NONE;
1098         // LordHavoc: if the entity has no effects, don't check each
1099         if (e->render.effects & (EF_BRIGHTFIELD | EF_FLAME | EF_STARDUST))
1100         {
1101                 if (e->render.effects & EF_BRIGHTFIELD)
1102                 {
1103                         if (gamemode == GAME_NEXUIZ)
1104                                 trailtype = EFFECT_TR_NEXUIZPLASMA;
1105                         else
1106                                 CL_EntityParticles(e);
1107                 }
1108                 if (e->render.effects & EF_FLAME)
1109                         CL_ParticleTrail(EFFECT_EF_FLAME, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true);
1110                 if (e->render.effects & EF_STARDUST)
1111                         CL_ParticleTrail(EFFECT_EF_STARDUST, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true);
1112         }
1113         if (e->render.internaleffects & (INTEF_FLAG1QW | INTEF_FLAG2QW))
1114         {
1115                 // these are only set on player entities
1116                 CL_AddQWCTFFlagModel(e, (e->render.internaleffects & INTEF_FLAG2QW) != 0);
1117         }
1118         // muzzleflash fades over time
1119         if (e->persistent.muzzleflash > 0)
1120                 e->persistent.muzzleflash -= bound(0, cl.time - cl.oldtime, 0.1) * 20;
1121         // LordHavoc: if the entity has no effects, don't check each
1122         if (e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1123         {
1124                 if (e->render.effects & EF_GIB)
1125                         trailtype = EFFECT_TR_BLOOD;
1126                 else if (e->render.effects & EF_ZOMGIB)
1127                         trailtype = EFFECT_TR_SLIGHTBLOOD;
1128                 else if (e->render.effects & EF_TRACER)
1129                         trailtype = EFFECT_TR_WIZSPIKE;
1130                 else if (e->render.effects & EF_TRACER2)
1131                         trailtype = EFFECT_TR_KNIGHTSPIKE;
1132                 else if (e->render.effects & EF_ROCKET)
1133                         trailtype = EFFECT_TR_ROCKET;
1134                 else if (e->render.effects & EF_GRENADE)
1135                 {
1136                         // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1137                         trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1138                 }
1139                 else if (e->render.effects & EF_TRACER3)
1140                         trailtype = EFFECT_TR_VORESPIKE;
1141         }
1142         // do trails
1143         if (e->render.flags & RENDER_GLOWTRAIL)
1144                 trailtype = EFFECT_TR_GLOWTRAIL;
1145         // check if a trail is allowed (it is not after a teleport for example)
1146         if (trailtype && e->persistent.trail_allowed)
1147         {
1148                 float len;
1149                 vec3_t vel;
1150                 VectorSubtract(e->state_current.origin, e->state_previous.origin, vel);
1151                 len = e->state_current.time - e->state_previous.time;
1152                 if (len > 0)
1153                         len = 1.0f / len;
1154                 VectorScale(vel, len, vel);
1155                 CL_ParticleTrail(trailtype, 1, e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor, false, true);
1156         }
1157         // now that the entity has survived one trail update it is allowed to
1158         // leave a real trail on later frames
1159         e->persistent.trail_allowed = true;
1160         VectorCopy(origin, e->persistent.trail_origin);
1161 }
1162
1163
1164 /*
1165 ===============
1166 CL_UpdateViewEntities
1167 ===============
1168 */
1169 void CL_UpdateViewEntities(void)
1170 {
1171         int i;
1172         // update any RENDER_VIEWMODEL entities to use the new view matrix
1173         for (i = 1;i < cl.num_entities;i++)
1174         {
1175                 if (cl.entities_active[i])
1176                 {
1177                         entity_t *ent = cl.entities + i;
1178                         if ((ent->render.flags & RENDER_VIEWMODEL) || ent->state_current.tagentity)
1179                                 CL_UpdateNetworkEntity(ent, 32, true);
1180                 }
1181         }
1182         // and of course the engine viewmodel needs updating as well
1183         CL_UpdateNetworkEntity(&cl.viewent, 32, true);
1184 }
1185
1186 /*
1187 ===============
1188 CL_UpdateNetworkCollisionEntities
1189 ===============
1190 */
1191 void CL_UpdateNetworkCollisionEntities(void)
1192 {
1193         entity_t *ent;
1194         int i;
1195
1196         // start on the entity after the world
1197         cl.num_brushmodel_entities = 0;
1198         for (i = cl.maxclients + 1;i < cl.num_entities;i++)
1199         {
1200                 if (cl.entities_active[i])
1201                 {
1202                         ent = cl.entities + i;
1203                         if (ent->state_current.active && ent->render.model && ent->render.model->name[0] == '*' && ent->render.model->TraceBox)
1204                         {
1205                                 // do not interpolate the bmodels for this
1206                                 CL_UpdateNetworkEntity(ent, 32, false);
1207                                 cl.brushmodel_entities[cl.num_brushmodel_entities++] = i;
1208                         }
1209                 }
1210         }
1211 }
1212
1213 /*
1214 ===============
1215 CL_UpdateNetworkEntities
1216 ===============
1217 */
1218 void CL_UpdateNetworkEntities(void)
1219 {
1220         entity_t *ent;
1221         int i;
1222
1223         // start on the entity after the world
1224         for (i = 1;i < cl.num_entities;i++)
1225         {
1226                 if (cl.entities_active[i])
1227                 {
1228                         ent = cl.entities + i;
1229                         if (ent->state_current.active)
1230                         {
1231                                 CL_UpdateNetworkEntity(ent, 32, true);
1232                                 // view models should never create light/trails
1233                                 if (!(ent->render.flags & RENDER_VIEWMODEL))
1234                                         CL_UpdateNetworkEntityTrail(ent);
1235                         }
1236                         else
1237                                 cl.entities_active[i] = false;
1238                 }
1239         }
1240 }
1241
1242 void CL_UpdateViewModel(void)
1243 {
1244         entity_t *ent;
1245         ent = &cl.viewent;
1246         ent->state_previous = ent->state_current;
1247         ent->state_current = defaultstate;
1248         ent->state_current.time = cl.time;
1249         ent->state_current.number = -1;
1250         ent->state_current.active = true;
1251         ent->state_current.modelindex = cl.stats[STAT_WEAPON];
1252         ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
1253         ent->state_current.flags = RENDER_VIEWMODEL;
1254         if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
1255                 ent->state_current.modelindex = 0;
1256         else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1257         {
1258                 if (gamemode == GAME_TRANSFUSION)
1259                         ent->state_current.alpha = 128;
1260                 else
1261                         ent->state_current.modelindex = 0;
1262         }
1263         ent->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
1264         ent->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB));
1265
1266         // reset animation interpolation on weaponmodel if model changed
1267         if (ent->state_previous.modelindex != ent->state_current.modelindex)
1268         {
1269                 ent->render.frame1 = ent->render.frame2 = ent->state_current.frame;
1270                 ent->render.frame1time = ent->render.frame2time = cl.time;
1271                 ent->render.framelerp = 1;
1272         }
1273         CL_UpdateNetworkEntity(ent, 32, true);
1274 }
1275
1276 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
1277 void CL_LinkNetworkEntity(entity_t *e)
1278 {
1279         effectnameindex_t trailtype;
1280         vec3_t origin;
1281         vec3_t dlightcolor;
1282         vec_t dlightradius;
1283
1284         // skip inactive entities and world
1285         if (!e->state_current.active || e == cl.entities)
1286                 return;
1287         if (e->state_current.tagentity)
1288         {
1289                 // if the tag entity is currently impossible, skip it
1290                 if (e->state_current.tagentity >= cl.num_entities)
1291                         return;
1292                 // if the tag entity is inactive, skip it
1293                 if (!cl.entities[e->state_current.tagentity].state_current.active)
1294                         return;
1295         }
1296
1297         // create entity dlights associated with this entity
1298         if (e->render.model && e->render.model->soundfromcenter)
1299         {
1300                 // bmodels are treated specially since their origin is usually '0 0 0'
1301                 vec3_t o;
1302                 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1303                 Matrix4x4_Transform(&e->render.matrix, o, origin);
1304         }
1305         else
1306                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1307         trailtype = EFFECT_NONE;
1308         dlightradius = 0;
1309         dlightcolor[0] = 0;
1310         dlightcolor[1] = 0;
1311         dlightcolor[2] = 0;
1312         // LordHavoc: if the entity has no effects, don't check each
1313         if (e->render.effects & (EF_BRIGHTFIELD | EF_DIMLIGHT | EF_BRIGHTLIGHT | EF_RED | EF_BLUE | EF_FLAME | EF_STARDUST))
1314         {
1315                 if (e->render.effects & EF_BRIGHTFIELD)
1316                 {
1317                         if (gamemode == GAME_NEXUIZ)
1318                                 trailtype = EFFECT_TR_NEXUIZPLASMA;
1319                 }
1320                 if (e->render.effects & EF_DIMLIGHT)
1321                 {
1322                         dlightradius = max(dlightradius, 200);
1323                         dlightcolor[0] += 1.50f;
1324                         dlightcolor[1] += 1.50f;
1325                         dlightcolor[2] += 1.50f;
1326                 }
1327                 if (e->render.effects & EF_BRIGHTLIGHT)
1328                 {
1329                         dlightradius = max(dlightradius, 400);
1330                         dlightcolor[0] += 3.00f;
1331                         dlightcolor[1] += 3.00f;
1332                         dlightcolor[2] += 3.00f;
1333                 }
1334                 // LordHavoc: more effects
1335                 if (e->render.effects & EF_RED) // red
1336                 {
1337                         dlightradius = max(dlightradius, 200);
1338                         dlightcolor[0] += 1.50f;
1339                         dlightcolor[1] += 0.15f;
1340                         dlightcolor[2] += 0.15f;
1341                 }
1342                 if (e->render.effects & EF_BLUE) // blue
1343                 {
1344                         dlightradius = max(dlightradius, 200);
1345                         dlightcolor[0] += 0.15f;
1346                         dlightcolor[1] += 0.15f;
1347                         dlightcolor[2] += 1.50f;
1348                 }
1349                 if (e->render.effects & EF_FLAME)
1350                         CL_ParticleTrail(EFFECT_EF_FLAME, 0, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false);
1351                 if (e->render.effects & EF_STARDUST)
1352                         CL_ParticleTrail(EFFECT_EF_STARDUST, 0, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false);
1353         }
1354         // muzzleflash fades over time, and is offset a bit
1355         if (e->persistent.muzzleflash > 0 && r_refdef.scene.numlights < MAX_DLIGHTS)
1356         {
1357                 vec3_t v2;
1358                 vec3_t color;
1359                 trace_t trace;
1360                 matrix4x4_t tempmatrix;
1361                 Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
1362                 trace = CL_Move(origin, vec3_origin, vec3_origin, v2, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, true, false, NULL, false);
1363                 Matrix4x4_Normalize(&tempmatrix, &e->render.matrix);
1364                 Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], trace.endpos[2]);
1365                 Matrix4x4_Scale(&tempmatrix, 150, 1);
1366                 VectorSet(color, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f);
1367                 R_RTLight_Update(&r_refdef.scene.templights[r_refdef.scene.numlights], false, &tempmatrix, color, -1, NULL, true, 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1368                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights++];
1369         }
1370         // LordHavoc: if the model has no flags, don't check each
1371         if (e->render.model && e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1372         {
1373                 if (e->render.effects & EF_GIB)
1374                         trailtype = EFFECT_TR_BLOOD;
1375                 else if (e->render.effects & EF_ZOMGIB)
1376                         trailtype = EFFECT_TR_SLIGHTBLOOD;
1377                 else if (e->render.effects & EF_TRACER)
1378                         trailtype = EFFECT_TR_WIZSPIKE;
1379                 else if (e->render.effects & EF_TRACER2)
1380                         trailtype = EFFECT_TR_KNIGHTSPIKE;
1381                 else if (e->render.effects & EF_ROCKET)
1382                         trailtype = EFFECT_TR_ROCKET;
1383                 else if (e->render.effects & EF_GRENADE)
1384                 {
1385                         // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1386                         trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1387                 }
1388                 else if (e->render.effects & EF_TRACER3)
1389                         trailtype = EFFECT_TR_VORESPIKE;
1390         }
1391         // LordHavoc: customizable glow
1392         if (e->state_current.glowsize)
1393         {
1394                 // * 4 for the expansion from 0-255 to 0-1023 range,
1395                 // / 255 to scale down byte colors
1396                 dlightradius = max(dlightradius, e->state_current.glowsize * 4);
1397                 VectorMA(dlightcolor, (1.0f / 255.0f), palette_rgb[e->state_current.glowcolor], dlightcolor);
1398         }
1399         // custom rtlight
1400         if ((e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) && r_refdef.scene.numlights < MAX_DLIGHTS)
1401         {
1402                 matrix4x4_t dlightmatrix;
1403                 float light[4];
1404                 VectorScale(e->state_current.light, (1.0f / 256.0f), light);
1405                 light[3] = e->state_current.light[3];
1406                 if (light[0] == 0 && light[1] == 0 && light[2] == 0)
1407                         VectorSet(light, 1, 1, 1);
1408                 if (light[3] == 0)
1409                         light[3] = 350;
1410                 // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
1411                 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1412                 Matrix4x4_Scale(&dlightmatrix, light[3], 1);
1413                 R_RTLight_Update(&r_refdef.scene.templights[r_refdef.scene.numlights], false, &dlightmatrix, light, e->state_current.lightstyle, e->state_current.skin > 0 ? va("cubemaps/%i", e->state_current.skin) : NULL, !(e->state_current.lightpflags & PFLAGS_NOSHADOW), (e->state_current.lightpflags & PFLAGS_CORONA) != 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1414                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights++];
1415         }
1416         // make the glow dlight
1417         else if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL) && r_refdef.scene.numlights < MAX_DLIGHTS)
1418         {
1419                 matrix4x4_t dlightmatrix;
1420                 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1421                 // hack to make glowing player light shine on their gun
1422                 //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
1423                 //      Matrix4x4_AdjustOrigin(&dlightmatrix, 0, 0, 30);
1424                 Matrix4x4_Scale(&dlightmatrix, dlightradius, 1);
1425                 R_RTLight_Update(&r_refdef.scene.templights[r_refdef.scene.numlights], false, &dlightmatrix, dlightcolor, -1, NULL, true, 1, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1426                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights++];
1427         }
1428         // do trail light
1429         if (e->render.flags & RENDER_GLOWTRAIL)
1430                 trailtype = EFFECT_TR_GLOWTRAIL;
1431         if (trailtype)
1432                 CL_ParticleTrail(trailtype, 0, origin, origin, vec3_origin, vec3_origin, NULL, e->state_current.glowcolor, true, false);
1433
1434         // don't show viewmodels in certain situations
1435         if (e->render.flags & RENDER_VIEWMODEL)
1436                 if (!r_drawviewmodel.integer || chase_active.integer || r_refdef.envmap)
1437                         return;
1438         // don't show entities with no modelindex (note: this still shows
1439         // entities which have a modelindex that resolved to a NULL model)
1440         if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.scene.numentities < r_refdef.scene.maxentities)
1441                 r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
1442         //if (cl.viewentity && e->state_current.number == cl.viewentity)
1443         //      Matrix4x4_Print(&e->render.matrix);
1444 }
1445
1446 void CL_RelinkWorld(void)
1447 {
1448         entity_t *ent = &cl.entities[0];
1449         // FIXME: this should be done at load
1450         ent->render.matrix = identitymatrix;
1451         ent->render.flags = RENDER_SHADOW;
1452         if (!r_fullbright.integer)
1453                 ent->render.flags |= RENDER_LIGHT;
1454         VectorSet(ent->render.colormod, 1, 1, 1);
1455         CL_UpdateRenderEntity(&ent->render);
1456         r_refdef.scene.worldentity = &ent->render;
1457         r_refdef.scene.worldmodel = cl.worldmodel;
1458 }
1459
1460 static void CL_RelinkStaticEntities(void)
1461 {
1462         int i;
1463         entity_t *e;
1464         for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.scene.numentities < r_refdef.scene.maxentities;i++, e++)
1465         {
1466                 e->render.flags = 0;
1467                 // if the model was not loaded when the static entity was created we
1468                 // need to re-fetch the model pointer
1469                 e->render.model = cl.model_precache[e->state_baseline.modelindex];
1470                 // either fullbright or lit
1471                 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1472                         e->render.flags |= RENDER_LIGHT;
1473                 // hide player shadow during intermission or nehahra movie
1474                 if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST)) && (e->render.alpha >= 1))
1475                         e->render.flags |= RENDER_SHADOW;
1476                 VectorSet(e->render.colormod, 1, 1, 1);
1477                 R_LerpAnimation(&e->render);
1478                 CL_UpdateRenderEntity(&e->render);
1479                 r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
1480         }
1481 }
1482
1483 /*
1484 ===============
1485 CL_RelinkEntities
1486 ===============
1487 */
1488 static void CL_RelinkNetworkEntities(void)
1489 {
1490         entity_t *ent;
1491         int i;
1492
1493         // start on the entity after the world
1494         for (i = 1;i < cl.num_entities;i++)
1495         {
1496                 if (cl.entities_active[i])
1497                 {
1498                         ent = cl.entities + i;
1499                         if (ent->state_current.active)
1500                                 CL_LinkNetworkEntity(ent);
1501                         else
1502                                 cl.entities_active[i] = false;
1503                 }
1504         }
1505 }
1506
1507 static void CL_RelinkEffects(void)
1508 {
1509         int i, intframe;
1510         cl_effect_t *e;
1511         entity_render_t *entrender;
1512         float frame;
1513
1514         for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++)
1515         {
1516                 if (e->active)
1517                 {
1518                         frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1519                         intframe = (int)frame;
1520                         if (intframe < 0 || intframe >= e->endframe)
1521                         {
1522                                 memset(e, 0, sizeof(*e));
1523                                 while (cl.num_effects > 0 && !cl.effects[cl.num_effects - 1].active)
1524                                         cl.num_effects--;
1525                                 continue;
1526                         }
1527
1528                         if (intframe != e->frame)
1529                         {
1530                                 e->frame = intframe;
1531                                 e->frame1time = e->frame2time;
1532                                 e->frame2time = cl.time;
1533                         }
1534
1535                         // if we're drawing effects, get a new temp entity
1536                         // (NewTempEntity adds it to the render entities list for us)
1537                         if (r_draweffects.integer && (entrender = CL_NewTempEntity(e->starttime)))
1538                         {
1539                                 // interpolation stuff
1540                                 entrender->frame1 = intframe;
1541                                 entrender->frame2 = intframe + 1;
1542                                 if (entrender->frame2 >= e->endframe)
1543                                         entrender->frame2 = -1; // disappear
1544                                 entrender->framelerp = frame - intframe;
1545                                 entrender->frame1time = e->frame1time;
1546                                 entrender->frame2time = e->frame2time;
1547
1548                                 // normal stuff
1549                                 if(e->modelindex < MAX_MODELS)
1550                                         entrender->model = cl.model_precache[e->modelindex];
1551                                 else
1552                                         entrender->model = cl.csqc_model_precache[-(e->modelindex+1)];
1553                                 entrender->alpha = 1;
1554                                 VectorSet(entrender->colormod, 1, 1, 1);
1555
1556                                 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1557                                 CL_UpdateRenderEntity(entrender);
1558                         }
1559                 }
1560         }
1561 }
1562
1563 void CL_Beam_CalculatePositions(const beam_t *b, vec3_t start, vec3_t end)
1564 {
1565         VectorCopy(b->start, start);
1566         VectorCopy(b->end, end);
1567
1568         // if coming from the player, update the start position
1569         if (b->entity == cl.viewentity)
1570         {
1571                 if (cl_beams_quakepositionhack.integer && !chase_active.integer)
1572                 {
1573                         // LordHavoc: this is a stupid hack from Quake that makes your
1574                         // lightning appear to come from your waist and cover less of your
1575                         // view
1576                         // in Quake this hack was applied to all players (causing the
1577                         // infamous crotch-lightning), but in darkplaces and QuakeWorld it
1578                         // only applies to your own lightning, and only in first person
1579                         Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, start);
1580                 }
1581                 if (cl_beams_instantaimhack.integer)
1582                 {
1583                         vec3_t dir, localend;
1584                         vec_t len;
1585                         // LordHavoc: this updates the beam direction to match your
1586                         // viewangles
1587                         VectorSubtract(end, start, dir);
1588                         len = VectorLength(dir);
1589                         VectorNormalize(dir);
1590                         VectorSet(localend, len, 0, 0);
1591                         Matrix4x4_Transform(&r_refdef.view.matrix, localend, end);
1592                 }
1593         }
1594 }
1595
1596 void CL_RelinkBeams(void)
1597 {
1598         int i;
1599         beam_t *b;
1600         vec3_t dist, org, start, end;
1601         float d;
1602         entity_render_t *entrender;
1603         double yaw, pitch;
1604         float forward;
1605         matrix4x4_t tempmatrix;
1606
1607         for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++)
1608         {
1609                 if (!b->model)
1610                         continue;
1611                 if (b->endtime < cl.time)
1612                 {
1613                         b->model = NULL;
1614                         continue;
1615                 }
1616
1617                 CL_Beam_CalculatePositions(b, start, end);
1618
1619                 if (b->lightning)
1620                 {
1621                         if (cl_beams_lightatend.integer && r_refdef.scene.numlights < MAX_DLIGHTS)
1622                         {
1623                                 // FIXME: create a matrix from the beam start/end orientation
1624                                 vec3_t dlightcolor;
1625                                 VectorSet(dlightcolor, 0.3, 0.7, 1);
1626                                 Matrix4x4_CreateFromQuakeEntity(&tempmatrix, end[0], end[1], end[2], 0, 0, 0, 200);
1627                                 R_RTLight_Update(&r_refdef.scene.templights[r_refdef.scene.numlights], false, &tempmatrix, dlightcolor, -1, NULL, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1628                                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights++];
1629                         }
1630                         if (cl_beams_polygons.integer)
1631                                 continue;
1632                 }
1633
1634                 // calculate pitch and yaw
1635                 // (this is similar to the QuakeC builtin function vectoangles)
1636                 VectorSubtract(end, start, dist);
1637                 if (dist[1] == 0 && dist[0] == 0)
1638                 {
1639                         yaw = 0;
1640                         if (dist[2] > 0)
1641                                 pitch = 90;
1642                         else
1643                                 pitch = 270;
1644                 }
1645                 else
1646                 {
1647                         yaw = atan2(dist[1], dist[0]) * 180 / M_PI;
1648                         if (yaw < 0)
1649                                 yaw += 360;
1650
1651                         forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1652                         pitch = atan2(dist[2], forward) * 180 / M_PI;
1653                         if (pitch < 0)
1654                                 pitch += 360;
1655                 }
1656
1657                 // add new entities for the lightning
1658                 VectorCopy (start, org);
1659                 d = VectorNormalizeLength(dist);
1660                 while (d > 0)
1661                 {
1662                         entrender = CL_NewTempEntity (0);
1663                         if (!entrender)
1664                                 return;
1665                         //VectorCopy (org, ent->render.origin);
1666                         entrender->model = b->model;
1667                         //ent->render.effects = EF_FULLBRIGHT;
1668                         //ent->render.angles[0] = pitch;
1669                         //ent->render.angles[1] = yaw;
1670                         //ent->render.angles[2] = rand()%360;
1671                         Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1672                         CL_UpdateRenderEntity(entrender);
1673                         VectorMA(org, 30, dist, org);
1674                         d -= 30;
1675                 }
1676         }
1677
1678         while (cl.num_beams > 0 && !cl.beams[cl.num_beams - 1].model)
1679                 cl.num_beams--;
1680 }
1681
1682 static void CL_RelinkQWNails(void)
1683 {
1684         int i;
1685         vec_t *v;
1686         entity_render_t *entrender;
1687
1688         for (i = 0;i < cl.qw_num_nails;i++)
1689         {
1690                 v = cl.qw_nails[i];
1691
1692                 // if we're drawing effects, get a new temp entity
1693                 // (NewTempEntity adds it to the render entities list for us)
1694                 if (!(entrender = CL_NewTempEntity(0)))
1695                         continue;
1696
1697                 // normal stuff
1698                 entrender->model = cl.model_precache[cl.qw_modelindex_spike];
1699                 entrender->alpha = 1;
1700                 VectorSet(entrender->colormod, 1, 1, 1);
1701
1702                 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
1703                 CL_UpdateRenderEntity(entrender);
1704         }
1705 }
1706
1707 void CL_LerpPlayer(float frac)
1708 {
1709         int i;
1710
1711         cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
1712         for (i = 0;i < 3;i++)
1713         {
1714                 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
1715                 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
1716                 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1717         }
1718
1719         // interpolate the angles if playing a demo or spectating someone
1720         if (cls.demoplayback || cl.fixangle[0])
1721         {
1722                 for (i = 0;i < 3;i++)
1723                 {
1724                         float d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
1725                         if (d > 180)
1726                                 d -= 360;
1727                         else if (d < -180)
1728                                 d += 360;
1729                         cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
1730                 }
1731         }
1732 }
1733
1734 void CSQC_RelinkAllEntities (int drawmask)
1735 {
1736         // link stuff
1737         CL_RelinkWorld();
1738         CL_RelinkStaticEntities();
1739         CL_RelinkBeams();
1740         CL_RelinkEffects();
1741
1742         // link stuff
1743         if (drawmask & ENTMASK_ENGINE)
1744         {
1745                 CL_RelinkNetworkEntities();
1746                 if (drawmask & ENTMASK_ENGINEVIEWMODELS)
1747                         CL_LinkNetworkEntity(&cl.viewent); // link gun model
1748                 CL_RelinkQWNails();
1749         }
1750
1751         // update view blend
1752         V_CalcViewBlend();
1753 }
1754
1755 /*
1756 ===============
1757 CL_UpdateWorld
1758
1759 Update client game world for a new frame
1760 ===============
1761 */
1762 void CL_UpdateWorld(void)
1763 {
1764         r_refdef.scene.extraupdate = !r_speeds.integer;
1765         r_refdef.scene.numentities = 0;
1766         r_refdef.scene.numlights = 0;
1767         r_refdef.view.matrix = identitymatrix;
1768         r_refdef.view.quality = 1;
1769
1770         cl.num_brushmodel_entities = 0;
1771
1772         if (cls.state == ca_connected && cls.signon == SIGNONS)
1773         {
1774                 // prepare for a new frame
1775                 CL_LerpPlayer(CL_LerpPoint());
1776                 CL_DecayLightFlashes();
1777                 CL_ClearTempEntities();
1778                 V_DriftPitch();
1779                 V_FadeViewFlashs();
1780
1781                 // if prediction is enabled we have to update all the collidable
1782                 // network entities before the prediction code can be run
1783                 CL_UpdateNetworkCollisionEntities();
1784
1785                 // now update the player prediction
1786                 CL_ClientMovement_Replay();
1787
1788                 // update the player entity (which may be predicted)
1789                 CL_UpdateNetworkEntity(cl.entities + cl.viewentity, 32, true);
1790
1791                 // now update the view (which depends on that player entity)
1792                 V_CalcRefdef();
1793
1794                 // now update all the network entities and create particle trails
1795                 // (some entities may depend on the view)
1796                 CL_UpdateNetworkEntities();
1797
1798                 // update the engine-based viewmodel
1799                 CL_UpdateViewModel();
1800
1801                 CL_RelinkLightFlashes();
1802                 CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS);
1803
1804                 // decals, particles, and explosions will be updated during rneder
1805         }
1806
1807         r_refdef.scene.time = cl.time;
1808 }
1809
1810 // LordHavoc: pausedemo command
1811 static void CL_PauseDemo_f (void)
1812 {
1813         cls.demopaused = !cls.demopaused;
1814         if (cls.demopaused)
1815                 Con_Print("Demo paused\n");
1816         else
1817                 Con_Print("Demo unpaused\n");
1818 }
1819
1820 /*
1821 ======================
1822 CL_Fog_f
1823 ======================
1824 */
1825 static void CL_Fog_f (void)
1826 {
1827         if (Cmd_Argc () == 1)
1828         {
1829                 Con_Printf("\"fog\" is \"%f %f %f %f %f %f %f\"\n", r_refdef.fog_density, r_refdef.fog_red, r_refdef.fog_green, r_refdef.fog_blue, r_refdef.fog_alpha, r_refdef.fog_start, r_refdef.fog_end);
1830                 return;
1831         }
1832         r_refdef.fog_start = 0;
1833         r_refdef.fog_end = 16384;
1834         r_refdef.fog_alpha = 1;
1835         if(Cmd_Argc() > 1)
1836                 r_refdef.fog_density = atof(Cmd_Argv(1));
1837         if(Cmd_Argc() > 2)
1838                 r_refdef.fog_red = atof(Cmd_Argv(2));
1839         if(Cmd_Argc() > 3)
1840                 r_refdef.fog_green = atof(Cmd_Argv(3));
1841         if(Cmd_Argc() > 4)
1842                 r_refdef.fog_blue = atof(Cmd_Argv(4));
1843         if(Cmd_Argc() > 5)
1844                 r_refdef.fog_alpha = atof(Cmd_Argv(5));
1845         if(Cmd_Argc() > 6)
1846                 r_refdef.fog_start = atof(Cmd_Argv(6));
1847         if(Cmd_Argc() > 7)
1848                 r_refdef.fog_end = atof(Cmd_Argv(7));
1849 }
1850
1851 /*
1852 ====================
1853 CL_TimeRefresh_f
1854
1855 For program optimization
1856 ====================
1857 */
1858 static void CL_TimeRefresh_f (void)
1859 {
1860         int i;
1861         float timestart, timedelta;
1862
1863         r_refdef.scene.extraupdate = false;
1864
1865         timestart = Sys_DoubleTime();
1866         for (i = 0;i < 128;i++)
1867         {
1868                 Matrix4x4_CreateFromQuakeEntity(&r_refdef.view.matrix, r_refdef.view.origin[0], r_refdef.view.origin[1], r_refdef.view.origin[2], 0, i / 128.0 * 360.0, 0, 1);
1869                 r_refdef.view.quality = 1;
1870                 CL_UpdateScreen();
1871         }
1872         timedelta = Sys_DoubleTime() - timestart;
1873
1874         Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
1875 }
1876
1877 void CL_AreaStats_f(void)
1878 {
1879         World_PrintAreaStats(&cl.world, "client");
1880 }
1881
1882 cl_locnode_t *CL_Locs_FindNearest(const vec3_t point)
1883 {
1884         int i;
1885         cl_locnode_t *loc;
1886         cl_locnode_t *best;
1887         vec3_t nearestpoint;
1888         vec_t dist, bestdist;
1889         best = NULL;
1890         bestdist = 0;
1891         for (loc = cl.locnodes;loc;loc = loc->next)
1892         {
1893                 for (i = 0;i < 3;i++)
1894                         nearestpoint[i] = bound(loc->mins[i], point[i], loc->maxs[i]);
1895                 dist = VectorDistance2(nearestpoint, point);
1896                 if (bestdist > dist || !best)
1897                 {
1898                         bestdist = dist;
1899                         best = loc;
1900                         if (bestdist < 1)
1901                                 break;
1902                 }
1903         }
1904         return best;
1905 }
1906
1907 void CL_Locs_FindLocationName(char *buffer, size_t buffersize, vec3_t point)
1908 {
1909         cl_locnode_t *loc;
1910         loc = CL_Locs_FindNearest(point);
1911         if (loc)
1912                 strlcpy(buffer, loc->name, buffersize);
1913         else
1914                 dpsnprintf(buffer, buffersize, "LOC=%.0f:%.0f:%.0f", point[0], point[1], point[2]);
1915 }
1916
1917 void CL_Locs_FreeNode(cl_locnode_t *node)
1918 {
1919         cl_locnode_t **pointer, **next;
1920         for (pointer = &cl.locnodes;*pointer;pointer = next)
1921         {
1922                 next = &(*pointer)->next;
1923                 if (*pointer == node)
1924                 {
1925                         *pointer = node->next;
1926                         Mem_Free(node);
1927                 }
1928         }
1929         Con_Printf("CL_Locs_FreeNode: no such node! (%p)\n", node);
1930 }
1931
1932 void CL_Locs_AddNode(vec3_t mins, vec3_t maxs, const char *name)
1933 {
1934         cl_locnode_t *node, **pointer;
1935         int namelen;
1936         if (!name)
1937                 name = "";
1938         namelen = strlen(name);
1939         node = (cl_locnode_t *) Mem_Alloc(cls.levelmempool, sizeof(cl_locnode_t) + namelen + 1);
1940         VectorSet(node->mins, min(mins[0], maxs[0]), min(mins[1], maxs[1]), min(mins[2], maxs[2]));
1941         VectorSet(node->maxs, max(mins[0], maxs[0]), max(mins[1], maxs[1]), max(mins[2], maxs[2]));
1942         node->name = (char *)(node + 1);
1943         memcpy(node->name, name, namelen);
1944         node->name[namelen] = 0;
1945         // link it into the tail of the list to preserve the order
1946         for (pointer = &cl.locnodes;*pointer;pointer = &(*pointer)->next)
1947                 ;
1948         *pointer = node;
1949 }
1950
1951 void CL_Locs_Add_f(void)
1952 {
1953         vec3_t mins, maxs;
1954         if (Cmd_Argc() != 5 && Cmd_Argc() != 8)
1955         {
1956                 Con_Printf("usage: %s x y z[ x y z] name\n", Cmd_Argv(0));
1957                 return;
1958         }
1959         mins[0] = atof(Cmd_Argv(1));
1960         mins[1] = atof(Cmd_Argv(2));
1961         mins[2] = atof(Cmd_Argv(3));
1962         if (Cmd_Argc() == 8)
1963         {
1964                 maxs[0] = atof(Cmd_Argv(4));
1965                 maxs[1] = atof(Cmd_Argv(5));
1966                 maxs[2] = atof(Cmd_Argv(6));
1967                 CL_Locs_AddNode(mins, maxs, Cmd_Argv(7));
1968         }
1969         else
1970                 CL_Locs_AddNode(mins, mins, Cmd_Argv(4));
1971 }
1972
1973 void CL_Locs_RemoveNearest_f(void)
1974 {
1975         cl_locnode_t *loc;
1976         loc = CL_Locs_FindNearest(r_refdef.view.origin);
1977         if (loc)
1978                 CL_Locs_FreeNode(loc);
1979         else
1980                 Con_Printf("no loc point or box found for your location\n");
1981 }
1982
1983 void CL_Locs_Clear_f(void)
1984 {
1985         while (cl.locnodes)
1986                 CL_Locs_FreeNode(cl.locnodes);
1987 }
1988
1989 void CL_Locs_Save_f(void)
1990 {
1991         cl_locnode_t *loc;
1992         qfile_t *outfile;
1993         char locfilename[MAX_QPATH];
1994         if (!cl.locnodes)
1995         {
1996                 Con_Printf("No loc points/boxes exist!\n");
1997                 return;
1998         }
1999         if (cls.state != ca_connected || !cl.worldmodel)
2000         {
2001                 Con_Printf("No level loaded!\n");
2002                 return;
2003         }
2004         FS_StripExtension(cl.worldmodel->name, locfilename, sizeof(locfilename));
2005         strlcat(locfilename, ".loc", sizeof(locfilename));
2006
2007         outfile = FS_OpenRealFile(locfilename, "w", false);
2008         if (!outfile)
2009                 return;
2010         // if any boxes are used then this is a proquake-format loc file, which
2011         // allows comments, so add some relevant information at the start
2012         for (loc = cl.locnodes;loc;loc = loc->next)
2013                 if (!VectorCompare(loc->mins, loc->maxs))
2014                         break;
2015         if (loc)
2016         {
2017                 FS_Printf(outfile, "// %s %s saved by %s\n// x,y,z,x,y,z,\"name\"\n\n", locfilename, Sys_TimeString("%Y-%m-%d"), engineversion);
2018                 for (loc = cl.locnodes;loc;loc = loc->next)
2019                         if (VectorCompare(loc->mins, loc->maxs))
2020                                 break;
2021                 if (loc)
2022                         Con_Printf("Warning: writing loc file containing a mixture of qizmo-style points and proquake-style boxes may not work in qizmo or proquake!\n");
2023         }
2024         for (loc = cl.locnodes;loc;loc = loc->next)
2025         {
2026                 if (VectorCompare(loc->mins, loc->maxs))
2027                 {
2028                         int len;
2029                         const char *s;
2030                         const char *in = loc->name;
2031                         char name[MAX_INPUTLINE];
2032                         for (len = 0;len < (int)sizeof(name) - 1 && *in;)
2033                         {
2034                                 if (*in == ' ') {s = "$loc_name_separator";in++;}
2035                                 else if (!strncmp(in, "SSG", 3)) {s = "$loc_name_ssg";in += 3;}
2036                                 else if (!strncmp(in, "NG", 2)) {s = "$loc_name_ng";in += 2;}
2037                                 else if (!strncmp(in, "SNG", 3)) {s = "$loc_name_sng";in += 3;}
2038                                 else if (!strncmp(in, "GL", 2)) {s = "$loc_name_gl";in += 2;}
2039                                 else if (!strncmp(in, "RL", 2)) {s = "$loc_name_rl";in += 2;}
2040                                 else if (!strncmp(in, "LG", 2)) {s = "$loc_name_lg";in += 2;}
2041                                 else if (!strncmp(in, "GA", 2)) {s = "$loc_name_ga";in += 2;}
2042                                 else if (!strncmp(in, "YA", 2)) {s = "$loc_name_ya";in += 2;}
2043                                 else if (!strncmp(in, "RA", 2)) {s = "$loc_name_ra";in += 2;}
2044                                 else if (!strncmp(in, "MEGA", 4)) {s = "$loc_name_mh";in += 4;}
2045                                 else s = NULL;
2046                                 if (s)
2047                                 {
2048                                         while (len < (int)sizeof(name) - 1 && *s)
2049                                                 name[len++] = *s++;
2050                                         continue;
2051                                 }
2052                                 name[len++] = *in++;
2053                         }
2054                         name[len] = 0;
2055                         FS_Printf(outfile, "%.0f %.0f %.0f %s\n", loc->mins[0]*8, loc->mins[1]*8, loc->mins[2]*8, name);
2056                 }
2057                 else
2058                         FS_Printf(outfile, "%.1f,%.1f,%.1f,%.1f,%.1f,%.1f,\"%s\"\n", loc->mins[0], loc->mins[1], loc->mins[2], loc->maxs[0], loc->maxs[1], loc->maxs[2], loc->name);
2059         }
2060         FS_Close(outfile);
2061 }
2062
2063 void CL_Locs_Reload_f(void)
2064 {
2065         int i, linenumber, limit, len;
2066         const char *s;
2067         char *filedata, *text, *textend, *linestart, *linetext, *lineend;
2068         fs_offset_t filesize;
2069         vec3_t mins, maxs;
2070         char locfilename[MAX_QPATH];
2071         char name[MAX_INPUTLINE];
2072
2073         if (cls.state != ca_connected || !cl.worldmodel)
2074         {
2075                 Con_Printf("No level loaded!\n");
2076                 return;
2077         }
2078
2079         CL_Locs_Clear_f();
2080
2081         // try maps/something.loc first (LordHavoc: where I think they should be)
2082         FS_StripExtension(cl.worldmodel->name, locfilename, sizeof(locfilename));
2083         strlcat(locfilename, ".loc", sizeof(locfilename));
2084         filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2085         if (!filedata)
2086         {
2087                 // try proquake name as well (LordHavoc: I hate path mangling)
2088                 FS_StripExtension(va("locs/%s", FS_FileWithoutPath(cl.worldmodel->name)), locfilename, sizeof(locfilename));
2089                 strlcat(locfilename, ".loc", sizeof(locfilename));
2090                 filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2091                 if (!filedata)
2092                         return;
2093         }
2094         text = filedata;
2095         textend = filedata + filesize;
2096         for (linenumber = 1;text < textend;linenumber++)
2097         {
2098                 linestart = text;
2099                 for (;text < textend && *text != '\r' && *text != '\n';text++)
2100                         ;
2101                 lineend = text;
2102                 if (text + 1 < textend && *text == '\r' && text[1] == '\n')
2103                         text++;
2104                 if (text < textend)
2105                         text++;
2106                 // trim trailing whitespace
2107                 while (lineend > linestart && ISWHITESPACE(lineend[-1]))
2108                         lineend--;
2109                 // trim leading whitespace
2110                 while (linestart < lineend && ISWHITESPACE(*linestart))
2111                         linestart++;
2112                 // check if this is a comment
2113                 if (linestart + 2 <= lineend && !strncmp(linestart, "//", 2))
2114                         continue;
2115                 linetext = linestart;
2116                 limit = 3;
2117                 for (i = 0;i < limit;i++)
2118                 {
2119                         if (linetext >= lineend)
2120                                 break;
2121                         // note: a missing number is interpreted as 0
2122                         if (i < 3)
2123                                 mins[i] = atof(linetext);
2124                         else
2125                                 maxs[i - 3] = atof(linetext);
2126                         // now advance past the number
2127                         while (linetext < lineend && !ISWHITESPACE(*linetext) && *linetext != ',')
2128                                 linetext++;
2129                         // advance through whitespace
2130                         if (linetext < lineend)
2131                         {
2132                                 if (*linetext == ',')
2133                                 {
2134                                         linetext++;
2135                                         limit = 6;
2136                                         // note: comma can be followed by whitespace
2137                                 }
2138                                 if (ISWHITESPACE(*linetext))
2139                                 {
2140                                         // skip whitespace
2141                                         while (linetext < lineend && ISWHITESPACE(*linetext))
2142                                                 linetext++;
2143                                 }
2144                         }
2145                 }
2146                 // if this is a quoted name, remove the quotes
2147                 if (i == 6)
2148                 {
2149                         if (linetext >= lineend || *linetext != '"')
2150                                 continue; // proquake location names are always quoted
2151                         lineend--;
2152                         linetext++;
2153                         len = min(lineend - linetext, (int)sizeof(name) - 1);
2154                         memcpy(name, linetext, len);
2155                         name[len] = 0;
2156                         // add the box to the list
2157                         CL_Locs_AddNode(mins, maxs, name);
2158                 }
2159                 // if a point was parsed, it needs to be scaled down by 8 (since
2160                 // point-based loc files were invented by a proxy which dealt
2161                 // directly with quake protocol coordinates, which are *8), turn
2162                 // it into a box
2163                 else if (i == 3)
2164                 {
2165                         // interpret silly fuhquake macros
2166                         for (len = 0;len < (int)sizeof(name) - 1 && linetext < lineend;)
2167                         {
2168                                 if (*linetext == '$')
2169                                 {
2170                                         if (linetext + 18 <= lineend && !strncmp(linetext, "$loc_name_separator", 19)) {s = " ";linetext += 19;}
2171                                         else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_ssg", 13)) {s = "SSG";linetext += 13;}
2172                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ng", 12)) {s = "NG";linetext += 12;}
2173                                         else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_sng", 13)) {s = "SNG";linetext += 13;}
2174                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_gl", 12)) {s = "GL";linetext += 12;}
2175                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_rl", 12)) {s = "RL";linetext += 12;}
2176                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_lg", 12)) {s = "LG";linetext += 12;}
2177                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ga", 12)) {s = "GA";linetext += 12;}
2178                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ya", 12)) {s = "YA";linetext += 12;}
2179                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ra", 12)) {s = "RA";linetext += 12;}
2180                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_mh", 12)) {s = "MEGA";linetext += 12;}
2181                                         else s = NULL;
2182                                         if (s)
2183                                         {
2184                                                 while (len < (int)sizeof(name) - 1 && *s)
2185                                                         name[len++] = *s++;
2186                                                 continue;
2187                                         }
2188                                 }
2189                                 name[len++] = *linetext++;
2190                         }
2191                         name[len] = 0;
2192                         // add the point to the list
2193                         VectorScale(mins, (1.0 / 8.0), mins);
2194                         CL_Locs_AddNode(mins, mins, name);
2195                 }
2196                 else
2197                         continue;
2198         }
2199 }
2200
2201 /*
2202 ===========
2203 CL_Shutdown
2204 ===========
2205 */
2206 void CL_Shutdown (void)
2207 {
2208         CL_Screen_Shutdown();
2209         CL_Particles_Shutdown();
2210         CL_Parse_Shutdown();
2211
2212         Mem_FreePool (&cls.permanentmempool);
2213         Mem_FreePool (&cls.levelmempool);
2214 }
2215
2216 /*
2217 =================
2218 CL_Init
2219 =================
2220 */
2221 void CL_Init (void)
2222 {
2223         cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL);
2224         cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL);
2225
2226         memset(&r_refdef, 0, sizeof(r_refdef));
2227         // max entities sent to renderer per frame
2228         r_refdef.scene.maxentities = MAX_EDICTS + 256 + 512;
2229         r_refdef.scene.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.scene.maxentities);
2230
2231         r_refdef.scene.maxtempentities = 4096; // FIXME: make this grow
2232         r_refdef.scene.tempentities = (entity_render_t *)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t) * r_refdef.scene.maxtempentities);
2233
2234         CL_InitInput ();
2235
2236 //
2237 // register our commands
2238 //
2239         Cvar_RegisterVariable (&cl_upspeed);
2240         Cvar_RegisterVariable (&cl_forwardspeed);
2241         Cvar_RegisterVariable (&cl_backspeed);
2242         Cvar_RegisterVariable (&cl_sidespeed);
2243         Cvar_RegisterVariable (&cl_movespeedkey);
2244         Cvar_RegisterVariable (&cl_yawspeed);
2245         Cvar_RegisterVariable (&cl_pitchspeed);
2246         Cvar_RegisterVariable (&cl_anglespeedkey);
2247         Cvar_RegisterVariable (&cl_shownet);
2248         Cvar_RegisterVariable (&cl_nolerp);
2249         Cvar_RegisterVariable (&lookspring);
2250         Cvar_RegisterVariable (&lookstrafe);
2251         Cvar_RegisterVariable (&sensitivity);
2252         Cvar_RegisterVariable (&freelook);
2253
2254         Cvar_RegisterVariable (&m_pitch);
2255         Cvar_RegisterVariable (&m_yaw);
2256         Cvar_RegisterVariable (&m_forward);
2257         Cvar_RegisterVariable (&m_side);
2258
2259         Cvar_RegisterVariable (&cl_itembobspeed);
2260         Cvar_RegisterVariable (&cl_itembobheight);
2261
2262         Cmd_AddCommand ("entities", CL_PrintEntities_f, "print information on network entities known to client");
2263         Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
2264         Cmd_AddCommand ("record", CL_Record_f, "record a demo");
2265         Cmd_AddCommand ("stop", CL_Stop_f, "stop recording or playing a demo");
2266         Cmd_AddCommand ("playdemo", CL_PlayDemo_f, "watch a demo file");
2267         Cmd_AddCommand ("timedemo", CL_TimeDemo_f, "play back a demo as fast as possible and save statistics to benchmark.log");
2268
2269         // Support Client-side Model Index List
2270         Cmd_AddCommand ("cl_modelindexlist", CL_ModelIndexList_f, "list information on all models in the client modelindex");
2271         // Support Client-side Sound Index List
2272         Cmd_AddCommand ("cl_soundindexlist", CL_SoundIndexList_f, "list all sounds in the client soundindex");
2273
2274         Cvar_RegisterVariable (&cl_autodemo);
2275         Cvar_RegisterVariable (&cl_autodemo_nameformat);
2276
2277         Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue [alpha [mindist maxdist]])");
2278
2279         // LordHavoc: added pausedemo
2280         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)");
2281
2282         Cmd_AddCommand ("cl_areastats", CL_AreaStats_f, "prints statistics on entity culling during collision traces");
2283
2284         Cvar_RegisterVariable(&r_draweffects);
2285         Cvar_RegisterVariable(&cl_explosions_alpha_start);
2286         Cvar_RegisterVariable(&cl_explosions_alpha_end);
2287         Cvar_RegisterVariable(&cl_explosions_size_start);
2288         Cvar_RegisterVariable(&cl_explosions_size_end);
2289         Cvar_RegisterVariable(&cl_explosions_lifetime);
2290         Cvar_RegisterVariable(&cl_stainmaps);
2291         Cvar_RegisterVariable(&cl_stainmaps_clearonload);
2292         Cvar_RegisterVariable(&cl_beams_polygons);
2293         Cvar_RegisterVariable(&cl_beams_quakepositionhack);
2294         Cvar_RegisterVariable(&cl_beams_instantaimhack);
2295         Cvar_RegisterVariable(&cl_beams_lightatend);
2296         Cvar_RegisterVariable(&cl_noplayershadow);
2297         Cvar_RegisterVariable(&cl_dlights_decayradius);
2298         Cvar_RegisterVariable(&cl_dlights_decaybrightness);
2299
2300         Cvar_RegisterVariable(&cl_prydoncursor);
2301
2302         Cvar_RegisterVariable(&cl_deathnoviewmodel);
2303
2304         // for QW connections
2305         Cvar_RegisterVariable(&qport);
2306         Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff);
2307
2308         Cmd_AddCommand("timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
2309
2310         Cvar_RegisterVariable(&cl_locs_enable);
2311         Cvar_RegisterVariable(&cl_locs_show);
2312         Cmd_AddCommand("locs_add", CL_Locs_Add_f, "add a point or box location (usage: x y z[ x y z] \"name\", if two sets of xyz are supplied it is a box, otherwise point)");
2313         Cmd_AddCommand("locs_removenearest", CL_Locs_RemoveNearest_f, "remove the nearest point or box (note: you need to be very near a box to remove it)");
2314         Cmd_AddCommand("locs_clear", CL_Locs_Clear_f, "remove all loc points/boxes");
2315         Cmd_AddCommand("locs_reload", CL_Locs_Reload_f, "reload .loc file for this map");
2316         Cmd_AddCommand("locs_save", CL_Locs_Save_f, "save .loc file for this map containing currently defined points and boxes");
2317
2318         CL_Parse_Init();
2319         CL_Particles_Init();
2320         CL_Screen_Init();
2321
2322         CL_Video_Init();
2323         CL_Gecko_Init();
2324 }
2325
2326
2327