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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 #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"};
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 cl_dlights_decayradius = {CVAR_SAVE, "cl_dlights_decayradius", "1", "reduces size of light flashes over time"};
78 cvar_t cl_dlights_decaybrightness = {CVAR_SAVE, "cl_dlights_decaybrightness", "1", "reduces brightness of light flashes over time"};
79
80 cvar_t qport = {0, "qport", "0", "identification key for playing on qw servers (allows you to maintain a connection to a quakeworld server even if your port changes)"};
81
82 cvar_t cl_prydoncursor = {0, "cl_prydoncursor", "0", "enables a mouse pointer which is able to click on entities in the world, useful for point and click mods, see PRYDON_CLIENTCURSOR extension in dpextensions.qc"};
83
84 cvar_t cl_deathnoviewmodel = {0, "cl_deathnoviewmodel", "1", "hides gun model when dead"};
85
86 cvar_t cl_locs_enable = {CVAR_SAVE, "locs_enable", "1", "enables replacement of certain % codes in chat messages: %l (location), %d (last death location), %h (health), %a (armor), %x (rockets), %c (cells), %r (rocket launcher status), %p (powerup status), %w (weapon status), %t (current time in level)"};
87 cvar_t cl_locs_show = {0, "locs_show", "0", "shows defined locations for editing purposes"};
88
89 client_static_t cls;
90 client_state_t  cl;
91
92 #define MAX_PARTICLES                   32768   // default max # of particles at one time
93 #define ABSOLUTE_MIN_PARTICLES  512             // no fewer than this no matter what's on the command line
94
95 /*
96 =====================
97 CL_ClearState
98
99 =====================
100 */
101 void CL_ClearState(void)
102 {
103         int i;
104         entity_t *ent;
105
106 // wipe the entire cl structure
107         Mem_EmptyPool(cls.levelmempool);
108         memset (&cl, 0, sizeof(cl));
109
110         S_StopAllSounds();
111
112         // reset the view zoom interpolation
113         cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
114
115         cl.num_entities = 0;
116         cl.num_static_entities = 0;
117         cl.num_temp_entities = 0;
118         cl.num_brushmodel_entities = 0;
119
120         // tweak these if the game runs out
121         cl.max_entities = 256;
122         cl.max_static_entities = 256;
123         cl.max_temp_entities = 512;
124         cl.max_effects = 256;
125         cl.max_beams = 256;
126         cl.max_dlights = MAX_DLIGHTS;
127         cl.max_lightstyle = MAX_LIGHTSTYLES;
128         cl.max_brushmodel_entities = MAX_EDICTS;
129         cl.max_particles = MAX_PARTICLES;
130
131 // COMMANDLINEOPTION: Client: -particles <number> changes maximum number of particles at once, default 32768
132         i = COM_CheckParm ("-particles");
133         if (i && i < com_argc - 1)
134         {
135                 cl.max_particles = (int)(atoi(com_argv[i+1]));
136                 if (cl.max_particles < ABSOLUTE_MIN_PARTICLES)
137                         cl.max_particles = ABSOLUTE_MIN_PARTICLES;
138         }
139
140         cl.num_dlights = 0;
141         cl.num_effects = 0;
142         cl.num_beams = 0;
143
144         cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
145         cl.entities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));
146         cl.static_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_static_entities * sizeof(entity_t));
147         cl.temp_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_temp_entities * sizeof(entity_t));
148         cl.effects = (cl_effect_t *)Mem_Alloc(cls.levelmempool, cl.max_effects * sizeof(cl_effect_t));
149         cl.beams = (beam_t *)Mem_Alloc(cls.levelmempool, cl.max_beams * sizeof(beam_t));
150         cl.dlights = (dlight_t *)Mem_Alloc(cls.levelmempool, cl.max_dlights * sizeof(dlight_t));
151         cl.lightstyle = (lightstyle_t *)Mem_Alloc(cls.levelmempool, cl.max_lightstyle * sizeof(lightstyle_t));
152         cl.brushmodel_entities = (int *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(int));
153         cl.particles = (particle_t *) Mem_Alloc(cls.levelmempool, cl.max_particles * sizeof(particle_t));
154
155         // LordHavoc: have to set up the baseline info for alpha and other stuff
156         for (i = 0;i < cl.max_entities;i++)
157         {
158                 cl.entities[i].state_baseline = defaultstate;
159                 cl.entities[i].state_previous = defaultstate;
160                 cl.entities[i].state_current = defaultstate;
161         }
162
163         if (gamemode == GAME_NEXUIZ)
164         {
165                 VectorSet(cl.playerstandmins, -16, -16, -24);
166                 VectorSet(cl.playerstandmaxs, 16, 16, 45);
167                 VectorSet(cl.playercrouchmins, -16, -16, -24);
168                 VectorSet(cl.playercrouchmaxs, 16, 16, 25);
169         }
170         else
171         {
172                 VectorSet(cl.playerstandmins, -16, -16, -24);
173                 VectorSet(cl.playerstandmaxs, 16, 16, 24);
174                 VectorSet(cl.playercrouchmins, -16, -16, -24);
175                 VectorSet(cl.playercrouchmaxs, 16, 16, 24);
176         }
177
178         // disable until we get textures for it
179         R_ResetSkyBox();
180
181         ent = &cl.entities[0];
182         // entire entity array was cleared, so just fill in a few fields
183         ent->state_current.active = true;
184         ent->render.model = cl.worldmodel = NULL; // no world model yet
185         ent->render.alpha = 1;
186         ent->render.colormap = -1; // no special coloring
187         ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
188         Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1);
189         CL_UpdateRenderEntity(&ent->render);
190
191         // noclip is turned off at start
192         noclip_anglehack = false;
193
194         // mark all frames invalid for delta
195         memset(cl.qw_deltasequence, -1, sizeof(cl.qw_deltasequence));
196
197         CL_Screen_NewMap();
198 }
199
200 void CL_SetInfo(const char *key, const char *value, qboolean send, qboolean allowstarkey, qboolean allowmodel, qboolean quiet)
201 {
202         int i;
203         qboolean fail = false;
204         if (!allowstarkey && key[0] == '*')
205                 fail = true;
206         if (!allowmodel && (!strcasecmp(key, "pmodel") || !strcasecmp(key, "emodel")))
207                 fail = true;
208         for (i = 0;key[i];i++)
209                 if (key[i] <= ' ' || key[i] == '\"')
210                         fail = true;
211         for (i = 0;value[i];i++)
212                 if (value[i] == '\r' || value[i] == '\n' || value[i] == '\"')
213                         fail = true;
214         if (fail)
215         {
216                 if (!quiet)
217                         Con_Printf("Can't setinfo \"%s\" \"%s\"\n", key, value);
218                 return;
219         }
220         InfoString_SetValue(cls.userinfo, sizeof(cls.userinfo), key, value);
221         if (cls.state == ca_connected && cls.netcon)
222         {
223                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
224                 {
225                         MSG_WriteByte(&cls.netcon->message, qw_clc_stringcmd);
226                         MSG_WriteString(&cls.netcon->message, va("setinfo \"%s\" \"%s\"", key, value));
227                 }
228                 else if (!strcasecmp(key, "name"))
229                 {
230                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
231                         MSG_WriteString(&cls.netcon->message, va("name \"%s\"", value));
232                 }
233                 else if (!strcasecmp(key, "playermodel"))
234                 {
235                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
236                         MSG_WriteString(&cls.netcon->message, va("playermodel \"%s\"", value));
237                 }
238                 else if (!strcasecmp(key, "playerskin"))
239                 {
240                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
241                         MSG_WriteString(&cls.netcon->message, va("playerskin \"%s\"", value));
242                 }
243                 else if (!strcasecmp(key, "topcolor"))
244                 {
245                         // don't send anything, the combined color code will be updated manually
246                 }
247                 else if (!strcasecmp(key, "bottomcolor"))
248                 {
249                         // don't send anything, the combined color code will be updated manually
250                 }
251                 else if (!strcasecmp(key, "rate"))
252                 {
253                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
254                         MSG_WriteString(&cls.netcon->message, va("rate \"%s\"", value));
255                 }
256         }
257 }
258
259 void CL_ExpandEntities(int num)
260 {
261         int i, oldmaxentities;
262         entity_t *oldentities;
263         if (num >= cl.max_entities)
264         {
265                 if (!cl.entities)
266                         Sys_Error("CL_ExpandEntities: cl.entities not initialized");
267                 if (num >= MAX_EDICTS)
268                         Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
269                 oldmaxentities = cl.max_entities;
270                 oldentities = cl.entities;
271                 cl.max_entities = (num & ~255) + 256;
272                 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
273                 memcpy(cl.entities, oldentities, oldmaxentities * sizeof(entity_t));
274                 Mem_Free(oldentities);
275                 for (i = oldmaxentities;i < cl.max_entities;i++)
276                 {
277                         cl.entities[i].state_baseline = defaultstate;
278                         cl.entities[i].state_previous = defaultstate;
279                         cl.entities[i].state_current = defaultstate;
280                 }
281         }
282 }
283
284 void CL_VM_ShutDown (void);
285 /*
286 =====================
287 CL_Disconnect
288
289 Sends a disconnect message to the server
290 This is also called on Host_Error, so it shouldn't cause any errors
291 =====================
292 */
293 void CL_Disconnect(void)
294 {
295         if (cls.state == ca_dedicated)
296                 return;
297
298         Curl_Clear_forthismap();
299
300         Con_DPrintf("CL_Disconnect\n");
301
302         CL_VM_ShutDown();
303 // stop sounds (especially looping!)
304         S_StopAllSounds ();
305
306         cl.parsingtextexpectingpingforscores = 0; // just in case no reply has come yet
307
308         // clear contents blends
309         cl.cshifts[0].percent = 0;
310         cl.cshifts[1].percent = 0;
311         cl.cshifts[2].percent = 0;
312         cl.cshifts[3].percent = 0;
313
314         cl.worldmodel = NULL;
315
316         CL_Parse_ErrorCleanUp();
317
318         if (cls.demoplayback)
319                 CL_StopPlayback();
320         else if (cls.netcon)
321         {
322                 sizebuf_t buf;
323                 unsigned char bufdata[8];
324                 if (cls.demorecording)
325                         CL_Stop_f();
326
327                 // send disconnect message 3 times to improve chances of server
328                 // receiving it (but it still fails sometimes)
329                 memset(&buf, 0, sizeof(buf));
330                 buf.data = bufdata;
331                 buf.maxsize = sizeof(bufdata);
332                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
333                 {
334                         Con_DPrint("Sending drop command\n");
335                         MSG_WriteByte(&buf, qw_clc_stringcmd);
336                         MSG_WriteString(&buf, "drop");
337                 }
338                 else
339                 {
340                         Con_DPrint("Sending clc_disconnect\n");
341                         MSG_WriteByte(&buf, clc_disconnect);
342                 }
343                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
344                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
345                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
346                 NetConn_Close(cls.netcon);
347                 cls.netcon = NULL;
348         }
349         cls.state = ca_disconnected;
350
351         cls.demoplayback = cls.timedemo = false;
352         cls.signon = 0;
353 }
354
355 void CL_Disconnect_f(void)
356 {
357         CL_Disconnect ();
358         if (sv.active)
359                 Host_ShutdownServer ();
360 }
361
362
363
364
365 /*
366 =====================
367 CL_EstablishConnection
368
369 Host should be either "local" or a net address
370 =====================
371 */
372 void CL_EstablishConnection(const char *host)
373 {
374         if (cls.state == ca_dedicated)
375                 return;
376
377         // clear menu's connect error message
378         M_Update_Return_Reason("");
379         cls.demonum = -1;
380
381         // stop demo loop in case this fails
382         CL_Disconnect();
383
384         // if downloads are running, cancel their finishing action
385         Curl_Clear_forthismap();
386
387         // make sure the client ports are open before attempting to connect
388         NetConn_UpdateSockets();
389
390         // run a network frame
391         //NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
392
393         if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
394         {
395                 cls.connect_trying = true;
396                 cls.connect_remainingtries = 3;
397                 cls.connect_nextsendtime = 0;
398                 M_Update_Return_Reason("Trying to connect...");
399                 // run several network frames to jump into the game quickly
400                 //if (sv.active)
401                 //{
402                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
403                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
404                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
405                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
406                 //}
407         }
408         else
409         {
410                 Con_Print("Unable to find a suitable network socket to connect to server.\n");
411                 M_Update_Return_Reason("No network");
412         }
413 }
414
415 /*
416 ==============
417 CL_PrintEntities_f
418 ==============
419 */
420 static void CL_PrintEntities_f(void)
421 {
422         entity_t *ent;
423         int i;
424
425         for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++)
426         {
427                 const char* modelname;
428
429                 if (!ent->state_current.active)
430                         continue;
431
432                 if (ent->render.model)
433                         modelname = ent->render.model->name;
434                 else
435                         modelname = "--no model--";
436                 Con_Printf("%3i: %-25s:%4i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", i, modelname, 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);
437         }
438 }
439
440 //static const vec3_t nomodelmins = {-16, -16, -16};
441 //static const vec3_t nomodelmaxs = {16, 16, 16};
442 void CL_UpdateRenderEntity(entity_render_t *ent)
443 {
444         vec3_t org;
445         vec_t scale;
446         model_t *model = ent->model;
447         // update the inverse matrix for the renderer
448         Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
449         // update the animation blend state
450         R_LerpAnimation(ent);
451         // we need the matrix origin to center the box
452         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
453         // update entity->render.scale because the renderer needs it
454         ent->scale = scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
455         if (model)
456         {
457                 // NOTE: this directly extracts vector components from the matrix, which relies on the matrix orientation!
458 #ifdef MATRIX4x4_OPENGLORIENTATION
459                 if (ent->matrix.m[0][2] != 0 || ent->matrix.m[1][2] != 0)
460 #else
461                 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
462 #endif
463                 {
464                         // pitch or roll
465                         VectorMA(org, scale, model->rotatedmins, ent->mins);
466                         VectorMA(org, scale, model->rotatedmaxs, ent->maxs);
467                 }
468 #ifdef MATRIX4x4_OPENGLORIENTATION
469                 else if (ent->matrix.m[1][0] != 0 || ent->matrix.m[0][1] != 0)
470 #else
471                 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
472 #endif
473                 {
474                         // yaw
475                         VectorMA(org, scale, model->yawmins, ent->mins);
476                         VectorMA(org, scale, model->yawmaxs, ent->maxs);
477                 }
478                 else
479                 {
480                         VectorMA(org, scale, model->normalmins, ent->mins);
481                         VectorMA(org, scale, model->normalmaxs, ent->maxs);
482                 }
483         }
484         else
485         {
486                 ent->mins[0] = org[0] - 16;
487                 ent->mins[1] = org[1] - 16;
488                 ent->mins[2] = org[2] - 16;
489                 ent->maxs[0] = org[0] + 16;
490                 ent->maxs[1] = org[1] + 16;
491                 ent->maxs[2] = org[2] + 16;
492         }
493 }
494
495 /*
496 ===============
497 CL_LerpPoint
498
499 Determines the fraction between the last two messages that the objects
500 should be put at.
501 ===============
502 */
503 static float CL_LerpPoint(void)
504 {
505         float f;
506
507         if (cl_nettimesyncmode.integer == 3)
508                 cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
509
510         // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
511         if (cl.mtime[0] <= cl.mtime[1])
512         {
513                 cl.time = cl.mtime[0];
514                 return 1;
515         }
516
517         f = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
518         return bound(0, f, 1);
519 }
520
521 void CL_ClearTempEntities (void)
522 {
523         cl.num_temp_entities = 0;
524 }
525
526 entity_t *CL_NewTempEntity(void)
527 {
528         entity_t *ent;
529
530         if (r_refdef.numentities >= r_refdef.maxentities)
531                 return NULL;
532         if (cl.num_temp_entities >= cl.max_temp_entities)
533                 return NULL;
534         ent = &cl.temp_entities[cl.num_temp_entities++];
535         memset (ent, 0, sizeof(*ent));
536         r_refdef.entities[r_refdef.numentities++] = &ent->render;
537
538         ent->render.colormap = -1; // no special coloring
539         ent->render.alpha = 1;
540         VectorSet(ent->render.colormod, 1, 1, 1);
541         return ent;
542 }
543
544 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
545 {
546         int i;
547         cl_effect_t *e;
548         if (!modelindex) // sanity check
549                 return;
550         if (framerate < 1)
551         {
552                 Con_Printf("CL_Effect: framerate %f is < 1\n", framerate);
553                 return;
554         }
555         if (framecount < 1)
556         {
557                 Con_Printf("CL_Effect: framecount %i is < 1\n", framecount);
558                 return;
559         }
560         for (i = 0, e = cl.effects;i < cl.max_effects;i++, e++)
561         {
562                 if (e->active)
563                         continue;
564                 e->active = true;
565                 VectorCopy(org, e->origin);
566                 e->modelindex = modelindex;
567                 e->starttime = cl.time;
568                 e->startframe = startframe;
569                 e->endframe = startframe + framecount;
570                 e->framerate = framerate;
571
572                 e->frame = 0;
573                 e->frame1time = cl.time;
574                 e->frame2time = cl.time;
575                 cl.num_effects = max(cl.num_effects, i + 1);
576                 break;
577         }
578 }
579
580 void CL_AllocLightFlash(entity_render_t *ent, matrix4x4_t *matrix, float radius, float red, float green, float blue, float decay, float lifetime, int cubemapnum, int style, int shadowenable, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
581 {
582         int i;
583         dlight_t *dl;
584
585         /*
586 // first look for an exact key match
587         if (ent)
588         {
589                 dl = cl.dlights;
590                 for (i = 0;i < cl.num_dlights;i++, dl++)
591                         if (dl->ent == ent)
592                                 goto dlightsetup;
593         }
594         */
595
596 // then look for anything else
597         dl = cl.dlights;
598         for (i = 0;i < cl.num_dlights;i++, dl++)
599                 if (!dl->radius)
600                         goto dlightsetup;
601         // if we hit the end of the active dlights and found no gaps, add a new one
602         if (i < MAX_DLIGHTS)
603         {
604                 cl.num_dlights = i + 1;
605                 goto dlightsetup;
606         }
607
608         // unable to find one
609         return;
610
611 dlightsetup:
612         //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
613         memset (dl, 0, sizeof(*dl));
614         Matrix4x4_Normalize(&dl->matrix, matrix);
615         dl->ent = ent;
616         Matrix4x4_OriginFromMatrix(&dl->matrix, dl->origin);
617         CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
618         Matrix4x4_SetOrigin(&dl->matrix, dl->origin[0], dl->origin[1], dl->origin[2]);
619         dl->radius = radius;
620         dl->color[0] = red;
621         dl->color[1] = green;
622         dl->color[2] = blue;
623         dl->initialradius = radius;
624         dl->initialcolor[0] = red;
625         dl->initialcolor[1] = green;
626         dl->initialcolor[2] = blue;
627         dl->decay = decay / radius; // changed decay to be a percentage decrease
628         dl->intensity = 1; // this is what gets decayed
629         if (lifetime)
630                 dl->die = cl.time + lifetime;
631         else
632                 dl->die = 0;
633         if (cubemapnum > 0)
634                 dpsnprintf(dl->cubemapname, sizeof(dl->cubemapname), "cubemaps/%i", cubemapnum);
635         else
636                 dl->cubemapname[0] = 0;
637         dl->style = style;
638         dl->shadow = shadowenable;
639         dl->corona = corona;
640         dl->flags = flags;
641         dl->coronasizescale = coronasizescale;
642         dl->ambientscale = ambientscale;
643         dl->diffusescale = diffusescale;
644         dl->specularscale = specularscale;
645 }
646
647 void CL_DecayLightFlashes(void)
648 {
649         int i, oldmax;
650         dlight_t *dl;
651         float time;
652
653         time = bound(0, cl.time - cl.oldtime, 0.1);
654         oldmax = cl.num_dlights;
655         cl.num_dlights = 0;
656         for (i = 0, dl = cl.dlights;i < oldmax;i++, dl++)
657         {
658                 if (dl->radius)
659                 {
660                         dl->intensity -= time * dl->decay;
661                         if (cl.time < dl->die && dl->intensity > 0)
662                         {
663                                 if (cl_dlights_decayradius.integer)
664                                         dl->radius = dl->initialradius * dl->intensity;
665                                 else
666                                         dl->radius = dl->initialradius;
667                                 if (cl_dlights_decaybrightness.integer)
668                                         VectorScale(dl->initialcolor, dl->intensity, dl->color);
669                                 else
670                                         VectorCopy(dl->initialcolor, dl->color);
671                                 cl.num_dlights = i + 1;
672                         }
673                         else
674                                 dl->radius = 0;
675                 }
676         }
677 }
678
679 // called before entity relinking
680 void CL_RelinkLightFlashes(void)
681 {
682         int i, j, k, l;
683         dlight_t *dl;
684         float frac, f;
685         matrix4x4_t tempmatrix;
686
687         if (r_dynamic.integer)
688         {
689                 for (i = 0, dl = cl.dlights;i < cl.num_dlights && r_refdef.numlights < MAX_DLIGHTS;i++, dl++)
690                 {
691                         if (dl->radius)
692                         {
693                                 tempmatrix = dl->matrix;
694                                 Matrix4x4_Scale(&tempmatrix, dl->radius, 1);
695                                 R_RTLight_Update(&r_refdef.lights[r_refdef.numlights++], false, &tempmatrix, dl->color, dl->style, dl->cubemapname, dl->shadow, dl->corona, dl->coronasizescale, dl->ambientscale, dl->diffusescale, dl->specularscale, dl->flags);
696                         }
697                 }
698         }
699
700 // light animations
701 // 'm' is normal light, 'a' is no light, 'z' is double bright
702         f = cl.time * 10;
703         i = (int)floor(f);
704         frac = f - i;
705         for (j = 0;j < cl.max_lightstyle;j++)
706         {
707                 if (!cl.lightstyle || !cl.lightstyle[j].length)
708                 {
709                         r_refdef.lightstylevalue[j] = 256;
710                         continue;
711                 }
712                 k = i % cl.lightstyle[j].length;
713                 l = (i-1) % cl.lightstyle[j].length;
714                 k = cl.lightstyle[j].map[k] - 'a';
715                 l = cl.lightstyle[j].map[l] - 'a';
716                 r_refdef.lightstylevalue[j] = (unsigned short)(((k*frac)+(l*(1-frac)))*22);
717         }
718 }
719
720 void CL_AddQWCTFFlagModel(entity_t *player, int skin)
721 {
722         float f;
723         entity_t *flag;
724         matrix4x4_t flagmatrix;
725
726         // this code taken from QuakeWorld
727         f = 14;
728         if (player->render.frame2 >= 29 && player->render.frame2 <= 40)
729         {
730                 if (player->render.frame2 >= 29 && player->render.frame2 <= 34)
731                 { //axpain
732                         if      (player->render.frame2 == 29) f = f + 2;
733                         else if (player->render.frame2 == 30) f = f + 8;
734                         else if (player->render.frame2 == 31) f = f + 12;
735                         else if (player->render.frame2 == 32) f = f + 11;
736                         else if (player->render.frame2 == 33) f = f + 10;
737                         else if (player->render.frame2 == 34) f = f + 4;
738                 }
739                 else if (player->render.frame2 >= 35 && player->render.frame2 <= 40)
740                 { // pain
741                         if      (player->render.frame2 == 35) f = f + 2;
742                         else if (player->render.frame2 == 36) f = f + 10;
743                         else if (player->render.frame2 == 37) f = f + 10;
744                         else if (player->render.frame2 == 38) f = f + 8;
745                         else if (player->render.frame2 == 39) f = f + 4;
746                         else if (player->render.frame2 == 40) f = f + 2;
747                 }
748         }
749         else if (player->render.frame2 >= 103 && player->render.frame2 <= 118)
750         {
751                 if      (player->render.frame2 >= 103 && player->render.frame2 <= 104) f = f + 6;  //nailattack
752                 else if (player->render.frame2 >= 105 && player->render.frame2 <= 106) f = f + 6;  //light
753                 else if (player->render.frame2 >= 107 && player->render.frame2 <= 112) f = f + 7;  //rocketattack
754                 else if (player->render.frame2 >= 112 && player->render.frame2 <= 118) f = f + 7;  //shotattack
755         }
756         // end of code taken from QuakeWorld
757
758         flag = CL_NewTempEntity();
759         if (!flag)
760                 return;
761
762         flag->render.model = cl.model_precache[cl.qw_modelindex_flag];
763         flag->render.skinnum = skin;
764         flag->render.colormap = -1; // no special coloring
765         flag->render.alpha = 1;
766         VectorSet(flag->render.colormod, 1, 1, 1);
767         // attach the flag to the player matrix
768         Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
769         Matrix4x4_Concat(&flag->render.matrix, &player->render.matrix, &flagmatrix);
770         CL_UpdateRenderEntity(&flag->render);
771 }
772
773 matrix4x4_t viewmodelmatrix;
774
775 static const vec3_t muzzleflashorigin = {18, 0, 0};
776
777 extern void V_DriftPitch(void);
778 extern void V_FadeViewFlashs(void);
779 extern void V_CalcViewBlend(void);
780 extern void V_CalcRefdef(void);
781
782 // note this is a recursive function, recursionlimit should be 32 or so on the initial call
783 void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolate)
784 {
785         const matrix4x4_t *matrix;
786         matrix4x4_t blendmatrix, tempmatrix, matrix2;
787         int j, k, l;
788         float origin[3], angles[3], delta[3], lerp, d;
789         entity_t *t;
790         model_t *model;
791         //entity_persistent_t *p = &e->persistent;
792         //entity_render_t *r = &e->render;
793         // skip inactive entities and world
794         if (!e->state_current.active || e == cl.entities)
795                 return;
796         if (recursionlimit < 1)
797                 return;
798         e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
799         e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
800         e->render.flags = e->state_current.flags;
801         e->render.effects = e->state_current.effects;
802         VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
803         if (e->state_current.flags & RENDER_COLORMAPPED)
804         {
805                 int cb;
806                 unsigned char *cbcolor;
807                 e->render.colormap = e->state_current.colormap;
808                 cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
809                 cbcolor = (unsigned char *) (&palette_complete[cb]);
810                 e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
811                 e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
812                 e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
813                 cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
814                 cbcolor = (unsigned char *) (&palette_complete[cb]);
815                 e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
816                 e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
817                 e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
818         }
819         else if (e->state_current.colormap && cl.scores != NULL)
820         {
821                 int cb;
822                 unsigned char *cbcolor;
823                 e->render.colormap = cl.scores[e->state_current.colormap - 1].colors; // color it
824                 cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
825                 cbcolor = (unsigned char *) (&palette_complete[cb]);
826                 e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
827                 e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
828                 e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
829                 cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
830                 cbcolor = (unsigned char *) (&palette_complete[cb]);
831                 e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
832                 e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
833                 e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
834         }
835         else
836         {
837                 e->render.colormap = -1; // no special coloring
838                 VectorClear(e->render.colormap_pantscolor);
839                 VectorClear(e->render.colormap_shirtcolor);
840         }
841         e->render.skinnum = e->state_current.skin;
842         if (e->state_current.tagentity)
843         {
844                 // attached entity (gun held in player model's hand, etc)
845                 // if the tag entity is currently impossible, skip it
846                 if (e->state_current.tagentity >= cl.num_entities)
847                         return;
848                 t = cl.entities + e->state_current.tagentity;
849                 // if the tag entity is inactive, skip it
850                 if (!t->state_current.active)
851                         return;
852                 // update the parent first
853                 CL_UpdateNetworkEntity(t, recursionlimit - 1, interpolate);
854                 // make relative to the entity
855                 matrix = &t->render.matrix;
856                 // some properties of the tag entity carry over
857                 e->render.flags |= t->render.flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
858                 // if a valid tagindex is used, make it relative to that tag instead
859                 // FIXME: use a model function to get tag info (need to handle skeletal)
860                 if (e->state_current.tagentity && e->state_current.tagindex >= 1 && (model = t->render.model))
861                 {
862                         // blend the matrices
863                         memset(&blendmatrix, 0, sizeof(blendmatrix));
864                         for (j = 0;j < 4 && t->render.frameblend[j].lerp > 0;j++)
865                         {
866                                 matrix4x4_t tagmatrix;
867                                 Mod_Alias_GetTagMatrix(model, t->render.frameblend[j].frame, e->state_current.tagindex - 1, &tagmatrix);
868                                 d = t->render.frameblend[j].lerp;
869                                 for (l = 0;l < 4;l++)
870                                         for (k = 0;k < 4;k++)
871                                                 blendmatrix.m[l][k] += d * tagmatrix.m[l][k];
872                         }
873                         // concat the tag matrices onto the entity matrix
874                         Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix);
875                         // use the constructed tag matrix
876                         matrix = &tempmatrix;
877                 }
878         }
879         else if (e->render.flags & RENDER_VIEWMODEL)
880         {
881                 // view-relative entity (guns and such)
882                 matrix = &viewmodelmatrix;
883         }
884         else
885         {
886                 // world-relative entity (the normal kind)
887                 matrix = &identitymatrix;
888         }
889
890         // movement lerp
891         // if it's the predicted player entity, update according to client movement
892         // but don't lerp if going through a teleporter as it causes a bad lerp
893         // also don't use the predicted location if fixangle was set on both of
894         // the most recent server messages, as that cause means you are spectating
895         // someone or watching a cutscene of some sort
896         if (e == cl.entities + cl.playerentity && cl.movement_predicted && (!cl.fixangle[1] || !cl.fixangle[0]))
897         {
898                 lerp = (cl.time - cl.movement_time[2]) / (cl.movement_time[0] - cl.movement_time[1]);
899                 lerp = bound(0, lerp, 1);
900                 if (!interpolate || cl_nolerp.integer || cl.fixangle[0])
901                         lerp = 1;
902                 VectorLerp(cl.movement_oldorigin, lerp, cl.movement_origin, origin);
903                 VectorSet(angles, 0, cl.viewangles[1], 0);
904         }
905         else if (interpolate && e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
906         {
907                 // interpolate the origin and angles
908                 lerp = max(0, lerp);
909                 VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
910                 VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
911                 if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
912                 if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
913                 if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
914                 VectorMA(e->persistent.oldangles, lerp, delta, angles);
915         }
916         else
917         {
918                 // no interpolation
919                 VectorCopy(e->persistent.neworigin, origin);
920                 VectorCopy(e->persistent.newangles, angles);
921         }
922
923         // model setup and some modelflags
924         if(e->state_current.modelindex < MAX_MODELS)
925                 e->render.model = cl.model_precache[e->state_current.modelindex];
926         if (e->render.model)
927         {
928                 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
929                 if (e->render.model->type == mod_alias)
930                         angles[0] = -angles[0];
931                 if ((e->render.model->flags & EF_ROTATE) && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
932                 {
933                         angles[1] = ANGLEMOD(100*cl.time);
934                         if (cl_itembobheight.value)
935                                 origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
936                 }
937                 // transfer certain model flags to effects
938                 e->render.effects |= e->render.model->flags2 & (EF_FULLBRIGHT | EF_ADDITIVE);
939                 if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
940                         VectorScale(e->render.colormod, 2, e->render.colormod);
941         }
942         // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
943         else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
944                 angles[0] = -angles[0];
945
946         // animation lerp
947         if (e->render.frame2 == e->state_current.frame)
948         {
949                 // update frame lerp fraction
950                 e->render.framelerp = 1;
951                 if (e->render.frame2time > e->render.frame1time)
952                 {
953                         // make sure frame lerp won't last longer than 100ms
954                         // (this mainly helps with models that use framegroups and
955                         // switch between them infrequently)
956                         e->render.framelerp = (cl.time - e->render.frame2time) / min(e->render.frame2time - e->render.frame1time, 0.1);
957                         e->render.framelerp = bound(0, e->render.framelerp, 1);
958                 }
959         }
960         else
961         {
962                 // begin a new frame lerp
963                 e->render.frame1 = e->render.frame2;
964                 e->render.frame1time = e->render.frame2time;
965                 e->render.frame = e->render.frame2 = e->state_current.frame;
966                 e->render.frame2time = cl.time;
967                 e->render.framelerp = 0;
968         }
969
970         // set up the render matrix
971         if (matrix)
972         {
973                 // attached entity, this requires a matrix multiply (concat)
974                 // FIXME: e->render.scale should go away
975                 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
976                 // concat the matrices to make the entity relative to its tag
977                 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
978                 // get the origin from the new matrix
979                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
980         }
981         else
982         {
983                 // unattached entities are faster to process
984                 Matrix4x4_CreateFromQuakeEntity(&e->render.matrix, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
985         }
986
987         // make the other useful stuff
988         CL_UpdateRenderEntity(&e->render);
989
990         // tenebrae's sprites are all additive mode (weird)
991         if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
992                 e->render.effects |= EF_ADDITIVE;
993         // player model is only shown with chase_active on
994         if (e->state_current.number == cl.viewentity)
995                 e->render.flags |= RENDER_EXTERIORMODEL;
996         // either fullbright or lit
997         if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
998                 e->render.flags |= RENDER_LIGHT;
999         // hide player shadow during intermission or nehahra movie
1000         if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST))
1001          && (e->render.alpha >= 1)
1002          && !(e->render.flags & RENDER_VIEWMODEL)
1003          && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
1004                 e->render.flags |= RENDER_SHADOW;
1005 }
1006
1007 // creates light and trails from an entity
1008 void CL_UpdateNetworkEntityTrail(entity_t *e)
1009 {
1010         effectnameindex_t trailtype;
1011         vec3_t origin;
1012
1013         // bmodels are treated specially since their origin is usually '0 0 0' and
1014         // their actual geometry is far from '0 0 0'
1015         if (e->render.model && e->render.model->soundfromcenter)
1016         {
1017                 vec3_t o;
1018                 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1019                 Matrix4x4_Transform(&e->render.matrix, o, origin);
1020         }
1021         else
1022                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1023
1024         // handle particle trails and such effects now that we know where this
1025         // entity is in the world...
1026         trailtype = EFFECT_NONE;
1027         // LordHavoc: if the entity has no effects, don't check each
1028         if (e->render.effects & (EF_BRIGHTFIELD | EF_FLAME | EF_STARDUST | EF_FLAG1QW | EF_FLAG2QW))
1029         {
1030                 if (e->render.effects & EF_BRIGHTFIELD)
1031                 {
1032                         if (gamemode == GAME_NEXUIZ)
1033                                 trailtype = EFFECT_TR_NEXUIZPLASMA;
1034                         else
1035                                 CL_EntityParticles(e);
1036                 }
1037                 if (e->render.effects & EF_FLAME)
1038                         CL_ParticleTrail(EFFECT_EF_FLAME, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true);
1039                 if (e->render.effects & EF_STARDUST)
1040                         CL_ParticleTrail(EFFECT_EF_STARDUST, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true);
1041                 if (e->render.effects & (EF_FLAG1QW | EF_FLAG2QW))
1042                 {
1043                         // these are only set on player entities
1044                         CL_AddQWCTFFlagModel(e, (e->render.effects & EF_FLAG2QW) != 0);
1045                 }
1046         }
1047         // muzzleflash fades over time
1048         if (e->persistent.muzzleflash > 0)
1049                 e->persistent.muzzleflash -= bound(0, cl.time - cl.oldtime, 0.1) * 20;
1050         // LordHavoc: if the model has no flags, don't check each
1051         if (e->render.model && e->render.model->flags && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
1052         {
1053                 if (e->render.model->flags & EF_GIB)
1054                         trailtype = EFFECT_TR_BLOOD;
1055                 else if (e->render.model->flags & EF_ZOMGIB)
1056                         trailtype = EFFECT_TR_SLIGHTBLOOD;
1057                 else if (e->render.model->flags & EF_TRACER)
1058                         trailtype = EFFECT_TR_WIZSPIKE;
1059                 else if (e->render.model->flags & EF_TRACER2)
1060                         trailtype = EFFECT_TR_KNIGHTSPIKE;
1061                 else if (e->render.model->flags & EF_ROCKET)
1062                         trailtype = EFFECT_TR_ROCKET;
1063                 else if (e->render.model->flags & EF_GRENADE)
1064                 {
1065                         // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1066                         trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1067                 }
1068                 else if (e->render.model->flags & EF_TRACER3)
1069                         trailtype = EFFECT_TR_VORESPIKE;
1070         }
1071         // do trails
1072         if (e->render.flags & RENDER_GLOWTRAIL)
1073                 trailtype = EFFECT_TR_GLOWTRAIL;
1074         if (trailtype)
1075         {
1076                 float len;
1077                 vec3_t vel;
1078                 VectorSubtract(e->state_current.origin, e->state_previous.origin, vel);
1079                 len = e->state_current.time - e->state_previous.time;
1080                 if (len > 0)
1081                         len = 1.0f / len;
1082                 VectorScale(vel, len, vel);
1083                 CL_ParticleTrail(trailtype, 1, e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor, false, true);
1084         }
1085         VectorCopy(origin, e->persistent.trail_origin);
1086 }
1087
1088
1089 /*
1090 ===============
1091 CL_UpdateViewEntities
1092 ===============
1093 */
1094 void CL_UpdateViewEntities(void)
1095 {
1096         int i;
1097         // update any RENDER_VIEWMODEL entities to use the new view matrix
1098         for (i = 1;i < cl.num_entities;i++)
1099         {
1100                 if (cl.entities_active[i])
1101                 {
1102                         entity_t *ent = cl.entities + i;
1103                         if ((ent->render.flags & RENDER_VIEWMODEL) || ent->state_current.tagentity)
1104                                 CL_UpdateNetworkEntity(ent, 32, true);
1105                 }
1106         }
1107         // and of course the engine viewmodel needs updating as well
1108         CL_UpdateNetworkEntity(&cl.viewent, 32, true);
1109 }
1110
1111 /*
1112 ===============
1113 CL_UpdateNetworkCollisionEntities
1114 ===============
1115 */
1116 void CL_UpdateNetworkCollisionEntities(void)
1117 {
1118         entity_t *ent;
1119         int i;
1120
1121         // start on the entity after the world
1122         cl.num_brushmodel_entities = 0;
1123         for (i = 1;i < cl.num_entities;i++)
1124         {
1125                 if (cl.entities_active[i])
1126                 {
1127                         ent = cl.entities + i;
1128                         if (ent->state_current.active && ent->render.model && ent->render.model->name[0] == '*' && ent->render.model->TraceBox)
1129                         {
1130                                 // do not interpolate the bmodels for this
1131                                 CL_UpdateNetworkEntity(ent, 32, false);
1132                                 cl.brushmodel_entities[cl.num_brushmodel_entities++] = ent->state_current.number;
1133                         }
1134                 }
1135         }
1136 }
1137
1138 /*
1139 ===============
1140 CL_UpdateNetworkEntities
1141 ===============
1142 */
1143 void CL_UpdateNetworkEntities(void)
1144 {
1145         entity_t *ent;
1146         int i;
1147
1148         // start on the entity after the world
1149         for (i = 1;i < cl.num_entities;i++)
1150         {
1151                 if (cl.entities_active[i])
1152                 {
1153                         ent = cl.entities + i;
1154                         if (ent->state_current.active)
1155                         {
1156                                 CL_UpdateNetworkEntity(ent, 32, true);
1157                                 // view models should never create light/trails
1158                                 if (!(ent->render.flags & RENDER_VIEWMODEL))
1159                                         CL_UpdateNetworkEntityTrail(ent);
1160                         }
1161                         else
1162                                 cl.entities_active[i] = false;
1163                 }
1164         }
1165 }
1166
1167 void CL_UpdateViewModel(void)
1168 {
1169         entity_t *ent;
1170         ent = &cl.viewent;
1171         ent->state_previous = ent->state_current;
1172         ent->state_current = defaultstate;
1173         ent->state_current.time = cl.time;
1174         ent->state_current.number = -1;
1175         ent->state_current.active = true;
1176         ent->state_current.modelindex = cl.stats[STAT_WEAPON];
1177         ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
1178         ent->state_current.flags = RENDER_VIEWMODEL;
1179         if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
1180                 ent->state_current.modelindex = 0;
1181         else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1182         {
1183                 if (gamemode == GAME_TRANSFUSION)
1184                         ent->state_current.alpha = 128;
1185                 else
1186                         ent->state_current.modelindex = 0;
1187         }
1188         ent->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
1189         ent->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_REFLECTIVE | EF_FULLBRIGHT | EF_NODEPTHTEST));
1190
1191         // reset animation interpolation on weaponmodel if model changed
1192         if (ent->state_previous.modelindex != ent->state_current.modelindex)
1193         {
1194                 ent->render.frame = ent->render.frame1 = ent->render.frame2 = ent->state_current.frame;
1195                 ent->render.frame1time = ent->render.frame2time = cl.time;
1196                 ent->render.framelerp = 1;
1197         }
1198         CL_UpdateNetworkEntity(ent, 32, true);
1199 }
1200
1201 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
1202 void CL_LinkNetworkEntity(entity_t *e)
1203 {
1204         effectnameindex_t trailtype;
1205         vec3_t origin;
1206         vec3_t dlightcolor;
1207         vec_t dlightradius;
1208
1209         // skip inactive entities and world
1210         if (!e->state_current.active || e == cl.entities)
1211                 return;
1212         if (e->render.flags & RENDER_VIEWMODEL && !e->state_current.tagentity)
1213         {
1214                 if (!r_drawviewmodel.integer || chase_active.integer || r_refdef.envmap)
1215                         return;
1216         }
1217         else
1218         {
1219                 // if the tag entity is currently impossible, skip it
1220                 if (e->state_current.tagentity >= cl.num_entities)
1221                         return;
1222                 // if the tag entity is inactive, skip it
1223                 if (!cl.entities[e->state_current.tagentity].state_current.active)
1224                         return;
1225         }
1226
1227         // create entity dlights associated with this entity
1228         if (e->render.model && e->render.model->soundfromcenter)
1229         {
1230                 // bmodels are treated specially since their origin is usually '0 0 0'
1231                 vec3_t o;
1232                 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1233                 Matrix4x4_Transform(&e->render.matrix, o, origin);
1234         }
1235         else
1236                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1237         trailtype = EFFECT_NONE;
1238         dlightradius = 0;
1239         dlightcolor[0] = 0;
1240         dlightcolor[1] = 0;
1241         dlightcolor[2] = 0;
1242         // LordHavoc: if the entity has no effects, don't check each
1243         if (e->render.effects & (EF_BRIGHTFIELD | EF_DIMLIGHT | EF_BRIGHTLIGHT | EF_RED | EF_BLUE | EF_FLAME | EF_STARDUST))
1244         {
1245                 if (e->render.effects & EF_BRIGHTFIELD)
1246                 {
1247                         if (gamemode == GAME_NEXUIZ)
1248                                 trailtype = EFFECT_TR_NEXUIZPLASMA;
1249                 }
1250                 if (e->render.effects & EF_DIMLIGHT)
1251                 {
1252                         dlightradius = max(dlightradius, 200);
1253                         dlightcolor[0] += 1.50f;
1254                         dlightcolor[1] += 1.50f;
1255                         dlightcolor[2] += 1.50f;
1256                 }
1257                 if (e->render.effects & EF_BRIGHTLIGHT)
1258                 {
1259                         dlightradius = max(dlightradius, 400);
1260                         dlightcolor[0] += 3.00f;
1261                         dlightcolor[1] += 3.00f;
1262                         dlightcolor[2] += 3.00f;
1263                 }
1264                 // LordHavoc: more effects
1265                 if (e->render.effects & EF_RED) // red
1266                 {
1267                         dlightradius = max(dlightradius, 200);
1268                         dlightcolor[0] += 1.50f;
1269                         dlightcolor[1] += 0.15f;
1270                         dlightcolor[2] += 0.15f;
1271                 }
1272                 if (e->render.effects & EF_BLUE) // blue
1273                 {
1274                         dlightradius = max(dlightradius, 200);
1275                         dlightcolor[0] += 0.15f;
1276                         dlightcolor[1] += 0.15f;
1277                         dlightcolor[2] += 1.50f;
1278                 }
1279                 if (e->render.effects & EF_FLAME)
1280                         CL_ParticleTrail(EFFECT_EF_FLAME, 0, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false);
1281                 if (e->render.effects & EF_STARDUST)
1282                         CL_ParticleTrail(EFFECT_EF_STARDUST, 0, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false);
1283         }
1284         // muzzleflash fades over time, and is offset a bit
1285         if (e->persistent.muzzleflash > 0 && r_refdef.numlights < MAX_DLIGHTS)
1286         {
1287                 vec3_t v2;
1288                 vec3_t color;
1289                 trace_t trace;
1290                 matrix4x4_t tempmatrix;
1291                 Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
1292                 trace = CL_Move(origin, vec3_origin, vec3_origin, v2, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, true, false, NULL, false);
1293                 Matrix4x4_Normalize(&tempmatrix, &e->render.matrix);
1294                 Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], trace.endpos[2]);
1295                 Matrix4x4_Scale(&tempmatrix, 150, 1);
1296                 VectorSet(color, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f);
1297                 R_RTLight_Update(&r_refdef.lights[r_refdef.numlights++], false, &tempmatrix, color, -1, NULL, true, 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1298         }
1299         // LordHavoc: if the model has no flags, don't check each
1300         if (e->render.model && e->render.model->flags && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
1301         {
1302                 if (e->render.model->flags & EF_GIB)
1303                         trailtype = EFFECT_TR_BLOOD;
1304                 else if (e->render.model->flags & EF_ZOMGIB)
1305                         trailtype = EFFECT_TR_SLIGHTBLOOD;
1306                 else if (e->render.model->flags & EF_TRACER)
1307                         trailtype = EFFECT_TR_WIZSPIKE;
1308                 else if (e->render.model->flags & EF_TRACER2)
1309                         trailtype = EFFECT_TR_KNIGHTSPIKE;
1310                 else if (e->render.model->flags & EF_ROCKET)
1311                         trailtype = EFFECT_TR_ROCKET;
1312                 else if (e->render.model->flags & EF_GRENADE)
1313                 {
1314                         // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1315                         trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1316                 }
1317                 else if (e->render.model->flags & EF_TRACER3)
1318                         trailtype = EFFECT_TR_VORESPIKE;
1319         }
1320         // LordHavoc: customizable glow
1321         if (e->state_current.glowsize)
1322         {
1323                 // * 4 for the expansion from 0-255 to 0-1023 range,
1324                 // / 255 to scale down byte colors
1325                 dlightradius = max(dlightradius, e->state_current.glowsize * 4);
1326                 VectorMA(dlightcolor, (1.0f / 255.0f), (unsigned char *)&palette_complete[e->state_current.glowcolor], dlightcolor);
1327         }
1328         // make the glow dlight
1329         if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL) && r_refdef.numlights < MAX_DLIGHTS)
1330         {
1331                 matrix4x4_t dlightmatrix;
1332                 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1333                 // hack to make glowing player light shine on their gun
1334                 //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
1335                 //      Matrix4x4_AdjustOrigin(&dlightmatrix, 0, 0, 30);
1336                 Matrix4x4_Scale(&dlightmatrix, dlightradius, 1);
1337                 R_RTLight_Update(&r_refdef.lights[r_refdef.numlights++], false, &dlightmatrix, dlightcolor, -1, NULL, true, 1, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1338         }
1339         // custom rtlight
1340         if ((e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) && r_refdef.numlights < MAX_DLIGHTS)
1341         {
1342                 matrix4x4_t dlightmatrix;
1343                 float light[4];
1344                 VectorScale(e->state_current.light, (1.0f / 256.0f), light);
1345                 light[3] = e->state_current.light[3];
1346                 if (light[0] == 0 && light[1] == 0 && light[2] == 0)
1347                         VectorSet(light, 1, 1, 1);
1348                 if (light[3] == 0)
1349                         light[3] = 350;
1350                 // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
1351                 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1352                 Matrix4x4_Scale(&dlightmatrix, light[3], 1);
1353                 R_RTLight_Update(&r_refdef.lights[r_refdef.numlights++], false, &dlightmatrix, light, e->state_current.lightstyle, e->state_current.skin > 0 ? va("cubemaps/%i", e->state_current.skin) : NULL, !(e->state_current.lightpflags & PFLAGS_NOSHADOW), (e->state_current.lightpflags & PFLAGS_CORONA) != 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1354         }
1355         // do trail light
1356         if (e->render.flags & RENDER_GLOWTRAIL)
1357                 trailtype = EFFECT_TR_GLOWTRAIL;
1358         if (trailtype)
1359                 CL_ParticleTrail(trailtype, 0, origin, origin, vec3_origin, vec3_origin, NULL, e->state_current.glowcolor, true, false);
1360
1361         // don't show entities with no modelindex (note: this still shows
1362         // entities which have a modelindex that resolved to a NULL model)
1363         if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.numentities < r_refdef.maxentities)
1364                 r_refdef.entities[r_refdef.numentities++] = &e->render;
1365         //if (cl.viewentity && e->state_current.number == cl.viewentity)
1366         //      Matrix4x4_Print(&e->render.matrix);
1367 }
1368
1369 void CL_RelinkWorld(void)
1370 {
1371         entity_t *ent = &cl.entities[0];
1372         cl.brushmodel_entities[cl.num_brushmodel_entities++] = 0;
1373         // FIXME: this should be done at load
1374         ent->render.matrix = identitymatrix;
1375         CL_UpdateRenderEntity(&ent->render);
1376         ent->render.flags = RENDER_SHADOW;
1377         if (!r_fullbright.integer)
1378                 ent->render.flags |= RENDER_LIGHT;
1379         VectorSet(ent->render.colormod, 1, 1, 1);
1380         r_refdef.worldentity = &ent->render;
1381         r_refdef.worldmodel = cl.worldmodel;
1382 }
1383
1384 static void CL_RelinkStaticEntities(void)
1385 {
1386         int i;
1387         entity_t *e;
1388         for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++, e++)
1389         {
1390                 e->render.flags = 0;
1391                 // if the model was not loaded when the static entity was created we
1392                 // need to re-fetch the model pointer
1393                 e->render.model = cl.model_precache[e->state_baseline.modelindex];
1394                 CL_UpdateRenderEntity(&e->render);
1395                 // either fullbright or lit
1396                 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1397                         e->render.flags |= RENDER_LIGHT;
1398                 // hide player shadow during intermission or nehahra movie
1399                 if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST)) && (e->render.alpha >= 1))
1400                         e->render.flags |= RENDER_SHADOW;
1401                 VectorSet(e->render.colormod, 1, 1, 1);
1402                 R_LerpAnimation(&e->render);
1403                 r_refdef.entities[r_refdef.numentities++] = &e->render;
1404         }
1405 }
1406
1407 /*
1408 ===============
1409 CL_RelinkEntities
1410 ===============
1411 */
1412 static void CL_RelinkNetworkEntities(void)
1413 {
1414         entity_t *ent;
1415         int i;
1416
1417         // start on the entity after the world
1418         for (i = 1;i < cl.num_entities;i++)
1419         {
1420                 if (cl.entities_active[i])
1421                 {
1422                         ent = cl.entities + i;
1423                         if (ent->state_current.active)
1424                                 CL_LinkNetworkEntity(ent);
1425                         else
1426                                 cl.entities_active[i] = false;
1427                 }
1428         }
1429 }
1430
1431 static void CL_RelinkEffects(void)
1432 {
1433         int i, intframe;
1434         cl_effect_t *e;
1435         entity_t *ent;
1436         float frame;
1437
1438         for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++)
1439         {
1440                 if (e->active)
1441                 {
1442                         frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1443                         intframe = (int)frame;
1444                         if (intframe < 0 || intframe >= e->endframe)
1445                         {
1446                                 memset(e, 0, sizeof(*e));
1447                                 while (cl.num_effects > 0 && !cl.effects[cl.num_effects - 1].active)
1448                                         cl.num_effects--;
1449                                 continue;
1450                         }
1451
1452                         if (intframe != e->frame)
1453                         {
1454                                 e->frame = intframe;
1455                                 e->frame1time = e->frame2time;
1456                                 e->frame2time = cl.time;
1457                         }
1458
1459                         // if we're drawing effects, get a new temp entity
1460                         // (NewTempEntity adds it to the render entities list for us)
1461                         if (r_draweffects.integer && (ent = CL_NewTempEntity()))
1462                         {
1463                                 // interpolation stuff
1464                                 ent->render.frame1 = intframe;
1465                                 ent->render.frame2 = intframe + 1;
1466                                 if (ent->render.frame2 >= e->endframe)
1467                                         ent->render.frame2 = -1; // disappear
1468                                 ent->render.framelerp = frame - intframe;
1469                                 ent->render.frame1time = e->frame1time;
1470                                 ent->render.frame2time = e->frame2time;
1471
1472                                 // normal stuff
1473                                 if(e->modelindex < MAX_MODELS)
1474                                         ent->render.model = cl.model_precache[e->modelindex];
1475                                 else
1476                                         ent->render.model = cl.csqc_model_precache[-(e->modelindex+1)];
1477                                 ent->render.frame = ent->render.frame2;
1478                                 ent->render.colormap = -1; // no special coloring
1479                                 ent->render.alpha = 1;
1480                                 VectorSet(ent->render.colormod, 1, 1, 1);
1481
1482                                 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1483                                 CL_UpdateRenderEntity(&ent->render);
1484                         }
1485                 }
1486         }
1487 }
1488
1489 void CL_Beam_CalculatePositions(const beam_t *b, vec3_t start, vec3_t end)
1490 {
1491         VectorCopy(b->start, start);
1492         VectorCopy(b->end, end);
1493
1494         // if coming from the player, update the start position
1495         if (b->entity == cl.viewentity)
1496         {
1497                 if (cl_beams_quakepositionhack.integer && !chase_active.integer)
1498                 {
1499                         // LordHavoc: this is a stupid hack from Quake that makes your
1500                         // lightning appear to come from your waist and cover less of your
1501                         // view
1502                         // in Quake this hack was applied to all players (causing the
1503                         // infamous crotch-lightning), but in darkplaces and QuakeWorld it
1504                         // only applies to your own lightning, and only in first person
1505                         Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, start);
1506                 }
1507                 if (cl_beams_instantaimhack.integer)
1508                 {
1509                         vec3_t dir, localend;
1510                         vec_t len;
1511                         // LordHavoc: this updates the beam direction to match your
1512                         // viewangles
1513                         VectorSubtract(end, start, dir);
1514                         len = VectorLength(dir);
1515                         VectorNormalize(dir);
1516                         VectorSet(localend, len, 0, 0);
1517                         Matrix4x4_Transform(&r_view.matrix, localend, end);
1518                 }
1519         }
1520 }
1521
1522 void CL_RelinkBeams(void)
1523 {
1524         int i;
1525         beam_t *b;
1526         vec3_t dist, org, start, end;
1527         float d;
1528         entity_t *ent;
1529         float yaw, pitch;
1530         float forward;
1531         matrix4x4_t tempmatrix;
1532
1533         for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++)
1534         {
1535                 if (!b->model)
1536                         continue;
1537                 if (b->endtime < cl.time)
1538                 {
1539                         b->model = NULL;
1540                         continue;
1541                 }
1542
1543                 CL_Beam_CalculatePositions(b, start, end);
1544
1545                 if (b->lightning)
1546                 {
1547                         if (cl_beams_lightatend.integer && r_refdef.numlights < MAX_DLIGHTS)
1548                         {
1549                                 // FIXME: create a matrix from the beam start/end orientation
1550                                 vec3_t dlightcolor;
1551                                 VectorSet(dlightcolor, 0.3, 0.7, 1);
1552                                 Matrix4x4_CreateFromQuakeEntity(&tempmatrix, end[0], end[1], end[2], 0, 0, 0, 200);
1553                                 R_RTLight_Update(&r_refdef.lights[r_refdef.numlights++], false, &tempmatrix, dlightcolor, -1, NULL, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1554                         }
1555                         if (cl_beams_polygons.integer)
1556                                 continue;
1557                 }
1558
1559                 // calculate pitch and yaw
1560                 // (this is similar to the QuakeC builtin function vectoangles)
1561                 VectorSubtract(end, start, dist);
1562                 if (dist[1] == 0 && dist[0] == 0)
1563                 {
1564                         yaw = 0;
1565                         if (dist[2] > 0)
1566                                 pitch = 90;
1567                         else
1568                                 pitch = 270;
1569                 }
1570                 else
1571                 {
1572                         yaw = (int) (atan2(dist[1], dist[0]) * 180 / M_PI);
1573                         if (yaw < 0)
1574                                 yaw += 360;
1575
1576                         forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1577                         pitch = (int) (atan2(dist[2], forward) * 180 / M_PI);
1578                         if (pitch < 0)
1579                                 pitch += 360;
1580                 }
1581
1582                 // add new entities for the lightning
1583                 VectorCopy (start, org);
1584                 d = VectorNormalizeLength(dist);
1585                 while (d > 0)
1586                 {
1587                         ent = CL_NewTempEntity ();
1588                         if (!ent)
1589                                 return;
1590                         //VectorCopy (org, ent->render.origin);
1591                         ent->render.model = b->model;
1592                         //ent->render.effects = EF_FULLBRIGHT;
1593                         //ent->render.angles[0] = pitch;
1594                         //ent->render.angles[1] = yaw;
1595                         //ent->render.angles[2] = rand()%360;
1596                         Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1597                         CL_UpdateRenderEntity(&ent->render);
1598                         VectorMA(org, 30, dist, org);
1599                         d -= 30;
1600                 }
1601         }
1602
1603         while (cl.num_beams > 0 && !cl.beams[cl.num_beams - 1].model)
1604                 cl.num_beams--;
1605 }
1606
1607 static void CL_RelinkQWNails(void)
1608 {
1609         int i;
1610         vec_t *v;
1611         entity_t *ent;
1612
1613         for (i = 0;i < cl.qw_num_nails;i++)
1614         {
1615                 v = cl.qw_nails[i];
1616
1617                 // if we're drawing effects, get a new temp entity
1618                 // (NewTempEntity adds it to the render entities list for us)
1619                 if (!(ent = CL_NewTempEntity()))
1620                         continue;
1621
1622                 // normal stuff
1623                 ent->render.model = cl.model_precache[cl.qw_modelindex_spike];
1624                 ent->render.colormap = -1; // no special coloring
1625                 ent->render.alpha = 1;
1626                 VectorSet(ent->render.colormod, 1, 1, 1);
1627
1628                 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
1629                 CL_UpdateRenderEntity(&ent->render);
1630         }
1631 }
1632
1633 void CL_LerpPlayer(float frac)
1634 {
1635         int i;
1636
1637         cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
1638         for (i = 0;i < 3;i++)
1639         {
1640                 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
1641                 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
1642                 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1643         }
1644
1645         // interpolate the angles if playing a demo or spectating someone
1646         if (cls.demoplayback || cl.fixangle[0])
1647         {
1648                 for (i = 0;i < 3;i++)
1649                 {
1650                         float d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
1651                         if (d > 180)
1652                                 d -= 360;
1653                         else if (d < -180)
1654                                 d += 360;
1655                         cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
1656                 }
1657         }
1658 }
1659
1660 void CSQC_RelinkAllEntities (int drawmask)
1661 {
1662         // link stuff
1663         CL_RelinkWorld();
1664         CL_RelinkStaticEntities();
1665         CL_RelinkBeams();
1666         CL_RelinkEffects();
1667
1668         // link stuff
1669         if (drawmask & ENTMASK_ENGINE)
1670         {
1671                 CL_RelinkNetworkEntities();
1672                 if (drawmask & ENTMASK_ENGINEVIEWMODELS)
1673                         CL_LinkNetworkEntity(&cl.viewent); // link gun model
1674                 CL_RelinkQWNails();
1675         }
1676
1677         // update view blend
1678         V_CalcViewBlend();
1679 }
1680
1681 /*
1682 ===============
1683 CL_ReadFromServer
1684
1685 Read all incoming data from the server
1686 ===============
1687 */
1688 int CL_ReadFromServer(void)
1689 {
1690         CL_ReadDemoMessage();
1691         CL_SendMove();
1692
1693         r_refdef.time = cl.time;
1694         r_refdef.extraupdate = !r_speeds.integer;
1695         r_refdef.numentities = 0;
1696         r_refdef.numlights = 0;
1697         r_view.matrix = identitymatrix;
1698
1699         cl.num_brushmodel_entities = 0;
1700
1701         if (cls.state == ca_connected && cls.signon == SIGNONS)
1702         {
1703                 // prepare for a new frame
1704                 CL_LerpPlayer(CL_LerpPoint());
1705                 CL_DecayLightFlashes();
1706                 CL_ClearTempEntities();
1707                 V_DriftPitch();
1708                 V_FadeViewFlashs();
1709
1710                 if (cl.movement_predicted)
1711                 {
1712                         // if prediction is enabled we have to update all the collidable
1713                         // network entities before the prediction code can be run
1714                         CL_UpdateNetworkCollisionEntities();
1715                 }
1716
1717                 // now update the player prediction
1718                 CL_ClientMovement_Replay();
1719
1720                 // update the player entity (which may be predicted)
1721                 CL_UpdateNetworkEntity(cl.entities + cl.viewentity, 32, true);
1722
1723                 // now update the view (which depends on that player entity)
1724                 V_CalcRefdef();
1725
1726                 // now update all the network entities and create particle trails
1727                 // (some entities may depend on the view)
1728                 CL_UpdateNetworkEntities();
1729
1730                 // update the engine-based viewmodel
1731                 CL_UpdateViewModel();
1732
1733                 CL_RelinkLightFlashes();
1734                 CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS);
1735
1736                 // move particles
1737                 CL_MoveParticles();
1738                 R_MoveExplosions();
1739
1740                 // update the r_refdef time again because cl.time may have changed in
1741                 // CL_LerpPoint()
1742                 r_refdef.time = cl.time;
1743         }
1744
1745         return 0;
1746 }
1747
1748 // LordHavoc: pausedemo command
1749 static void CL_PauseDemo_f (void)
1750 {
1751         cls.demopaused = !cls.demopaused;
1752         if (cls.demopaused)
1753                 Con_Print("Demo paused\n");
1754         else
1755                 Con_Print("Demo unpaused\n");
1756 }
1757
1758 /*
1759 ======================
1760 CL_Fog_f
1761 ======================
1762 */
1763 static void CL_Fog_f (void)
1764 {
1765         if (Cmd_Argc () == 1)
1766         {
1767                 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);
1768                 return;
1769         }
1770         r_refdef.fog_density = atof(Cmd_Argv(1));
1771         r_refdef.fog_red = atof(Cmd_Argv(2));
1772         r_refdef.fog_green = atof(Cmd_Argv(3));
1773         r_refdef.fog_blue = atof(Cmd_Argv(4));
1774 }
1775
1776 /*
1777 ====================
1778 CL_TimeRefresh_f
1779
1780 For program optimization
1781 ====================
1782 */
1783 static void CL_TimeRefresh_f (void)
1784 {
1785         int i;
1786         float timestart, timedelta, oldangles[3];
1787
1788         r_refdef.extraupdate = false;
1789         VectorCopy(cl.viewangles, oldangles);
1790         VectorClear(cl.viewangles);
1791
1792         timestart = Sys_DoubleTime();
1793         for (i = 0;i < 128;i++)
1794         {
1795                 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);
1796                 CL_UpdateScreen();
1797         }
1798         timedelta = Sys_DoubleTime() - timestart;
1799
1800         VectorCopy(oldangles, cl.viewangles);
1801         Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
1802 }
1803
1804 void CL_AreaStats_f(void)
1805 {
1806         World_PrintAreaStats(&cl.world, "client");
1807 }
1808
1809 cl_locnode_t *CL_Locs_FindNearest(const vec3_t point)
1810 {
1811         int i;
1812         cl_locnode_t *loc;
1813         cl_locnode_t *best;
1814         vec3_t nearestpoint;
1815         vec_t dist, bestdist;
1816         best = NULL;
1817         bestdist = 0;
1818         for (loc = cl.locnodes;loc;loc = loc->next)
1819         {
1820                 for (i = 0;i < 3;i++)
1821                         nearestpoint[i] = bound(loc->mins[i], point[i], loc->maxs[i]);
1822                 dist = VectorDistance2(nearestpoint, point);
1823                 if (bestdist > dist || !best)
1824                 {
1825                         bestdist = dist;
1826                         best = loc;
1827                         if (bestdist < 1)
1828                                 break;
1829                 }
1830         }
1831         return best;
1832 }
1833
1834 void CL_Locs_FindLocationName(char *buffer, size_t buffersize, vec3_t point)
1835 {
1836         cl_locnode_t *loc;
1837         loc = CL_Locs_FindNearest(point);
1838         if (loc)
1839                 strlcpy(buffer, loc->name, buffersize);
1840         else
1841                 dpsnprintf(buffer, buffersize, "LOC=%.0f:%.0f:%.0f", point[0], point[1], point[2]);
1842 }
1843
1844 void CL_Locs_FreeNode(cl_locnode_t *node)
1845 {
1846         cl_locnode_t **pointer, **next;
1847         for (pointer = &cl.locnodes;*pointer;pointer = next)
1848         {
1849                 next = &(*pointer)->next;
1850                 if (*pointer == node)
1851                 {
1852                         *pointer = node->next;
1853                         Mem_Free(node);
1854                 }
1855         }
1856         Con_Printf("CL_Locs_FreeNode: no such node! (%p)\n", node);
1857 }
1858
1859 void CL_Locs_AddNode(vec3_t mins, vec3_t maxs, const char *name)
1860 {
1861         cl_locnode_t *node, **pointer;
1862         int namelen;
1863         if (!name)
1864                 name = "";
1865         namelen = strlen(name);
1866         node = Mem_Alloc(cls.levelmempool, sizeof(cl_locnode_t) + namelen + 1);
1867         VectorSet(node->mins, min(mins[0], maxs[0]), min(mins[1], maxs[1]), min(mins[2], maxs[2]));
1868         VectorSet(node->maxs, max(mins[0], maxs[0]), max(mins[1], maxs[1]), max(mins[2], maxs[2]));
1869         node->name = (char *)(node + 1);
1870         memcpy(node->name, name, namelen);
1871         node->name[namelen] = 0;
1872         // link it into the tail of the list to preserve the order
1873         for (pointer = &cl.locnodes;*pointer;pointer = &(*pointer)->next)
1874                 ;
1875         *pointer = node;
1876 }
1877
1878 void CL_Locs_Add_f(void)
1879 {
1880         vec3_t mins, maxs;
1881         if (Cmd_Argc() != 5 && Cmd_Argc() != 8)
1882         {
1883                 Con_Printf("usage: %s x y z[ x y z] name\n", Cmd_Argv(0));
1884                 return;
1885         }
1886         mins[0] = atof(Cmd_Argv(1));
1887         mins[1] = atof(Cmd_Argv(2));
1888         mins[2] = atof(Cmd_Argv(3));
1889         if (Cmd_Argc() == 8)
1890         {
1891                 maxs[0] = atof(Cmd_Argv(4));
1892                 maxs[1] = atof(Cmd_Argv(5));
1893                 maxs[2] = atof(Cmd_Argv(6));
1894                 CL_Locs_AddNode(mins, maxs, Cmd_Argv(7));
1895         }
1896         else
1897                 CL_Locs_AddNode(mins, mins, Cmd_Argv(4));
1898 }
1899
1900 void CL_Locs_RemoveNearest_f(void)
1901 {
1902         cl_locnode_t *loc;
1903         loc = CL_Locs_FindNearest(r_view.origin);
1904         if (loc)
1905                 CL_Locs_FreeNode(loc);
1906         else
1907                 Con_Printf("no loc point or box found for your location\n");
1908 }
1909
1910 void CL_Locs_Clear_f(void)
1911 {
1912         while (cl.locnodes)
1913                 CL_Locs_FreeNode(cl.locnodes);
1914 }
1915
1916 void CL_Locs_Save_f(void)
1917 {
1918         cl_locnode_t *loc;
1919         qfile_t *outfile;
1920         char locfilename[MAX_QPATH];
1921         if (!cl.locnodes)
1922         {
1923                 Con_Printf("No loc points/boxes exist!\n");
1924                 return;
1925         }
1926         if (cls.state != ca_connected || !cl.worldmodel)
1927         {
1928                 Con_Printf("No level loaded!\n");
1929                 return;
1930         }
1931         FS_StripExtension(cl.worldmodel->name, locfilename, sizeof(locfilename));
1932         strlcat(locfilename, ".loc", sizeof(locfilename));
1933
1934         outfile = FS_Open(locfilename, "w", false, false);
1935         if (!outfile)
1936                 return;
1937         // if any boxes are used then this is a proquake-format loc file, which
1938         // allows comments, so add some relevant information at the start
1939         for (loc = cl.locnodes;loc;loc = loc->next)
1940                 if (!VectorCompare(loc->mins, loc->maxs))
1941                         break;
1942         if (loc)
1943         {
1944                 FS_Printf(outfile, "// %s %s saved by %s\n// x,y,z,x,y,z,\"name\"\n\n", locfilename, Sys_TimeString("%Y-%m-%d"), engineversion);
1945                 for (loc = cl.locnodes;loc;loc = loc->next)
1946                         if (VectorCompare(loc->mins, loc->maxs))
1947                                 break;
1948                 if (loc)
1949                         Con_Printf("Warning: writing loc file containing a mixture of qizmo-style points and proquake-style boxes may not work in qizmo or proquake!\n");
1950         }
1951         for (loc = cl.locnodes;loc;loc = loc->next)
1952         {
1953                 if (VectorCompare(loc->mins, loc->maxs))
1954                 {
1955                         int len;
1956                         const char *s;
1957                         const char *in = loc->name;
1958                         char name[MAX_INPUTLINE];
1959                         for (len = 0;len < (int)sizeof(name) - 1 && *in;)
1960                         {
1961                                 if (*in == ' ') {s = "$loc_name_separator";in++;}
1962                                 else if (!strncmp(in, "SSG", 3)) {s = "$loc_name_ssg";in += 3;}
1963                                 else if (!strncmp(in, "NG", 2)) {s = "$loc_name_ng";in += 2;}
1964                                 else if (!strncmp(in, "SNG", 3)) {s = "$loc_name_sng";in += 3;}
1965                                 else if (!strncmp(in, "GL", 2)) {s = "$loc_name_gl";in += 2;}
1966                                 else if (!strncmp(in, "RL", 2)) {s = "$loc_name_rl";in += 2;}
1967                                 else if (!strncmp(in, "LG", 2)) {s = "$loc_name_lg";in += 2;}
1968                                 else if (!strncmp(in, "GA", 2)) {s = "$loc_name_ga";in += 2;}
1969                                 else if (!strncmp(in, "YA", 2)) {s = "$loc_name_ya";in += 2;}
1970                                 else if (!strncmp(in, "RA", 2)) {s = "$loc_name_ra";in += 2;}
1971                                 else if (!strncmp(in, "MEGA", 4)) {s = "$loc_name_mh";in += 4;}
1972                                 else s = NULL;
1973                                 if (s)
1974                                 {
1975                                         while (len < (int)sizeof(name) - 1 && *s)
1976                                                 name[len++] = *s++;
1977                                         continue;
1978                                 }
1979                                 name[len++] = *in++;
1980                         }
1981                         name[len] = 0;
1982                         FS_Printf(outfile, "%.0f %.0f %.0f %s\n", loc->mins[0]*8, loc->mins[1]*8, loc->mins[2]*8, name);
1983                 }
1984                 else
1985                         FS_Printf(outfile, "%.1f,%.1f,%.1f,%.1f,%.1f,%.1f,\"%s\"\n", loc->mins[0], loc->mins[1], loc->mins[2], loc->maxs[0], loc->maxs[1], loc->maxs[2], loc->name);
1986         }
1987         FS_Close(outfile);
1988 }
1989
1990 void CL_Locs_Reload_f(void)
1991 {
1992         int i, linenumber, limit, len;
1993         const char *s;
1994         char *filedata, *text, *textend, *linestart, *linetext, *lineend;
1995         fs_offset_t filesize;
1996         vec3_t mins, maxs;
1997         char locfilename[MAX_QPATH];
1998         char name[MAX_INPUTLINE];
1999
2000         if (cls.state != ca_connected || !cl.worldmodel)
2001         {
2002                 Con_Printf("No level loaded!\n");
2003                 return;
2004         }
2005
2006         CL_Locs_Clear_f();
2007
2008         // try maps/something.loc first (LordHavoc: where I think they should be)
2009         FS_StripExtension(cl.worldmodel->name, locfilename, sizeof(locfilename));
2010         strlcat(locfilename, ".loc", sizeof(locfilename));
2011         filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2012         if (!filedata)
2013         {
2014                 // try proquake name as well (LordHavoc: I hate path mangling)
2015                 FS_StripExtension(va("locs/%s", FS_FileWithoutPath(cl.worldmodel->name)), locfilename, sizeof(locfilename));
2016                 strlcat(locfilename, ".loc", sizeof(locfilename));
2017                 filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2018                 if (!filedata)
2019                         return;
2020         }
2021         text = filedata;
2022         textend = filedata + filesize;
2023         for (linenumber = 1;text < textend;linenumber++)
2024         {
2025                 linestart = text;
2026                 for (;text < textend && *text != '\r' && *text != '\n';text++)
2027                         ;
2028                 lineend = text;
2029                 if (text + 1 < textend && *text == '\r' && text[1] == '\n')
2030                         text++;
2031                 if (text < textend)
2032                         text++;
2033                 // trim trailing whitespace
2034                 while (lineend > linestart && lineend[-1] <= ' ')
2035                         lineend--;
2036                 // trim leading whitespace
2037                 while (linestart < lineend && *linestart <= ' ')
2038                         linestart++;
2039                 // check if this is a comment
2040                 if (linestart + 2 <= lineend && !strncmp(linestart, "//", 2))
2041                         continue;
2042                 linetext = linestart;
2043                 limit = 3;
2044                 for (i = 0;i < limit;i++)
2045                 {
2046                         if (linetext >= lineend)
2047                                 break;
2048                         // note: a missing number is interpreted as 0
2049                         if (i < 3)
2050                                 mins[i] = atof(linetext);
2051                         else
2052                                 maxs[i - 3] = atof(linetext);
2053                         // now advance past the number
2054                         while (linetext < lineend && *linetext > ' ' && *linetext != ',')
2055                                 linetext++;
2056                         // advance through whitespace
2057                         if (linetext < lineend)
2058                         {
2059                                 if (*linetext == ',')
2060                                 {
2061                                         linetext++;
2062                                         limit = 6;
2063                                         // note: comma can be followed by whitespace
2064                                 }
2065                                 if (*linetext <= ' ')
2066                                 {
2067                                         // skip whitespace
2068                                         while (linetext < lineend && *linetext <= ' ')
2069                                                 linetext++;
2070                                 }
2071                         }
2072                 }
2073                 // if this is a quoted name, remove the quotes
2074                 if (i == 6)
2075                 {
2076                         if (linetext >= lineend || *linetext != '"')
2077                                 continue; // proquake location names are always quoted
2078                         lineend--;
2079                         linetext++;
2080                         len = min(lineend - linetext, (int)sizeof(name) - 1);
2081                         memcpy(name, linetext, len);
2082                         name[len] = 0;
2083                         // add the box to the list
2084                         CL_Locs_AddNode(mins, maxs, name);
2085                 }
2086                 // if a point was parsed, it needs to be scaled down by 8 (since
2087                 // point-based loc files were invented by a proxy which dealt
2088                 // directly with quake protocol coordinates, which are *8), turn
2089                 // it into a box
2090                 else if (i == 3)
2091                 {
2092                         // interpret silly fuhquake macros
2093                         for (len = 0;len < (int)sizeof(name) - 1 && linetext < lineend;)
2094                         {
2095                                 if (*linetext == '$')
2096                                 {
2097                                         if (linetext + 18 <= lineend && !strncmp(linetext, "$loc_name_separator", 19)) {s = " ";linetext += 19;}
2098                                         else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_ssg", 13)) {s = "SSG";linetext += 13;}
2099                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ng", 12)) {s = "NG";linetext += 12;}
2100                                         else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_sng", 13)) {s = "SNG";linetext += 13;}
2101                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_gl", 12)) {s = "GL";linetext += 12;}
2102                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_rl", 12)) {s = "RL";linetext += 12;}
2103                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_lg", 12)) {s = "LG";linetext += 12;}
2104                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ga", 12)) {s = "GA";linetext += 12;}
2105                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ya", 12)) {s = "YA";linetext += 12;}
2106                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ra", 12)) {s = "RA";linetext += 12;}
2107                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_mh", 12)) {s = "MEGA";linetext += 12;}
2108                                         else s = NULL;
2109                                         if (s)
2110                                         {
2111                                                 while (len < (int)sizeof(name) - 1 && *s)
2112                                                         name[len++] = *s++;
2113                                                 continue;
2114                                         }
2115                                 }
2116                                 name[len++] = *linetext++;
2117                         }
2118                         name[len] = 0;
2119                         // add the point to the list
2120                         VectorScale(mins, (1.0 / 8.0), mins);
2121                         CL_Locs_AddNode(mins, mins, name);
2122                 }
2123                 else
2124                         continue;
2125         }
2126 }
2127
2128 /*
2129 ===========
2130 CL_Shutdown
2131 ===========
2132 */
2133 void CL_Shutdown (void)
2134 {
2135         CL_Particles_Shutdown();
2136         CL_Parse_Shutdown();
2137
2138         Mem_FreePool (&cls.permanentmempool);
2139         Mem_FreePool (&cls.levelmempool);
2140 }
2141
2142 /*
2143 =================
2144 CL_Init
2145 =================
2146 */
2147 void CL_Init (void)
2148 {
2149         cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL);
2150         cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL);
2151
2152         memset(&r_refdef, 0, sizeof(r_refdef));
2153         // max entities sent to renderer per frame
2154         r_refdef.maxentities = MAX_EDICTS + 256 + 512;
2155         r_refdef.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.maxentities);
2156
2157         CL_InitInput ();
2158
2159 //
2160 // register our commands
2161 //
2162         Cvar_RegisterVariable (&cl_upspeed);
2163         Cvar_RegisterVariable (&cl_forwardspeed);
2164         Cvar_RegisterVariable (&cl_backspeed);
2165         Cvar_RegisterVariable (&cl_sidespeed);
2166         Cvar_RegisterVariable (&cl_movespeedkey);
2167         Cvar_RegisterVariable (&cl_yawspeed);
2168         Cvar_RegisterVariable (&cl_pitchspeed);
2169         Cvar_RegisterVariable (&cl_anglespeedkey);
2170         Cvar_RegisterVariable (&cl_shownet);
2171         Cvar_RegisterVariable (&cl_nolerp);
2172         Cvar_RegisterVariable (&lookspring);
2173         Cvar_RegisterVariable (&lookstrafe);
2174         Cvar_RegisterVariable (&sensitivity);
2175         Cvar_RegisterVariable (&freelook);
2176
2177         Cvar_RegisterVariable (&m_pitch);
2178         Cvar_RegisterVariable (&m_yaw);
2179         Cvar_RegisterVariable (&m_forward);
2180         Cvar_RegisterVariable (&m_side);
2181
2182         Cvar_RegisterVariable (&cl_itembobspeed);
2183         Cvar_RegisterVariable (&cl_itembobheight);
2184
2185         Cmd_AddCommand ("entities", CL_PrintEntities_f, "print information on network entities known to client");
2186         Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
2187         Cmd_AddCommand ("record", CL_Record_f, "record a demo");
2188         Cmd_AddCommand ("stop", CL_Stop_f, "stop recording or playing a demo");
2189         Cmd_AddCommand ("playdemo", CL_PlayDemo_f, "watch a demo file");
2190         Cmd_AddCommand ("timedemo", CL_TimeDemo_f, "play back a demo as fast as possible and save statistics to benchmark.log");
2191
2192 #ifdef AUTODEMO_BROKEN
2193         Cvar_RegisterVariable (&cl_autodemo);
2194         Cvar_RegisterVariable (&cl_autodemo_nameformat);
2195 #endif
2196
2197         Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue)");
2198
2199         // LordHavoc: added pausedemo
2200         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)");
2201
2202         Cmd_AddCommand ("cl_areastats", CL_AreaStats_f, "prints statistics on entity culling during collision traces");
2203
2204         Cvar_RegisterVariable(&r_draweffects);
2205         Cvar_RegisterVariable(&cl_explosions_alpha_start);
2206         Cvar_RegisterVariable(&cl_explosions_alpha_end);
2207         Cvar_RegisterVariable(&cl_explosions_size_start);
2208         Cvar_RegisterVariable(&cl_explosions_size_end);
2209         Cvar_RegisterVariable(&cl_explosions_lifetime);
2210         Cvar_RegisterVariable(&cl_stainmaps);
2211         Cvar_RegisterVariable(&cl_stainmaps_clearonload);
2212         Cvar_RegisterVariable(&cl_beams_polygons);
2213         Cvar_RegisterVariable(&cl_beams_quakepositionhack);
2214         Cvar_RegisterVariable(&cl_beams_instantaimhack);
2215         Cvar_RegisterVariable(&cl_beams_lightatend);
2216         Cvar_RegisterVariable(&cl_noplayershadow);
2217         Cvar_RegisterVariable(&cl_dlights_decayradius);
2218         Cvar_RegisterVariable(&cl_dlights_decaybrightness);
2219
2220         Cvar_RegisterVariable(&cl_prydoncursor);
2221
2222         Cvar_RegisterVariable(&cl_deathnoviewmodel);
2223
2224         // for QW connections
2225         Cvar_RegisterVariable(&qport);
2226         Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff);
2227
2228         Cmd_AddCommand("timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
2229
2230         Cvar_RegisterVariable(&cl_locs_enable);
2231         Cvar_RegisterVariable(&cl_locs_show);
2232         Cmd_AddCommand("locs_add", CL_Locs_Add_f, "add a point or box location (usage: x y z[ x y z] \"name\", if two sets of xyz are supplied it is a box, otherwise point)");
2233         Cmd_AddCommand("locs_removenearest", CL_Locs_RemoveNearest_f, "remove the nearest point or box (note: you need to be very near a box to remove it)");
2234         Cmd_AddCommand("locs_clear", CL_Locs_Clear_f, "remove all loc points/boxes");
2235         Cmd_AddCommand("locs_reload", CL_Locs_Reload_f, "reload .loc file for this map");
2236         Cmd_AddCommand("locs_save", CL_Locs_Save_f, "save .loc file for this map containing currently defined points and boxes");
2237
2238         CL_Parse_Init();
2239         CL_Particles_Init();
2240         CL_Screen_Init();
2241
2242         CL_Video_Init();
2243 }
2244
2245
2246