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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 (the date is encoded using strftime escapes)" };
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_deathfade = {CVAR_SAVE, "cl_deathfade", "0", "fade screen to dark red when dead, value = how fast the fade is"};
76
77 cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0","hide player shadow"};
78
79 cvar_t cl_dlights_decayradius = {CVAR_SAVE, "cl_dlights_decayradius", "1", "reduces size of light flashes over time"};
80 cvar_t cl_dlights_decaybrightness = {CVAR_SAVE, "cl_dlights_decaybrightness", "1", "reduces brightness of light flashes over time"};
81
82 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)"};
83
84 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"};
85
86 cvar_t cl_deathnoviewmodel = {0, "cl_deathnoviewmodel", "1", "hides gun model when dead"};
87
88 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)"};
89 cvar_t cl_locs_show = {0, "locs_show", "0", "shows defined locations for editing purposes"};
90
91 client_static_t cls;
92 client_state_t  cl;
93
94 /*
95 =====================
96 CL_ClearState
97
98 =====================
99 */
100 void CL_VM_ShutDown (void);
101 void CL_ClearState(void)
102 {
103         int i;
104         entity_t *ent;
105
106         CL_VM_ShutDown();
107
108 // wipe the entire cl structure
109         Mem_EmptyPool(cls.levelmempool);
110         memset (&cl, 0, sizeof(cl));
111
112         S_StopAllSounds();
113
114         // reset the view zoom interpolation
115         cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
116         cl.sensitivityscale = 1.0f;
117
118         // enable rendering of the world and such
119         cl.csqc_vidvars.drawworld = true;
120         cl.csqc_vidvars.drawenginesbar = true;
121         cl.csqc_vidvars.drawcrosshair = true;
122
123         // set up the float version of the stats array for easier access to float stats
124         cl.statsf = (float *)cl.stats;
125
126         cl.num_entities = 0;
127         cl.num_static_entities = 0;
128         cl.num_brushmodel_entities = 0;
129
130         // tweak these if the game runs out
131         cl.max_entities = 256;
132         cl.max_static_entities = 256;
133         cl.max_effects = 256;
134         cl.max_beams = 256;
135         cl.max_dlights = MAX_DLIGHTS;
136         cl.max_lightstyle = MAX_LIGHTSTYLES;
137         cl.max_brushmodel_entities = MAX_EDICTS;
138         cl.max_particles = 8192; // grows dynamically
139         cl.max_decals = 2048; // grows dynamically
140         cl.max_showlmps = 0;
141
142         cl.num_dlights = 0;
143         cl.num_effects = 0;
144         cl.num_beams = 0;
145
146         cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
147         cl.entities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));
148         cl.static_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_static_entities * sizeof(entity_t));
149         cl.effects = (cl_effect_t *)Mem_Alloc(cls.levelmempool, cl.max_effects * sizeof(cl_effect_t));
150         cl.beams = (beam_t *)Mem_Alloc(cls.levelmempool, cl.max_beams * sizeof(beam_t));
151         cl.dlights = (dlight_t *)Mem_Alloc(cls.levelmempool, cl.max_dlights * sizeof(dlight_t));
152         cl.lightstyle = (lightstyle_t *)Mem_Alloc(cls.levelmempool, cl.max_lightstyle * sizeof(lightstyle_t));
153         cl.brushmodel_entities = (int *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(int));
154         cl.particles = (particle_t *) Mem_Alloc(cls.levelmempool, cl.max_particles * sizeof(particle_t));
155         cl.decals = (decal_t *) Mem_Alloc(cls.levelmempool, cl.max_decals * sizeof(decal_t));
156         cl.showlmps = NULL;
157
158         // LordHavoc: have to set up the baseline info for alpha and other stuff
159         for (i = 0;i < cl.max_entities;i++)
160         {
161                 cl.entities[i].state_baseline = defaultstate;
162                 cl.entities[i].state_previous = defaultstate;
163                 cl.entities[i].state_current = defaultstate;
164         }
165
166         if (gamemode == GAME_NEXUIZ)
167         {
168                 VectorSet(cl.playerstandmins, -16, -16, -24);
169                 VectorSet(cl.playerstandmaxs, 16, 16, 45);
170                 VectorSet(cl.playercrouchmins, -16, -16, -24);
171                 VectorSet(cl.playercrouchmaxs, 16, 16, 25);
172         }
173         else
174         {
175                 VectorSet(cl.playerstandmins, -16, -16, -24);
176                 VectorSet(cl.playerstandmaxs, 16, 16, 24);
177                 VectorSet(cl.playercrouchmins, -16, -16, -24);
178                 VectorSet(cl.playercrouchmaxs, 16, 16, 24);
179         }
180
181         // disable until we get textures for it
182         R_ResetSkyBox();
183
184         ent = &cl.entities[0];
185         // entire entity array was cleared, so just fill in a few fields
186         ent->state_current.active = true;
187         ent->render.model = cl.worldmodel = NULL; // no world model yet
188         ent->render.alpha = 1;
189         ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
190         Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1);
191         CL_UpdateRenderEntity(&ent->render);
192
193         // noclip is turned off at start
194         noclip_anglehack = false;
195
196         // mark all frames invalid for delta
197         memset(cl.qw_deltasequence, -1, sizeof(cl.qw_deltasequence));
198
199         // set bestweapon data back to Quake data
200         IN_BestWeapon_ResetData();
201
202         CL_Screen_NewMap();
203 }
204
205 void CL_SetInfo(const char *key, const char *value, qboolean send, qboolean allowstarkey, qboolean allowmodel, qboolean quiet)
206 {
207         int i;
208         qboolean fail = false;
209         if (!allowstarkey && key[0] == '*')
210                 fail = true;
211         if (!allowmodel && (!strcasecmp(key, "pmodel") || !strcasecmp(key, "emodel")))
212                 fail = true;
213         for (i = 0;key[i];i++)
214                 if (ISWHITESPACE(key[i]) || key[i] == '\"')
215                         fail = true;
216         for (i = 0;value[i];i++)
217                 if (value[i] == '\r' || value[i] == '\n' || value[i] == '\"')
218                         fail = true;
219         if (fail)
220         {
221                 if (!quiet)
222                         Con_Printf("Can't setinfo \"%s\" \"%s\"\n", key, value);
223                 return;
224         }
225         InfoString_SetValue(cls.userinfo, sizeof(cls.userinfo), key, value);
226         if (cls.state == ca_connected && cls.netcon)
227         {
228                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
229                 {
230                         MSG_WriteByte(&cls.netcon->message, qw_clc_stringcmd);
231                         MSG_WriteString(&cls.netcon->message, va("setinfo \"%s\" \"%s\"", key, value));
232                 }
233                 else if (!strcasecmp(key, "name"))
234                 {
235                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
236                         MSG_WriteString(&cls.netcon->message, va("name \"%s\"", value));
237                 }
238                 else if (!strcasecmp(key, "playermodel"))
239                 {
240                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
241                         MSG_WriteString(&cls.netcon->message, va("playermodel \"%s\"", value));
242                 }
243                 else if (!strcasecmp(key, "playerskin"))
244                 {
245                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
246                         MSG_WriteString(&cls.netcon->message, va("playerskin \"%s\"", value));
247                 }
248                 else if (!strcasecmp(key, "topcolor"))
249                 {
250                         // don't send anything, the combined color code will be updated manually
251                 }
252                 else if (!strcasecmp(key, "bottomcolor"))
253                 {
254                         // don't send anything, the combined color code will be updated manually
255                 }
256                 else if (!strcasecmp(key, "rate"))
257                 {
258                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
259                         MSG_WriteString(&cls.netcon->message, va("rate \"%s\"", value));
260                 }
261         }
262 }
263
264 void CL_ExpandEntities(int num)
265 {
266         int i, oldmaxentities;
267         entity_t *oldentities;
268         if (num >= cl.max_entities)
269         {
270                 if (!cl.entities)
271                         Sys_Error("CL_ExpandEntities: cl.entities not initialized");
272                 if (num >= MAX_EDICTS)
273                         Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
274                 oldmaxentities = cl.max_entities;
275                 oldentities = cl.entities;
276                 cl.max_entities = (num & ~255) + 256;
277                 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
278                 memcpy(cl.entities, oldentities, oldmaxentities * sizeof(entity_t));
279                 Mem_Free(oldentities);
280                 for (i = oldmaxentities;i < cl.max_entities;i++)
281                 {
282                         cl.entities[i].state_baseline = defaultstate;
283                         cl.entities[i].state_previous = defaultstate;
284                         cl.entities[i].state_current = defaultstate;
285                 }
286         }
287 }
288
289 /*
290 =====================
291 CL_Disconnect
292
293 Sends a disconnect message to the server
294 This is also called on Host_Error, so it shouldn't cause any errors
295 =====================
296 */
297 void CL_Disconnect(void)
298 {
299         if (cls.state == ca_dedicated)
300                 return;
301
302         if (COM_CheckParm("-profilegameonly"))
303                 Sys_AllowProfiling(false);
304
305         Curl_Clear_forthismap();
306
307         Con_DPrintf("CL_Disconnect\n");
308
309     Cvar_SetValueQuick(&csqc_progcrc, -1);
310         Cvar_SetValueQuick(&csqc_progsize, -1);
311         CL_VM_ShutDown();
312 // stop sounds (especially looping!)
313         S_StopAllSounds ();
314
315         cl.parsingtextexpectingpingforscores = 0; // just in case no reply has come yet
316
317         // clear contents blends
318         cl.cshifts[0].percent = 0;
319         cl.cshifts[1].percent = 0;
320         cl.cshifts[2].percent = 0;
321         cl.cshifts[3].percent = 0;
322
323         cl.worldmodel = NULL;
324
325         CL_Parse_ErrorCleanUp();
326
327         if (cls.demoplayback)
328                 CL_StopPlayback();
329         else if (cls.netcon)
330         {
331                 sizebuf_t buf;
332                 unsigned char bufdata[8];
333                 if (cls.demorecording)
334                         CL_Stop_f();
335
336                 // send disconnect message 3 times to improve chances of server
337                 // receiving it (but it still fails sometimes)
338                 memset(&buf, 0, sizeof(buf));
339                 buf.data = bufdata;
340                 buf.maxsize = sizeof(bufdata);
341                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
342                 {
343                         Con_DPrint("Sending drop command\n");
344                         MSG_WriteByte(&buf, qw_clc_stringcmd);
345                         MSG_WriteString(&buf, "drop");
346                 }
347                 else
348                 {
349                         Con_DPrint("Sending clc_disconnect\n");
350                         MSG_WriteByte(&buf, clc_disconnect);
351                 }
352                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
353                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
354                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
355                 NetConn_Close(cls.netcon);
356                 cls.netcon = NULL;
357         }
358         cls.state = ca_disconnected;
359
360         cls.demoplayback = cls.timedemo = false;
361         cls.signon = 0;
362 }
363
364 void CL_Disconnect_f(void)
365 {
366         CL_Disconnect ();
367         if (sv.active)
368                 Host_ShutdownServer ();
369 }
370
371
372
373
374 /*
375 =====================
376 CL_EstablishConnection
377
378 Host should be either "local" or a net address
379 =====================
380 */
381 void CL_EstablishConnection(const char *host)
382 {
383         if (cls.state == ca_dedicated)
384                 return;
385
386         // clear menu's connect error message
387         M_Update_Return_Reason("");
388         cls.demonum = -1;
389
390         // stop demo loop in case this fails
391         if (cls.demoplayback)
392                 CL_StopPlayback();
393
394         // if downloads are running, cancel their finishing action
395         Curl_Clear_forthismap();
396
397         // make sure the client ports are open before attempting to connect
398         NetConn_UpdateSockets();
399
400         // run a network frame
401         //NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
402
403         if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
404         {
405                 cls.connect_trying = true;
406                 cls.connect_remainingtries = 3;
407                 cls.connect_nextsendtime = 0;
408                 M_Update_Return_Reason("Trying to connect...");
409                 // run several network frames to jump into the game quickly
410                 //if (sv.active)
411                 //{
412                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
413                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
414                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
415                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
416                 //}
417         }
418         else
419         {
420                 Con_Print("Unable to find a suitable network socket to connect to server.\n");
421                 M_Update_Return_Reason("No network");
422         }
423 }
424
425 /*
426 ==============
427 CL_PrintEntities_f
428 ==============
429 */
430 static void CL_PrintEntities_f(void)
431 {
432         entity_t *ent;
433         int i;
434
435         for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++)
436         {
437                 const char* modelname;
438
439                 if (!ent->state_current.active)
440                         continue;
441
442                 if (ent->render.model)
443                         modelname = ent->render.model->name;
444                 else
445                         modelname = "--no model--";
446                 Con_Printf("%3i: %-25s:%4i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", i, modelname, ent->render.framegroupblend[0].frame, (int) ent->state_current.origin[0], (int) ent->state_current.origin[1], (int) ent->state_current.origin[2], (int) ent->state_current.angles[0] % 360, (int) ent->state_current.angles[1] % 360, (int) ent->state_current.angles[2] % 360, ent->render.scale, ent->render.alpha);
447         }
448 }
449
450 /*
451 ===============
452 CL_ModelIndexList_f
453
454 List information on all models in the client modelindex
455 ===============
456 */
457 static void CL_ModelIndexList_f(void)
458 {
459         int i = 1;
460
461         // Print Header
462         Con_Printf("%3s: %-30s %-8s %-8s\n", "ID", "Name", "Type", "Triangles");
463
464         while(cl.model_precache[i] && i != MAX_MODELS)
465         { // Valid Model
466                 if(cl.model_precache[i]->loaded || i == 1)
467                         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);
468                 else
469                         Con_Printf("%3i: %-30s %-30s\n", i, cl.model_precache[i]->name, "--no local model found--");
470                 i++;
471         }
472 }
473
474 /*
475 ===============
476 CL_SoundIndexList_f
477
478 List all sounds in the client soundindex
479 ===============
480 */
481 static void CL_SoundIndexList_f(void)
482 {
483         int i = 1;
484
485         while(cl.sound_precache[i] && i != MAX_SOUNDS)
486         { // Valid Sound
487                 Con_Printf("%i : %s\n", i, cl.sound_precache[i]->name);
488                 i++;
489         }
490 }
491
492 /*
493 ===============
494 CL_UpdateRenderEntity
495
496 Updates inversematrix, animation interpolation factors, scale, and mins/maxs
497 ===============
498 */
499 void CL_UpdateRenderEntity(entity_render_t *ent)
500 {
501         vec3_t org;
502         vec_t scale;
503         dp_model_t *model = ent->model;
504         // update the inverse matrix for the renderer
505         Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
506         // update the animation blend state
507         R_LerpAnimation(ent);
508         // we need the matrix origin to center the box
509         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
510         // update entity->render.scale because the renderer needs it
511         ent->scale = scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
512         if (model)
513         {
514                 // NOTE: this directly extracts vector components from the matrix, which relies on the matrix orientation!
515 #ifdef MATRIX4x4_OPENGLORIENTATION
516                 if (ent->matrix.m[0][2] != 0 || ent->matrix.m[1][2] != 0)
517 #else
518                 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
519 #endif
520                 {
521                         // pitch or roll
522                         VectorMA(org, scale, model->rotatedmins, ent->mins);
523                         VectorMA(org, scale, model->rotatedmaxs, ent->maxs);
524                 }
525 #ifdef MATRIX4x4_OPENGLORIENTATION
526                 else if (ent->matrix.m[1][0] != 0 || ent->matrix.m[0][1] != 0)
527 #else
528                 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
529 #endif
530                 {
531                         // yaw
532                         VectorMA(org, scale, model->yawmins, ent->mins);
533                         VectorMA(org, scale, model->yawmaxs, ent->maxs);
534                 }
535                 else
536                 {
537                         VectorMA(org, scale, model->normalmins, ent->mins);
538                         VectorMA(org, scale, model->normalmaxs, ent->maxs);
539                 }
540         }
541         else
542         {
543                 ent->mins[0] = org[0] - 16;
544                 ent->mins[1] = org[1] - 16;
545                 ent->mins[2] = org[2] - 16;
546                 ent->maxs[0] = org[0] + 16;
547                 ent->maxs[1] = org[1] + 16;
548                 ent->maxs[2] = org[2] + 16;
549         }
550 }
551
552 /*
553 ===============
554 CL_LerpPoint
555
556 Determines the fraction between the last two messages that the objects
557 should be put at.
558 ===============
559 */
560 static float CL_LerpPoint(void)
561 {
562         float f;
563
564         if (cl_nettimesyncboundmode.integer == 1)
565                 cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
566
567         // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
568         if (cl.mtime[0] <= cl.mtime[1])
569         {
570                 cl.time = cl.mtime[0];
571                 return 1;
572         }
573
574         f = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
575         return bound(0, f, 1);
576 }
577
578 void CL_ClearTempEntities (void)
579 {
580         r_refdef.scene.numtempentities = 0;
581 }
582
583 entity_render_t *CL_NewTempEntity(double shadertime)
584 {
585         entity_render_t *render;
586
587         if (r_refdef.scene.numentities >= r_refdef.scene.maxentities)
588                 return NULL;
589         if (r_refdef.scene.numtempentities >= r_refdef.scene.maxtempentities)
590                 return NULL;
591         render = &r_refdef.scene.tempentities[r_refdef.scene.numtempentities++];
592         memset (render, 0, sizeof(*render));
593         r_refdef.scene.entities[r_refdef.scene.numentities++] = render;
594
595         render->shadertime = shadertime;
596         render->alpha = 1;
597         VectorSet(render->colormod, 1, 1, 1);
598         VectorSet(render->glowmod, 1, 1, 1);
599         return render;
600 }
601
602 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
603 {
604         int i;
605         cl_effect_t *e;
606         if (!modelindex) // sanity check
607                 return;
608         if (framerate < 1)
609         {
610                 Con_Printf("CL_Effect: framerate %f is < 1\n", framerate);
611                 return;
612         }
613         if (framecount < 1)
614         {
615                 Con_Printf("CL_Effect: framecount %i is < 1\n", framecount);
616                 return;
617         }
618         for (i = 0, e = cl.effects;i < cl.max_effects;i++, e++)
619         {
620                 if (e->active)
621                         continue;
622                 e->active = true;
623                 VectorCopy(org, e->origin);
624                 e->modelindex = modelindex;
625                 e->starttime = cl.time;
626                 e->startframe = startframe;
627                 e->endframe = startframe + framecount;
628                 e->framerate = framerate;
629
630                 e->frame = 0;
631                 e->frame1time = cl.time;
632                 e->frame2time = cl.time;
633                 cl.num_effects = max(cl.num_effects, i + 1);
634                 break;
635         }
636 }
637
638 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)
639 {
640         int i;
641         dlight_t *dl;
642
643 // then look for anything else
644         dl = cl.dlights;
645         for (i = 0;i < cl.max_dlights;i++, dl++)
646                 if (!dl->radius)
647                         break;
648
649         // unable to find one
650         if (i == cl.max_dlights)
651                 return;
652
653         //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
654         memset (dl, 0, sizeof(*dl));
655         cl.num_dlights = max(cl.num_dlights, i + 1);
656         Matrix4x4_Normalize(&dl->matrix, matrix);
657         dl->ent = ent;
658         Matrix4x4_OriginFromMatrix(&dl->matrix, dl->origin);
659         CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
660         Matrix4x4_SetOrigin(&dl->matrix, dl->origin[0], dl->origin[1], dl->origin[2]);
661         dl->radius = radius;
662         dl->color[0] = red;
663         dl->color[1] = green;
664         dl->color[2] = blue;
665         dl->initialradius = radius;
666         dl->initialcolor[0] = red;
667         dl->initialcolor[1] = green;
668         dl->initialcolor[2] = blue;
669         dl->decay = decay / radius; // changed decay to be a percentage decrease
670         dl->intensity = 1; // this is what gets decayed
671         if (lifetime)
672                 dl->die = cl.time + lifetime;
673         else
674                 dl->die = 0;
675         if (cubemapnum > 0)
676                 dpsnprintf(dl->cubemapname, sizeof(dl->cubemapname), "cubemaps/%i", cubemapnum);
677         else
678                 dl->cubemapname[0] = 0;
679         dl->style = style;
680         dl->shadow = shadowenable;
681         dl->corona = corona;
682         dl->flags = flags;
683         dl->coronasizescale = coronasizescale;
684         dl->ambientscale = ambientscale;
685         dl->diffusescale = diffusescale;
686         dl->specularscale = specularscale;
687 }
688
689 void CL_DecayLightFlashes(void)
690 {
691         int i, oldmax;
692         dlight_t *dl;
693         float time;
694
695         time = bound(0, cl.time - cl.oldtime, 0.1);
696         oldmax = cl.num_dlights;
697         cl.num_dlights = 0;
698         for (i = 0, dl = cl.dlights;i < oldmax;i++, dl++)
699         {
700                 if (dl->radius)
701                 {
702                         dl->intensity -= time * dl->decay;
703                         if (cl.time < dl->die && dl->intensity > 0)
704                         {
705                                 if (cl_dlights_decayradius.integer)
706                                         dl->radius = dl->initialradius * dl->intensity;
707                                 else
708                                         dl->radius = dl->initialradius;
709                                 if (cl_dlights_decaybrightness.integer)
710                                         VectorScale(dl->initialcolor, dl->intensity, dl->color);
711                                 else
712                                         VectorCopy(dl->initialcolor, dl->color);
713                                 cl.num_dlights = i + 1;
714                         }
715                         else
716                                 dl->radius = 0;
717                 }
718         }
719 }
720
721 // called before entity relinking
722 void CL_RelinkLightFlashes(void)
723 {
724         int i, j, k, l;
725         dlight_t *dl;
726         float frac, f;
727         matrix4x4_t tempmatrix;
728
729         if (r_dynamic.integer)
730         {
731                 for (i = 0, dl = cl.dlights;i < cl.num_dlights && r_refdef.scene.numlights < MAX_DLIGHTS;i++, dl++)
732                 {
733                         if (dl->radius)
734                         {
735                                 tempmatrix = dl->matrix;
736                                 Matrix4x4_Scale(&tempmatrix, dl->radius, 1);
737                                 // we need the corona fading to be persistent
738                                 R_RTLight_Update(&dl->rtlight, false, &tempmatrix, dl->color, dl->style, dl->cubemapname, dl->shadow, dl->corona, dl->coronasizescale, dl->ambientscale, dl->diffusescale, dl->specularscale, dl->flags);
739                                 r_refdef.scene.lights[r_refdef.scene.numlights++] = &dl->rtlight;
740                         }
741                 }
742         }
743
744         if (!cl.lightstyle)
745         {
746                 for (j = 0;j < cl.max_lightstyle;j++)
747                 {
748                         r_refdef.scene.rtlightstylevalue[j] = 1;
749                         r_refdef.scene.lightstylevalue[j] = 256;
750                 }
751                 return;
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[j].length)
762                 {
763                         r_refdef.scene.rtlightstylevalue[j] = 1;
764                         r_refdef.scene.lightstylevalue[j] = 256;
765                         continue;
766                 }
767                 // static lightstyle "=value"
768                 if (cl.lightstyle[j].map[0] == '=')
769                 {
770                         r_refdef.scene.rtlightstylevalue[j] = atof(cl.lightstyle[j].map + 1);
771                         if ( r_lerplightstyles.integer || ((int)f - f) < 0.01)
772                                 r_refdef.scene.lightstylevalue[j] = r_refdef.scene.rtlightstylevalue[j];
773                         continue;
774                 }
775                 k = i % cl.lightstyle[j].length;
776                 l = (i-1) % cl.lightstyle[j].length;
777                 k = cl.lightstyle[j].map[k] - 'a';
778                 l = cl.lightstyle[j].map[l] - 'a';
779                 // rtlightstylevalue is always interpolated because it has no bad
780                 // consequences for performance
781                 // lightstylevalue is subject to a cvar for performance reasons;
782                 // skipping lightmap updates on most rendered frames substantially
783                 // improves framerates (but makes light fades look bad)
784                 r_refdef.scene.rtlightstylevalue[j] = ((k*frac)+(l*(1-frac)))*(22/256.0f);
785                 r_refdef.scene.lightstylevalue[j] = r_lerplightstyles.integer ? (unsigned short)(((k*frac)+(l*(1-frac)))*22) : k*22;
786         }
787 }
788
789 void CL_AddQWCTFFlagModel(entity_t *player, int skin)
790 {
791         int frame = player->render.framegroupblend[0].frame;
792         float f;
793         entity_render_t *flagrender;
794         matrix4x4_t flagmatrix;
795
796         // this code taken from QuakeWorld
797         f = 14;
798         if (frame >= 29 && frame <= 40)
799         {
800                 if (frame >= 29 && frame <= 34)
801                 { //axpain
802                         if      (frame == 29) f = f + 2;
803                         else if (frame == 30) f = f + 8;
804                         else if (frame == 31) f = f + 12;
805                         else if (frame == 32) f = f + 11;
806                         else if (frame == 33) f = f + 10;
807                         else if (frame == 34) f = f + 4;
808                 }
809                 else if (frame >= 35 && frame <= 40)
810                 { // pain
811                         if      (frame == 35) f = f + 2;
812                         else if (frame == 36) f = f + 10;
813                         else if (frame == 37) f = f + 10;
814                         else if (frame == 38) f = f + 8;
815                         else if (frame == 39) f = f + 4;
816                         else if (frame == 40) f = f + 2;
817                 }
818         }
819         else if (frame >= 103 && frame <= 118)
820         {
821                 if      (frame >= 103 && frame <= 104) f = f + 6;  //nailattack
822                 else if (frame >= 105 && frame <= 106) f = f + 6;  //light
823                 else if (frame >= 107 && frame <= 112) f = f + 7;  //rocketattack
824                 else if (frame >= 112 && frame <= 118) f = f + 7;  //shotattack
825         }
826         // end of code taken from QuakeWorld
827
828         flagrender = CL_NewTempEntity(player->render.shadertime);
829         if (!flagrender)
830                 return;
831
832         flagrender->model = cl.model_precache[cl.qw_modelindex_flag];
833         flagrender->skinnum = skin;
834         flagrender->alpha = 1;
835         VectorSet(flagrender->colormod, 1, 1, 1);
836         VectorSet(flagrender->glowmod, 1, 1, 1);
837         // attach the flag to the player matrix
838         Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
839         Matrix4x4_Concat(&flagrender->matrix, &player->render.matrix, &flagmatrix);
840         CL_UpdateRenderEntity(flagrender);
841 }
842
843 matrix4x4_t viewmodelmatrix;
844
845 static const vec3_t muzzleflashorigin = {18, 0, 0};
846
847 extern void V_DriftPitch(void);
848 extern void V_FadeViewFlashs(void);
849 extern void V_CalcViewBlend(void);
850 extern void V_CalcRefdef(void);
851
852 void CL_SetEntityColormapColors(entity_render_t *ent, int colormap)
853 {
854         const unsigned char *cbcolor;
855         if (colormap >= 0)
856         {
857                 cbcolor = palette_rgb_pantscolormap[colormap & 0xF];
858                 VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_pantscolor);
859                 cbcolor = palette_rgb_shirtcolormap[(colormap & 0xF0) >> 4];
860                 VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_shirtcolor);
861         }
862         else
863         {
864                 VectorClear(ent->colormap_pantscolor);
865                 VectorClear(ent->colormap_shirtcolor);
866         }
867 }
868
869 // note this is a recursive function, recursionlimit should be 32 or so on the initial call
870 void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolate)
871 {
872         const matrix4x4_t *matrix;
873         matrix4x4_t blendmatrix, tempmatrix, matrix2;
874         int j, k, l, frame;
875         float origin[3], angles[3], lerp, d;
876         entity_t *t;
877         dp_model_t *model;
878         //entity_persistent_t *p = &e->persistent;
879         //entity_render_t *r = &e->render;
880         // skip inactive entities and world
881         if (!e->state_current.active || e == cl.entities)
882                 return;
883         if (recursionlimit < 1)
884                 return;
885         e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
886         e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
887         e->render.flags = e->state_current.flags;
888         e->render.effects = e->state_current.effects;
889         VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
890         VectorScale(e->state_current.glowmod, (1.0f / 32.0f), e->render.glowmod);
891         if(e >= cl.entities && e < cl.entities + cl.num_entities)
892                 e->render.entitynumber = e - cl.entities;
893         else
894                 e->render.entitynumber = 0;
895         if (e->state_current.flags & RENDER_COLORMAPPED)
896                 CL_SetEntityColormapColors(&e->render, e->state_current.colormap);
897         else if (e->state_current.colormap > 0 && e->state_current.colormap <= cl.maxclients && cl.scores != NULL)
898                 CL_SetEntityColormapColors(&e->render, cl.scores[e->state_current.colormap-1].colors);
899         else
900                 CL_SetEntityColormapColors(&e->render, -1);
901         e->render.skinnum = e->state_current.skin;
902         if (e->state_current.tagentity)
903         {
904                 // attached entity (gun held in player model's hand, etc)
905                 // if the tag entity is currently impossible, skip it
906                 if (e->state_current.tagentity >= cl.num_entities)
907                         return;
908                 t = cl.entities + e->state_current.tagentity;
909                 // if the tag entity is inactive, skip it
910                 if (!t->state_current.active)
911                         return;
912                 // update the parent first
913                 CL_UpdateNetworkEntity(t, recursionlimit - 1, interpolate);
914                 // make relative to the entity
915                 matrix = &t->render.matrix;
916                 // some properties of the tag entity carry over
917                 e->render.flags |= t->render.flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
918                 // if a valid tagindex is used, make it relative to that tag instead
919                 // FIXME: use a model function to get tag info (need to handle skeletal)
920                 if (e->state_current.tagentity && e->state_current.tagindex >= 1 && (model = t->render.model))
921                 {
922                         // blend the matrices
923                         memset(&blendmatrix, 0, sizeof(blendmatrix));
924                         for (j = 0;j < MAX_FRAMEBLENDS && t->render.frameblend[j].lerp > 0;j++)
925                         {
926                                 matrix4x4_t tagmatrix;
927                                 Mod_Alias_GetTagMatrix(model, t->render.frameblend[j].subframe, e->state_current.tagindex - 1, &tagmatrix);
928                                 d = t->render.frameblend[j].lerp;
929                                 for (l = 0;l < 4;l++)
930                                         for (k = 0;k < 4;k++)
931                                                 blendmatrix.m[l][k] += d * tagmatrix.m[l][k];
932                         }
933                         // concat the tag matrices onto the entity matrix
934                         Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix);
935                         // use the constructed tag matrix
936                         matrix = &tempmatrix;
937                 }
938         }
939         else if (e->render.flags & RENDER_VIEWMODEL)
940         {
941                 // view-relative entity (guns and such)
942                 if (e->render.effects & EF_NOGUNBOB)
943                         matrix = &r_refdef.view.matrix; // really attached to view
944                 else
945                         matrix = &viewmodelmatrix; // attached to gun bob matrix
946         }
947         else
948         {
949                 // world-relative entity (the normal kind)
950                 matrix = &identitymatrix;
951         }
952
953         // movement lerp
954         // if it's the predicted player entity, update according to client movement
955         // but don't lerp if going through a teleporter as it causes a bad lerp
956         // also don't use the predicted location if fixangle was set on both of
957         // the most recent server messages, as that cause means you are spectating
958         // someone or watching a cutscene of some sort
959         if (cl_nolerp.integer || cls.timedemo)
960                 interpolate = false;
961         if (e == cl.entities + cl.playerentity && cl.movement_predicted && (!cl.fixangle[1] || !cl.fixangle[0]))
962         {
963                 VectorCopy(cl.movement_origin, origin);
964                 VectorSet(angles, 0, cl.viewangles[1], 0);
965         }
966         else if (interpolate && e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
967         {
968                 // interpolate the origin and angles
969                 lerp = max(0, lerp);
970                 VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
971 #if 0
972                 // this fails at the singularity of euler angles
973                 VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
974                 if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
975                 if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
976                 if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
977                 VectorMA(e->persistent.oldangles, lerp, delta, angles);
978 #else
979                 {
980                         vec3_t f0, u0, f1, u1;
981                         AngleVectors(e->persistent.oldangles, f0, NULL, u0);
982                         AngleVectors(e->persistent.newangles, f1, NULL, u1);
983                         VectorMAM(1-lerp, f0, lerp, f1, f0);
984                         VectorMAM(1-lerp, u0, lerp, u1, u0);
985                         AnglesFromVectors(angles, f0, u0, false);
986                 }
987 #endif
988         }
989         else
990         {
991                 // no interpolation
992                 VectorCopy(e->persistent.neworigin, origin);
993                 VectorCopy(e->persistent.newangles, angles);
994         }
995
996         // model setup and some modelflags
997         frame = e->state_current.frame;
998         if (e->state_current.modelindex < MAX_MODELS)
999                 e->render.model = cl.model_precache[e->state_current.modelindex];
1000         else
1001                 e->render.model = NULL;
1002         if (e->render.model)
1003         {
1004                 if (e->render.skinnum >= e->render.model->numskins)
1005                         e->render.skinnum = 0;
1006                 if (frame >= e->render.model->numframes)
1007                         frame = 0;
1008                 // models can set flags such as EF_ROCKET
1009                 // this 0xFF800000 mask is EF_NOMODELFLAGS plus all the higher EF_ flags such as EF_ROCKET
1010                 if (!(e->render.effects & 0xFF800000))
1011                         e->render.effects |= e->render.model->effects;
1012                 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
1013                 if (e->render.model->type == mod_alias)
1014                         angles[0] = -angles[0];
1015                 if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
1016                 {
1017                         VectorScale(e->render.colormod, 2, e->render.colormod);
1018                         VectorScale(e->render.glowmod, 2, e->render.glowmod);
1019                 }
1020         }
1021         // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
1022         else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
1023                 angles[0] = -angles[0];
1024                 // NOTE: this must be synced to SV_GetPitchSign!
1025
1026         if ((e->render.effects & EF_ROTATE) && !(e->render.flags & RENDER_VIEWMODEL))
1027         {
1028                 angles[1] = ANGLEMOD(100*cl.time);
1029                 if (cl_itembobheight.value)
1030                         origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
1031         }
1032
1033         // animation lerp
1034         if (e->render.framegroupblend[0].frame == frame)
1035         {
1036                 // update frame lerp fraction
1037                 e->render.framegroupblend[0].lerp = 1;
1038                 e->render.framegroupblend[1].lerp = 0;
1039                 if (e->render.framegroupblend[0].start > e->render.framegroupblend[1].start)
1040                 {
1041                         // make sure frame lerp won't last longer than 100ms
1042                         // (this mainly helps with models that use framegroups and
1043                         // switch between them infrequently)
1044                         e->render.framegroupblend[0].lerp = (cl.time - e->render.framegroupblend[0].start) / min(e->render.framegroupblend[0].start - e->render.framegroupblend[1].start, 0.1);
1045                         e->render.framegroupblend[0].lerp = bound(0, e->render.framegroupblend[0].lerp, 1);
1046                         e->render.framegroupblend[1].lerp = 1 - e->render.framegroupblend[0].lerp;
1047                 }
1048         }
1049         else
1050         {
1051                 // begin a new frame lerp
1052                 e->render.framegroupblend[1] = e->render.framegroupblend[0];
1053                 e->render.framegroupblend[1].lerp = 1;
1054                 e->render.framegroupblend[0].frame = frame;
1055                 e->render.framegroupblend[0].start = cl.time;
1056                 e->render.framegroupblend[0].lerp = 0;
1057         }
1058
1059         // set up the render matrix
1060         if (matrix)
1061         {
1062                 // attached entity, this requires a matrix multiply (concat)
1063                 // FIXME: e->render.scale should go away
1064                 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1065                 // concat the matrices to make the entity relative to its tag
1066                 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
1067                 // get the origin from the new matrix
1068                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1069         }
1070         else
1071         {
1072                 // unattached entities are faster to process
1073                 Matrix4x4_CreateFromQuakeEntity(&e->render.matrix, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1074         }
1075
1076         // tenebrae's sprites are all additive mode (weird)
1077         if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
1078                 e->render.effects |= EF_ADDITIVE;
1079         // player model is only shown with chase_active on
1080         if (e->state_current.number == cl.viewentity)
1081                 e->render.flags |= RENDER_EXTERIORMODEL;
1082         // either fullbright or lit
1083         if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1084                 e->render.flags |= RENDER_LIGHT;
1085         // hide player shadow during intermission or nehahra movie
1086         if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST))
1087          && (e->render.alpha >= 1)
1088          && !(e->render.flags & RENDER_VIEWMODEL)
1089          && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
1090                 e->render.flags |= RENDER_SHADOW;
1091         if (e->render.flags & RENDER_VIEWMODEL)
1092                 e->render.flags |= RENDER_NOSELFSHADOW;
1093         if (e->render.effects & EF_NOSELFSHADOW)
1094                 e->render.flags |= RENDER_NOSELFSHADOW;
1095
1096         // make the other useful stuff
1097         CL_UpdateRenderEntity(&e->render);
1098 }
1099
1100 // creates light and trails from an entity
1101 void CL_UpdateNetworkEntityTrail(entity_t *e)
1102 {
1103         effectnameindex_t trailtype;
1104         vec3_t origin;
1105
1106         // bmodels are treated specially since their origin is usually '0 0 0' and
1107         // their actual geometry is far from '0 0 0'
1108         if (e->render.model && e->render.model->soundfromcenter)
1109         {
1110                 vec3_t o;
1111                 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1112                 Matrix4x4_Transform(&e->render.matrix, o, origin);
1113         }
1114         else
1115                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1116
1117         // handle particle trails and such effects now that we know where this
1118         // entity is in the world...
1119         trailtype = EFFECT_NONE;
1120         // LordHavoc: if the entity has no effects, don't check each
1121         if (e->render.effects & (EF_BRIGHTFIELD | EF_FLAME | EF_STARDUST))
1122         {
1123                 if (e->render.effects & EF_BRIGHTFIELD)
1124                 {
1125                         if (gamemode == GAME_NEXUIZ)
1126                                 trailtype = EFFECT_TR_NEXUIZPLASMA;
1127                         else
1128                                 CL_EntityParticles(e);
1129                 }
1130                 if (e->render.effects & EF_FLAME)
1131                         CL_ParticleTrail(EFFECT_EF_FLAME, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true);
1132                 if (e->render.effects & EF_STARDUST)
1133                         CL_ParticleTrail(EFFECT_EF_STARDUST, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true);
1134         }
1135         if (e->render.internaleffects & (INTEF_FLAG1QW | INTEF_FLAG2QW))
1136         {
1137                 // these are only set on player entities
1138                 CL_AddQWCTFFlagModel(e, (e->render.internaleffects & INTEF_FLAG2QW) != 0);
1139         }
1140         // muzzleflash fades over time
1141         if (e->persistent.muzzleflash > 0)
1142                 e->persistent.muzzleflash -= bound(0, cl.time - cl.oldtime, 0.1) * 20;
1143         // LordHavoc: if the entity has no effects, don't check each
1144         if (e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1145         {
1146                 if (e->render.effects & EF_GIB)
1147                         trailtype = EFFECT_TR_BLOOD;
1148                 else if (e->render.effects & EF_ZOMGIB)
1149                         trailtype = EFFECT_TR_SLIGHTBLOOD;
1150                 else if (e->render.effects & EF_TRACER)
1151                         trailtype = EFFECT_TR_WIZSPIKE;
1152                 else if (e->render.effects & EF_TRACER2)
1153                         trailtype = EFFECT_TR_KNIGHTSPIKE;
1154                 else if (e->render.effects & EF_ROCKET)
1155                         trailtype = EFFECT_TR_ROCKET;
1156                 else if (e->render.effects & EF_GRENADE)
1157                 {
1158                         // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1159                         trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1160                 }
1161                 else if (e->render.effects & EF_TRACER3)
1162                         trailtype = EFFECT_TR_VORESPIKE;
1163         }
1164         // do trails
1165         if (e->render.flags & RENDER_GLOWTRAIL)
1166                 trailtype = EFFECT_TR_GLOWTRAIL;
1167         // check if a trail is allowed (it is not after a teleport for example)
1168         if (trailtype && e->persistent.trail_allowed)
1169         {
1170                 float len;
1171                 vec3_t vel;
1172                 VectorSubtract(e->state_current.origin, e->state_previous.origin, vel);
1173                 len = e->state_current.time - e->state_previous.time;
1174                 if (len > 0)
1175                         len = 1.0f / len;
1176                 VectorScale(vel, len, vel);
1177                 CL_ParticleTrail(trailtype, 1, e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor, false, true);
1178         }
1179         // now that the entity has survived one trail update it is allowed to
1180         // leave a real trail on later frames
1181         e->persistent.trail_allowed = true;
1182         VectorCopy(origin, e->persistent.trail_origin);
1183 }
1184
1185
1186 /*
1187 ===============
1188 CL_UpdateViewEntities
1189 ===============
1190 */
1191 void CL_UpdateViewEntities(void)
1192 {
1193         int i;
1194         // update any RENDER_VIEWMODEL entities to use the new view matrix
1195         for (i = 1;i < cl.num_entities;i++)
1196         {
1197                 if (cl.entities_active[i])
1198                 {
1199                         entity_t *ent = cl.entities + i;
1200                         if ((ent->render.flags & RENDER_VIEWMODEL) || ent->state_current.tagentity)
1201                                 CL_UpdateNetworkEntity(ent, 32, true);
1202                 }
1203         }
1204         // and of course the engine viewmodel needs updating as well
1205         CL_UpdateNetworkEntity(&cl.viewent, 32, true);
1206 }
1207
1208 /*
1209 ===============
1210 CL_UpdateNetworkCollisionEntities
1211 ===============
1212 */
1213 void CL_UpdateNetworkCollisionEntities(void)
1214 {
1215         entity_t *ent;
1216         int i;
1217
1218         // start on the entity after the world
1219         cl.num_brushmodel_entities = 0;
1220         for (i = cl.maxclients + 1;i < cl.num_entities;i++)
1221         {
1222                 if (cl.entities_active[i])
1223                 {
1224                         ent = cl.entities + i;
1225                         if (ent->state_current.active && ent->render.model && ent->render.model->name[0] == '*' && ent->render.model->TraceBox)
1226                         {
1227                                 // do not interpolate the bmodels for this
1228                                 CL_UpdateNetworkEntity(ent, 32, false);
1229                                 cl.brushmodel_entities[cl.num_brushmodel_entities++] = i;
1230                         }
1231                 }
1232         }
1233 }
1234
1235 /*
1236 ===============
1237 CL_UpdateNetworkEntities
1238 ===============
1239 */
1240 void CL_UpdateNetworkEntities(void)
1241 {
1242         entity_t *ent;
1243         int i;
1244
1245         // start on the entity after the world
1246         for (i = 1;i < cl.num_entities;i++)
1247         {
1248                 if (cl.entities_active[i])
1249                 {
1250                         ent = cl.entities + i;
1251                         if (ent->state_current.active)
1252                         {
1253                                 CL_UpdateNetworkEntity(ent, 32, true);
1254                                 // view models should never create light/trails
1255                                 if (!(ent->render.flags & RENDER_VIEWMODEL))
1256                                         CL_UpdateNetworkEntityTrail(ent);
1257                         }
1258                         else
1259                                 cl.entities_active[i] = false;
1260                 }
1261         }
1262 }
1263
1264 void CL_UpdateViewModel(void)
1265 {
1266         entity_t *ent;
1267         ent = &cl.viewent;
1268         ent->state_previous = ent->state_current;
1269         ent->state_current = defaultstate;
1270         ent->state_current.time = cl.time;
1271         ent->state_current.number = (unsigned short)-1;
1272         ent->state_current.active = true;
1273         ent->state_current.modelindex = cl.stats[STAT_WEAPON];
1274         ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
1275         ent->state_current.flags = RENDER_VIEWMODEL;
1276         if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
1277                 ent->state_current.modelindex = 0;
1278         else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1279         {
1280                 if (gamemode == GAME_TRANSFUSION)
1281                         ent->state_current.alpha = 128;
1282                 else
1283                         ent->state_current.modelindex = 0;
1284         }
1285         ent->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
1286         ent->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB));
1287
1288         // reset animation interpolation on weaponmodel if model changed
1289         if (ent->state_previous.modelindex != ent->state_current.modelindex)
1290         {
1291                 ent->render.framegroupblend[0].frame = ent->render.framegroupblend[1].frame = ent->state_current.frame;
1292                 ent->render.framegroupblend[0].start = ent->render.framegroupblend[1].start = cl.time;
1293                 ent->render.framegroupblend[0].lerp = 1;ent->render.framegroupblend[1].lerp = 0;
1294         }
1295         CL_UpdateNetworkEntity(ent, 32, true);
1296 }
1297
1298 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
1299 void CL_LinkNetworkEntity(entity_t *e)
1300 {
1301         effectnameindex_t trailtype;
1302         vec3_t origin;
1303         vec3_t dlightcolor;
1304         vec_t dlightradius;
1305
1306         // skip inactive entities and world
1307         if (!e->state_current.active || e == cl.entities)
1308                 return;
1309         if (e->state_current.tagentity)
1310         {
1311                 // if the tag entity is currently impossible, skip it
1312                 if (e->state_current.tagentity >= cl.num_entities)
1313                         return;
1314                 // if the tag entity is inactive, skip it
1315                 if (!cl.entities[e->state_current.tagentity].state_current.active)
1316                         return;
1317         }
1318
1319         // create entity dlights associated with this entity
1320         if (e->render.model && e->render.model->soundfromcenter)
1321         {
1322                 // bmodels are treated specially since their origin is usually '0 0 0'
1323                 vec3_t o;
1324                 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1325                 Matrix4x4_Transform(&e->render.matrix, o, origin);
1326         }
1327         else
1328                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1329         trailtype = EFFECT_NONE;
1330         dlightradius = 0;
1331         dlightcolor[0] = 0;
1332         dlightcolor[1] = 0;
1333         dlightcolor[2] = 0;
1334         // LordHavoc: if the entity has no effects, don't check each
1335         if (e->render.effects & (EF_BRIGHTFIELD | EF_DIMLIGHT | EF_BRIGHTLIGHT | EF_RED | EF_BLUE | EF_FLAME | EF_STARDUST))
1336         {
1337                 if (e->render.effects & EF_BRIGHTFIELD)
1338                 {
1339                         if (gamemode == GAME_NEXUIZ)
1340                                 trailtype = EFFECT_TR_NEXUIZPLASMA;
1341                 }
1342                 if (e->render.effects & EF_DIMLIGHT)
1343                 {
1344                         dlightradius = max(dlightradius, 200);
1345                         dlightcolor[0] += 1.50f;
1346                         dlightcolor[1] += 1.50f;
1347                         dlightcolor[2] += 1.50f;
1348                 }
1349                 if (e->render.effects & EF_BRIGHTLIGHT)
1350                 {
1351                         dlightradius = max(dlightradius, 400);
1352                         dlightcolor[0] += 3.00f;
1353                         dlightcolor[1] += 3.00f;
1354                         dlightcolor[2] += 3.00f;
1355                 }
1356                 // LordHavoc: more effects
1357                 if (e->render.effects & EF_RED) // red
1358                 {
1359                         dlightradius = max(dlightradius, 200);
1360                         dlightcolor[0] += 1.50f;
1361                         dlightcolor[1] += 0.15f;
1362                         dlightcolor[2] += 0.15f;
1363                 }
1364                 if (e->render.effects & EF_BLUE) // blue
1365                 {
1366                         dlightradius = max(dlightradius, 200);
1367                         dlightcolor[0] += 0.15f;
1368                         dlightcolor[1] += 0.15f;
1369                         dlightcolor[2] += 1.50f;
1370                 }
1371                 if (e->render.effects & EF_FLAME)
1372                         CL_ParticleTrail(EFFECT_EF_FLAME, 0, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false);
1373                 if (e->render.effects & EF_STARDUST)
1374                         CL_ParticleTrail(EFFECT_EF_STARDUST, 0, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false);
1375         }
1376         // muzzleflash fades over time, and is offset a bit
1377         if (e->persistent.muzzleflash > 0 && r_refdef.scene.numlights < MAX_DLIGHTS)
1378         {
1379                 vec3_t v2;
1380                 vec3_t color;
1381                 trace_t trace;
1382                 matrix4x4_t tempmatrix;
1383                 Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
1384                 trace = CL_TraceLine(origin, v2, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, true, false, NULL, false);
1385                 Matrix4x4_Normalize(&tempmatrix, &e->render.matrix);
1386                 Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], trace.endpos[2]);
1387                 Matrix4x4_Scale(&tempmatrix, 150, 1);
1388                 VectorSet(color, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f);
1389                 R_RTLight_Update(&r_refdef.scene.templights[r_refdef.scene.numlights], false, &tempmatrix, color, -1, NULL, true, 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1390                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights++];
1391         }
1392         // LordHavoc: if the model has no flags, don't check each
1393         if (e->render.model && e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1394         {
1395                 if (e->render.effects & EF_GIB)
1396                         trailtype = EFFECT_TR_BLOOD;
1397                 else if (e->render.effects & EF_ZOMGIB)
1398                         trailtype = EFFECT_TR_SLIGHTBLOOD;
1399                 else if (e->render.effects & EF_TRACER)
1400                         trailtype = EFFECT_TR_WIZSPIKE;
1401                 else if (e->render.effects & EF_TRACER2)
1402                         trailtype = EFFECT_TR_KNIGHTSPIKE;
1403                 else if (e->render.effects & EF_ROCKET)
1404                         trailtype = EFFECT_TR_ROCKET;
1405                 else if (e->render.effects & EF_GRENADE)
1406                 {
1407                         // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1408                         trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1409                 }
1410                 else if (e->render.effects & EF_TRACER3)
1411                         trailtype = EFFECT_TR_VORESPIKE;
1412         }
1413         // LordHavoc: customizable glow
1414         if (e->state_current.glowsize)
1415         {
1416                 // * 4 for the expansion from 0-255 to 0-1023 range,
1417                 // / 255 to scale down byte colors
1418                 dlightradius = max(dlightradius, e->state_current.glowsize * 4);
1419                 VectorMA(dlightcolor, (1.0f / 255.0f), palette_rgb[e->state_current.glowcolor], dlightcolor);
1420         }
1421         // custom rtlight
1422         if ((e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) && r_refdef.scene.numlights < MAX_DLIGHTS)
1423         {
1424                 matrix4x4_t dlightmatrix;
1425                 float light[4];
1426                 VectorScale(e->state_current.light, (1.0f / 256.0f), light);
1427                 light[3] = e->state_current.light[3];
1428                 if (light[0] == 0 && light[1] == 0 && light[2] == 0)
1429                         VectorSet(light, 1, 1, 1);
1430                 if (light[3] == 0)
1431                         light[3] = 350;
1432                 // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
1433                 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1434                 Matrix4x4_Scale(&dlightmatrix, light[3], 1);
1435                 R_RTLight_Update(&r_refdef.scene.templights[r_refdef.scene.numlights], false, &dlightmatrix, light, e->state_current.lightstyle, e->state_current.skin > 0 ? va("cubemaps/%i", e->state_current.skin) : NULL, !(e->state_current.lightpflags & PFLAGS_NOSHADOW), (e->state_current.lightpflags & PFLAGS_CORONA) != 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1436                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights++];
1437         }
1438         // make the glow dlight
1439         else if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL) && r_refdef.scene.numlights < MAX_DLIGHTS)
1440         {
1441                 matrix4x4_t dlightmatrix;
1442                 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1443                 // hack to make glowing player light shine on their gun
1444                 //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
1445                 //      Matrix4x4_AdjustOrigin(&dlightmatrix, 0, 0, 30);
1446                 Matrix4x4_Scale(&dlightmatrix, dlightradius, 1);
1447                 R_RTLight_Update(&r_refdef.scene.templights[r_refdef.scene.numlights], false, &dlightmatrix, dlightcolor, -1, NULL, true, 1, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1448                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights++];
1449         }
1450         // do trail light
1451         if (e->render.flags & RENDER_GLOWTRAIL)
1452                 trailtype = EFFECT_TR_GLOWTRAIL;
1453         if (trailtype)
1454                 CL_ParticleTrail(trailtype, 0, origin, origin, vec3_origin, vec3_origin, NULL, e->state_current.glowcolor, true, false);
1455
1456         // don't show viewmodels in certain situations
1457         if (e->render.flags & RENDER_VIEWMODEL)
1458                 if (!r_drawviewmodel.integer || chase_active.integer || r_refdef.envmap)
1459                         return;
1460         // don't show entities with no modelindex (note: this still shows
1461         // entities which have a modelindex that resolved to a NULL model)
1462         if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.scene.numentities < r_refdef.scene.maxentities)
1463                 r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
1464         //if (cl.viewentity && e->state_current.number == cl.viewentity)
1465         //      Matrix4x4_Print(&e->render.matrix);
1466 }
1467
1468 void CL_RelinkWorld(void)
1469 {
1470         entity_t *ent = &cl.entities[0];
1471         // FIXME: this should be done at load
1472         ent->render.matrix = identitymatrix;
1473         ent->render.flags = RENDER_SHADOW;
1474         if (!r_fullbright.integer)
1475                 ent->render.flags |= RENDER_LIGHT;
1476         VectorSet(ent->render.colormod, 1, 1, 1);
1477         VectorSet(ent->render.glowmod, 1, 1, 1);
1478         CL_UpdateRenderEntity(&ent->render);
1479         r_refdef.scene.worldentity = &ent->render;
1480         r_refdef.scene.worldmodel = cl.worldmodel;
1481 }
1482
1483 static void CL_RelinkStaticEntities(void)
1484 {
1485         int i;
1486         entity_t *e;
1487         for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.scene.numentities < r_refdef.scene.maxentities;i++, e++)
1488         {
1489                 e->render.flags = 0;
1490                 // if the model was not loaded when the static entity was created we
1491                 // need to re-fetch the model pointer
1492                 e->render.model = cl.model_precache[e->state_baseline.modelindex];
1493                 // either fullbright or lit
1494                 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1495                         e->render.flags |= RENDER_LIGHT;
1496                 // hide player shadow during intermission or nehahra movie
1497                 if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST)) && (e->render.alpha >= 1))
1498                         e->render.flags |= RENDER_SHADOW;
1499                 VectorSet(e->render.colormod, 1, 1, 1);
1500                 VectorSet(e->render.glowmod, 1, 1, 1);
1501                 R_LerpAnimation(&e->render);
1502                 CL_UpdateRenderEntity(&e->render);
1503                 r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
1504         }
1505 }
1506
1507 /*
1508 ===============
1509 CL_RelinkEntities
1510 ===============
1511 */
1512 static void CL_RelinkNetworkEntities(void)
1513 {
1514         entity_t *ent;
1515         int i;
1516
1517         // start on the entity after the world
1518         for (i = 1;i < cl.num_entities;i++)
1519         {
1520                 if (cl.entities_active[i])
1521                 {
1522                         ent = cl.entities + i;
1523                         if (ent->state_current.active)
1524                                 CL_LinkNetworkEntity(ent);
1525                         else
1526                                 cl.entities_active[i] = false;
1527                 }
1528         }
1529 }
1530
1531 static void CL_RelinkEffects(void)
1532 {
1533         int i, intframe;
1534         cl_effect_t *e;
1535         entity_render_t *entrender;
1536         float frame;
1537
1538         for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++)
1539         {
1540                 if (e->active)
1541                 {
1542                         frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1543                         intframe = (int)frame;
1544                         if (intframe < 0 || intframe >= e->endframe)
1545                         {
1546                                 memset(e, 0, sizeof(*e));
1547                                 while (cl.num_effects > 0 && !cl.effects[cl.num_effects - 1].active)
1548                                         cl.num_effects--;
1549                                 continue;
1550                         }
1551
1552                         if (intframe != e->frame)
1553                         {
1554                                 e->frame = intframe;
1555                                 e->frame1time = e->frame2time;
1556                                 e->frame2time = cl.time;
1557                         }
1558
1559                         // if we're drawing effects, get a new temp entity
1560                         // (NewTempEntity adds it to the render entities list for us)
1561                         if (r_draweffects.integer && (entrender = CL_NewTempEntity(e->starttime)))
1562                         {
1563                                 // interpolation stuff
1564                                 entrender->framegroupblend[0].frame = intframe;
1565                                 entrender->framegroupblend[0].lerp = 1 - frame - intframe;
1566                                 entrender->framegroupblend[0].start = e->frame1time;
1567                                 if (intframe + 1 >= e->endframe)
1568                                 {
1569                                         entrender->framegroupblend[1].frame = 0; // disappear
1570                                         entrender->framegroupblend[1].lerp = 0;
1571                                         entrender->framegroupblend[1].start = 0;
1572                                 }
1573                                 else
1574                                 {
1575                                         entrender->framegroupblend[1].frame = intframe + 1;
1576                                         entrender->framegroupblend[1].lerp = frame - intframe;
1577                                         entrender->framegroupblend[1].start = e->frame2time;
1578                                 }
1579
1580                                 // normal stuff
1581                                 if(e->modelindex < MAX_MODELS)
1582                                         entrender->model = cl.model_precache[e->modelindex];
1583                                 else
1584                                         entrender->model = cl.csqc_model_precache[-(e->modelindex+1)];
1585                                 entrender->alpha = 1;
1586                                 VectorSet(entrender->colormod, 1, 1, 1);
1587                                 VectorSet(entrender->glowmod, 1, 1, 1);
1588
1589                                 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1590                                 CL_UpdateRenderEntity(entrender);
1591                         }
1592                 }
1593         }
1594 }
1595
1596 void CL_Beam_CalculatePositions(const beam_t *b, vec3_t start, vec3_t end)
1597 {
1598         VectorCopy(b->start, start);
1599         VectorCopy(b->end, end);
1600
1601         // if coming from the player, update the start position
1602         if (b->entity == cl.viewentity)
1603         {
1604                 if (cl_beams_quakepositionhack.integer && !chase_active.integer)
1605                 {
1606                         // LordHavoc: this is a stupid hack from Quake that makes your
1607                         // lightning appear to come from your waist and cover less of your
1608                         // view
1609                         // in Quake this hack was applied to all players (causing the
1610                         // infamous crotch-lightning), but in darkplaces and QuakeWorld it
1611                         // only applies to your own lightning, and only in first person
1612                         Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, start);
1613                 }
1614                 if (cl_beams_instantaimhack.integer)
1615                 {
1616                         vec3_t dir, localend;
1617                         vec_t len;
1618                         // LordHavoc: this updates the beam direction to match your
1619                         // viewangles
1620                         VectorSubtract(end, start, dir);
1621                         len = VectorLength(dir);
1622                         VectorNormalize(dir);
1623                         VectorSet(localend, len, 0, 0);
1624                         Matrix4x4_Transform(&r_refdef.view.matrix, localend, end);
1625                 }
1626         }
1627 }
1628
1629 void CL_RelinkBeams(void)
1630 {
1631         int i;
1632         beam_t *b;
1633         vec3_t dist, org, start, end;
1634         float d;
1635         entity_render_t *entrender;
1636         double yaw, pitch;
1637         float forward;
1638         matrix4x4_t tempmatrix;
1639
1640         for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++)
1641         {
1642                 if (!b->model)
1643                         continue;
1644                 if (b->endtime < cl.time)
1645                 {
1646                         b->model = NULL;
1647                         continue;
1648                 }
1649
1650                 CL_Beam_CalculatePositions(b, start, end);
1651
1652                 if (b->lightning)
1653                 {
1654                         if (cl_beams_lightatend.integer && r_refdef.scene.numlights < MAX_DLIGHTS)
1655                         {
1656                                 // FIXME: create a matrix from the beam start/end orientation
1657                                 vec3_t dlightcolor;
1658                                 VectorSet(dlightcolor, 0.3, 0.7, 1);
1659                                 Matrix4x4_CreateFromQuakeEntity(&tempmatrix, end[0], end[1], end[2], 0, 0, 0, 200);
1660                                 R_RTLight_Update(&r_refdef.scene.templights[r_refdef.scene.numlights], false, &tempmatrix, dlightcolor, -1, NULL, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1661                                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights++];
1662                         }
1663                         if (cl_beams_polygons.integer)
1664                                 continue;
1665                 }
1666
1667                 // calculate pitch and yaw
1668                 // (this is similar to the QuakeC builtin function vectoangles)
1669                 VectorSubtract(end, start, dist);
1670                 if (dist[1] == 0 && dist[0] == 0)
1671                 {
1672                         yaw = 0;
1673                         if (dist[2] > 0)
1674                                 pitch = 90;
1675                         else
1676                                 pitch = 270;
1677                 }
1678                 else
1679                 {
1680                         yaw = atan2(dist[1], dist[0]) * 180 / M_PI;
1681                         if (yaw < 0)
1682                                 yaw += 360;
1683
1684                         forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1685                         pitch = atan2(dist[2], forward) * 180 / M_PI;
1686                         if (pitch < 0)
1687                                 pitch += 360;
1688                 }
1689
1690                 // add new entities for the lightning
1691                 VectorCopy (start, org);
1692                 d = VectorNormalizeLength(dist);
1693                 while (d > 0)
1694                 {
1695                         entrender = CL_NewTempEntity (0);
1696                         if (!entrender)
1697                                 return;
1698                         //VectorCopy (org, ent->render.origin);
1699                         entrender->model = b->model;
1700                         //ent->render.effects = EF_FULLBRIGHT;
1701                         //ent->render.angles[0] = pitch;
1702                         //ent->render.angles[1] = yaw;
1703                         //ent->render.angles[2] = rand()%360;
1704                         Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1705                         CL_UpdateRenderEntity(entrender);
1706                         VectorMA(org, 30, dist, org);
1707                         d -= 30;
1708                 }
1709         }
1710
1711         while (cl.num_beams > 0 && !cl.beams[cl.num_beams - 1].model)
1712                 cl.num_beams--;
1713 }
1714
1715 static void CL_RelinkQWNails(void)
1716 {
1717         int i;
1718         vec_t *v;
1719         entity_render_t *entrender;
1720
1721         for (i = 0;i < cl.qw_num_nails;i++)
1722         {
1723                 v = cl.qw_nails[i];
1724
1725                 // if we're drawing effects, get a new temp entity
1726                 // (NewTempEntity adds it to the render entities list for us)
1727                 if (!(entrender = CL_NewTempEntity(0)))
1728                         continue;
1729
1730                 // normal stuff
1731                 entrender->model = cl.model_precache[cl.qw_modelindex_spike];
1732                 entrender->alpha = 1;
1733                 VectorSet(entrender->colormod, 1, 1, 1);
1734                 VectorSet(entrender->glowmod, 1, 1, 1);
1735
1736                 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
1737                 CL_UpdateRenderEntity(entrender);
1738         }
1739 }
1740
1741 void CL_LerpPlayer(float frac)
1742 {
1743         int i;
1744
1745         cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
1746         for (i = 0;i < 3;i++)
1747         {
1748                 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
1749                 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
1750                 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1751         }
1752
1753         // interpolate the angles if playing a demo or spectating someone
1754         if (cls.demoplayback || cl.fixangle[0])
1755         {
1756                 for (i = 0;i < 3;i++)
1757                 {
1758                         float d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
1759                         if (d > 180)
1760                                 d -= 360;
1761                         else if (d < -180)
1762                                 d += 360;
1763                         cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
1764                 }
1765         }
1766 }
1767
1768 void CSQC_RelinkAllEntities (int drawmask)
1769 {
1770         // link stuff
1771         CL_RelinkWorld();
1772         CL_RelinkStaticEntities();
1773         CL_RelinkBeams();
1774         CL_RelinkEffects();
1775
1776         // link stuff
1777         if (drawmask & ENTMASK_ENGINE)
1778         {
1779                 CL_RelinkNetworkEntities();
1780                 if (drawmask & ENTMASK_ENGINEVIEWMODELS)
1781                         CL_LinkNetworkEntity(&cl.viewent); // link gun model
1782                 CL_RelinkQWNails();
1783         }
1784
1785         // update view blend
1786         V_CalcViewBlend();
1787 }
1788
1789 /*
1790 ===============
1791 CL_UpdateWorld
1792
1793 Update client game world for a new frame
1794 ===============
1795 */
1796 void CL_UpdateWorld(void)
1797 {
1798         r_refdef.scene.extraupdate = !r_speeds.integer;
1799         r_refdef.scene.numentities = 0;
1800         r_refdef.scene.numlights = 0;
1801         r_refdef.view.matrix = identitymatrix;
1802         r_refdef.view.quality = 1;
1803
1804         cl.num_brushmodel_entities = 0;
1805
1806         if (cls.state == ca_connected && cls.signon == SIGNONS)
1807         {
1808                 // prepare for a new frame
1809                 CL_LerpPlayer(CL_LerpPoint());
1810                 CL_DecayLightFlashes();
1811                 CL_ClearTempEntities();
1812                 V_DriftPitch();
1813                 V_FadeViewFlashs();
1814
1815                 // if prediction is enabled we have to update all the collidable
1816                 // network entities before the prediction code can be run
1817                 CL_UpdateNetworkCollisionEntities();
1818
1819                 // now update the player prediction
1820                 CL_ClientMovement_Replay();
1821
1822                 // update the player entity (which may be predicted)
1823                 CL_UpdateNetworkEntity(cl.entities + cl.viewentity, 32, true);
1824
1825                 // now update the view (which depends on that player entity)
1826                 V_CalcRefdef();
1827
1828                 // now update all the network entities and create particle trails
1829                 // (some entities may depend on the view)
1830                 CL_UpdateNetworkEntities();
1831
1832                 // update the engine-based viewmodel
1833                 CL_UpdateViewModel();
1834
1835                 CL_RelinkLightFlashes();
1836                 CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS);
1837
1838                 // decals, particles, and explosions will be updated during rneder
1839         }
1840
1841         r_refdef.scene.time = cl.time;
1842 }
1843
1844 // LordHavoc: pausedemo command
1845 static void CL_PauseDemo_f (void)
1846 {
1847         cls.demopaused = !cls.demopaused;
1848         if (cls.demopaused)
1849                 Con_Print("Demo paused\n");
1850         else
1851                 Con_Print("Demo unpaused\n");
1852 }
1853
1854 /*
1855 ======================
1856 CL_Fog_f
1857 ======================
1858 */
1859 static void CL_Fog_f (void)
1860 {
1861         if (Cmd_Argc () == 1)
1862         {
1863                 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);
1864                 return;
1865         }
1866         r_refdef.fog_start = 0;
1867         r_refdef.fog_end = 16384;
1868         r_refdef.fog_alpha = 1;
1869         if(Cmd_Argc() > 1)
1870                 r_refdef.fog_density = atof(Cmd_Argv(1));
1871         if(Cmd_Argc() > 2)
1872                 r_refdef.fog_red = atof(Cmd_Argv(2));
1873         if(Cmd_Argc() > 3)
1874                 r_refdef.fog_green = atof(Cmd_Argv(3));
1875         if(Cmd_Argc() > 4)
1876                 r_refdef.fog_blue = atof(Cmd_Argv(4));
1877         if(Cmd_Argc() > 5)
1878                 r_refdef.fog_alpha = atof(Cmd_Argv(5));
1879         if(Cmd_Argc() > 6)
1880                 r_refdef.fog_start = atof(Cmd_Argv(6));
1881         if(Cmd_Argc() > 7)
1882                 r_refdef.fog_end = atof(Cmd_Argv(7));
1883 }
1884
1885 /*
1886 ====================
1887 CL_TimeRefresh_f
1888
1889 For program optimization
1890 ====================
1891 */
1892 static void CL_TimeRefresh_f (void)
1893 {
1894         int i;
1895         float timestart, timedelta;
1896
1897         r_refdef.scene.extraupdate = false;
1898
1899         timestart = Sys_DoubleTime();
1900         for (i = 0;i < 128;i++)
1901         {
1902                 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);
1903                 r_refdef.view.quality = 1;
1904                 CL_UpdateScreen();
1905         }
1906         timedelta = Sys_DoubleTime() - timestart;
1907
1908         Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
1909 }
1910
1911 void CL_AreaStats_f(void)
1912 {
1913         World_PrintAreaStats(&cl.world, "client");
1914 }
1915
1916 cl_locnode_t *CL_Locs_FindNearest(const vec3_t point)
1917 {
1918         int i;
1919         cl_locnode_t *loc;
1920         cl_locnode_t *best;
1921         vec3_t nearestpoint;
1922         vec_t dist, bestdist;
1923         best = NULL;
1924         bestdist = 0;
1925         for (loc = cl.locnodes;loc;loc = loc->next)
1926         {
1927                 for (i = 0;i < 3;i++)
1928                         nearestpoint[i] = bound(loc->mins[i], point[i], loc->maxs[i]);
1929                 dist = VectorDistance2(nearestpoint, point);
1930                 if (bestdist > dist || !best)
1931                 {
1932                         bestdist = dist;
1933                         best = loc;
1934                         if (bestdist < 1)
1935                                 break;
1936                 }
1937         }
1938         return best;
1939 }
1940
1941 void CL_Locs_FindLocationName(char *buffer, size_t buffersize, vec3_t point)
1942 {
1943         cl_locnode_t *loc;
1944         loc = CL_Locs_FindNearest(point);
1945         if (loc)
1946                 strlcpy(buffer, loc->name, buffersize);
1947         else
1948                 dpsnprintf(buffer, buffersize, "LOC=%.0f:%.0f:%.0f", point[0], point[1], point[2]);
1949 }
1950
1951 void CL_Locs_FreeNode(cl_locnode_t *node)
1952 {
1953         cl_locnode_t **pointer, **next;
1954         for (pointer = &cl.locnodes;*pointer;pointer = next)
1955         {
1956                 next = &(*pointer)->next;
1957                 if (*pointer == node)
1958                 {
1959                         *pointer = node->next;
1960                         Mem_Free(node);
1961                         return;
1962                 }
1963         }
1964         Con_Printf("CL_Locs_FreeNode: no such node! (%p)\n", (void *)node);
1965 }
1966
1967 void CL_Locs_AddNode(vec3_t mins, vec3_t maxs, const char *name)
1968 {
1969         cl_locnode_t *node, **pointer;
1970         int namelen;
1971         if (!name)
1972                 name = "";
1973         namelen = strlen(name);
1974         node = (cl_locnode_t *) Mem_Alloc(cls.levelmempool, sizeof(cl_locnode_t) + namelen + 1);
1975         VectorSet(node->mins, min(mins[0], maxs[0]), min(mins[1], maxs[1]), min(mins[2], maxs[2]));
1976         VectorSet(node->maxs, max(mins[0], maxs[0]), max(mins[1], maxs[1]), max(mins[2], maxs[2]));
1977         node->name = (char *)(node + 1);
1978         memcpy(node->name, name, namelen);
1979         node->name[namelen] = 0;
1980         // link it into the tail of the list to preserve the order
1981         for (pointer = &cl.locnodes;*pointer;pointer = &(*pointer)->next)
1982                 ;
1983         *pointer = node;
1984 }
1985
1986 void CL_Locs_Add_f(void)
1987 {
1988         vec3_t mins, maxs;
1989         if (Cmd_Argc() != 5 && Cmd_Argc() != 8)
1990         {
1991                 Con_Printf("usage: %s x y z[ x y z] name\n", Cmd_Argv(0));
1992                 return;
1993         }
1994         mins[0] = atof(Cmd_Argv(1));
1995         mins[1] = atof(Cmd_Argv(2));
1996         mins[2] = atof(Cmd_Argv(3));
1997         if (Cmd_Argc() == 8)
1998         {
1999                 maxs[0] = atof(Cmd_Argv(4));
2000                 maxs[1] = atof(Cmd_Argv(5));
2001                 maxs[2] = atof(Cmd_Argv(6));
2002                 CL_Locs_AddNode(mins, maxs, Cmd_Argv(7));
2003         }
2004         else
2005                 CL_Locs_AddNode(mins, mins, Cmd_Argv(4));
2006 }
2007
2008 void CL_Locs_RemoveNearest_f(void)
2009 {
2010         cl_locnode_t *loc;
2011         loc = CL_Locs_FindNearest(r_refdef.view.origin);
2012         if (loc)
2013                 CL_Locs_FreeNode(loc);
2014         else
2015                 Con_Printf("no loc point or box found for your location\n");
2016 }
2017
2018 void CL_Locs_Clear_f(void)
2019 {
2020         while (cl.locnodes)
2021                 CL_Locs_FreeNode(cl.locnodes);
2022 }
2023
2024 void CL_Locs_Save_f(void)
2025 {
2026         cl_locnode_t *loc;
2027         qfile_t *outfile;
2028         char locfilename[MAX_QPATH];
2029         if (!cl.locnodes)
2030         {
2031                 Con_Printf("No loc points/boxes exist!\n");
2032                 return;
2033         }
2034         if (cls.state != ca_connected || !cl.worldmodel)
2035         {
2036                 Con_Printf("No level loaded!\n");
2037                 return;
2038         }
2039         FS_StripExtension(cl.worldmodel->name, locfilename, sizeof(locfilename));
2040         strlcat(locfilename, ".loc", sizeof(locfilename));
2041
2042         outfile = FS_OpenRealFile(locfilename, "w", false);
2043         if (!outfile)
2044                 return;
2045         // if any boxes are used then this is a proquake-format loc file, which
2046         // allows comments, so add some relevant information at the start
2047         for (loc = cl.locnodes;loc;loc = loc->next)
2048                 if (!VectorCompare(loc->mins, loc->maxs))
2049                         break;
2050         if (loc)
2051         {
2052                 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);
2053                 for (loc = cl.locnodes;loc;loc = loc->next)
2054                         if (VectorCompare(loc->mins, loc->maxs))
2055                                 break;
2056                 if (loc)
2057                         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");
2058         }
2059         for (loc = cl.locnodes;loc;loc = loc->next)
2060         {
2061                 if (VectorCompare(loc->mins, loc->maxs))
2062                 {
2063                         int len;
2064                         const char *s;
2065                         const char *in = loc->name;
2066                         char name[MAX_INPUTLINE];
2067                         for (len = 0;len < (int)sizeof(name) - 1 && *in;)
2068                         {
2069                                 if (*in == ' ') {s = "$loc_name_separator";in++;}
2070                                 else if (!strncmp(in, "SSG", 3)) {s = "$loc_name_ssg";in += 3;}
2071                                 else if (!strncmp(in, "NG", 2)) {s = "$loc_name_ng";in += 2;}
2072                                 else if (!strncmp(in, "SNG", 3)) {s = "$loc_name_sng";in += 3;}
2073                                 else if (!strncmp(in, "GL", 2)) {s = "$loc_name_gl";in += 2;}
2074                                 else if (!strncmp(in, "RL", 2)) {s = "$loc_name_rl";in += 2;}
2075                                 else if (!strncmp(in, "LG", 2)) {s = "$loc_name_lg";in += 2;}
2076                                 else if (!strncmp(in, "GA", 2)) {s = "$loc_name_ga";in += 2;}
2077                                 else if (!strncmp(in, "YA", 2)) {s = "$loc_name_ya";in += 2;}
2078                                 else if (!strncmp(in, "RA", 2)) {s = "$loc_name_ra";in += 2;}
2079                                 else if (!strncmp(in, "MEGA", 4)) {s = "$loc_name_mh";in += 4;}
2080                                 else s = NULL;
2081                                 if (s)
2082                                 {
2083                                         while (len < (int)sizeof(name) - 1 && *s)
2084                                                 name[len++] = *s++;
2085                                         continue;
2086                                 }
2087                                 name[len++] = *in++;
2088                         }
2089                         name[len] = 0;
2090                         FS_Printf(outfile, "%.0f %.0f %.0f %s\n", loc->mins[0]*8, loc->mins[1]*8, loc->mins[2]*8, name);
2091                 }
2092                 else
2093                         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);
2094         }
2095         FS_Close(outfile);
2096 }
2097
2098 void CL_Locs_Reload_f(void)
2099 {
2100         int i, linenumber, limit, len;
2101         const char *s;
2102         char *filedata, *text, *textend, *linestart, *linetext, *lineend;
2103         fs_offset_t filesize;
2104         vec3_t mins, maxs;
2105         char locfilename[MAX_QPATH];
2106         char name[MAX_INPUTLINE];
2107
2108         if (cls.state != ca_connected || !cl.worldmodel)
2109         {
2110                 Con_Printf("No level loaded!\n");
2111                 return;
2112         }
2113
2114         CL_Locs_Clear_f();
2115
2116         // try maps/something.loc first (LordHavoc: where I think they should be)
2117         FS_StripExtension(cl.worldmodel->name, locfilename, sizeof(locfilename));
2118         strlcat(locfilename, ".loc", sizeof(locfilename));
2119         filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2120         if (!filedata)
2121         {
2122                 // try proquake name as well (LordHavoc: I hate path mangling)
2123                 FS_StripExtension(va("locs/%s", FS_FileWithoutPath(cl.worldmodel->name)), locfilename, sizeof(locfilename));
2124                 strlcat(locfilename, ".loc", sizeof(locfilename));
2125                 filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2126                 if (!filedata)
2127                         return;
2128         }
2129         text = filedata;
2130         textend = filedata + filesize;
2131         for (linenumber = 1;text < textend;linenumber++)
2132         {
2133                 linestart = text;
2134                 for (;text < textend && *text != '\r' && *text != '\n';text++)
2135                         ;
2136                 lineend = text;
2137                 if (text + 1 < textend && *text == '\r' && text[1] == '\n')
2138                         text++;
2139                 if (text < textend)
2140                         text++;
2141                 // trim trailing whitespace
2142                 while (lineend > linestart && ISWHITESPACE(lineend[-1]))
2143                         lineend--;
2144                 // trim leading whitespace
2145                 while (linestart < lineend && ISWHITESPACE(*linestart))
2146                         linestart++;
2147                 // check if this is a comment
2148                 if (linestart + 2 <= lineend && !strncmp(linestart, "//", 2))
2149                         continue;
2150                 linetext = linestart;
2151                 limit = 3;
2152                 for (i = 0;i < limit;i++)
2153                 {
2154                         if (linetext >= lineend)
2155                                 break;
2156                         // note: a missing number is interpreted as 0
2157                         if (i < 3)
2158                                 mins[i] = atof(linetext);
2159                         else
2160                                 maxs[i - 3] = atof(linetext);
2161                         // now advance past the number
2162                         while (linetext < lineend && !ISWHITESPACE(*linetext) && *linetext != ',')
2163                                 linetext++;
2164                         // advance through whitespace
2165                         if (linetext < lineend)
2166                         {
2167                                 if (*linetext == ',')
2168                                 {
2169                                         linetext++;
2170                                         limit = 6;
2171                                         // note: comma can be followed by whitespace
2172                                 }
2173                                 if (ISWHITESPACE(*linetext))
2174                                 {
2175                                         // skip whitespace
2176                                         while (linetext < lineend && ISWHITESPACE(*linetext))
2177                                                 linetext++;
2178                                 }
2179                         }
2180                 }
2181                 // if this is a quoted name, remove the quotes
2182                 if (i == 6)
2183                 {
2184                         if (linetext >= lineend || *linetext != '"')
2185                                 continue; // proquake location names are always quoted
2186                         lineend--;
2187                         linetext++;
2188                         len = min(lineend - linetext, (int)sizeof(name) - 1);
2189                         memcpy(name, linetext, len);
2190                         name[len] = 0;
2191                         // add the box to the list
2192                         CL_Locs_AddNode(mins, maxs, name);
2193                 }
2194                 // if a point was parsed, it needs to be scaled down by 8 (since
2195                 // point-based loc files were invented by a proxy which dealt
2196                 // directly with quake protocol coordinates, which are *8), turn
2197                 // it into a box
2198                 else if (i == 3)
2199                 {
2200                         // interpret silly fuhquake macros
2201                         for (len = 0;len < (int)sizeof(name) - 1 && linetext < lineend;)
2202                         {
2203                                 if (*linetext == '$')
2204                                 {
2205                                         if (linetext + 18 <= lineend && !strncmp(linetext, "$loc_name_separator", 19)) {s = " ";linetext += 19;}
2206                                         else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_ssg", 13)) {s = "SSG";linetext += 13;}
2207                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ng", 12)) {s = "NG";linetext += 12;}
2208                                         else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_sng", 13)) {s = "SNG";linetext += 13;}
2209                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_gl", 12)) {s = "GL";linetext += 12;}
2210                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_rl", 12)) {s = "RL";linetext += 12;}
2211                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_lg", 12)) {s = "LG";linetext += 12;}
2212                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ga", 12)) {s = "GA";linetext += 12;}
2213                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ya", 12)) {s = "YA";linetext += 12;}
2214                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ra", 12)) {s = "RA";linetext += 12;}
2215                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_mh", 12)) {s = "MEGA";linetext += 12;}
2216                                         else s = NULL;
2217                                         if (s)
2218                                         {
2219                                                 while (len < (int)sizeof(name) - 1 && *s)
2220                                                         name[len++] = *s++;
2221                                                 continue;
2222                                         }
2223                                 }
2224                                 name[len++] = *linetext++;
2225                         }
2226                         name[len] = 0;
2227                         // add the point to the list
2228                         VectorScale(mins, (1.0 / 8.0), mins);
2229                         CL_Locs_AddNode(mins, mins, name);
2230                 }
2231                 else
2232                         continue;
2233         }
2234 }
2235
2236 /*
2237 ===========
2238 CL_Shutdown
2239 ===========
2240 */
2241 void CL_Shutdown (void)
2242 {
2243         CL_Screen_Shutdown();
2244         CL_Particles_Shutdown();
2245         CL_Parse_Shutdown();
2246
2247         Mem_FreePool (&cls.permanentmempool);
2248         Mem_FreePool (&cls.levelmempool);
2249 }
2250
2251 /*
2252 =================
2253 CL_Init
2254 =================
2255 */
2256 void CL_Init (void)
2257 {
2258         cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL);
2259         cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL);
2260
2261         memset(&r_refdef, 0, sizeof(r_refdef));
2262         // max entities sent to renderer per frame
2263         r_refdef.scene.maxentities = MAX_EDICTS + 256 + 512;
2264         r_refdef.scene.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.scene.maxentities);
2265
2266         r_refdef.scene.maxtempentities = 4096; // FIXME: make this grow
2267         r_refdef.scene.tempentities = (entity_render_t *)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t) * r_refdef.scene.maxtempentities);
2268
2269         CL_InitInput ();
2270
2271 //
2272 // register our commands
2273 //
2274         Cvar_RegisterVariable (&cl_upspeed);
2275         Cvar_RegisterVariable (&cl_forwardspeed);
2276         Cvar_RegisterVariable (&cl_backspeed);
2277         Cvar_RegisterVariable (&cl_sidespeed);
2278         Cvar_RegisterVariable (&cl_movespeedkey);
2279         Cvar_RegisterVariable (&cl_yawspeed);
2280         Cvar_RegisterVariable (&cl_pitchspeed);
2281         Cvar_RegisterVariable (&cl_anglespeedkey);
2282         Cvar_RegisterVariable (&cl_shownet);
2283         Cvar_RegisterVariable (&cl_nolerp);
2284         Cvar_RegisterVariable (&cl_deathfade);
2285         Cvar_RegisterVariable (&lookspring);
2286         Cvar_RegisterVariable (&lookstrafe);
2287         Cvar_RegisterVariable (&sensitivity);
2288         Cvar_RegisterVariable (&freelook);
2289
2290         Cvar_RegisterVariable (&m_pitch);
2291         Cvar_RegisterVariable (&m_yaw);
2292         Cvar_RegisterVariable (&m_forward);
2293         Cvar_RegisterVariable (&m_side);
2294
2295         Cvar_RegisterVariable (&cl_itembobspeed);
2296         Cvar_RegisterVariable (&cl_itembobheight);
2297
2298         Cmd_AddCommand ("entities", CL_PrintEntities_f, "print information on network entities known to client");
2299         Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
2300         Cmd_AddCommand ("record", CL_Record_f, "record a demo");
2301         Cmd_AddCommand ("stop", CL_Stop_f, "stop recording or playing a demo");
2302         Cmd_AddCommand ("playdemo", CL_PlayDemo_f, "watch a demo file");
2303         Cmd_AddCommand ("timedemo", CL_TimeDemo_f, "play back a demo as fast as possible and save statistics to benchmark.log");
2304
2305         // Support Client-side Model Index List
2306         Cmd_AddCommand ("cl_modelindexlist", CL_ModelIndexList_f, "list information on all models in the client modelindex");
2307         // Support Client-side Sound Index List
2308         Cmd_AddCommand ("cl_soundindexlist", CL_SoundIndexList_f, "list all sounds in the client soundindex");
2309
2310         Cvar_RegisterVariable (&cl_autodemo);
2311         Cvar_RegisterVariable (&cl_autodemo_nameformat);
2312
2313         Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue [alpha [mindist maxdist]])");
2314
2315         // LordHavoc: added pausedemo
2316         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)");
2317
2318         Cmd_AddCommand ("cl_areastats", CL_AreaStats_f, "prints statistics on entity culling during collision traces");
2319
2320         Cvar_RegisterVariable(&r_draweffects);
2321         Cvar_RegisterVariable(&cl_explosions_alpha_start);
2322         Cvar_RegisterVariable(&cl_explosions_alpha_end);
2323         Cvar_RegisterVariable(&cl_explosions_size_start);
2324         Cvar_RegisterVariable(&cl_explosions_size_end);
2325         Cvar_RegisterVariable(&cl_explosions_lifetime);
2326         Cvar_RegisterVariable(&cl_stainmaps);
2327         Cvar_RegisterVariable(&cl_stainmaps_clearonload);
2328         Cvar_RegisterVariable(&cl_beams_polygons);
2329         Cvar_RegisterVariable(&cl_beams_quakepositionhack);
2330         Cvar_RegisterVariable(&cl_beams_instantaimhack);
2331         Cvar_RegisterVariable(&cl_beams_lightatend);
2332         Cvar_RegisterVariable(&cl_noplayershadow);
2333         Cvar_RegisterVariable(&cl_dlights_decayradius);
2334         Cvar_RegisterVariable(&cl_dlights_decaybrightness);
2335
2336         Cvar_RegisterVariable(&cl_prydoncursor);
2337
2338         Cvar_RegisterVariable(&cl_deathnoviewmodel);
2339
2340         // for QW connections
2341         Cvar_RegisterVariable(&qport);
2342         Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff);
2343
2344         Cmd_AddCommand("timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
2345
2346         Cvar_RegisterVariable(&cl_locs_enable);
2347         Cvar_RegisterVariable(&cl_locs_show);
2348         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)");
2349         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)");
2350         Cmd_AddCommand("locs_clear", CL_Locs_Clear_f, "remove all loc points/boxes");
2351         Cmd_AddCommand("locs_reload", CL_Locs_Reload_f, "reload .loc file for this map");
2352         Cmd_AddCommand("locs_save", CL_Locs_Save_f, "save .loc file for this map containing currently defined points and boxes");
2353
2354         CL_Parse_Init();
2355         CL_Particles_Init();
2356         CL_Screen_Init();
2357
2358         CL_Video_Init();
2359         CL_Gecko_Init();
2360 }
2361
2362
2363