disabled the broken cl_autodemo feature until Sajt fixes it
[divverent/darkplaces.git] / cl_main.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // cl_main.c  -- client main loop
21
22 #include "quakedef.h"
23 #include "cl_collision.h"
24 #include "cl_video.h"
25 #include "image.h"
26 #include "csprogs.h"
27 #include "r_shadow.h"
28 #include "libcurl.h"
29
30 // we need to declare some mouse variables here, because the menu system
31 // references them even when on a unix system.
32
33 cvar_t csqc_progname = {0, "csqc_progname","csprogs.dat","name of csprogs.dat file to load"};   //[515]: csqc crc check and right csprogs name according to progs.dat
34 cvar_t csqc_progcrc = {CVAR_READONLY, "csqc_progcrc","0","CRC of csprogs.dat file to load"};
35
36 cvar_t cl_shownet = {0, "cl_shownet","0","1 = print packet size, 2 = print packet message list"};
37 cvar_t cl_nolerp = {0, "cl_nolerp", "0","network update smoothing"};
38
39 cvar_t cl_itembobheight = {0, "cl_itembobheight", "0","how much items bob up and down (try 8)"};
40 cvar_t cl_itembobspeed = {0, "cl_itembobspeed", "0.5","how frequently items bob up and down"};
41
42 cvar_t lookspring = {CVAR_SAVE, "lookspring","0","returns pitch to level with the floor when no longer holding a pitch key"};
43 cvar_t lookstrafe = {CVAR_SAVE, "lookstrafe","0","move instead of turning"};
44 cvar_t sensitivity = {CVAR_SAVE, "sensitivity","3","mouse speed multiplier"};
45
46 cvar_t m_pitch = {CVAR_SAVE, "m_pitch","0.022","mouse pitch speed multiplier"};
47 cvar_t m_yaw = {CVAR_SAVE, "m_yaw","0.022","mouse yaw speed multiplier"};
48 cvar_t m_forward = {CVAR_SAVE, "m_forward","1","mouse forward speed multiplier"};
49 cvar_t m_side = {CVAR_SAVE, "m_side","0.8","mouse side speed multiplier"};
50
51 cvar_t freelook = {CVAR_SAVE, "freelook", "1","mouse controls pitch instead of forward/back"};
52
53 #ifdef AUTODEMO_BROKEN
54 cvar_t cl_autodemo = {0, "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 = {0, "cl_autodemo_nameformat", "%Y-%m-%d_%H-%M", "The format of the cl_autodemo filename, followed by the map name" };
56 #endif
57
58 cvar_t r_draweffects = {0, "r_draweffects", "1","renders temporary sprite effects"};
59
60 cvar_t cl_explosions_alpha_start = {CVAR_SAVE, "cl_explosions_alpha_start", "1.5","starting alpha of an explosion shell"};
61 cvar_t cl_explosions_alpha_end = {CVAR_SAVE, "cl_explosions_alpha_end", "0","end alpha of an explosion shell (just before it disappears)"};
62 cvar_t cl_explosions_size_start = {CVAR_SAVE, "cl_explosions_size_start", "16","starting size of an explosion shell"};
63 cvar_t cl_explosions_size_end = {CVAR_SAVE, "cl_explosions_size_end", "128","ending alpha of an explosion shell (just before it disappears)"};
64 cvar_t cl_explosions_lifetime = {CVAR_SAVE, "cl_explosions_lifetime", "0.5","how long an explosion shell lasts"};
65
66 cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "1","stains lightmaps, much faster than decals but blurred"};
67 cvar_t cl_stainmaps_clearonload = {CVAR_SAVE, "cl_stainmaps_clearonload", "1","clear stainmaps on map restart"};
68
69 cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1","use beam polygons instead of models"};
70 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)"};
71 cvar_t cl_beams_instantaimhack = {CVAR_SAVE, "cl_beams_instantaimhack", "1", "makes your lightning gun aiming update instantly"};
72 cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0", "make a light at the end of the beam"};
73
74 cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0","hide player shadow"};
75
76 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)"};
77
78 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"};
79
80 cvar_t cl_deathnoviewmodel = {0, "cl_deathnoviewmodel", "1", "hides gun model when dead"};
81
82 client_static_t cls;
83 client_state_t  cl;
84
85 #define MAX_PARTICLES                   32768   // default max # of particles at one time
86 #define ABSOLUTE_MIN_PARTICLES  512             // no fewer than this no matter what's on the command line
87
88 /*
89 =====================
90 CL_ClearState
91
92 =====================
93 */
94 void CL_ClearState(void)
95 {
96         int i;
97         entity_t *ent;
98
99 // wipe the entire cl structure
100         Mem_EmptyPool(cls.levelmempool);
101         memset (&cl, 0, sizeof(cl));
102
103         S_StopAllSounds();
104
105         // reset the view zoom interpolation
106         cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
107
108         cl.num_entities = 0;
109         cl.num_csqcentities = 0;        //[515]: csqc
110         cl.num_static_entities = 0;
111         cl.num_temp_entities = 0;
112         cl.num_brushmodel_entities = 0;
113
114         // tweak these if the game runs out
115         cl.max_entities = 256;
116         cl.max_csqcentities = 256;      //[515]: csqc
117         cl.max_static_entities = 256;
118         cl.max_temp_entities = 512;
119         cl.max_effects = 256;
120         cl.max_beams = 256;
121         cl.max_dlights = MAX_DLIGHTS;
122         cl.max_lightstyle = MAX_LIGHTSTYLES;
123         cl.max_brushmodel_entities = MAX_EDICTS;
124         cl.max_particles = MAX_PARTICLES;
125
126 // COMMANDLINEOPTION: Client: -particles <number> changes maximum number of particles at once, default 32768
127         i = COM_CheckParm ("-particles");
128         if (i && i < com_argc - 1)
129         {
130                 cl.max_particles = (int)(atoi(com_argv[i+1]));
131                 if (cl.max_particles < ABSOLUTE_MIN_PARTICLES)
132                         cl.max_particles = ABSOLUTE_MIN_PARTICLES;
133         }
134
135         cl.num_dlights = 0;
136         cl.num_effects = 0;
137         cl.num_beams = 0;
138
139         cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
140         cl.csqcentities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_csqcentities * sizeof(entity_t));      //[515]: csqc
141         cl.entities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));
142         cl.csqcentities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));      //[515]: csqc
143         cl.static_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_static_entities * sizeof(entity_t));
144         cl.temp_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_temp_entities * sizeof(entity_t));
145         cl.effects = (cl_effect_t *)Mem_Alloc(cls.levelmempool, cl.max_effects * sizeof(cl_effect_t));
146         cl.beams = (beam_t *)Mem_Alloc(cls.levelmempool, cl.max_beams * sizeof(beam_t));
147         cl.dlights = (dlight_t *)Mem_Alloc(cls.levelmempool, cl.max_dlights * sizeof(dlight_t));
148         cl.lightstyle = (lightstyle_t *)Mem_Alloc(cls.levelmempool, cl.max_lightstyle * sizeof(lightstyle_t));
149         cl.brushmodel_entities = (int *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(int));
150         cl.particles = (particle_t *) Mem_Alloc(cls.levelmempool, cl.max_particles * sizeof(particle_t));
151
152         // LordHavoc: have to set up the baseline info for alpha and other stuff
153         for (i = 0;i < cl.max_entities;i++)
154         {
155                 cl.entities[i].state_baseline = defaultstate;
156                 cl.entities[i].state_previous = defaultstate;
157                 cl.entities[i].state_current = defaultstate;
158         }
159
160         for (i = 0;i < cl.max_csqcentities;i++)
161         {
162                 cl.csqcentities[i].state_baseline = defaultstate;       //[515]: csqc
163                 cl.csqcentities[i].state_previous = defaultstate;       //[515]: csqc
164                 cl.csqcentities[i].state_current = defaultstate;        //[515]: csqc
165                 cl.csqcentities[i].csqc = true;
166                 cl.csqcentities[i].state_current.number = -i;
167         }
168
169         if (gamemode == GAME_NEXUIZ)
170         {
171                 VectorSet(cl.playerstandmins, -16, -16, -24);
172                 VectorSet(cl.playerstandmaxs, 16, 16, 45);
173                 VectorSet(cl.playercrouchmins, -16, -16, -24);
174                 VectorSet(cl.playercrouchmaxs, 16, 16, 25);
175         }
176         else
177         {
178                 VectorSet(cl.playerstandmins, -16, -16, -24);
179                 VectorSet(cl.playerstandmaxs, 16, 16, 24);
180                 VectorSet(cl.playercrouchmins, -16, -16, -24);
181                 VectorSet(cl.playercrouchmaxs, 16, 16, 24);
182         }
183
184         // disable until we get textures for it
185         R_ResetSkyBox();
186
187         ent = &cl.entities[0];
188         // entire entity array was cleared, so just fill in a few fields
189         ent->state_current.active = true;
190         ent->render.model = cl.worldmodel = NULL; // no world model yet
191         ent->render.scale = 1; // some of the renderer still relies on scale
192         ent->render.alpha = 1;
193         ent->render.colormap = -1; // no special coloring
194         ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
195         Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1);
196         Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
197         CL_BoundingBoxForEntity(&ent->render);
198
199         // noclip is turned off at start
200         noclip_anglehack = false;
201
202         // mark all frames invalid for delta
203         memset(cl.qw_deltasequence, -1, sizeof(cl.qw_deltasequence));
204
205         CL_Screen_NewMap();
206 }
207
208 void CL_SetInfo(const char *key, const char *value, qboolean send, qboolean allowstarkey, qboolean allowmodel, qboolean quiet)
209 {
210         if (strchr(key, '\"') || strchr(value, '\"') || (!allowstarkey && key[0] == '*') || (!allowmodel && (!strcasecmp(Cmd_Argv(1), "pmodel") || !strcasecmp(Cmd_Argv(1), "emodel"))))
211         {
212                 if (!quiet)
213                         Con_Printf("Can't setinfo \"%s\" \"%s\"\n");
214                 return;
215         }
216         InfoString_SetValue(cls.userinfo, sizeof(cls.userinfo), key, value);
217         if (cls.state == ca_connected && cls.netcon)
218         {
219                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
220                 {
221                         MSG_WriteByte(&cls.netcon->message, qw_clc_stringcmd);
222                         MSG_WriteString(&cls.netcon->message, va("setinfo \"%s\" \"%s\"", key, value));
223                 }
224                 else if (!strcasecmp(key, "name"))
225                 {
226                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
227                         MSG_WriteString(&cls.netcon->message, va("name \"%s\"", value));
228                 }
229                 else if (!strcasecmp(key, "playermodel"))
230                 {
231                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
232                         MSG_WriteString(&cls.netcon->message, va("playermodel \"%s\"", value));
233                 }
234                 else if (!strcasecmp(key, "playerskin"))
235                 {
236                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
237                         MSG_WriteString(&cls.netcon->message, va("playerskin \"%s\"", value));
238                 }
239                 else if (!strcasecmp(key, "topcolor"))
240                 {
241                         // don't send anything, the combined color code will be updated manually
242                 }
243                 else if (!strcasecmp(key, "bottomcolor"))
244                 {
245                         // don't send anything, the combined color code will be updated manually
246                 }
247                 else if (!strcasecmp(key, "rate"))
248                 {
249                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
250                         MSG_WriteString(&cls.netcon->message, va("rate \"%s\"", value));
251                 }
252         }
253 }
254
255 void CL_ExpandEntities(int num)
256 {
257         int i, oldmaxentities;
258         entity_t *oldentities;
259         if (num >= cl.max_entities)
260         {
261                 if (!cl.entities)
262                         Sys_Error("CL_ExpandEntities: cl.entities not initialized");
263                 if (num >= MAX_EDICTS)
264                         Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
265                 oldmaxentities = cl.max_entities;
266                 oldentities = cl.entities;
267                 cl.max_entities = (num & ~255) + 256;
268                 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
269                 memcpy(cl.entities, oldentities, oldmaxentities * sizeof(entity_t));
270                 Mem_Free(oldentities);
271                 for (i = oldmaxentities;i < cl.max_entities;i++)
272                 {
273                         cl.entities[i].state_baseline = defaultstate;
274                         cl.entities[i].state_previous = defaultstate;
275                         cl.entities[i].state_current = defaultstate;
276                 }
277         }
278 }
279
280 void CL_ExpandCSQCEntities(int num)
281 {
282         int i, oldmaxentities;
283         entity_t *oldentities;
284         if (num >= cl.max_csqcentities)
285         {
286                 if (!cl.csqcentities)
287                         Sys_Error("CL_ExpandCSQCEntities: cl.csqcentities not initialized\n");
288                 if (num >= MAX_EDICTS)
289                         Host_Error("CL_ExpandCSQCEntities: num %i >= %i\n", num, MAX_EDICTS);
290                 oldmaxentities = cl.max_csqcentities;
291                 oldentities = cl.csqcentities;
292                 cl.max_csqcentities = (num & ~255) + 256;
293                 cl.csqcentities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_csqcentities * sizeof(entity_t));
294                 memcpy(cl.csqcentities, oldentities, oldmaxentities * sizeof(entity_t));
295                 Mem_Free(oldentities);
296                 for (i = oldmaxentities;i < cl.max_csqcentities;i++)
297                 {
298                         cl.csqcentities[i].state_baseline = defaultstate;
299                         cl.csqcentities[i].state_previous = defaultstate;
300                         cl.csqcentities[i].state_current = defaultstate;
301                         cl.csqcentities[i].csqc = true;
302                         cl.csqcentities[i].state_current.number = -i;
303                 }
304         }
305 }
306
307 void CL_VM_ShutDown (void);
308 /*
309 =====================
310 CL_Disconnect
311
312 Sends a disconnect message to the server
313 This is also called on Host_Error, so it shouldn't cause any errors
314 =====================
315 */
316 void CL_Disconnect(void)
317 {
318         if (cls.state == ca_dedicated)
319                 return;
320
321         Con_DPrintf("CL_Disconnect\n");
322
323         CL_VM_ShutDown();
324 // stop sounds (especially looping!)
325         S_StopAllSounds ();
326
327         // clear contents blends
328         cl.cshifts[0].percent = 0;
329         cl.cshifts[1].percent = 0;
330         cl.cshifts[2].percent = 0;
331         cl.cshifts[3].percent = 0;
332
333         cl.worldmodel = NULL;
334
335         if (cls.demoplayback)
336                 CL_StopPlayback();
337         else if (cls.netcon)
338         {
339                 sizebuf_t buf;
340                 unsigned char bufdata[8];
341                 if (cls.demorecording)
342                         CL_Stop_f();
343
344                 // send disconnect message 3 times to improve chances of server
345                 // receiving it (but it still fails sometimes)
346                 memset(&buf, 0, sizeof(buf));
347                 buf.data = bufdata;
348                 buf.maxsize = sizeof(bufdata);
349                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
350                 {
351                         Con_DPrint("Sending drop command\n");
352                         MSG_WriteByte(&buf, qw_clc_stringcmd);
353                         MSG_WriteString(&buf, "drop");
354                 }
355                 else
356                 {
357                         Con_DPrint("Sending clc_disconnect\n");
358                         MSG_WriteByte(&buf, clc_disconnect);
359                 }
360                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
361                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
362                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
363                 NetConn_Close(cls.netcon);
364                 cls.netcon = NULL;
365         }
366         cls.state = ca_disconnected;
367
368         cls.demoplayback = cls.timedemo = false;
369         cls.signon = 0;
370 }
371
372 void CL_Disconnect_f(void)
373 {
374         CL_Disconnect ();
375         if (sv.active)
376                 Host_ShutdownServer ();
377 }
378
379
380
381
382 /*
383 =====================
384 CL_EstablishConnection
385
386 Host should be either "local" or a net address
387 =====================
388 */
389 void CL_EstablishConnection(const char *host)
390 {
391         if (cls.state == ca_dedicated)
392                 return;
393
394         // clear menu's connect error message
395         M_Update_Return_Reason("");
396         cls.demonum = -1;
397
398         // stop demo loop in case this fails
399         CL_Disconnect();
400
401         // if downloads are running, cancel their finishing action
402         Curl_Clear_forthismap();
403
404         // make sure the client ports are open before attempting to connect
405         NetConn_UpdateSockets();
406
407         // run a network frame
408         //NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
409
410         if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
411         {
412                 cls.connect_trying = true;
413                 cls.connect_remainingtries = 3;
414                 cls.connect_nextsendtime = 0;
415                 M_Update_Return_Reason("Trying to connect...");
416                 // run several network frames to jump into the game quickly
417                 //if (sv.active)
418                 //{
419                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
420                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
421                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
422                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
423                 //}
424         }
425         else
426         {
427                 Con_Print("Unable to find a suitable network socket to connect to server.\n");
428                 M_Update_Return_Reason("No network");
429         }
430 }
431
432 /*
433 ==============
434 CL_PrintEntities_f
435 ==============
436 */
437 static void CL_PrintEntities_f(void)
438 {
439         entity_t *ent;
440         int i, j;
441         char name[32];
442
443         for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++)
444         {
445                 if (!ent->state_current.active)
446                         continue;
447
448                 if (ent->render.model)
449                         strlcpy (name, ent->render.model->name, 25);
450                 else
451                         strcpy(name, "--no model--");
452                 for (j = (int)strlen(name);j < 25;j++)
453                         name[j] = ' ';
454                 Con_Printf("%3i: %s:%4i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", i, name, ent->render.frame, (int) ent->render.matrix.m[0][3], (int) ent->render.matrix.m[1][3], (int) ent->render.matrix.m[2][3], (int) ent->render.angles[0] % 360, (int) ent->render.angles[1] % 360, (int) ent->render.angles[2] % 360, ent->render.scale, ent->render.alpha);
455         }
456 }
457
458 //static const vec3_t nomodelmins = {-16, -16, -16};
459 //static const vec3_t nomodelmaxs = {16, 16, 16};
460 void CL_BoundingBoxForEntity(entity_render_t *ent)
461 {
462         model_t *model = ent->model;
463         if (model)
464         {
465                 //if (ent->angles[0] || ent->angles[2])
466                 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
467                 {
468                         // pitch or roll
469                         ent->mins[0] = ent->matrix.m[0][3] + model->rotatedmins[0];
470                         ent->mins[1] = ent->matrix.m[1][3] + model->rotatedmins[1];
471                         ent->mins[2] = ent->matrix.m[2][3] + model->rotatedmins[2];
472                         ent->maxs[0] = ent->matrix.m[0][3] + model->rotatedmaxs[0];
473                         ent->maxs[1] = ent->matrix.m[1][3] + model->rotatedmaxs[1];
474                         ent->maxs[2] = ent->matrix.m[2][3] + model->rotatedmaxs[2];
475                         //VectorAdd(ent->origin, model->rotatedmins, ent->mins);
476                         //VectorAdd(ent->origin, model->rotatedmaxs, ent->maxs);
477                 }
478                 //else if (ent->angles[1])
479                 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
480                 {
481                         // yaw
482                         ent->mins[0] = ent->matrix.m[0][3] + model->yawmins[0];
483                         ent->mins[1] = ent->matrix.m[1][3] + model->yawmins[1];
484                         ent->mins[2] = ent->matrix.m[2][3] + model->yawmins[2];
485                         ent->maxs[0] = ent->matrix.m[0][3] + model->yawmaxs[0];
486                         ent->maxs[1] = ent->matrix.m[1][3] + model->yawmaxs[1];
487                         ent->maxs[2] = ent->matrix.m[2][3] + model->yawmaxs[2];
488                         //VectorAdd(ent->origin, model->yawmins, ent->mins);
489                         //VectorAdd(ent->origin, model->yawmaxs, ent->maxs);
490                 }
491                 else
492                 {
493                         ent->mins[0] = ent->matrix.m[0][3] + model->normalmins[0];
494                         ent->mins[1] = ent->matrix.m[1][3] + model->normalmins[1];
495                         ent->mins[2] = ent->matrix.m[2][3] + model->normalmins[2];
496                         ent->maxs[0] = ent->matrix.m[0][3] + model->normalmaxs[0];
497                         ent->maxs[1] = ent->matrix.m[1][3] + model->normalmaxs[1];
498                         ent->maxs[2] = ent->matrix.m[2][3] + model->normalmaxs[2];
499                         //VectorAdd(ent->origin, model->normalmins, ent->mins);
500                         //VectorAdd(ent->origin, model->normalmaxs, ent->maxs);
501                 }
502         }
503         else
504         {
505                 ent->mins[0] = ent->matrix.m[0][3] - 16;
506                 ent->mins[1] = ent->matrix.m[1][3] - 16;
507                 ent->mins[2] = ent->matrix.m[2][3] - 16;
508                 ent->maxs[0] = ent->matrix.m[0][3] + 16;
509                 ent->maxs[1] = ent->matrix.m[1][3] + 16;
510                 ent->maxs[2] = ent->matrix.m[2][3] + 16;
511                 //VectorAdd(ent->origin, nomodelmins, ent->mins);
512                 //VectorAdd(ent->origin, nomodelmaxs, ent->maxs);
513         }
514 }
515
516 /*
517 ===============
518 CL_LerpPoint
519
520 Determines the fraction between the last two messages that the objects
521 should be put at.
522 ===============
523 */
524 static float CL_LerpPoint(void)
525 {
526         float f;
527
528         // dropped packet, or start of demo
529         if (cl.mtime[1] < cl.mtime[0] - 0.1)
530                 cl.mtime[1] = cl.mtime[0] - 0.1;
531
532         cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
533
534         // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
535         f = cl.mtime[0] - cl.mtime[1];
536         if (!f || cl_nolerp.integer || cls.timedemo || (cl.islocalgame && !sv_fixedframeratesingleplayer.integer))
537         {
538                 cl.time = cl.mtime[0];
539                 return 1;
540         }
541
542         f = (cl.time - cl.mtime[1]) / f;
543         return bound(0, f, 1);
544 }
545
546 void CL_ClearTempEntities (void)
547 {
548         cl.num_temp_entities = 0;
549 }
550
551 entity_t *CL_NewTempEntity(void)
552 {
553         entity_t *ent;
554
555         if (r_refdef.numentities >= r_refdef.maxentities)
556                 return NULL;
557         if (cl.num_temp_entities >= cl.max_temp_entities)
558                 return NULL;
559         ent = &cl.temp_entities[cl.num_temp_entities++];
560         memset (ent, 0, sizeof(*ent));
561         r_refdef.entities[r_refdef.numentities++] = &ent->render;
562
563         ent->render.colormap = -1; // no special coloring
564         ent->render.scale = 1;
565         ent->render.alpha = 1;
566         VectorSet(ent->render.colormod, 1, 1, 1);
567         return ent;
568 }
569
570 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
571 {
572         int i;
573         cl_effect_t *e;
574         if (!modelindex) // sanity check
575                 return;
576         for (i = 0, e = cl.effects;i < cl.max_effects;i++, e++)
577         {
578                 if (e->active)
579                         continue;
580                 e->active = true;
581                 VectorCopy(org, e->origin);
582                 e->modelindex = modelindex;
583                 e->starttime = cl.time;
584                 e->startframe = startframe;
585                 e->endframe = startframe + framecount;
586                 e->framerate = framerate;
587
588                 e->frame = 0;
589                 e->frame1time = cl.time;
590                 e->frame2time = cl.time;
591                 cl.num_effects = max(cl.num_effects, i + 1);
592                 break;
593         }
594 }
595
596 void CL_AllocDlight(entity_render_t *ent, matrix4x4_t *matrix, float radius, float red, float green, float blue, float decay, float lifetime, int cubemapnum, int style, int shadowenable, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
597 {
598         int i;
599         dlight_t *dl;
600
601         /*
602 // first look for an exact key match
603         if (ent)
604         {
605                 dl = cl.dlights;
606                 for (i = 0;i < cl.num_dlights;i++, dl++)
607                         if (dl->ent == ent)
608                                 goto dlightsetup;
609         }
610         */
611
612 // then look for anything else
613         dl = cl.dlights;
614         for (i = 0;i < cl.num_dlights;i++, dl++)
615                 if (!dl->radius)
616                         goto dlightsetup;
617         // if we hit the end of the active dlights and found no gaps, add a new one
618         if (i < MAX_DLIGHTS)
619         {
620                 cl.num_dlights = i + 1;
621                 goto dlightsetup;
622         }
623
624         // unable to find one
625         return;
626
627 dlightsetup:
628         //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
629         memset (dl, 0, sizeof(*dl));
630         Matrix4x4_Normalize(&dl->matrix, matrix);
631         dl->ent = ent;
632         dl->origin[0] = dl->matrix.m[0][3];
633         dl->origin[1] = dl->matrix.m[1][3];
634         dl->origin[2] = dl->matrix.m[2][3];
635         CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
636         dl->matrix.m[0][3] = dl->origin[0];
637         dl->matrix.m[1][3] = dl->origin[1];
638         dl->matrix.m[2][3] = dl->origin[2];
639         dl->radius = radius;
640         dl->color[0] = red;
641         dl->color[1] = green;
642         dl->color[2] = blue;
643         dl->decay = decay;
644         if (lifetime)
645                 dl->die = cl.time + lifetime;
646         else
647                 dl->die = 0;
648         dl->cubemapnum = cubemapnum;
649         dl->style = style;
650         dl->shadow = shadowenable;
651         dl->corona = corona;
652         dl->flags = flags;
653         dl->coronasizescale = coronasizescale;
654         dl->ambientscale = ambientscale;
655         dl->diffusescale = diffusescale;
656         dl->specularscale = specularscale;
657 }
658
659 // called before entity relinking
660 void CL_DecayLights(void)
661 {
662         int i, oldmax;
663         dlight_t *dl;
664         float time, f;
665
666         time = cl.time - cl.oldtime;
667         oldmax = cl.num_dlights;
668         cl.num_dlights = 0;
669         for (i = 0, dl = cl.dlights;i < oldmax;i++, dl++)
670         {
671                 if (dl->radius)
672                 {
673                         f = dl->radius - time * dl->decay;
674                         if (cl.time < dl->die && f > 0)
675                         {
676                                 dl->radius = dl->radius - time * dl->decay;
677                                 cl.num_dlights = i + 1;
678                         }
679                         else
680                                 dl->radius = 0;
681                 }
682         }
683 }
684
685 // called after entity relinking
686 void CL_UpdateLights(void)
687 {
688         int i, j, k, l;
689         dlight_t *dl;
690         float frac, f;
691
692         r_refdef.numlights = 0;
693         if (r_dynamic.integer)
694         {
695                 for (i = 0, dl = cl.dlights;i < cl.num_dlights;i++, dl++)
696                 {
697                         if (dl->radius)
698                         {
699                                 R_RTLight_Update(dl, false);
700                                 r_refdef.lights[r_refdef.numlights++] = dl;
701                         }
702                 }
703         }
704
705 // light animations
706 // 'm' is normal light, 'a' is no light, 'z' is double bright
707         f = cl.time * 10;
708         i = (int)floor(f);
709         frac = f - i;
710         for (j = 0;j < cl.max_lightstyle;j++)
711         {
712                 if (!cl.lightstyle || !cl.lightstyle[j].length)
713                 {
714                         r_refdef.lightstylevalue[j] = 256;
715                         continue;
716                 }
717                 k = i % cl.lightstyle[j].length;
718                 l = (i-1) % cl.lightstyle[j].length;
719                 k = cl.lightstyle[j].map[k] - 'a';
720                 l = cl.lightstyle[j].map[l] - 'a';
721                 r_refdef.lightstylevalue[j] = (unsigned short)(((k*frac)+(l*(1-frac)))*22);
722         }
723 }
724
725 void CL_AddQWCTFFlagModel(entity_t *player, int skin)
726 {
727         float f;
728         entity_t *flag;
729         matrix4x4_t flagmatrix;
730
731         // this code taken from QuakeWorld
732         f = 14;
733         if (player->render.frame2 >= 29 && player->render.frame2 <= 40)
734         {
735                 if (player->render.frame2 >= 29 && player->render.frame2 <= 34)
736                 { //axpain
737                         if      (player->render.frame2 == 29) f = f + 2;
738                         else if (player->render.frame2 == 30) f = f + 8;
739                         else if (player->render.frame2 == 31) f = f + 12;
740                         else if (player->render.frame2 == 32) f = f + 11;
741                         else if (player->render.frame2 == 33) f = f + 10;
742                         else if (player->render.frame2 == 34) f = f + 4;
743                 }
744                 else if (player->render.frame2 >= 35 && player->render.frame2 <= 40)
745                 { // pain
746                         if      (player->render.frame2 == 35) f = f + 2;
747                         else if (player->render.frame2 == 36) f = f + 10;
748                         else if (player->render.frame2 == 37) f = f + 10;
749                         else if (player->render.frame2 == 38) f = f + 8;
750                         else if (player->render.frame2 == 39) f = f + 4;
751                         else if (player->render.frame2 == 40) f = f + 2;
752                 }
753         }
754         else if (player->render.frame2 >= 103 && player->render.frame2 <= 118)
755         {
756                 if      (player->render.frame2 >= 103 && player->render.frame2 <= 104) f = f + 6;  //nailattack
757                 else if (player->render.frame2 >= 105 && player->render.frame2 <= 106) f = f + 6;  //light
758                 else if (player->render.frame2 >= 107 && player->render.frame2 <= 112) f = f + 7;  //rocketattack
759                 else if (player->render.frame2 >= 112 && player->render.frame2 <= 118) f = f + 7;  //shotattack
760         }
761         // end of code taken from QuakeWorld
762
763         flag = CL_NewTempEntity();
764         if (!flag)
765                 return;
766
767         flag->render.model = cl.model_precache[cl.qw_modelindex_flag];
768         flag->render.skinnum = skin;
769         flag->render.colormap = -1; // no special coloring
770         flag->render.alpha = 1;
771         VectorSet(flag->render.colormod, 1, 1, 1);
772         // attach the flag to the player matrix
773         Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
774         Matrix4x4_Concat(&flag->render.matrix, &player->render.matrix, &flagmatrix);
775         Matrix4x4_Invert_Simple(&flag->render.inversematrix, &flag->render.matrix);
776         R_LerpAnimation(&flag->render);
777         CL_BoundingBoxForEntity(&flag->render);
778 }
779
780 #define MAXVIEWMODELS 32
781 entity_t *viewmodels[MAXVIEWMODELS];
782 int numviewmodels;
783
784 matrix4x4_t viewmodelmatrix;
785
786 static int entitylinkframenumber;
787
788 static const vec3_t muzzleflashorigin = {18, 0, 0};
789
790 extern void V_DriftPitch(void);
791 extern void V_FadeViewFlashs(void);
792 extern void V_CalcViewBlend(void);
793
794 extern void V_CalcRefdef(void);
795 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
796 void CL_LinkNetworkEntity(entity_t *e)
797 {
798         matrix4x4_t *matrix, blendmatrix, tempmatrix, matrix2;
799         //matrix4x4_t dlightmatrix;
800         int j, k, l;
801         effectnameindex_t trailtype;
802         float origin[3], angles[3], delta[3], lerp, dlightcolor[3], dlightradius, v2[3], d;
803         entity_t *t;
804         model_t *model;
805         trace_t trace;
806         //entity_persistent_t *p = &e->persistent;
807         //entity_render_t *r = &e->render;
808         if (e->persistent.linkframe != entitylinkframenumber)
809         {
810                 e->persistent.linkframe = entitylinkframenumber;
811                 // skip inactive entities and world
812                 if (!e->state_current.active || e == cl.entities || e == cl.csqcentities)
813                         return;
814                 e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
815                 e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
816                 e->render.flags = e->state_current.flags;
817                 e->render.effects = e->state_current.effects;
818                 VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
819                 if (e->state_current.flags & RENDER_COLORMAPPED)
820                 {
821                         int cb;
822                         unsigned char *cbcolor;
823                         e->render.colormap = e->state_current.colormap;
824                         cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
825                         cbcolor = (unsigned char *) (&palette_complete[cb]);
826                         e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
827                         e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
828                         e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
829                         cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
830                         cbcolor = (unsigned char *) (&palette_complete[cb]);
831                         e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
832                         e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
833                         e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
834                 }
835                 else if (e->state_current.colormap && cl.scores != NULL)
836                 {
837                         int cb;
838                         unsigned char *cbcolor;
839                         e->render.colormap = cl.scores[e->state_current.colormap - 1].colors; // color it
840                         cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
841                         cbcolor = (unsigned char *) (&palette_complete[cb]);
842                         e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
843                         e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
844                         e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
845                         cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
846                         cbcolor = (unsigned char *) (&palette_complete[cb]);
847                         e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
848                         e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
849                         e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
850                 }
851                 else
852                 {
853                         e->render.colormap = -1; // no special coloring
854                         VectorClear(e->render.colormap_pantscolor);
855                         VectorClear(e->render.colormap_shirtcolor);
856                 }
857                 e->render.skinnum = e->state_current.skin;
858                 if (e->render.flags & RENDER_VIEWMODEL && !e->state_current.tagentity)
859                 {
860                         if (!r_drawviewmodel.integer || chase_active.integer || r_refdef.envmap)// || csqc_loaded)
861                                 return;
862                         if (!e->csqc)
863                         {
864                                 if (cl.viewentity)
865                                         CL_LinkNetworkEntity(cl.entities + cl.viewentity);
866                                 if (e == &cl.viewent && cl.entities[cl.viewentity].state_current.active)
867                                 {
868                                         e->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
869                                         e->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_REFLECTIVE | EF_FULLBRIGHT | EF_NODEPTHTEST));
870                                 }
871                         }
872                         matrix = &viewmodelmatrix;
873                 }
874                 else
875                 {
876                         // if the tag entity is currently impossible, skip it
877                         if (!e->csqc)
878                         {
879                                 if (e->state_current.tagentity >= cl.num_entities)
880                                         return;
881                                 t = cl.entities + e->state_current.tagentity;
882                         }
883                         else
884                         {
885                                 if (e->state_current.tagentity >= cl.num_csqcentities)
886                                         return;
887                                 t = cl.csqcentities + e->state_current.tagentity;
888                         }
889                         // if the tag entity is inactive, skip it
890                         if (!t->state_current.active)
891                                 return;
892                         // note: this can link to world
893                         CL_LinkNetworkEntity(t);
894                         // make relative to the entity
895                         matrix = &t->render.matrix;
896                         // some properties of the tag entity carry over
897                         e->render.flags |= t->render.flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
898                         // if a valid tagindex is used, make it relative to that tag instead
899                         // FIXME: use a model function to get tag info (need to handle skeletal)
900                         if (e->state_current.tagentity && e->state_current.tagindex >= 1 && (model = t->render.model))
901                         {
902                                 // blend the matrices
903                                 memset(&blendmatrix, 0, sizeof(blendmatrix));
904                                 for (j = 0;j < 4 && t->render.frameblend[j].lerp > 0;j++)
905                                 {
906                                         matrix4x4_t tagmatrix;
907                                         Mod_Alias_GetTagMatrix(model, t->render.frameblend[j].frame, e->state_current.tagindex - 1, &tagmatrix);
908                                         d = t->render.frameblend[j].lerp;
909                                         for (l = 0;l < 4;l++)
910                                                 for (k = 0;k < 4;k++)
911                                                         blendmatrix.m[l][k] += d * tagmatrix.m[l][k];
912                                 }
913                                 // concat the tag matrices onto the entity matrix
914                                 Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix);
915                                 // use the constructed tag matrix
916                                 matrix = &tempmatrix;
917                         }
918                 }
919
920                 // movement lerp
921                 // if it's the player entity, update according to client movement
922                 if (e == cl.entities + cl.playerentity && cl.movement_predicted)// && !e->csqc)
923                 {
924                         lerp = (cl.time - cl.movement_time[1]) / (cl.movement_time[0] - cl.movement_time[1]);
925                         lerp = bound(0, lerp, 1);
926                         VectorLerp(cl.movement_oldorigin, lerp, cl.movement_origin, origin);
927                         VectorSet(angles, 0, cl.viewangles[1], 0);
928                 }
929                 else if (e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
930                 {
931                         // interpolate the origin and angles
932                         VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
933                         VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
934                         if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
935                         if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
936                         if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
937                         VectorMA(e->persistent.oldangles, lerp, delta, angles);
938                 }
939                 else
940                 {
941                         // no interpolation
942                         VectorCopy(e->persistent.neworigin, origin);
943                         VectorCopy(e->persistent.newangles, angles);
944                 }
945
946                 // model setup and some modelflags
947                 if(e->state_current.modelindex < MAX_MODELS)
948                         e->render.model = cl.model_precache[e->state_current.modelindex];
949                 else
950                         e->render.model = cl.csqc_model_precache[65536-e->state_current.modelindex];
951                 if (e->render.model)
952                 {
953                         // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
954                         if (e->render.model->type == mod_alias)
955                                 angles[0] = -angles[0];
956                         if ((e->render.model->flags & EF_ROTATE) && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
957                         {
958                                 angles[1] = ANGLEMOD(100*cl.time);
959                                 if (cl_itembobheight.value)
960                                         origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
961                         }
962                         // transfer certain model flags to effects
963                         e->render.effects |= e->render.model->flags2 & (EF_FULLBRIGHT | EF_ADDITIVE);
964                         if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
965                                 VectorScale(e->render.colormod, 2, e->render.colormod);
966                 }
967                 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
968                 else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
969                         angles[0] = -angles[0];
970
971                 // animation lerp
972                 if (e->render.frame2 == e->state_current.frame)
973                 {
974                         // update frame lerp fraction
975                         e->render.framelerp = 1;
976                         if (e->render.frame2time > e->render.frame1time)
977                         {
978                                 // make sure frame lerp won't last longer than 100ms
979                                 // (this mainly helps with models that use framegroups and
980                                 // switch between them infrequently)
981                                 e->render.framelerp = (cl.time - e->render.frame2time) / min(e->render.frame2time - e->render.frame1time, 0.1);
982                                 e->render.framelerp = bound(0, e->render.framelerp, 1);
983                         }
984                 }
985                 else
986                 {
987                         // begin a new frame lerp
988                         e->render.frame1 = e->render.frame2;
989                         e->render.frame1time = e->render.frame2time;
990                         e->render.frame = e->render.frame2 = e->state_current.frame;
991                         e->render.frame2time = cl.time;
992                         e->render.framelerp = 0;
993                 }
994                 R_LerpAnimation(&e->render);
995
996                 // set up the render matrix
997                 // FIXME: e->render.scale should go away
998                 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
999                 // concat the matrices to make the entity relative to its tag
1000                 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
1001                 // make the other useful stuff
1002                 Matrix4x4_Invert_Simple(&e->render.inversematrix, &e->render.matrix);
1003                 CL_BoundingBoxForEntity(&e->render);
1004
1005                 // handle effects now that we know where this entity is in the world...
1006                 if (e->render.model && e->render.model->soundfromcenter)
1007                 {
1008                         // bmodels are treated specially since their origin is usually '0 0 0'
1009                         vec3_t o;
1010                         VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1011                         Matrix4x4_Transform(&e->render.matrix, o, origin);
1012                 }
1013                 else
1014                 {
1015                         origin[0] = e->render.matrix.m[0][3];
1016                         origin[1] = e->render.matrix.m[1][3];
1017                         origin[2] = e->render.matrix.m[2][3];
1018                 }
1019                 trailtype = EFFECT_NONE;
1020                 dlightradius = 0;
1021                 dlightcolor[0] = 0;
1022                 dlightcolor[1] = 0;
1023                 dlightcolor[2] = 0;
1024                 // LordHavoc: if the entity has no effects, don't check each
1025                 if (e->render.effects)
1026                 {
1027                         if (e->render.effects & EF_BRIGHTFIELD)
1028                         {
1029                                 if (gamemode == GAME_NEXUIZ)
1030                                         trailtype = EFFECT_TR_NEXUIZPLASMA;
1031                                 else
1032                                         CL_EntityParticles(e);
1033                         }
1034                         if (e->render.effects & EF_MUZZLEFLASH)
1035                                 e->persistent.muzzleflash = 1.0f;
1036                         if (e->render.effects & EF_DIMLIGHT)
1037                         {
1038                                 dlightradius = max(dlightradius, 200);
1039                                 dlightcolor[0] += 1.50f;
1040                                 dlightcolor[1] += 1.50f;
1041                                 dlightcolor[2] += 1.50f;
1042                         }
1043                         if (e->render.effects & EF_BRIGHTLIGHT)
1044                         {
1045                                 dlightradius = max(dlightradius, 400);
1046                                 dlightcolor[0] += 3.00f;
1047                                 dlightcolor[1] += 3.00f;
1048                                 dlightcolor[2] += 3.00f;
1049                         }
1050                         // LordHavoc: more effects
1051                         if (e->render.effects & EF_RED) // red
1052                         {
1053                                 dlightradius = max(dlightradius, 200);
1054                                 dlightcolor[0] += 1.50f;
1055                                 dlightcolor[1] += 0.15f;
1056                                 dlightcolor[2] += 0.15f;
1057                         }
1058                         if (e->render.effects & EF_BLUE) // blue
1059                         {
1060                                 dlightradius = max(dlightradius, 200);
1061                                 dlightcolor[0] += 0.15f;
1062                                 dlightcolor[1] += 0.15f;
1063                                 dlightcolor[2] += 1.50f;
1064                         }
1065                         if (e->render.effects & EF_FLAME)
1066                                 CL_ParticleEffect(EFFECT_EF_FLAME, cl.time - cl.oldtime, origin, origin, vec3_origin, vec3_origin, NULL, 0);
1067                         if (e->render.effects & EF_STARDUST)
1068                                 CL_ParticleEffect(EFFECT_EF_STARDUST, cl.time - cl.oldtime, origin, origin, vec3_origin, vec3_origin, NULL, 0);
1069                         if (e->render.effects & (EF_FLAG1QW | EF_FLAG2QW))
1070                         {
1071                                 // these are only set on player entities
1072                                 CL_AddQWCTFFlagModel(e, (e->render.effects & EF_FLAG2QW) != 0);
1073                         }
1074                 }
1075                 // muzzleflash fades over time, and is offset a bit
1076                 if (e->persistent.muzzleflash > 0)
1077                 {
1078                         Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
1079                         trace = CL_TraceBox(origin, vec3_origin, vec3_origin, v2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, false);
1080                         tempmatrix = e->render.matrix;
1081                         tempmatrix.m[0][3] = trace.endpos[0];
1082                         tempmatrix.m[1][3] = trace.endpos[1];
1083                         tempmatrix.m[2][3] = trace.endpos[2];
1084                         CL_AllocDlight(NULL, &tempmatrix, 100, e->persistent.muzzleflash, e->persistent.muzzleflash, e->persistent.muzzleflash, 0, 0, 0, -1, true, 0, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1085                         e->persistent.muzzleflash -= (cl.time - cl.oldtime) * 10;
1086                 }
1087                 // LordHavoc: if the model has no flags, don't check each
1088                 if (e->render.model && e->render.model->flags && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
1089                 {
1090                         if (e->render.model->flags & EF_GIB)
1091                                 trailtype = EFFECT_TR_BLOOD;
1092                         else if (e->render.model->flags & EF_ZOMGIB)
1093                                 trailtype = EFFECT_TR_SLIGHTBLOOD;
1094                         else if (e->render.model->flags & EF_TRACER)
1095                                 trailtype = EFFECT_TR_WIZSPIKE;
1096                         else if (e->render.model->flags & EF_TRACER2)
1097                                 trailtype = EFFECT_TR_KNIGHTSPIKE;
1098                         else if (e->render.model->flags & EF_ROCKET)
1099                                 trailtype = EFFECT_TR_ROCKET;
1100                         else if (e->render.model->flags & EF_GRENADE)
1101                         {
1102                                 // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1103                                 trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1104                         }
1105                         else if (e->render.model->flags & EF_TRACER3)
1106                                 trailtype = EFFECT_TR_VORESPIKE;
1107                 }
1108                 // LordHavoc: customizable glow
1109                 if (e->state_current.glowsize)
1110                 {
1111                         // * 4 for the expansion from 0-255 to 0-1023 range,
1112                         // / 255 to scale down byte colors
1113                         dlightradius = max(dlightradius, e->state_current.glowsize * 4);
1114                         VectorMA(dlightcolor, (1.0f / 255.0f), (unsigned char *)&palette_complete[e->state_current.glowcolor], dlightcolor);
1115                 }
1116                 // make the glow dlight
1117                 if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL))
1118                 {
1119                         //dlightmatrix = e->render.matrix;
1120                         // hack to make glowing player light shine on their gun
1121                         //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
1122                         //      dlightmatrix.m[2][3] += 30;
1123                         CL_AllocDlight(&e->render, &e->render.matrix, dlightradius, dlightcolor[0], dlightcolor[1], dlightcolor[2], 0, 0, 0, -1, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1124                 }
1125                 // custom rtlight
1126                 if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
1127                 {
1128                         float light[4];
1129                         VectorScale(e->state_current.light, (1.0f / 256.0f), light);
1130                         light[3] = e->state_current.light[3];
1131                         if (light[0] == 0 && light[1] == 0 && light[2] == 0)
1132                                 VectorSet(light, 1, 1, 1);
1133                         if (light[3] == 0)
1134                                 light[3] = 350;
1135                         // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
1136                         CL_AllocDlight(&e->render, &e->render.matrix, light[3], light[0], light[1], light[2], 0, 0, e->state_current.skin, e->state_current.lightstyle, !(e->state_current.lightpflags & PFLAGS_NOSHADOW), (e->state_current.lightpflags & PFLAGS_CORONA) != 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1137                 }
1138                 // do trails
1139                 if (e->render.flags & RENDER_GLOWTRAIL)
1140                         trailtype = EFFECT_TR_GLOWTRAIL;
1141                 if (trailtype)
1142                 {
1143                         float len;
1144                         vec3_t vel;
1145                         VectorSubtract(e->state_current.origin, e->state_previous.origin, vel);
1146                         len = e->state_current.time - e->state_previous.time;
1147                         if (len > 0)
1148                                 len = 1.0f / len;
1149                         VectorScale(vel, len, vel);
1150                         CL_ParticleEffect(trailtype, 1, e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor);
1151                 }
1152                 VectorCopy(origin, e->persistent.trail_origin);
1153                 // tenebrae's sprites are all additive mode (weird)
1154                 if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
1155                         e->render.effects |= EF_ADDITIVE;
1156                 // player model is only shown with chase_active on
1157                 if (!e->csqc)
1158                 if (e->state_current.number == cl.viewentity)
1159                         e->render.flags |= RENDER_EXTERIORMODEL;
1160                 // transparent stuff can't be lit during the opaque stage
1161                 if (e->render.effects & (EF_ADDITIVE | EF_NODEPTHTEST) || e->render.alpha < 1)
1162                         e->render.flags |= RENDER_TRANSPARENT;
1163                 // double sided rendering mode causes backfaces to be visible
1164                 // (mostly useful on transparent stuff)
1165                 if (e->render.effects & EF_DOUBLESIDED)
1166                         e->render.flags |= RENDER_NOCULLFACE;
1167                 // either fullbright or lit
1168                 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1169                         e->render.flags |= RENDER_LIGHT;
1170                 // hide player shadow during intermission or nehahra movie
1171                 if (!(e->render.effects & EF_NOSHADOW)
1172                  && !(e->render.flags & (RENDER_VIEWMODEL | RENDER_TRANSPARENT))
1173                  && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
1174                         e->render.flags |= RENDER_SHADOW;
1175                 // as soon as player is known we can call V_CalcRefDef
1176                 if (!csqc_loaded)
1177                 if (e->state_current.number == cl.viewentity)
1178                         V_CalcRefdef();
1179                 if (e->render.model && e->render.model->name[0] == '*' && e->render.model->TraceBox)
1180                         cl.brushmodel_entities[cl.num_brushmodel_entities++] = e->state_current.number;
1181                 // don't show entities with no modelindex (note: this still shows
1182                 // entities which have a modelindex that resolved to a NULL model)
1183                 if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.numentities < r_refdef.maxentities)
1184                         r_refdef.entities[r_refdef.numentities++] = &e->render;
1185                 //if (cl.viewentity && e->state_current.number == cl.viewentity)
1186                 //      Matrix4x4_Print(&e->render.matrix);
1187         }
1188 }
1189
1190 void CL_RelinkWorld(void)
1191 {
1192         entity_t *ent = &cl.entities[0];
1193         cl.brushmodel_entities[cl.num_brushmodel_entities++] = 0;
1194         // FIXME: this should be done at load
1195         ent->render.matrix = identitymatrix;
1196         ent->render.inversematrix = identitymatrix;
1197         R_LerpAnimation(&ent->render);
1198         CL_BoundingBoxForEntity(&ent->render);
1199         ent->render.flags = RENDER_SHADOW;
1200         if (!r_fullbright.integer)
1201                 ent->render.flags |= RENDER_LIGHT;
1202         VectorSet(ent->render.colormod, 1, 1, 1);
1203         r_refdef.worldentity = &ent->render;
1204         r_refdef.worldmodel = cl.worldmodel;
1205 }
1206
1207 void CL_RelinkCSQCWorld(void)   //[515]: csqc
1208 {
1209         entity_t *ent = &cl.csqcentities[0];
1210         if(!csqc_loaded)
1211                 return;
1212 //      cl.brushmodel_entities[cl.num_brushmodel_entities++] = 0;
1213         // FIXME: this should be done at load
1214         ent->render.matrix = identitymatrix;
1215         ent->render.inversematrix = identitymatrix;
1216         R_LerpAnimation(&ent->render);
1217         CL_BoundingBoxForEntity(&ent->render);
1218         ent->render.flags = RENDER_SHADOW;
1219         if (!r_fullbright.integer)
1220                 ent->render.flags |= RENDER_LIGHT;
1221         VectorSet(ent->render.colormod, 1, 1, 1);
1222 //      r_refdef.worldentity = &ent->render;
1223 //      r_refdef.worldmodel = cl.worldmodel;
1224 }
1225
1226 static void CL_RelinkStaticEntities(void)
1227 {
1228         int i;
1229         entity_t *e;
1230         for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++, e++)
1231         {
1232                 e->render.flags = 0;
1233                 // transparent stuff can't be lit during the opaque stage
1234                 if (e->render.effects & (EF_ADDITIVE | EF_NODEPTHTEST) || e->render.alpha < 1)
1235                         e->render.flags |= RENDER_TRANSPARENT;
1236                 // either fullbright or lit
1237                 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1238                         e->render.flags |= RENDER_LIGHT;
1239                 // hide player shadow during intermission or nehahra movie
1240                 if (!(e->render.effects & EF_NOSHADOW) && !(e->render.flags & RENDER_TRANSPARENT))
1241                         e->render.flags |= RENDER_SHADOW;
1242                 VectorSet(e->render.colormod, 1, 1, 1);
1243                 R_LerpAnimation(&e->render);
1244                 r_refdef.entities[r_refdef.numentities++] = &e->render;
1245         }
1246 }
1247
1248 /*
1249 ===============
1250 CL_RelinkEntities
1251 ===============
1252 */
1253 static void CL_RelinkNetworkEntities(int drawmask)
1254 {
1255         entity_t *ent;
1256         int i, k;
1257
1258         if(!csqc_loaded)
1259         {
1260                 ent = &cl.viewent;
1261                 ent->state_previous = ent->state_current;
1262                 ent->state_current = defaultstate;
1263                 ent->state_current.time = cl.time;
1264                 ent->state_current.number = -1;
1265                 ent->state_current.active = true;
1266                 ent->state_current.modelindex = cl.stats[STAT_WEAPON];
1267                 ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
1268                 ent->state_current.flags = RENDER_VIEWMODEL;
1269                 if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
1270                         ent->state_current.modelindex = 0;
1271                 else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1272                 {
1273                         if (gamemode == GAME_TRANSFUSION)
1274                                 ent->state_current.alpha = 128;
1275                         else
1276                                 ent->state_current.modelindex = 0;
1277                 }
1278
1279                 // reset animation interpolation on weaponmodel if model changed
1280                 if (ent->state_previous.modelindex != ent->state_current.modelindex)
1281                 {
1282                         ent->render.frame = ent->render.frame1 = ent->render.frame2 = ent->state_current.frame;
1283                         ent->render.frame1time = ent->render.frame2time = cl.time;
1284                         ent->render.framelerp = 1;
1285                 }
1286         }
1287
1288         // start on the entity after the world
1289         entitylinkframenumber++;
1290         if(drawmask & ENTMASK_ENGINE || !csqc_loaded)
1291         {
1292                 for (i = 1;i < cl.num_entities;i++)
1293                 {
1294                         if (cl.entities_active[i])
1295                         {
1296                                 ent = cl.entities + i;
1297                                 if (!(drawmask & ENTMASK_ENGINEVIEWMODELS))
1298                                 if (ent->state_current.flags & RENDER_VIEWMODEL)        //[515]: csqc drawmask
1299                                 {
1300                                         cl.entities_active[i] = false;
1301                                         continue;
1302                                 }
1303                                 if (ent->state_current.active)
1304                                         CL_LinkNetworkEntity(ent);
1305                                 else
1306                                         cl.entities_active[i] = false;
1307                         }
1308                 }
1309         }
1310
1311         //[515]: csqc
1312         if(csqc_loaded)
1313         {
1314                 for (i=1,k=cl.num_csqcentities;k;i++)
1315                 {
1316                         if (cl.csqcentities_active[i])
1317                         {
1318                                 --k;
1319                                 ent = cl.csqcentities + i;
1320                                 if (ent->state_current.active)
1321                                         CL_LinkNetworkEntity(ent);
1322                                 else
1323                                         cl.csqcentities_active[i] = false;
1324                         }
1325                 }
1326         }
1327         else
1328                 CL_LinkNetworkEntity(&cl.viewent);
1329 }
1330
1331 static void CL_RelinkEffects(void)
1332 {
1333         int i, intframe;
1334         cl_effect_t *e;
1335         entity_t *ent;
1336         float frame;
1337
1338         for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++)
1339         {
1340                 if (e->active)
1341                 {
1342                         frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1343                         intframe = (int)frame;
1344                         if (intframe < 0 || intframe >= e->endframe)
1345                         {
1346                                 memset(e, 0, sizeof(*e));
1347                                 while (cl.num_effects > 0 && !cl.effects[cl.num_effects - 1].active)
1348                                         cl.num_effects--;
1349                                 continue;
1350                         }
1351
1352                         if (intframe != e->frame)
1353                         {
1354                                 e->frame = intframe;
1355                                 e->frame1time = e->frame2time;
1356                                 e->frame2time = cl.time;
1357                         }
1358
1359                         // if we're drawing effects, get a new temp entity
1360                         // (NewTempEntity adds it to the render entities list for us)
1361                         if (r_draweffects.integer && (ent = CL_NewTempEntity()))
1362                         {
1363                                 // interpolation stuff
1364                                 ent->render.frame1 = intframe;
1365                                 ent->render.frame2 = intframe + 1;
1366                                 if (ent->render.frame2 >= e->endframe)
1367                                         ent->render.frame2 = -1; // disappear
1368                                 ent->render.framelerp = frame - intframe;
1369                                 ent->render.frame1time = e->frame1time;
1370                                 ent->render.frame2time = e->frame2time;
1371
1372                                 // normal stuff
1373                                 if(e->modelindex < MAX_MODELS)
1374                                         ent->render.model = cl.model_precache[e->modelindex];
1375                                 else
1376                                         ent->render.model = cl.csqc_model_precache[65536-e->modelindex];
1377                                 ent->render.frame = ent->render.frame2;
1378                                 ent->render.colormap = -1; // no special coloring
1379                                 ent->render.alpha = 1;
1380                                 VectorSet(ent->render.colormod, 1, 1, 1);
1381
1382                                 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1383                                 Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
1384                                 R_LerpAnimation(&ent->render);
1385                                 CL_BoundingBoxForEntity(&ent->render);
1386                         }
1387                 }
1388         }
1389 }
1390
1391 void CL_Beam_CalculatePositions(const beam_t *b, vec3_t start, vec3_t end)
1392 {
1393         VectorCopy(b->start, start);
1394         VectorCopy(b->end, end);
1395
1396         // if coming from the player, update the start position
1397         if (b->entity == cl.viewentity)
1398         {
1399                 if (cl_beams_quakepositionhack.integer && !chase_active.integer)
1400                 {
1401                         // LordHavoc: this is a stupid hack from Quake that makes your
1402                         // lightning appear to come from your waist and cover less of your
1403                         // view
1404                         // in Quake this hack was applied to all players (causing the
1405                         // infamous crotch-lightning), but in darkplaces and QuakeWorld it
1406                         // only applies to your own lightning, and only in first person
1407                         Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, start);
1408                 }
1409                 if (cl_beams_instantaimhack.integer)
1410                 {
1411                         vec3_t dir, localend;
1412                         vec_t len;
1413                         // LordHavoc: this updates the beam direction to match your
1414                         // viewangles
1415                         VectorSubtract(end, start, dir);
1416                         len = VectorLength(dir);
1417                         VectorNormalize(dir);
1418                         VectorSet(localend, len, 0, 0);
1419                         Matrix4x4_Transform(&r_view.matrix, localend, end);
1420                 }
1421         }
1422 }
1423
1424 void CL_RelinkBeams(void)
1425 {
1426         int i;
1427         beam_t *b;
1428         vec3_t dist, org, start, end;
1429         float d;
1430         entity_t *ent;
1431         float yaw, pitch;
1432         float forward;
1433         matrix4x4_t tempmatrix;
1434
1435         for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++)
1436         {
1437                 if (!b->model)
1438                         continue;
1439                 if (b->endtime < cl.time)
1440                 {
1441                         b->model = NULL;
1442                         continue;
1443                 }
1444
1445                 CL_Beam_CalculatePositions(b, start, end);
1446
1447                 if (b->lightning)
1448                 {
1449                         if (cl_beams_lightatend.integer)
1450                         {
1451                                 // FIXME: create a matrix from the beam start/end orientation
1452                                 Matrix4x4_CreateTranslate(&tempmatrix, end[0], end[1], end[2]);
1453                                 CL_AllocDlight (NULL, &tempmatrix, 200, 0.3, 0.7, 1, 0, 0, 0, -1, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1454                         }
1455                         if (cl_beams_polygons.integer)
1456                                 continue;
1457                 }
1458
1459                 // calculate pitch and yaw
1460                 // (this is similar to the QuakeC builtin function vectoangles)
1461                 VectorSubtract(end, start, dist);
1462                 if (dist[1] == 0 && dist[0] == 0)
1463                 {
1464                         yaw = 0;
1465                         if (dist[2] > 0)
1466                                 pitch = 90;
1467                         else
1468                                 pitch = 270;
1469                 }
1470                 else
1471                 {
1472                         yaw = (int) (atan2(dist[1], dist[0]) * 180 / M_PI);
1473                         if (yaw < 0)
1474                                 yaw += 360;
1475
1476                         forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1477                         pitch = (int) (atan2(dist[2], forward) * 180 / M_PI);
1478                         if (pitch < 0)
1479                                 pitch += 360;
1480                 }
1481
1482                 // add new entities for the lightning
1483                 VectorCopy (start, org);
1484                 d = VectorNormalizeLength(dist);
1485                 while (d > 0)
1486                 {
1487                         ent = CL_NewTempEntity ();
1488                         if (!ent)
1489                                 return;
1490                         //VectorCopy (org, ent->render.origin);
1491                         ent->render.model = b->model;
1492                         //ent->render.effects = EF_FULLBRIGHT;
1493                         //ent->render.angles[0] = pitch;
1494                         //ent->render.angles[1] = yaw;
1495                         //ent->render.angles[2] = rand()%360;
1496                         Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1497                         Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
1498                         R_LerpAnimation(&ent->render);
1499                         CL_BoundingBoxForEntity(&ent->render);
1500                         VectorMA(org, 30, dist, org);
1501                         d -= 30;
1502                 }
1503         }
1504
1505         while (cl.num_beams > 0 && !cl.beams[cl.num_beams - 1].model)
1506                 cl.num_beams--;
1507 }
1508
1509 static void CL_RelinkQWNails(void)
1510 {
1511         int i;
1512         vec_t *v;
1513         entity_t *ent;
1514
1515         for (i = 0;i < cl.qw_num_nails;i++)
1516         {
1517                 v = cl.qw_nails[i];
1518
1519                 // if we're drawing effects, get a new temp entity
1520                 // (NewTempEntity adds it to the render entities list for us)
1521                 if (!(ent = CL_NewTempEntity()))
1522                         continue;
1523
1524                 // normal stuff
1525                 ent->render.model = cl.model_precache[cl.qw_modelindex_spike];
1526                 ent->render.colormap = -1; // no special coloring
1527                 ent->render.alpha = 1;
1528                 VectorSet(ent->render.colormod, 1, 1, 1);
1529
1530                 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
1531                 Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
1532                 R_LerpAnimation(&ent->render);
1533                 CL_BoundingBoxForEntity(&ent->render);
1534         }
1535 }
1536
1537 void CL_LerpPlayer(float frac)
1538 {
1539         int i;
1540
1541         cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
1542         for (i = 0;i < 3;i++)
1543         {
1544                 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
1545                 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
1546                 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1547         }
1548 }
1549
1550 void CSQC_RelinkAllEntities (int drawmask)
1551 {
1552         cl.num_brushmodel_entities = 0;
1553         CL_RelinkNetworkEntities(drawmask);
1554         if(drawmask & ENTMASK_ENGINE)
1555         {
1556                 // move particles
1557                 CL_MoveParticles();
1558                 R_MoveExplosions();
1559         }
1560
1561         // link stuff
1562         CL_RelinkWorld();
1563         CL_RelinkCSQCWorld();   //[515]: csqc
1564         if(drawmask & ENTMASK_ENGINE)
1565         {
1566                 CL_RelinkStaticEntities();
1567                 CL_RelinkBeams();
1568                 CL_RelinkEffects();
1569                 CL_RelinkQWNails();
1570         }
1571 }
1572
1573 /*
1574 ===============
1575 CL_ReadFromServer
1576
1577 Read all incoming data from the server
1578 ===============
1579 */
1580 extern void CL_ClientMovement_Replay();
1581
1582 int CL_ReadFromServer(void)
1583 {
1584         CL_ReadDemoMessage();
1585         CL_SendMove();
1586
1587         r_refdef.time = cl.time;
1588         r_refdef.extraupdate = !r_speeds.integer;
1589         r_refdef.numentities = 0;
1590         r_view.matrix = identitymatrix;
1591
1592         if (cls.state == ca_connected && cls.signon == SIGNONS)
1593         {
1594                 // prepare for a new frame
1595                 CL_LerpPlayer(CL_LerpPoint());
1596                 CL_DecayLights();
1597                 CL_ClearTempEntities();
1598                 V_DriftPitch();
1599                 V_FadeViewFlashs();
1600
1601                 // relink network entities (note: this sets up the view!)
1602                 CL_ClientMovement_Replay();
1603                 if(!csqc_loaded)        //[515]: csqc
1604                 {
1605                         cl.num_brushmodel_entities = 0;
1606                         CL_RelinkNetworkEntities(65535);
1607
1608                         // move particles
1609                         CL_MoveParticles();
1610                         R_MoveExplosions();
1611
1612                         // link stuff
1613                         CL_RelinkWorld();
1614                         CL_RelinkCSQCWorld();   //[515]: csqc
1615                         CL_RelinkStaticEntities();
1616                         CL_RelinkBeams();
1617                         CL_RelinkEffects();
1618                         CL_RelinkQWNails();
1619                 }
1620                 else
1621                         csqc_frame = true;
1622
1623                 CL_UpdateLights();
1624
1625                 // update view blend
1626                 V_CalcViewBlend();
1627
1628                 // update the r_refdef time again because cl.time may have changed
1629                 r_refdef.time = cl.time;
1630         }
1631
1632         return 0;
1633 }
1634
1635 // LordHavoc: pausedemo command
1636 static void CL_PauseDemo_f (void)
1637 {
1638         cls.demopaused = !cls.demopaused;
1639         if (cls.demopaused)
1640                 Con_Print("Demo paused\n");
1641         else
1642                 Con_Print("Demo unpaused\n");
1643 }
1644
1645 /*
1646 ======================
1647 CL_Fog_f
1648 ======================
1649 */
1650 static void CL_Fog_f (void)
1651 {
1652         if (Cmd_Argc () == 1)
1653         {
1654                 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);
1655                 return;
1656         }
1657         r_refdef.fog_density = atof(Cmd_Argv(1));
1658         r_refdef.fog_red = atof(Cmd_Argv(2));
1659         r_refdef.fog_green = atof(Cmd_Argv(3));
1660         r_refdef.fog_blue = atof(Cmd_Argv(4));
1661 }
1662
1663 /*
1664 ====================
1665 CL_TimeRefresh_f
1666
1667 For program optimization
1668 ====================
1669 */
1670 static void CL_TimeRefresh_f (void)
1671 {
1672         int i;
1673         float timestart, timedelta, oldangles[3];
1674
1675         r_refdef.extraupdate = false;
1676         VectorCopy(cl.viewangles, oldangles);
1677         VectorClear(cl.viewangles);
1678
1679         timestart = Sys_DoubleTime();
1680         for (i = 0;i < 128;i++)
1681         {
1682                 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);
1683                 CL_UpdateScreen();
1684         }
1685         timedelta = Sys_DoubleTime() - timestart;
1686
1687         VectorCopy(oldangles, cl.viewangles);
1688         Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
1689 }
1690
1691 /*
1692 ===========
1693 CL_Shutdown
1694 ===========
1695 */
1696 void CL_Shutdown (void)
1697 {
1698         CL_Particles_Shutdown();
1699         CL_Parse_Shutdown();
1700
1701         Mem_FreePool (&cls.permanentmempool);
1702         Mem_FreePool (&cls.levelmempool);
1703 }
1704
1705 /*
1706 =================
1707 CL_Init
1708 =================
1709 */
1710 void CL_Init (void)
1711 {
1712         cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL);
1713         cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL);
1714
1715         memset(&r_refdef, 0, sizeof(r_refdef));
1716         // max entities sent to renderer per frame
1717         r_refdef.maxentities = MAX_EDICTS + 256 + 512;
1718         r_refdef.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.maxentities);
1719
1720         CL_InitInput ();
1721
1722 //
1723 // register our commands
1724 //
1725         Cvar_RegisterVariable (&csqc_progname);
1726         Cvar_RegisterVariable (&csqc_progcrc);
1727
1728         Cvar_RegisterVariable (&cl_upspeed);
1729         Cvar_RegisterVariable (&cl_forwardspeed);
1730         Cvar_RegisterVariable (&cl_backspeed);
1731         Cvar_RegisterVariable (&cl_sidespeed);
1732         Cvar_RegisterVariable (&cl_movespeedkey);
1733         Cvar_RegisterVariable (&cl_yawspeed);
1734         Cvar_RegisterVariable (&cl_pitchspeed);
1735         Cvar_RegisterVariable (&cl_anglespeedkey);
1736         Cvar_RegisterVariable (&cl_shownet);
1737         Cvar_RegisterVariable (&cl_nolerp);
1738         Cvar_RegisterVariable (&lookspring);
1739         Cvar_RegisterVariable (&lookstrafe);
1740         Cvar_RegisterVariable (&sensitivity);
1741         Cvar_RegisterVariable (&freelook);
1742
1743         Cvar_RegisterVariable (&m_pitch);
1744         Cvar_RegisterVariable (&m_yaw);
1745         Cvar_RegisterVariable (&m_forward);
1746         Cvar_RegisterVariable (&m_side);
1747
1748         Cvar_RegisterVariable (&cl_itembobspeed);
1749         Cvar_RegisterVariable (&cl_itembobheight);
1750
1751         Cmd_AddCommand ("entities", CL_PrintEntities_f, "print information on network entities known to client");
1752         Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
1753         Cmd_AddCommand ("record", CL_Record_f, "record a demo");
1754         Cmd_AddCommand ("stop", CL_Stop_f, "stop recording or playing a demo");
1755         Cmd_AddCommand ("playdemo", CL_PlayDemo_f, "watch a demo file");
1756         Cmd_AddCommand ("timedemo", CL_TimeDemo_f, "play back a demo as fast as possible and save statistics to benchmark.log");
1757
1758 #ifdef AUTODEMO_BROKEN
1759         Cvar_RegisterVariable (&cl_autodemo);
1760         Cvar_RegisterVariable (&cl_autodemo_nameformat);
1761 #endif
1762
1763         Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue)");
1764
1765         // LordHavoc: added pausedemo
1766         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)");
1767
1768         Cvar_RegisterVariable(&r_draweffects);
1769         Cvar_RegisterVariable(&cl_explosions_alpha_start);
1770         Cvar_RegisterVariable(&cl_explosions_alpha_end);
1771         Cvar_RegisterVariable(&cl_explosions_size_start);
1772         Cvar_RegisterVariable(&cl_explosions_size_end);
1773         Cvar_RegisterVariable(&cl_explosions_lifetime);
1774         Cvar_RegisterVariable(&cl_stainmaps);
1775         Cvar_RegisterVariable(&cl_stainmaps_clearonload);
1776         Cvar_RegisterVariable(&cl_beams_polygons);
1777         Cvar_RegisterVariable(&cl_beams_quakepositionhack);
1778         Cvar_RegisterVariable(&cl_beams_instantaimhack);
1779         Cvar_RegisterVariable(&cl_beams_lightatend);
1780         Cvar_RegisterVariable(&cl_noplayershadow);
1781
1782         Cvar_RegisterVariable(&cl_prydoncursor);
1783
1784         Cvar_RegisterVariable(&cl_deathnoviewmodel);
1785
1786         // for QW connections
1787         Cvar_RegisterVariable(&qport);
1788         Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff);
1789
1790         Cmd_AddCommand("timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
1791
1792         CL_Parse_Init();
1793         CL_Particles_Init();
1794         CL_Screen_Init();
1795
1796         CL_Video_Init();
1797 }
1798
1799
1800