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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","-1","CRC of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"};
35 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"};
36
37 cvar_t cl_shownet = {0, "cl_shownet","0","1 = print packet size, 2 = print packet message list"};
38 cvar_t cl_nolerp = {0, "cl_nolerp", "0","network update smoothing"};
39
40 cvar_t cl_itembobheight = {0, "cl_itembobheight", "0","how much items bob up and down (try 8)"};
41 cvar_t cl_itembobspeed = {0, "cl_itembobspeed", "0.5","how frequently items bob up and down"};
42
43 cvar_t lookspring = {CVAR_SAVE, "lookspring","0","returns pitch to level with the floor when no longer holding a pitch key"};
44 cvar_t lookstrafe = {CVAR_SAVE, "lookstrafe","0","move instead of turning"};
45 cvar_t sensitivity = {CVAR_SAVE, "sensitivity","3","mouse speed multiplier"};
46
47 cvar_t m_pitch = {CVAR_SAVE, "m_pitch","0.022","mouse pitch speed multiplier"};
48 cvar_t m_yaw = {CVAR_SAVE, "m_yaw","0.022","mouse yaw speed multiplier"};
49 cvar_t m_forward = {CVAR_SAVE, "m_forward","1","mouse forward speed multiplier"};
50 cvar_t m_side = {CVAR_SAVE, "m_side","0.8","mouse side speed multiplier"};
51
52 cvar_t freelook = {CVAR_SAVE, "freelook", "1","mouse controls pitch instead of forward/back"};
53
54 #ifdef AUTODEMO_BROKEN
55 cvar_t cl_autodemo = {0, "cl_autodemo", "0", "records every game played, using the date/time and map name to name the demo file" };
56 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" };
57 #endif
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", "1","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", "1", "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 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)"};
78
79 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"};
80
81 cvar_t cl_deathnoviewmodel = {0, "cl_deathnoviewmodel", "1", "hides gun model when dead"};
82
83 client_static_t cls;
84 client_state_t  cl;
85
86 #define MAX_PARTICLES                   32768   // default max # of particles at one time
87 #define ABSOLUTE_MIN_PARTICLES  512             // no fewer than this no matter what's on the command line
88
89 /*
90 =====================
91 CL_ClearState
92
93 =====================
94 */
95 void CL_ClearState(void)
96 {
97         int i;
98         entity_t *ent;
99
100 // wipe the entire cl structure
101         Mem_EmptyPool(cls.levelmempool);
102         memset (&cl, 0, sizeof(cl));
103
104         S_StopAllSounds();
105
106         // reset the view zoom interpolation
107         cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
108
109         cl.num_entities = 0;
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_static_entities = 256;
117         cl.max_temp_entities = 512;
118         cl.max_effects = 256;
119         cl.max_beams = 256;
120         cl.max_dlights = MAX_DLIGHTS;
121         cl.max_lightstyle = MAX_LIGHTSTYLES;
122         cl.max_brushmodel_entities = MAX_EDICTS;
123         cl.max_particles = MAX_PARTICLES;
124
125 // COMMANDLINEOPTION: Client: -particles <number> changes maximum number of particles at once, default 32768
126         i = COM_CheckParm ("-particles");
127         if (i && i < com_argc - 1)
128         {
129                 cl.max_particles = (int)(atoi(com_argv[i+1]));
130                 if (cl.max_particles < ABSOLUTE_MIN_PARTICLES)
131                         cl.max_particles = ABSOLUTE_MIN_PARTICLES;
132         }
133
134         cl.num_dlights = 0;
135         cl.num_effects = 0;
136         cl.num_beams = 0;
137
138         cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
139         cl.entities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));
140         cl.static_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_static_entities * sizeof(entity_t));
141         cl.temp_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_temp_entities * sizeof(entity_t));
142         cl.effects = (cl_effect_t *)Mem_Alloc(cls.levelmempool, cl.max_effects * sizeof(cl_effect_t));
143         cl.beams = (beam_t *)Mem_Alloc(cls.levelmempool, cl.max_beams * sizeof(beam_t));
144         cl.dlights = (dlight_t *)Mem_Alloc(cls.levelmempool, cl.max_dlights * sizeof(dlight_t));
145         cl.lightstyle = (lightstyle_t *)Mem_Alloc(cls.levelmempool, cl.max_lightstyle * sizeof(lightstyle_t));
146         cl.brushmodel_entities = (int *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(int));
147         cl.particles = (particle_t *) Mem_Alloc(cls.levelmempool, cl.max_particles * sizeof(particle_t));
148
149         // LordHavoc: have to set up the baseline info for alpha and other stuff
150         for (i = 0;i < cl.max_entities;i++)
151         {
152                 cl.entities[i].state_baseline = defaultstate;
153                 cl.entities[i].state_previous = defaultstate;
154                 cl.entities[i].state_current = defaultstate;
155         }
156
157         if (gamemode == GAME_NEXUIZ)
158         {
159                 VectorSet(cl.playerstandmins, -16, -16, -24);
160                 VectorSet(cl.playerstandmaxs, 16, 16, 45);
161                 VectorSet(cl.playercrouchmins, -16, -16, -24);
162                 VectorSet(cl.playercrouchmaxs, 16, 16, 25);
163         }
164         else
165         {
166                 VectorSet(cl.playerstandmins, -16, -16, -24);
167                 VectorSet(cl.playerstandmaxs, 16, 16, 24);
168                 VectorSet(cl.playercrouchmins, -16, -16, -24);
169                 VectorSet(cl.playercrouchmaxs, 16, 16, 24);
170         }
171
172         // disable until we get textures for it
173         R_ResetSkyBox();
174
175         ent = &cl.entities[0];
176         // entire entity array was cleared, so just fill in a few fields
177         ent->state_current.active = true;
178         ent->render.model = cl.worldmodel = NULL; // no world model yet
179         ent->render.alpha = 1;
180         ent->render.colormap = -1; // no special coloring
181         ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
182         Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1);
183         CL_UpdateRenderEntity(&ent->render);
184
185         // noclip is turned off at start
186         noclip_anglehack = false;
187
188         // mark all frames invalid for delta
189         memset(cl.qw_deltasequence, -1, sizeof(cl.qw_deltasequence));
190
191         CL_Screen_NewMap();
192 }
193
194 void CL_SetInfo(const char *key, const char *value, qboolean send, qboolean allowstarkey, qboolean allowmodel, qboolean quiet)
195 {
196         if (strchr(key, '\"') || strchr(value, '\"') || (!allowstarkey && key[0] == '*') || (!allowmodel && (!strcasecmp(key, "pmodel") || !strcasecmp(key, "emodel"))))
197         {
198                 if (!quiet)
199                         Con_Printf("Can't setinfo \"%s\" \"%s\"\n", key, value);
200                 return;
201         }
202         InfoString_SetValue(cls.userinfo, sizeof(cls.userinfo), key, value);
203         if (cls.state == ca_connected && cls.netcon)
204         {
205                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
206                 {
207                         MSG_WriteByte(&cls.netcon->message, qw_clc_stringcmd);
208                         MSG_WriteString(&cls.netcon->message, va("setinfo \"%s\" \"%s\"", key, value));
209                 }
210                 else if (!strcasecmp(key, "name"))
211                 {
212                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
213                         MSG_WriteString(&cls.netcon->message, va("name \"%s\"", value));
214                 }
215                 else if (!strcasecmp(key, "playermodel"))
216                 {
217                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
218                         MSG_WriteString(&cls.netcon->message, va("playermodel \"%s\"", value));
219                 }
220                 else if (!strcasecmp(key, "playerskin"))
221                 {
222                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
223                         MSG_WriteString(&cls.netcon->message, va("playerskin \"%s\"", value));
224                 }
225                 else if (!strcasecmp(key, "topcolor"))
226                 {
227                         // don't send anything, the combined color code will be updated manually
228                 }
229                 else if (!strcasecmp(key, "bottomcolor"))
230                 {
231                         // don't send anything, the combined color code will be updated manually
232                 }
233                 else if (!strcasecmp(key, "rate"))
234                 {
235                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
236                         MSG_WriteString(&cls.netcon->message, va("rate \"%s\"", value));
237                 }
238         }
239 }
240
241 void CL_ExpandEntities(int num)
242 {
243         int i, oldmaxentities;
244         entity_t *oldentities;
245         if (num >= cl.max_entities)
246         {
247                 if (!cl.entities)
248                         Sys_Error("CL_ExpandEntities: cl.entities not initialized");
249                 if (num >= MAX_EDICTS)
250                         Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
251                 oldmaxentities = cl.max_entities;
252                 oldentities = cl.entities;
253                 cl.max_entities = (num & ~255) + 256;
254                 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
255                 memcpy(cl.entities, oldentities, oldmaxentities * sizeof(entity_t));
256                 Mem_Free(oldentities);
257                 for (i = oldmaxentities;i < cl.max_entities;i++)
258                 {
259                         cl.entities[i].state_baseline = defaultstate;
260                         cl.entities[i].state_previous = defaultstate;
261                         cl.entities[i].state_current = defaultstate;
262                 }
263         }
264 }
265
266 void CL_VM_ShutDown (void);
267 /*
268 =====================
269 CL_Disconnect
270
271 Sends a disconnect message to the server
272 This is also called on Host_Error, so it shouldn't cause any errors
273 =====================
274 */
275 void CL_Disconnect(void)
276 {
277         if (cls.state == ca_dedicated)
278                 return;
279
280         Con_DPrintf("CL_Disconnect\n");
281
282         CL_VM_ShutDown();
283 // stop sounds (especially looping!)
284         S_StopAllSounds ();
285
286         cl.parsingtextexpectingpingforscores = 0; // just in case no reply has come yet
287
288         // clear contents blends
289         cl.cshifts[0].percent = 0;
290         cl.cshifts[1].percent = 0;
291         cl.cshifts[2].percent = 0;
292         cl.cshifts[3].percent = 0;
293
294         cl.worldmodel = NULL;
295
296         CL_Parse_ErrorCleanUp();
297
298         if (cls.demoplayback)
299                 CL_StopPlayback();
300         else if (cls.netcon)
301         {
302                 sizebuf_t buf;
303                 unsigned char bufdata[8];
304                 if (cls.demorecording)
305                         CL_Stop_f();
306
307                 // send disconnect message 3 times to improve chances of server
308                 // receiving it (but it still fails sometimes)
309                 memset(&buf, 0, sizeof(buf));
310                 buf.data = bufdata;
311                 buf.maxsize = sizeof(bufdata);
312                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
313                 {
314                         Con_DPrint("Sending drop command\n");
315                         MSG_WriteByte(&buf, qw_clc_stringcmd);
316                         MSG_WriteString(&buf, "drop");
317                 }
318                 else
319                 {
320                         Con_DPrint("Sending clc_disconnect\n");
321                         MSG_WriteByte(&buf, clc_disconnect);
322                 }
323                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
324                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
325                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
326                 NetConn_Close(cls.netcon);
327                 cls.netcon = NULL;
328         }
329         cls.state = ca_disconnected;
330
331         cls.demoplayback = cls.timedemo = false;
332         cls.signon = 0;
333 }
334
335 void CL_Disconnect_f(void)
336 {
337         CL_Disconnect ();
338         if (sv.active)
339                 Host_ShutdownServer ();
340 }
341
342
343
344
345 /*
346 =====================
347 CL_EstablishConnection
348
349 Host should be either "local" or a net address
350 =====================
351 */
352 void CL_EstablishConnection(const char *host)
353 {
354         if (cls.state == ca_dedicated)
355                 return;
356
357         // clear menu's connect error message
358         M_Update_Return_Reason("");
359         cls.demonum = -1;
360
361         // stop demo loop in case this fails
362         CL_Disconnect();
363
364         // if downloads are running, cancel their finishing action
365         Curl_Clear_forthismap();
366
367         // make sure the client ports are open before attempting to connect
368         NetConn_UpdateSockets();
369
370         // run a network frame
371         //NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
372
373         if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
374         {
375                 cls.connect_trying = true;
376                 cls.connect_remainingtries = 3;
377                 cls.connect_nextsendtime = 0;
378                 M_Update_Return_Reason("Trying to connect...");
379                 // run several network frames to jump into the game quickly
380                 //if (sv.active)
381                 //{
382                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
383                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
384                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
385                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
386                 //}
387         }
388         else
389         {
390                 Con_Print("Unable to find a suitable network socket to connect to server.\n");
391                 M_Update_Return_Reason("No network");
392         }
393 }
394
395 /*
396 ==============
397 CL_PrintEntities_f
398 ==============
399 */
400 static void CL_PrintEntities_f(void)
401 {
402         entity_t *ent;
403         int i, j;
404         char name[32];
405
406         for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++)
407         {
408                 const char* modelname;
409
410                 if (!ent->state_current.active)
411                         continue;
412
413                 if (ent->render.model)
414                         modelname = ent->render.model->name;
415                 else
416                         modelname = "--no model--";
417                 strlcpy(name, modelname, 25);
418                 for (j = (int)strlen(name);j < 25;j++)
419                         name[j] = ' ';
420                 Con_Printf("%3i: %s:%4i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", i, name, ent->render.frame, (int) ent->state_current.origin[0], (int) ent->state_current.origin[1], (int) ent->state_current.origin[2], (int) ent->state_current.angles[0] % 360, (int) ent->state_current.angles[1] % 360, (int) ent->state_current.angles[2] % 360, ent->render.scale, ent->render.alpha);
421         }
422 }
423
424 //static const vec3_t nomodelmins = {-16, -16, -16};
425 //static const vec3_t nomodelmaxs = {16, 16, 16};
426 void CL_UpdateRenderEntity(entity_render_t *ent)
427 {
428         vec3_t org;
429         vec_t scale;
430         model_t *model = ent->model;
431         // update the inverse matrix for the renderer
432         Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
433         // update the animation blend state
434         R_LerpAnimation(ent);
435         // we need the matrix origin to center the box
436         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
437         // update entity->render.scale because the renderer needs it
438         ent->scale = scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
439         if (model)
440         {
441                 // NOTE: this directly extracts vector components from the matrix, which relies on the matrix orientation!
442 #ifdef MATRIX4x4_OPENGLORIENTATION
443                 if (ent->matrix.m[0][2] != 0 || ent->matrix.m[1][2] != 0)
444 #else
445                 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
446 #endif
447                 {
448                         // pitch or roll
449                         VectorMA(org, scale, model->rotatedmins, ent->mins);
450                         VectorMA(org, scale, model->rotatedmaxs, ent->maxs);
451                 }
452 #ifdef MATRIX4x4_OPENGLORIENTATION
453                 else if (ent->matrix.m[1][0] != 0 || ent->matrix.m[0][1] != 0)
454 #else
455                 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
456 #endif
457                 {
458                         // yaw
459                         VectorMA(org, scale, model->yawmins, ent->mins);
460                         VectorMA(org, scale, model->yawmaxs, ent->maxs);
461                 }
462                 else
463                 {
464                         VectorMA(org, scale, model->normalmins, ent->mins);
465                         VectorMA(org, scale, model->normalmaxs, ent->maxs);
466                 }
467         }
468         else
469         {
470                 ent->mins[0] = org[0] - 16;
471                 ent->mins[1] = org[1] - 16;
472                 ent->mins[2] = org[2] - 16;
473                 ent->maxs[0] = org[0] + 16;
474                 ent->maxs[1] = org[1] + 16;
475                 ent->maxs[2] = org[2] + 16;
476         }
477 }
478
479 /*
480 ===============
481 CL_LerpPoint
482
483 Determines the fraction between the last two messages that the objects
484 should be put at.
485 ===============
486 */
487 static float CL_LerpPoint(void)
488 {
489         float f;
490
491         // dropped packet, or start of demo
492         if (cl.mtime[1] < cl.mtime[0] - 0.1)
493                 cl.mtime[1] = cl.mtime[0] - 0.1;
494
495         cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
496
497         // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
498         f = cl.mtime[0] - cl.mtime[1];
499         if (!f || cl_nolerp.integer || cls.timedemo || (cl.islocalgame && !sv_fixedframeratesingleplayer.integer))
500         {
501                 cl.time = cl.mtime[0];
502                 return 1;
503         }
504
505         f = (cl.time - cl.mtime[1]) / f;
506         return bound(0, f, 1);
507 }
508
509 void CL_ClearTempEntities (void)
510 {
511         cl.num_temp_entities = 0;
512 }
513
514 entity_t *CL_NewTempEntity(void)
515 {
516         entity_t *ent;
517
518         if (r_refdef.numentities >= r_refdef.maxentities)
519                 return NULL;
520         if (cl.num_temp_entities >= cl.max_temp_entities)
521                 return NULL;
522         ent = &cl.temp_entities[cl.num_temp_entities++];
523         memset (ent, 0, sizeof(*ent));
524         r_refdef.entities[r_refdef.numentities++] = &ent->render;
525
526         ent->render.colormap = -1; // no special coloring
527         ent->render.alpha = 1;
528         VectorSet(ent->render.colormod, 1, 1, 1);
529         return ent;
530 }
531
532 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
533 {
534         int i;
535         cl_effect_t *e;
536         if (!modelindex) // sanity check
537                 return;
538         if (framerate < 1)
539         {
540                 Con_Printf("CL_Effect: framerate %f is < 1\n", framerate);
541                 return;
542         }
543         if (framecount < 1)
544         {
545                 Con_Printf("CL_Effect: framecount %i is < 1\n", framecount);
546                 return;
547         }
548         for (i = 0, e = cl.effects;i < cl.max_effects;i++, e++)
549         {
550                 if (e->active)
551                         continue;
552                 e->active = true;
553                 VectorCopy(org, e->origin);
554                 e->modelindex = modelindex;
555                 e->starttime = cl.time;
556                 e->startframe = startframe;
557                 e->endframe = startframe + framecount;
558                 e->framerate = framerate;
559
560                 e->frame = 0;
561                 e->frame1time = cl.time;
562                 e->frame2time = cl.time;
563                 cl.num_effects = max(cl.num_effects, i + 1);
564                 break;
565         }
566 }
567
568 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)
569 {
570         int i;
571         dlight_t *dl;
572
573         /*
574 // first look for an exact key match
575         if (ent)
576         {
577                 dl = cl.dlights;
578                 for (i = 0;i < cl.num_dlights;i++, dl++)
579                         if (dl->ent == ent)
580                                 goto dlightsetup;
581         }
582         */
583
584 // then look for anything else
585         dl = cl.dlights;
586         for (i = 0;i < cl.num_dlights;i++, dl++)
587                 if (!dl->radius)
588                         goto dlightsetup;
589         // if we hit the end of the active dlights and found no gaps, add a new one
590         if (i < MAX_DLIGHTS)
591         {
592                 cl.num_dlights = i + 1;
593                 goto dlightsetup;
594         }
595
596         // unable to find one
597         return;
598
599 dlightsetup:
600         //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
601         memset (dl, 0, sizeof(*dl));
602         Matrix4x4_Normalize(&dl->matrix, matrix);
603         dl->ent = ent;
604         Matrix4x4_OriginFromMatrix(&dl->matrix, dl->origin);
605         CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
606         Matrix4x4_SetOrigin(&dl->matrix, dl->origin[0], dl->origin[1], dl->origin[2]);
607         dl->radius = radius;
608         dl->color[0] = red;
609         dl->color[1] = green;
610         dl->color[2] = blue;
611         dl->initialradius = radius;
612         dl->initialcolor[0] = red;
613         dl->initialcolor[1] = green;
614         dl->initialcolor[2] = blue;
615         dl->decay = decay / radius; // changed decay to be a percentage decrease
616         dl->intensity = 1; // this is what gets decayed
617         if (lifetime)
618                 dl->die = cl.time + lifetime;
619         else
620                 dl->die = 0;
621         dl->cubemapnum = cubemapnum;
622         dl->style = style;
623         dl->shadow = shadowenable;
624         dl->corona = corona;
625         dl->flags = flags;
626         dl->coronasizescale = coronasizescale;
627         dl->ambientscale = ambientscale;
628         dl->diffusescale = diffusescale;
629         dl->specularscale = specularscale;
630 }
631
632 // called before entity relinking
633 void CL_DecayLights(void)
634 {
635         int i, oldmax;
636         dlight_t *dl;
637         float time;
638
639         time = bound(0, cl.time - cl.oldtime, 0.1);
640         oldmax = cl.num_dlights;
641         cl.num_dlights = 0;
642         for (i = 0, dl = cl.dlights;i < oldmax;i++, dl++)
643         {
644                 if (dl->radius)
645                 {
646                         dl->intensity -= time * dl->decay;
647                         if (cl.time < dl->die && dl->intensity > 0)
648                         {
649                                 //dl->radius = dl->initialradius * dl->intensity;
650                                 VectorScale(dl->initialcolor, dl->intensity, dl->color);
651                                 cl.num_dlights = i + 1;
652                         }
653                         else
654                                 dl->radius = 0;
655                 }
656         }
657 }
658
659 // called after entity relinking
660 void CL_UpdateLights(void)
661 {
662         int i, j, k, l;
663         dlight_t *dl;
664         float frac, f;
665
666         r_refdef.numlights = 0;
667         if (r_dynamic.integer)
668         {
669                 for (i = 0, dl = cl.dlights;i < cl.num_dlights;i++, dl++)
670                 {
671                         if (dl->radius)
672                         {
673                                 R_RTLight_Update(dl, false);
674                                 r_refdef.lights[r_refdef.numlights++] = dl;
675                         }
676                 }
677         }
678
679 // light animations
680 // 'm' is normal light, 'a' is no light, 'z' is double bright
681         f = cl.time * 10;
682         i = (int)floor(f);
683         frac = f - i;
684         for (j = 0;j < cl.max_lightstyle;j++)
685         {
686                 if (!cl.lightstyle || !cl.lightstyle[j].length)
687                 {
688                         r_refdef.lightstylevalue[j] = 256;
689                         continue;
690                 }
691                 k = i % cl.lightstyle[j].length;
692                 l = (i-1) % cl.lightstyle[j].length;
693                 k = cl.lightstyle[j].map[k] - 'a';
694                 l = cl.lightstyle[j].map[l] - 'a';
695                 r_refdef.lightstylevalue[j] = (unsigned short)(((k*frac)+(l*(1-frac)))*22);
696         }
697 }
698
699 void CL_AddQWCTFFlagModel(entity_t *player, int skin)
700 {
701         float f;
702         entity_t *flag;
703         matrix4x4_t flagmatrix;
704
705         // this code taken from QuakeWorld
706         f = 14;
707         if (player->render.frame2 >= 29 && player->render.frame2 <= 40)
708         {
709                 if (player->render.frame2 >= 29 && player->render.frame2 <= 34)
710                 { //axpain
711                         if      (player->render.frame2 == 29) f = f + 2;
712                         else if (player->render.frame2 == 30) f = f + 8;
713                         else if (player->render.frame2 == 31) f = f + 12;
714                         else if (player->render.frame2 == 32) f = f + 11;
715                         else if (player->render.frame2 == 33) f = f + 10;
716                         else if (player->render.frame2 == 34) f = f + 4;
717                 }
718                 else if (player->render.frame2 >= 35 && player->render.frame2 <= 40)
719                 { // pain
720                         if      (player->render.frame2 == 35) f = f + 2;
721                         else if (player->render.frame2 == 36) f = f + 10;
722                         else if (player->render.frame2 == 37) f = f + 10;
723                         else if (player->render.frame2 == 38) f = f + 8;
724                         else if (player->render.frame2 == 39) f = f + 4;
725                         else if (player->render.frame2 == 40) f = f + 2;
726                 }
727         }
728         else if (player->render.frame2 >= 103 && player->render.frame2 <= 118)
729         {
730                 if      (player->render.frame2 >= 103 && player->render.frame2 <= 104) f = f + 6;  //nailattack
731                 else if (player->render.frame2 >= 105 && player->render.frame2 <= 106) f = f + 6;  //light
732                 else if (player->render.frame2 >= 107 && player->render.frame2 <= 112) f = f + 7;  //rocketattack
733                 else if (player->render.frame2 >= 112 && player->render.frame2 <= 118) f = f + 7;  //shotattack
734         }
735         // end of code taken from QuakeWorld
736
737         flag = CL_NewTempEntity();
738         if (!flag)
739                 return;
740
741         flag->render.model = cl.model_precache[cl.qw_modelindex_flag];
742         flag->render.skinnum = skin;
743         flag->render.colormap = -1; // no special coloring
744         flag->render.alpha = 1;
745         VectorSet(flag->render.colormod, 1, 1, 1);
746         // attach the flag to the player matrix
747         Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
748         Matrix4x4_Concat(&flag->render.matrix, &player->render.matrix, &flagmatrix);
749         CL_UpdateRenderEntity(&flag->render);
750 }
751
752 #define MAXVIEWMODELS 32
753 entity_t *viewmodels[MAXVIEWMODELS];
754 int numviewmodels;
755
756 matrix4x4_t viewmodelmatrix;
757
758 static const vec3_t muzzleflashorigin = {18, 0, 0};
759
760 extern void V_DriftPitch(void);
761 extern void V_FadeViewFlashs(void);
762 extern void V_CalcViewBlend(void);
763
764 extern void V_CalcRefdef(void);
765 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
766 void CL_UpdateNetworkEntity(entity_t *e)
767 {
768         matrix4x4_t *matrix, blendmatrix, tempmatrix, matrix2;
769         //matrix4x4_t dlightmatrix;
770         int j, k, l;
771         effectnameindex_t trailtype;
772         float origin[3], angles[3], delta[3], lerp, dlightcolor[3], dlightradius, v2[3], d;
773         entity_t *t;
774         model_t *model;
775         trace_t trace;
776         //entity_persistent_t *p = &e->persistent;
777         //entity_render_t *r = &e->render;
778         // skip inactive entities and world
779         if (!e->state_current.active || e == cl.entities)
780                 return;
781         e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
782         e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
783         e->render.flags = e->state_current.flags;
784         e->render.effects = e->state_current.effects;
785         VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
786         if (e->state_current.flags & RENDER_COLORMAPPED)
787         {
788                 int cb;
789                 unsigned char *cbcolor;
790                 e->render.colormap = e->state_current.colormap;
791                 cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
792                 cbcolor = (unsigned char *) (&palette_complete[cb]);
793                 e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
794                 e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
795                 e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
796                 cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
797                 cbcolor = (unsigned char *) (&palette_complete[cb]);
798                 e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
799                 e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
800                 e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
801         }
802         else if (e->state_current.colormap && cl.scores != NULL)
803         {
804                 int cb;
805                 unsigned char *cbcolor;
806                 e->render.colormap = cl.scores[e->state_current.colormap - 1].colors; // color it
807                 cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
808                 cbcolor = (unsigned char *) (&palette_complete[cb]);
809                 e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
810                 e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
811                 e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
812                 cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
813                 cbcolor = (unsigned char *) (&palette_complete[cb]);
814                 e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
815                 e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
816                 e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
817         }
818         else
819         {
820                 e->render.colormap = -1; // no special coloring
821                 VectorClear(e->render.colormap_pantscolor);
822                 VectorClear(e->render.colormap_shirtcolor);
823         }
824         e->render.skinnum = e->state_current.skin;
825         if (e->render.flags & RENDER_VIEWMODEL && !e->state_current.tagentity)
826         {
827                 if (e == &cl.viewent && cl.entities[cl.viewentity].state_current.active)
828                 {
829                         e->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
830                         e->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_REFLECTIVE | EF_FULLBRIGHT | EF_NODEPTHTEST));
831                 }
832                 matrix = &viewmodelmatrix;
833         }
834         else
835         {
836                 // if the tag entity is currently impossible, skip it
837                 if (e->state_current.tagentity >= cl.num_entities)
838                         return;
839                 t = cl.entities + e->state_current.tagentity;
840                 // if the tag entity is inactive, skip it
841                 if (!t->state_current.active)
842                         return;
843                 // note: this can link to world
844                 CL_UpdateNetworkEntity(t);
845                 // make relative to the entity
846                 matrix = &t->render.matrix;
847                 // some properties of the tag entity carry over
848                 e->render.flags |= t->render.flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
849                 // if a valid tagindex is used, make it relative to that tag instead
850                 // FIXME: use a model function to get tag info (need to handle skeletal)
851                 if (e->state_current.tagentity && e->state_current.tagindex >= 1 && (model = t->render.model))
852                 {
853                         // blend the matrices
854                         memset(&blendmatrix, 0, sizeof(blendmatrix));
855                         for (j = 0;j < 4 && t->render.frameblend[j].lerp > 0;j++)
856                         {
857                                 matrix4x4_t tagmatrix;
858                                 Mod_Alias_GetTagMatrix(model, t->render.frameblend[j].frame, e->state_current.tagindex - 1, &tagmatrix);
859                                 d = t->render.frameblend[j].lerp;
860                                 for (l = 0;l < 4;l++)
861                                         for (k = 0;k < 4;k++)
862                                                 blendmatrix.m[l][k] += d * tagmatrix.m[l][k];
863                         }
864                         // concat the tag matrices onto the entity matrix
865                         Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix);
866                         // use the constructed tag matrix
867                         matrix = &tempmatrix;
868                 }
869         }
870
871         // movement lerp
872         // if it's the player entity, update according to client movement
873         if (e == cl.entities + cl.playerentity && cl.movement_predicted)
874         {
875                 lerp = (cl.time - cl.movement_time[1]) / (cl.movement_time[0] - cl.movement_time[1]);
876                 lerp = bound(0, lerp, 1);
877                 VectorLerp(cl.movement_oldorigin, lerp, cl.movement_origin, origin);
878                 VectorSet(angles, 0, cl.viewangles[1], 0);
879         }
880         else if (e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
881         {
882                 // interpolate the origin and angles
883                 lerp = max(0, lerp);
884                 VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
885                 VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
886                 if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
887                 if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
888                 if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
889                 VectorMA(e->persistent.oldangles, lerp, delta, angles);
890         }
891         else
892         {
893                 // no interpolation
894                 VectorCopy(e->persistent.neworigin, origin);
895                 VectorCopy(e->persistent.newangles, angles);
896         }
897
898         // model setup and some modelflags
899         if(e->state_current.modelindex < MAX_MODELS)
900                 e->render.model = cl.model_precache[e->state_current.modelindex];
901         if (e->render.model)
902         {
903                 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
904                 if (e->render.model->type == mod_alias)
905                         angles[0] = -angles[0];
906                 if ((e->render.model->flags & EF_ROTATE) && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
907                 {
908                         angles[1] = ANGLEMOD(100*cl.time);
909                         if (cl_itembobheight.value)
910                                 origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
911                 }
912                 // transfer certain model flags to effects
913                 e->render.effects |= e->render.model->flags2 & (EF_FULLBRIGHT | EF_ADDITIVE);
914                 if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
915                         VectorScale(e->render.colormod, 2, e->render.colormod);
916         }
917         // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
918         else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
919                 angles[0] = -angles[0];
920
921         // animation lerp
922         if (e->render.frame2 == e->state_current.frame)
923         {
924                 // update frame lerp fraction
925                 e->render.framelerp = 1;
926                 if (e->render.frame2time > e->render.frame1time)
927                 {
928                         // make sure frame lerp won't last longer than 100ms
929                         // (this mainly helps with models that use framegroups and
930                         // switch between them infrequently)
931                         e->render.framelerp = (cl.time - e->render.frame2time) / min(e->render.frame2time - e->render.frame1time, 0.1);
932                         e->render.framelerp = bound(0, e->render.framelerp, 1);
933                 }
934         }
935         else
936         {
937                 // begin a new frame lerp
938                 e->render.frame1 = e->render.frame2;
939                 e->render.frame1time = e->render.frame2time;
940                 e->render.frame = e->render.frame2 = e->state_current.frame;
941                 e->render.frame2time = cl.time;
942                 e->render.framelerp = 0;
943         }
944
945         // set up the render matrix
946         // FIXME: e->render.scale should go away
947         Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
948         // concat the matrices to make the entity relative to its tag
949         Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
950         // make the other useful stuff
951         CL_UpdateRenderEntity(&e->render);
952
953         // handle effects now that we know where this entity is in the world...
954         if (e->render.model && e->render.model->soundfromcenter)
955         {
956                 // bmodels are treated specially since their origin is usually '0 0 0'
957                 vec3_t o;
958                 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
959                 Matrix4x4_Transform(&e->render.matrix, o, origin);
960         }
961         else
962                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
963         trailtype = EFFECT_NONE;
964         dlightradius = 0;
965         dlightcolor[0] = 0;
966         dlightcolor[1] = 0;
967         dlightcolor[2] = 0;
968         // LordHavoc: if the entity has no effects, don't check each
969         if (e->render.effects)
970         {
971                 if (e->render.effects & EF_BRIGHTFIELD)
972                 {
973                         if (gamemode == GAME_NEXUIZ)
974                                 trailtype = EFFECT_TR_NEXUIZPLASMA;
975                         else
976                                 CL_EntityParticles(e);
977                 }
978                 if (e->render.effects & EF_DIMLIGHT)
979                 {
980                         dlightradius = max(dlightradius, 200);
981                         dlightcolor[0] += 1.50f;
982                         dlightcolor[1] += 1.50f;
983                         dlightcolor[2] += 1.50f;
984                 }
985                 if (e->render.effects & EF_BRIGHTLIGHT)
986                 {
987                         dlightradius = max(dlightradius, 400);
988                         dlightcolor[0] += 3.00f;
989                         dlightcolor[1] += 3.00f;
990                         dlightcolor[2] += 3.00f;
991                 }
992                 // LordHavoc: more effects
993                 if (e->render.effects & EF_RED) // red
994                 {
995                         dlightradius = max(dlightradius, 200);
996                         dlightcolor[0] += 1.50f;
997                         dlightcolor[1] += 0.15f;
998                         dlightcolor[2] += 0.15f;
999                 }
1000                 if (e->render.effects & EF_BLUE) // blue
1001                 {
1002                         dlightradius = max(dlightradius, 200);
1003                         dlightcolor[0] += 0.15f;
1004                         dlightcolor[1] += 0.15f;
1005                         dlightcolor[2] += 1.50f;
1006                 }
1007                 if (e->render.effects & EF_FLAME)
1008                         CL_ParticleEffect(EFFECT_EF_FLAME, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0);
1009                 if (e->render.effects & EF_STARDUST)
1010                         CL_ParticleEffect(EFFECT_EF_STARDUST, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0);
1011                 if (e->render.effects & (EF_FLAG1QW | EF_FLAG2QW))
1012                 {
1013                         // these are only set on player entities
1014                         CL_AddQWCTFFlagModel(e, (e->render.effects & EF_FLAG2QW) != 0);
1015                 }
1016         }
1017         // muzzleflash fades over time, and is offset a bit
1018         if (e->persistent.muzzleflash > 0)
1019         {
1020                 Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
1021                 trace = CL_TraceBox(origin, vec3_origin, vec3_origin, v2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, false);
1022                 tempmatrix = e->render.matrix;
1023                 Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], trace.endpos[2]);
1024                 CL_AllocDlight(NULL, &tempmatrix, 150, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, 0, 0, 0, -1, true, 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1025                 e->persistent.muzzleflash -= bound(0, cl.time - cl.oldtime, 0.1) * 20;
1026         }
1027         // LordHavoc: if the model has no flags, don't check each
1028         if (e->render.model && e->render.model->flags && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
1029         {
1030                 if (e->render.model->flags & EF_GIB)
1031                         trailtype = EFFECT_TR_BLOOD;
1032                 else if (e->render.model->flags & EF_ZOMGIB)
1033                         trailtype = EFFECT_TR_SLIGHTBLOOD;
1034                 else if (e->render.model->flags & EF_TRACER)
1035                         trailtype = EFFECT_TR_WIZSPIKE;
1036                 else if (e->render.model->flags & EF_TRACER2)
1037                         trailtype = EFFECT_TR_KNIGHTSPIKE;
1038                 else if (e->render.model->flags & EF_ROCKET)
1039                         trailtype = EFFECT_TR_ROCKET;
1040                 else if (e->render.model->flags & EF_GRENADE)
1041                 {
1042                         // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1043                         trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1044                 }
1045                 else if (e->render.model->flags & EF_TRACER3)
1046                         trailtype = EFFECT_TR_VORESPIKE;
1047         }
1048         // LordHavoc: customizable glow
1049         if (e->state_current.glowsize)
1050         {
1051                 // * 4 for the expansion from 0-255 to 0-1023 range,
1052                 // / 255 to scale down byte colors
1053                 dlightradius = max(dlightradius, e->state_current.glowsize * 4);
1054                 VectorMA(dlightcolor, (1.0f / 255.0f), (unsigned char *)&palette_complete[e->state_current.glowcolor], dlightcolor);
1055         }
1056         // make the glow dlight
1057         if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL))
1058         {
1059                 //dlightmatrix = e->render.matrix;
1060                 // hack to make glowing player light shine on their gun
1061                 //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
1062                 //      Matrix4x4_AdjustOrigin(&dlightmatrix, 0, 0, 30);
1063                 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);
1064         }
1065         // custom rtlight
1066         if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
1067         {
1068                 float light[4];
1069                 VectorScale(e->state_current.light, (1.0f / 256.0f), light);
1070                 light[3] = e->state_current.light[3];
1071                 if (light[0] == 0 && light[1] == 0 && light[2] == 0)
1072                         VectorSet(light, 1, 1, 1);
1073                 if (light[3] == 0)
1074                         light[3] = 350;
1075                 // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
1076                 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);
1077         }
1078         // do trails
1079         if (e->render.flags & RENDER_GLOWTRAIL)
1080                 trailtype = EFFECT_TR_GLOWTRAIL;
1081         if (trailtype)
1082         {
1083                 float len;
1084                 vec3_t vel;
1085                 VectorSubtract(e->state_current.origin, e->state_previous.origin, vel);
1086                 len = e->state_current.time - e->state_previous.time;
1087                 if (len > 0)
1088                         len = 1.0f / len;
1089                 VectorScale(vel, len, vel);
1090                 CL_ParticleEffect(trailtype, 1, e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor);
1091         }
1092         VectorCopy(origin, e->persistent.trail_origin);
1093         // tenebrae's sprites are all additive mode (weird)
1094         if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
1095                 e->render.effects |= EF_ADDITIVE;
1096         // player model is only shown with chase_active on
1097         if (e->state_current.number == cl.viewentity)
1098                 e->render.flags |= RENDER_EXTERIORMODEL;
1099         // transparent stuff can't be lit during the opaque stage
1100         if (e->render.effects & (EF_ADDITIVE | EF_NODEPTHTEST) || e->render.alpha < 1)
1101                 e->render.flags |= RENDER_TRANSPARENT;
1102         // double sided rendering mode causes backfaces to be visible
1103         // (mostly useful on transparent stuff)
1104         if (e->render.effects & EF_DOUBLESIDED)
1105                 e->render.flags |= RENDER_NOCULLFACE;
1106         // either fullbright or lit
1107         if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1108                 e->render.flags |= RENDER_LIGHT;
1109         // hide player shadow during intermission or nehahra movie
1110         if (!(e->render.effects & EF_NOSHADOW)
1111          && !(e->render.flags & (RENDER_VIEWMODEL | RENDER_TRANSPARENT))
1112          && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
1113                 e->render.flags |= RENDER_SHADOW;
1114         if (e->render.model && e->render.model->name[0] == '*' && e->render.model->TraceBox)
1115                 cl.brushmodel_entities[cl.num_brushmodel_entities++] = e->state_current.number;
1116 }
1117
1118
1119 /*
1120 ===============
1121 CL_UpdateEntities
1122 ===============
1123 */
1124 void CL_UpdateEntities(void)
1125 {
1126         entity_t *ent;
1127         int i;
1128
1129 // start on the entity after the world
1130         for (i = 1;i < cl.num_entities;i++)
1131         {
1132                 if (cl.entities_active[i])
1133                 {
1134                         ent = cl.entities + i;
1135                         if (ent->state_current.active)
1136                                 CL_UpdateNetworkEntity(ent);
1137                         else
1138                                 cl.entities_active[i] = false;
1139                 }
1140         }
1141
1142         ent = &cl.viewent;
1143         ent->state_previous = ent->state_current;
1144         ent->state_current = defaultstate;
1145         ent->state_current.time = cl.time;
1146         ent->state_current.number = -1;
1147         ent->state_current.active = true;
1148         ent->state_current.modelindex = cl.stats[STAT_WEAPON];
1149         ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
1150         ent->state_current.flags = RENDER_VIEWMODEL;
1151         if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
1152                 ent->state_current.modelindex = 0;
1153         else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1154         {
1155                 if (gamemode == GAME_TRANSFUSION)
1156                         ent->state_current.alpha = 128;
1157                 else
1158                         ent->state_current.modelindex = 0;
1159         }
1160
1161         // reset animation interpolation on weaponmodel if model changed
1162         if (ent->state_previous.modelindex != ent->state_current.modelindex)
1163         {
1164                 ent->render.frame = ent->render.frame1 = ent->render.frame2 = ent->state_current.frame;
1165                 ent->render.frame1time = ent->render.frame2time = cl.time;
1166                 ent->render.framelerp = 1;
1167         }
1168         CL_UpdateNetworkEntity(ent);
1169 }
1170
1171 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
1172 void CL_LinkNetworkEntity(entity_t *e)
1173 {
1174         // skip inactive entities and world
1175         if (!e->state_current.active || e == cl.entities)
1176                 return;
1177         if (e->render.flags & RENDER_VIEWMODEL && !e->state_current.tagentity)
1178         {
1179                 if (!r_drawviewmodel.integer || chase_active.integer || r_refdef.envmap)
1180                         return;
1181         }
1182         else
1183         {
1184                 // if the tag entity is currently impossible, skip it
1185                 if (e->state_current.tagentity >= cl.num_entities)
1186                         return;
1187                 // if the tag entity is inactive, skip it
1188                 if (!cl.entities[e->state_current.tagentity].state_current.active)
1189                         return;
1190         }
1191
1192         // don't show entities with no modelindex (note: this still shows
1193         // entities which have a modelindex that resolved to a NULL model)
1194         if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.numentities < r_refdef.maxentities)
1195                 r_refdef.entities[r_refdef.numentities++] = &e->render;
1196         //if (cl.viewentity && e->state_current.number == cl.viewentity)
1197         //      Matrix4x4_Print(&e->render.matrix);
1198 }
1199
1200 void CL_RelinkWorld(void)
1201 {
1202         entity_t *ent = &cl.entities[0];
1203         cl.brushmodel_entities[cl.num_brushmodel_entities++] = 0;
1204         // FIXME: this should be done at load
1205         ent->render.matrix = identitymatrix;
1206         CL_UpdateRenderEntity(&ent->render);
1207         ent->render.flags = RENDER_SHADOW;
1208         if (!r_fullbright.integer)
1209                 ent->render.flags |= RENDER_LIGHT;
1210         VectorSet(ent->render.colormod, 1, 1, 1);
1211         r_refdef.worldentity = &ent->render;
1212         r_refdef.worldmodel = cl.worldmodel;
1213 }
1214
1215 static void CL_RelinkStaticEntities(void)
1216 {
1217         int i;
1218         entity_t *e;
1219         for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++, e++)
1220         {
1221                 e->render.flags = 0;
1222                 // if the model was not loaded when the static entity was created we
1223                 // need to re-fetch the model pointer
1224                 e->render.model = cl.model_precache[e->state_baseline.modelindex];
1225                 CL_UpdateRenderEntity(&e->render);
1226                 // transparent stuff can't be lit during the opaque stage
1227                 if (e->render.effects & (EF_ADDITIVE | EF_NODEPTHTEST) || e->render.alpha < 1)
1228                         e->render.flags |= RENDER_TRANSPARENT;
1229                 // either fullbright or lit
1230                 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1231                         e->render.flags |= RENDER_LIGHT;
1232                 // hide player shadow during intermission or nehahra movie
1233                 if (!(e->render.effects & EF_NOSHADOW) && !(e->render.flags & RENDER_TRANSPARENT))
1234                         e->render.flags |= RENDER_SHADOW;
1235                 VectorSet(e->render.colormod, 1, 1, 1);
1236                 R_LerpAnimation(&e->render);
1237                 r_refdef.entities[r_refdef.numentities++] = &e->render;
1238         }
1239 }
1240
1241 /*
1242 ===============
1243 CL_RelinkEntities
1244 ===============
1245 */
1246 static void CL_RelinkNetworkEntities(void)
1247 {
1248         entity_t *ent;
1249         int i;
1250
1251         // start on the entity after the world
1252         for (i = 1;i < cl.num_entities;i++)
1253         {
1254                 if (cl.entities_active[i])
1255                 {
1256                         ent = cl.entities + i;
1257                         if (ent->state_current.active)
1258                                 CL_LinkNetworkEntity(ent);
1259                         else
1260                                 cl.entities_active[i] = false;
1261                 }
1262         }
1263 }
1264
1265 static void CL_RelinkEffects(void)
1266 {
1267         int i, intframe;
1268         cl_effect_t *e;
1269         entity_t *ent;
1270         float frame;
1271
1272         for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++)
1273         {
1274                 if (e->active)
1275                 {
1276                         frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1277                         intframe = (int)frame;
1278                         if (intframe < 0 || intframe >= e->endframe)
1279                         {
1280                                 memset(e, 0, sizeof(*e));
1281                                 while (cl.num_effects > 0 && !cl.effects[cl.num_effects - 1].active)
1282                                         cl.num_effects--;
1283                                 continue;
1284                         }
1285
1286                         if (intframe != e->frame)
1287                         {
1288                                 e->frame = intframe;
1289                                 e->frame1time = e->frame2time;
1290                                 e->frame2time = cl.time;
1291                         }
1292
1293                         // if we're drawing effects, get a new temp entity
1294                         // (NewTempEntity adds it to the render entities list for us)
1295                         if (r_draweffects.integer && (ent = CL_NewTempEntity()))
1296                         {
1297                                 // interpolation stuff
1298                                 ent->render.frame1 = intframe;
1299                                 ent->render.frame2 = intframe + 1;
1300                                 if (ent->render.frame2 >= e->endframe)
1301                                         ent->render.frame2 = -1; // disappear
1302                                 ent->render.framelerp = frame - intframe;
1303                                 ent->render.frame1time = e->frame1time;
1304                                 ent->render.frame2time = e->frame2time;
1305
1306                                 // normal stuff
1307                                 if(e->modelindex < MAX_MODELS)
1308                                         ent->render.model = cl.model_precache[e->modelindex];
1309                                 else
1310                                         ent->render.model = cl.csqc_model_precache[-(e->modelindex+1)];
1311                                 ent->render.frame = ent->render.frame2;
1312                                 ent->render.colormap = -1; // no special coloring
1313                                 ent->render.alpha = 1;
1314                                 VectorSet(ent->render.colormod, 1, 1, 1);
1315
1316                                 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1317                                 CL_UpdateRenderEntity(&ent->render);
1318                         }
1319                 }
1320         }
1321 }
1322
1323 void CL_Beam_CalculatePositions(const beam_t *b, vec3_t start, vec3_t end)
1324 {
1325         VectorCopy(b->start, start);
1326         VectorCopy(b->end, end);
1327
1328         // if coming from the player, update the start position
1329         if (b->entity == cl.viewentity)
1330         {
1331                 if (cl_beams_quakepositionhack.integer && !chase_active.integer)
1332                 {
1333                         // LordHavoc: this is a stupid hack from Quake that makes your
1334                         // lightning appear to come from your waist and cover less of your
1335                         // view
1336                         // in Quake this hack was applied to all players (causing the
1337                         // infamous crotch-lightning), but in darkplaces and QuakeWorld it
1338                         // only applies to your own lightning, and only in first person
1339                         Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, start);
1340                 }
1341                 if (cl_beams_instantaimhack.integer)
1342                 {
1343                         vec3_t dir, localend;
1344                         vec_t len;
1345                         // LordHavoc: this updates the beam direction to match your
1346                         // viewangles
1347                         VectorSubtract(end, start, dir);
1348                         len = VectorLength(dir);
1349                         VectorNormalize(dir);
1350                         VectorSet(localend, len, 0, 0);
1351                         Matrix4x4_Transform(&r_view.matrix, localend, end);
1352                 }
1353         }
1354 }
1355
1356 void CL_RelinkBeams(void)
1357 {
1358         int i;
1359         beam_t *b;
1360         vec3_t dist, org, start, end;
1361         float d;
1362         entity_t *ent;
1363         float yaw, pitch;
1364         float forward;
1365         matrix4x4_t tempmatrix;
1366
1367         for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++)
1368         {
1369                 if (!b->model)
1370                         continue;
1371                 if (b->endtime < cl.time)
1372                 {
1373                         b->model = NULL;
1374                         continue;
1375                 }
1376
1377                 CL_Beam_CalculatePositions(b, start, end);
1378
1379                 if (b->lightning)
1380                 {
1381                         if (cl_beams_lightatend.integer)
1382                         {
1383                                 // FIXME: create a matrix from the beam start/end orientation
1384                                 Matrix4x4_CreateTranslate(&tempmatrix, end[0], end[1], end[2]);
1385                                 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);
1386                         }
1387                         if (cl_beams_polygons.integer)
1388                                 continue;
1389                 }
1390
1391                 // calculate pitch and yaw
1392                 // (this is similar to the QuakeC builtin function vectoangles)
1393                 VectorSubtract(end, start, dist);
1394                 if (dist[1] == 0 && dist[0] == 0)
1395                 {
1396                         yaw = 0;
1397                         if (dist[2] > 0)
1398                                 pitch = 90;
1399                         else
1400                                 pitch = 270;
1401                 }
1402                 else
1403                 {
1404                         yaw = (int) (atan2(dist[1], dist[0]) * 180 / M_PI);
1405                         if (yaw < 0)
1406                                 yaw += 360;
1407
1408                         forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1409                         pitch = (int) (atan2(dist[2], forward) * 180 / M_PI);
1410                         if (pitch < 0)
1411                                 pitch += 360;
1412                 }
1413
1414                 // add new entities for the lightning
1415                 VectorCopy (start, org);
1416                 d = VectorNormalizeLength(dist);
1417                 while (d > 0)
1418                 {
1419                         ent = CL_NewTempEntity ();
1420                         if (!ent)
1421                                 return;
1422                         //VectorCopy (org, ent->render.origin);
1423                         ent->render.model = b->model;
1424                         //ent->render.effects = EF_FULLBRIGHT;
1425                         //ent->render.angles[0] = pitch;
1426                         //ent->render.angles[1] = yaw;
1427                         //ent->render.angles[2] = rand()%360;
1428                         Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1429                         CL_UpdateRenderEntity(&ent->render);
1430                         VectorMA(org, 30, dist, org);
1431                         d -= 30;
1432                 }
1433         }
1434
1435         while (cl.num_beams > 0 && !cl.beams[cl.num_beams - 1].model)
1436                 cl.num_beams--;
1437 }
1438
1439 static void CL_RelinkQWNails(void)
1440 {
1441         int i;
1442         vec_t *v;
1443         entity_t *ent;
1444
1445         for (i = 0;i < cl.qw_num_nails;i++)
1446         {
1447                 v = cl.qw_nails[i];
1448
1449                 // if we're drawing effects, get a new temp entity
1450                 // (NewTempEntity adds it to the render entities list for us)
1451                 if (!(ent = CL_NewTempEntity()))
1452                         continue;
1453
1454                 // normal stuff
1455                 ent->render.model = cl.model_precache[cl.qw_modelindex_spike];
1456                 ent->render.colormap = -1; // no special coloring
1457                 ent->render.alpha = 1;
1458                 VectorSet(ent->render.colormod, 1, 1, 1);
1459
1460                 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
1461                 CL_UpdateRenderEntity(&ent->render);
1462         }
1463 }
1464
1465 void CL_LerpPlayer(float frac)
1466 {
1467         int i;
1468
1469         cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
1470         for (i = 0;i < 3;i++)
1471         {
1472                 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
1473                 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
1474                 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1475         }
1476 }
1477
1478 void CSQC_RelinkAllEntities (int drawmask)
1479 {
1480         // link stuff
1481         CL_RelinkWorld();
1482         CL_RelinkStaticEntities();
1483         CL_RelinkBeams();
1484         CL_RelinkEffects();
1485
1486         // link stuff
1487         if (drawmask & ENTMASK_ENGINE)
1488         {
1489                 CL_RelinkNetworkEntities();
1490                 if (drawmask & ENTMASK_ENGINEVIEWMODELS)
1491                         CL_LinkNetworkEntity(&cl.viewent); // link gun model
1492                 CL_RelinkQWNails();
1493         }
1494
1495         // update view blend
1496         V_CalcViewBlend();
1497 }
1498
1499 /*
1500 ===============
1501 CL_ReadFromServer
1502
1503 Read all incoming data from the server
1504 ===============
1505 */
1506 extern void CL_ClientMovement_Replay(void);
1507 extern void CL_StairSmoothing(void);//view.c
1508
1509 int CL_ReadFromServer(void)
1510 {
1511         CL_ReadDemoMessage();
1512         CL_SendMove();
1513
1514         r_refdef.time = cl.time;
1515         r_refdef.extraupdate = !r_speeds.integer;
1516         r_refdef.numentities = 0;
1517         r_view.matrix = identitymatrix;
1518
1519         if (cls.state == ca_connected && cls.signon == SIGNONS)
1520         {
1521                 // prepare for a new frame
1522                 CL_LerpPlayer(CL_LerpPoint());
1523                 CL_DecayLights();
1524                 CL_ClearTempEntities();
1525                 V_DriftPitch();
1526                 V_FadeViewFlashs();
1527
1528                 // move particles
1529                 CL_MoveParticles();
1530                 R_MoveExplosions();
1531
1532                 // predict current player location
1533                 CL_ClientMovement_Replay();
1534
1535                 cl.num_brushmodel_entities = 0;
1536                 // process network entities
1537                 // first link the player
1538                 CL_UpdateNetworkEntity(cl.entities + cl.viewentity);
1539                 // set up the view
1540                 V_CalcRefdef();
1541                 if (!csqc_loaded)
1542                 {
1543                         // now link the rest of the network entities
1544                         // (this is instead done in VM_R_RenderScene if csqc is loaded)
1545                         CL_UpdateEntities();
1546                 }
1547
1548                 CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS);
1549
1550                 CL_UpdateLights();
1551                 CL_StairSmoothing();
1552
1553                 // update the r_refdef time again because cl.time may have changed
1554                 r_refdef.time = cl.time;
1555         }
1556
1557         return 0;
1558 }
1559
1560 // LordHavoc: pausedemo command
1561 static void CL_PauseDemo_f (void)
1562 {
1563         cls.demopaused = !cls.demopaused;
1564         if (cls.demopaused)
1565                 Con_Print("Demo paused\n");
1566         else
1567                 Con_Print("Demo unpaused\n");
1568 }
1569
1570 /*
1571 ======================
1572 CL_Fog_f
1573 ======================
1574 */
1575 static void CL_Fog_f (void)
1576 {
1577         if (Cmd_Argc () == 1)
1578         {
1579                 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);
1580                 return;
1581         }
1582         r_refdef.fog_density = atof(Cmd_Argv(1));
1583         r_refdef.fog_red = atof(Cmd_Argv(2));
1584         r_refdef.fog_green = atof(Cmd_Argv(3));
1585         r_refdef.fog_blue = atof(Cmd_Argv(4));
1586 }
1587
1588 /*
1589 ====================
1590 CL_TimeRefresh_f
1591
1592 For program optimization
1593 ====================
1594 */
1595 static void CL_TimeRefresh_f (void)
1596 {
1597         int i;
1598         float timestart, timedelta, oldangles[3];
1599
1600         r_refdef.extraupdate = false;
1601         VectorCopy(cl.viewangles, oldangles);
1602         VectorClear(cl.viewangles);
1603
1604         timestart = Sys_DoubleTime();
1605         for (i = 0;i < 128;i++)
1606         {
1607                 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);
1608                 CL_UpdateScreen();
1609         }
1610         timedelta = Sys_DoubleTime() - timestart;
1611
1612         VectorCopy(oldangles, cl.viewangles);
1613         Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
1614 }
1615
1616 /*
1617 ===========
1618 CL_Shutdown
1619 ===========
1620 */
1621 void CL_Shutdown (void)
1622 {
1623         CL_Particles_Shutdown();
1624         CL_Parse_Shutdown();
1625
1626         Mem_FreePool (&cls.permanentmempool);
1627         Mem_FreePool (&cls.levelmempool);
1628 }
1629
1630 /*
1631 =================
1632 CL_Init
1633 =================
1634 */
1635 void CL_Init (void)
1636 {
1637         cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL);
1638         cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL);
1639
1640         memset(&r_refdef, 0, sizeof(r_refdef));
1641         // max entities sent to renderer per frame
1642         r_refdef.maxentities = MAX_EDICTS + 256 + 512;
1643         r_refdef.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.maxentities);
1644
1645         CL_InitInput ();
1646
1647 //
1648 // register our commands
1649 //
1650         Cvar_RegisterVariable (&cl_upspeed);
1651         Cvar_RegisterVariable (&cl_forwardspeed);
1652         Cvar_RegisterVariable (&cl_backspeed);
1653         Cvar_RegisterVariable (&cl_sidespeed);
1654         Cvar_RegisterVariable (&cl_movespeedkey);
1655         Cvar_RegisterVariable (&cl_yawspeed);
1656         Cvar_RegisterVariable (&cl_pitchspeed);
1657         Cvar_RegisterVariable (&cl_anglespeedkey);
1658         Cvar_RegisterVariable (&cl_shownet);
1659         Cvar_RegisterVariable (&cl_nolerp);
1660         Cvar_RegisterVariable (&lookspring);
1661         Cvar_RegisterVariable (&lookstrafe);
1662         Cvar_RegisterVariable (&sensitivity);
1663         Cvar_RegisterVariable (&freelook);
1664
1665         Cvar_RegisterVariable (&m_pitch);
1666         Cvar_RegisterVariable (&m_yaw);
1667         Cvar_RegisterVariable (&m_forward);
1668         Cvar_RegisterVariable (&m_side);
1669
1670         Cvar_RegisterVariable (&cl_itembobspeed);
1671         Cvar_RegisterVariable (&cl_itembobheight);
1672
1673         Cmd_AddCommand ("entities", CL_PrintEntities_f, "print information on network entities known to client");
1674         Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
1675         Cmd_AddCommand ("record", CL_Record_f, "record a demo");
1676         Cmd_AddCommand ("stop", CL_Stop_f, "stop recording or playing a demo");
1677         Cmd_AddCommand ("playdemo", CL_PlayDemo_f, "watch a demo file");
1678         Cmd_AddCommand ("timedemo", CL_TimeDemo_f, "play back a demo as fast as possible and save statistics to benchmark.log");
1679
1680 #ifdef AUTODEMO_BROKEN
1681         Cvar_RegisterVariable (&cl_autodemo);
1682         Cvar_RegisterVariable (&cl_autodemo_nameformat);
1683 #endif
1684
1685         Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue)");
1686
1687         // LordHavoc: added pausedemo
1688         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)");
1689
1690         Cvar_RegisterVariable(&r_draweffects);
1691         Cvar_RegisterVariable(&cl_explosions_alpha_start);
1692         Cvar_RegisterVariable(&cl_explosions_alpha_end);
1693         Cvar_RegisterVariable(&cl_explosions_size_start);
1694         Cvar_RegisterVariable(&cl_explosions_size_end);
1695         Cvar_RegisterVariable(&cl_explosions_lifetime);
1696         Cvar_RegisterVariable(&cl_stainmaps);
1697         Cvar_RegisterVariable(&cl_stainmaps_clearonload);
1698         Cvar_RegisterVariable(&cl_beams_polygons);
1699         Cvar_RegisterVariable(&cl_beams_quakepositionhack);
1700         Cvar_RegisterVariable(&cl_beams_instantaimhack);
1701         Cvar_RegisterVariable(&cl_beams_lightatend);
1702         Cvar_RegisterVariable(&cl_noplayershadow);
1703
1704         Cvar_RegisterVariable(&cl_prydoncursor);
1705
1706         Cvar_RegisterVariable(&cl_deathnoviewmodel);
1707
1708         // for QW connections
1709         Cvar_RegisterVariable(&qport);
1710         Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff);
1711
1712         Cmd_AddCommand("timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
1713
1714         CL_Parse_Init();
1715         CL_Particles_Init();
1716         CL_Screen_Init();
1717
1718         CL_Video_Init();
1719 }
1720
1721
1722