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