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Add full support for csqc's sensitivityscale (no clamping yet, so you can actually...
[divverent/darkplaces.git] / cl_main.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // cl_main.c  -- client main loop
21
22 #include "quakedef.h"
23 #include "cl_collision.h"
24 #include "cl_gecko.h"
25 #include "cl_video.h"
26 #include "image.h"
27 #include "csprogs.h"
28 #include "r_shadow.h"
29 #include "libcurl.h"
30 #include "snd_main.h"
31
32 // we need to declare some mouse variables here, because the menu system
33 // references them even when on a unix system.
34
35 cvar_t csqc_progname = {0, "csqc_progname","csprogs.dat","name of csprogs.dat file to load"};
36 cvar_t csqc_progcrc = {CVAR_READONLY, "csqc_progcrc","-1","CRC of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"};
37 cvar_t csqc_progsize = {CVAR_READONLY, "csqc_progsize","-1","file size of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"};
38
39 cvar_t cl_shownet = {0, "cl_shownet","0","1 = print packet size, 2 = print packet message list"};
40 cvar_t cl_nolerp = {0, "cl_nolerp", "0","network update smoothing"};
41
42 cvar_t cl_itembobheight = {0, "cl_itembobheight", "0","how much items bob up and down (try 8)"};
43 cvar_t cl_itembobspeed = {0, "cl_itembobspeed", "0.5","how frequently items bob up and down"};
44
45 cvar_t lookspring = {CVAR_SAVE, "lookspring","0","returns pitch to level with the floor when no longer holding a pitch key"};
46 cvar_t lookstrafe = {CVAR_SAVE, "lookstrafe","0","move instead of turning"};
47 cvar_t sensitivity = {CVAR_SAVE, "sensitivity","3","mouse speed multiplier"};
48
49 cvar_t m_pitch = {CVAR_SAVE, "m_pitch","0.022","mouse pitch speed multiplier"};
50 cvar_t m_yaw = {CVAR_SAVE, "m_yaw","0.022","mouse yaw speed multiplier"};
51 cvar_t m_forward = {CVAR_SAVE, "m_forward","1","mouse forward speed multiplier"};
52 cvar_t m_side = {CVAR_SAVE, "m_side","0.8","mouse side speed multiplier"};
53
54 cvar_t freelook = {CVAR_SAVE, "freelook", "1","mouse controls pitch instead of forward/back"};
55
56 cvar_t cl_autodemo = {CVAR_SAVE, "cl_autodemo", "0", "records every game played, using the date/time and map name to name the demo file" };
57 cvar_t cl_autodemo_nameformat = {CVAR_SAVE, "cl_autodemo_nameformat", "autodemos/%Y-%m-%d_%H-%M", "The format of the cl_autodemo filename, followed by the map name" };
58
59 cvar_t r_draweffects = {0, "r_draweffects", "1","renders temporary sprite effects"};
60
61 cvar_t cl_explosions_alpha_start = {CVAR_SAVE, "cl_explosions_alpha_start", "1.5","starting alpha of an explosion shell"};
62 cvar_t cl_explosions_alpha_end = {CVAR_SAVE, "cl_explosions_alpha_end", "0","end alpha of an explosion shell (just before it disappears)"};
63 cvar_t cl_explosions_size_start = {CVAR_SAVE, "cl_explosions_size_start", "16","starting size of an explosion shell"};
64 cvar_t cl_explosions_size_end = {CVAR_SAVE, "cl_explosions_size_end", "128","ending alpha of an explosion shell (just before it disappears)"};
65 cvar_t cl_explosions_lifetime = {CVAR_SAVE, "cl_explosions_lifetime", "0.5","how long an explosion shell lasts"};
66
67 cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "0","stains lightmaps, much faster than decals but blurred"};
68 cvar_t cl_stainmaps_clearonload = {CVAR_SAVE, "cl_stainmaps_clearonload", "1","clear stainmaps on map restart"};
69
70 cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1","use beam polygons instead of models"};
71 cvar_t cl_beams_quakepositionhack = {CVAR_SAVE, "cl_beams_quakepositionhack", "1", "makes your lightning gun appear to fire from your waist (as in Quake and QuakeWorld)"};
72 cvar_t cl_beams_instantaimhack = {CVAR_SAVE, "cl_beams_instantaimhack", "0", "makes your lightning gun aiming update instantly"};
73 cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0", "make a light at the end of the beam"};
74
75 cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0","hide player shadow"};
76
77 cvar_t cl_dlights_decayradius = {CVAR_SAVE, "cl_dlights_decayradius", "1", "reduces size of light flashes over time"};
78 cvar_t cl_dlights_decaybrightness = {CVAR_SAVE, "cl_dlights_decaybrightness", "1", "reduces brightness of light flashes over time"};
79
80 cvar_t qport = {0, "qport", "0", "identification key for playing on qw servers (allows you to maintain a connection to a quakeworld server even if your port changes)"};
81
82 cvar_t cl_prydoncursor = {0, "cl_prydoncursor", "0", "enables a mouse pointer which is able to click on entities in the world, useful for point and click mods, see PRYDON_CLIENTCURSOR extension in dpextensions.qc"};
83
84 cvar_t cl_deathnoviewmodel = {0, "cl_deathnoviewmodel", "1", "hides gun model when dead"};
85
86 cvar_t cl_locs_enable = {CVAR_SAVE, "locs_enable", "1", "enables replacement of certain % codes in chat messages: %l (location), %d (last death location), %h (health), %a (armor), %x (rockets), %c (cells), %r (rocket launcher status), %p (powerup status), %w (weapon status), %t (current time in level)"};
87 cvar_t cl_locs_show = {0, "locs_show", "0", "shows defined locations for editing purposes"};
88
89 client_static_t cls;
90 client_state_t  cl;
91
92 #define MAX_PARTICLES                   32768   // default max # of particles at one time
93 #define MAX_DECALS                              32768   // default max # of decals at one time
94 #define ABSOLUTE_MIN_PARTICLES  512             // no fewer than this no matter what's on the command line
95
96 /*
97 =====================
98 CL_ClearState
99
100 =====================
101 */
102 void CL_ClearState(void)
103 {
104         int i;
105         entity_t *ent;
106
107 // wipe the entire cl structure
108         Mem_EmptyPool(cls.levelmempool);
109         memset (&cl, 0, sizeof(cl));
110
111         S_StopAllSounds();
112
113         // reset the view zoom interpolation
114         cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
115         cl.sensitivityscale = 1.0f;
116
117         // enable rendering of the world and such
118         cl.csqc_vidvars.drawworld = true;
119         cl.csqc_vidvars.drawenginesbar = true;
120         cl.csqc_vidvars.drawcrosshair = true;
121
122         // set up the float version of the stats array for easier access to float stats
123         cl.statsf = (float *)cl.stats;
124
125         cl.num_entities = 0;
126         cl.num_static_entities = 0;
127         cl.num_temp_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_temp_entities = 512;
134         cl.max_effects = 256;
135         cl.max_beams = 256;
136         cl.max_dlights = MAX_DLIGHTS;
137         cl.max_lightstyle = MAX_LIGHTSTYLES;
138         cl.max_brushmodel_entities = MAX_EDICTS;
139         cl.max_particles = MAX_PARTICLES;
140         cl.max_decals = MAX_DECALS;
141         cl.max_showlmps = 0;
142
143 // COMMANDLINEOPTION: Client: -particles <number> changes maximum number of particles at once, default 32768
144         i = COM_CheckParm ("-particles");
145         if (i && i < com_argc - 1)
146         {
147                 cl.max_particles = (int)(atoi(com_argv[i+1]));
148                 if (cl.max_particles < ABSOLUTE_MIN_PARTICLES)
149                         cl.max_particles = ABSOLUTE_MIN_PARTICLES;
150         }
151
152         cl.num_dlights = 0;
153         cl.num_effects = 0;
154         cl.num_beams = 0;
155
156         cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
157         cl.entities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));
158         cl.static_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_static_entities * sizeof(entity_t));
159         cl.temp_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_temp_entities * sizeof(entity_t));
160         cl.effects = (cl_effect_t *)Mem_Alloc(cls.levelmempool, cl.max_effects * sizeof(cl_effect_t));
161         cl.beams = (beam_t *)Mem_Alloc(cls.levelmempool, cl.max_beams * sizeof(beam_t));
162         cl.dlights = (dlight_t *)Mem_Alloc(cls.levelmempool, cl.max_dlights * sizeof(dlight_t));
163         cl.lightstyle = (lightstyle_t *)Mem_Alloc(cls.levelmempool, cl.max_lightstyle * sizeof(lightstyle_t));
164         cl.brushmodel_entities = (int *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(int));
165         cl.particles = (particle_t *) Mem_Alloc(cls.levelmempool, cl.max_particles * sizeof(particle_t));
166         cl.decals = (decal_t *) Mem_Alloc(cls.levelmempool, cl.max_decals * sizeof(decal_t));
167         cl.showlmps = NULL;
168
169         // LordHavoc: have to set up the baseline info for alpha and other stuff
170         for (i = 0;i < cl.max_entities;i++)
171         {
172                 cl.entities[i].state_baseline = defaultstate;
173                 cl.entities[i].state_previous = defaultstate;
174                 cl.entities[i].state_current = defaultstate;
175         }
176
177         if (gamemode == GAME_NEXUIZ)
178         {
179                 VectorSet(cl.playerstandmins, -16, -16, -24);
180                 VectorSet(cl.playerstandmaxs, 16, 16, 45);
181                 VectorSet(cl.playercrouchmins, -16, -16, -24);
182                 VectorSet(cl.playercrouchmaxs, 16, 16, 25);
183         }
184         else
185         {
186                 VectorSet(cl.playerstandmins, -16, -16, -24);
187                 VectorSet(cl.playerstandmaxs, 16, 16, 24);
188                 VectorSet(cl.playercrouchmins, -16, -16, -24);
189                 VectorSet(cl.playercrouchmaxs, 16, 16, 24);
190         }
191
192         // disable until we get textures for it
193         R_ResetSkyBox();
194
195         ent = &cl.entities[0];
196         // entire entity array was cleared, so just fill in a few fields
197         ent->state_current.active = true;
198         ent->render.model = cl.worldmodel = NULL; // no world model yet
199         ent->render.alpha = 1;
200         ent->render.colormap = -1; // no special coloring
201         ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
202         Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1);
203         CL_UpdateRenderEntity(&ent->render);
204
205         // noclip is turned off at start
206         noclip_anglehack = false;
207
208         // mark all frames invalid for delta
209         memset(cl.qw_deltasequence, -1, sizeof(cl.qw_deltasequence));
210
211         // set bestweapon data back to Quake data
212         IN_BestWeapon_ResetData();
213
214         CL_Screen_NewMap();
215 }
216
217 void CL_SetInfo(const char *key, const char *value, qboolean send, qboolean allowstarkey, qboolean allowmodel, qboolean quiet)
218 {
219         int i;
220         qboolean fail = false;
221         if (!allowstarkey && key[0] == '*')
222                 fail = true;
223         if (!allowmodel && (!strcasecmp(key, "pmodel") || !strcasecmp(key, "emodel")))
224                 fail = true;
225         for (i = 0;key[i];i++)
226                 if (key[i] <= ' ' || key[i] == '\"')
227                         fail = true;
228         for (i = 0;value[i];i++)
229                 if (value[i] == '\r' || value[i] == '\n' || value[i] == '\"')
230                         fail = true;
231         if (fail)
232         {
233                 if (!quiet)
234                         Con_Printf("Can't setinfo \"%s\" \"%s\"\n", key, value);
235                 return;
236         }
237         InfoString_SetValue(cls.userinfo, sizeof(cls.userinfo), key, value);
238         if (cls.state == ca_connected && cls.netcon)
239         {
240                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
241                 {
242                         MSG_WriteByte(&cls.netcon->message, qw_clc_stringcmd);
243                         MSG_WriteString(&cls.netcon->message, va("setinfo \"%s\" \"%s\"", key, value));
244                 }
245                 else if (!strcasecmp(key, "name"))
246                 {
247                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
248                         MSG_WriteString(&cls.netcon->message, va("name \"%s\"", value));
249                 }
250                 else if (!strcasecmp(key, "playermodel"))
251                 {
252                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
253                         MSG_WriteString(&cls.netcon->message, va("playermodel \"%s\"", value));
254                 }
255                 else if (!strcasecmp(key, "playerskin"))
256                 {
257                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
258                         MSG_WriteString(&cls.netcon->message, va("playerskin \"%s\"", value));
259                 }
260                 else if (!strcasecmp(key, "topcolor"))
261                 {
262                         // don't send anything, the combined color code will be updated manually
263                 }
264                 else if (!strcasecmp(key, "bottomcolor"))
265                 {
266                         // don't send anything, the combined color code will be updated manually
267                 }
268                 else if (!strcasecmp(key, "rate"))
269                 {
270                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
271                         MSG_WriteString(&cls.netcon->message, va("rate \"%s\"", value));
272                 }
273         }
274 }
275
276 void CL_ExpandEntities(int num)
277 {
278         int i, oldmaxentities;
279         entity_t *oldentities;
280         if (num >= cl.max_entities)
281         {
282                 if (!cl.entities)
283                         Sys_Error("CL_ExpandEntities: cl.entities not initialized");
284                 if (num >= MAX_EDICTS)
285                         Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
286                 oldmaxentities = cl.max_entities;
287                 oldentities = cl.entities;
288                 cl.max_entities = (num & ~255) + 256;
289                 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
290                 memcpy(cl.entities, oldentities, oldmaxentities * sizeof(entity_t));
291                 Mem_Free(oldentities);
292                 for (i = oldmaxentities;i < cl.max_entities;i++)
293                 {
294                         cl.entities[i].state_baseline = defaultstate;
295                         cl.entities[i].state_previous = defaultstate;
296                         cl.entities[i].state_current = defaultstate;
297                 }
298         }
299 }
300
301 void CL_VM_ShutDown (void);
302 /*
303 =====================
304 CL_Disconnect
305
306 Sends a disconnect message to the server
307 This is also called on Host_Error, so it shouldn't cause any errors
308 =====================
309 */
310 void CL_Disconnect(void)
311 {
312         if (cls.state == ca_dedicated)
313                 return;
314
315         Curl_Clear_forthismap();
316
317         Con_DPrintf("CL_Disconnect\n");
318
319         CL_VM_ShutDown();
320 // stop sounds (especially looping!)
321         S_StopAllSounds ();
322
323         cl.parsingtextexpectingpingforscores = 0; // just in case no reply has come yet
324
325         // clear contents blends
326         cl.cshifts[0].percent = 0;
327         cl.cshifts[1].percent = 0;
328         cl.cshifts[2].percent = 0;
329         cl.cshifts[3].percent = 0;
330
331         cl.worldmodel = NULL;
332
333         CL_Parse_ErrorCleanUp();
334
335         if (cls.demoplayback)
336                 CL_StopPlayback();
337         else if (cls.netcon)
338         {
339                 sizebuf_t buf;
340                 unsigned char bufdata[8];
341                 if (cls.demorecording)
342                         CL_Stop_f();
343
344                 // send disconnect message 3 times to improve chances of server
345                 // receiving it (but it still fails sometimes)
346                 memset(&buf, 0, sizeof(buf));
347                 buf.data = bufdata;
348                 buf.maxsize = sizeof(bufdata);
349                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
350                 {
351                         Con_DPrint("Sending drop command\n");
352                         MSG_WriteByte(&buf, qw_clc_stringcmd);
353                         MSG_WriteString(&buf, "drop");
354                 }
355                 else
356                 {
357                         Con_DPrint("Sending clc_disconnect\n");
358                         MSG_WriteByte(&buf, clc_disconnect);
359                 }
360                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
361                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
362                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
363                 NetConn_Close(cls.netcon);
364                 cls.netcon = NULL;
365         }
366         cls.state = ca_disconnected;
367
368         cls.demoplayback = cls.timedemo = false;
369         cls.signon = 0;
370 }
371
372 void CL_Disconnect_f(void)
373 {
374         CL_Disconnect ();
375         if (sv.active)
376                 Host_ShutdownServer ();
377 }
378
379
380
381
382 /*
383 =====================
384 CL_EstablishConnection
385
386 Host should be either "local" or a net address
387 =====================
388 */
389 void CL_EstablishConnection(const char *host)
390 {
391         if (cls.state == ca_dedicated)
392                 return;
393
394         // clear menu's connect error message
395         M_Update_Return_Reason("");
396         cls.demonum = -1;
397
398         // stop demo loop in case this fails
399         if (cls.demoplayback)
400                 CL_StopPlayback();
401
402         // if downloads are running, cancel their finishing action
403         Curl_Clear_forthismap();
404
405         // make sure the client ports are open before attempting to connect
406         NetConn_UpdateSockets();
407
408         // run a network frame
409         //NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
410
411         if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
412         {
413                 cls.connect_trying = true;
414                 cls.connect_remainingtries = 3;
415                 cls.connect_nextsendtime = 0;
416                 M_Update_Return_Reason("Trying to connect...");
417                 // run several network frames to jump into the game quickly
418                 //if (sv.active)
419                 //{
420                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
421                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
422                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
423                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
424                 //}
425         }
426         else
427         {
428                 Con_Print("Unable to find a suitable network socket to connect to server.\n");
429                 M_Update_Return_Reason("No network");
430         }
431 }
432
433 /*
434 ==============
435 CL_PrintEntities_f
436 ==============
437 */
438 static void CL_PrintEntities_f(void)
439 {
440         entity_t *ent;
441         int i;
442
443         for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++)
444         {
445                 const char* modelname;
446
447                 if (!ent->state_current.active)
448                         continue;
449
450                 if (ent->render.model)
451                         modelname = ent->render.model->name;
452                 else
453                         modelname = "--no model--";
454                 Con_Printf("%3i: %-25s:%4i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", i, modelname, ent->render.frame2, (int) ent->state_current.origin[0], (int) ent->state_current.origin[1], (int) ent->state_current.origin[2], (int) ent->state_current.angles[0] % 360, (int) ent->state_current.angles[1] % 360, (int) ent->state_current.angles[2] % 360, ent->render.scale, ent->render.alpha);
455         }
456 }
457
458 /*
459 ===============
460 CL_ModelIndexList_f
461
462 List information on all models in the client modelindex
463 ===============
464 */
465 static void CL_ModelIndexList_f(void)
466 {
467         int i = 1;
468
469         // Print Header
470         Con_Printf("%3s: %-30s %-8s %-8s\n", "ID", "Name", "Type", "Triangles");
471
472         while(cl.model_precache[i] && i != MAX_MODELS)
473         { // Valid Model
474                 if(cl.model_precache[i]->loaded || cl.model_precache[i]->isworldmodel)
475                         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);
476                 else
477                         Con_Printf("%3i: %-30s %-30s\n", i, cl.model_precache[i]->name, "--no local model found--");
478                 i++;
479         }
480 }
481
482 /*
483 ===============
484 CL_SoundIndexList_f
485
486 List all sounds in the client soundindex
487 ===============
488 */
489 static void CL_SoundIndexList_f(void)
490 {
491         int i = 1;
492
493         while(cl.sound_precache[i] && i != MAX_SOUNDS)
494         { // Valid Sound
495                 Con_Printf("%i : %s\n", i, cl.sound_precache[i]->name);
496                 i++;
497         }
498 }
499
500 //static const vec3_t nomodelmins = {-16, -16, -16};
501 //static const vec3_t nomodelmaxs = {16, 16, 16};
502 void CL_UpdateRenderEntity(entity_render_t *ent)
503 {
504         vec3_t org;
505         vec_t scale;
506         model_t *model = ent->model;
507         // update the inverse matrix for the renderer
508         Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
509         // update the animation blend state
510         R_LerpAnimation(ent);
511         // we need the matrix origin to center the box
512         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
513         // update entity->render.scale because the renderer needs it
514         ent->scale = scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
515         if (model)
516         {
517                 // NOTE: this directly extracts vector components from the matrix, which relies on the matrix orientation!
518 #ifdef MATRIX4x4_OPENGLORIENTATION
519                 if (ent->matrix.m[0][2] != 0 || ent->matrix.m[1][2] != 0)
520 #else
521                 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
522 #endif
523                 {
524                         // pitch or roll
525                         VectorMA(org, scale, model->rotatedmins, ent->mins);
526                         VectorMA(org, scale, model->rotatedmaxs, ent->maxs);
527                 }
528 #ifdef MATRIX4x4_OPENGLORIENTATION
529                 else if (ent->matrix.m[1][0] != 0 || ent->matrix.m[0][1] != 0)
530 #else
531                 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
532 #endif
533                 {
534                         // yaw
535                         VectorMA(org, scale, model->yawmins, ent->mins);
536                         VectorMA(org, scale, model->yawmaxs, ent->maxs);
537                 }
538                 else
539                 {
540                         VectorMA(org, scale, model->normalmins, ent->mins);
541                         VectorMA(org, scale, model->normalmaxs, ent->maxs);
542                 }
543         }
544         else
545         {
546                 ent->mins[0] = org[0] - 16;
547                 ent->mins[1] = org[1] - 16;
548                 ent->mins[2] = org[2] - 16;
549                 ent->maxs[0] = org[0] + 16;
550                 ent->maxs[1] = org[1] + 16;
551                 ent->maxs[2] = org[2] + 16;
552         }
553 }
554
555 /*
556 ===============
557 CL_LerpPoint
558
559 Determines the fraction between the last two messages that the objects
560 should be put at.
561 ===============
562 */
563 static float CL_LerpPoint(void)
564 {
565         float f;
566
567         if (cl_nettimesyncboundmode.integer == 1)
568                 cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
569
570         // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
571         if (cl.mtime[0] <= cl.mtime[1])
572         {
573                 cl.time = cl.mtime[0];
574                 return 1;
575         }
576
577         f = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
578         return bound(0, f, 1);
579 }
580
581 void CL_ClearTempEntities (void)
582 {
583         cl.num_temp_entities = 0;
584 }
585
586 entity_t *CL_NewTempEntity(void)
587 {
588         entity_t *ent;
589
590         if (r_refdef.numentities >= r_refdef.maxentities)
591                 return NULL;
592         if (cl.num_temp_entities >= cl.max_temp_entities)
593                 return NULL;
594         ent = &cl.temp_entities[cl.num_temp_entities++];
595         memset (ent, 0, sizeof(*ent));
596         r_refdef.entities[r_refdef.numentities++] = &ent->render;
597
598         ent->render.colormap = -1; // no special coloring
599         ent->render.alpha = 1;
600         VectorSet(ent->render.colormod, 1, 1, 1);
601         return ent;
602 }
603
604 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
605 {
606         int i;
607         cl_effect_t *e;
608         if (!modelindex) // sanity check
609                 return;
610         if (framerate < 1)
611         {
612                 Con_Printf("CL_Effect: framerate %f is < 1\n", framerate);
613                 return;
614         }
615         if (framecount < 1)
616         {
617                 Con_Printf("CL_Effect: framecount %i is < 1\n", framecount);
618                 return;
619         }
620         for (i = 0, e = cl.effects;i < cl.max_effects;i++, e++)
621         {
622                 if (e->active)
623                         continue;
624                 e->active = true;
625                 VectorCopy(org, e->origin);
626                 e->modelindex = modelindex;
627                 e->starttime = cl.time;
628                 e->startframe = startframe;
629                 e->endframe = startframe + framecount;
630                 e->framerate = framerate;
631
632                 e->frame = 0;
633                 e->frame1time = cl.time;
634                 e->frame2time = cl.time;
635                 cl.num_effects = max(cl.num_effects, i + 1);
636                 break;
637         }
638 }
639
640 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)
641 {
642         int i;
643         dlight_t *dl;
644
645         /*
646 // first look for an exact key match
647         if (ent)
648         {
649                 dl = cl.dlights;
650                 for (i = 0;i < cl.num_dlights;i++, dl++)
651                         if (dl->ent == ent)
652                                 goto dlightsetup;
653         }
654         */
655
656 // then look for anything else
657         dl = cl.dlights;
658         for (i = 0;i < cl.num_dlights;i++, dl++)
659                 if (!dl->radius)
660                         goto dlightsetup;
661         // if we hit the end of the active dlights and found no gaps, add a new one
662         if (i < MAX_DLIGHTS)
663         {
664                 cl.num_dlights = i + 1;
665                 goto dlightsetup;
666         }
667
668         // unable to find one
669         return;
670
671 dlightsetup:
672         //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
673         memset (dl, 0, sizeof(*dl));
674         Matrix4x4_Normalize(&dl->matrix, matrix);
675         dl->ent = ent;
676         Matrix4x4_OriginFromMatrix(&dl->matrix, dl->origin);
677         CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
678         Matrix4x4_SetOrigin(&dl->matrix, dl->origin[0], dl->origin[1], dl->origin[2]);
679         dl->radius = radius;
680         dl->color[0] = red;
681         dl->color[1] = green;
682         dl->color[2] = blue;
683         dl->initialradius = radius;
684         dl->initialcolor[0] = red;
685         dl->initialcolor[1] = green;
686         dl->initialcolor[2] = blue;
687         dl->decay = decay / radius; // changed decay to be a percentage decrease
688         dl->intensity = 1; // this is what gets decayed
689         if (lifetime)
690                 dl->die = cl.time + lifetime;
691         else
692                 dl->die = 0;
693         if (cubemapnum > 0)
694                 dpsnprintf(dl->cubemapname, sizeof(dl->cubemapname), "cubemaps/%i", cubemapnum);
695         else
696                 dl->cubemapname[0] = 0;
697         dl->style = style;
698         dl->shadow = shadowenable;
699         dl->corona = corona;
700         dl->flags = flags;
701         dl->coronasizescale = coronasizescale;
702         dl->ambientscale = ambientscale;
703         dl->diffusescale = diffusescale;
704         dl->specularscale = specularscale;
705 }
706
707 void CL_DecayLightFlashes(void)
708 {
709         int i, oldmax;
710         dlight_t *dl;
711         float time;
712
713         time = bound(0, cl.time - cl.oldtime, 0.1);
714         oldmax = cl.num_dlights;
715         cl.num_dlights = 0;
716         for (i = 0, dl = cl.dlights;i < oldmax;i++, dl++)
717         {
718                 if (dl->radius)
719                 {
720                         dl->intensity -= time * dl->decay;
721                         if (cl.time < dl->die && dl->intensity > 0)
722                         {
723                                 if (cl_dlights_decayradius.integer)
724                                         dl->radius = dl->initialradius * dl->intensity;
725                                 else
726                                         dl->radius = dl->initialradius;
727                                 if (cl_dlights_decaybrightness.integer)
728                                         VectorScale(dl->initialcolor, dl->intensity, dl->color);
729                                 else
730                                         VectorCopy(dl->initialcolor, dl->color);
731                                 cl.num_dlights = i + 1;
732                         }
733                         else
734                                 dl->radius = 0;
735                 }
736         }
737 }
738
739 // called before entity relinking
740 void CL_RelinkLightFlashes(void)
741 {
742         int i, j, k, l;
743         dlight_t *dl;
744         float frac, f;
745         matrix4x4_t tempmatrix;
746
747         if (r_dynamic.integer)
748         {
749                 for (i = 0, dl = cl.dlights;i < cl.num_dlights && r_refdef.numlights < MAX_DLIGHTS;i++, dl++)
750                 {
751                         if (dl->radius)
752                         {
753                                 tempmatrix = dl->matrix;
754                                 Matrix4x4_Scale(&tempmatrix, dl->radius, 1);
755                                 R_RTLight_Update(&r_refdef.lights[r_refdef.numlights++], false, &tempmatrix, dl->color, dl->style, dl->cubemapname, dl->shadow, dl->corona, dl->coronasizescale, dl->ambientscale, dl->diffusescale, dl->specularscale, dl->flags);
756                         }
757                 }
758         }
759
760 // light animations
761 // 'm' is normal light, 'a' is no light, 'z' is double bright
762         f = cl.time * 10;
763         i = (int)floor(f);
764         frac = f - i;
765         for (j = 0;j < cl.max_lightstyle;j++)
766         {
767                 if (!cl.lightstyle || !cl.lightstyle[j].length)
768                 {
769                         r_refdef.rtlightstylevalue[j] = 1;
770                         r_refdef.lightstylevalue[j] = 256;
771                         continue;
772                 }
773                 k = i % cl.lightstyle[j].length;
774                 l = (i-1) % cl.lightstyle[j].length;
775                 k = cl.lightstyle[j].map[k] - 'a';
776                 l = cl.lightstyle[j].map[l] - 'a';
777                 // rtlightstylevalue is always interpolated because it has no bad
778                 // consequences for performance
779                 // lightstylevalue is subject to a cvar for performance reasons;
780                 // skipping lightmap updates on most rendered frames substantially
781                 // improves framerates (but makes light fades look bad)
782                 r_refdef.rtlightstylevalue[j] = ((k*frac)+(l*(1-frac)))*(22/256.0f);
783                 r_refdef.lightstylevalue[j] = r_lerplightstyles.integer ? (unsigned short)(((k*frac)+(l*(1-frac)))*22) : k*22;
784         }
785 }
786
787 void CL_AddQWCTFFlagModel(entity_t *player, int skin)
788 {
789         float f;
790         entity_t *flag;
791         matrix4x4_t flagmatrix;
792
793         // this code taken from QuakeWorld
794         f = 14;
795         if (player->render.frame2 >= 29 && player->render.frame2 <= 40)
796         {
797                 if (player->render.frame2 >= 29 && player->render.frame2 <= 34)
798                 { //axpain
799                         if      (player->render.frame2 == 29) f = f + 2;
800                         else if (player->render.frame2 == 30) f = f + 8;
801                         else if (player->render.frame2 == 31) f = f + 12;
802                         else if (player->render.frame2 == 32) f = f + 11;
803                         else if (player->render.frame2 == 33) f = f + 10;
804                         else if (player->render.frame2 == 34) f = f + 4;
805                 }
806                 else if (player->render.frame2 >= 35 && player->render.frame2 <= 40)
807                 { // pain
808                         if      (player->render.frame2 == 35) f = f + 2;
809                         else if (player->render.frame2 == 36) f = f + 10;
810                         else if (player->render.frame2 == 37) f = f + 10;
811                         else if (player->render.frame2 == 38) f = f + 8;
812                         else if (player->render.frame2 == 39) f = f + 4;
813                         else if (player->render.frame2 == 40) f = f + 2;
814                 }
815         }
816         else if (player->render.frame2 >= 103 && player->render.frame2 <= 118)
817         {
818                 if      (player->render.frame2 >= 103 && player->render.frame2 <= 104) f = f + 6;  //nailattack
819                 else if (player->render.frame2 >= 105 && player->render.frame2 <= 106) f = f + 6;  //light
820                 else if (player->render.frame2 >= 107 && player->render.frame2 <= 112) f = f + 7;  //rocketattack
821                 else if (player->render.frame2 >= 112 && player->render.frame2 <= 118) f = f + 7;  //shotattack
822         }
823         // end of code taken from QuakeWorld
824
825         flag = CL_NewTempEntity();
826         if (!flag)
827                 return;
828
829         flag->render.model = cl.model_precache[cl.qw_modelindex_flag];
830         flag->render.skinnum = skin;
831         flag->render.colormap = -1; // no special coloring
832         flag->render.alpha = 1;
833         VectorSet(flag->render.colormod, 1, 1, 1);
834         // attach the flag to the player matrix
835         Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
836         Matrix4x4_Concat(&flag->render.matrix, &player->render.matrix, &flagmatrix);
837         CL_UpdateRenderEntity(&flag->render);
838 }
839
840 matrix4x4_t viewmodelmatrix;
841
842 static const vec3_t muzzleflashorigin = {18, 0, 0};
843
844 extern void V_DriftPitch(void);
845 extern void V_FadeViewFlashs(void);
846 extern void V_CalcViewBlend(void);
847 extern void V_CalcRefdef(void);
848
849 // note this is a recursive function, recursionlimit should be 32 or so on the initial call
850 void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolate)
851 {
852         const matrix4x4_t *matrix;
853         matrix4x4_t blendmatrix, tempmatrix, matrix2;
854         int j, k, l, frame;
855         float origin[3], angles[3], delta[3], lerp, d;
856         entity_t *t;
857         model_t *model;
858         //entity_persistent_t *p = &e->persistent;
859         //entity_render_t *r = &e->render;
860         // skip inactive entities and world
861         if (!e->state_current.active || e == cl.entities)
862                 return;
863         if (recursionlimit < 1)
864                 return;
865         e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
866         e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
867         e->render.flags = e->state_current.flags;
868         e->render.effects = e->state_current.effects;
869         VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
870         e->render.entitynumber = e - cl.entities;
871         if (e->state_current.flags & RENDER_COLORMAPPED)
872         {
873                 unsigned char *cbcolor;
874                 e->render.colormap = e->state_current.colormap;
875                 cbcolor = palette_rgb_pantscolormap[e->render.colormap & 0xF];
876                 e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
877                 e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
878                 e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
879                 cbcolor = palette_rgb_shirtcolormap[(e->render.colormap & 0xF0) >> 4];
880                 e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
881                 e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
882                 e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
883         }
884         else if (e->state_current.colormap && cl.scores != NULL && e->state_current.colormap <= cl.maxclients)
885         {
886                 unsigned char *cbcolor;
887                 e->render.colormap = cl.scores[e->state_current.colormap - 1].colors; // color it
888                 cbcolor = palette_rgb_pantscolormap[e->render.colormap & 0xF];
889                 e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
890                 e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
891                 e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
892                 cbcolor = palette_rgb_shirtcolormap[(e->render.colormap & 0xF0) >> 4];
893                 e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
894                 e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
895                 e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
896         }
897         else
898         {
899                 e->render.colormap = -1; // no special coloring
900                 VectorClear(e->render.colormap_pantscolor);
901                 VectorClear(e->render.colormap_shirtcolor);
902         }
903         e->render.skinnum = e->state_current.skin;
904         if (e->state_current.tagentity)
905         {
906                 // attached entity (gun held in player model's hand, etc)
907                 // if the tag entity is currently impossible, skip it
908                 if (e->state_current.tagentity >= cl.num_entities)
909                         return;
910                 t = cl.entities + e->state_current.tagentity;
911                 // if the tag entity is inactive, skip it
912                 if (!t->state_current.active)
913                         return;
914                 // update the parent first
915                 CL_UpdateNetworkEntity(t, recursionlimit - 1, interpolate);
916                 // make relative to the entity
917                 matrix = &t->render.matrix;
918                 // some properties of the tag entity carry over
919                 e->render.flags |= t->render.flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
920                 // if a valid tagindex is used, make it relative to that tag instead
921                 // FIXME: use a model function to get tag info (need to handle skeletal)
922                 if (e->state_current.tagentity && e->state_current.tagindex >= 1 && (model = t->render.model))
923                 {
924                         // blend the matrices
925                         memset(&blendmatrix, 0, sizeof(blendmatrix));
926                         for (j = 0;j < 4 && t->render.frameblend[j].lerp > 0;j++)
927                         {
928                                 matrix4x4_t tagmatrix;
929                                 Mod_Alias_GetTagMatrix(model, t->render.frameblend[j].frame, e->state_current.tagindex - 1, &tagmatrix);
930                                 d = t->render.frameblend[j].lerp;
931                                 for (l = 0;l < 4;l++)
932                                         for (k = 0;k < 4;k++)
933                                                 blendmatrix.m[l][k] += d * tagmatrix.m[l][k];
934                         }
935                         // concat the tag matrices onto the entity matrix
936                         Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix);
937                         // use the constructed tag matrix
938                         matrix = &tempmatrix;
939                 }
940         }
941         else if (e->render.flags & RENDER_VIEWMODEL)
942         {
943                 // view-relative entity (guns and such)
944                 if (e->render.effects & EF_NOGUNBOB)
945                         matrix = &r_view.matrix; // really attached to view
946                 else
947                         matrix = &viewmodelmatrix; // attached to gun bob matrix
948         }
949         else
950         {
951                 // world-relative entity (the normal kind)
952                 matrix = &identitymatrix;
953         }
954
955         // movement lerp
956         // if it's the predicted player entity, update according to client movement
957         // but don't lerp if going through a teleporter as it causes a bad lerp
958         // also don't use the predicted location if fixangle was set on both of
959         // the most recent server messages, as that cause means you are spectating
960         // someone or watching a cutscene of some sort
961         if (cl_nolerp.integer || cls.timedemo)
962                 interpolate = false;
963         if (e == cl.entities + cl.playerentity && cl.movement_predicted && (!cl.fixangle[1] || !cl.fixangle[0]))
964         {
965                 lerp = (cl.time - cl.movement_time[2]) / (cl.movement_time[0] - cl.movement_time[1]);
966                 lerp = bound(0, lerp, 1);
967                 if (!interpolate)
968                         lerp = 1;
969                 VectorLerp(cl.movement_oldorigin, lerp, cl.movement_origin, origin);
970                 VectorSet(angles, 0, cl.viewangles[1], 0);
971         }
972         else if (interpolate && e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
973         {
974                 // interpolate the origin and angles
975                 lerp = max(0, lerp);
976                 VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
977                 VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
978                 if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
979                 if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
980                 if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
981                 VectorMA(e->persistent.oldangles, lerp, delta, angles);
982         }
983         else
984         {
985                 // no interpolation
986                 VectorCopy(e->persistent.neworigin, origin);
987                 VectorCopy(e->persistent.newangles, angles);
988         }
989
990         // model setup and some modelflags
991         frame = e->state_current.frame;
992         if (e->state_current.modelindex < MAX_MODELS)
993                 e->render.model = cl.model_precache[e->state_current.modelindex];
994         else
995                 e->render.model = NULL;
996         if (e->render.model)
997         {
998                 if (e->render.skinnum >= e->render.model->numskins)
999                         e->render.skinnum = 0;
1000                 if (frame >= e->render.model->numframes)
1001                         frame = 0;
1002                 // models can set flags such as EF_ROCKET
1003                 // this 0xFF800000 mask is EF_NOMODELFLAGS plus all the higher EF_ flags such as EF_ROCKET
1004                 if (!(e->render.effects & 0xFF800000))
1005                         e->render.effects |= e->render.model->effects;
1006                 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
1007                 if (e->render.model->type == mod_alias)
1008                         angles[0] = -angles[0];
1009                 if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
1010                         VectorScale(e->render.colormod, 2, e->render.colormod);
1011         }
1012         // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
1013         else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
1014                 angles[0] = -angles[0];
1015
1016         if ((e->render.effects & EF_ROTATE) && !(e->render.flags & RENDER_VIEWMODEL))
1017         {
1018                 angles[1] = ANGLEMOD(100*cl.time);
1019                 if (cl_itembobheight.value)
1020                         origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
1021         }
1022
1023         // animation lerp
1024         if (e->render.frame2 == frame)
1025         {
1026                 // update frame lerp fraction
1027                 e->render.framelerp = 1;
1028                 if (e->render.frame2time > e->render.frame1time)
1029                 {
1030                         // make sure frame lerp won't last longer than 100ms
1031                         // (this mainly helps with models that use framegroups and
1032                         // switch between them infrequently)
1033                         e->render.framelerp = (cl.time - e->render.frame2time) / min(e->render.frame2time - e->render.frame1time, 0.1);
1034                         e->render.framelerp = bound(0, e->render.framelerp, 1);
1035                 }
1036         }
1037         else
1038         {
1039                 // begin a new frame lerp
1040                 e->render.frame1 = e->render.frame2;
1041                 e->render.frame1time = e->render.frame2time;
1042                 e->render.frame2 = frame;
1043                 e->render.frame2time = cl.time;
1044                 e->render.framelerp = 0;
1045         }
1046
1047         // set up the render matrix
1048         if (matrix)
1049         {
1050                 // attached entity, this requires a matrix multiply (concat)
1051                 // FIXME: e->render.scale should go away
1052                 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1053                 // concat the matrices to make the entity relative to its tag
1054                 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
1055                 // get the origin from the new matrix
1056                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1057         }
1058         else
1059         {
1060                 // unattached entities are faster to process
1061                 Matrix4x4_CreateFromQuakeEntity(&e->render.matrix, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1062         }
1063
1064         // make the other useful stuff
1065         CL_UpdateRenderEntity(&e->render);
1066
1067         // tenebrae's sprites are all additive mode (weird)
1068         if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
1069                 e->render.effects |= EF_ADDITIVE;
1070         // player model is only shown with chase_active on
1071         if (e->state_current.number == cl.viewentity)
1072                 e->render.flags |= RENDER_EXTERIORMODEL;
1073         // either fullbright or lit
1074         if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1075                 e->render.flags |= RENDER_LIGHT;
1076         // hide player shadow during intermission or nehahra movie
1077         if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST))
1078          && (e->render.alpha >= 1)
1079          && !(e->render.flags & RENDER_VIEWMODEL)
1080          && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
1081                 e->render.flags |= RENDER_SHADOW;
1082         if (e->render.flags & RENDER_VIEWMODEL)
1083                 e->render.flags |= RENDER_NOSELFSHADOW;
1084 }
1085
1086 // creates light and trails from an entity
1087 void CL_UpdateNetworkEntityTrail(entity_t *e)
1088 {
1089         effectnameindex_t trailtype;
1090         vec3_t origin;
1091
1092         // bmodels are treated specially since their origin is usually '0 0 0' and
1093         // their actual geometry is far from '0 0 0'
1094         if (e->render.model && e->render.model->soundfromcenter)
1095         {
1096                 vec3_t o;
1097                 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1098                 Matrix4x4_Transform(&e->render.matrix, o, origin);
1099         }
1100         else
1101                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1102
1103         // handle particle trails and such effects now that we know where this
1104         // entity is in the world...
1105         trailtype = EFFECT_NONE;
1106         // LordHavoc: if the entity has no effects, don't check each
1107         if (e->render.effects & (EF_BRIGHTFIELD | EF_FLAME | EF_STARDUST))
1108         {
1109                 if (e->render.effects & EF_BRIGHTFIELD)
1110                 {
1111                         if (gamemode == GAME_NEXUIZ)
1112                                 trailtype = EFFECT_TR_NEXUIZPLASMA;
1113                         else
1114                                 CL_EntityParticles(e);
1115                 }
1116                 if (e->render.effects & EF_FLAME)
1117                         CL_ParticleTrail(EFFECT_EF_FLAME, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true);
1118                 if (e->render.effects & EF_STARDUST)
1119                         CL_ParticleTrail(EFFECT_EF_STARDUST, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true);
1120         }
1121         if (e->render.internaleffects & (INTEF_FLAG1QW | INTEF_FLAG2QW))
1122         {
1123                 // these are only set on player entities
1124                 CL_AddQWCTFFlagModel(e, (e->render.internaleffects & INTEF_FLAG2QW) != 0);
1125         }
1126         // muzzleflash fades over time
1127         if (e->persistent.muzzleflash > 0)
1128                 e->persistent.muzzleflash -= bound(0, cl.time - cl.oldtime, 0.1) * 20;
1129         // LordHavoc: if the entity has no effects, don't check each
1130         if (e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1131         {
1132                 if (e->render.effects & EF_GIB)
1133                         trailtype = EFFECT_TR_BLOOD;
1134                 else if (e->render.effects & EF_ZOMGIB)
1135                         trailtype = EFFECT_TR_SLIGHTBLOOD;
1136                 else if (e->render.effects & EF_TRACER)
1137                         trailtype = EFFECT_TR_WIZSPIKE;
1138                 else if (e->render.effects & EF_TRACER2)
1139                         trailtype = EFFECT_TR_KNIGHTSPIKE;
1140                 else if (e->render.effects & EF_ROCKET)
1141                         trailtype = EFFECT_TR_ROCKET;
1142                 else if (e->render.effects & EF_GRENADE)
1143                 {
1144                         // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1145                         trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1146                 }
1147                 else if (e->render.effects & EF_TRACER3)
1148                         trailtype = EFFECT_TR_VORESPIKE;
1149         }
1150         // do trails
1151         if (e->render.flags & RENDER_GLOWTRAIL)
1152                 trailtype = EFFECT_TR_GLOWTRAIL;
1153         // check if a trail is allowed (it is not after a teleport for example)
1154         if (trailtype && e->persistent.trail_allowed)
1155         {
1156                 float len;
1157                 vec3_t vel;
1158                 VectorSubtract(e->state_current.origin, e->state_previous.origin, vel);
1159                 len = e->state_current.time - e->state_previous.time;
1160                 if (len > 0)
1161                         len = 1.0f / len;
1162                 VectorScale(vel, len, vel);
1163                 CL_ParticleTrail(trailtype, 1, e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor, false, true);
1164         }
1165         // now that the entity has survived one trail update it is allowed to
1166         // leave a real trail on later frames
1167         e->persistent.trail_allowed = true;
1168         VectorCopy(origin, e->persistent.trail_origin);
1169 }
1170
1171
1172 /*
1173 ===============
1174 CL_UpdateViewEntities
1175 ===============
1176 */
1177 void CL_UpdateViewEntities(void)
1178 {
1179         int i;
1180         // update any RENDER_VIEWMODEL entities to use the new view matrix
1181         for (i = 1;i < cl.num_entities;i++)
1182         {
1183                 if (cl.entities_active[i])
1184                 {
1185                         entity_t *ent = cl.entities + i;
1186                         if ((ent->render.flags & RENDER_VIEWMODEL) || ent->state_current.tagentity)
1187                                 CL_UpdateNetworkEntity(ent, 32, true);
1188                 }
1189         }
1190         // and of course the engine viewmodel needs updating as well
1191         CL_UpdateNetworkEntity(&cl.viewent, 32, true);
1192 }
1193
1194 /*
1195 ===============
1196 CL_UpdateNetworkCollisionEntities
1197 ===============
1198 */
1199 void CL_UpdateNetworkCollisionEntities(void)
1200 {
1201         entity_t *ent;
1202         int i;
1203
1204         // start on the entity after the world
1205         cl.num_brushmodel_entities = 0;
1206         for (i = cl.maxclients + 1;i < cl.num_entities;i++)
1207         {
1208                 if (cl.entities_active[i])
1209                 {
1210                         ent = cl.entities + i;
1211                         if (ent->state_current.active && ent->render.model && ent->render.model->name[0] == '*' && ent->render.model->TraceBox)
1212                         {
1213                                 // do not interpolate the bmodels for this
1214                                 CL_UpdateNetworkEntity(ent, 32, false);
1215                                 cl.brushmodel_entities[cl.num_brushmodel_entities++] = i;
1216                         }
1217                 }
1218         }
1219 }
1220
1221 /*
1222 ===============
1223 CL_UpdateNetworkEntities
1224 ===============
1225 */
1226 void CL_UpdateNetworkEntities(void)
1227 {
1228         entity_t *ent;
1229         int i;
1230
1231         // start on the entity after the world
1232         for (i = 1;i < cl.num_entities;i++)
1233         {
1234                 if (cl.entities_active[i])
1235                 {
1236                         ent = cl.entities + i;
1237                         if (ent->state_current.active)
1238                         {
1239                                 CL_UpdateNetworkEntity(ent, 32, true);
1240                                 // view models should never create light/trails
1241                                 if (!(ent->render.flags & RENDER_VIEWMODEL))
1242                                         CL_UpdateNetworkEntityTrail(ent);
1243                         }
1244                         else
1245                                 cl.entities_active[i] = false;
1246                 }
1247         }
1248 }
1249
1250 void CL_UpdateViewModel(void)
1251 {
1252         entity_t *ent;
1253         ent = &cl.viewent;
1254         ent->state_previous = ent->state_current;
1255         ent->state_current = defaultstate;
1256         ent->state_current.time = cl.time;
1257         ent->state_current.number = -1;
1258         ent->state_current.active = true;
1259         ent->state_current.modelindex = cl.stats[STAT_WEAPON];
1260         ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
1261         ent->state_current.flags = RENDER_VIEWMODEL;
1262         if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
1263                 ent->state_current.modelindex = 0;
1264         else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1265         {
1266                 if (gamemode == GAME_TRANSFUSION)
1267                         ent->state_current.alpha = 128;
1268                 else
1269                         ent->state_current.modelindex = 0;
1270         }
1271         ent->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
1272         ent->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB));
1273
1274         // reset animation interpolation on weaponmodel if model changed
1275         if (ent->state_previous.modelindex != ent->state_current.modelindex)
1276         {
1277                 ent->render.frame1 = ent->render.frame2 = ent->state_current.frame;
1278                 ent->render.frame1time = ent->render.frame2time = cl.time;
1279                 ent->render.framelerp = 1;
1280         }
1281         CL_UpdateNetworkEntity(ent, 32, true);
1282 }
1283
1284 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
1285 void CL_LinkNetworkEntity(entity_t *e)
1286 {
1287         effectnameindex_t trailtype;
1288         vec3_t origin;
1289         vec3_t dlightcolor;
1290         vec_t dlightradius;
1291
1292         // skip inactive entities and world
1293         if (!e->state_current.active || e == cl.entities)
1294                 return;
1295         if (e->state_current.tagentity)
1296         {
1297                 // if the tag entity is currently impossible, skip it
1298                 if (e->state_current.tagentity >= cl.num_entities)
1299                         return;
1300                 // if the tag entity is inactive, skip it
1301                 if (!cl.entities[e->state_current.tagentity].state_current.active)
1302                         return;
1303         }
1304
1305         // create entity dlights associated with this entity
1306         if (e->render.model && e->render.model->soundfromcenter)
1307         {
1308                 // bmodels are treated specially since their origin is usually '0 0 0'
1309                 vec3_t o;
1310                 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1311                 Matrix4x4_Transform(&e->render.matrix, o, origin);
1312         }
1313         else
1314                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1315         trailtype = EFFECT_NONE;
1316         dlightradius = 0;
1317         dlightcolor[0] = 0;
1318         dlightcolor[1] = 0;
1319         dlightcolor[2] = 0;
1320         // LordHavoc: if the entity has no effects, don't check each
1321         if (e->render.effects & (EF_BRIGHTFIELD | EF_DIMLIGHT | EF_BRIGHTLIGHT | EF_RED | EF_BLUE | EF_FLAME | EF_STARDUST))
1322         {
1323                 if (e->render.effects & EF_BRIGHTFIELD)
1324                 {
1325                         if (gamemode == GAME_NEXUIZ)
1326                                 trailtype = EFFECT_TR_NEXUIZPLASMA;
1327                 }
1328                 if (e->render.effects & EF_DIMLIGHT)
1329                 {
1330                         dlightradius = max(dlightradius, 200);
1331                         dlightcolor[0] += 1.50f;
1332                         dlightcolor[1] += 1.50f;
1333                         dlightcolor[2] += 1.50f;
1334                 }
1335                 if (e->render.effects & EF_BRIGHTLIGHT)
1336                 {
1337                         dlightradius = max(dlightradius, 400);
1338                         dlightcolor[0] += 3.00f;
1339                         dlightcolor[1] += 3.00f;
1340                         dlightcolor[2] += 3.00f;
1341                 }
1342                 // LordHavoc: more effects
1343                 if (e->render.effects & EF_RED) // red
1344                 {
1345                         dlightradius = max(dlightradius, 200);
1346                         dlightcolor[0] += 1.50f;
1347                         dlightcolor[1] += 0.15f;
1348                         dlightcolor[2] += 0.15f;
1349                 }
1350                 if (e->render.effects & EF_BLUE) // blue
1351                 {
1352                         dlightradius = max(dlightradius, 200);
1353                         dlightcolor[0] += 0.15f;
1354                         dlightcolor[1] += 0.15f;
1355                         dlightcolor[2] += 1.50f;
1356                 }
1357                 if (e->render.effects & EF_FLAME)
1358                         CL_ParticleTrail(EFFECT_EF_FLAME, 0, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false);
1359                 if (e->render.effects & EF_STARDUST)
1360                         CL_ParticleTrail(EFFECT_EF_STARDUST, 0, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false);
1361         }
1362         // muzzleflash fades over time, and is offset a bit
1363         if (e->persistent.muzzleflash > 0 && r_refdef.numlights < MAX_DLIGHTS)
1364         {
1365                 vec3_t v2;
1366                 vec3_t color;
1367                 trace_t trace;
1368                 matrix4x4_t tempmatrix;
1369                 Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
1370                 trace = CL_Move(origin, vec3_origin, vec3_origin, v2, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, true, false, NULL, false);
1371                 Matrix4x4_Normalize(&tempmatrix, &e->render.matrix);
1372                 Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], trace.endpos[2]);
1373                 Matrix4x4_Scale(&tempmatrix, 150, 1);
1374                 VectorSet(color, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f);
1375                 R_RTLight_Update(&r_refdef.lights[r_refdef.numlights++], false, &tempmatrix, color, -1, NULL, true, 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1376         }
1377         // LordHavoc: if the model has no flags, don't check each
1378         if (e->render.model && e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1379         {
1380                 if (e->render.effects & EF_GIB)
1381                         trailtype = EFFECT_TR_BLOOD;
1382                 else if (e->render.effects & EF_ZOMGIB)
1383                         trailtype = EFFECT_TR_SLIGHTBLOOD;
1384                 else if (e->render.effects & EF_TRACER)
1385                         trailtype = EFFECT_TR_WIZSPIKE;
1386                 else if (e->render.effects & EF_TRACER2)
1387                         trailtype = EFFECT_TR_KNIGHTSPIKE;
1388                 else if (e->render.effects & EF_ROCKET)
1389                         trailtype = EFFECT_TR_ROCKET;
1390                 else if (e->render.effects & EF_GRENADE)
1391                 {
1392                         // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1393                         trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1394                 }
1395                 else if (e->render.effects & EF_TRACER3)
1396                         trailtype = EFFECT_TR_VORESPIKE;
1397         }
1398         // LordHavoc: customizable glow
1399         if (e->state_current.glowsize)
1400         {
1401                 // * 4 for the expansion from 0-255 to 0-1023 range,
1402                 // / 255 to scale down byte colors
1403                 dlightradius = max(dlightradius, e->state_current.glowsize * 4);
1404                 VectorMA(dlightcolor, (1.0f / 255.0f), palette_rgb[e->state_current.glowcolor], dlightcolor);
1405         }
1406         // make the glow dlight
1407         if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL) && r_refdef.numlights < MAX_DLIGHTS)
1408         {
1409                 matrix4x4_t dlightmatrix;
1410                 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1411                 // hack to make glowing player light shine on their gun
1412                 //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
1413                 //      Matrix4x4_AdjustOrigin(&dlightmatrix, 0, 0, 30);
1414                 Matrix4x4_Scale(&dlightmatrix, dlightradius, 1);
1415                 R_RTLight_Update(&r_refdef.lights[r_refdef.numlights++], false, &dlightmatrix, dlightcolor, -1, NULL, true, 1, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1416         }
1417         // custom rtlight
1418         if ((e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) && r_refdef.numlights < MAX_DLIGHTS)
1419         {
1420                 matrix4x4_t dlightmatrix;
1421                 float light[4];
1422                 VectorScale(e->state_current.light, (1.0f / 256.0f), light);
1423                 light[3] = e->state_current.light[3];
1424                 if (light[0] == 0 && light[1] == 0 && light[2] == 0)
1425                         VectorSet(light, 1, 1, 1);
1426                 if (light[3] == 0)
1427                         light[3] = 350;
1428                 // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
1429                 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1430                 Matrix4x4_Scale(&dlightmatrix, light[3], 1);
1431                 R_RTLight_Update(&r_refdef.lights[r_refdef.numlights++], false, &dlightmatrix, light, e->state_current.lightstyle, e->state_current.skin > 0 ? va("cubemaps/%i", e->state_current.skin) : NULL, !(e->state_current.lightpflags & PFLAGS_NOSHADOW), (e->state_current.lightpflags & PFLAGS_CORONA) != 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1432         }
1433         // do trail light
1434         if (e->render.flags & RENDER_GLOWTRAIL)
1435                 trailtype = EFFECT_TR_GLOWTRAIL;
1436         if (trailtype)
1437                 CL_ParticleTrail(trailtype, 0, origin, origin, vec3_origin, vec3_origin, NULL, e->state_current.glowcolor, true, false);
1438
1439         // don't show viewmodels in certain situations
1440         if (e->render.flags & RENDER_VIEWMODEL)
1441                 if (!r_drawviewmodel.integer || chase_active.integer || r_refdef.envmap)
1442                         return;
1443         // don't show entities with no modelindex (note: this still shows
1444         // entities which have a modelindex that resolved to a NULL model)
1445         if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.numentities < r_refdef.maxentities)
1446                 r_refdef.entities[r_refdef.numentities++] = &e->render;
1447         //if (cl.viewentity && e->state_current.number == cl.viewentity)
1448         //      Matrix4x4_Print(&e->render.matrix);
1449 }
1450
1451 void CL_RelinkWorld(void)
1452 {
1453         entity_t *ent = &cl.entities[0];
1454         // FIXME: this should be done at load
1455         ent->render.matrix = identitymatrix;
1456         CL_UpdateRenderEntity(&ent->render);
1457         ent->render.flags = RENDER_SHADOW;
1458         if (!r_fullbright.integer)
1459                 ent->render.flags |= RENDER_LIGHT;
1460         VectorSet(ent->render.colormod, 1, 1, 1);
1461         r_refdef.worldentity = &ent->render;
1462         r_refdef.worldmodel = cl.worldmodel;
1463 }
1464
1465 static void CL_RelinkStaticEntities(void)
1466 {
1467         int i;
1468         entity_t *e;
1469         for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++, e++)
1470         {
1471                 e->render.flags = 0;
1472                 // if the model was not loaded when the static entity was created we
1473                 // need to re-fetch the model pointer
1474                 e->render.model = cl.model_precache[e->state_baseline.modelindex];
1475                 CL_UpdateRenderEntity(&e->render);
1476                 // either fullbright or lit
1477                 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1478                         e->render.flags |= RENDER_LIGHT;
1479                 // hide player shadow during intermission or nehahra movie
1480                 if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST)) && (e->render.alpha >= 1))
1481                         e->render.flags |= RENDER_SHADOW;
1482                 VectorSet(e->render.colormod, 1, 1, 1);
1483                 R_LerpAnimation(&e->render);
1484                 r_refdef.entities[r_refdef.numentities++] = &e->render;
1485         }
1486 }
1487
1488 /*
1489 ===============
1490 CL_RelinkEntities
1491 ===============
1492 */
1493 static void CL_RelinkNetworkEntities(void)
1494 {
1495         entity_t *ent;
1496         int i;
1497
1498         // start on the entity after the world
1499         for (i = 1;i < cl.num_entities;i++)
1500         {
1501                 if (cl.entities_active[i])
1502                 {
1503                         ent = cl.entities + i;
1504                         if (ent->state_current.active)
1505                                 CL_LinkNetworkEntity(ent);
1506                         else
1507                                 cl.entities_active[i] = false;
1508                 }
1509         }
1510 }
1511
1512 static void CL_RelinkEffects(void)
1513 {
1514         int i, intframe;
1515         cl_effect_t *e;
1516         entity_t *ent;
1517         float frame;
1518
1519         for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++)
1520         {
1521                 if (e->active)
1522                 {
1523                         frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1524                         intframe = (int)frame;
1525                         if (intframe < 0 || intframe >= e->endframe)
1526                         {
1527                                 memset(e, 0, sizeof(*e));
1528                                 while (cl.num_effects > 0 && !cl.effects[cl.num_effects - 1].active)
1529                                         cl.num_effects--;
1530                                 continue;
1531                         }
1532
1533                         if (intframe != e->frame)
1534                         {
1535                                 e->frame = intframe;
1536                                 e->frame1time = e->frame2time;
1537                                 e->frame2time = cl.time;
1538                         }
1539
1540                         // if we're drawing effects, get a new temp entity
1541                         // (NewTempEntity adds it to the render entities list for us)
1542                         if (r_draweffects.integer && (ent = CL_NewTempEntity()))
1543                         {
1544                                 // interpolation stuff
1545                                 ent->render.frame1 = intframe;
1546                                 ent->render.frame2 = intframe + 1;
1547                                 if (ent->render.frame2 >= e->endframe)
1548                                         ent->render.frame2 = -1; // disappear
1549                                 ent->render.framelerp = frame - intframe;
1550                                 ent->render.frame1time = e->frame1time;
1551                                 ent->render.frame2time = e->frame2time;
1552
1553                                 // normal stuff
1554                                 if(e->modelindex < MAX_MODELS)
1555                                         ent->render.model = cl.model_precache[e->modelindex];
1556                                 else
1557                                         ent->render.model = cl.csqc_model_precache[-(e->modelindex+1)];
1558                                 ent->render.colormap = -1; // no special coloring
1559                                 ent->render.alpha = 1;
1560                                 VectorSet(ent->render.colormod, 1, 1, 1);
1561
1562                                 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1563                                 CL_UpdateRenderEntity(&ent->render);
1564                         }
1565                 }
1566         }
1567 }
1568
1569 void CL_Beam_CalculatePositions(const beam_t *b, vec3_t start, vec3_t end)
1570 {
1571         VectorCopy(b->start, start);
1572         VectorCopy(b->end, end);
1573
1574         // if coming from the player, update the start position
1575         if (b->entity == cl.viewentity)
1576         {
1577                 if (cl_beams_quakepositionhack.integer && !chase_active.integer)
1578                 {
1579                         // LordHavoc: this is a stupid hack from Quake that makes your
1580                         // lightning appear to come from your waist and cover less of your
1581                         // view
1582                         // in Quake this hack was applied to all players (causing the
1583                         // infamous crotch-lightning), but in darkplaces and QuakeWorld it
1584                         // only applies to your own lightning, and only in first person
1585                         Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, start);
1586                 }
1587                 if (cl_beams_instantaimhack.integer)
1588                 {
1589                         vec3_t dir, localend;
1590                         vec_t len;
1591                         // LordHavoc: this updates the beam direction to match your
1592                         // viewangles
1593                         VectorSubtract(end, start, dir);
1594                         len = VectorLength(dir);
1595                         VectorNormalize(dir);
1596                         VectorSet(localend, len, 0, 0);
1597                         Matrix4x4_Transform(&r_view.matrix, localend, end);
1598                 }
1599         }
1600 }
1601
1602 void CL_RelinkBeams(void)
1603 {
1604         int i;
1605         beam_t *b;
1606         vec3_t dist, org, start, end;
1607         float d;
1608         entity_t *ent;
1609         double yaw, pitch;
1610         float forward;
1611         matrix4x4_t tempmatrix;
1612
1613         for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++)
1614         {
1615                 if (!b->model)
1616                         continue;
1617                 if (b->endtime < cl.time)
1618                 {
1619                         b->model = NULL;
1620                         continue;
1621                 }
1622
1623                 CL_Beam_CalculatePositions(b, start, end);
1624
1625                 if (b->lightning)
1626                 {
1627                         if (cl_beams_lightatend.integer && r_refdef.numlights < MAX_DLIGHTS)
1628                         {
1629                                 // FIXME: create a matrix from the beam start/end orientation
1630                                 vec3_t dlightcolor;
1631                                 VectorSet(dlightcolor, 0.3, 0.7, 1);
1632                                 Matrix4x4_CreateFromQuakeEntity(&tempmatrix, end[0], end[1], end[2], 0, 0, 0, 200);
1633                                 R_RTLight_Update(&r_refdef.lights[r_refdef.numlights++], false, &tempmatrix, dlightcolor, -1, NULL, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1634                         }
1635                         if (cl_beams_polygons.integer)
1636                                 continue;
1637                 }
1638
1639                 // calculate pitch and yaw
1640                 // (this is similar to the QuakeC builtin function vectoangles)
1641                 VectorSubtract(end, start, dist);
1642                 if (dist[1] == 0 && dist[0] == 0)
1643                 {
1644                         yaw = 0;
1645                         if (dist[2] > 0)
1646                                 pitch = 90;
1647                         else
1648                                 pitch = 270;
1649                 }
1650                 else
1651                 {
1652                         yaw = atan2(dist[1], dist[0]) * 180 / M_PI;
1653                         if (yaw < 0)
1654                                 yaw += 360;
1655
1656                         forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1657                         pitch = atan2(dist[2], forward) * 180 / M_PI;
1658                         if (pitch < 0)
1659                                 pitch += 360;
1660                 }
1661
1662                 // add new entities for the lightning
1663                 VectorCopy (start, org);
1664                 d = VectorNormalizeLength(dist);
1665                 while (d > 0)
1666                 {
1667                         ent = CL_NewTempEntity ();
1668                         if (!ent)
1669                                 return;
1670                         //VectorCopy (org, ent->render.origin);
1671                         ent->render.model = b->model;
1672                         //ent->render.effects = EF_FULLBRIGHT;
1673                         //ent->render.angles[0] = pitch;
1674                         //ent->render.angles[1] = yaw;
1675                         //ent->render.angles[2] = rand()%360;
1676                         Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1677                         CL_UpdateRenderEntity(&ent->render);
1678                         VectorMA(org, 30, dist, org);
1679                         d -= 30;
1680                 }
1681         }
1682
1683         while (cl.num_beams > 0 && !cl.beams[cl.num_beams - 1].model)
1684                 cl.num_beams--;
1685 }
1686
1687 static void CL_RelinkQWNails(void)
1688 {
1689         int i;
1690         vec_t *v;
1691         entity_t *ent;
1692
1693         for (i = 0;i < cl.qw_num_nails;i++)
1694         {
1695                 v = cl.qw_nails[i];
1696
1697                 // if we're drawing effects, get a new temp entity
1698                 // (NewTempEntity adds it to the render entities list for us)
1699                 if (!(ent = CL_NewTempEntity()))
1700                         continue;
1701
1702                 // normal stuff
1703                 ent->render.model = cl.model_precache[cl.qw_modelindex_spike];
1704                 ent->render.colormap = -1; // no special coloring
1705                 ent->render.alpha = 1;
1706                 VectorSet(ent->render.colormod, 1, 1, 1);
1707
1708                 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
1709                 CL_UpdateRenderEntity(&ent->render);
1710         }
1711 }
1712
1713 void CL_LerpPlayer(float frac)
1714 {
1715         int i;
1716
1717         cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
1718         for (i = 0;i < 3;i++)
1719         {
1720                 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
1721                 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
1722                 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1723         }
1724
1725         // interpolate the angles if playing a demo or spectating someone
1726         if (cls.demoplayback || cl.fixangle[0])
1727         {
1728                 for (i = 0;i < 3;i++)
1729                 {
1730                         float d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
1731                         if (d > 180)
1732                                 d -= 360;
1733                         else if (d < -180)
1734                                 d += 360;
1735                         cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
1736                 }
1737         }
1738 }
1739
1740 void CSQC_RelinkAllEntities (int drawmask)
1741 {
1742         // link stuff
1743         CL_RelinkWorld();
1744         CL_RelinkStaticEntities();
1745         CL_RelinkBeams();
1746         CL_RelinkEffects();
1747
1748         // link stuff
1749         if (drawmask & ENTMASK_ENGINE)
1750         {
1751                 CL_RelinkNetworkEntities();
1752                 if (drawmask & ENTMASK_ENGINEVIEWMODELS)
1753                         CL_LinkNetworkEntity(&cl.viewent); // link gun model
1754                 CL_RelinkQWNails();
1755         }
1756
1757         // update view blend
1758         V_CalcViewBlend();
1759 }
1760
1761 /*
1762 ===============
1763 CL_UpdateWorld
1764
1765 Update client game world for a new frame
1766 ===============
1767 */
1768 void CL_UpdateWorld(void)
1769 {
1770         r_refdef.extraupdate = !r_speeds.integer;
1771         r_refdef.numentities = 0;
1772         r_refdef.numlights = 0;
1773         r_view.matrix = identitymatrix;
1774
1775         cl.num_brushmodel_entities = 0;
1776
1777         if (cls.state == ca_connected && cls.signon == SIGNONS)
1778         {
1779                 // prepare for a new frame
1780                 CL_LerpPlayer(CL_LerpPoint());
1781                 CL_DecayLightFlashes();
1782                 CL_ClearTempEntities();
1783                 V_DriftPitch();
1784                 V_FadeViewFlashs();
1785
1786                 // if prediction is enabled we have to update all the collidable
1787                 // network entities before the prediction code can be run
1788                 CL_UpdateNetworkCollisionEntities();
1789
1790                 // now update the player prediction
1791                 CL_ClientMovement_Replay();
1792
1793                 // update the player entity (which may be predicted)
1794                 CL_UpdateNetworkEntity(cl.entities + cl.viewentity, 32, true);
1795
1796                 // now update the view (which depends on that player entity)
1797                 V_CalcRefdef();
1798
1799                 // now update all the network entities and create particle trails
1800                 // (some entities may depend on the view)
1801                 CL_UpdateNetworkEntities();
1802
1803                 // update the engine-based viewmodel
1804                 CL_UpdateViewModel();
1805
1806                 CL_RelinkLightFlashes();
1807                 CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS);
1808
1809                 // move decals, particles, and any other effects
1810                 CL_MoveDecals();
1811                 CL_MoveParticles();
1812                 R_MoveExplosions();
1813         }
1814
1815         r_refdef.time = cl.time;
1816 }
1817
1818 // LordHavoc: pausedemo command
1819 static void CL_PauseDemo_f (void)
1820 {
1821         cls.demopaused = !cls.demopaused;
1822         if (cls.demopaused)
1823                 Con_Print("Demo paused\n");
1824         else
1825                 Con_Print("Demo unpaused\n");
1826 }
1827
1828 /*
1829 ======================
1830 CL_Fog_f
1831 ======================
1832 */
1833 static void CL_Fog_f (void)
1834 {
1835         if (Cmd_Argc () == 1)
1836         {
1837                 Con_Printf("\"fog\" is \"%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_start, r_refdef.fog_end);
1838                 return;
1839         }
1840         r_refdef.fog_start = 0;
1841         r_refdef.fog_end = 1000000000;
1842         if(Cmd_Argc() > 1)
1843                 r_refdef.fog_density = atof(Cmd_Argv(1));
1844         if(Cmd_Argc() > 2)
1845                 r_refdef.fog_red = atof(Cmd_Argv(2));
1846         if(Cmd_Argc() > 3)
1847                 r_refdef.fog_green = atof(Cmd_Argv(3));
1848         if(Cmd_Argc() > 4)
1849                 r_refdef.fog_blue = atof(Cmd_Argv(4));
1850         if(Cmd_Argc() > 5)
1851                 r_refdef.fog_start = atof(Cmd_Argv(5));
1852         if(Cmd_Argc() > 6)
1853                 r_refdef.fog_end = atof(Cmd_Argv(6));
1854 }
1855
1856 /*
1857 ====================
1858 CL_TimeRefresh_f
1859
1860 For program optimization
1861 ====================
1862 */
1863 static void CL_TimeRefresh_f (void)
1864 {
1865         int i;
1866         float timestart, timedelta;
1867
1868         r_refdef.extraupdate = false;
1869
1870         timestart = Sys_DoubleTime();
1871         for (i = 0;i < 128;i++)
1872         {
1873                 Matrix4x4_CreateFromQuakeEntity(&r_view.matrix, r_view.origin[0], r_view.origin[1], r_view.origin[2], 0, i / 128.0 * 360.0, 0, 1);
1874                 CL_UpdateScreen();
1875         }
1876         timedelta = Sys_DoubleTime() - timestart;
1877
1878         Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
1879 }
1880
1881 void CL_AreaStats_f(void)
1882 {
1883         World_PrintAreaStats(&cl.world, "client");
1884 }
1885
1886 cl_locnode_t *CL_Locs_FindNearest(const vec3_t point)
1887 {
1888         int i;
1889         cl_locnode_t *loc;
1890         cl_locnode_t *best;
1891         vec3_t nearestpoint;
1892         vec_t dist, bestdist;
1893         best = NULL;
1894         bestdist = 0;
1895         for (loc = cl.locnodes;loc;loc = loc->next)
1896         {
1897                 for (i = 0;i < 3;i++)
1898                         nearestpoint[i] = bound(loc->mins[i], point[i], loc->maxs[i]);
1899                 dist = VectorDistance2(nearestpoint, point);
1900                 if (bestdist > dist || !best)
1901                 {
1902                         bestdist = dist;
1903                         best = loc;
1904                         if (bestdist < 1)
1905                                 break;
1906                 }
1907         }
1908         return best;
1909 }
1910
1911 void CL_Locs_FindLocationName(char *buffer, size_t buffersize, vec3_t point)
1912 {
1913         cl_locnode_t *loc;
1914         loc = CL_Locs_FindNearest(point);
1915         if (loc)
1916                 strlcpy(buffer, loc->name, buffersize);
1917         else
1918                 dpsnprintf(buffer, buffersize, "LOC=%.0f:%.0f:%.0f", point[0], point[1], point[2]);
1919 }
1920
1921 void CL_Locs_FreeNode(cl_locnode_t *node)
1922 {
1923         cl_locnode_t **pointer, **next;
1924         for (pointer = &cl.locnodes;*pointer;pointer = next)
1925         {
1926                 next = &(*pointer)->next;
1927                 if (*pointer == node)
1928                 {
1929                         *pointer = node->next;
1930                         Mem_Free(node);
1931                 }
1932         }
1933         Con_Printf("CL_Locs_FreeNode: no such node! (%p)\n", node);
1934 }
1935
1936 void CL_Locs_AddNode(vec3_t mins, vec3_t maxs, const char *name)
1937 {
1938         cl_locnode_t *node, **pointer;
1939         int namelen;
1940         if (!name)
1941                 name = "";
1942         namelen = strlen(name);
1943         node = Mem_Alloc(cls.levelmempool, sizeof(cl_locnode_t) + namelen + 1);
1944         VectorSet(node->mins, min(mins[0], maxs[0]), min(mins[1], maxs[1]), min(mins[2], maxs[2]));
1945         VectorSet(node->maxs, max(mins[0], maxs[0]), max(mins[1], maxs[1]), max(mins[2], maxs[2]));
1946         node->name = (char *)(node + 1);
1947         memcpy(node->name, name, namelen);
1948         node->name[namelen] = 0;
1949         // link it into the tail of the list to preserve the order
1950         for (pointer = &cl.locnodes;*pointer;pointer = &(*pointer)->next)
1951                 ;
1952         *pointer = node;
1953 }
1954
1955 void CL_Locs_Add_f(void)
1956 {
1957         vec3_t mins, maxs;
1958         if (Cmd_Argc() != 5 && Cmd_Argc() != 8)
1959         {
1960                 Con_Printf("usage: %s x y z[ x y z] name\n", Cmd_Argv(0));
1961                 return;
1962         }
1963         mins[0] = atof(Cmd_Argv(1));
1964         mins[1] = atof(Cmd_Argv(2));
1965         mins[2] = atof(Cmd_Argv(3));
1966         if (Cmd_Argc() == 8)
1967         {
1968                 maxs[0] = atof(Cmd_Argv(4));
1969                 maxs[1] = atof(Cmd_Argv(5));
1970                 maxs[2] = atof(Cmd_Argv(6));
1971                 CL_Locs_AddNode(mins, maxs, Cmd_Argv(7));
1972         }
1973         else
1974                 CL_Locs_AddNode(mins, mins, Cmd_Argv(4));
1975 }
1976
1977 void CL_Locs_RemoveNearest_f(void)
1978 {
1979         cl_locnode_t *loc;
1980         loc = CL_Locs_FindNearest(r_view.origin);
1981         if (loc)
1982                 CL_Locs_FreeNode(loc);
1983         else
1984                 Con_Printf("no loc point or box found for your location\n");
1985 }
1986
1987 void CL_Locs_Clear_f(void)
1988 {
1989         while (cl.locnodes)
1990                 CL_Locs_FreeNode(cl.locnodes);
1991 }
1992
1993 void CL_Locs_Save_f(void)
1994 {
1995         cl_locnode_t *loc;
1996         qfile_t *outfile;
1997         char locfilename[MAX_QPATH];
1998         if (!cl.locnodes)
1999         {
2000                 Con_Printf("No loc points/boxes exist!\n");
2001                 return;
2002         }
2003         if (cls.state != ca_connected || !cl.worldmodel)
2004         {
2005                 Con_Printf("No level loaded!\n");
2006                 return;
2007         }
2008         FS_StripExtension(cl.worldmodel->name, locfilename, sizeof(locfilename));
2009         strlcat(locfilename, ".loc", sizeof(locfilename));
2010
2011         outfile = FS_Open(locfilename, "w", false, false);
2012         if (!outfile)
2013                 return;
2014         // if any boxes are used then this is a proquake-format loc file, which
2015         // allows comments, so add some relevant information at the start
2016         for (loc = cl.locnodes;loc;loc = loc->next)
2017                 if (!VectorCompare(loc->mins, loc->maxs))
2018                         break;
2019         if (loc)
2020         {
2021                 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);
2022                 for (loc = cl.locnodes;loc;loc = loc->next)
2023                         if (VectorCompare(loc->mins, loc->maxs))
2024                                 break;
2025                 if (loc)
2026                         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");
2027         }
2028         for (loc = cl.locnodes;loc;loc = loc->next)
2029         {
2030                 if (VectorCompare(loc->mins, loc->maxs))
2031                 {
2032                         int len;
2033                         const char *s;
2034                         const char *in = loc->name;
2035                         char name[MAX_INPUTLINE];
2036                         for (len = 0;len < (int)sizeof(name) - 1 && *in;)
2037                         {
2038                                 if (*in == ' ') {s = "$loc_name_separator";in++;}
2039                                 else if (!strncmp(in, "SSG", 3)) {s = "$loc_name_ssg";in += 3;}
2040                                 else if (!strncmp(in, "NG", 2)) {s = "$loc_name_ng";in += 2;}
2041                                 else if (!strncmp(in, "SNG", 3)) {s = "$loc_name_sng";in += 3;}
2042                                 else if (!strncmp(in, "GL", 2)) {s = "$loc_name_gl";in += 2;}
2043                                 else if (!strncmp(in, "RL", 2)) {s = "$loc_name_rl";in += 2;}
2044                                 else if (!strncmp(in, "LG", 2)) {s = "$loc_name_lg";in += 2;}
2045                                 else if (!strncmp(in, "GA", 2)) {s = "$loc_name_ga";in += 2;}
2046                                 else if (!strncmp(in, "YA", 2)) {s = "$loc_name_ya";in += 2;}
2047                                 else if (!strncmp(in, "RA", 2)) {s = "$loc_name_ra";in += 2;}
2048                                 else if (!strncmp(in, "MEGA", 4)) {s = "$loc_name_mh";in += 4;}
2049                                 else s = NULL;
2050                                 if (s)
2051                                 {
2052                                         while (len < (int)sizeof(name) - 1 && *s)
2053                                                 name[len++] = *s++;
2054                                         continue;
2055                                 }
2056                                 name[len++] = *in++;
2057                         }
2058                         name[len] = 0;
2059                         FS_Printf(outfile, "%.0f %.0f %.0f %s\n", loc->mins[0]*8, loc->mins[1]*8, loc->mins[2]*8, name);
2060                 }
2061                 else
2062                         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);
2063         }
2064         FS_Close(outfile);
2065 }
2066
2067 void CL_Locs_Reload_f(void)
2068 {
2069         int i, linenumber, limit, len;
2070         const char *s;
2071         char *filedata, *text, *textend, *linestart, *linetext, *lineend;
2072         fs_offset_t filesize;
2073         vec3_t mins, maxs;
2074         char locfilename[MAX_QPATH];
2075         char name[MAX_INPUTLINE];
2076
2077         if (cls.state != ca_connected || !cl.worldmodel)
2078         {
2079                 Con_Printf("No level loaded!\n");
2080                 return;
2081         }
2082
2083         CL_Locs_Clear_f();
2084
2085         // try maps/something.loc first (LordHavoc: where I think they should be)
2086         FS_StripExtension(cl.worldmodel->name, locfilename, sizeof(locfilename));
2087         strlcat(locfilename, ".loc", sizeof(locfilename));
2088         filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2089         if (!filedata)
2090         {
2091                 // try proquake name as well (LordHavoc: I hate path mangling)
2092                 FS_StripExtension(va("locs/%s", FS_FileWithoutPath(cl.worldmodel->name)), locfilename, sizeof(locfilename));
2093                 strlcat(locfilename, ".loc", sizeof(locfilename));
2094                 filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2095                 if (!filedata)
2096                         return;
2097         }
2098         text = filedata;
2099         textend = filedata + filesize;
2100         for (linenumber = 1;text < textend;linenumber++)
2101         {
2102                 linestart = text;
2103                 for (;text < textend && *text != '\r' && *text != '\n';text++)
2104                         ;
2105                 lineend = text;
2106                 if (text + 1 < textend && *text == '\r' && text[1] == '\n')
2107                         text++;
2108                 if (text < textend)
2109                         text++;
2110                 // trim trailing whitespace
2111                 while (lineend > linestart && lineend[-1] <= ' ')
2112                         lineend--;
2113                 // trim leading whitespace
2114                 while (linestart < lineend && *linestart <= ' ')
2115                         linestart++;
2116                 // check if this is a comment
2117                 if (linestart + 2 <= lineend && !strncmp(linestart, "//", 2))
2118                         continue;
2119                 linetext = linestart;
2120                 limit = 3;
2121                 for (i = 0;i < limit;i++)
2122                 {
2123                         if (linetext >= lineend)
2124                                 break;
2125                         // note: a missing number is interpreted as 0
2126                         if (i < 3)
2127                                 mins[i] = atof(linetext);
2128                         else
2129                                 maxs[i - 3] = atof(linetext);
2130                         // now advance past the number
2131                         while (linetext < lineend && *linetext > ' ' && *linetext != ',')
2132                                 linetext++;
2133                         // advance through whitespace
2134                         if (linetext < lineend)
2135                         {
2136                                 if (*linetext == ',')
2137                                 {
2138                                         linetext++;
2139                                         limit = 6;
2140                                         // note: comma can be followed by whitespace
2141                                 }
2142                                 if (*linetext <= ' ')
2143                                 {
2144                                         // skip whitespace
2145                                         while (linetext < lineend && *linetext <= ' ')
2146                                                 linetext++;
2147                                 }
2148                         }
2149                 }
2150                 // if this is a quoted name, remove the quotes
2151                 if (i == 6)
2152                 {
2153                         if (linetext >= lineend || *linetext != '"')
2154                                 continue; // proquake location names are always quoted
2155                         lineend--;
2156                         linetext++;
2157                         len = min(lineend - linetext, (int)sizeof(name) - 1);
2158                         memcpy(name, linetext, len);
2159                         name[len] = 0;
2160                         // add the box to the list
2161                         CL_Locs_AddNode(mins, maxs, name);
2162                 }
2163                 // if a point was parsed, it needs to be scaled down by 8 (since
2164                 // point-based loc files were invented by a proxy which dealt
2165                 // directly with quake protocol coordinates, which are *8), turn
2166                 // it into a box
2167                 else if (i == 3)
2168                 {
2169                         // interpret silly fuhquake macros
2170                         for (len = 0;len < (int)sizeof(name) - 1 && linetext < lineend;)
2171                         {
2172                                 if (*linetext == '$')
2173                                 {
2174                                         if (linetext + 18 <= lineend && !strncmp(linetext, "$loc_name_separator", 19)) {s = " ";linetext += 19;}
2175                                         else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_ssg", 13)) {s = "SSG";linetext += 13;}
2176                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ng", 12)) {s = "NG";linetext += 12;}
2177                                         else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_sng", 13)) {s = "SNG";linetext += 13;}
2178                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_gl", 12)) {s = "GL";linetext += 12;}
2179                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_rl", 12)) {s = "RL";linetext += 12;}
2180                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_lg", 12)) {s = "LG";linetext += 12;}
2181                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ga", 12)) {s = "GA";linetext += 12;}
2182                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ya", 12)) {s = "YA";linetext += 12;}
2183                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ra", 12)) {s = "RA";linetext += 12;}
2184                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_mh", 12)) {s = "MEGA";linetext += 12;}
2185                                         else s = NULL;
2186                                         if (s)
2187                                         {
2188                                                 while (len < (int)sizeof(name) - 1 && *s)
2189                                                         name[len++] = *s++;
2190                                                 continue;
2191                                         }
2192                                 }
2193                                 name[len++] = *linetext++;
2194                         }
2195                         name[len] = 0;
2196                         // add the point to the list
2197                         VectorScale(mins, (1.0 / 8.0), mins);
2198                         CL_Locs_AddNode(mins, mins, name);
2199                 }
2200                 else
2201                         continue;
2202         }
2203 }
2204
2205 /*
2206 ===========
2207 CL_Shutdown
2208 ===========
2209 */
2210 void CL_Shutdown (void)
2211 {
2212         CL_Screen_Shutdown();
2213         CL_Particles_Shutdown();
2214         CL_Parse_Shutdown();
2215
2216         Mem_FreePool (&cls.permanentmempool);
2217         Mem_FreePool (&cls.levelmempool);
2218 }
2219
2220 /*
2221 =================
2222 CL_Init
2223 =================
2224 */
2225 void CL_Init (void)
2226 {
2227         cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL);
2228         cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL);
2229
2230         memset(&r_refdef, 0, sizeof(r_refdef));
2231         // max entities sent to renderer per frame
2232         r_refdef.maxentities = MAX_EDICTS + 256 + 512;
2233         r_refdef.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.maxentities);
2234
2235         CL_InitInput ();
2236
2237 //
2238 // register our commands
2239 //
2240         Cvar_RegisterVariable (&cl_upspeed);
2241         Cvar_RegisterVariable (&cl_forwardspeed);
2242         Cvar_RegisterVariable (&cl_backspeed);
2243         Cvar_RegisterVariable (&cl_sidespeed);
2244         Cvar_RegisterVariable (&cl_movespeedkey);
2245         Cvar_RegisterVariable (&cl_yawspeed);
2246         Cvar_RegisterVariable (&cl_pitchspeed);
2247         Cvar_RegisterVariable (&cl_anglespeedkey);
2248         Cvar_RegisterVariable (&cl_shownet);
2249         Cvar_RegisterVariable (&cl_nolerp);
2250         Cvar_RegisterVariable (&lookspring);
2251         Cvar_RegisterVariable (&lookstrafe);
2252         Cvar_RegisterVariable (&sensitivity);
2253         Cvar_RegisterVariable (&freelook);
2254
2255         Cvar_RegisterVariable (&m_pitch);
2256         Cvar_RegisterVariable (&m_yaw);
2257         Cvar_RegisterVariable (&m_forward);
2258         Cvar_RegisterVariable (&m_side);
2259
2260         Cvar_RegisterVariable (&cl_itembobspeed);
2261         Cvar_RegisterVariable (&cl_itembobheight);
2262
2263         Cmd_AddCommand ("entities", CL_PrintEntities_f, "print information on network entities known to client");
2264         Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
2265         Cmd_AddCommand ("record", CL_Record_f, "record a demo");
2266         Cmd_AddCommand ("stop", CL_Stop_f, "stop recording or playing a demo");
2267         Cmd_AddCommand ("playdemo", CL_PlayDemo_f, "watch a demo file");
2268         Cmd_AddCommand ("timedemo", CL_TimeDemo_f, "play back a demo as fast as possible and save statistics to benchmark.log");
2269
2270         // Support Client-side Model Index List
2271         Cmd_AddCommand ("cl_modelindexlist", CL_ModelIndexList_f, "list information on all models in the client modelindex");
2272         // Support Client-side Sound Index List
2273         Cmd_AddCommand ("cl_soundindexlist", CL_SoundIndexList_f, "list all sounds in the client soundindex");
2274
2275         Cvar_RegisterVariable (&cl_autodemo);
2276         Cvar_RegisterVariable (&cl_autodemo_nameformat);
2277
2278         Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue)");
2279
2280         // LordHavoc: added pausedemo
2281         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)");
2282
2283         Cmd_AddCommand ("cl_areastats", CL_AreaStats_f, "prints statistics on entity culling during collision traces");
2284
2285         Cvar_RegisterVariable(&r_draweffects);
2286         Cvar_RegisterVariable(&cl_explosions_alpha_start);
2287         Cvar_RegisterVariable(&cl_explosions_alpha_end);
2288         Cvar_RegisterVariable(&cl_explosions_size_start);
2289         Cvar_RegisterVariable(&cl_explosions_size_end);
2290         Cvar_RegisterVariable(&cl_explosions_lifetime);
2291         Cvar_RegisterVariable(&cl_stainmaps);
2292         Cvar_RegisterVariable(&cl_stainmaps_clearonload);
2293         Cvar_RegisterVariable(&cl_beams_polygons);
2294         Cvar_RegisterVariable(&cl_beams_quakepositionhack);
2295         Cvar_RegisterVariable(&cl_beams_instantaimhack);
2296         Cvar_RegisterVariable(&cl_beams_lightatend);
2297         Cvar_RegisterVariable(&cl_noplayershadow);
2298         Cvar_RegisterVariable(&cl_dlights_decayradius);
2299         Cvar_RegisterVariable(&cl_dlights_decaybrightness);
2300
2301         Cvar_RegisterVariable(&cl_prydoncursor);
2302
2303         Cvar_RegisterVariable(&cl_deathnoviewmodel);
2304
2305         // for QW connections
2306         Cvar_RegisterVariable(&qport);
2307         Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff);
2308
2309         Cmd_AddCommand("timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
2310
2311         Cvar_RegisterVariable(&cl_locs_enable);
2312         Cvar_RegisterVariable(&cl_locs_show);
2313         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)");
2314         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)");
2315         Cmd_AddCommand("locs_clear", CL_Locs_Clear_f, "remove all loc points/boxes");
2316         Cmd_AddCommand("locs_reload", CL_Locs_Reload_f, "reload .loc file for this map");
2317         Cmd_AddCommand("locs_save", CL_Locs_Save_f, "save .loc file for this map containing currently defined points and boxes");
2318
2319         CL_Parse_Init();
2320         CL_Particles_Init();
2321         CL_Screen_Init();
2322
2323         CL_Video_Init();
2324 #ifdef SUPPORT_GECKO
2325         CL_Gecko_Init();
2326 #endif
2327 }
2328
2329
2330