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1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // cl_main.c  -- client main loop
21
22 #include "quakedef.h"
23 #include "cl_collision.h"
24 #include "cl_video.h"
25 #include "image.h"
26 #include "csprogs.h"
27 #include "r_shadow.h"
28
29 // we need to declare some mouse variables here, because the menu system
30 // references them even when on a unix system.
31
32 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
33 cvar_t csqc_progcrc = {CVAR_READONLY, "csqc_progcrc","0","CRC of csprogs.dat file to load"};
34
35 cvar_t cl_shownet = {0, "cl_shownet","0","1 = print packet size, 2 = print packet message list"};
36 cvar_t cl_nolerp = {0, "cl_nolerp", "0","network update smoothing"};
37
38 cvar_t cl_itembobheight = {0, "cl_itembobheight", "0","how much items bob up and down (try 8)"};
39 cvar_t cl_itembobspeed = {0, "cl_itembobspeed", "0.5","how frequently items bob up and down"};
40
41 cvar_t lookspring = {CVAR_SAVE, "lookspring","0","returns pitch to level with the floor when no longer holding a pitch key"};
42 cvar_t lookstrafe = {CVAR_SAVE, "lookstrafe","0","move instead of turning"};
43 cvar_t sensitivity = {CVAR_SAVE, "sensitivity","3","mouse speed multiplier"};
44
45 cvar_t m_pitch = {CVAR_SAVE, "m_pitch","0.022","mouse pitch speed multiplier"};
46 cvar_t m_yaw = {CVAR_SAVE, "m_yaw","0.022","mouse yaw speed multiplier"};
47 cvar_t m_forward = {CVAR_SAVE, "m_forward","1","mouse forward speed multiplier"};
48 cvar_t m_side = {CVAR_SAVE, "m_side","0.8","mouse side speed multiplier"};
49
50 cvar_t freelook = {CVAR_SAVE, "freelook", "1","mouse controls pitch instead of forward/back"};
51
52 cvar_t cl_autodemo = {0, "cl_autodemo", "0", "records every game played, using the date/time and map name to name the demo file" };
53 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" };
54
55 cvar_t r_draweffects = {0, "r_draweffects", "1","renders temporary sprite effects"};
56
57 cvar_t cl_explosions_alpha_start = {CVAR_SAVE, "cl_explosions_alpha_start", "1.5","starting alpha of an explosion shell"};
58 cvar_t cl_explosions_alpha_end = {CVAR_SAVE, "cl_explosions_alpha_end", "0","end alpha of an explosion shell (just before it disappears)"};
59 cvar_t cl_explosions_size_start = {CVAR_SAVE, "cl_explosions_size_start", "16","starting size of an explosion shell"};
60 cvar_t cl_explosions_size_end = {CVAR_SAVE, "cl_explosions_size_end", "128","ending alpha of an explosion shell (just before it disappears)"};
61 cvar_t cl_explosions_lifetime = {CVAR_SAVE, "cl_explosions_lifetime", "0.5","how long an explosion shell lasts"};
62
63 cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "1","stains lightmaps, much faster than decals but blurred"};
64 cvar_t cl_stainmaps_clearonload = {CVAR_SAVE, "cl_stainmaps_clearonload", "1","clear stainmaps on map restart"};
65
66 cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1","use beam polygons instead of models"};
67 cvar_t cl_beams_relative = {CVAR_SAVE, "cl_beams_relative", "1","beams are relative to owner (smooth sweeps)"};
68 cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0","make a light at the end of the beam"};
69
70 cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0","hide player shadow"};
71
72 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)"};
73
74 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"};
75
76 cvar_t cl_deathnoviewmodel = {0, "cl_deathnoviewmodel", "1", "hides gun model when dead"};
77
78 client_static_t cls;
79 client_state_t  cl;
80
81 #define MAX_PARTICLES                   32768   // default max # of particles at one time
82 #define ABSOLUTE_MIN_PARTICLES  512             // no fewer than this no matter what's on the command line
83
84 /*
85 =====================
86 CL_ClearState
87
88 =====================
89 */
90 void CL_ClearState(void)
91 {
92         int i;
93         entity_t *ent;
94
95 // wipe the entire cl structure
96         Mem_EmptyPool(cls.levelmempool);
97         memset (&cl, 0, sizeof(cl));
98
99         S_StopAllSounds();
100
101         // reset the view zoom interpolation
102         cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
103
104         cl.num_entities = 0;
105         cl.num_csqcentities = 0;        //[515]: csqc
106         cl.num_static_entities = 0;
107         cl.num_temp_entities = 0;
108         cl.num_brushmodel_entities = 0;
109
110         // tweak these if the game runs out
111         cl.max_entities = 256;
112         cl.max_csqcentities = 256;      //[515]: csqc
113         cl.max_static_entities = 256;
114         cl.max_temp_entities = 512;
115         cl.max_effects = 256;
116         cl.max_beams = 256;
117         cl.max_dlights = MAX_DLIGHTS;
118         cl.max_lightstyle = MAX_LIGHTSTYLES;
119         cl.max_brushmodel_entities = MAX_EDICTS;
120         cl.max_particles = MAX_PARTICLES;
121
122 // COMMANDLINEOPTION: Client: -particles <number> changes maximum number of particles at once, default 32768
123         i = COM_CheckParm ("-particles");
124         if (i && i < com_argc - 1)
125         {
126                 cl.max_particles = (int)(atoi(com_argv[i+1]));
127                 if (cl.max_particles < ABSOLUTE_MIN_PARTICLES)
128                         cl.max_particles = ABSOLUTE_MIN_PARTICLES;
129         }
130
131         cl.num_dlights = 0;
132         cl.num_effects = 0;
133         cl.num_beams = 0;
134
135         cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
136         cl.csqcentities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_csqcentities * sizeof(entity_t));      //[515]: csqc
137         cl.entities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));
138         cl.csqcentities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));      //[515]: csqc
139         cl.static_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_static_entities * sizeof(entity_t));
140         cl.temp_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_temp_entities * sizeof(entity_t));
141         cl.effects = (cl_effect_t *)Mem_Alloc(cls.levelmempool, cl.max_effects * sizeof(cl_effect_t));
142         cl.beams = (beam_t *)Mem_Alloc(cls.levelmempool, cl.max_beams * sizeof(beam_t));
143         cl.dlights = (dlight_t *)Mem_Alloc(cls.levelmempool, cl.max_dlights * sizeof(dlight_t));
144         cl.lightstyle = (lightstyle_t *)Mem_Alloc(cls.levelmempool, cl.max_lightstyle * sizeof(lightstyle_t));
145         cl.brushmodel_entities = (int *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(int));
146         cl.particles = (particle_t *) Mem_Alloc(cls.levelmempool, cl.max_particles * sizeof(particle_t));
147
148         // LordHavoc: have to set up the baseline info for alpha and other stuff
149         for (i = 0;i < cl.max_entities;i++)
150         {
151                 cl.entities[i].state_baseline = defaultstate;
152                 cl.entities[i].state_previous = defaultstate;
153                 cl.entities[i].state_current = defaultstate;
154         }
155
156         for (i = 0;i < cl.max_csqcentities;i++)
157         {
158                 cl.csqcentities[i].state_baseline = defaultstate;       //[515]: csqc
159                 cl.csqcentities[i].state_previous = defaultstate;       //[515]: csqc
160                 cl.csqcentities[i].state_current = defaultstate;        //[515]: csqc
161                 cl.csqcentities[i].csqc = true;
162                 cl.csqcentities[i].state_current.number = -i;
163         }
164
165         if (gamemode == GAME_NEXUIZ)
166         {
167                 VectorSet(cl.playerstandmins, -16, -16, -24);
168                 VectorSet(cl.playerstandmaxs, 16, 16, 45);
169                 VectorSet(cl.playercrouchmins, -16, -16, -24);
170                 VectorSet(cl.playercrouchmaxs, 16, 16, 25);
171         }
172         else
173         {
174                 VectorSet(cl.playerstandmins, -16, -16, -24);
175                 VectorSet(cl.playerstandmaxs, 16, 16, 24);
176                 VectorSet(cl.playercrouchmins, -16, -16, -24);
177                 VectorSet(cl.playercrouchmaxs, 16, 16, 24);
178         }
179
180         // disable until we get textures for it
181         R_ResetSkyBox();
182
183         ent = &cl.entities[0];
184         // entire entity array was cleared, so just fill in a few fields
185         ent->state_current.active = true;
186         ent->render.model = cl.worldmodel = NULL; // no world model yet
187         ent->render.scale = 1; // some of the renderer still relies on scale
188         ent->render.alpha = 1;
189         ent->render.colormap = -1; // no special coloring
190         ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
191         Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1);
192         Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
193         CL_BoundingBoxForEntity(&ent->render);
194
195         // noclip is turned off at start
196         noclip_anglehack = false;
197
198         // mark all frames invalid for delta
199         memset(cl.qw_deltasequence, -1, sizeof(cl.qw_deltasequence));
200
201         CL_Screen_NewMap();
202 }
203
204 void CL_ExpandEntities(int num)
205 {
206         int i, oldmaxentities;
207         entity_t *oldentities;
208         if (num >= cl.max_entities)
209         {
210                 if (!cl.entities)
211                         Sys_Error("CL_ExpandEntities: cl.entities not initialized");
212                 if (num >= MAX_EDICTS)
213                         Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
214                 oldmaxentities = cl.max_entities;
215                 oldentities = cl.entities;
216                 cl.max_entities = (num & ~255) + 256;
217                 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
218                 memcpy(cl.entities, oldentities, oldmaxentities * sizeof(entity_t));
219                 Mem_Free(oldentities);
220                 for (i = oldmaxentities;i < cl.max_entities;i++)
221                 {
222                         cl.entities[i].state_baseline = defaultstate;
223                         cl.entities[i].state_previous = defaultstate;
224                         cl.entities[i].state_current = defaultstate;
225                 }
226         }
227 }
228
229 void CL_ExpandCSQCEntities(int num)
230 {
231         int i, oldmaxentities;
232         entity_t *oldentities;
233         if (num >= cl.max_csqcentities)
234         {
235                 if (!cl.csqcentities)
236                         Sys_Error("CL_ExpandCSQCEntities: cl.csqcentities not initialized\n");
237                 if (num >= MAX_EDICTS)
238                         Host_Error("CL_ExpandCSQCEntities: num %i >= %i\n", num, MAX_EDICTS);
239                 oldmaxentities = cl.max_csqcentities;
240                 oldentities = cl.csqcentities;
241                 cl.max_csqcentities = (num & ~255) + 256;
242                 cl.csqcentities = Mem_Alloc(cls.levelmempool, cl.max_csqcentities * sizeof(entity_t));
243                 memcpy(cl.csqcentities, oldentities, oldmaxentities * sizeof(entity_t));
244                 Mem_Free(oldentities);
245                 for (i = oldmaxentities;i < cl.max_csqcentities;i++)
246                 {
247                         cl.csqcentities[i].state_baseline = defaultstate;
248                         cl.csqcentities[i].state_previous = defaultstate;
249                         cl.csqcentities[i].state_current = defaultstate;
250                         cl.csqcentities[i].csqc = true;
251                         cl.csqcentities[i].state_current.number = -i;
252                 }
253         }
254 }
255
256 void CL_VM_ShutDown (void);
257 /*
258 =====================
259 CL_Disconnect
260
261 Sends a disconnect message to the server
262 This is also called on Host_Error, so it shouldn't cause any errors
263 =====================
264 */
265 void CL_Disconnect(void)
266 {
267         if (cls.state == ca_dedicated)
268                 return;
269
270         Con_DPrintf("CL_Disconnect\n");
271
272         CL_VM_ShutDown();
273 // stop sounds (especially looping!)
274         S_StopAllSounds ();
275
276         // clear contents blends
277         cl.cshifts[0].percent = 0;
278         cl.cshifts[1].percent = 0;
279         cl.cshifts[2].percent = 0;
280         cl.cshifts[3].percent = 0;
281
282         cl.worldmodel = NULL;
283
284         if (cls.demoplayback)
285                 CL_StopPlayback();
286         else if (cls.netcon)
287         {
288                 sizebuf_t buf;
289                 unsigned char bufdata[8];
290                 if (cls.demorecording)
291                         CL_Stop_f();
292
293                 // send disconnect message 3 times to improve chances of server
294                 // receiving it (but it still fails sometimes)
295                 memset(&buf, 0, sizeof(buf));
296                 buf.data = bufdata;
297                 buf.maxsize = sizeof(bufdata);
298                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
299                 {
300                         Con_DPrint("Sending drop command\n");
301                         MSG_WriteByte(&buf, qw_clc_stringcmd);
302                         MSG_WriteString(&buf, "drop");
303                 }
304                 else
305                 {
306                         Con_DPrint("Sending clc_disconnect\n");
307                         MSG_WriteByte(&buf, clc_disconnect);
308                 }
309                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
310                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
311                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
312                 NetConn_Close(cls.netcon);
313                 cls.netcon = NULL;
314         }
315         cls.state = ca_disconnected;
316
317         cls.demoplayback = cls.timedemo = false;
318         cls.signon = 0;
319 }
320
321 void CL_Disconnect_f(void)
322 {
323         CL_Disconnect ();
324         if (sv.active)
325                 Host_ShutdownServer ();
326 }
327
328
329
330
331 /*
332 =====================
333 CL_EstablishConnection
334
335 Host should be either "local" or a net address
336 =====================
337 */
338 void CL_EstablishConnection(const char *host)
339 {
340         if (cls.state == ca_dedicated)
341                 return;
342
343         // clear menu's connect error message
344         M_Update_Return_Reason("");
345         cls.demonum = -1;
346
347         // stop demo loop in case this fails
348         CL_Disconnect();
349
350         // make sure the client ports are open before attempting to connect
351         NetConn_UpdateSockets();
352
353         // run a network frame
354         //NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
355
356         if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
357         {
358                 cls.connect_trying = true;
359                 cls.connect_remainingtries = 3;
360                 cls.connect_nextsendtime = 0;
361                 M_Update_Return_Reason("Trying to connect...");
362                 // run several network frames to jump into the game quickly
363                 //if (sv.active)
364                 //{
365                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
366                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
367                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
368                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
369                 //}
370         }
371         else
372         {
373                 Con_Print("Unable to find a suitable network socket to connect to server.\n");
374                 M_Update_Return_Reason("No network");
375         }
376 }
377
378 /*
379 ==============
380 CL_PrintEntities_f
381 ==============
382 */
383 static void CL_PrintEntities_f(void)
384 {
385         entity_t *ent;
386         int i, j;
387         char name[32];
388
389         for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++)
390         {
391                 if (!ent->state_current.active)
392                         continue;
393
394                 if (ent->render.model)
395                         strlcpy (name, ent->render.model->name, 25);
396                 else
397                         strcpy(name, "--no model--");
398                 for (j = (int)strlen(name);j < 25;j++)
399                         name[j] = ' ';
400                 Con_Printf("%3i: %s:%4i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", i, name, ent->render.frame, (int) ent->render.matrix.m[0][3], (int) ent->render.matrix.m[1][3], (int) ent->render.matrix.m[2][3], (int) ent->render.angles[0] % 360, (int) ent->render.angles[1] % 360, (int) ent->render.angles[2] % 360, ent->render.scale, ent->render.alpha);
401         }
402 }
403
404 //static const vec3_t nomodelmins = {-16, -16, -16};
405 //static const vec3_t nomodelmaxs = {16, 16, 16};
406 void CL_BoundingBoxForEntity(entity_render_t *ent)
407 {
408         if (ent->model)
409         {
410                 //if (ent->angles[0] || ent->angles[2])
411                 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
412                 {
413                         // pitch or roll
414                         ent->mins[0] = ent->matrix.m[0][3] + ent->model->rotatedmins[0];
415                         ent->mins[1] = ent->matrix.m[1][3] + ent->model->rotatedmins[1];
416                         ent->mins[2] = ent->matrix.m[2][3] + ent->model->rotatedmins[2];
417                         ent->maxs[0] = ent->matrix.m[0][3] + ent->model->rotatedmaxs[0];
418                         ent->maxs[1] = ent->matrix.m[1][3] + ent->model->rotatedmaxs[1];
419                         ent->maxs[2] = ent->matrix.m[2][3] + ent->model->rotatedmaxs[2];
420                         //VectorAdd(ent->origin, ent->model->rotatedmins, ent->mins);
421                         //VectorAdd(ent->origin, ent->model->rotatedmaxs, ent->maxs);
422                 }
423                 //else if (ent->angles[1])
424                 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
425                 {
426                         // yaw
427                         ent->mins[0] = ent->matrix.m[0][3] + ent->model->yawmins[0];
428                         ent->mins[1] = ent->matrix.m[1][3] + ent->model->yawmins[1];
429                         ent->mins[2] = ent->matrix.m[2][3] + ent->model->yawmins[2];
430                         ent->maxs[0] = ent->matrix.m[0][3] + ent->model->yawmaxs[0];
431                         ent->maxs[1] = ent->matrix.m[1][3] + ent->model->yawmaxs[1];
432                         ent->maxs[2] = ent->matrix.m[2][3] + ent->model->yawmaxs[2];
433                         //VectorAdd(ent->origin, ent->model->yawmins, ent->mins);
434                         //VectorAdd(ent->origin, ent->model->yawmaxs, ent->maxs);
435                 }
436                 else
437                 {
438                         ent->mins[0] = ent->matrix.m[0][3] + ent->model->normalmins[0];
439                         ent->mins[1] = ent->matrix.m[1][3] + ent->model->normalmins[1];
440                         ent->mins[2] = ent->matrix.m[2][3] + ent->model->normalmins[2];
441                         ent->maxs[0] = ent->matrix.m[0][3] + ent->model->normalmaxs[0];
442                         ent->maxs[1] = ent->matrix.m[1][3] + ent->model->normalmaxs[1];
443                         ent->maxs[2] = ent->matrix.m[2][3] + ent->model->normalmaxs[2];
444                         //VectorAdd(ent->origin, ent->model->normalmins, ent->mins);
445                         //VectorAdd(ent->origin, ent->model->normalmaxs, ent->maxs);
446                 }
447         }
448         else
449         {
450                 ent->mins[0] = ent->matrix.m[0][3] - 16;
451                 ent->mins[1] = ent->matrix.m[1][3] - 16;
452                 ent->mins[2] = ent->matrix.m[2][3] - 16;
453                 ent->maxs[0] = ent->matrix.m[0][3] + 16;
454                 ent->maxs[1] = ent->matrix.m[1][3] + 16;
455                 ent->maxs[2] = ent->matrix.m[2][3] + 16;
456                 //VectorAdd(ent->origin, nomodelmins, ent->mins);
457                 //VectorAdd(ent->origin, nomodelmaxs, ent->maxs);
458         }
459 }
460
461 /*
462 ===============
463 CL_LerpPoint
464
465 Determines the fraction between the last two messages that the objects
466 should be put at.
467 ===============
468 */
469 static float CL_LerpPoint(void)
470 {
471         float f;
472
473         // dropped packet, or start of demo
474         if (cl.mtime[1] < cl.mtime[0] - 0.1)
475                 cl.mtime[1] = cl.mtime[0] - 0.1;
476
477         cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
478
479         // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
480         f = cl.mtime[0] - cl.mtime[1];
481         if (!f || cl_nolerp.integer || cls.timedemo || (cl.islocalgame && !sv_fixedframeratesingleplayer.integer))
482         {
483                 cl.time = cl.mtime[0];
484                 return 1;
485         }
486
487         f = (cl.time - cl.mtime[1]) / f;
488         return bound(0, f, 1);
489 }
490
491 void CL_ClearTempEntities (void)
492 {
493         cl.num_temp_entities = 0;
494 }
495
496 entity_t *CL_NewTempEntity(void)
497 {
498         entity_t *ent;
499
500         if (r_refdef.numentities >= r_refdef.maxentities)
501                 return NULL;
502         if (cl.num_temp_entities >= cl.max_temp_entities)
503                 return NULL;
504         ent = &cl.temp_entities[cl.num_temp_entities++];
505         memset (ent, 0, sizeof(*ent));
506         r_refdef.entities[r_refdef.numentities++] = &ent->render;
507
508         ent->render.colormap = -1; // no special coloring
509         ent->render.scale = 1;
510         ent->render.alpha = 1;
511         VectorSet(ent->render.colormod, 1, 1, 1);
512         return ent;
513 }
514
515 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
516 {
517         int i;
518         cl_effect_t *e;
519         if (!modelindex) // sanity check
520                 return;
521         for (i = 0, e = cl.effects;i < cl.max_effects;i++, e++)
522         {
523                 if (e->active)
524                         continue;
525                 e->active = true;
526                 VectorCopy(org, e->origin);
527                 e->modelindex = modelindex;
528                 e->starttime = cl.time;
529                 e->startframe = startframe;
530                 e->endframe = startframe + framecount;
531                 e->framerate = framerate;
532
533                 e->frame = 0;
534                 e->frame1time = cl.time;
535                 e->frame2time = cl.time;
536                 cl.num_effects = max(cl.num_effects, i + 1);
537                 break;
538         }
539 }
540
541 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)
542 {
543         int i;
544         dlight_t *dl;
545
546         /*
547 // first look for an exact key match
548         if (ent)
549         {
550                 dl = cl.dlights;
551                 for (i = 0;i < cl.num_dlights;i++, dl++)
552                         if (dl->ent == ent)
553                                 goto dlightsetup;
554         }
555         */
556
557 // then look for anything else
558         dl = cl.dlights;
559         for (i = 0;i < cl.num_dlights;i++, dl++)
560                 if (!dl->radius)
561                         goto dlightsetup;
562         // if we hit the end of the active dlights and found no gaps, add a new one
563         if (i < MAX_DLIGHTS)
564         {
565                 cl.num_dlights = i + 1;
566                 goto dlightsetup;
567         }
568
569         // unable to find one
570         return;
571
572 dlightsetup:
573         //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
574         memset (dl, 0, sizeof(*dl));
575         Matrix4x4_Normalize(&dl->matrix, matrix);
576         dl->ent = ent;
577         dl->origin[0] = dl->matrix.m[0][3];
578         dl->origin[1] = dl->matrix.m[1][3];
579         dl->origin[2] = dl->matrix.m[2][3];
580         CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
581         dl->matrix.m[0][3] = dl->origin[0];
582         dl->matrix.m[1][3] = dl->origin[1];
583         dl->matrix.m[2][3] = dl->origin[2];
584         dl->radius = radius;
585         dl->color[0] = red;
586         dl->color[1] = green;
587         dl->color[2] = blue;
588         dl->decay = decay;
589         if (lifetime)
590                 dl->die = cl.time + lifetime;
591         else
592                 dl->die = 0;
593         dl->cubemapnum = cubemapnum;
594         dl->style = style;
595         dl->shadow = shadowenable;
596         dl->corona = corona;
597         dl->flags = flags;
598         dl->coronasizescale = coronasizescale;
599         dl->ambientscale = ambientscale;
600         dl->diffusescale = diffusescale;
601         dl->specularscale = specularscale;
602 }
603
604 // called before entity relinking
605 void CL_DecayLights(void)
606 {
607         int i, oldmax;
608         dlight_t *dl;
609         float time, f;
610
611         time = cl.time - cl.oldtime;
612         oldmax = cl.num_dlights;
613         cl.num_dlights = 0;
614         for (i = 0, dl = cl.dlights;i < oldmax;i++, dl++)
615         {
616                 if (dl->radius)
617                 {
618                         f = dl->radius - time * dl->decay;
619                         if (cl.time < dl->die && f > 0)
620                         {
621                                 dl->radius = dl->radius - time * dl->decay;
622                                 cl.num_dlights = i + 1;
623                         }
624                         else
625                                 dl->radius = 0;
626                 }
627         }
628 }
629
630 // called after entity relinking
631 void CL_UpdateLights(void)
632 {
633         int i, j, k, l;
634         dlight_t *dl;
635         float frac, f;
636
637         r_refdef.numlights = 0;
638         if (r_dynamic.integer)
639         {
640                 for (i = 0, dl = cl.dlights;i < cl.num_dlights;i++, dl++)
641                 {
642                         if (dl->radius)
643                         {
644                                 R_RTLight_Update(dl, false);
645                                 r_refdef.lights[r_refdef.numlights++] = dl;
646                         }
647                 }
648         }
649
650 // light animations
651 // 'm' is normal light, 'a' is no light, 'z' is double bright
652         f = cl.time * 10;
653         i = (int)floor(f);
654         frac = f - i;
655         for (j = 0;j < cl.max_lightstyle;j++)
656         {
657                 if (!cl.lightstyle || !cl.lightstyle[j].length)
658                 {
659                         r_refdef.lightstylevalue[j] = 256;
660                         continue;
661                 }
662                 k = i % cl.lightstyle[j].length;
663                 l = (i-1) % cl.lightstyle[j].length;
664                 k = cl.lightstyle[j].map[k] - 'a';
665                 l = cl.lightstyle[j].map[l] - 'a';
666                 r_refdef.lightstylevalue[j] = ((k*frac)+(l*(1-frac)))*22;
667         }
668 }
669
670 void CL_AddQWCTFFlagModel(entity_t *player, int skin)
671 {
672         float f;
673         entity_t *flag;
674         matrix4x4_t flagmatrix;
675
676         // this code taken from QuakeWorld
677         f = 14;
678         if (player->render.frame2 >= 29 && player->render.frame2 <= 40)
679         {
680                 if (player->render.frame2 >= 29 && player->render.frame2 <= 34)
681                 { //axpain
682                         if      (player->render.frame2 == 29) f = f + 2;
683                         else if (player->render.frame2 == 30) f = f + 8;
684                         else if (player->render.frame2 == 31) f = f + 12;
685                         else if (player->render.frame2 == 32) f = f + 11;
686                         else if (player->render.frame2 == 33) f = f + 10;
687                         else if (player->render.frame2 == 34) f = f + 4;
688                 }
689                 else if (player->render.frame2 >= 35 && player->render.frame2 <= 40)
690                 { // pain
691                         if      (player->render.frame2 == 35) f = f + 2;
692                         else if (player->render.frame2 == 36) f = f + 10;
693                         else if (player->render.frame2 == 37) f = f + 10;
694                         else if (player->render.frame2 == 38) f = f + 8;
695                         else if (player->render.frame2 == 39) f = f + 4;
696                         else if (player->render.frame2 == 40) f = f + 2;
697                 }
698         }
699         else if (player->render.frame2 >= 103 && player->render.frame2 <= 118)
700         {
701                 if      (player->render.frame2 >= 103 && player->render.frame2 <= 104) f = f + 6;  //nailattack
702                 else if (player->render.frame2 >= 105 && player->render.frame2 <= 106) f = f + 6;  //light
703                 else if (player->render.frame2 >= 107 && player->render.frame2 <= 112) f = f + 7;  //rocketattack
704                 else if (player->render.frame2 >= 112 && player->render.frame2 <= 118) f = f + 7;  //shotattack
705         }
706         // end of code taken from QuakeWorld
707
708         flag = CL_NewTempEntity();
709         if (!flag)
710                 return;
711
712         flag->render.model = cl.model_precache[cl.qw_modelindex_flag];
713         flag->render.skinnum = skin;
714         flag->render.colormap = -1; // no special coloring
715         flag->render.alpha = 1;
716         VectorSet(flag->render.colormod, 1, 1, 1);
717         // attach the flag to the player matrix
718         Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
719         Matrix4x4_Concat(&flag->render.matrix, &player->render.matrix, &flagmatrix);
720         Matrix4x4_Invert_Simple(&flag->render.inversematrix, &flag->render.matrix);
721         R_LerpAnimation(&flag->render);
722         CL_BoundingBoxForEntity(&flag->render);
723 }
724
725 #define MAXVIEWMODELS 32
726 entity_t *viewmodels[MAXVIEWMODELS];
727 int numviewmodels;
728
729 matrix4x4_t viewmodelmatrix;
730
731 static int entitylinkframenumber;
732
733 static const vec3_t muzzleflashorigin = {18, 0, 0};
734
735 extern void V_DriftPitch(void);
736 extern void V_FadeViewFlashs(void);
737 extern void V_CalcViewBlend(void);
738
739 extern void V_CalcRefdef(void);
740 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
741 void CL_LinkNetworkEntity(entity_t *e)
742 {
743         matrix4x4_t *matrix, blendmatrix, tempmatrix, matrix2;
744         //matrix4x4_t dlightmatrix;
745         int j, k, l, trailtype, temp;
746         float origin[3], angles[3], delta[3], lerp, dlightcolor[3], dlightradius, mins[3], maxs[3], v2[3], d;
747         entity_t *t;
748         model_t *model;
749         trace_t trace;
750         //entity_persistent_t *p = &e->persistent;
751         //entity_render_t *r = &e->render;
752         if (e->persistent.linkframe != entitylinkframenumber)
753         {
754                 e->persistent.linkframe = entitylinkframenumber;
755                 // skip inactive entities and world
756                 if (!e->state_current.active || e == cl.entities || e == cl.csqcentities)
757                         return;
758                 e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
759                 e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
760                 e->render.flags = e->state_current.flags;
761                 e->render.effects = e->state_current.effects;
762                 VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
763                 if (e->state_current.flags & RENDER_COLORMAPPED)
764                 {
765                         int cb;
766                         unsigned char *cbcolor;
767                         e->render.colormap = e->state_current.colormap;
768                         cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
769                         cbcolor = (unsigned char *) (&palette_complete[cb]);
770                         e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
771                         e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
772                         e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
773                         cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
774                         cbcolor = (unsigned char *) (&palette_complete[cb]);
775                         e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
776                         e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
777                         e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
778                 }
779                 else if (e->state_current.colormap && cl.scores != NULL)
780                 {
781                         int cb;
782                         unsigned char *cbcolor;
783                         e->render.colormap = cl.scores[e->state_current.colormap - 1].colors; // color it
784                         cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
785                         cbcolor = (unsigned char *) (&palette_complete[cb]);
786                         e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
787                         e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
788                         e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
789                         cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
790                         cbcolor = (unsigned char *) (&palette_complete[cb]);
791                         e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
792                         e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
793                         e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
794                 }
795                 else
796                 {
797                         e->render.colormap = -1; // no special coloring
798                         VectorClear(e->render.colormap_pantscolor);
799                         VectorClear(e->render.colormap_shirtcolor);
800                 }
801                 e->render.skinnum = e->state_current.skin;
802                 if (e->render.flags & RENDER_VIEWMODEL && !e->state_current.tagentity)
803                 {
804                         if (!r_drawviewmodel.integer || chase_active.integer || envmap)// || csqc_loaded)
805                                 return;
806                         if (!e->csqc)
807                         {
808                                 if (cl.viewentity)
809                                         CL_LinkNetworkEntity(cl.entities + cl.viewentity);
810                                 if (e == &cl.viewent && cl.entities[cl.viewentity].state_current.active)
811                                 {
812                                         e->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
813                                         e->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_REFLECTIVE | EF_FULLBRIGHT | EF_NODEPTHTEST));
814                                 }
815                         }
816                         matrix = &viewmodelmatrix;
817                 }
818                 else
819                 {
820                         // if the tag entity is currently impossible, skip it
821                         if (!e->csqc)
822                         {
823                                 if (e->state_current.tagentity >= cl.num_entities)
824                                         return;
825                                 t = cl.entities + e->state_current.tagentity;
826                         }
827                         else
828                         {
829                                 if (e->state_current.tagentity >= cl.num_csqcentities)
830                                         return;
831                                 t = cl.csqcentities + e->state_current.tagentity;
832                         }
833                         // if the tag entity is inactive, skip it
834                         if (!t->state_current.active)
835                                 return;
836                         // note: this can link to world
837                         CL_LinkNetworkEntity(t);
838                         // make relative to the entity
839                         matrix = &t->render.matrix;
840                         // some properties of the tag entity carry over
841                         e->render.flags |= t->render.flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
842                         // if a valid tagindex is used, make it relative to that tag instead
843                         // FIXME: use a model function to get tag info (need to handle skeletal)
844                         if (e->state_current.tagentity && e->state_current.tagindex >= 1 && (model = t->render.model))
845                         {
846                                 // blend the matrices
847                                 memset(&blendmatrix, 0, sizeof(blendmatrix));
848                                 for (j = 0;j < 4 && t->render.frameblend[j].lerp > 0;j++)
849                                 {
850                                         matrix4x4_t tagmatrix;
851                                         Mod_Alias_GetTagMatrix(model, t->render.frameblend[j].frame, e->state_current.tagindex - 1, &tagmatrix);
852                                         d = t->render.frameblend[j].lerp;
853                                         for (l = 0;l < 4;l++)
854                                                 for (k = 0;k < 4;k++)
855                                                         blendmatrix.m[l][k] += d * tagmatrix.m[l][k];
856                                 }
857                                 // concat the tag matrices onto the entity matrix
858                                 Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix);
859                                 // use the constructed tag matrix
860                                 matrix = &tempmatrix;
861                         }
862                 }
863
864                 // movement lerp
865                 // if it's the player entity, update according to client movement
866                 if (e == cl.entities + cl.playerentity && cl.movement)// && !e->csqc)
867                 {
868                         lerp = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
869                         lerp = bound(0, lerp, 1);
870                         VectorLerp(cl.movement_oldorigin, lerp, cl.movement_origin, origin);
871                         VectorSet(angles, 0, cl.viewangles[1], 0);
872                 }
873                 else if (e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
874                 {
875                         // interpolate the origin and angles
876                         VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
877                         VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
878                         if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
879                         if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
880                         if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
881                         VectorMA(e->persistent.oldangles, lerp, delta, angles);
882                 }
883                 else
884                 {
885                         // no interpolation
886                         VectorCopy(e->persistent.neworigin, origin);
887                         VectorCopy(e->persistent.newangles, angles);
888                 }
889
890                 // model setup and some modelflags
891                 if(e->state_current.modelindex < MAX_MODELS)
892                         e->render.model = cl.model_precache[e->state_current.modelindex];
893                 else
894                         e->render.model = cl.csqc_model_precache[65536-e->state_current.modelindex];
895                 if (e->render.model)
896                 {
897                         // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
898                         if (e->render.model->type == mod_alias)
899                                 angles[0] = -angles[0];
900                         if ((e->render.model->flags & EF_ROTATE) && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
901                         {
902                                 angles[1] = ANGLEMOD(100*cl.time);
903                                 if (cl_itembobheight.value)
904                                         origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
905                         }
906                         // transfer certain model flags to effects
907                         e->render.effects |= e->render.model->flags2 & (EF_FULLBRIGHT | EF_ADDITIVE);
908                         if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
909                                 VectorScale(e->render.colormod, 2, e->render.colormod);
910                 }
911                 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
912                 else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
913                         angles[0] = -angles[0];
914
915                 // animation lerp
916                 if (e->render.frame2 == e->state_current.frame)
917                 {
918                         // update frame lerp fraction
919                         e->render.framelerp = 1;
920                         if (e->render.frame2time > e->render.frame1time)
921                         {
922                                 // make sure frame lerp won't last longer than 100ms
923                                 // (this mainly helps with models that use framegroups and
924                                 // switch between them infrequently)
925                                 e->render.framelerp = (cl.time - e->render.frame2time) / min(e->render.frame2time - e->render.frame1time, 0.1);
926                                 e->render.framelerp = bound(0, e->render.framelerp, 1);
927                         }
928                 }
929                 else
930                 {
931                         // begin a new frame lerp
932                         e->render.frame1 = e->render.frame2;
933                         e->render.frame1time = e->render.frame2time;
934                         e->render.frame = e->render.frame2 = e->state_current.frame;
935                         e->render.frame2time = cl.time;
936                         e->render.framelerp = 0;
937                 }
938                 R_LerpAnimation(&e->render);
939
940                 // set up the render matrix
941                 // FIXME: e->render.scale should go away
942                 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
943                 // concat the matrices to make the entity relative to its tag
944                 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
945                 // make the other useful stuff
946                 Matrix4x4_Invert_Simple(&e->render.inversematrix, &e->render.matrix);
947                 CL_BoundingBoxForEntity(&e->render);
948
949                 // handle effects now that we know where this entity is in the world...
950                 if (e->render.model && e->render.model->soundfromcenter)
951                 {
952                         // bmodels are treated specially since their origin is usually '0 0 0'
953                         vec3_t o;
954                         VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
955                         Matrix4x4_Transform(&e->render.matrix, o, origin);
956                 }
957                 else
958                 {
959                         origin[0] = e->render.matrix.m[0][3];
960                         origin[1] = e->render.matrix.m[1][3];
961                         origin[2] = e->render.matrix.m[2][3];
962                 }
963                 trailtype = -1;
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                                 {
975                                         dlightradius = max(dlightradius, 200);
976                                         dlightcolor[0] += 0.75f;
977                                         dlightcolor[1] += 1.50f;
978                                         dlightcolor[2] += 3.00f;
979                                         trailtype = 8;
980                                 }
981                                 else
982                                         CL_EntityParticles(e);
983                         }
984                         if (e->render.effects & EF_MUZZLEFLASH)
985                                 e->persistent.muzzleflash = 1.0f;
986                         if (e->render.effects & EF_DIMLIGHT)
987                         {
988                                 dlightradius = max(dlightradius, 200);
989                                 dlightcolor[0] += 1.50f;
990                                 dlightcolor[1] += 1.50f;
991                                 dlightcolor[2] += 1.50f;
992                         }
993                         if (e->render.effects & EF_BRIGHTLIGHT)
994                         {
995                                 dlightradius = max(dlightradius, 400);
996                                 dlightcolor[0] += 3.00f;
997                                 dlightcolor[1] += 3.00f;
998                                 dlightcolor[2] += 3.00f;
999                         }
1000                         // LordHavoc: more effects
1001                         if (e->render.effects & EF_RED) // red
1002                         {
1003                                 dlightradius = max(dlightradius, 200);
1004                                 dlightcolor[0] += 1.50f;
1005                                 dlightcolor[1] += 0.15f;
1006                                 dlightcolor[2] += 0.15f;
1007                         }
1008                         if (e->render.effects & EF_BLUE) // blue
1009                         {
1010                                 dlightradius = max(dlightradius, 200);
1011                                 dlightcolor[0] += 0.15f;
1012                                 dlightcolor[1] += 0.15f;
1013                                 dlightcolor[2] += 1.50f;
1014                         }
1015                         if (e->render.effects & EF_FLAME)
1016                         {
1017                                 mins[0] = origin[0] - 16.0f;
1018                                 mins[1] = origin[1] - 16.0f;
1019                                 mins[2] = origin[2] - 16.0f;
1020                                 maxs[0] = origin[0] + 16.0f;
1021                                 maxs[1] = origin[1] + 16.0f;
1022                                 maxs[2] = origin[2] + 16.0f;
1023                                 // how many flames to make
1024                                 temp = (int) (cl.time * 300) - (int) (cl.oldtime * 300);
1025                                 CL_FlameCube(mins, maxs, temp);
1026                                 d = lhrandom(0.75f, 1);
1027                                 dlightradius = max(dlightradius, 200);
1028                                 dlightcolor[0] += d * 2.0f;
1029                                 dlightcolor[1] += d * 1.5f;
1030                                 dlightcolor[2] += d * 0.5f;
1031                         }
1032                         if (e->render.effects & EF_STARDUST)
1033                         {
1034                                 mins[0] = origin[0] - 16.0f;
1035                                 mins[1] = origin[1] - 16.0f;
1036                                 mins[2] = origin[2] - 16.0f;
1037                                 maxs[0] = origin[0] + 16.0f;
1038                                 maxs[1] = origin[1] + 16.0f;
1039                                 maxs[2] = origin[2] + 16.0f;
1040                                 // how many particles to make
1041                                 temp = (int) (cl.time * 200) - (int) (cl.oldtime * 200);
1042                                 CL_Stardust(mins, maxs, temp);
1043                                 dlightradius = max(dlightradius, 200);
1044                                 dlightcolor[0] += 1.0f;
1045                                 dlightcolor[1] += 0.7f;
1046                                 dlightcolor[2] += 0.3f;
1047                         }
1048                         if (e->render.effects & (EF_FLAG1QW | EF_FLAG2QW))
1049                         {
1050                                 // these are only set on player entities
1051                                 CL_AddQWCTFFlagModel(e, (e->render.effects & EF_FLAG2QW) != 0);
1052                         }
1053                 }
1054                 // muzzleflash fades over time, and is offset a bit
1055                 if (e->persistent.muzzleflash > 0)
1056                 {
1057                         Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
1058                         trace = CL_TraceBox(origin, vec3_origin, vec3_origin, v2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, false);
1059                         tempmatrix = e->render.matrix;
1060                         tempmatrix.m[0][3] = trace.endpos[0];
1061                         tempmatrix.m[1][3] = trace.endpos[1];
1062                         tempmatrix.m[2][3] = trace.endpos[2];
1063                         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);
1064                         e->persistent.muzzleflash -= cl.frametime * 10;
1065                 }
1066                 // LordHavoc: if the model has no flags, don't check each
1067                 if (e->render.model && e->render.model->flags && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
1068                 {
1069                         if (e->render.model->flags & EF_GIB)
1070                                 trailtype = 2;
1071                         else if (e->render.model->flags & EF_ZOMGIB)
1072                                 trailtype = 4;
1073                         else if (e->render.model->flags & EF_TRACER)
1074                         {
1075                                 trailtype = 3;
1076                                 //dlightradius = max(dlightradius, 100);
1077                                 //dlightcolor[0] += 0.25f;
1078                                 //dlightcolor[1] += 1.00f;
1079                                 //dlightcolor[2] += 0.25f;
1080                         }
1081                         else if (e->render.model->flags & EF_TRACER2)
1082                         {
1083                                 trailtype = 5;
1084                                 //dlightradius = max(dlightradius, 100);
1085                                 //dlightcolor[0] += 1.00f;
1086                                 //dlightcolor[1] += 0.60f;
1087                                 //dlightcolor[2] += 0.20f;
1088                         }
1089                         else if (e->render.model->flags & EF_ROCKET)
1090                         {
1091                                 trailtype = 0;
1092                                 dlightradius = max(dlightradius, 200);
1093                                 dlightcolor[0] += 3.00f;
1094                                 dlightcolor[1] += 1.50f;
1095                                 dlightcolor[2] += 0.50f;
1096                         }
1097                         else if (e->render.model->flags & EF_GRENADE)
1098                         {
1099                                 // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1100                                 trailtype = e->render.alpha == -1 ? 7 : 1;
1101                         }
1102                         else if (e->render.model->flags & EF_TRACER3)
1103                         {
1104                                 trailtype = 6;
1105                                 if (gamemode == GAME_PRYDON)
1106                                 {
1107                                         dlightradius = max(dlightradius, 100);
1108                                         dlightcolor[0] += 0.30f;
1109                                         dlightcolor[1] += 0.60f;
1110                                         dlightcolor[2] += 1.20f;
1111                                 }
1112                                 else
1113                                 {
1114                                         dlightradius = max(dlightradius, 200);
1115                                         dlightcolor[0] += 1.20f;
1116                                         dlightcolor[1] += 0.50f;
1117                                         dlightcolor[2] += 1.00f;
1118                                 }
1119                         }
1120                 }
1121                 // LordHavoc: customizable glow
1122                 if (e->state_current.glowsize)
1123                 {
1124                         // * 4 for the expansion from 0-255 to 0-1023 range,
1125                         // / 255 to scale down byte colors
1126                         dlightradius = max(dlightradius, e->state_current.glowsize * 4);
1127                         VectorMA(dlightcolor, (1.0f / 255.0f), (unsigned char *)&palette_complete[e->state_current.glowcolor], dlightcolor);
1128                 }
1129                 // make the glow dlight
1130                 if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL))
1131                 {
1132                         //dlightmatrix = e->render.matrix;
1133                         // hack to make glowing player light shine on their gun
1134                         //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
1135                         //      dlightmatrix.m[2][3] += 30;
1136                         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);
1137                 }
1138                 // custom rtlight
1139                 if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
1140                 {
1141                         float light[4];
1142                         VectorScale(e->state_current.light, (1.0f / 256.0f), light);
1143                         light[3] = e->state_current.light[3];
1144                         if (light[0] == 0 && light[1] == 0 && light[2] == 0)
1145                                 VectorSet(light, 1, 1, 1);
1146                         if (light[3] == 0)
1147                                 light[3] = 350;
1148                         // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
1149                         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);
1150                 }
1151                 // do trails
1152                 if (e->render.flags & RENDER_GLOWTRAIL)
1153                         trailtype = 9;
1154                 if (trailtype >= 0)
1155                         CL_RocketTrail(e->persistent.trail_origin, origin, trailtype, e->state_current.glowcolor, e);
1156                 VectorCopy(origin, e->persistent.trail_origin);
1157                 // tenebrae's sprites are all additive mode (weird)
1158                 if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
1159                         e->render.effects |= EF_ADDITIVE;
1160                 // player model is only shown with chase_active on
1161                 if (!e->csqc)
1162                 if (e->state_current.number == cl.viewentity)
1163                         e->render.flags |= RENDER_EXTERIORMODEL;
1164                 // transparent stuff can't be lit during the opaque stage
1165                 if (e->render.effects & (EF_ADDITIVE | EF_NODEPTHTEST) || e->render.alpha < 1)
1166                         e->render.flags |= RENDER_TRANSPARENT;
1167                 // double sided rendering mode causes backfaces to be visible
1168                 // (mostly useful on transparent stuff)
1169                 if (e->render.effects & EF_DOUBLESIDED)
1170                         e->render.flags |= RENDER_NOCULLFACE;
1171                 // either fullbright or lit
1172                 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1173                         e->render.flags |= RENDER_LIGHT;
1174                 // hide player shadow during intermission or nehahra movie
1175                 if (!(e->render.effects & EF_NOSHADOW)
1176                  && !(e->render.flags & (RENDER_VIEWMODEL | RENDER_TRANSPARENT))
1177                  && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
1178                         e->render.flags |= RENDER_SHADOW;
1179                 // as soon as player is known we can call V_CalcRefDef
1180                 if (!csqc_loaded)
1181                 if (e->state_current.number == cl.viewentity)
1182                         V_CalcRefdef();
1183                 if (e->render.model && e->render.model->name[0] == '*' && e->render.model->TraceBox)
1184                         cl.brushmodel_entities[cl.num_brushmodel_entities++] = e->state_current.number;
1185                 // don't show entities with no modelindex (note: this still shows
1186                 // entities which have a modelindex that resolved to a NULL model)
1187                 if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.numentities < r_refdef.maxentities)
1188                         r_refdef.entities[r_refdef.numentities++] = &e->render;
1189                 //if (cl.viewentity && e->state_current.number == cl.viewentity)
1190                 //      Matrix4x4_Print(&e->render.matrix);
1191         }
1192 }
1193
1194 void CL_RelinkWorld(void)
1195 {
1196         entity_t *ent = &cl.entities[0];
1197         cl.brushmodel_entities[cl.num_brushmodel_entities++] = 0;
1198         // FIXME: this should be done at load
1199         ent->render.matrix = identitymatrix;
1200         ent->render.inversematrix = identitymatrix;
1201         R_LerpAnimation(&ent->render);
1202         CL_BoundingBoxForEntity(&ent->render);
1203         ent->render.flags = RENDER_SHADOW;
1204         if (!r_fullbright.integer)
1205                 ent->render.flags |= RENDER_LIGHT;
1206         VectorSet(ent->render.colormod, 1, 1, 1);
1207         r_refdef.worldentity = &ent->render;
1208         r_refdef.worldmodel = cl.worldmodel;
1209 }
1210
1211 void CL_RelinkCSQCWorld(void)   //[515]: csqc
1212 {
1213         entity_t *ent = &cl.csqcentities[0];
1214         if(!csqc_loaded)
1215                 return;
1216 //      cl.brushmodel_entities[cl.num_brushmodel_entities++] = 0;
1217         // FIXME: this should be done at load
1218         ent->render.matrix = identitymatrix;
1219         ent->render.inversematrix = identitymatrix;
1220         R_LerpAnimation(&ent->render);
1221         CL_BoundingBoxForEntity(&ent->render);
1222         ent->render.flags = RENDER_SHADOW;
1223         if (!r_fullbright.integer)
1224                 ent->render.flags |= RENDER_LIGHT;
1225         VectorSet(ent->render.colormod, 1, 1, 1);
1226 //      r_refdef.worldentity = &ent->render;
1227 //      r_refdef.worldmodel = cl.worldmodel;
1228 }
1229
1230 static void CL_RelinkStaticEntities(void)
1231 {
1232         int i;
1233         entity_t *e;
1234         for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++, e++)
1235         {
1236                 e->render.flags = 0;
1237                 // transparent stuff can't be lit during the opaque stage
1238                 if (e->render.effects & (EF_ADDITIVE | EF_NODEPTHTEST) || e->render.alpha < 1)
1239                         e->render.flags |= RENDER_TRANSPARENT;
1240                 // either fullbright or lit
1241                 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1242                         e->render.flags |= RENDER_LIGHT;
1243                 // hide player shadow during intermission or nehahra movie
1244                 if (!(e->render.effects & EF_NOSHADOW) && !(e->render.flags & RENDER_TRANSPARENT))
1245                         e->render.flags |= RENDER_SHADOW;
1246                 VectorSet(e->render.colormod, 1, 1, 1);
1247                 R_LerpAnimation(&e->render);
1248                 r_refdef.entities[r_refdef.numentities++] = &e->render;
1249         }
1250 }
1251
1252 /*
1253 ===============
1254 CL_RelinkEntities
1255 ===============
1256 */
1257 static void CL_RelinkNetworkEntities(int drawmask)
1258 {
1259         entity_t *ent;
1260         int i, k;
1261
1262         if(!csqc_loaded)
1263         {
1264                 ent = &cl.viewent;
1265                 ent->state_previous = ent->state_current;
1266                 ent->state_current = defaultstate;
1267                 ent->state_current.time = cl.time;
1268                 ent->state_current.number = -1;
1269                 ent->state_current.active = true;
1270                 ent->state_current.modelindex = cl.stats[STAT_WEAPON];
1271                 ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
1272                 ent->state_current.flags = RENDER_VIEWMODEL;
1273                 if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
1274                         ent->state_current.modelindex = 0;
1275                 else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1276                 {
1277                         if (gamemode == GAME_TRANSFUSION)
1278                                 ent->state_current.alpha = 128;
1279                         else
1280                                 ent->state_current.modelindex = 0;
1281                 }
1282
1283                 // reset animation interpolation on weaponmodel if model changed
1284                 if (ent->state_previous.modelindex != ent->state_current.modelindex)
1285                 {
1286                         ent->render.frame = ent->render.frame1 = ent->render.frame2 = ent->state_current.frame;
1287                         ent->render.frame1time = ent->render.frame2time = cl.time;
1288                         ent->render.framelerp = 1;
1289                 }
1290         }
1291
1292         // start on the entity after the world
1293         entitylinkframenumber++;
1294         if(drawmask & ENTMASK_ENGINE || !csqc_loaded)
1295         {
1296                 for (i = 1;i < cl.num_entities;i++)
1297                 {
1298                         if (cl.entities_active[i])
1299                         {
1300                                 ent = cl.entities + i;
1301                                 if (!(drawmask & ENTMASK_ENGINEVIEWMODELS))
1302                                 if (ent->state_current.flags & RENDER_VIEWMODEL)        //[515]: csqc drawmask
1303                                 {
1304                                         cl.entities_active[i] = false;
1305                                         continue;
1306                                 }
1307                                 if (ent->state_current.active)
1308                                         CL_LinkNetworkEntity(ent);
1309                                 else
1310                                         cl.entities_active[i] = false;
1311                         }
1312                 }
1313         }
1314
1315         //[515]: csqc
1316         if(csqc_loaded)
1317         {
1318                 for (i=1,k=cl.num_csqcentities;k;i++)
1319                 {
1320                         if (cl.csqcentities_active[i])
1321                         {
1322                                 --k;
1323                                 ent = cl.csqcentities + i;
1324                                 if (ent->state_current.active)
1325                                         CL_LinkNetworkEntity(ent);
1326                                 else
1327                                         cl.csqcentities_active[i] = false;
1328                         }
1329                 }
1330         }
1331         else
1332                 CL_LinkNetworkEntity(&cl.viewent);
1333 }
1334
1335 static void CL_RelinkEffects(void)
1336 {
1337         int i, intframe;
1338         cl_effect_t *e;
1339         entity_t *ent;
1340         float frame;
1341
1342         for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++)
1343         {
1344                 if (e->active)
1345                 {
1346                         frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1347                         intframe = frame;
1348                         if (intframe < 0 || intframe >= e->endframe)
1349                         {
1350                                 memset(e, 0, sizeof(*e));
1351                                 while (cl.num_effects > 0 && !cl.effects[cl.num_effects - 1].active)
1352                                         cl.num_effects--;
1353                                 continue;
1354                         }
1355
1356                         if (intframe != e->frame)
1357                         {
1358                                 e->frame = intframe;
1359                                 e->frame1time = e->frame2time;
1360                                 e->frame2time = cl.time;
1361                         }
1362
1363                         // if we're drawing effects, get a new temp entity
1364                         // (NewTempEntity adds it to the render entities list for us)
1365                         if (r_draweffects.integer && (ent = CL_NewTempEntity()))
1366                         {
1367                                 // interpolation stuff
1368                                 ent->render.frame1 = intframe;
1369                                 ent->render.frame2 = intframe + 1;
1370                                 if (ent->render.frame2 >= e->endframe)
1371                                         ent->render.frame2 = -1; // disappear
1372                                 ent->render.framelerp = frame - intframe;
1373                                 ent->render.frame1time = e->frame1time;
1374                                 ent->render.frame2time = e->frame2time;
1375
1376                                 // normal stuff
1377                                 if(e->modelindex < MAX_MODELS)
1378                                         ent->render.model = cl.model_precache[e->modelindex];
1379                                 else
1380                                         ent->render.model = cl.csqc_model_precache[65536-e->modelindex];
1381                                 ent->render.frame = ent->render.frame2;
1382                                 ent->render.colormap = -1; // no special coloring
1383                                 ent->render.alpha = 1;
1384                                 VectorSet(ent->render.colormod, 1, 1, 1);
1385
1386                                 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1387                                 Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
1388                                 R_LerpAnimation(&ent->render);
1389                                 CL_BoundingBoxForEntity(&ent->render);
1390                         }
1391                 }
1392         }
1393 }
1394
1395 void CL_RelinkBeams(void)
1396 {
1397         int i;
1398         beam_t *b;
1399         vec3_t dist, org;
1400         float d;
1401         entity_t *ent;
1402         float yaw, pitch;
1403         float forward;
1404         matrix4x4_t tempmatrix;
1405
1406         for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++)
1407         {
1408                 if (!b->model)
1409                         continue;
1410                 if (b->endtime < cl.time)
1411                 {
1412                         b->model = NULL;
1413                         continue;
1414                 }
1415
1416                 // if coming from the player, update the start position
1417                 //if (b->entity == cl.viewentity)
1418                 //      Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, b->start);
1419                 if (cl_beams_relative.integer && b->entity && cl.entities[b->entity].state_current.active && b->relativestartvalid)
1420                 {
1421                         entity_render_t *r = &cl.entities[b->entity].render;
1422                         //Matrix4x4_OriginFromMatrix(&r->matrix, origin);
1423                         //Matrix4x4_CreateFromQuakeEntity(&matrix, r->origin[0], r->origin[1], r->origin[2] + 16, r->angles[0], r->angles[1], r->angles[2], 1);
1424                         Matrix4x4_Transform(&r->matrix, b->relativestart, b->start);
1425                         Matrix4x4_Transform(&r->matrix, b->relativeend, b->end);
1426                 }
1427
1428                 if (b->lightning)
1429                 {
1430                         if (cl_beams_lightatend.integer)
1431                         {
1432                                 // FIXME: create a matrix from the beam start/end orientation
1433                                 Matrix4x4_CreateTranslate(&tempmatrix, b->end[0], b->end[1], b->end[2]);
1434                                 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);
1435                         }
1436                         if (cl_beams_polygons.integer)
1437                                 continue;
1438                 }
1439
1440                 // calculate pitch and yaw
1441                 VectorSubtract (b->end, b->start, dist);
1442
1443                 if (dist[1] == 0 && dist[0] == 0)
1444                 {
1445                         yaw = 0;
1446                         if (dist[2] > 0)
1447                                 pitch = 90;
1448                         else
1449                                 pitch = 270;
1450                 }
1451                 else
1452                 {
1453                         yaw = (int) (atan2(dist[1], dist[0]) * 180 / M_PI);
1454                         if (yaw < 0)
1455                                 yaw += 360;
1456
1457                         forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1458                         pitch = (int) (atan2(dist[2], forward) * 180 / M_PI);
1459                         if (pitch < 0)
1460                                 pitch += 360;
1461                 }
1462
1463                 // add new entities for the lightning
1464                 VectorCopy (b->start, org);
1465                 d = VectorNormalizeLength(dist);
1466                 while (d > 0)
1467                 {
1468                         ent = CL_NewTempEntity ();
1469                         if (!ent)
1470                                 return;
1471                         //VectorCopy (org, ent->render.origin);
1472                         ent->render.model = b->model;
1473                         //ent->render.effects = EF_FULLBRIGHT;
1474                         //ent->render.angles[0] = pitch;
1475                         //ent->render.angles[1] = yaw;
1476                         //ent->render.angles[2] = rand()%360;
1477                         Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1478                         Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
1479                         R_LerpAnimation(&ent->render);
1480                         CL_BoundingBoxForEntity(&ent->render);
1481                         VectorMA(org, 30, dist, org);
1482                         d -= 30;
1483                 }
1484         }
1485
1486         while (cl.num_beams > 0 && !cl.beams[cl.num_beams - 1].model)
1487                 cl.num_beams--;
1488 }
1489
1490 static void CL_RelinkQWNails(void)
1491 {
1492         int i;
1493         vec_t *v;
1494         entity_t *ent;
1495
1496         for (i = 0;i < cl.qw_num_nails;i++)
1497         {
1498                 v = cl.qw_nails[i];
1499
1500                 // if we're drawing effects, get a new temp entity
1501                 // (NewTempEntity adds it to the render entities list for us)
1502                 if (!(ent = CL_NewTempEntity()))
1503                         continue;
1504
1505                 // normal stuff
1506                 ent->render.model = cl.model_precache[cl.qw_modelindex_spike];
1507                 ent->render.colormap = -1; // no special coloring
1508                 ent->render.alpha = 1;
1509                 VectorSet(ent->render.colormod, 1, 1, 1);
1510
1511                 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
1512                 Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
1513                 R_LerpAnimation(&ent->render);
1514                 CL_BoundingBoxForEntity(&ent->render);
1515         }
1516 }
1517
1518 void CL_LerpPlayer(float frac)
1519 {
1520         int i;
1521         float d;
1522
1523         cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
1524         for (i = 0;i < 3;i++)
1525         {
1526                 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
1527                 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
1528                 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1529         }
1530
1531         if (cls.demoplayback)
1532         {
1533                 // interpolate the angles
1534                 for (i = 0;i < 3;i++)
1535                 {
1536                         d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
1537                         if (d > 180)
1538                                 d -= 360;
1539                         else if (d < -180)
1540                                 d += 360;
1541                         cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
1542                 }
1543         }
1544 }
1545
1546 void CSQC_RelinkAllEntities (int drawmask)
1547 {
1548         CL_RelinkNetworkEntities(drawmask);
1549         if(drawmask & ENTMASK_ENGINE)
1550         {
1551                 // move particles
1552                 CL_MoveParticles();
1553                 R_MoveExplosions();
1554         }
1555
1556         // link stuff
1557         CL_RelinkWorld();
1558         CL_RelinkCSQCWorld();   //[515]: csqc
1559         if(drawmask & ENTMASK_ENGINE)
1560         {
1561                 CL_RelinkStaticEntities();
1562                 CL_RelinkBeams();
1563                 CL_RelinkEffects();
1564                 CL_RelinkQWNails();
1565         }
1566 }
1567
1568 /*
1569 ===============
1570 CL_ReadFromServer
1571
1572 Read all incoming data from the server
1573 ===============
1574 */
1575 extern void CL_ClientMovement_Replay();
1576
1577 int CL_ReadFromServer(void)
1578 {
1579         CL_ReadDemoMessage();
1580         CL_SendMove();
1581
1582         r_refdef.time = cl.time;
1583         r_refdef.extraupdate = !r_speeds.integer;
1584         r_refdef.numentities = 0;
1585         r_refdef.viewentitymatrix = identitymatrix;
1586         cl.num_brushmodel_entities = 0;
1587
1588         if (cls.state == ca_connected && cls.signon == SIGNONS)
1589         {
1590                 // prepare for a new frame
1591                 CL_LerpPlayer(CL_LerpPoint());
1592                 CL_DecayLights();
1593                 CL_ClearTempEntities();
1594                 V_DriftPitch();
1595                 V_FadeViewFlashs();
1596
1597                 // relink network entities (note: this sets up the view!)
1598                 CL_ClientMovement_Replay();
1599                 if(!csqc_loaded)        //[515]: csqc
1600                 {
1601                         CL_RelinkNetworkEntities(65535);
1602
1603                         // move particles
1604                         CL_MoveParticles();
1605                         R_MoveExplosions();
1606
1607                         // link stuff
1608                         CL_RelinkWorld();
1609                         CL_RelinkCSQCWorld();   //[515]: csqc
1610                         CL_RelinkStaticEntities();
1611                         CL_RelinkBeams();
1612                         CL_RelinkEffects();
1613                         CL_RelinkQWNails();
1614                 }
1615                 else
1616                         csqc_frame = true;
1617
1618                 CL_UpdateLights();
1619
1620                 // update view blend
1621                 V_CalcViewBlend();
1622         }
1623
1624         return 0;
1625 }
1626
1627 // LordHavoc: pausedemo command
1628 static void CL_PauseDemo_f (void)
1629 {
1630         cls.demopaused = !cls.demopaused;
1631         if (cls.demopaused)
1632                 Con_Print("Demo paused\n");
1633         else
1634                 Con_Print("Demo unpaused\n");
1635 }
1636
1637 /*
1638 ======================
1639 CL_Fog_f
1640 ======================
1641 */
1642 static void CL_Fog_f (void)
1643 {
1644         if (Cmd_Argc () == 1)
1645         {
1646                 Con_Printf("\"fog\" is \"%f %f %f %f\"\n", fog_density, fog_red, fog_green, fog_blue);
1647                 return;
1648         }
1649         fog_density = atof(Cmd_Argv(1));
1650         fog_red = atof(Cmd_Argv(2));
1651         fog_green = atof(Cmd_Argv(3));
1652         fog_blue = atof(Cmd_Argv(4));
1653 }
1654
1655 /*
1656 ====================
1657 CL_TimeRefresh_f
1658
1659 For program optimization
1660 ====================
1661 */
1662 static void CL_TimeRefresh_f (void)
1663 {
1664         int i;
1665         float timestart, timedelta, oldangles[3];
1666
1667         r_refdef.extraupdate = false;
1668         VectorCopy(cl.viewangles, oldangles);
1669         VectorClear(cl.viewangles);
1670
1671         timestart = Sys_DoubleTime();
1672         for (i = 0;i < 128;i++)
1673         {
1674                 Matrix4x4_CreateFromQuakeEntity(&r_refdef.viewentitymatrix, r_vieworigin[0], r_vieworigin[1], r_vieworigin[2], 0, i / 128.0 * 360.0, 0, 1);
1675                 CL_UpdateScreen();
1676         }
1677         timedelta = Sys_DoubleTime() - timestart;
1678
1679         VectorCopy(oldangles, cl.viewangles);
1680         Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
1681 }
1682
1683 /*
1684 ===========
1685 CL_Shutdown
1686 ===========
1687 */
1688 void CL_Shutdown (void)
1689 {
1690         CL_Particles_Shutdown();
1691         CL_Parse_Shutdown();
1692
1693         Mem_FreePool (&cls.permanentmempool);
1694         Mem_FreePool (&cls.levelmempool);
1695 }
1696
1697 /*
1698 =================
1699 CL_Init
1700 =================
1701 */
1702 void CL_Init (void)
1703 {
1704         cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL);
1705         cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL);
1706
1707         memset(&r_refdef, 0, sizeof(r_refdef));
1708         // max entities sent to renderer per frame
1709         r_refdef.maxentities = MAX_EDICTS + 256 + 512;
1710         r_refdef.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.maxentities);
1711
1712         CL_InitInput ();
1713
1714 //
1715 // register our commands
1716 //
1717         Cvar_RegisterVariable (&csqc_progname);
1718         Cvar_RegisterVariable (&csqc_progcrc);
1719
1720         Cvar_RegisterVariable (&cl_upspeed);
1721         Cvar_RegisterVariable (&cl_forwardspeed);
1722         Cvar_RegisterVariable (&cl_backspeed);
1723         Cvar_RegisterVariable (&cl_sidespeed);
1724         Cvar_RegisterVariable (&cl_movespeedkey);
1725         Cvar_RegisterVariable (&cl_yawspeed);
1726         Cvar_RegisterVariable (&cl_pitchspeed);
1727         Cvar_RegisterVariable (&cl_anglespeedkey);
1728         Cvar_RegisterVariable (&cl_shownet);
1729         Cvar_RegisterVariable (&cl_nolerp);
1730         Cvar_RegisterVariable (&lookspring);
1731         Cvar_RegisterVariable (&lookstrafe);
1732         Cvar_RegisterVariable (&sensitivity);
1733         Cvar_RegisterVariable (&freelook);
1734
1735         Cvar_RegisterVariable (&m_pitch);
1736         Cvar_RegisterVariable (&m_yaw);
1737         Cvar_RegisterVariable (&m_forward);
1738         Cvar_RegisterVariable (&m_side);
1739
1740         Cvar_RegisterVariable (&cl_itembobspeed);
1741         Cvar_RegisterVariable (&cl_itembobheight);
1742
1743         Cmd_AddCommand ("entities", CL_PrintEntities_f, "print information on network entities known to client");
1744         Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
1745         Cmd_AddCommand ("record", CL_Record_f, "record a demo");
1746         Cmd_AddCommand ("stop", CL_Stop_f, "stop recording or playing a demo");
1747         Cmd_AddCommand ("playdemo", CL_PlayDemo_f, "watch a demo file");
1748         Cmd_AddCommand ("timedemo", CL_TimeDemo_f, "play back a demo as fast as possible and save statistics to benchmark.log");
1749
1750         Cvar_RegisterVariable (&cl_autodemo);
1751         Cvar_RegisterVariable (&cl_autodemo_nameformat);
1752
1753         Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue)");
1754
1755         // LordHavoc: added pausedemo
1756         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)");
1757
1758         Cvar_RegisterVariable(&r_draweffects);
1759         Cvar_RegisterVariable(&cl_explosions_alpha_start);
1760         Cvar_RegisterVariable(&cl_explosions_alpha_end);
1761         Cvar_RegisterVariable(&cl_explosions_size_start);
1762         Cvar_RegisterVariable(&cl_explosions_size_end);
1763         Cvar_RegisterVariable(&cl_explosions_lifetime);
1764         Cvar_RegisterVariable(&cl_stainmaps);
1765         Cvar_RegisterVariable(&cl_stainmaps_clearonload);
1766         Cvar_RegisterVariable(&cl_beams_polygons);
1767         Cvar_RegisterVariable(&cl_beams_relative);
1768         Cvar_RegisterVariable(&cl_beams_lightatend);
1769         Cvar_RegisterVariable(&cl_noplayershadow);
1770
1771         Cvar_RegisterVariable(&cl_prydoncursor);
1772
1773         Cvar_RegisterVariable(&cl_deathnoviewmodel);
1774
1775         // for QW connections
1776         Cvar_RegisterVariable(&qport);
1777         Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff);
1778
1779         Cmd_AddCommand("timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
1780
1781         CL_Parse_Init();
1782         CL_Particles_Init();
1783         CL_Screen_Init();
1784
1785         CL_Video_Init();
1786 }
1787
1788
1789