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1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // cl_main.c  -- client main loop
21
22 #include "quakedef.h"
23 #include "cl_collision.h"
24 #include "cl_video.h"
25 #include "image.h"
26 #include "csprogs.h"
27 #include "r_shadow.h"
28 #include "libcurl.h"
29
30 // we need to declare some mouse variables here, because the menu system
31 // references them even when on a unix system.
32
33 cvar_t csqc_progname = {0, "csqc_progname","csprogs.dat","name of csprogs.dat file to load"};
34 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"};
35 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"};
36
37 cvar_t cl_shownet = {0, "cl_shownet","0","1 = print packet size, 2 = print packet message list"};
38 cvar_t cl_nolerp = {0, "cl_nolerp", "0","network update smoothing"};
39
40 cvar_t cl_itembobheight = {0, "cl_itembobheight", "0","how much items bob up and down (try 8)"};
41 cvar_t cl_itembobspeed = {0, "cl_itembobspeed", "0.5","how frequently items bob up and down"};
42
43 cvar_t lookspring = {CVAR_SAVE, "lookspring","0","returns pitch to level with the floor when no longer holding a pitch key"};
44 cvar_t lookstrafe = {CVAR_SAVE, "lookstrafe","0","move instead of turning"};
45 cvar_t sensitivity = {CVAR_SAVE, "sensitivity","3","mouse speed multiplier"};
46
47 cvar_t m_pitch = {CVAR_SAVE, "m_pitch","0.022","mouse pitch speed multiplier"};
48 cvar_t m_yaw = {CVAR_SAVE, "m_yaw","0.022","mouse yaw speed multiplier"};
49 cvar_t m_forward = {CVAR_SAVE, "m_forward","1","mouse forward speed multiplier"};
50 cvar_t m_side = {CVAR_SAVE, "m_side","0.8","mouse side speed multiplier"};
51
52 cvar_t freelook = {CVAR_SAVE, "freelook", "1","mouse controls pitch instead of forward/back"};
53
54 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" };
55 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" };
56
57 cvar_t r_draweffects = {0, "r_draweffects", "1","renders temporary sprite effects"};
58
59 cvar_t cl_explosions_alpha_start = {CVAR_SAVE, "cl_explosions_alpha_start", "1.5","starting alpha of an explosion shell"};
60 cvar_t cl_explosions_alpha_end = {CVAR_SAVE, "cl_explosions_alpha_end", "0","end alpha of an explosion shell (just before it disappears)"};
61 cvar_t cl_explosions_size_start = {CVAR_SAVE, "cl_explosions_size_start", "16","starting size of an explosion shell"};
62 cvar_t cl_explosions_size_end = {CVAR_SAVE, "cl_explosions_size_end", "128","ending alpha of an explosion shell (just before it disappears)"};
63 cvar_t cl_explosions_lifetime = {CVAR_SAVE, "cl_explosions_lifetime", "0.5","how long an explosion shell lasts"};
64
65 cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "1","stains lightmaps, much faster than decals but blurred"};
66 cvar_t cl_stainmaps_clearonload = {CVAR_SAVE, "cl_stainmaps_clearonload", "1","clear stainmaps on map restart"};
67
68 cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1","use beam polygons instead of models"};
69 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)"};
70 cvar_t cl_beams_instantaimhack = {CVAR_SAVE, "cl_beams_instantaimhack", "0", "makes your lightning gun aiming update instantly"};
71 cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0", "make a light at the end of the beam"};
72
73 cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0","hide player shadow"};
74
75 cvar_t cl_dlights_decayradius = {CVAR_SAVE, "cl_dlights_decayradius", "1", "reduces size of light flashes over time"};
76 cvar_t cl_dlights_decaybrightness = {CVAR_SAVE, "cl_dlights_decaybrightness", "1", "reduces brightness of light flashes over time"};
77
78 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)"};
79
80 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"};
81
82 cvar_t cl_deathnoviewmodel = {0, "cl_deathnoviewmodel", "1", "hides gun model when dead"};
83
84 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)"};
85 cvar_t cl_locs_show = {0, "locs_show", "0", "shows defined locations for editing purposes"};
86
87 client_static_t cls;
88 client_state_t  cl;
89
90 #define MAX_PARTICLES                   32768   // default max # of particles at one time
91 #define ABSOLUTE_MIN_PARTICLES  512             // no fewer than this no matter what's on the command line
92
93 /*
94 =====================
95 CL_ClearState
96
97 =====================
98 */
99 void CL_ClearState(void)
100 {
101         int i;
102         entity_t *ent;
103
104 // wipe the entire cl structure
105         Mem_EmptyPool(cls.levelmempool);
106         memset (&cl, 0, sizeof(cl));
107
108         S_StopAllSounds();
109
110         // reset the view zoom interpolation
111         cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
112
113         // set up the float version of the stats array for easier access to float stats
114         cl.statsf = (float *)cl.stats;
115
116         cl.num_entities = 0;
117         cl.num_static_entities = 0;
118         cl.num_temp_entities = 0;
119         cl.num_brushmodel_entities = 0;
120
121         // tweak these if the game runs out
122         cl.max_entities = 256;
123         cl.max_static_entities = 256;
124         cl.max_temp_entities = 512;
125         cl.max_effects = 256;
126         cl.max_beams = 256;
127         cl.max_dlights = MAX_DLIGHTS;
128         cl.max_lightstyle = MAX_LIGHTSTYLES;
129         cl.max_brushmodel_entities = MAX_EDICTS;
130         cl.max_particles = MAX_PARTICLES;
131
132 // COMMANDLINEOPTION: Client: -particles <number> changes maximum number of particles at once, default 32768
133         i = COM_CheckParm ("-particles");
134         if (i && i < com_argc - 1)
135         {
136                 cl.max_particles = (int)(atoi(com_argv[i+1]));
137                 if (cl.max_particles < ABSOLUTE_MIN_PARTICLES)
138                         cl.max_particles = ABSOLUTE_MIN_PARTICLES;
139         }
140
141         cl.num_dlights = 0;
142         cl.num_effects = 0;
143         cl.num_beams = 0;
144
145         cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
146         cl.entities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));
147         cl.static_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_static_entities * sizeof(entity_t));
148         cl.temp_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_temp_entities * sizeof(entity_t));
149         cl.effects = (cl_effect_t *)Mem_Alloc(cls.levelmempool, cl.max_effects * sizeof(cl_effect_t));
150         cl.beams = (beam_t *)Mem_Alloc(cls.levelmempool, cl.max_beams * sizeof(beam_t));
151         cl.dlights = (dlight_t *)Mem_Alloc(cls.levelmempool, cl.max_dlights * sizeof(dlight_t));
152         cl.lightstyle = (lightstyle_t *)Mem_Alloc(cls.levelmempool, cl.max_lightstyle * sizeof(lightstyle_t));
153         cl.brushmodel_entities = (int *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(int));
154         cl.particles = (particle_t *) Mem_Alloc(cls.levelmempool, cl.max_particles * sizeof(particle_t));
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.colormap = -1; // no special coloring
188         ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
189         Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1);
190         CL_UpdateRenderEntity(&ent->render);
191
192         // noclip is turned off at start
193         noclip_anglehack = false;
194
195         // mark all frames invalid for delta
196         memset(cl.qw_deltasequence, -1, sizeof(cl.qw_deltasequence));
197
198         CL_Screen_NewMap();
199 }
200
201 void CL_SetInfo(const char *key, const char *value, qboolean send, qboolean allowstarkey, qboolean allowmodel, qboolean quiet)
202 {
203         int i;
204         qboolean fail = false;
205         if (!allowstarkey && key[0] == '*')
206                 fail = true;
207         if (!allowmodel && (!strcasecmp(key, "pmodel") || !strcasecmp(key, "emodel")))
208                 fail = true;
209         for (i = 0;key[i];i++)
210                 if (key[i] <= ' ' || key[i] == '\"')
211                         fail = true;
212         for (i = 0;value[i];i++)
213                 if (value[i] == '\r' || value[i] == '\n' || value[i] == '\"')
214                         fail = true;
215         if (fail)
216         {
217                 if (!quiet)
218                         Con_Printf("Can't setinfo \"%s\" \"%s\"\n", key, value);
219                 return;
220         }
221         InfoString_SetValue(cls.userinfo, sizeof(cls.userinfo), key, value);
222         if (cls.state == ca_connected && cls.netcon)
223         {
224                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
225                 {
226                         MSG_WriteByte(&cls.netcon->message, qw_clc_stringcmd);
227                         MSG_WriteString(&cls.netcon->message, va("setinfo \"%s\" \"%s\"", key, value));
228                 }
229                 else if (!strcasecmp(key, "name"))
230                 {
231                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
232                         MSG_WriteString(&cls.netcon->message, va("name \"%s\"", value));
233                 }
234                 else if (!strcasecmp(key, "playermodel"))
235                 {
236                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
237                         MSG_WriteString(&cls.netcon->message, va("playermodel \"%s\"", value));
238                 }
239                 else if (!strcasecmp(key, "playerskin"))
240                 {
241                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
242                         MSG_WriteString(&cls.netcon->message, va("playerskin \"%s\"", value));
243                 }
244                 else if (!strcasecmp(key, "topcolor"))
245                 {
246                         // don't send anything, the combined color code will be updated manually
247                 }
248                 else if (!strcasecmp(key, "bottomcolor"))
249                 {
250                         // don't send anything, the combined color code will be updated manually
251                 }
252                 else if (!strcasecmp(key, "rate"))
253                 {
254                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
255                         MSG_WriteString(&cls.netcon->message, va("rate \"%s\"", value));
256                 }
257         }
258 }
259
260 void CL_ExpandEntities(int num)
261 {
262         int i, oldmaxentities;
263         entity_t *oldentities;
264         if (num >= cl.max_entities)
265         {
266                 if (!cl.entities)
267                         Sys_Error("CL_ExpandEntities: cl.entities not initialized");
268                 if (num >= MAX_EDICTS)
269                         Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
270                 oldmaxentities = cl.max_entities;
271                 oldentities = cl.entities;
272                 cl.max_entities = (num & ~255) + 256;
273                 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
274                 memcpy(cl.entities, oldentities, oldmaxentities * sizeof(entity_t));
275                 Mem_Free(oldentities);
276                 for (i = oldmaxentities;i < cl.max_entities;i++)
277                 {
278                         cl.entities[i].state_baseline = defaultstate;
279                         cl.entities[i].state_previous = defaultstate;
280                         cl.entities[i].state_current = defaultstate;
281                 }
282         }
283 }
284
285 void CL_VM_ShutDown (void);
286 /*
287 =====================
288 CL_Disconnect
289
290 Sends a disconnect message to the server
291 This is also called on Host_Error, so it shouldn't cause any errors
292 =====================
293 */
294 void CL_Disconnect(void)
295 {
296         if (cls.state == ca_dedicated)
297                 return;
298
299         Curl_Clear_forthismap();
300
301         Con_DPrintf("CL_Disconnect\n");
302
303         CL_VM_ShutDown();
304 // stop sounds (especially looping!)
305         S_StopAllSounds ();
306
307         cl.parsingtextexpectingpingforscores = 0; // just in case no reply has come yet
308
309         // clear contents blends
310         cl.cshifts[0].percent = 0;
311         cl.cshifts[1].percent = 0;
312         cl.cshifts[2].percent = 0;
313         cl.cshifts[3].percent = 0;
314
315         cl.worldmodel = NULL;
316
317         CL_Parse_ErrorCleanUp();
318
319         if (cls.demoplayback)
320                 CL_StopPlayback();
321         else if (cls.netcon)
322         {
323                 sizebuf_t buf;
324                 unsigned char bufdata[8];
325                 if (cls.demorecording)
326                         CL_Stop_f();
327
328                 // send disconnect message 3 times to improve chances of server
329                 // receiving it (but it still fails sometimes)
330                 memset(&buf, 0, sizeof(buf));
331                 buf.data = bufdata;
332                 buf.maxsize = sizeof(bufdata);
333                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
334                 {
335                         Con_DPrint("Sending drop command\n");
336                         MSG_WriteByte(&buf, qw_clc_stringcmd);
337                         MSG_WriteString(&buf, "drop");
338                 }
339                 else
340                 {
341                         Con_DPrint("Sending clc_disconnect\n");
342                         MSG_WriteByte(&buf, clc_disconnect);
343                 }
344                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000);
345                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000);
346                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000);
347                 NetConn_Close(cls.netcon);
348                 cls.netcon = NULL;
349         }
350         cls.state = ca_disconnected;
351
352         cls.demoplayback = cls.timedemo = false;
353         cls.signon = 0;
354 }
355
356 void CL_Disconnect_f(void)
357 {
358         CL_Disconnect ();
359         if (sv.active)
360                 Host_ShutdownServer ();
361 }
362
363
364
365
366 /*
367 =====================
368 CL_EstablishConnection
369
370 Host should be either "local" or a net address
371 =====================
372 */
373 void CL_EstablishConnection(const char *host)
374 {
375         if (cls.state == ca_dedicated)
376                 return;
377
378         // clear menu's connect error message
379         M_Update_Return_Reason("");
380         cls.demonum = -1;
381
382         // stop demo loop in case this fails
383         if (cls.demoplayback)
384                 CL_StopPlayback();
385
386         // if downloads are running, cancel their finishing action
387         Curl_Clear_forthismap();
388
389         // make sure the client ports are open before attempting to connect
390         NetConn_UpdateSockets();
391
392         // run a network frame
393         //NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
394
395         if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
396         {
397                 cls.connect_trying = true;
398                 cls.connect_remainingtries = 3;
399                 cls.connect_nextsendtime = 0;
400                 M_Update_Return_Reason("Trying to connect...");
401                 // run several network frames to jump into the game quickly
402                 //if (sv.active)
403                 //{
404                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
405                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
406                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
407                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
408                 //}
409         }
410         else
411         {
412                 Con_Print("Unable to find a suitable network socket to connect to server.\n");
413                 M_Update_Return_Reason("No network");
414         }
415 }
416
417 /*
418 ==============
419 CL_PrintEntities_f
420 ==============
421 */
422 static void CL_PrintEntities_f(void)
423 {
424         entity_t *ent;
425         int i;
426
427         for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++)
428         {
429                 const char* modelname;
430
431                 if (!ent->state_current.active)
432                         continue;
433
434                 if (ent->render.model)
435                         modelname = ent->render.model->name;
436                 else
437                         modelname = "--no model--";
438                 Con_Printf("%3i: %-25s:%4i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", i, modelname, ent->render.frame, (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);
439         }
440 }
441
442 /*
443 ===============
444 CL_ModelIndexList_f
445
446 List all models in the client modelindex
447 ===============
448 */
449 static void CL_ModelIndexList_f(void)
450 {
451         int nModelIndexCnt = 1;
452
453         while(cl.model_precache[nModelIndexCnt] && nModelIndexCnt != MAX_MODELS)
454         { // Valid Model
455                 Con_Printf("%i : %s\n", nModelIndexCnt, cl.model_precache[nModelIndexCnt]->name);
456                 nModelIndexCnt++;
457         }
458 }
459
460 //static const vec3_t nomodelmins = {-16, -16, -16};
461 //static const vec3_t nomodelmaxs = {16, 16, 16};
462 void CL_UpdateRenderEntity(entity_render_t *ent)
463 {
464         vec3_t org;
465         vec_t scale;
466         model_t *model = ent->model;
467         // update the inverse matrix for the renderer
468         Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
469         // update the animation blend state
470         R_LerpAnimation(ent);
471         // we need the matrix origin to center the box
472         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
473         // update entity->render.scale because the renderer needs it
474         ent->scale = scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
475         if (model)
476         {
477                 // NOTE: this directly extracts vector components from the matrix, which relies on the matrix orientation!
478 #ifdef MATRIX4x4_OPENGLORIENTATION
479                 if (ent->matrix.m[0][2] != 0 || ent->matrix.m[1][2] != 0)
480 #else
481                 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
482 #endif
483                 {
484                         // pitch or roll
485                         VectorMA(org, scale, model->rotatedmins, ent->mins);
486                         VectorMA(org, scale, model->rotatedmaxs, ent->maxs);
487                 }
488 #ifdef MATRIX4x4_OPENGLORIENTATION
489                 else if (ent->matrix.m[1][0] != 0 || ent->matrix.m[0][1] != 0)
490 #else
491                 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
492 #endif
493                 {
494                         // yaw
495                         VectorMA(org, scale, model->yawmins, ent->mins);
496                         VectorMA(org, scale, model->yawmaxs, ent->maxs);
497                 }
498                 else
499                 {
500                         VectorMA(org, scale, model->normalmins, ent->mins);
501                         VectorMA(org, scale, model->normalmaxs, ent->maxs);
502                 }
503         }
504         else
505         {
506                 ent->mins[0] = org[0] - 16;
507                 ent->mins[1] = org[1] - 16;
508                 ent->mins[2] = org[2] - 16;
509                 ent->maxs[0] = org[0] + 16;
510                 ent->maxs[1] = org[1] + 16;
511                 ent->maxs[2] = org[2] + 16;
512         }
513 }
514
515 /*
516 ===============
517 CL_LerpPoint
518
519 Determines the fraction between the last two messages that the objects
520 should be put at.
521 ===============
522 */
523 static float CL_LerpPoint(void)
524 {
525         float f;
526
527         if (cl_nettimesyncboundmode.integer == 1)
528                 cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
529
530         // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
531         if (cl.mtime[0] <= cl.mtime[1])
532         {
533                 cl.time = cl.mtime[0];
534                 return 1;
535         }
536
537         f = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
538         return bound(0, f, 1);
539 }
540
541 void CL_ClearTempEntities (void)
542 {
543         cl.num_temp_entities = 0;
544 }
545
546 entity_t *CL_NewTempEntity(void)
547 {
548         entity_t *ent;
549
550         if (r_refdef.numentities >= r_refdef.maxentities)
551                 return NULL;
552         if (cl.num_temp_entities >= cl.max_temp_entities)
553                 return NULL;
554         ent = &cl.temp_entities[cl.num_temp_entities++];
555         memset (ent, 0, sizeof(*ent));
556         r_refdef.entities[r_refdef.numentities++] = &ent->render;
557
558         ent->render.colormap = -1; // no special coloring
559         ent->render.alpha = 1;
560         VectorSet(ent->render.colormod, 1, 1, 1);
561         return ent;
562 }
563
564 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
565 {
566         int i;
567         cl_effect_t *e;
568         if (!modelindex) // sanity check
569                 return;
570         if (framerate < 1)
571         {
572                 Con_Printf("CL_Effect: framerate %f is < 1\n", framerate);
573                 return;
574         }
575         if (framecount < 1)
576         {
577                 Con_Printf("CL_Effect: framecount %i is < 1\n", framecount);
578                 return;
579         }
580         for (i = 0, e = cl.effects;i < cl.max_effects;i++, e++)
581         {
582                 if (e->active)
583                         continue;
584                 e->active = true;
585                 VectorCopy(org, e->origin);
586                 e->modelindex = modelindex;
587                 e->starttime = cl.time;
588                 e->startframe = startframe;
589                 e->endframe = startframe + framecount;
590                 e->framerate = framerate;
591
592                 e->frame = 0;
593                 e->frame1time = cl.time;
594                 e->frame2time = cl.time;
595                 cl.num_effects = max(cl.num_effects, i + 1);
596                 break;
597         }
598 }
599
600 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)
601 {
602         int i;
603         dlight_t *dl;
604
605         /*
606 // first look for an exact key match
607         if (ent)
608         {
609                 dl = cl.dlights;
610                 for (i = 0;i < cl.num_dlights;i++, dl++)
611                         if (dl->ent == ent)
612                                 goto dlightsetup;
613         }
614         */
615
616 // then look for anything else
617         dl = cl.dlights;
618         for (i = 0;i < cl.num_dlights;i++, dl++)
619                 if (!dl->radius)
620                         goto dlightsetup;
621         // if we hit the end of the active dlights and found no gaps, add a new one
622         if (i < MAX_DLIGHTS)
623         {
624                 cl.num_dlights = i + 1;
625                 goto dlightsetup;
626         }
627
628         // unable to find one
629         return;
630
631 dlightsetup:
632         //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
633         memset (dl, 0, sizeof(*dl));
634         Matrix4x4_Normalize(&dl->matrix, matrix);
635         dl->ent = ent;
636         Matrix4x4_OriginFromMatrix(&dl->matrix, dl->origin);
637         CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
638         Matrix4x4_SetOrigin(&dl->matrix, dl->origin[0], dl->origin[1], dl->origin[2]);
639         dl->radius = radius;
640         dl->color[0] = red;
641         dl->color[1] = green;
642         dl->color[2] = blue;
643         dl->initialradius = radius;
644         dl->initialcolor[0] = red;
645         dl->initialcolor[1] = green;
646         dl->initialcolor[2] = blue;
647         dl->decay = decay / radius; // changed decay to be a percentage decrease
648         dl->intensity = 1; // this is what gets decayed
649         if (lifetime)
650                 dl->die = cl.time + lifetime;
651         else
652                 dl->die = 0;
653         if (cubemapnum > 0)
654                 dpsnprintf(dl->cubemapname, sizeof(dl->cubemapname), "cubemaps/%i", cubemapnum);
655         else
656                 dl->cubemapname[0] = 0;
657         dl->style = style;
658         dl->shadow = shadowenable;
659         dl->corona = corona;
660         dl->flags = flags;
661         dl->coronasizescale = coronasizescale;
662         dl->ambientscale = ambientscale;
663         dl->diffusescale = diffusescale;
664         dl->specularscale = specularscale;
665 }
666
667 void CL_DecayLightFlashes(void)
668 {
669         int i, oldmax;
670         dlight_t *dl;
671         float time;
672
673         time = bound(0, cl.time - cl.oldtime, 0.1);
674         oldmax = cl.num_dlights;
675         cl.num_dlights = 0;
676         for (i = 0, dl = cl.dlights;i < oldmax;i++, dl++)
677         {
678                 if (dl->radius)
679                 {
680                         dl->intensity -= time * dl->decay;
681                         if (cl.time < dl->die && dl->intensity > 0)
682                         {
683                                 if (cl_dlights_decayradius.integer)
684                                         dl->radius = dl->initialradius * dl->intensity;
685                                 else
686                                         dl->radius = dl->initialradius;
687                                 if (cl_dlights_decaybrightness.integer)
688                                         VectorScale(dl->initialcolor, dl->intensity, dl->color);
689                                 else
690                                         VectorCopy(dl->initialcolor, dl->color);
691                                 cl.num_dlights = i + 1;
692                         }
693                         else
694                                 dl->radius = 0;
695                 }
696         }
697 }
698
699 // called before entity relinking
700 void CL_RelinkLightFlashes(void)
701 {
702         int i, j, k, l;
703         dlight_t *dl;
704         float frac, f;
705         matrix4x4_t tempmatrix;
706
707         if (r_dynamic.integer)
708         {
709                 for (i = 0, dl = cl.dlights;i < cl.num_dlights && r_refdef.numlights < MAX_DLIGHTS;i++, dl++)
710                 {
711                         if (dl->radius)
712                         {
713                                 tempmatrix = dl->matrix;
714                                 Matrix4x4_Scale(&tempmatrix, dl->radius, 1);
715                                 R_RTLight_Update(&r_refdef.lights[r_refdef.numlights++], false, &tempmatrix, dl->color, dl->style, dl->cubemapname, dl->shadow, dl->corona, dl->coronasizescale, dl->ambientscale, dl->diffusescale, dl->specularscale, dl->flags);
716                         }
717                 }
718         }
719
720 // light animations
721 // 'm' is normal light, 'a' is no light, 'z' is double bright
722         f = cl.time * 10;
723         i = (int)floor(f);
724         frac = f - i;
725         for (j = 0;j < cl.max_lightstyle;j++)
726         {
727                 if (!cl.lightstyle || !cl.lightstyle[j].length)
728                 {
729                         r_refdef.lightstylevalue[j] = 256;
730                         continue;
731                 }
732                 k = i % cl.lightstyle[j].length;
733                 l = (i-1) % cl.lightstyle[j].length;
734                 k = cl.lightstyle[j].map[k] - 'a';
735                 l = cl.lightstyle[j].map[l] - 'a';
736                 r_refdef.lightstylevalue[j] = (unsigned short)(((k*frac)+(l*(1-frac)))*22);
737         }
738 }
739
740 void CL_AddQWCTFFlagModel(entity_t *player, int skin)
741 {
742         float f;
743         entity_t *flag;
744         matrix4x4_t flagmatrix;
745
746         // this code taken from QuakeWorld
747         f = 14;
748         if (player->render.frame2 >= 29 && player->render.frame2 <= 40)
749         {
750                 if (player->render.frame2 >= 29 && player->render.frame2 <= 34)
751                 { //axpain
752                         if      (player->render.frame2 == 29) f = f + 2;
753                         else if (player->render.frame2 == 30) f = f + 8;
754                         else if (player->render.frame2 == 31) f = f + 12;
755                         else if (player->render.frame2 == 32) f = f + 11;
756                         else if (player->render.frame2 == 33) f = f + 10;
757                         else if (player->render.frame2 == 34) f = f + 4;
758                 }
759                 else if (player->render.frame2 >= 35 && player->render.frame2 <= 40)
760                 { // pain
761                         if      (player->render.frame2 == 35) f = f + 2;
762                         else if (player->render.frame2 == 36) f = f + 10;
763                         else if (player->render.frame2 == 37) f = f + 10;
764                         else if (player->render.frame2 == 38) f = f + 8;
765                         else if (player->render.frame2 == 39) f = f + 4;
766                         else if (player->render.frame2 == 40) f = f + 2;
767                 }
768         }
769         else if (player->render.frame2 >= 103 && player->render.frame2 <= 118)
770         {
771                 if      (player->render.frame2 >= 103 && player->render.frame2 <= 104) f = f + 6;  //nailattack
772                 else if (player->render.frame2 >= 105 && player->render.frame2 <= 106) f = f + 6;  //light
773                 else if (player->render.frame2 >= 107 && player->render.frame2 <= 112) f = f + 7;  //rocketattack
774                 else if (player->render.frame2 >= 112 && player->render.frame2 <= 118) f = f + 7;  //shotattack
775         }
776         // end of code taken from QuakeWorld
777
778         flag = CL_NewTempEntity();
779         if (!flag)
780                 return;
781
782         flag->render.model = cl.model_precache[cl.qw_modelindex_flag];
783         flag->render.skinnum = skin;
784         flag->render.colormap = -1; // no special coloring
785         flag->render.alpha = 1;
786         VectorSet(flag->render.colormod, 1, 1, 1);
787         // attach the flag to the player matrix
788         Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
789         Matrix4x4_Concat(&flag->render.matrix, &player->render.matrix, &flagmatrix);
790         CL_UpdateRenderEntity(&flag->render);
791 }
792
793 matrix4x4_t viewmodelmatrix;
794
795 static const vec3_t muzzleflashorigin = {18, 0, 0};
796
797 extern void V_DriftPitch(void);
798 extern void V_FadeViewFlashs(void);
799 extern void V_CalcViewBlend(void);
800 extern void V_CalcRefdef(void);
801
802 // note this is a recursive function, recursionlimit should be 32 or so on the initial call
803 void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolate)
804 {
805         const matrix4x4_t *matrix;
806         matrix4x4_t blendmatrix, tempmatrix, matrix2;
807         int j, k, l;
808         float origin[3], angles[3], delta[3], lerp, d;
809         entity_t *t;
810         model_t *model;
811         //entity_persistent_t *p = &e->persistent;
812         //entity_render_t *r = &e->render;
813         // skip inactive entities and world
814         if (!e->state_current.active || e == cl.entities)
815                 return;
816         if (recursionlimit < 1)
817                 return;
818         e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
819         e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
820         e->render.flags = e->state_current.flags;
821         e->render.effects = e->state_current.effects;
822         VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
823         e->render.entitynumber = e - cl.entities;
824         if (e->state_current.flags & RENDER_COLORMAPPED)
825         {
826                 int cb;
827                 unsigned char *cbcolor;
828                 e->render.colormap = e->state_current.colormap;
829                 cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
830                 cbcolor = (unsigned char *) (&palette_complete[cb]);
831                 e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
832                 e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
833                 e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
834                 cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
835                 cbcolor = (unsigned char *) (&palette_complete[cb]);
836                 e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
837                 e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
838                 e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
839         }
840         else if (e->state_current.colormap && cl.scores != NULL)
841         {
842                 int cb;
843                 unsigned char *cbcolor;
844                 e->render.colormap = cl.scores[e->state_current.colormap - 1].colors; // color it
845                 cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
846                 cbcolor = (unsigned char *) (&palette_complete[cb]);
847                 e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
848                 e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
849                 e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
850                 cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
851                 cbcolor = (unsigned char *) (&palette_complete[cb]);
852                 e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
853                 e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
854                 e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
855         }
856         else
857         {
858                 e->render.colormap = -1; // no special coloring
859                 VectorClear(e->render.colormap_pantscolor);
860                 VectorClear(e->render.colormap_shirtcolor);
861         }
862         e->render.skinnum = e->state_current.skin;
863         if (e->state_current.tagentity)
864         {
865                 // attached entity (gun held in player model's hand, etc)
866                 // if the tag entity is currently impossible, skip it
867                 if (e->state_current.tagentity >= cl.num_entities)
868                         return;
869                 t = cl.entities + e->state_current.tagentity;
870                 // if the tag entity is inactive, skip it
871                 if (!t->state_current.active)
872                         return;
873                 // update the parent first
874                 CL_UpdateNetworkEntity(t, recursionlimit - 1, interpolate);
875                 // make relative to the entity
876                 matrix = &t->render.matrix;
877                 // some properties of the tag entity carry over
878                 e->render.flags |= t->render.flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
879                 // if a valid tagindex is used, make it relative to that tag instead
880                 // FIXME: use a model function to get tag info (need to handle skeletal)
881                 if (e->state_current.tagentity && e->state_current.tagindex >= 1 && (model = t->render.model))
882                 {
883                         // blend the matrices
884                         memset(&blendmatrix, 0, sizeof(blendmatrix));
885                         for (j = 0;j < 4 && t->render.frameblend[j].lerp > 0;j++)
886                         {
887                                 matrix4x4_t tagmatrix;
888                                 Mod_Alias_GetTagMatrix(model, t->render.frameblend[j].frame, e->state_current.tagindex - 1, &tagmatrix);
889                                 d = t->render.frameblend[j].lerp;
890                                 for (l = 0;l < 4;l++)
891                                         for (k = 0;k < 4;k++)
892                                                 blendmatrix.m[l][k] += d * tagmatrix.m[l][k];
893                         }
894                         // concat the tag matrices onto the entity matrix
895                         Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix);
896                         // use the constructed tag matrix
897                         matrix = &tempmatrix;
898                 }
899         }
900         else if (e->render.flags & RENDER_VIEWMODEL)
901         {
902                 // view-relative entity (guns and such)
903                 if (e->render.effects & EF_NOGUNBOB)
904                         matrix = &r_view.matrix; // really attached to view
905                 else
906                         matrix = &viewmodelmatrix; // attached to gun bob matrix
907         }
908         else
909         {
910                 // world-relative entity (the normal kind)
911                 matrix = &identitymatrix;
912         }
913
914         // movement lerp
915         // if it's the predicted player entity, update according to client movement
916         // but don't lerp if going through a teleporter as it causes a bad lerp
917         // also don't use the predicted location if fixangle was set on both of
918         // the most recent server messages, as that cause means you are spectating
919         // someone or watching a cutscene of some sort
920         if (cl_nolerp.integer || cls.timedemo)
921                 interpolate = false;
922         if (e == cl.entities + cl.playerentity && cl.movement_predicted && (!cl.fixangle[1] || !cl.fixangle[0]))
923         {
924                 lerp = (cl.time - cl.movement_time[2]) / (cl.movement_time[0] - cl.movement_time[1]);
925                 lerp = bound(0, lerp, 1);
926                 if (!interpolate)
927                         lerp = 1;
928                 VectorLerp(cl.movement_oldorigin, lerp, cl.movement_origin, origin);
929                 VectorSet(angles, 0, cl.viewangles[1], 0);
930         }
931         else if (interpolate && e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
932         {
933                 // interpolate the origin and angles
934                 lerp = max(0, lerp);
935                 VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
936                 VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
937                 if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
938                 if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
939                 if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
940                 VectorMA(e->persistent.oldangles, lerp, delta, angles);
941         }
942         else
943         {
944                 // no interpolation
945                 VectorCopy(e->persistent.neworigin, origin);
946                 VectorCopy(e->persistent.newangles, angles);
947         }
948
949         // model setup and some modelflags
950         if(e->state_current.modelindex < MAX_MODELS)
951                 e->render.model = cl.model_precache[e->state_current.modelindex];
952         if (e->render.model)
953         {
954                 // models can set flags such as EF_ROCKET
955                 // this 0xFF800000 mask is EF_NOMODELFLAGS plus all the higher EF_ flags such as EF_ROCKET
956                 if (!(e->render.effects & 0xFF800000))
957                         e->render.effects |= e->render.model->effects;
958                 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
959                 if (e->render.model->type == mod_alias)
960                         angles[0] = -angles[0];
961                 if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
962                         VectorScale(e->render.colormod, 2, e->render.colormod);
963         }
964         // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
965         else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
966                 angles[0] = -angles[0];
967
968         if ((e->render.effects & EF_ROTATE) && !(e->render.flags & RENDER_VIEWMODEL))
969         {
970                 angles[1] = ANGLEMOD(100*cl.time);
971                 if (cl_itembobheight.value)
972                         origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
973         }
974
975         // animation lerp
976         if (e->render.frame2 == e->state_current.frame)
977         {
978                 // update frame lerp fraction
979                 e->render.framelerp = 1;
980                 if (e->render.frame2time > e->render.frame1time)
981                 {
982                         // make sure frame lerp won't last longer than 100ms
983                         // (this mainly helps with models that use framegroups and
984                         // switch between them infrequently)
985                         e->render.framelerp = (cl.time - e->render.frame2time) / min(e->render.frame2time - e->render.frame1time, 0.1);
986                         e->render.framelerp = bound(0, e->render.framelerp, 1);
987                 }
988         }
989         else
990         {
991                 // begin a new frame lerp
992                 e->render.frame1 = e->render.frame2;
993                 e->render.frame1time = e->render.frame2time;
994                 e->render.frame = e->render.frame2 = e->state_current.frame;
995                 e->render.frame2time = cl.time;
996                 e->render.framelerp = 0;
997         }
998
999         // set up the render matrix
1000         if (matrix)
1001         {
1002                 // attached entity, this requires a matrix multiply (concat)
1003                 // FIXME: e->render.scale should go away
1004                 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1005                 // concat the matrices to make the entity relative to its tag
1006                 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
1007                 // get the origin from the new matrix
1008                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1009         }
1010         else
1011         {
1012                 // unattached entities are faster to process
1013                 Matrix4x4_CreateFromQuakeEntity(&e->render.matrix, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1014         }
1015
1016         // make the other useful stuff
1017         CL_UpdateRenderEntity(&e->render);
1018
1019         // tenebrae's sprites are all additive mode (weird)
1020         if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
1021                 e->render.effects |= EF_ADDITIVE;
1022         // player model is only shown with chase_active on
1023         if (e->state_current.number == cl.viewentity)
1024                 e->render.flags |= RENDER_EXTERIORMODEL;
1025         // either fullbright or lit
1026         if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1027                 e->render.flags |= RENDER_LIGHT;
1028         // hide player shadow during intermission or nehahra movie
1029         if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST))
1030          && (e->render.alpha >= 1)
1031          && !(e->render.flags & RENDER_VIEWMODEL)
1032          && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
1033                 e->render.flags |= RENDER_SHADOW;
1034         if (e->render.flags & RENDER_VIEWMODEL)
1035                 e->render.flags |= RENDER_NOSELFSHADOW;
1036 }
1037
1038 // creates light and trails from an entity
1039 void CL_UpdateNetworkEntityTrail(entity_t *e)
1040 {
1041         effectnameindex_t trailtype;
1042         vec3_t origin;
1043
1044         // bmodels are treated specially since their origin is usually '0 0 0' and
1045         // their actual geometry is far from '0 0 0'
1046         if (e->render.model && e->render.model->soundfromcenter)
1047         {
1048                 vec3_t o;
1049                 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1050                 Matrix4x4_Transform(&e->render.matrix, o, origin);
1051         }
1052         else
1053                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1054
1055         // handle particle trails and such effects now that we know where this
1056         // entity is in the world...
1057         trailtype = EFFECT_NONE;
1058         // LordHavoc: if the entity has no effects, don't check each
1059         if (e->render.effects & (EF_BRIGHTFIELD | EF_FLAME | EF_STARDUST))
1060         {
1061                 if (e->render.effects & EF_BRIGHTFIELD)
1062                 {
1063                         if (gamemode == GAME_NEXUIZ)
1064                                 trailtype = EFFECT_TR_NEXUIZPLASMA;
1065                         else
1066                                 CL_EntityParticles(e);
1067                 }
1068                 if (e->render.effects & EF_FLAME)
1069                         CL_ParticleTrail(EFFECT_EF_FLAME, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true);
1070                 if (e->render.effects & EF_STARDUST)
1071                         CL_ParticleTrail(EFFECT_EF_STARDUST, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true);
1072         }
1073         if (e->render.internaleffects & (INTEF_FLAG1QW | INTEF_FLAG2QW))
1074         {
1075                 // these are only set on player entities
1076                 CL_AddQWCTFFlagModel(e, (e->render.internaleffects & INTEF_FLAG2QW) != 0);
1077         }
1078         // muzzleflash fades over time
1079         if (e->persistent.muzzleflash > 0)
1080                 e->persistent.muzzleflash -= bound(0, cl.time - cl.oldtime, 0.1) * 20;
1081         // LordHavoc: if the entity has no effects, don't check each
1082         if (e->render.model && e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1083         {
1084                 if (e->render.effects & EF_GIB)
1085                         trailtype = EFFECT_TR_BLOOD;
1086                 else if (e->render.effects & EF_ZOMGIB)
1087                         trailtype = EFFECT_TR_SLIGHTBLOOD;
1088                 else if (e->render.effects & EF_TRACER)
1089                         trailtype = EFFECT_TR_WIZSPIKE;
1090                 else if (e->render.effects & EF_TRACER2)
1091                         trailtype = EFFECT_TR_KNIGHTSPIKE;
1092                 else if (e->render.effects & EF_ROCKET)
1093                         trailtype = EFFECT_TR_ROCKET;
1094                 else if (e->render.effects & EF_GRENADE)
1095                 {
1096                         // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1097                         trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1098                 }
1099                 else if (e->render.effects & EF_TRACER3)
1100                         trailtype = EFFECT_TR_VORESPIKE;
1101         }
1102         // do trails
1103         if (e->render.flags & RENDER_GLOWTRAIL)
1104                 trailtype = EFFECT_TR_GLOWTRAIL;
1105         // check if a trail is allowed (it is not after a teleport for example)
1106         if (trailtype && e->persistent.trail_allowed)
1107         {
1108                 float len;
1109                 vec3_t vel;
1110                 VectorSubtract(e->state_current.origin, e->state_previous.origin, vel);
1111                 len = e->state_current.time - e->state_previous.time;
1112                 if (len > 0)
1113                         len = 1.0f / len;
1114                 VectorScale(vel, len, vel);
1115                 CL_ParticleTrail(trailtype, 1, e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor, false, true);
1116         }
1117         // now that the entity has survived one trail update it is allowed to
1118         // leave a real trail on later frames
1119         e->persistent.trail_allowed = true;
1120         VectorCopy(origin, e->persistent.trail_origin);
1121 }
1122
1123
1124 /*
1125 ===============
1126 CL_UpdateViewEntities
1127 ===============
1128 */
1129 void CL_UpdateViewEntities(void)
1130 {
1131         int i;
1132         // update any RENDER_VIEWMODEL entities to use the new view matrix
1133         for (i = 1;i < cl.num_entities;i++)
1134         {
1135                 if (cl.entities_active[i])
1136                 {
1137                         entity_t *ent = cl.entities + i;
1138                         if ((ent->render.flags & RENDER_VIEWMODEL) || ent->state_current.tagentity)
1139                                 CL_UpdateNetworkEntity(ent, 32, true);
1140                 }
1141         }
1142         // and of course the engine viewmodel needs updating as well
1143         CL_UpdateNetworkEntity(&cl.viewent, 32, true);
1144 }
1145
1146 /*
1147 ===============
1148 CL_UpdateNetworkCollisionEntities
1149 ===============
1150 */
1151 void CL_UpdateNetworkCollisionEntities(void)
1152 {
1153         entity_t *ent;
1154         int i;
1155
1156         // start on the entity after the world
1157         cl.num_brushmodel_entities = 0;
1158         for (i = cl.maxclients + 1;i < cl.num_entities;i++)
1159         {
1160                 if (cl.entities_active[i])
1161                 {
1162                         ent = cl.entities + i;
1163                         if (ent->state_current.active && ent->render.model && ent->render.model->name[0] == '*' && ent->render.model->TraceBox)
1164                         {
1165                                 // do not interpolate the bmodels for this
1166                                 CL_UpdateNetworkEntity(ent, 32, false);
1167                                 cl.brushmodel_entities[cl.num_brushmodel_entities++] = i;
1168                         }
1169                 }
1170         }
1171 }
1172
1173 /*
1174 ===============
1175 CL_UpdateNetworkEntities
1176 ===============
1177 */
1178 void CL_UpdateNetworkEntities(void)
1179 {
1180         entity_t *ent;
1181         int i;
1182
1183         // start on the entity after the world
1184         for (i = 1;i < cl.num_entities;i++)
1185         {
1186                 if (cl.entities_active[i])
1187                 {
1188                         ent = cl.entities + i;
1189                         if (ent->state_current.active)
1190                         {
1191                                 CL_UpdateNetworkEntity(ent, 32, true);
1192                                 // view models should never create light/trails
1193                                 if (!(ent->render.flags & RENDER_VIEWMODEL))
1194                                         CL_UpdateNetworkEntityTrail(ent);
1195                         }
1196                         else
1197                                 cl.entities_active[i] = false;
1198                 }
1199         }
1200 }
1201
1202 void CL_UpdateViewModel(void)
1203 {
1204         entity_t *ent;
1205         ent = &cl.viewent;
1206         ent->state_previous = ent->state_current;
1207         ent->state_current = defaultstate;
1208         ent->state_current.time = cl.time;
1209         ent->state_current.number = -1;
1210         ent->state_current.active = true;
1211         ent->state_current.modelindex = cl.stats[STAT_WEAPON];
1212         ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
1213         ent->state_current.flags = RENDER_VIEWMODEL;
1214         if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
1215                 ent->state_current.modelindex = 0;
1216         else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1217         {
1218                 if (gamemode == GAME_TRANSFUSION)
1219                         ent->state_current.alpha = 128;
1220                 else
1221                         ent->state_current.modelindex = 0;
1222         }
1223         ent->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
1224         ent->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB));
1225
1226         // reset animation interpolation on weaponmodel if model changed
1227         if (ent->state_previous.modelindex != ent->state_current.modelindex)
1228         {
1229                 ent->render.frame = ent->render.frame1 = ent->render.frame2 = ent->state_current.frame;
1230                 ent->render.frame1time = ent->render.frame2time = cl.time;
1231                 ent->render.framelerp = 1;
1232         }
1233         CL_UpdateNetworkEntity(ent, 32, true);
1234 }
1235
1236 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
1237 void CL_LinkNetworkEntity(entity_t *e)
1238 {
1239         effectnameindex_t trailtype;
1240         vec3_t origin;
1241         vec3_t dlightcolor;
1242         vec_t dlightradius;
1243
1244         // skip inactive entities and world
1245         if (!e->state_current.active || e == cl.entities)
1246                 return;
1247         if (e->state_current.tagentity)
1248         {
1249                 // if the tag entity is currently impossible, skip it
1250                 if (e->state_current.tagentity >= cl.num_entities)
1251                         return;
1252                 // if the tag entity is inactive, skip it
1253                 if (!cl.entities[e->state_current.tagentity].state_current.active)
1254                         return;
1255         }
1256
1257         // create entity dlights associated with this entity
1258         if (e->render.model && e->render.model->soundfromcenter)
1259         {
1260                 // bmodels are treated specially since their origin is usually '0 0 0'
1261                 vec3_t o;
1262                 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1263                 Matrix4x4_Transform(&e->render.matrix, o, origin);
1264         }
1265         else
1266                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1267         trailtype = EFFECT_NONE;
1268         dlightradius = 0;
1269         dlightcolor[0] = 0;
1270         dlightcolor[1] = 0;
1271         dlightcolor[2] = 0;
1272         // LordHavoc: if the entity has no effects, don't check each
1273         if (e->render.effects & (EF_BRIGHTFIELD | EF_DIMLIGHT | EF_BRIGHTLIGHT | EF_RED | EF_BLUE | EF_FLAME | EF_STARDUST))
1274         {
1275                 if (e->render.effects & EF_BRIGHTFIELD)
1276                 {
1277                         if (gamemode == GAME_NEXUIZ)
1278                                 trailtype = EFFECT_TR_NEXUIZPLASMA;
1279                 }
1280                 if (e->render.effects & EF_DIMLIGHT)
1281                 {
1282                         dlightradius = max(dlightradius, 200);
1283                         dlightcolor[0] += 1.50f;
1284                         dlightcolor[1] += 1.50f;
1285                         dlightcolor[2] += 1.50f;
1286                 }
1287                 if (e->render.effects & EF_BRIGHTLIGHT)
1288                 {
1289                         dlightradius = max(dlightradius, 400);
1290                         dlightcolor[0] += 3.00f;
1291                         dlightcolor[1] += 3.00f;
1292                         dlightcolor[2] += 3.00f;
1293                 }
1294                 // LordHavoc: more effects
1295                 if (e->render.effects & EF_RED) // red
1296                 {
1297                         dlightradius = max(dlightradius, 200);
1298                         dlightcolor[0] += 1.50f;
1299                         dlightcolor[1] += 0.15f;
1300                         dlightcolor[2] += 0.15f;
1301                 }
1302                 if (e->render.effects & EF_BLUE) // blue
1303                 {
1304                         dlightradius = max(dlightradius, 200);
1305                         dlightcolor[0] += 0.15f;
1306                         dlightcolor[1] += 0.15f;
1307                         dlightcolor[2] += 1.50f;
1308                 }
1309                 if (e->render.effects & EF_FLAME)
1310                         CL_ParticleTrail(EFFECT_EF_FLAME, 0, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false);
1311                 if (e->render.effects & EF_STARDUST)
1312                         CL_ParticleTrail(EFFECT_EF_STARDUST, 0, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false);
1313         }
1314         // muzzleflash fades over time, and is offset a bit
1315         if (e->persistent.muzzleflash > 0 && r_refdef.numlights < MAX_DLIGHTS)
1316         {
1317                 vec3_t v2;
1318                 vec3_t color;
1319                 trace_t trace;
1320                 matrix4x4_t tempmatrix;
1321                 Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
1322                 trace = CL_Move(origin, vec3_origin, vec3_origin, v2, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, true, false, NULL, false);
1323                 Matrix4x4_Normalize(&tempmatrix, &e->render.matrix);
1324                 Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], trace.endpos[2]);
1325                 Matrix4x4_Scale(&tempmatrix, 150, 1);
1326                 VectorSet(color, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f);
1327                 R_RTLight_Update(&r_refdef.lights[r_refdef.numlights++], false, &tempmatrix, color, -1, NULL, true, 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1328         }
1329         // LordHavoc: if the model has no flags, don't check each
1330         if (e->render.model && e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1331         {
1332                 if (e->render.effects & EF_GIB)
1333                         trailtype = EFFECT_TR_BLOOD;
1334                 else if (e->render.effects & EF_ZOMGIB)
1335                         trailtype = EFFECT_TR_SLIGHTBLOOD;
1336                 else if (e->render.effects & EF_TRACER)
1337                         trailtype = EFFECT_TR_WIZSPIKE;
1338                 else if (e->render.effects & EF_TRACER2)
1339                         trailtype = EFFECT_TR_KNIGHTSPIKE;
1340                 else if (e->render.effects & EF_ROCKET)
1341                         trailtype = EFFECT_TR_ROCKET;
1342                 else if (e->render.effects & EF_GRENADE)
1343                 {
1344                         // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1345                         trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1346                 }
1347                 else if (e->render.effects & EF_TRACER3)
1348                         trailtype = EFFECT_TR_VORESPIKE;
1349         }
1350         // LordHavoc: customizable glow
1351         if (e->state_current.glowsize)
1352         {
1353                 // * 4 for the expansion from 0-255 to 0-1023 range,
1354                 // / 255 to scale down byte colors
1355                 dlightradius = max(dlightradius, e->state_current.glowsize * 4);
1356                 VectorMA(dlightcolor, (1.0f / 255.0f), (unsigned char *)&palette_complete[e->state_current.glowcolor], dlightcolor);
1357         }
1358         // make the glow dlight
1359         if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL) && r_refdef.numlights < MAX_DLIGHTS)
1360         {
1361                 matrix4x4_t dlightmatrix;
1362                 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1363                 // hack to make glowing player light shine on their gun
1364                 //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
1365                 //      Matrix4x4_AdjustOrigin(&dlightmatrix, 0, 0, 30);
1366                 Matrix4x4_Scale(&dlightmatrix, dlightradius, 1);
1367                 R_RTLight_Update(&r_refdef.lights[r_refdef.numlights++], false, &dlightmatrix, dlightcolor, -1, NULL, true, 1, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1368         }
1369         // custom rtlight
1370         if ((e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) && r_refdef.numlights < MAX_DLIGHTS)
1371         {
1372                 matrix4x4_t dlightmatrix;
1373                 float light[4];
1374                 VectorScale(e->state_current.light, (1.0f / 256.0f), light);
1375                 light[3] = e->state_current.light[3];
1376                 if (light[0] == 0 && light[1] == 0 && light[2] == 0)
1377                         VectorSet(light, 1, 1, 1);
1378                 if (light[3] == 0)
1379                         light[3] = 350;
1380                 // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
1381                 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1382                 Matrix4x4_Scale(&dlightmatrix, light[3], 1);
1383                 R_RTLight_Update(&r_refdef.lights[r_refdef.numlights++], false, &dlightmatrix, light, e->state_current.lightstyle, e->state_current.skin > 0 ? va("cubemaps/%i", e->state_current.skin) : NULL, !(e->state_current.lightpflags & PFLAGS_NOSHADOW), (e->state_current.lightpflags & PFLAGS_CORONA) != 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1384         }
1385         // do trail light
1386         if (e->render.flags & RENDER_GLOWTRAIL)
1387                 trailtype = EFFECT_TR_GLOWTRAIL;
1388         if (trailtype)
1389                 CL_ParticleTrail(trailtype, 0, origin, origin, vec3_origin, vec3_origin, NULL, e->state_current.glowcolor, true, false);
1390
1391         // don't show viewmodels in certain situations
1392         if (e->render.flags & RENDER_VIEWMODEL)
1393                 if (!r_drawviewmodel.integer || chase_active.integer || r_refdef.envmap)
1394                         return;
1395         // don't show entities with no modelindex (note: this still shows
1396         // entities which have a modelindex that resolved to a NULL model)
1397         if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.numentities < r_refdef.maxentities)
1398                 r_refdef.entities[r_refdef.numentities++] = &e->render;
1399         //if (cl.viewentity && e->state_current.number == cl.viewentity)
1400         //      Matrix4x4_Print(&e->render.matrix);
1401 }
1402
1403 void CL_RelinkWorld(void)
1404 {
1405         entity_t *ent = &cl.entities[0];
1406         // FIXME: this should be done at load
1407         ent->render.matrix = identitymatrix;
1408         CL_UpdateRenderEntity(&ent->render);
1409         ent->render.flags = RENDER_SHADOW;
1410         if (!r_fullbright.integer)
1411                 ent->render.flags |= RENDER_LIGHT;
1412         VectorSet(ent->render.colormod, 1, 1, 1);
1413         r_refdef.worldentity = &ent->render;
1414         r_refdef.worldmodel = cl.worldmodel;
1415 }
1416
1417 static void CL_RelinkStaticEntities(void)
1418 {
1419         int i;
1420         entity_t *e;
1421         for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++, e++)
1422         {
1423                 e->render.flags = 0;
1424                 // if the model was not loaded when the static entity was created we
1425                 // need to re-fetch the model pointer
1426                 e->render.model = cl.model_precache[e->state_baseline.modelindex];
1427                 CL_UpdateRenderEntity(&e->render);
1428                 // either fullbright or lit
1429                 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1430                         e->render.flags |= RENDER_LIGHT;
1431                 // hide player shadow during intermission or nehahra movie
1432                 if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST)) && (e->render.alpha >= 1))
1433                         e->render.flags |= RENDER_SHADOW;
1434                 VectorSet(e->render.colormod, 1, 1, 1);
1435                 R_LerpAnimation(&e->render);
1436                 r_refdef.entities[r_refdef.numentities++] = &e->render;
1437         }
1438 }
1439
1440 /*
1441 ===============
1442 CL_RelinkEntities
1443 ===============
1444 */
1445 static void CL_RelinkNetworkEntities(void)
1446 {
1447         entity_t *ent;
1448         int i;
1449
1450         // start on the entity after the world
1451         for (i = 1;i < cl.num_entities;i++)
1452         {
1453                 if (cl.entities_active[i])
1454                 {
1455                         ent = cl.entities + i;
1456                         if (ent->state_current.active)
1457                                 CL_LinkNetworkEntity(ent);
1458                         else
1459                                 cl.entities_active[i] = false;
1460                 }
1461         }
1462 }
1463
1464 static void CL_RelinkEffects(void)
1465 {
1466         int i, intframe;
1467         cl_effect_t *e;
1468         entity_t *ent;
1469         float frame;
1470
1471         for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++)
1472         {
1473                 if (e->active)
1474                 {
1475                         frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1476                         intframe = (int)frame;
1477                         if (intframe < 0 || intframe >= e->endframe)
1478                         {
1479                                 memset(e, 0, sizeof(*e));
1480                                 while (cl.num_effects > 0 && !cl.effects[cl.num_effects - 1].active)
1481                                         cl.num_effects--;
1482                                 continue;
1483                         }
1484
1485                         if (intframe != e->frame)
1486                         {
1487                                 e->frame = intframe;
1488                                 e->frame1time = e->frame2time;
1489                                 e->frame2time = cl.time;
1490                         }
1491
1492                         // if we're drawing effects, get a new temp entity
1493                         // (NewTempEntity adds it to the render entities list for us)
1494                         if (r_draweffects.integer && (ent = CL_NewTempEntity()))
1495                         {
1496                                 // interpolation stuff
1497                                 ent->render.frame1 = intframe;
1498                                 ent->render.frame2 = intframe + 1;
1499                                 if (ent->render.frame2 >= e->endframe)
1500                                         ent->render.frame2 = -1; // disappear
1501                                 ent->render.framelerp = frame - intframe;
1502                                 ent->render.frame1time = e->frame1time;
1503                                 ent->render.frame2time = e->frame2time;
1504
1505                                 // normal stuff
1506                                 if(e->modelindex < MAX_MODELS)
1507                                         ent->render.model = cl.model_precache[e->modelindex];
1508                                 else
1509                                         ent->render.model = cl.csqc_model_precache[-(e->modelindex+1)];
1510                                 ent->render.frame = ent->render.frame2;
1511                                 ent->render.colormap = -1; // no special coloring
1512                                 ent->render.alpha = 1;
1513                                 VectorSet(ent->render.colormod, 1, 1, 1);
1514
1515                                 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1516                                 CL_UpdateRenderEntity(&ent->render);
1517                         }
1518                 }
1519         }
1520 }
1521
1522 void CL_Beam_CalculatePositions(const beam_t *b, vec3_t start, vec3_t end)
1523 {
1524         VectorCopy(b->start, start);
1525         VectorCopy(b->end, end);
1526
1527         // if coming from the player, update the start position
1528         if (b->entity == cl.viewentity)
1529         {
1530                 if (cl_beams_quakepositionhack.integer && !chase_active.integer)
1531                 {
1532                         // LordHavoc: this is a stupid hack from Quake that makes your
1533                         // lightning appear to come from your waist and cover less of your
1534                         // view
1535                         // in Quake this hack was applied to all players (causing the
1536                         // infamous crotch-lightning), but in darkplaces and QuakeWorld it
1537                         // only applies to your own lightning, and only in first person
1538                         Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, start);
1539                 }
1540                 if (cl_beams_instantaimhack.integer)
1541                 {
1542                         vec3_t dir, localend;
1543                         vec_t len;
1544                         // LordHavoc: this updates the beam direction to match your
1545                         // viewangles
1546                         VectorSubtract(end, start, dir);
1547                         len = VectorLength(dir);
1548                         VectorNormalize(dir);
1549                         VectorSet(localend, len, 0, 0);
1550                         Matrix4x4_Transform(&r_view.matrix, localend, end);
1551                 }
1552         }
1553 }
1554
1555 void CL_RelinkBeams(void)
1556 {
1557         int i;
1558         beam_t *b;
1559         vec3_t dist, org, start, end;
1560         float d;
1561         entity_t *ent;
1562         double yaw, pitch;
1563         float forward;
1564         matrix4x4_t tempmatrix;
1565
1566         for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++)
1567         {
1568                 if (!b->model)
1569                         continue;
1570                 if (b->endtime < cl.time)
1571                 {
1572                         b->model = NULL;
1573                         continue;
1574                 }
1575
1576                 CL_Beam_CalculatePositions(b, start, end);
1577
1578                 if (b->lightning)
1579                 {
1580                         if (cl_beams_lightatend.integer && r_refdef.numlights < MAX_DLIGHTS)
1581                         {
1582                                 // FIXME: create a matrix from the beam start/end orientation
1583                                 vec3_t dlightcolor;
1584                                 VectorSet(dlightcolor, 0.3, 0.7, 1);
1585                                 Matrix4x4_CreateFromQuakeEntity(&tempmatrix, end[0], end[1], end[2], 0, 0, 0, 200);
1586                                 R_RTLight_Update(&r_refdef.lights[r_refdef.numlights++], false, &tempmatrix, dlightcolor, -1, NULL, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1587                         }
1588                         if (cl_beams_polygons.integer)
1589                                 continue;
1590                 }
1591
1592                 // calculate pitch and yaw
1593                 // (this is similar to the QuakeC builtin function vectoangles)
1594                 VectorSubtract(end, start, dist);
1595                 if (dist[1] == 0 && dist[0] == 0)
1596                 {
1597                         yaw = 0;
1598                         if (dist[2] > 0)
1599                                 pitch = 90;
1600                         else
1601                                 pitch = 270;
1602                 }
1603                 else
1604                 {
1605                         yaw = atan2(dist[1], dist[0]) * 180 / M_PI;
1606                         if (yaw < 0)
1607                                 yaw += 360;
1608
1609                         forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1610                         pitch = atan2(dist[2], forward) * 180 / M_PI;
1611                         if (pitch < 0)
1612                                 pitch += 360;
1613                 }
1614
1615                 // add new entities for the lightning
1616                 VectorCopy (start, org);
1617                 d = VectorNormalizeLength(dist);
1618                 while (d > 0)
1619                 {
1620                         ent = CL_NewTempEntity ();
1621                         if (!ent)
1622                                 return;
1623                         //VectorCopy (org, ent->render.origin);
1624                         ent->render.model = b->model;
1625                         //ent->render.effects = EF_FULLBRIGHT;
1626                         //ent->render.angles[0] = pitch;
1627                         //ent->render.angles[1] = yaw;
1628                         //ent->render.angles[2] = rand()%360;
1629                         Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1630                         CL_UpdateRenderEntity(&ent->render);
1631                         VectorMA(org, 30, dist, org);
1632                         d -= 30;
1633                 }
1634         }
1635
1636         while (cl.num_beams > 0 && !cl.beams[cl.num_beams - 1].model)
1637                 cl.num_beams--;
1638 }
1639
1640 static void CL_RelinkQWNails(void)
1641 {
1642         int i;
1643         vec_t *v;
1644         entity_t *ent;
1645
1646         for (i = 0;i < cl.qw_num_nails;i++)
1647         {
1648                 v = cl.qw_nails[i];
1649
1650                 // if we're drawing effects, get a new temp entity
1651                 // (NewTempEntity adds it to the render entities list for us)
1652                 if (!(ent = CL_NewTempEntity()))
1653                         continue;
1654
1655                 // normal stuff
1656                 ent->render.model = cl.model_precache[cl.qw_modelindex_spike];
1657                 ent->render.colormap = -1; // no special coloring
1658                 ent->render.alpha = 1;
1659                 VectorSet(ent->render.colormod, 1, 1, 1);
1660
1661                 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
1662                 CL_UpdateRenderEntity(&ent->render);
1663         }
1664 }
1665
1666 void CL_LerpPlayer(float frac)
1667 {
1668         int i;
1669
1670         cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
1671         for (i = 0;i < 3;i++)
1672         {
1673                 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
1674                 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
1675                 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1676         }
1677
1678         // interpolate the angles if playing a demo or spectating someone
1679         if (cls.demoplayback || cl.fixangle[0])
1680         {
1681                 for (i = 0;i < 3;i++)
1682                 {
1683                         float d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
1684                         if (d > 180)
1685                                 d -= 360;
1686                         else if (d < -180)
1687                                 d += 360;
1688                         cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
1689                 }
1690         }
1691 }
1692
1693 void CSQC_RelinkAllEntities (int drawmask)
1694 {
1695         // link stuff
1696         CL_RelinkWorld();
1697         CL_RelinkStaticEntities();
1698         CL_RelinkBeams();
1699         CL_RelinkEffects();
1700
1701         // link stuff
1702         if (drawmask & ENTMASK_ENGINE)
1703         {
1704                 CL_RelinkNetworkEntities();
1705                 if (drawmask & ENTMASK_ENGINEVIEWMODELS)
1706                         CL_LinkNetworkEntity(&cl.viewent); // link gun model
1707                 CL_RelinkQWNails();
1708         }
1709
1710         // update view blend
1711         V_CalcViewBlend();
1712 }
1713
1714 /*
1715 ===============
1716 CL_UpdateWorld
1717
1718 Update client game world for a new frame
1719 ===============
1720 */
1721 void CL_UpdateWorld(void)
1722 {
1723         r_refdef.extraupdate = !r_speeds.integer;
1724         r_refdef.numentities = 0;
1725         r_refdef.numlights = 0;
1726         r_view.matrix = identitymatrix;
1727
1728         cl.num_brushmodel_entities = 0;
1729
1730         if (cls.state == ca_connected && cls.signon == SIGNONS)
1731         {
1732                 // prepare for a new frame
1733                 CL_LerpPlayer(CL_LerpPoint());
1734                 CL_DecayLightFlashes();
1735                 CL_ClearTempEntities();
1736                 V_DriftPitch();
1737                 V_FadeViewFlashs();
1738
1739                 // if prediction is enabled we have to update all the collidable
1740                 // network entities before the prediction code can be run
1741                 CL_UpdateNetworkCollisionEntities();
1742
1743                 // now update the player prediction
1744                 CL_ClientMovement_Replay();
1745
1746                 // update the player entity (which may be predicted)
1747                 CL_UpdateNetworkEntity(cl.entities + cl.viewentity, 32, true);
1748
1749                 // now update the view (which depends on that player entity)
1750                 V_CalcRefdef();
1751
1752                 // now update all the network entities and create particle trails
1753                 // (some entities may depend on the view)
1754                 CL_UpdateNetworkEntities();
1755
1756                 // update the engine-based viewmodel
1757                 CL_UpdateViewModel();
1758
1759                 CL_RelinkLightFlashes();
1760                 CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS);
1761
1762                 // move particles
1763                 CL_MoveParticles();
1764                 R_MoveExplosions();
1765         }
1766
1767         r_refdef.time = cl.time;
1768 }
1769
1770 // LordHavoc: pausedemo command
1771 static void CL_PauseDemo_f (void)
1772 {
1773         cls.demopaused = !cls.demopaused;
1774         if (cls.demopaused)
1775                 Con_Print("Demo paused\n");
1776         else
1777                 Con_Print("Demo unpaused\n");
1778 }
1779
1780 /*
1781 ======================
1782 CL_Fog_f
1783 ======================
1784 */
1785 static void CL_Fog_f (void)
1786 {
1787         if (Cmd_Argc () == 1)
1788         {
1789                 Con_Printf("\"fog\" is \"%f %f %f %f\"\n", r_refdef.fog_density, r_refdef.fog_red, r_refdef.fog_green, r_refdef.fog_blue);
1790                 return;
1791         }
1792         r_refdef.fog_density = atof(Cmd_Argv(1));
1793         r_refdef.fog_red = atof(Cmd_Argv(2));
1794         r_refdef.fog_green = atof(Cmd_Argv(3));
1795         r_refdef.fog_blue = atof(Cmd_Argv(4));
1796 }
1797
1798 /*
1799 ====================
1800 CL_TimeRefresh_f
1801
1802 For program optimization
1803 ====================
1804 */
1805 static void CL_TimeRefresh_f (void)
1806 {
1807         int i;
1808         float timestart, timedelta;
1809
1810         r_refdef.extraupdate = false;
1811
1812         timestart = Sys_DoubleTime();
1813         for (i = 0;i < 128;i++)
1814         {
1815                 Matrix4x4_CreateFromQuakeEntity(&r_view.matrix, r_view.origin[0], r_view.origin[1], r_view.origin[2], 0, i / 128.0 * 360.0, 0, 1);
1816                 CL_UpdateScreen();
1817         }
1818         timedelta = Sys_DoubleTime() - timestart;
1819
1820         Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
1821 }
1822
1823 void CL_AreaStats_f(void)
1824 {
1825         World_PrintAreaStats(&cl.world, "client");
1826 }
1827
1828 cl_locnode_t *CL_Locs_FindNearest(const vec3_t point)
1829 {
1830         int i;
1831         cl_locnode_t *loc;
1832         cl_locnode_t *best;
1833         vec3_t nearestpoint;
1834         vec_t dist, bestdist;
1835         best = NULL;
1836         bestdist = 0;
1837         for (loc = cl.locnodes;loc;loc = loc->next)
1838         {
1839                 for (i = 0;i < 3;i++)
1840                         nearestpoint[i] = bound(loc->mins[i], point[i], loc->maxs[i]);
1841                 dist = VectorDistance2(nearestpoint, point);
1842                 if (bestdist > dist || !best)
1843                 {
1844                         bestdist = dist;
1845                         best = loc;
1846                         if (bestdist < 1)
1847                                 break;
1848                 }
1849         }
1850         return best;
1851 }
1852
1853 void CL_Locs_FindLocationName(char *buffer, size_t buffersize, vec3_t point)
1854 {
1855         cl_locnode_t *loc;
1856         loc = CL_Locs_FindNearest(point);
1857         if (loc)
1858                 strlcpy(buffer, loc->name, buffersize);
1859         else
1860                 dpsnprintf(buffer, buffersize, "LOC=%.0f:%.0f:%.0f", point[0], point[1], point[2]);
1861 }
1862
1863 void CL_Locs_FreeNode(cl_locnode_t *node)
1864 {
1865         cl_locnode_t **pointer, **next;
1866         for (pointer = &cl.locnodes;*pointer;pointer = next)
1867         {
1868                 next = &(*pointer)->next;
1869                 if (*pointer == node)
1870                 {
1871                         *pointer = node->next;
1872                         Mem_Free(node);
1873                 }
1874         }
1875         Con_Printf("CL_Locs_FreeNode: no such node! (%p)\n", node);
1876 }
1877
1878 void CL_Locs_AddNode(vec3_t mins, vec3_t maxs, const char *name)
1879 {
1880         cl_locnode_t *node, **pointer;
1881         int namelen;
1882         if (!name)
1883                 name = "";
1884         namelen = strlen(name);
1885         node = Mem_Alloc(cls.levelmempool, sizeof(cl_locnode_t) + namelen + 1);
1886         VectorSet(node->mins, min(mins[0], maxs[0]), min(mins[1], maxs[1]), min(mins[2], maxs[2]));
1887         VectorSet(node->maxs, max(mins[0], maxs[0]), max(mins[1], maxs[1]), max(mins[2], maxs[2]));
1888         node->name = (char *)(node + 1);
1889         memcpy(node->name, name, namelen);
1890         node->name[namelen] = 0;
1891         // link it into the tail of the list to preserve the order
1892         for (pointer = &cl.locnodes;*pointer;pointer = &(*pointer)->next)
1893                 ;
1894         *pointer = node;
1895 }
1896
1897 void CL_Locs_Add_f(void)
1898 {
1899         vec3_t mins, maxs;
1900         if (Cmd_Argc() != 5 && Cmd_Argc() != 8)
1901         {
1902                 Con_Printf("usage: %s x y z[ x y z] name\n", Cmd_Argv(0));
1903                 return;
1904         }
1905         mins[0] = atof(Cmd_Argv(1));
1906         mins[1] = atof(Cmd_Argv(2));
1907         mins[2] = atof(Cmd_Argv(3));
1908         if (Cmd_Argc() == 8)
1909         {
1910                 maxs[0] = atof(Cmd_Argv(4));
1911                 maxs[1] = atof(Cmd_Argv(5));
1912                 maxs[2] = atof(Cmd_Argv(6));
1913                 CL_Locs_AddNode(mins, maxs, Cmd_Argv(7));
1914         }
1915         else
1916                 CL_Locs_AddNode(mins, mins, Cmd_Argv(4));
1917 }
1918
1919 void CL_Locs_RemoveNearest_f(void)
1920 {
1921         cl_locnode_t *loc;
1922         loc = CL_Locs_FindNearest(r_view.origin);
1923         if (loc)
1924                 CL_Locs_FreeNode(loc);
1925         else
1926                 Con_Printf("no loc point or box found for your location\n");
1927 }
1928
1929 void CL_Locs_Clear_f(void)
1930 {
1931         while (cl.locnodes)
1932                 CL_Locs_FreeNode(cl.locnodes);
1933 }
1934
1935 void CL_Locs_Save_f(void)
1936 {
1937         cl_locnode_t *loc;
1938         qfile_t *outfile;
1939         char locfilename[MAX_QPATH];
1940         if (!cl.locnodes)
1941         {
1942                 Con_Printf("No loc points/boxes exist!\n");
1943                 return;
1944         }
1945         if (cls.state != ca_connected || !cl.worldmodel)
1946         {
1947                 Con_Printf("No level loaded!\n");
1948                 return;
1949         }
1950         FS_StripExtension(cl.worldmodel->name, locfilename, sizeof(locfilename));
1951         strlcat(locfilename, ".loc", sizeof(locfilename));
1952
1953         outfile = FS_Open(locfilename, "w", false, false);
1954         if (!outfile)
1955                 return;
1956         // if any boxes are used then this is a proquake-format loc file, which
1957         // allows comments, so add some relevant information at the start
1958         for (loc = cl.locnodes;loc;loc = loc->next)
1959                 if (!VectorCompare(loc->mins, loc->maxs))
1960                         break;
1961         if (loc)
1962         {
1963                 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);
1964                 for (loc = cl.locnodes;loc;loc = loc->next)
1965                         if (VectorCompare(loc->mins, loc->maxs))
1966                                 break;
1967                 if (loc)
1968                         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");
1969         }
1970         for (loc = cl.locnodes;loc;loc = loc->next)
1971         {
1972                 if (VectorCompare(loc->mins, loc->maxs))
1973                 {
1974                         int len;
1975                         const char *s;
1976                         const char *in = loc->name;
1977                         char name[MAX_INPUTLINE];
1978                         for (len = 0;len < (int)sizeof(name) - 1 && *in;)
1979                         {
1980                                 if (*in == ' ') {s = "$loc_name_separator";in++;}
1981                                 else if (!strncmp(in, "SSG", 3)) {s = "$loc_name_ssg";in += 3;}
1982                                 else if (!strncmp(in, "NG", 2)) {s = "$loc_name_ng";in += 2;}
1983                                 else if (!strncmp(in, "SNG", 3)) {s = "$loc_name_sng";in += 3;}
1984                                 else if (!strncmp(in, "GL", 2)) {s = "$loc_name_gl";in += 2;}
1985                                 else if (!strncmp(in, "RL", 2)) {s = "$loc_name_rl";in += 2;}
1986                                 else if (!strncmp(in, "LG", 2)) {s = "$loc_name_lg";in += 2;}
1987                                 else if (!strncmp(in, "GA", 2)) {s = "$loc_name_ga";in += 2;}
1988                                 else if (!strncmp(in, "YA", 2)) {s = "$loc_name_ya";in += 2;}
1989                                 else if (!strncmp(in, "RA", 2)) {s = "$loc_name_ra";in += 2;}
1990                                 else if (!strncmp(in, "MEGA", 4)) {s = "$loc_name_mh";in += 4;}
1991                                 else s = NULL;
1992                                 if (s)
1993                                 {
1994                                         while (len < (int)sizeof(name) - 1 && *s)
1995                                                 name[len++] = *s++;
1996                                         continue;
1997                                 }
1998                                 name[len++] = *in++;
1999                         }
2000                         name[len] = 0;
2001                         FS_Printf(outfile, "%.0f %.0f %.0f %s\n", loc->mins[0]*8, loc->mins[1]*8, loc->mins[2]*8, name);
2002                 }
2003                 else
2004                         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);
2005         }
2006         FS_Close(outfile);
2007 }
2008
2009 void CL_Locs_Reload_f(void)
2010 {
2011         int i, linenumber, limit, len;
2012         const char *s;
2013         char *filedata, *text, *textend, *linestart, *linetext, *lineend;
2014         fs_offset_t filesize;
2015         vec3_t mins, maxs;
2016         char locfilename[MAX_QPATH];
2017         char name[MAX_INPUTLINE];
2018
2019         if (cls.state != ca_connected || !cl.worldmodel)
2020         {
2021                 Con_Printf("No level loaded!\n");
2022                 return;
2023         }
2024
2025         CL_Locs_Clear_f();
2026
2027         // try maps/something.loc first (LordHavoc: where I think they should be)
2028         FS_StripExtension(cl.worldmodel->name, locfilename, sizeof(locfilename));
2029         strlcat(locfilename, ".loc", sizeof(locfilename));
2030         filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2031         if (!filedata)
2032         {
2033                 // try proquake name as well (LordHavoc: I hate path mangling)
2034                 FS_StripExtension(va("locs/%s", FS_FileWithoutPath(cl.worldmodel->name)), locfilename, sizeof(locfilename));
2035                 strlcat(locfilename, ".loc", sizeof(locfilename));
2036                 filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2037                 if (!filedata)
2038                         return;
2039         }
2040         text = filedata;
2041         textend = filedata + filesize;
2042         for (linenumber = 1;text < textend;linenumber++)
2043         {
2044                 linestart = text;
2045                 for (;text < textend && *text != '\r' && *text != '\n';text++)
2046                         ;
2047                 lineend = text;
2048                 if (text + 1 < textend && *text == '\r' && text[1] == '\n')
2049                         text++;
2050                 if (text < textend)
2051                         text++;
2052                 // trim trailing whitespace
2053                 while (lineend > linestart && lineend[-1] <= ' ')
2054                         lineend--;
2055                 // trim leading whitespace
2056                 while (linestart < lineend && *linestart <= ' ')
2057                         linestart++;
2058                 // check if this is a comment
2059                 if (linestart + 2 <= lineend && !strncmp(linestart, "//", 2))
2060                         continue;
2061                 linetext = linestart;
2062                 limit = 3;
2063                 for (i = 0;i < limit;i++)
2064                 {
2065                         if (linetext >= lineend)
2066                                 break;
2067                         // note: a missing number is interpreted as 0
2068                         if (i < 3)
2069                                 mins[i] = atof(linetext);
2070                         else
2071                                 maxs[i - 3] = atof(linetext);
2072                         // now advance past the number
2073                         while (linetext < lineend && *linetext > ' ' && *linetext != ',')
2074                                 linetext++;
2075                         // advance through whitespace
2076                         if (linetext < lineend)
2077                         {
2078                                 if (*linetext == ',')
2079                                 {
2080                                         linetext++;
2081                                         limit = 6;
2082                                         // note: comma can be followed by whitespace
2083                                 }
2084                                 if (*linetext <= ' ')
2085                                 {
2086                                         // skip whitespace
2087                                         while (linetext < lineend && *linetext <= ' ')
2088                                                 linetext++;
2089                                 }
2090                         }
2091                 }
2092                 // if this is a quoted name, remove the quotes
2093                 if (i == 6)
2094                 {
2095                         if (linetext >= lineend || *linetext != '"')
2096                                 continue; // proquake location names are always quoted
2097                         lineend--;
2098                         linetext++;
2099                         len = min(lineend - linetext, (int)sizeof(name) - 1);
2100                         memcpy(name, linetext, len);
2101                         name[len] = 0;
2102                         // add the box to the list
2103                         CL_Locs_AddNode(mins, maxs, name);
2104                 }
2105                 // if a point was parsed, it needs to be scaled down by 8 (since
2106                 // point-based loc files were invented by a proxy which dealt
2107                 // directly with quake protocol coordinates, which are *8), turn
2108                 // it into a box
2109                 else if (i == 3)
2110                 {
2111                         // interpret silly fuhquake macros
2112                         for (len = 0;len < (int)sizeof(name) - 1 && linetext < lineend;)
2113                         {
2114                                 if (*linetext == '$')
2115                                 {
2116                                         if (linetext + 18 <= lineend && !strncmp(linetext, "$loc_name_separator", 19)) {s = " ";linetext += 19;}
2117                                         else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_ssg", 13)) {s = "SSG";linetext += 13;}
2118                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ng", 12)) {s = "NG";linetext += 12;}
2119                                         else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_sng", 13)) {s = "SNG";linetext += 13;}
2120                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_gl", 12)) {s = "GL";linetext += 12;}
2121                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_rl", 12)) {s = "RL";linetext += 12;}
2122                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_lg", 12)) {s = "LG";linetext += 12;}
2123                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ga", 12)) {s = "GA";linetext += 12;}
2124                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ya", 12)) {s = "YA";linetext += 12;}
2125                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ra", 12)) {s = "RA";linetext += 12;}
2126                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_mh", 12)) {s = "MEGA";linetext += 12;}
2127                                         else s = NULL;
2128                                         if (s)
2129                                         {
2130                                                 while (len < (int)sizeof(name) - 1 && *s)
2131                                                         name[len++] = *s++;
2132                                                 continue;
2133                                         }
2134                                 }
2135                                 name[len++] = *linetext++;
2136                         }
2137                         name[len] = 0;
2138                         // add the point to the list
2139                         VectorScale(mins, (1.0 / 8.0), mins);
2140                         CL_Locs_AddNode(mins, mins, name);
2141                 }
2142                 else
2143                         continue;
2144         }
2145 }
2146
2147 /*
2148 ===========
2149 CL_Shutdown
2150 ===========
2151 */
2152 void CL_Shutdown (void)
2153 {
2154         CL_Screen_Shutdown();
2155         CL_Particles_Shutdown();
2156         CL_Parse_Shutdown();
2157
2158         Mem_FreePool (&cls.permanentmempool);
2159         Mem_FreePool (&cls.levelmempool);
2160 }
2161
2162 /*
2163 =================
2164 CL_Init
2165 =================
2166 */
2167 void CL_Init (void)
2168 {
2169         cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL);
2170         cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL);
2171
2172         memset(&r_refdef, 0, sizeof(r_refdef));
2173         // max entities sent to renderer per frame
2174         r_refdef.maxentities = MAX_EDICTS + 256 + 512;
2175         r_refdef.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.maxentities);
2176
2177         CL_InitInput ();
2178
2179 //
2180 // register our commands
2181 //
2182         Cvar_RegisterVariable (&cl_upspeed);
2183         Cvar_RegisterVariable (&cl_forwardspeed);
2184         Cvar_RegisterVariable (&cl_backspeed);
2185         Cvar_RegisterVariable (&cl_sidespeed);
2186         Cvar_RegisterVariable (&cl_movespeedkey);
2187         Cvar_RegisterVariable (&cl_yawspeed);
2188         Cvar_RegisterVariable (&cl_pitchspeed);
2189         Cvar_RegisterVariable (&cl_anglespeedkey);
2190         Cvar_RegisterVariable (&cl_shownet);
2191         Cvar_RegisterVariable (&cl_nolerp);
2192         Cvar_RegisterVariable (&lookspring);
2193         Cvar_RegisterVariable (&lookstrafe);
2194         Cvar_RegisterVariable (&sensitivity);
2195         Cvar_RegisterVariable (&freelook);
2196
2197         Cvar_RegisterVariable (&m_pitch);
2198         Cvar_RegisterVariable (&m_yaw);
2199         Cvar_RegisterVariable (&m_forward);
2200         Cvar_RegisterVariable (&m_side);
2201
2202         Cvar_RegisterVariable (&cl_itembobspeed);
2203         Cvar_RegisterVariable (&cl_itembobheight);
2204
2205         Cmd_AddCommand ("entities", CL_PrintEntities_f, "print information on network entities known to client");
2206         Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
2207         Cmd_AddCommand ("record", CL_Record_f, "record a demo");
2208         Cmd_AddCommand ("stop", CL_Stop_f, "stop recording or playing a demo");
2209         Cmd_AddCommand ("playdemo", CL_PlayDemo_f, "watch a demo file");
2210         Cmd_AddCommand ("timedemo", CL_TimeDemo_f, "play back a demo as fast as possible and save statistics to benchmark.log");
2211
2212         // Support Client-side Model Index List
2213         Cmd_AddCommand ("cl_modelindexlist", CL_ModelIndexList_f, "list all models in the client modelindex");
2214
2215         Cvar_RegisterVariable (&cl_autodemo);
2216         Cvar_RegisterVariable (&cl_autodemo_nameformat);
2217
2218         Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue)");
2219
2220         // LordHavoc: added pausedemo
2221         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)");
2222
2223         Cmd_AddCommand ("cl_areastats", CL_AreaStats_f, "prints statistics on entity culling during collision traces");
2224
2225         Cvar_RegisterVariable(&r_draweffects);
2226         Cvar_RegisterVariable(&cl_explosions_alpha_start);
2227         Cvar_RegisterVariable(&cl_explosions_alpha_end);
2228         Cvar_RegisterVariable(&cl_explosions_size_start);
2229         Cvar_RegisterVariable(&cl_explosions_size_end);
2230         Cvar_RegisterVariable(&cl_explosions_lifetime);
2231         Cvar_RegisterVariable(&cl_stainmaps);
2232         Cvar_RegisterVariable(&cl_stainmaps_clearonload);
2233         Cvar_RegisterVariable(&cl_beams_polygons);
2234         Cvar_RegisterVariable(&cl_beams_quakepositionhack);
2235         Cvar_RegisterVariable(&cl_beams_instantaimhack);
2236         Cvar_RegisterVariable(&cl_beams_lightatend);
2237         Cvar_RegisterVariable(&cl_noplayershadow);
2238         Cvar_RegisterVariable(&cl_dlights_decayradius);
2239         Cvar_RegisterVariable(&cl_dlights_decaybrightness);
2240
2241         Cvar_RegisterVariable(&cl_prydoncursor);
2242
2243         Cvar_RegisterVariable(&cl_deathnoviewmodel);
2244
2245         // for QW connections
2246         Cvar_RegisterVariable(&qport);
2247         Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff);
2248
2249         Cmd_AddCommand("timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
2250
2251         Cvar_RegisterVariable(&cl_locs_enable);
2252         Cvar_RegisterVariable(&cl_locs_show);
2253         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)");
2254         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)");
2255         Cmd_AddCommand("locs_clear", CL_Locs_Clear_f, "remove all loc points/boxes");
2256         Cmd_AddCommand("locs_reload", CL_Locs_Reload_f, "reload .loc file for this map");
2257         Cmd_AddCommand("locs_save", CL_Locs_Save_f, "save .loc file for this map containing currently defined points and boxes");
2258
2259         CL_Parse_Init();
2260         CL_Particles_Init();
2261         CL_Screen_Init();
2262
2263         CL_Video_Init();
2264 }
2265
2266
2267