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[divverent/darkplaces.git] / cl_main.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // cl_main.c  -- client main loop
21
22 #include "quakedef.h"
23 #include "cl_collision.h"
24 #include "cl_video.h"
25 #include "image.h"
26 #include "csprogs.h"
27 #include "r_shadow.h"
28 #include "libcurl.h"
29
30 // we need to declare some mouse variables here, because the menu system
31 // references them even when on a unix system.
32
33 cvar_t csqc_progname = {0, "csqc_progname","csprogs.dat","name of csprogs.dat file to load"};   //[515]: csqc crc check and right csprogs name according to progs.dat
34 cvar_t csqc_progcrc = {CVAR_READONLY, "csqc_progcrc","0","CRC of csprogs.dat file to load"};
35
36 cvar_t cl_shownet = {0, "cl_shownet","0","1 = print packet size, 2 = print packet message list"};
37 cvar_t cl_nolerp = {0, "cl_nolerp", "0","network update smoothing"};
38
39 cvar_t cl_itembobheight = {0, "cl_itembobheight", "0","how much items bob up and down (try 8)"};
40 cvar_t cl_itembobspeed = {0, "cl_itembobspeed", "0.5","how frequently items bob up and down"};
41
42 cvar_t lookspring = {CVAR_SAVE, "lookspring","0","returns pitch to level with the floor when no longer holding a pitch key"};
43 cvar_t lookstrafe = {CVAR_SAVE, "lookstrafe","0","move instead of turning"};
44 cvar_t sensitivity = {CVAR_SAVE, "sensitivity","3","mouse speed multiplier"};
45
46 cvar_t m_pitch = {CVAR_SAVE, "m_pitch","0.022","mouse pitch speed multiplier"};
47 cvar_t m_yaw = {CVAR_SAVE, "m_yaw","0.022","mouse yaw speed multiplier"};
48 cvar_t m_forward = {CVAR_SAVE, "m_forward","1","mouse forward speed multiplier"};
49 cvar_t m_side = {CVAR_SAVE, "m_side","0.8","mouse side speed multiplier"};
50
51 cvar_t freelook = {CVAR_SAVE, "freelook", "1","mouse controls pitch instead of forward/back"};
52
53 #ifdef AUTODEMO_BROKEN
54 cvar_t cl_autodemo = {0, "cl_autodemo", "0", "records every game played, using the date/time and map name to name the demo file" };
55 cvar_t cl_autodemo_nameformat = {0, "cl_autodemo_nameformat", "%Y-%m-%d_%H-%M", "The format of the cl_autodemo filename, followed by the map name" };
56 #endif
57
58 cvar_t r_draweffects = {0, "r_draweffects", "1","renders temporary sprite effects"};
59
60 cvar_t cl_explosions_alpha_start = {CVAR_SAVE, "cl_explosions_alpha_start", "1.5","starting alpha of an explosion shell"};
61 cvar_t cl_explosions_alpha_end = {CVAR_SAVE, "cl_explosions_alpha_end", "0","end alpha of an explosion shell (just before it disappears)"};
62 cvar_t cl_explosions_size_start = {CVAR_SAVE, "cl_explosions_size_start", "16","starting size of an explosion shell"};
63 cvar_t cl_explosions_size_end = {CVAR_SAVE, "cl_explosions_size_end", "128","ending alpha of an explosion shell (just before it disappears)"};
64 cvar_t cl_explosions_lifetime = {CVAR_SAVE, "cl_explosions_lifetime", "0.5","how long an explosion shell lasts"};
65
66 cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "1","stains lightmaps, much faster than decals but blurred"};
67 cvar_t cl_stainmaps_clearonload = {CVAR_SAVE, "cl_stainmaps_clearonload", "1","clear stainmaps on map restart"};
68
69 cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1","use beam polygons instead of models"};
70 cvar_t cl_beams_quakepositionhack = {CVAR_SAVE, "cl_beams_quakepositionhack", "1", "makes your lightning gun appear to fire from your waist (as in Quake and QuakeWorld)"};
71 cvar_t cl_beams_instantaimhack = {CVAR_SAVE, "cl_beams_instantaimhack", "1", "makes your lightning gun aiming update instantly"};
72 cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0", "make a light at the end of the beam"};
73
74 cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0","hide player shadow"};
75
76 cvar_t qport = {0, "qport", "0", "identification key for playing on qw servers (allows you to maintain a connection to a quakeworld server even if your port changes)"};
77
78 cvar_t cl_prydoncursor = {0, "cl_prydoncursor", "0", "enables a mouse pointer which is able to click on entities in the world, useful for point and click mods, see PRYDON_CLIENTCURSOR extension in dpextensions.qc"};
79
80 cvar_t cl_deathnoviewmodel = {0, "cl_deathnoviewmodel", "1", "hides gun model when dead"};
81
82 client_static_t cls;
83 client_state_t  cl;
84
85 #define MAX_PARTICLES                   32768   // default max # of particles at one time
86 #define ABSOLUTE_MIN_PARTICLES  512             // no fewer than this no matter what's on the command line
87
88 /*
89 =====================
90 CL_ClearState
91
92 =====================
93 */
94 void CL_ClearState(void)
95 {
96         int i;
97         entity_t *ent;
98
99 // wipe the entire cl structure
100         Mem_EmptyPool(cls.levelmempool);
101         memset (&cl, 0, sizeof(cl));
102
103         S_StopAllSounds();
104
105         // reset the view zoom interpolation
106         cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
107
108         cl.num_entities = 0;
109         cl.num_csqcentities = 0;        //[515]: csqc
110         cl.num_static_entities = 0;
111         cl.num_temp_entities = 0;
112         cl.num_brushmodel_entities = 0;
113
114         // tweak these if the game runs out
115         cl.max_entities = 256;
116         cl.max_csqcentities = 256;      //[515]: csqc
117         cl.max_static_entities = 256;
118         cl.max_temp_entities = 512;
119         cl.max_effects = 256;
120         cl.max_beams = 256;
121         cl.max_dlights = MAX_DLIGHTS;
122         cl.max_lightstyle = MAX_LIGHTSTYLES;
123         cl.max_brushmodel_entities = MAX_EDICTS;
124         cl.max_particles = MAX_PARTICLES;
125
126 // COMMANDLINEOPTION: Client: -particles <number> changes maximum number of particles at once, default 32768
127         i = COM_CheckParm ("-particles");
128         if (i && i < com_argc - 1)
129         {
130                 cl.max_particles = (int)(atoi(com_argv[i+1]));
131                 if (cl.max_particles < ABSOLUTE_MIN_PARTICLES)
132                         cl.max_particles = ABSOLUTE_MIN_PARTICLES;
133         }
134
135         cl.num_dlights = 0;
136         cl.num_effects = 0;
137         cl.num_beams = 0;
138
139         cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
140         cl.csqcentities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_csqcentities * sizeof(entity_t));      //[515]: csqc
141         cl.entities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));
142         cl.csqcentities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));      //[515]: csqc
143         cl.static_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_static_entities * sizeof(entity_t));
144         cl.temp_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_temp_entities * sizeof(entity_t));
145         cl.effects = (cl_effect_t *)Mem_Alloc(cls.levelmempool, cl.max_effects * sizeof(cl_effect_t));
146         cl.beams = (beam_t *)Mem_Alloc(cls.levelmempool, cl.max_beams * sizeof(beam_t));
147         cl.dlights = (dlight_t *)Mem_Alloc(cls.levelmempool, cl.max_dlights * sizeof(dlight_t));
148         cl.lightstyle = (lightstyle_t *)Mem_Alloc(cls.levelmempool, cl.max_lightstyle * sizeof(lightstyle_t));
149         cl.brushmodel_entities = (int *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(int));
150         cl.particles = (particle_t *) Mem_Alloc(cls.levelmempool, cl.max_particles * sizeof(particle_t));
151
152         // LordHavoc: have to set up the baseline info for alpha and other stuff
153         for (i = 0;i < cl.max_entities;i++)
154         {
155                 cl.entities[i].state_baseline = defaultstate;
156                 cl.entities[i].state_previous = defaultstate;
157                 cl.entities[i].state_current = defaultstate;
158         }
159
160         for (i = 0;i < cl.max_csqcentities;i++)
161         {
162                 cl.csqcentities[i].state_baseline = defaultstate;       //[515]: csqc
163                 cl.csqcentities[i].state_previous = defaultstate;       //[515]: csqc
164                 cl.csqcentities[i].state_current = defaultstate;        //[515]: csqc
165                 cl.csqcentities[i].csqc = true;
166                 cl.csqcentities[i].state_current.number = -i;
167         }
168
169         if (gamemode == GAME_NEXUIZ)
170         {
171                 VectorSet(cl.playerstandmins, -16, -16, -24);
172                 VectorSet(cl.playerstandmaxs, 16, 16, 45);
173                 VectorSet(cl.playercrouchmins, -16, -16, -24);
174                 VectorSet(cl.playercrouchmaxs, 16, 16, 25);
175         }
176         else
177         {
178                 VectorSet(cl.playerstandmins, -16, -16, -24);
179                 VectorSet(cl.playerstandmaxs, 16, 16, 24);
180                 VectorSet(cl.playercrouchmins, -16, -16, -24);
181                 VectorSet(cl.playercrouchmaxs, 16, 16, 24);
182         }
183
184         // disable until we get textures for it
185         R_ResetSkyBox();
186
187         ent = &cl.entities[0];
188         // entire entity array was cleared, so just fill in a few fields
189         ent->state_current.active = true;
190         ent->render.model = cl.worldmodel = NULL; // no world model yet
191         ent->render.scale = 1; // some of the renderer still relies on scale
192         ent->render.alpha = 1;
193         ent->render.colormap = -1; // no special coloring
194         ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
195         Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1);
196         Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
197         CL_BoundingBoxForEntity(&ent->render);
198
199         // noclip is turned off at start
200         noclip_anglehack = false;
201
202         // mark all frames invalid for delta
203         memset(cl.qw_deltasequence, -1, sizeof(cl.qw_deltasequence));
204
205         CL_Screen_NewMap();
206 }
207
208 void CL_SetInfo(const char *key, const char *value, qboolean send, qboolean allowstarkey, qboolean allowmodel, qboolean quiet)
209 {
210         if (strchr(key, '\"') || strchr(value, '\"') || (!allowstarkey && key[0] == '*') || (!allowmodel && (!strcasecmp(Cmd_Argv(1), "pmodel") || !strcasecmp(Cmd_Argv(1), "emodel"))))
211         {
212                 if (!quiet)
213                         Con_Printf("Can't setinfo \"%s\" \"%s\"\n");
214                 return;
215         }
216         InfoString_SetValue(cls.userinfo, sizeof(cls.userinfo), key, value);
217         if (cls.state == ca_connected && cls.netcon)
218         {
219                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
220                 {
221                         MSG_WriteByte(&cls.netcon->message, qw_clc_stringcmd);
222                         MSG_WriteString(&cls.netcon->message, va("setinfo \"%s\" \"%s\"", key, value));
223                 }
224                 else if (!strcasecmp(key, "name"))
225                 {
226                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
227                         MSG_WriteString(&cls.netcon->message, va("name \"%s\"", value));
228                 }
229                 else if (!strcasecmp(key, "playermodel"))
230                 {
231                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
232                         MSG_WriteString(&cls.netcon->message, va("playermodel \"%s\"", value));
233                 }
234                 else if (!strcasecmp(key, "playerskin"))
235                 {
236                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
237                         MSG_WriteString(&cls.netcon->message, va("playerskin \"%s\"", value));
238                 }
239                 else if (!strcasecmp(key, "topcolor"))
240                 {
241                         // don't send anything, the combined color code will be updated manually
242                 }
243                 else if (!strcasecmp(key, "bottomcolor"))
244                 {
245                         // don't send anything, the combined color code will be updated manually
246                 }
247                 else if (!strcasecmp(key, "rate"))
248                 {
249                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
250                         MSG_WriteString(&cls.netcon->message, va("rate \"%s\"", value));
251                 }
252         }
253 }
254
255 void CL_ExpandEntities(int num)
256 {
257         int i, oldmaxentities;
258         entity_t *oldentities;
259         if (num >= cl.max_entities)
260         {
261                 if (!cl.entities)
262                         Sys_Error("CL_ExpandEntities: cl.entities not initialized");
263                 if (num >= MAX_EDICTS)
264                         Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
265                 oldmaxentities = cl.max_entities;
266                 oldentities = cl.entities;
267                 cl.max_entities = (num & ~255) + 256;
268                 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
269                 memcpy(cl.entities, oldentities, oldmaxentities * sizeof(entity_t));
270                 Mem_Free(oldentities);
271                 for (i = oldmaxentities;i < cl.max_entities;i++)
272                 {
273                         cl.entities[i].state_baseline = defaultstate;
274                         cl.entities[i].state_previous = defaultstate;
275                         cl.entities[i].state_current = defaultstate;
276                 }
277         }
278 }
279
280 void CL_ExpandCSQCEntities(int num)
281 {
282         int i, oldmaxentities;
283         entity_t *oldentities;
284         if (num >= cl.max_csqcentities)
285         {
286                 if (!cl.csqcentities)
287                         Sys_Error("CL_ExpandCSQCEntities: cl.csqcentities not initialized\n");
288                 if (num >= MAX_EDICTS)
289                         Host_Error("CL_ExpandCSQCEntities: num %i >= %i\n", num, MAX_EDICTS);
290                 oldmaxentities = cl.max_csqcentities;
291                 oldentities = cl.csqcentities;
292                 cl.max_csqcentities = (num & ~255) + 256;
293                 cl.csqcentities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_csqcentities * sizeof(entity_t));
294                 memcpy(cl.csqcentities, oldentities, oldmaxentities * sizeof(entity_t));
295                 Mem_Free(oldentities);
296                 for (i = oldmaxentities;i < cl.max_csqcentities;i++)
297                 {
298                         cl.csqcentities[i].state_baseline = defaultstate;
299                         cl.csqcentities[i].state_previous = defaultstate;
300                         cl.csqcentities[i].state_current = defaultstate;
301                         cl.csqcentities[i].csqc = true;
302                         cl.csqcentities[i].state_current.number = -i;
303                 }
304         }
305 }
306
307 void CL_VM_ShutDown (void);
308 /*
309 =====================
310 CL_Disconnect
311
312 Sends a disconnect message to the server
313 This is also called on Host_Error, so it shouldn't cause any errors
314 =====================
315 */
316 void CL_Disconnect(void)
317 {
318         if (cls.state == ca_dedicated)
319                 return;
320
321         Con_DPrintf("CL_Disconnect\n");
322
323         CL_VM_ShutDown();
324 // stop sounds (especially looping!)
325         S_StopAllSounds ();
326
327         cl.parsingtextexpectingpingforscores = 0; // just in case no reply has come yet
328
329         // clear contents blends
330         cl.cshifts[0].percent = 0;
331         cl.cshifts[1].percent = 0;
332         cl.cshifts[2].percent = 0;
333         cl.cshifts[3].percent = 0;
334
335         cl.worldmodel = NULL;
336
337         if (cls.demoplayback)
338                 CL_StopPlayback();
339         else if (cls.netcon)
340         {
341                 sizebuf_t buf;
342                 unsigned char bufdata[8];
343                 if (cls.demorecording)
344                         CL_Stop_f();
345
346                 // send disconnect message 3 times to improve chances of server
347                 // receiving it (but it still fails sometimes)
348                 memset(&buf, 0, sizeof(buf));
349                 buf.data = bufdata;
350                 buf.maxsize = sizeof(bufdata);
351                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
352                 {
353                         Con_DPrint("Sending drop command\n");
354                         MSG_WriteByte(&buf, qw_clc_stringcmd);
355                         MSG_WriteString(&buf, "drop");
356                 }
357                 else
358                 {
359                         Con_DPrint("Sending clc_disconnect\n");
360                         MSG_WriteByte(&buf, clc_disconnect);
361                 }
362                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
363                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
364                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
365                 NetConn_Close(cls.netcon);
366                 cls.netcon = NULL;
367         }
368         cls.state = ca_disconnected;
369
370         cls.demoplayback = cls.timedemo = false;
371         cls.signon = 0;
372 }
373
374 void CL_Disconnect_f(void)
375 {
376         CL_Disconnect ();
377         if (sv.active)
378                 Host_ShutdownServer ();
379 }
380
381
382
383
384 /*
385 =====================
386 CL_EstablishConnection
387
388 Host should be either "local" or a net address
389 =====================
390 */
391 void CL_EstablishConnection(const char *host)
392 {
393         if (cls.state == ca_dedicated)
394                 return;
395
396         // clear menu's connect error message
397         M_Update_Return_Reason("");
398         cls.demonum = -1;
399
400         // stop demo loop in case this fails
401         CL_Disconnect();
402
403         // if downloads are running, cancel their finishing action
404         Curl_Clear_forthismap();
405
406         // make sure the client ports are open before attempting to connect
407         NetConn_UpdateSockets();
408
409         // run a network frame
410         //NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
411
412         if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
413         {
414                 cls.connect_trying = true;
415                 cls.connect_remainingtries = 3;
416                 cls.connect_nextsendtime = 0;
417                 M_Update_Return_Reason("Trying to connect...");
418                 // run several network frames to jump into the game quickly
419                 //if (sv.active)
420                 //{
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                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
425                 //}
426         }
427         else
428         {
429                 Con_Print("Unable to find a suitable network socket to connect to server.\n");
430                 M_Update_Return_Reason("No network");
431         }
432 }
433
434 /*
435 ==============
436 CL_PrintEntities_f
437 ==============
438 */
439 static void CL_PrintEntities_f(void)
440 {
441         entity_t *ent;
442         int i, j;
443         char name[32];
444         vec3_t org;
445
446         for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++)
447         {
448                 const char* modelname;
449
450                 if (!ent->state_current.active)
451                         continue;
452
453                 if (ent->render.model)
454                         modelname = ent->render.model->name;
455                 else
456                         modelname = "--no model--";
457                 strlcpy(name, modelname, 25);
458                 for (j = (int)strlen(name);j < 25;j++)
459                         name[j] = ' ';
460                 Matrix4x4_OriginFromMatrix(&ent->render.matrix, org);
461                 Con_Printf("%3i: %s:%4i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", i, name, ent->render.frame, (int) org[0], (int) org[1], (int) org[2], (int) ent->render.angles[0] % 360, (int) ent->render.angles[1] % 360, (int) ent->render.angles[2] % 360, ent->render.scale, ent->render.alpha);
462         }
463 }
464
465 //static const vec3_t nomodelmins = {-16, -16, -16};
466 //static const vec3_t nomodelmaxs = {16, 16, 16};
467 void CL_BoundingBoxForEntity(entity_render_t *ent)
468 {
469         vec3_t org;
470         model_t *model = ent->model;
471         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
472         if (model)
473         {
474                 // NOTE: this directly extracts vector components from the matrix, which relies on the matrix orientation!
475 #ifdef MATRIX4x4_OPENGLORIENTATION
476                 if (ent->matrix.m[0][2] != 0 || ent->matrix.m[1][2] != 0)
477 #else
478                 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
479 #endif
480                 {
481                         // pitch or roll
482                         ent->mins[0] = org[0] + model->rotatedmins[0];
483                         ent->mins[1] = org[1] + model->rotatedmins[1];
484                         ent->mins[2] = org[2] + model->rotatedmins[2];
485                         ent->maxs[0] = org[0] + model->rotatedmaxs[0];
486                         ent->maxs[1] = org[1] + model->rotatedmaxs[1];
487                         ent->maxs[2] = org[2] + model->rotatedmaxs[2];
488                 }
489 #ifdef MATRIX4x4_OPENGLORIENTATION
490                 else if (ent->matrix.m[1][0] != 0 || ent->matrix.m[0][1] != 0)
491 #else
492                 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
493 #endif
494                 {
495                         // yaw
496                         ent->mins[0] = org[0] + model->yawmins[0];
497                         ent->mins[1] = org[1] + model->yawmins[1];
498                         ent->mins[2] = org[2] + model->yawmins[2];
499                         ent->maxs[0] = org[0] + model->yawmaxs[0];
500                         ent->maxs[1] = org[1] + model->yawmaxs[1];
501                         ent->maxs[2] = org[2] + model->yawmaxs[2];
502                 }
503                 else
504                 {
505                         ent->mins[0] = org[0] + model->normalmins[0];
506                         ent->mins[1] = org[1] + model->normalmins[1];
507                         ent->mins[2] = org[2] + model->normalmins[2];
508                         ent->maxs[0] = org[0] + model->normalmaxs[0];
509                         ent->maxs[1] = org[1] + model->normalmaxs[1];
510                         ent->maxs[2] = org[2] + model->normalmaxs[2];
511                 }
512         }
513         else
514         {
515                 ent->mins[0] = org[0] - 16;
516                 ent->mins[1] = org[1] - 16;
517                 ent->mins[2] = org[2] - 16;
518                 ent->maxs[0] = org[0] + 16;
519                 ent->maxs[1] = org[1] + 16;
520                 ent->maxs[2] = org[2] + 16;
521         }
522 }
523
524 /*
525 ===============
526 CL_LerpPoint
527
528 Determines the fraction between the last two messages that the objects
529 should be put at.
530 ===============
531 */
532 static float CL_LerpPoint(void)
533 {
534         float f;
535
536         // dropped packet, or start of demo
537         if (cl.mtime[1] < cl.mtime[0] - 0.1)
538                 cl.mtime[1] = cl.mtime[0] - 0.1;
539
540         cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
541
542         // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
543         f = cl.mtime[0] - cl.mtime[1];
544         if (!f || cl_nolerp.integer || cls.timedemo || (cl.islocalgame && !sv_fixedframeratesingleplayer.integer))
545         {
546                 cl.time = cl.mtime[0];
547                 return 1;
548         }
549
550         f = (cl.time - cl.mtime[1]) / f;
551         return bound(0, f, 1);
552 }
553
554 void CL_ClearTempEntities (void)
555 {
556         cl.num_temp_entities = 0;
557 }
558
559 entity_t *CL_NewTempEntity(void)
560 {
561         entity_t *ent;
562
563         if (r_refdef.numentities >= r_refdef.maxentities)
564                 return NULL;
565         if (cl.num_temp_entities >= cl.max_temp_entities)
566                 return NULL;
567         ent = &cl.temp_entities[cl.num_temp_entities++];
568         memset (ent, 0, sizeof(*ent));
569         r_refdef.entities[r_refdef.numentities++] = &ent->render;
570
571         ent->render.colormap = -1; // no special coloring
572         ent->render.scale = 1;
573         ent->render.alpha = 1;
574         VectorSet(ent->render.colormod, 1, 1, 1);
575         return ent;
576 }
577
578 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
579 {
580         int i;
581         cl_effect_t *e;
582         if (!modelindex) // sanity check
583                 return;
584         for (i = 0, e = cl.effects;i < cl.max_effects;i++, e++)
585         {
586                 if (e->active)
587                         continue;
588                 e->active = true;
589                 VectorCopy(org, e->origin);
590                 e->modelindex = modelindex;
591                 e->starttime = cl.time;
592                 e->startframe = startframe;
593                 e->endframe = startframe + framecount;
594                 e->framerate = framerate;
595
596                 e->frame = 0;
597                 e->frame1time = cl.time;
598                 e->frame2time = cl.time;
599                 cl.num_effects = max(cl.num_effects, i + 1);
600                 break;
601         }
602 }
603
604 void CL_AllocDlight(entity_render_t *ent, matrix4x4_t *matrix, float radius, float red, float green, float blue, float decay, float lifetime, int cubemapnum, int style, int shadowenable, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
605 {
606         int i;
607         dlight_t *dl;
608
609         /*
610 // first look for an exact key match
611         if (ent)
612         {
613                 dl = cl.dlights;
614                 for (i = 0;i < cl.num_dlights;i++, dl++)
615                         if (dl->ent == ent)
616                                 goto dlightsetup;
617         }
618         */
619
620 // then look for anything else
621         dl = cl.dlights;
622         for (i = 0;i < cl.num_dlights;i++, dl++)
623                 if (!dl->radius)
624                         goto dlightsetup;
625         // if we hit the end of the active dlights and found no gaps, add a new one
626         if (i < MAX_DLIGHTS)
627         {
628                 cl.num_dlights = i + 1;
629                 goto dlightsetup;
630         }
631
632         // unable to find one
633         return;
634
635 dlightsetup:
636         //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
637         memset (dl, 0, sizeof(*dl));
638         Matrix4x4_Normalize(&dl->matrix, matrix);
639         dl->ent = ent;
640         Matrix4x4_OriginFromMatrix(&dl->matrix, dl->origin);
641         CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
642         Matrix4x4_SetOrigin(&dl->matrix, dl->origin[0], dl->origin[1], dl->origin[2]);
643         dl->radius = radius;
644         dl->color[0] = red;
645         dl->color[1] = green;
646         dl->color[2] = blue;
647         dl->decay = decay;
648         if (lifetime)
649                 dl->die = cl.time + lifetime;
650         else
651                 dl->die = 0;
652         dl->cubemapnum = cubemapnum;
653         dl->style = style;
654         dl->shadow = shadowenable;
655         dl->corona = corona;
656         dl->flags = flags;
657         dl->coronasizescale = coronasizescale;
658         dl->ambientscale = ambientscale;
659         dl->diffusescale = diffusescale;
660         dl->specularscale = specularscale;
661 }
662
663 // called before entity relinking
664 void CL_DecayLights(void)
665 {
666         int i, oldmax;
667         dlight_t *dl;
668         float time, f;
669
670         time = cl.time - cl.oldtime;
671         oldmax = cl.num_dlights;
672         cl.num_dlights = 0;
673         for (i = 0, dl = cl.dlights;i < oldmax;i++, dl++)
674         {
675                 if (dl->radius)
676                 {
677                         f = dl->radius - time * dl->decay;
678                         if (cl.time < dl->die && f > 0)
679                         {
680                                 dl->radius = dl->radius - time * dl->decay;
681                                 cl.num_dlights = i + 1;
682                         }
683                         else
684                                 dl->radius = 0;
685                 }
686         }
687 }
688
689 // called after entity relinking
690 void CL_UpdateLights(void)
691 {
692         int i, j, k, l;
693         dlight_t *dl;
694         float frac, f;
695
696         r_refdef.numlights = 0;
697         if (r_dynamic.integer)
698         {
699                 for (i = 0, dl = cl.dlights;i < cl.num_dlights;i++, dl++)
700                 {
701                         if (dl->radius)
702                         {
703                                 R_RTLight_Update(dl, false);
704                                 r_refdef.lights[r_refdef.numlights++] = dl;
705                         }
706                 }
707         }
708
709 // light animations
710 // 'm' is normal light, 'a' is no light, 'z' is double bright
711         f = cl.time * 10;
712         i = (int)floor(f);
713         frac = f - i;
714         for (j = 0;j < cl.max_lightstyle;j++)
715         {
716                 if (!cl.lightstyle || !cl.lightstyle[j].length)
717                 {
718                         r_refdef.lightstylevalue[j] = 256;
719                         continue;
720                 }
721                 k = i % cl.lightstyle[j].length;
722                 l = (i-1) % cl.lightstyle[j].length;
723                 k = cl.lightstyle[j].map[k] - 'a';
724                 l = cl.lightstyle[j].map[l] - 'a';
725                 r_refdef.lightstylevalue[j] = (unsigned short)(((k*frac)+(l*(1-frac)))*22);
726         }
727 }
728
729 void CL_AddQWCTFFlagModel(entity_t *player, int skin)
730 {
731         float f;
732         entity_t *flag;
733         matrix4x4_t flagmatrix;
734
735         // this code taken from QuakeWorld
736         f = 14;
737         if (player->render.frame2 >= 29 && player->render.frame2 <= 40)
738         {
739                 if (player->render.frame2 >= 29 && player->render.frame2 <= 34)
740                 { //axpain
741                         if      (player->render.frame2 == 29) f = f + 2;
742                         else if (player->render.frame2 == 30) f = f + 8;
743                         else if (player->render.frame2 == 31) f = f + 12;
744                         else if (player->render.frame2 == 32) f = f + 11;
745                         else if (player->render.frame2 == 33) f = f + 10;
746                         else if (player->render.frame2 == 34) f = f + 4;
747                 }
748                 else if (player->render.frame2 >= 35 && player->render.frame2 <= 40)
749                 { // pain
750                         if      (player->render.frame2 == 35) f = f + 2;
751                         else if (player->render.frame2 == 36) f = f + 10;
752                         else if (player->render.frame2 == 37) f = f + 10;
753                         else if (player->render.frame2 == 38) f = f + 8;
754                         else if (player->render.frame2 == 39) f = f + 4;
755                         else if (player->render.frame2 == 40) f = f + 2;
756                 }
757         }
758         else if (player->render.frame2 >= 103 && player->render.frame2 <= 118)
759         {
760                 if      (player->render.frame2 >= 103 && player->render.frame2 <= 104) f = f + 6;  //nailattack
761                 else if (player->render.frame2 >= 105 && player->render.frame2 <= 106) f = f + 6;  //light
762                 else if (player->render.frame2 >= 107 && player->render.frame2 <= 112) f = f + 7;  //rocketattack
763                 else if (player->render.frame2 >= 112 && player->render.frame2 <= 118) f = f + 7;  //shotattack
764         }
765         // end of code taken from QuakeWorld
766
767         flag = CL_NewTempEntity();
768         if (!flag)
769                 return;
770
771         flag->render.model = cl.model_precache[cl.qw_modelindex_flag];
772         flag->render.skinnum = skin;
773         flag->render.colormap = -1; // no special coloring
774         flag->render.alpha = 1;
775         VectorSet(flag->render.colormod, 1, 1, 1);
776         // attach the flag to the player matrix
777         Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
778         Matrix4x4_Concat(&flag->render.matrix, &player->render.matrix, &flagmatrix);
779         Matrix4x4_Invert_Simple(&flag->render.inversematrix, &flag->render.matrix);
780         R_LerpAnimation(&flag->render);
781         CL_BoundingBoxForEntity(&flag->render);
782 }
783
784 #define MAXVIEWMODELS 32
785 entity_t *viewmodels[MAXVIEWMODELS];
786 int numviewmodels;
787
788 matrix4x4_t viewmodelmatrix;
789
790 static int entitylinkframenumber;
791
792 static const vec3_t muzzleflashorigin = {18, 0, 0};
793
794 extern void V_DriftPitch(void);
795 extern void V_FadeViewFlashs(void);
796 extern void V_CalcViewBlend(void);
797
798 extern void V_CalcRefdef(void);
799 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
800 void CL_UpdateNetworkEntity(entity_t *e)
801 {
802         matrix4x4_t *matrix, blendmatrix, tempmatrix, matrix2;
803         //matrix4x4_t dlightmatrix;
804         int j, k, l;
805         effectnameindex_t trailtype;
806         float origin[3], angles[3], delta[3], lerp, dlightcolor[3], dlightradius, v2[3], d;
807         entity_t *t;
808         model_t *model;
809         trace_t trace;
810         //entity_persistent_t *p = &e->persistent;
811         //entity_render_t *r = &e->render;
812         if (e->persistent.linkframe != entitylinkframenumber)
813         {
814                 e->persistent.linkframe = entitylinkframenumber;
815                 // skip inactive entities and world
816                 if (!e->state_current.active || e == cl.entities || e == cl.csqcentities)
817                         return;
818                 e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
819                 e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
820                 e->render.flags = e->state_current.flags;
821                 e->render.effects = e->state_current.effects;
822                 VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
823                 if (e->state_current.flags & RENDER_COLORMAPPED)
824                 {
825                         int cb;
826                         unsigned char *cbcolor;
827                         e->render.colormap = e->state_current.colormap;
828                         cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
829                         cbcolor = (unsigned char *) (&palette_complete[cb]);
830                         e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
831                         e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
832                         e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
833                         cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
834                         cbcolor = (unsigned char *) (&palette_complete[cb]);
835                         e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
836                         e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
837                         e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
838                 }
839                 else if (e->state_current.colormap && cl.scores != NULL)
840                 {
841                         int cb;
842                         unsigned char *cbcolor;
843                         e->render.colormap = cl.scores[e->state_current.colormap - 1].colors; // color it
844                         cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
845                         cbcolor = (unsigned char *) (&palette_complete[cb]);
846                         e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
847                         e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
848                         e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
849                         cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
850                         cbcolor = (unsigned char *) (&palette_complete[cb]);
851                         e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
852                         e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
853                         e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
854                 }
855                 else
856                 {
857                         e->render.colormap = -1; // no special coloring
858                         VectorClear(e->render.colormap_pantscolor);
859                         VectorClear(e->render.colormap_shirtcolor);
860                 }
861                 e->render.skinnum = e->state_current.skin;
862                 if (e->render.flags & RENDER_VIEWMODEL && !e->state_current.tagentity)
863                 {
864                         if (!r_drawviewmodel.integer || chase_active.integer || r_refdef.envmap)// || csqc_loaded)
865                                 return;
866                         if (!e->csqc)
867                         {
868                                 if (cl.viewentity)
869                                         CL_UpdateNetworkEntity(cl.entities + cl.viewentity);
870                                 if (e == &cl.viewent && cl.entities[cl.viewentity].state_current.active)
871                                 {
872                                         e->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
873                                         e->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_REFLECTIVE | EF_FULLBRIGHT | EF_NODEPTHTEST));
874                                 }
875                         }
876                         matrix = &viewmodelmatrix;
877                 }
878                 else
879                 {
880                         // if the tag entity is currently impossible, skip it
881                         if (!e->csqc)
882                         {
883                                 if (e->state_current.tagentity >= cl.num_entities)
884                                         return;
885                                 t = cl.entities + e->state_current.tagentity;
886                         }
887                         else
888                         {
889                                 if (e->state_current.tagentity >= cl.num_csqcentities)
890                                         return;
891                                 t = cl.csqcentities + e->state_current.tagentity;
892                         }
893                         // if the tag entity is inactive, skip it
894                         if (!t->state_current.active)
895                                 return;
896                         // note: this can link to world
897                         CL_UpdateNetworkEntity(t);
898                         // make relative to the entity
899                         matrix = &t->render.matrix;
900                         // some properties of the tag entity carry over
901                         e->render.flags |= t->render.flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
902                         // if a valid tagindex is used, make it relative to that tag instead
903                         // FIXME: use a model function to get tag info (need to handle skeletal)
904                         if (e->state_current.tagentity && e->state_current.tagindex >= 1 && (model = t->render.model))
905                         {
906                                 // blend the matrices
907                                 memset(&blendmatrix, 0, sizeof(blendmatrix));
908                                 for (j = 0;j < 4 && t->render.frameblend[j].lerp > 0;j++)
909                                 {
910                                         matrix4x4_t tagmatrix;
911                                         Mod_Alias_GetTagMatrix(model, t->render.frameblend[j].frame, e->state_current.tagindex - 1, &tagmatrix);
912                                         d = t->render.frameblend[j].lerp;
913                                         for (l = 0;l < 4;l++)
914                                                 for (k = 0;k < 4;k++)
915                                                         blendmatrix.m[l][k] += d * tagmatrix.m[l][k];
916                                 }
917                                 // concat the tag matrices onto the entity matrix
918                                 Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix);
919                                 // use the constructed tag matrix
920                                 matrix = &tempmatrix;
921                         }
922                 }
923
924                 // movement lerp
925                 // if it's the player entity, update according to client movement
926                 if (e == cl.entities + cl.playerentity && cl.movement_predicted)// && !e->csqc)
927                 {
928                         lerp = (cl.time - cl.movement_time[1]) / (cl.movement_time[0] - cl.movement_time[1]);
929                         lerp = bound(0, lerp, 1);
930                         VectorLerp(cl.movement_oldorigin, lerp, cl.movement_origin, origin);
931                         VectorSet(angles, 0, cl.viewangles[1], 0);
932                 }
933                 else if (e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
934                 {
935                         // interpolate the origin and angles
936                         VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
937                         VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
938                         if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
939                         if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
940                         if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
941                         VectorMA(e->persistent.oldangles, lerp, delta, angles);
942                 }
943                 else
944                 {
945                         // no interpolation
946                         VectorCopy(e->persistent.neworigin, origin);
947                         VectorCopy(e->persistent.newangles, angles);
948                 }
949
950                 // model setup and some modelflags
951                 if(e->state_current.modelindex < MAX_MODELS)
952                         e->render.model = cl.model_precache[e->state_current.modelindex];
953                 else
954                         e->render.model = cl.csqc_model_precache[65536-e->state_current.modelindex];
955                 if (e->render.model)
956                 {
957                         // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
958                         if (e->render.model->type == mod_alias)
959                                 angles[0] = -angles[0];
960                         if ((e->render.model->flags & EF_ROTATE) && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
961                         {
962                                 angles[1] = ANGLEMOD(100*cl.time);
963                                 if (cl_itembobheight.value)
964                                         origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
965                         }
966                         // transfer certain model flags to effects
967                         e->render.effects |= e->render.model->flags2 & (EF_FULLBRIGHT | EF_ADDITIVE);
968                         if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
969                                 VectorScale(e->render.colormod, 2, e->render.colormod);
970                 }
971                 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
972                 else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
973                         angles[0] = -angles[0];
974
975                 // animation lerp
976                 if (e->render.frame2 == e->state_current.frame)
977                 {
978                         // update frame lerp fraction
979                         e->render.framelerp = 1;
980                         if (e->render.frame2time > e->render.frame1time)
981                         {
982                                 // make sure frame lerp won't last longer than 100ms
983                                 // (this mainly helps with models that use framegroups and
984                                 // switch between them infrequently)
985                                 e->render.framelerp = (cl.time - e->render.frame2time) / min(e->render.frame2time - e->render.frame1time, 0.1);
986                                 e->render.framelerp = bound(0, e->render.framelerp, 1);
987                         }
988                 }
989                 else
990                 {
991                         // begin a new frame lerp
992                         e->render.frame1 = e->render.frame2;
993                         e->render.frame1time = e->render.frame2time;
994                         e->render.frame = e->render.frame2 = e->state_current.frame;
995                         e->render.frame2time = cl.time;
996                         e->render.framelerp = 0;
997                 }
998                 R_LerpAnimation(&e->render);
999
1000                 // set up the render matrix
1001                 // FIXME: e->render.scale should go away
1002                 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1003                 // concat the matrices to make the entity relative to its tag
1004                 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
1005                 // make the other useful stuff
1006                 Matrix4x4_Invert_Simple(&e->render.inversematrix, &e->render.matrix);
1007                 CL_BoundingBoxForEntity(&e->render);
1008
1009                 // handle effects now that we know where this entity is in the world...
1010                 if (e->render.model && e->render.model->soundfromcenter)
1011                 {
1012                         // bmodels are treated specially since their origin is usually '0 0 0'
1013                         vec3_t o;
1014                         VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1015                         Matrix4x4_Transform(&e->render.matrix, o, origin);
1016                 }
1017                 else
1018                         Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1019                 trailtype = EFFECT_NONE;
1020                 dlightradius = 0;
1021                 dlightcolor[0] = 0;
1022                 dlightcolor[1] = 0;
1023                 dlightcolor[2] = 0;
1024                 // LordHavoc: if the entity has no effects, don't check each
1025                 if (e->render.effects)
1026                 {
1027                         if (e->render.effects & EF_BRIGHTFIELD)
1028                         {
1029                                 if (gamemode == GAME_NEXUIZ)
1030                                         trailtype = EFFECT_TR_NEXUIZPLASMA;
1031                                 else
1032                                         CL_EntityParticles(e);
1033                         }
1034                         if (e->render.effects & EF_MUZZLEFLASH)
1035                                 e->persistent.muzzleflash = 1.0f;
1036                         if (e->render.effects & EF_DIMLIGHT)
1037                         {
1038                                 dlightradius = max(dlightradius, 200);
1039                                 dlightcolor[0] += 1.50f;
1040                                 dlightcolor[1] += 1.50f;
1041                                 dlightcolor[2] += 1.50f;
1042                         }
1043                         if (e->render.effects & EF_BRIGHTLIGHT)
1044                         {
1045                                 dlightradius = max(dlightradius, 400);
1046                                 dlightcolor[0] += 3.00f;
1047                                 dlightcolor[1] += 3.00f;
1048                                 dlightcolor[2] += 3.00f;
1049                         }
1050                         // LordHavoc: more effects
1051                         if (e->render.effects & EF_RED) // red
1052                         {
1053                                 dlightradius = max(dlightradius, 200);
1054                                 dlightcolor[0] += 1.50f;
1055                                 dlightcolor[1] += 0.15f;
1056                                 dlightcolor[2] += 0.15f;
1057                         }
1058                         if (e->render.effects & EF_BLUE) // blue
1059                         {
1060                                 dlightradius = max(dlightradius, 200);
1061                                 dlightcolor[0] += 0.15f;
1062                                 dlightcolor[1] += 0.15f;
1063                                 dlightcolor[2] += 1.50f;
1064                         }
1065                         if (e->render.effects & EF_FLAME)
1066                                 CL_ParticleEffect(EFFECT_EF_FLAME, cl.time - cl.oldtime, origin, origin, vec3_origin, vec3_origin, NULL, 0);
1067                         if (e->render.effects & EF_STARDUST)
1068                                 CL_ParticleEffect(EFFECT_EF_STARDUST, cl.time - cl.oldtime, origin, origin, vec3_origin, vec3_origin, NULL, 0);
1069                         if (e->render.effects & (EF_FLAG1QW | EF_FLAG2QW))
1070                         {
1071                                 // these are only set on player entities
1072                                 CL_AddQWCTFFlagModel(e, (e->render.effects & EF_FLAG2QW) != 0);
1073                         }
1074                 }
1075                 // muzzleflash fades over time, and is offset a bit
1076                 if (e->persistent.muzzleflash > 0)
1077                 {
1078                         Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
1079                         trace = CL_TraceBox(origin, vec3_origin, vec3_origin, v2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, false);
1080                         tempmatrix = e->render.matrix;
1081                         Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], trace.endpos[2]);
1082                         CL_AllocDlight(NULL, &tempmatrix, 100, e->persistent.muzzleflash, e->persistent.muzzleflash, e->persistent.muzzleflash, 0, 0, 0, -1, true, 0, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1083                         e->persistent.muzzleflash -= (cl.time - cl.oldtime) * 10;
1084                 }
1085                 // LordHavoc: if the model has no flags, don't check each
1086                 if (e->render.model && e->render.model->flags && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
1087                 {
1088                         if (e->render.model->flags & EF_GIB)
1089                                 trailtype = EFFECT_TR_BLOOD;
1090                         else if (e->render.model->flags & EF_ZOMGIB)
1091                                 trailtype = EFFECT_TR_SLIGHTBLOOD;
1092                         else if (e->render.model->flags & EF_TRACER)
1093                                 trailtype = EFFECT_TR_WIZSPIKE;
1094                         else if (e->render.model->flags & EF_TRACER2)
1095                                 trailtype = EFFECT_TR_KNIGHTSPIKE;
1096                         else if (e->render.model->flags & EF_ROCKET)
1097                                 trailtype = EFFECT_TR_ROCKET;
1098                         else if (e->render.model->flags & EF_GRENADE)
1099                         {
1100                                 // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1101                                 trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1102                         }
1103                         else if (e->render.model->flags & EF_TRACER3)
1104                                 trailtype = EFFECT_TR_VORESPIKE;
1105                 }
1106                 // LordHavoc: customizable glow
1107                 if (e->state_current.glowsize)
1108                 {
1109                         // * 4 for the expansion from 0-255 to 0-1023 range,
1110                         // / 255 to scale down byte colors
1111                         dlightradius = max(dlightradius, e->state_current.glowsize * 4);
1112                         VectorMA(dlightcolor, (1.0f / 255.0f), (unsigned char *)&palette_complete[e->state_current.glowcolor], dlightcolor);
1113                 }
1114                 // make the glow dlight
1115                 if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL))
1116                 {
1117                         //dlightmatrix = e->render.matrix;
1118                         // hack to make glowing player light shine on their gun
1119                         //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
1120                         //      Matrix4x4_AdjustOrigin(&dlightmatrix, 0, 0, 30);
1121                         CL_AllocDlight(&e->render, &e->render.matrix, dlightradius, dlightcolor[0], dlightcolor[1], dlightcolor[2], 0, 0, 0, -1, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1122                 }
1123                 // custom rtlight
1124                 if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
1125                 {
1126                         float light[4];
1127                         VectorScale(e->state_current.light, (1.0f / 256.0f), light);
1128                         light[3] = e->state_current.light[3];
1129                         if (light[0] == 0 && light[1] == 0 && light[2] == 0)
1130                                 VectorSet(light, 1, 1, 1);
1131                         if (light[3] == 0)
1132                                 light[3] = 350;
1133                         // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
1134                         CL_AllocDlight(&e->render, &e->render.matrix, light[3], light[0], light[1], light[2], 0, 0, e->state_current.skin, e->state_current.lightstyle, !(e->state_current.lightpflags & PFLAGS_NOSHADOW), (e->state_current.lightpflags & PFLAGS_CORONA) != 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1135                 }
1136                 // do trails
1137                 if (e->render.flags & RENDER_GLOWTRAIL)
1138                         trailtype = EFFECT_TR_GLOWTRAIL;
1139                 if (trailtype)
1140                 {
1141                         float len;
1142                         vec3_t vel;
1143                         VectorSubtract(e->state_current.origin, e->state_previous.origin, vel);
1144                         len = e->state_current.time - e->state_previous.time;
1145                         if (len > 0)
1146                                 len = 1.0f / len;
1147                         VectorScale(vel, len, vel);
1148                         CL_ParticleEffect(trailtype, 1, e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor);
1149                 }
1150                 VectorCopy(origin, e->persistent.trail_origin);
1151                 // tenebrae's sprites are all additive mode (weird)
1152                 if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
1153                         e->render.effects |= EF_ADDITIVE;
1154                 // player model is only shown with chase_active on
1155                 if (!e->csqc)
1156                 if (e->state_current.number == cl.viewentity)
1157                         e->render.flags |= RENDER_EXTERIORMODEL;
1158                 // transparent stuff can't be lit during the opaque stage
1159                 if (e->render.effects & (EF_ADDITIVE | EF_NODEPTHTEST) || e->render.alpha < 1)
1160                         e->render.flags |= RENDER_TRANSPARENT;
1161                 // double sided rendering mode causes backfaces to be visible
1162                 // (mostly useful on transparent stuff)
1163                 if (e->render.effects & EF_DOUBLESIDED)
1164                         e->render.flags |= RENDER_NOCULLFACE;
1165                 // either fullbright or lit
1166                 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1167                         e->render.flags |= RENDER_LIGHT;
1168                 // hide player shadow during intermission or nehahra movie
1169                 if (!(e->render.effects & EF_NOSHADOW)
1170                  && !(e->render.flags & (RENDER_VIEWMODEL | RENDER_TRANSPARENT))
1171                  && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
1172                         e->render.flags |= RENDER_SHADOW;
1173                 if (e->render.model && e->render.model->name[0] == '*' && e->render.model->TraceBox)
1174                         cl.brushmodel_entities[cl.num_brushmodel_entities++] = e->state_current.number;
1175                 // because the player may be attached to another entity, V_CalcRefdef must be deferred until here...
1176                 if (e->state_current.number == cl.viewentity)
1177                         V_CalcRefdef();
1178         }
1179 }
1180
1181
1182 /*
1183 ===============
1184 CL_UpdateEntities
1185 ===============
1186 */
1187 static void CL_UpdateEntities(void)
1188 {
1189         entity_t *ent;
1190         int i;
1191
1192         ent = &cl.viewent;
1193         ent->state_previous = ent->state_current;
1194         ent->state_current = defaultstate;
1195         ent->state_current.time = cl.time;
1196         ent->state_current.number = -1;
1197         ent->state_current.active = true;
1198         ent->state_current.modelindex = cl.stats[STAT_WEAPON];
1199         ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
1200         ent->state_current.flags = RENDER_VIEWMODEL;
1201         if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
1202                 ent->state_current.modelindex = 0;
1203         else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1204         {
1205                 if (gamemode == GAME_TRANSFUSION)
1206                         ent->state_current.alpha = 128;
1207                 else
1208                         ent->state_current.modelindex = 0;
1209         }
1210
1211         // reset animation interpolation on weaponmodel if model changed
1212         if (ent->state_previous.modelindex != ent->state_current.modelindex)
1213         {
1214                 ent->render.frame = ent->render.frame1 = ent->render.frame2 = ent->state_current.frame;
1215                 ent->render.frame1time = ent->render.frame2time = cl.time;
1216                 ent->render.framelerp = 1;
1217         }
1218
1219         // start on the entity after the world
1220         entitylinkframenumber++;
1221         for (i = 1;i < cl.num_entities;i++)
1222         {
1223                 if (cl.entities_active[i])
1224                 {
1225                         ent = cl.entities + i;
1226                         if (ent->state_current.active)
1227                                 CL_UpdateNetworkEntity(ent);
1228                         else
1229                                 cl.entities_active[i] = false;
1230                 }
1231         }
1232         CL_UpdateNetworkEntity(&cl.viewent);
1233 }
1234
1235 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
1236 void CL_LinkNetworkEntity(entity_t *e)
1237 {
1238         entity_t *t;
1239         if (e->persistent.linkframe != entitylinkframenumber)
1240         {
1241                 e->persistent.linkframe = entitylinkframenumber;
1242                 // skip inactive entities and world
1243                 if (!e->state_current.active || e == cl.entities || e == cl.csqcentities)
1244                         return;
1245                 if (e->render.flags & RENDER_VIEWMODEL && !e->state_current.tagentity)
1246                 {
1247                         if (!r_drawviewmodel.integer || chase_active.integer || r_refdef.envmap)
1248                                 return;
1249                         if (!e->csqc)
1250                         if (cl.viewentity)
1251                                 CL_LinkNetworkEntity(cl.entities + cl.viewentity);
1252                 }
1253                 else
1254                 {
1255                         // if the tag entity is currently impossible, skip it
1256                         if (!e->csqc)
1257                         {
1258                                 if (e->state_current.tagentity >= cl.num_entities)
1259                                         return;
1260                                 t = cl.entities + e->state_current.tagentity;
1261                         }
1262                         else
1263                         {
1264                                 if (e->state_current.tagentity >= cl.num_csqcentities)
1265                                         return;
1266                                 t = cl.csqcentities + e->state_current.tagentity;
1267                         }
1268                         // if the tag entity is inactive, skip it
1269                         if (!t->state_current.active)
1270                                 return;
1271                         // note: this can link to world
1272                         CL_LinkNetworkEntity(t);
1273                 }
1274
1275                 // don't show entities with no modelindex (note: this still shows
1276                 // entities which have a modelindex that resolved to a NULL model)
1277                 if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.numentities < r_refdef.maxentities)
1278                         r_refdef.entities[r_refdef.numentities++] = &e->render;
1279                 //if (cl.viewentity && e->state_current.number == cl.viewentity)
1280                 //      Matrix4x4_Print(&e->render.matrix);
1281         }
1282 }
1283
1284 void CL_RelinkWorld(void)
1285 {
1286         entity_t *ent = &cl.entities[0];
1287         cl.brushmodel_entities[cl.num_brushmodel_entities++] = 0;
1288         // FIXME: this should be done at load
1289         ent->render.matrix = identitymatrix;
1290         ent->render.inversematrix = identitymatrix;
1291         R_LerpAnimation(&ent->render);
1292         CL_BoundingBoxForEntity(&ent->render);
1293         ent->render.flags = RENDER_SHADOW;
1294         if (!r_fullbright.integer)
1295                 ent->render.flags |= RENDER_LIGHT;
1296         VectorSet(ent->render.colormod, 1, 1, 1);
1297         r_refdef.worldentity = &ent->render;
1298         r_refdef.worldmodel = cl.worldmodel;
1299 }
1300
1301 static void CL_RelinkStaticEntities(void)
1302 {
1303         int i;
1304         entity_t *e;
1305         for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++, e++)
1306         {
1307                 e->render.flags = 0;
1308                 // transparent stuff can't be lit during the opaque stage
1309                 if (e->render.effects & (EF_ADDITIVE | EF_NODEPTHTEST) || e->render.alpha < 1)
1310                         e->render.flags |= RENDER_TRANSPARENT;
1311                 // either fullbright or lit
1312                 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1313                         e->render.flags |= RENDER_LIGHT;
1314                 // hide player shadow during intermission or nehahra movie
1315                 if (!(e->render.effects & EF_NOSHADOW) && !(e->render.flags & RENDER_TRANSPARENT))
1316                         e->render.flags |= RENDER_SHADOW;
1317                 VectorSet(e->render.colormod, 1, 1, 1);
1318                 R_LerpAnimation(&e->render);
1319                 r_refdef.entities[r_refdef.numentities++] = &e->render;
1320         }
1321 }
1322
1323 /*
1324 ===============
1325 CL_RelinkEntities
1326 ===============
1327 */
1328 static void CL_RelinkNetworkEntities(void)
1329 {
1330         entity_t *ent;
1331         int i;
1332
1333         // start on the entity after the world
1334         for (i = 1;i < cl.num_entities;i++)
1335         {
1336                 if (cl.entities_active[i])
1337                 {
1338                         ent = cl.entities + i;
1339                         if (ent->state_current.active)
1340                                 CL_LinkNetworkEntity(ent);
1341                         else
1342                                 cl.entities_active[i] = false;
1343                 }
1344         }
1345 }
1346
1347 static void CL_RelinkEffects(void)
1348 {
1349         int i, intframe;
1350         cl_effect_t *e;
1351         entity_t *ent;
1352         float frame;
1353
1354         for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++)
1355         {
1356                 if (e->active)
1357                 {
1358                         frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1359                         intframe = (int)frame;
1360                         if (intframe < 0 || intframe >= e->endframe)
1361                         {
1362                                 memset(e, 0, sizeof(*e));
1363                                 while (cl.num_effects > 0 && !cl.effects[cl.num_effects - 1].active)
1364                                         cl.num_effects--;
1365                                 continue;
1366                         }
1367
1368                         if (intframe != e->frame)
1369                         {
1370                                 e->frame = intframe;
1371                                 e->frame1time = e->frame2time;
1372                                 e->frame2time = cl.time;
1373                         }
1374
1375                         // if we're drawing effects, get a new temp entity
1376                         // (NewTempEntity adds it to the render entities list for us)
1377                         if (r_draweffects.integer && (ent = CL_NewTempEntity()))
1378                         {
1379                                 // interpolation stuff
1380                                 ent->render.frame1 = intframe;
1381                                 ent->render.frame2 = intframe + 1;
1382                                 if (ent->render.frame2 >= e->endframe)
1383                                         ent->render.frame2 = -1; // disappear
1384                                 ent->render.framelerp = frame - intframe;
1385                                 ent->render.frame1time = e->frame1time;
1386                                 ent->render.frame2time = e->frame2time;
1387
1388                                 // normal stuff
1389                                 if(e->modelindex < MAX_MODELS)
1390                                         ent->render.model = cl.model_precache[e->modelindex];
1391                                 else
1392                                         ent->render.model = cl.csqc_model_precache[65536-e->modelindex];
1393                                 ent->render.frame = ent->render.frame2;
1394                                 ent->render.colormap = -1; // no special coloring
1395                                 ent->render.alpha = 1;
1396                                 VectorSet(ent->render.colormod, 1, 1, 1);
1397
1398                                 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1399                                 Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
1400                                 R_LerpAnimation(&ent->render);
1401                                 CL_BoundingBoxForEntity(&ent->render);
1402                         }
1403                 }
1404         }
1405 }
1406
1407 void CL_Beam_CalculatePositions(const beam_t *b, vec3_t start, vec3_t end)
1408 {
1409         VectorCopy(b->start, start);
1410         VectorCopy(b->end, end);
1411
1412         // if coming from the player, update the start position
1413         if (b->entity == cl.viewentity)
1414         {
1415                 if (cl_beams_quakepositionhack.integer && !chase_active.integer)
1416                 {
1417                         // LordHavoc: this is a stupid hack from Quake that makes your
1418                         // lightning appear to come from your waist and cover less of your
1419                         // view
1420                         // in Quake this hack was applied to all players (causing the
1421                         // infamous crotch-lightning), but in darkplaces and QuakeWorld it
1422                         // only applies to your own lightning, and only in first person
1423                         Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, start);
1424                 }
1425                 if (cl_beams_instantaimhack.integer)
1426                 {
1427                         vec3_t dir, localend;
1428                         vec_t len;
1429                         // LordHavoc: this updates the beam direction to match your
1430                         // viewangles
1431                         VectorSubtract(end, start, dir);
1432                         len = VectorLength(dir);
1433                         VectorNormalize(dir);
1434                         VectorSet(localend, len, 0, 0);
1435                         Matrix4x4_Transform(&r_view.matrix, localend, end);
1436                 }
1437         }
1438 }
1439
1440 void CL_RelinkBeams(void)
1441 {
1442         int i;
1443         beam_t *b;
1444         vec3_t dist, org, start, end;
1445         float d;
1446         entity_t *ent;
1447         float yaw, pitch;
1448         float forward;
1449         matrix4x4_t tempmatrix;
1450
1451         for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++)
1452         {
1453                 if (!b->model)
1454                         continue;
1455                 if (b->endtime < cl.time)
1456                 {
1457                         b->model = NULL;
1458                         continue;
1459                 }
1460
1461                 CL_Beam_CalculatePositions(b, start, end);
1462
1463                 if (b->lightning)
1464                 {
1465                         if (cl_beams_lightatend.integer)
1466                         {
1467                                 // FIXME: create a matrix from the beam start/end orientation
1468                                 Matrix4x4_CreateTranslate(&tempmatrix, end[0], end[1], end[2]);
1469                                 CL_AllocDlight (NULL, &tempmatrix, 200, 0.3, 0.7, 1, 0, 0, 0, -1, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1470                         }
1471                         if (cl_beams_polygons.integer)
1472                                 continue;
1473                 }
1474
1475                 // calculate pitch and yaw
1476                 // (this is similar to the QuakeC builtin function vectoangles)
1477                 VectorSubtract(end, start, dist);
1478                 if (dist[1] == 0 && dist[0] == 0)
1479                 {
1480                         yaw = 0;
1481                         if (dist[2] > 0)
1482                                 pitch = 90;
1483                         else
1484                                 pitch = 270;
1485                 }
1486                 else
1487                 {
1488                         yaw = (int) (atan2(dist[1], dist[0]) * 180 / M_PI);
1489                         if (yaw < 0)
1490                                 yaw += 360;
1491
1492                         forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1493                         pitch = (int) (atan2(dist[2], forward) * 180 / M_PI);
1494                         if (pitch < 0)
1495                                 pitch += 360;
1496                 }
1497
1498                 // add new entities for the lightning
1499                 VectorCopy (start, org);
1500                 d = VectorNormalizeLength(dist);
1501                 while (d > 0)
1502                 {
1503                         ent = CL_NewTempEntity ();
1504                         if (!ent)
1505                                 return;
1506                         //VectorCopy (org, ent->render.origin);
1507                         ent->render.model = b->model;
1508                         //ent->render.effects = EF_FULLBRIGHT;
1509                         //ent->render.angles[0] = pitch;
1510                         //ent->render.angles[1] = yaw;
1511                         //ent->render.angles[2] = rand()%360;
1512                         Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1513                         Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
1514                         R_LerpAnimation(&ent->render);
1515                         CL_BoundingBoxForEntity(&ent->render);
1516                         VectorMA(org, 30, dist, org);
1517                         d -= 30;
1518                 }
1519         }
1520
1521         while (cl.num_beams > 0 && !cl.beams[cl.num_beams - 1].model)
1522                 cl.num_beams--;
1523 }
1524
1525 static void CL_RelinkQWNails(void)
1526 {
1527         int i;
1528         vec_t *v;
1529         entity_t *ent;
1530
1531         for (i = 0;i < cl.qw_num_nails;i++)
1532         {
1533                 v = cl.qw_nails[i];
1534
1535                 // if we're drawing effects, get a new temp entity
1536                 // (NewTempEntity adds it to the render entities list for us)
1537                 if (!(ent = CL_NewTempEntity()))
1538                         continue;
1539
1540                 // normal stuff
1541                 ent->render.model = cl.model_precache[cl.qw_modelindex_spike];
1542                 ent->render.colormap = -1; // no special coloring
1543                 ent->render.alpha = 1;
1544                 VectorSet(ent->render.colormod, 1, 1, 1);
1545
1546                 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
1547                 Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
1548                 R_LerpAnimation(&ent->render);
1549                 CL_BoundingBoxForEntity(&ent->render);
1550         }
1551 }
1552
1553 void CL_LerpPlayer(float frac)
1554 {
1555         int i;
1556
1557         cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
1558         for (i = 0;i < 3;i++)
1559         {
1560                 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
1561                 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
1562                 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1563         }
1564 }
1565
1566 void CSQC_RelinkAllEntities (int drawmask)
1567 {
1568         // link stuff
1569         if (drawmask & ENTMASK_ENGINE)
1570         {
1571                 CL_RelinkNetworkEntities();
1572                 CL_RelinkQWNails();
1573         }
1574
1575         if (drawmask & ENTMASK_ENGINEVIEWMODELS)
1576                 CL_LinkNetworkEntity(&cl.viewent); // link gun model
1577 }
1578
1579 /*
1580 ===============
1581 CL_ReadFromServer
1582
1583 Read all incoming data from the server
1584 ===============
1585 */
1586 extern void CL_ClientMovement_Replay(void);
1587 extern void CL_StairSmoothing(void);//view.c
1588
1589 int CL_ReadFromServer(void)
1590 {
1591         CL_ReadDemoMessage();
1592         CL_SendMove();
1593
1594         r_refdef.time = cl.time;
1595         r_refdef.extraupdate = !r_speeds.integer;
1596         r_refdef.numentities = 0;
1597         r_view.matrix = identitymatrix;
1598
1599         if (cls.state == ca_connected && cls.signon == SIGNONS)
1600         {
1601                 // prepare for a new frame
1602                 CL_LerpPlayer(CL_LerpPoint());
1603                 CL_DecayLights();
1604                 CL_ClearTempEntities();
1605                 V_DriftPitch();
1606                 V_FadeViewFlashs();
1607
1608                 // move particles
1609                 CL_MoveParticles();
1610                 R_MoveExplosions();
1611
1612                 // process network entities (note: this sets up the view!)
1613                 CL_ClientMovement_Replay();
1614                 cl.num_brushmodel_entities = 0;
1615                 // now that the player entity has been updated we can call V_CalcRefdef
1616                 V_CalcRefdef();
1617                 CL_UpdateEntities();
1618
1619                 entitylinkframenumber++;
1620                 // link stuff
1621                 CL_RelinkWorld();
1622                 CL_RelinkStaticEntities();
1623                 CL_RelinkBeams();
1624                 CL_RelinkEffects();
1625
1626                 if(!csqc_loaded)        //[515]: csqc
1627                 {
1628                         CL_RelinkNetworkEntities();
1629                         CL_LinkNetworkEntity(&cl.viewent); // link gun model
1630                         CL_RelinkQWNails();
1631                 }
1632                 else
1633                         csqc_frame = true;
1634
1635                 // update view blend
1636                 V_CalcViewBlend();
1637
1638                 CL_UpdateLights();
1639                 CL_StairSmoothing();
1640
1641                 // update the r_refdef time again because cl.time may have changed
1642                 r_refdef.time = cl.time;
1643         }
1644
1645         return 0;
1646 }
1647
1648 // LordHavoc: pausedemo command
1649 static void CL_PauseDemo_f (void)
1650 {
1651         cls.demopaused = !cls.demopaused;
1652         if (cls.demopaused)
1653                 Con_Print("Demo paused\n");
1654         else
1655                 Con_Print("Demo unpaused\n");
1656 }
1657
1658 /*
1659 ======================
1660 CL_Fog_f
1661 ======================
1662 */
1663 static void CL_Fog_f (void)
1664 {
1665         if (Cmd_Argc () == 1)
1666         {
1667                 Con_Printf("\"fog\" is \"%f %f %f %f\"\n", r_refdef.fog_density, r_refdef.fog_red, r_refdef.fog_green, r_refdef.fog_blue);
1668                 return;
1669         }
1670         r_refdef.fog_density = atof(Cmd_Argv(1));
1671         r_refdef.fog_red = atof(Cmd_Argv(2));
1672         r_refdef.fog_green = atof(Cmd_Argv(3));
1673         r_refdef.fog_blue = atof(Cmd_Argv(4));
1674 }
1675
1676 /*
1677 ====================
1678 CL_TimeRefresh_f
1679
1680 For program optimization
1681 ====================
1682 */
1683 static void CL_TimeRefresh_f (void)
1684 {
1685         int i;
1686         float timestart, timedelta, oldangles[3];
1687
1688         r_refdef.extraupdate = false;
1689         VectorCopy(cl.viewangles, oldangles);
1690         VectorClear(cl.viewangles);
1691
1692         timestart = Sys_DoubleTime();
1693         for (i = 0;i < 128;i++)
1694         {
1695                 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);
1696                 CL_UpdateScreen();
1697         }
1698         timedelta = Sys_DoubleTime() - timestart;
1699
1700         VectorCopy(oldangles, cl.viewangles);
1701         Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
1702 }
1703
1704 /*
1705 ===========
1706 CL_Shutdown
1707 ===========
1708 */
1709 void CL_Shutdown (void)
1710 {
1711         CL_Particles_Shutdown();
1712         CL_Parse_Shutdown();
1713
1714         Mem_FreePool (&cls.permanentmempool);
1715         Mem_FreePool (&cls.levelmempool);
1716 }
1717
1718 /*
1719 =================
1720 CL_Init
1721 =================
1722 */
1723 void CL_Init (void)
1724 {
1725         cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL);
1726         cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL);
1727
1728         memset(&r_refdef, 0, sizeof(r_refdef));
1729         // max entities sent to renderer per frame
1730         r_refdef.maxentities = MAX_EDICTS + 256 + 512;
1731         r_refdef.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.maxentities);
1732
1733         CL_InitInput ();
1734
1735 //
1736 // register our commands
1737 //
1738         Cvar_RegisterVariable (&cl_upspeed);
1739         Cvar_RegisterVariable (&cl_forwardspeed);
1740         Cvar_RegisterVariable (&cl_backspeed);
1741         Cvar_RegisterVariable (&cl_sidespeed);
1742         Cvar_RegisterVariable (&cl_movespeedkey);
1743         Cvar_RegisterVariable (&cl_yawspeed);
1744         Cvar_RegisterVariable (&cl_pitchspeed);
1745         Cvar_RegisterVariable (&cl_anglespeedkey);
1746         Cvar_RegisterVariable (&cl_shownet);
1747         Cvar_RegisterVariable (&cl_nolerp);
1748         Cvar_RegisterVariable (&lookspring);
1749         Cvar_RegisterVariable (&lookstrafe);
1750         Cvar_RegisterVariable (&sensitivity);
1751         Cvar_RegisterVariable (&freelook);
1752
1753         Cvar_RegisterVariable (&m_pitch);
1754         Cvar_RegisterVariable (&m_yaw);
1755         Cvar_RegisterVariable (&m_forward);
1756         Cvar_RegisterVariable (&m_side);
1757
1758         Cvar_RegisterVariable (&cl_itembobspeed);
1759         Cvar_RegisterVariable (&cl_itembobheight);
1760
1761         Cmd_AddCommand ("entities", CL_PrintEntities_f, "print information on network entities known to client");
1762         Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
1763         Cmd_AddCommand ("record", CL_Record_f, "record a demo");
1764         Cmd_AddCommand ("stop", CL_Stop_f, "stop recording or playing a demo");
1765         Cmd_AddCommand ("playdemo", CL_PlayDemo_f, "watch a demo file");
1766         Cmd_AddCommand ("timedemo", CL_TimeDemo_f, "play back a demo as fast as possible and save statistics to benchmark.log");
1767
1768 #ifdef AUTODEMO_BROKEN
1769         Cvar_RegisterVariable (&cl_autodemo);
1770         Cvar_RegisterVariable (&cl_autodemo_nameformat);
1771 #endif
1772
1773         Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue)");
1774
1775         // LordHavoc: added pausedemo
1776         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)");
1777
1778         Cvar_RegisterVariable(&r_draweffects);
1779         Cvar_RegisterVariable(&cl_explosions_alpha_start);
1780         Cvar_RegisterVariable(&cl_explosions_alpha_end);
1781         Cvar_RegisterVariable(&cl_explosions_size_start);
1782         Cvar_RegisterVariable(&cl_explosions_size_end);
1783         Cvar_RegisterVariable(&cl_explosions_lifetime);
1784         Cvar_RegisterVariable(&cl_stainmaps);
1785         Cvar_RegisterVariable(&cl_stainmaps_clearonload);
1786         Cvar_RegisterVariable(&cl_beams_polygons);
1787         Cvar_RegisterVariable(&cl_beams_quakepositionhack);
1788         Cvar_RegisterVariable(&cl_beams_instantaimhack);
1789         Cvar_RegisterVariable(&cl_beams_lightatend);
1790         Cvar_RegisterVariable(&cl_noplayershadow);
1791
1792         Cvar_RegisterVariable(&cl_prydoncursor);
1793
1794         Cvar_RegisterVariable(&cl_deathnoviewmodel);
1795
1796         // for QW connections
1797         Cvar_RegisterVariable(&qport);
1798         Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff);
1799
1800         Cmd_AddCommand("timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
1801
1802         CL_Parse_Init();
1803         CL_Particles_Init();
1804         CL_Screen_Init();
1805
1806         CL_Video_Init();
1807 }
1808
1809
1810