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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_gecko.h"
25 #include "cl_video.h"
26 #include "image.h"
27 #include "csprogs.h"
28 #include "r_shadow.h"
29 #include "libcurl.h"
30 #include "snd_main.h"
31
32 // we need to declare some mouse variables here, because the menu system
33 // references them even when on a unix system.
34
35 cvar_t csqc_progname = {0, "csqc_progname","csprogs.dat","name of csprogs.dat file to load"};
36 cvar_t csqc_progcrc = {CVAR_READONLY, "csqc_progcrc","-1","CRC of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"};
37 cvar_t csqc_progsize = {CVAR_READONLY, "csqc_progsize","-1","file size of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"};
38
39 cvar_t cl_shownet = {0, "cl_shownet","0","1 = print packet size, 2 = print packet message list"};
40 cvar_t cl_nolerp = {0, "cl_nolerp", "0","network update smoothing"};
41
42 cvar_t cl_itembobheight = {0, "cl_itembobheight", "0","how much items bob up and down (try 8)"};
43 cvar_t cl_itembobspeed = {0, "cl_itembobspeed", "0.5","how frequently items bob up and down"};
44
45 cvar_t lookspring = {CVAR_SAVE, "lookspring","0","returns pitch to level with the floor when no longer holding a pitch key"};
46 cvar_t lookstrafe = {CVAR_SAVE, "lookstrafe","0","move instead of turning"};
47 cvar_t sensitivity = {CVAR_SAVE, "sensitivity","3","mouse speed multiplier"};
48
49 cvar_t m_pitch = {CVAR_SAVE, "m_pitch","0.022","mouse pitch speed multiplier"};
50 cvar_t m_yaw = {CVAR_SAVE, "m_yaw","0.022","mouse yaw speed multiplier"};
51 cvar_t m_forward = {CVAR_SAVE, "m_forward","1","mouse forward speed multiplier"};
52 cvar_t m_side = {CVAR_SAVE, "m_side","0.8","mouse side speed multiplier"};
53
54 cvar_t freelook = {CVAR_SAVE, "freelook", "1","mouse controls pitch instead of forward/back"};
55
56 cvar_t cl_autodemo = {CVAR_SAVE, "cl_autodemo", "0", "records every game played, using the date/time and map name to name the demo file" };
57 cvar_t cl_autodemo_nameformat = {CVAR_SAVE, "cl_autodemo_nameformat", "autodemos/%Y-%m-%d_%H-%M", "The format of the cl_autodemo filename, followed by the map name (the date is encoded using strftime escapes)" };
58
59 cvar_t r_draweffects = {0, "r_draweffects", "1","renders temporary sprite effects"};
60
61 cvar_t cl_explosions_alpha_start = {CVAR_SAVE, "cl_explosions_alpha_start", "1.5","starting alpha of an explosion shell"};
62 cvar_t cl_explosions_alpha_end = {CVAR_SAVE, "cl_explosions_alpha_end", "0","end alpha of an explosion shell (just before it disappears)"};
63 cvar_t cl_explosions_size_start = {CVAR_SAVE, "cl_explosions_size_start", "16","starting size of an explosion shell"};
64 cvar_t cl_explosions_size_end = {CVAR_SAVE, "cl_explosions_size_end", "128","ending alpha of an explosion shell (just before it disappears)"};
65 cvar_t cl_explosions_lifetime = {CVAR_SAVE, "cl_explosions_lifetime", "0.5","how long an explosion shell lasts"};
66
67 cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "0","stains lightmaps, much faster than decals but blurred"};
68 cvar_t cl_stainmaps_clearonload = {CVAR_SAVE, "cl_stainmaps_clearonload", "1","clear stainmaps on map restart"};
69
70 cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1","use beam polygons instead of models"};
71 cvar_t cl_beams_quakepositionhack = {CVAR_SAVE, "cl_beams_quakepositionhack", "1", "makes your lightning gun appear to fire from your waist (as in Quake and QuakeWorld)"};
72 cvar_t cl_beams_instantaimhack = {CVAR_SAVE, "cl_beams_instantaimhack", "0", "makes your lightning gun aiming update instantly"};
73 cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0", "make a light at the end of the beam"};
74
75 cvar_t cl_deathfade = {CVAR_SAVE, "cl_deathfade", "0", "fade screen to dark red when dead, value = how fast the fade is"};
76
77 cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0","hide player shadow"};
78
79 cvar_t cl_dlights_decayradius = {CVAR_SAVE, "cl_dlights_decayradius", "1", "reduces size of light flashes over time"};
80 cvar_t cl_dlights_decaybrightness = {CVAR_SAVE, "cl_dlights_decaybrightness", "1", "reduces brightness of light flashes over time"};
81
82 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)"};
83
84 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"};
85
86 cvar_t cl_deathnoviewmodel = {0, "cl_deathnoviewmodel", "1", "hides gun model when dead"};
87
88 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)"};
89 cvar_t cl_locs_show = {0, "locs_show", "0", "shows defined locations for editing purposes"};
90
91 client_static_t cls;
92 client_state_t  cl;
93
94 /*
95 =====================
96 CL_ClearState
97
98 =====================
99 */
100 void CL_VM_ShutDown (void);
101 void CL_ClearState(void)
102 {
103         int i;
104         entity_t *ent;
105
106         CL_VM_ShutDown();
107
108 // wipe the entire cl structure
109         Mem_EmptyPool(cls.levelmempool);
110         memset (&cl, 0, sizeof(cl));
111
112         S_StopAllSounds();
113
114         // reset the view zoom interpolation
115         cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
116         cl.sensitivityscale = 1.0f;
117
118         // enable rendering of the world and such
119         cl.csqc_vidvars.drawworld = true;
120         cl.csqc_vidvars.drawenginesbar = true;
121         cl.csqc_vidvars.drawcrosshair = true;
122
123         // set up the float version of the stats array for easier access to float stats
124         cl.statsf = (float *)cl.stats;
125
126         cl.num_entities = 0;
127         cl.num_static_entities = 0;
128         cl.num_brushmodel_entities = 0;
129
130         // tweak these if the game runs out
131         cl.max_entities = 256;
132         cl.max_static_entities = 256;
133         cl.max_effects = 256;
134         cl.max_beams = 256;
135         cl.max_dlights = MAX_DLIGHTS;
136         cl.max_lightstyle = MAX_LIGHTSTYLES;
137         cl.max_brushmodel_entities = MAX_EDICTS;
138         cl.max_particles = 8192; // grows dynamically
139         cl.max_decals = 2048; // grows dynamically
140         cl.max_showlmps = 0;
141
142         cl.num_dlights = 0;
143         cl.num_effects = 0;
144         cl.num_beams = 0;
145
146         cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
147         cl.entities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));
148         cl.static_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_static_entities * sizeof(entity_t));
149         cl.effects = (cl_effect_t *)Mem_Alloc(cls.levelmempool, cl.max_effects * sizeof(cl_effect_t));
150         cl.beams = (beam_t *)Mem_Alloc(cls.levelmempool, cl.max_beams * sizeof(beam_t));
151         cl.dlights = (dlight_t *)Mem_Alloc(cls.levelmempool, cl.max_dlights * sizeof(dlight_t));
152         cl.lightstyle = (lightstyle_t *)Mem_Alloc(cls.levelmempool, cl.max_lightstyle * sizeof(lightstyle_t));
153         cl.brushmodel_entities = (int *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(int));
154         cl.particles = (particle_t *) Mem_Alloc(cls.levelmempool, cl.max_particles * sizeof(particle_t));
155         cl.decals = (decal_t *) Mem_Alloc(cls.levelmempool, cl.max_decals * sizeof(decal_t));
156         cl.showlmps = NULL;
157
158         // LordHavoc: have to set up the baseline info for alpha and other stuff
159         for (i = 0;i < cl.max_entities;i++)
160         {
161                 cl.entities[i].state_baseline = defaultstate;
162                 cl.entities[i].state_previous = defaultstate;
163                 cl.entities[i].state_current = defaultstate;
164         }
165
166         if (gamemode == GAME_NEXUIZ)
167         {
168                 VectorSet(cl.playerstandmins, -16, -16, -24);
169                 VectorSet(cl.playerstandmaxs, 16, 16, 45);
170                 VectorSet(cl.playercrouchmins, -16, -16, -24);
171                 VectorSet(cl.playercrouchmaxs, 16, 16, 25);
172         }
173         else
174         {
175                 VectorSet(cl.playerstandmins, -16, -16, -24);
176                 VectorSet(cl.playerstandmaxs, 16, 16, 24);
177                 VectorSet(cl.playercrouchmins, -16, -16, -24);
178                 VectorSet(cl.playercrouchmaxs, 16, 16, 24);
179         }
180
181         // disable until we get textures for it
182         R_ResetSkyBox();
183
184         ent = &cl.entities[0];
185         // entire entity array was cleared, so just fill in a few fields
186         ent->state_current.active = true;
187         ent->render.model = cl.worldmodel = NULL; // no world model yet
188         ent->render.alpha = 1;
189         ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
190         Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1);
191         CL_UpdateRenderEntity(&ent->render);
192
193         // noclip is turned off at start
194         noclip_anglehack = false;
195
196         // mark all frames invalid for delta
197         memset(cl.qw_deltasequence, -1, sizeof(cl.qw_deltasequence));
198
199         // set bestweapon data back to Quake data
200         IN_BestWeapon_ResetData();
201
202         CL_Screen_NewMap();
203 }
204
205 void CL_SetInfo(const char *key, const char *value, qboolean send, qboolean allowstarkey, qboolean allowmodel, qboolean quiet)
206 {
207         int i;
208         qboolean fail = false;
209         if (!allowstarkey && key[0] == '*')
210                 fail = true;
211         if (!allowmodel && (!strcasecmp(key, "pmodel") || !strcasecmp(key, "emodel")))
212                 fail = true;
213         for (i = 0;key[i];i++)
214                 if (ISWHITESPACE(key[i]) || key[i] == '\"')
215                         fail = true;
216         for (i = 0;value[i];i++)
217                 if (value[i] == '\r' || value[i] == '\n' || value[i] == '\"')
218                         fail = true;
219         if (fail)
220         {
221                 if (!quiet)
222                         Con_Printf("Can't setinfo \"%s\" \"%s\"\n", key, value);
223                 return;
224         }
225         InfoString_SetValue(cls.userinfo, sizeof(cls.userinfo), key, value);
226         if (cls.state == ca_connected && cls.netcon)
227         {
228                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
229                 {
230                         MSG_WriteByte(&cls.netcon->message, qw_clc_stringcmd);
231                         MSG_WriteString(&cls.netcon->message, va("setinfo \"%s\" \"%s\"", key, value));
232                 }
233                 else if (!strcasecmp(key, "name"))
234                 {
235                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
236                         MSG_WriteString(&cls.netcon->message, va("name \"%s\"", value));
237                 }
238                 else if (!strcasecmp(key, "playermodel"))
239                 {
240                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
241                         MSG_WriteString(&cls.netcon->message, va("playermodel \"%s\"", value));
242                 }
243                 else if (!strcasecmp(key, "playerskin"))
244                 {
245                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
246                         MSG_WriteString(&cls.netcon->message, va("playerskin \"%s\"", value));
247                 }
248                 else if (!strcasecmp(key, "topcolor"))
249                 {
250                         // don't send anything, the combined color code will be updated manually
251                 }
252                 else if (!strcasecmp(key, "bottomcolor"))
253                 {
254                         // don't send anything, the combined color code will be updated manually
255                 }
256                 else if (!strcasecmp(key, "rate"))
257                 {
258                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
259                         MSG_WriteString(&cls.netcon->message, va("rate \"%s\"", value));
260                 }
261         }
262 }
263
264 void CL_ExpandEntities(int num)
265 {
266         int i, oldmaxentities;
267         entity_t *oldentities;
268         if (num >= cl.max_entities)
269         {
270                 if (!cl.entities)
271                         Sys_Error("CL_ExpandEntities: cl.entities not initialized");
272                 if (num >= MAX_EDICTS)
273                         Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
274                 oldmaxentities = cl.max_entities;
275                 oldentities = cl.entities;
276                 cl.max_entities = (num & ~255) + 256;
277                 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
278                 memcpy(cl.entities, oldentities, oldmaxentities * sizeof(entity_t));
279                 Mem_Free(oldentities);
280                 for (i = oldmaxentities;i < cl.max_entities;i++)
281                 {
282                         cl.entities[i].state_baseline = defaultstate;
283                         cl.entities[i].state_previous = defaultstate;
284                         cl.entities[i].state_current = defaultstate;
285                 }
286         }
287 }
288
289 /*
290 =====================
291 CL_Disconnect
292
293 Sends a disconnect message to the server
294 This is also called on Host_Error, so it shouldn't cause any errors
295 =====================
296 */
297 void CL_Disconnect(void)
298 {
299         if (cls.state == ca_dedicated)
300                 return;
301
302         if (COM_CheckParm("-profilegameonly"))
303                 Sys_AllowProfiling(false);
304
305         Curl_Clear_forthismap();
306
307         Con_DPrintf("CL_Disconnect\n");
308
309     Cvar_SetValueQuick(&csqc_progcrc, -1);
310         Cvar_SetValueQuick(&csqc_progsize, -1);
311         CL_VM_ShutDown();
312 // stop sounds (especially looping!)
313         S_StopAllSounds ();
314
315         cl.parsingtextexpectingpingforscores = 0; // just in case no reply has come yet
316
317         // clear contents blends
318         cl.cshifts[0].percent = 0;
319         cl.cshifts[1].percent = 0;
320         cl.cshifts[2].percent = 0;
321         cl.cshifts[3].percent = 0;
322
323         cl.worldmodel = NULL;
324
325         CL_Parse_ErrorCleanUp();
326
327         if (cls.demoplayback)
328                 CL_StopPlayback();
329         else if (cls.netcon)
330         {
331                 sizebuf_t buf;
332                 unsigned char bufdata[8];
333                 if (cls.demorecording)
334                         CL_Stop_f();
335
336                 // send disconnect message 3 times to improve chances of server
337                 // receiving it (but it still fails sometimes)
338                 memset(&buf, 0, sizeof(buf));
339                 buf.data = bufdata;
340                 buf.maxsize = sizeof(bufdata);
341                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
342                 {
343                         Con_DPrint("Sending drop command\n");
344                         MSG_WriteByte(&buf, qw_clc_stringcmd);
345                         MSG_WriteString(&buf, "drop");
346                 }
347                 else
348                 {
349                         Con_DPrint("Sending clc_disconnect\n");
350                         MSG_WriteByte(&buf, clc_disconnect);
351                 }
352                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
353                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
354                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
355                 NetConn_Close(cls.netcon);
356                 cls.netcon = NULL;
357         }
358         cls.state = ca_disconnected;
359
360         cls.demoplayback = cls.timedemo = false;
361         cls.signon = 0;
362 }
363
364 void CL_Disconnect_f(void)
365 {
366         CL_Disconnect ();
367         if (sv.active)
368                 Host_ShutdownServer ();
369 }
370
371
372
373
374 /*
375 =====================
376 CL_EstablishConnection
377
378 Host should be either "local" or a net address
379 =====================
380 */
381 void CL_EstablishConnection(const char *host)
382 {
383         if (cls.state == ca_dedicated)
384                 return;
385
386         // clear menu's connect error message
387         M_Update_Return_Reason("");
388         cls.demonum = -1;
389
390         // stop demo loop in case this fails
391         if (cls.demoplayback)
392                 CL_StopPlayback();
393
394         // if downloads are running, cancel their finishing action
395         Curl_Clear_forthismap();
396
397         // make sure the client ports are open before attempting to connect
398         NetConn_UpdateSockets();
399
400         // run a network frame
401         //NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
402
403         if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
404         {
405                 cls.connect_trying = true;
406                 cls.connect_remainingtries = 3;
407                 cls.connect_nextsendtime = 0;
408                 M_Update_Return_Reason("Trying to connect...");
409                 // run several network frames to jump into the game quickly
410                 //if (sv.active)
411                 //{
412                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
413                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
414                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
415                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
416                 //}
417         }
418         else
419         {
420                 Con_Print("Unable to find a suitable network socket to connect to server.\n");
421                 M_Update_Return_Reason("No network");
422         }
423 }
424
425 /*
426 ==============
427 CL_PrintEntities_f
428 ==============
429 */
430 static void CL_PrintEntities_f(void)
431 {
432         entity_t *ent;
433         int i;
434
435         for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++)
436         {
437                 const char* modelname;
438
439                 if (!ent->state_current.active)
440                         continue;
441
442                 if (ent->render.model)
443                         modelname = ent->render.model->name;
444                 else
445                         modelname = "--no model--";
446                 Con_Printf("%3i: %-25s:%4i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", i, modelname, ent->render.framegroupblend[0].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);
447         }
448 }
449
450 /*
451 ===============
452 CL_ModelIndexList_f
453
454 List information on all models in the client modelindex
455 ===============
456 */
457 static void CL_ModelIndexList_f(void)
458 {
459         int i = 1;
460
461         // Print Header
462         Con_Printf("%3s: %-30s %-8s %-8s\n", "ID", "Name", "Type", "Triangles");
463
464         while(cl.model_precache[i] && i != MAX_MODELS)
465         { // Valid Model
466                 if(cl.model_precache[i]->loaded || i == 1)
467                         Con_Printf("%3i: %-30s %-8s %-10i\n", i, cl.model_precache[i]->name, cl.model_precache[i]->modeldatatypestring, cl.model_precache[i]->surfmesh.num_triangles);
468                 else
469                         Con_Printf("%3i: %-30s %-30s\n", i, cl.model_precache[i]->name, "--no local model found--");
470                 i++;
471         }
472 }
473
474 /*
475 ===============
476 CL_SoundIndexList_f
477
478 List all sounds in the client soundindex
479 ===============
480 */
481 static void CL_SoundIndexList_f(void)
482 {
483         int i = 1;
484
485         while(cl.sound_precache[i] && i != MAX_SOUNDS)
486         { // Valid Sound
487                 Con_Printf("%i : %s\n", i, cl.sound_precache[i]->name);
488                 i++;
489         }
490 }
491
492 /*
493 ===============
494 CL_UpdateRenderEntity
495
496 Updates inversematrix, animation interpolation factors, scale, and mins/maxs
497 ===============
498 */
499 void CL_UpdateRenderEntity(entity_render_t *ent)
500 {
501         vec3_t org;
502         vec_t scale;
503         dp_model_t *model = ent->model;
504         // update the inverse matrix for the renderer
505         Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
506         // update the animation blend state
507         R_LerpAnimation(ent);
508         // we need the matrix origin to center the box
509         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
510         // update entity->render.scale because the renderer needs it
511         ent->scale = scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
512         if (model)
513         {
514                 // NOTE: this directly extracts vector components from the matrix, which relies on the matrix orientation!
515 #ifdef MATRIX4x4_OPENGLORIENTATION
516                 if (ent->matrix.m[0][2] != 0 || ent->matrix.m[1][2] != 0)
517 #else
518                 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
519 #endif
520                 {
521                         // pitch or roll
522                         VectorMA(org, scale, model->rotatedmins, ent->mins);
523                         VectorMA(org, scale, model->rotatedmaxs, ent->maxs);
524                 }
525 #ifdef MATRIX4x4_OPENGLORIENTATION
526                 else if (ent->matrix.m[1][0] != 0 || ent->matrix.m[0][1] != 0)
527 #else
528                 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
529 #endif
530                 {
531                         // yaw
532                         VectorMA(org, scale, model->yawmins, ent->mins);
533                         VectorMA(org, scale, model->yawmaxs, ent->maxs);
534                 }
535                 else
536                 {
537                         VectorMA(org, scale, model->normalmins, ent->mins);
538                         VectorMA(org, scale, model->normalmaxs, ent->maxs);
539                 }
540         }
541         else
542         {
543                 ent->mins[0] = org[0] - 16;
544                 ent->mins[1] = org[1] - 16;
545                 ent->mins[2] = org[2] - 16;
546                 ent->maxs[0] = org[0] + 16;
547                 ent->maxs[1] = org[1] + 16;
548                 ent->maxs[2] = org[2] + 16;
549         }
550 }
551
552 /*
553 ===============
554 CL_LerpPoint
555
556 Determines the fraction between the last two messages that the objects
557 should be put at.
558 ===============
559 */
560 static float CL_LerpPoint(void)
561 {
562         float f;
563
564         if (cl_nettimesyncboundmode.integer == 1)
565                 cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
566
567         // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
568         if (cl.mtime[0] <= cl.mtime[1])
569         {
570                 cl.time = cl.mtime[0];
571                 return 1;
572         }
573
574         f = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
575         return bound(0, f, 1);
576 }
577
578 void CL_ClearTempEntities (void)
579 {
580         r_refdef.scene.numtempentities = 0;
581 }
582
583 entity_render_t *CL_NewTempEntity(double shadertime)
584 {
585         entity_render_t *render;
586
587         if (r_refdef.scene.numentities >= r_refdef.scene.maxentities)
588                 return NULL;
589         if (r_refdef.scene.numtempentities >= r_refdef.scene.maxtempentities)
590                 return NULL;
591         render = &r_refdef.scene.tempentities[r_refdef.scene.numtempentities++];
592         memset (render, 0, sizeof(*render));
593         r_refdef.scene.entities[r_refdef.scene.numentities++] = render;
594
595         render->shadertime = shadertime;
596         render->alpha = 1;
597         VectorSet(render->colormod, 1, 1, 1);
598         VectorSet(render->glowmod, 1, 1, 1);
599         return render;
600 }
601
602 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
603 {
604         int i;
605         cl_effect_t *e;
606         if (!modelindex) // sanity check
607                 return;
608         if (framerate < 1)
609         {
610                 Con_Printf("CL_Effect: framerate %f is < 1\n", framerate);
611                 return;
612         }
613         if (framecount < 1)
614         {
615                 Con_Printf("CL_Effect: framecount %i is < 1\n", framecount);
616                 return;
617         }
618         for (i = 0, e = cl.effects;i < cl.max_effects;i++, e++)
619         {
620                 if (e->active)
621                         continue;
622                 e->active = true;
623                 VectorCopy(org, e->origin);
624                 e->modelindex = modelindex;
625                 e->starttime = cl.time;
626                 e->startframe = startframe;
627                 e->endframe = startframe + framecount;
628                 e->framerate = framerate;
629
630                 e->frame = 0;
631                 e->frame1time = cl.time;
632                 e->frame2time = cl.time;
633                 cl.num_effects = max(cl.num_effects, i + 1);
634                 break;
635         }
636 }
637
638 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)
639 {
640         int i;
641         dlight_t *dl;
642
643 // then look for anything else
644         dl = cl.dlights;
645         for (i = 0;i < cl.max_dlights;i++, dl++)
646                 if (!dl->radius)
647                         break;
648
649         // unable to find one
650         if (i == cl.max_dlights)
651                 return;
652
653         //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
654         memset (dl, 0, sizeof(*dl));
655         cl.num_dlights = max(cl.num_dlights, i + 1);
656         Matrix4x4_Normalize(&dl->matrix, matrix);
657         dl->ent = ent;
658         Matrix4x4_OriginFromMatrix(&dl->matrix, dl->origin);
659         CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
660         Matrix4x4_SetOrigin(&dl->matrix, dl->origin[0], dl->origin[1], dl->origin[2]);
661         dl->radius = radius;
662         dl->color[0] = red;
663         dl->color[1] = green;
664         dl->color[2] = blue;
665         dl->initialradius = radius;
666         dl->initialcolor[0] = red;
667         dl->initialcolor[1] = green;
668         dl->initialcolor[2] = blue;
669         dl->decay = decay / radius; // changed decay to be a percentage decrease
670         dl->intensity = 1; // this is what gets decayed
671         if (lifetime)
672                 dl->die = cl.time + lifetime;
673         else
674                 dl->die = 0;
675         if (cubemapnum > 0)
676                 dpsnprintf(dl->cubemapname, sizeof(dl->cubemapname), "cubemaps/%i", cubemapnum);
677         else
678                 dl->cubemapname[0] = 0;
679         dl->style = style;
680         dl->shadow = shadowenable;
681         dl->corona = corona;
682         dl->flags = flags;
683         dl->coronasizescale = coronasizescale;
684         dl->ambientscale = ambientscale;
685         dl->diffusescale = diffusescale;
686         dl->specularscale = specularscale;
687 }
688
689 void CL_DecayLightFlashes(void)
690 {
691         int i, oldmax;
692         dlight_t *dl;
693         float time;
694
695         time = bound(0, cl.time - cl.oldtime, 0.1);
696         oldmax = cl.num_dlights;
697         cl.num_dlights = 0;
698         for (i = 0, dl = cl.dlights;i < oldmax;i++, dl++)
699         {
700                 if (dl->radius)
701                 {
702                         dl->intensity -= time * dl->decay;
703                         if (cl.time < dl->die && dl->intensity > 0)
704                         {
705                                 if (cl_dlights_decayradius.integer)
706                                         dl->radius = dl->initialradius * dl->intensity;
707                                 else
708                                         dl->radius = dl->initialradius;
709                                 if (cl_dlights_decaybrightness.integer)
710                                         VectorScale(dl->initialcolor, dl->intensity, dl->color);
711                                 else
712                                         VectorCopy(dl->initialcolor, dl->color);
713                                 cl.num_dlights = i + 1;
714                         }
715                         else
716                                 dl->radius = 0;
717                 }
718         }
719 }
720
721 // called before entity relinking
722 void CL_RelinkLightFlashes(void)
723 {
724         int i, j, k, l;
725         dlight_t *dl;
726         float frac, f;
727         matrix4x4_t tempmatrix;
728
729         if (r_dynamic.integer)
730         {
731                 for (i = 0, dl = cl.dlights;i < cl.num_dlights && r_refdef.scene.numlights < MAX_DLIGHTS;i++, dl++)
732                 {
733                         if (dl->radius)
734                         {
735                                 tempmatrix = dl->matrix;
736                                 Matrix4x4_Scale(&tempmatrix, dl->radius, 1);
737                                 // we need the corona fading to be persistent
738                                 R_RTLight_Update(&dl->rtlight, false, &tempmatrix, dl->color, dl->style, dl->cubemapname, dl->shadow, dl->corona, dl->coronasizescale, dl->ambientscale, dl->diffusescale, dl->specularscale, dl->flags);
739                                 r_refdef.scene.lights[r_refdef.scene.numlights++] = &dl->rtlight;
740                         }
741                 }
742         }
743
744         if (!cl.lightstyle)
745         {
746                 for (j = 0;j < cl.max_lightstyle;j++)
747                 {
748                         r_refdef.scene.rtlightstylevalue[j] = 1;
749                         r_refdef.scene.lightstylevalue[j] = 256;
750                 }
751                 return;
752         }
753
754 // light animations
755 // 'm' is normal light, 'a' is no light, 'z' is double bright
756         f = cl.time * 10;
757         i = (int)floor(f);
758         frac = f - i;
759         for (j = 0;j < cl.max_lightstyle;j++)
760         {
761                 if (!cl.lightstyle[j].length)
762                 {
763                         r_refdef.scene.rtlightstylevalue[j] = 1;
764                         r_refdef.scene.lightstylevalue[j] = 256;
765                         continue;
766                 }
767                 k = i % cl.lightstyle[j].length;
768                 l = (i-1) % cl.lightstyle[j].length;
769                 k = cl.lightstyle[j].map[k] - 'a';
770                 l = cl.lightstyle[j].map[l] - 'a';
771                 // rtlightstylevalue is always interpolated because it has no bad
772                 // consequences for performance
773                 // lightstylevalue is subject to a cvar for performance reasons;
774                 // skipping lightmap updates on most rendered frames substantially
775                 // improves framerates (but makes light fades look bad)
776                 r_refdef.scene.rtlightstylevalue[j] = ((k*frac)+(l*(1-frac)))*(22/256.0f);
777                 r_refdef.scene.lightstylevalue[j] = r_lerplightstyles.integer ? (unsigned short)(((k*frac)+(l*(1-frac)))*22) : k*22;
778         }
779 }
780
781 void CL_AddQWCTFFlagModel(entity_t *player, int skin)
782 {
783         int frame = player->render.framegroupblend[0].frame;
784         float f;
785         entity_render_t *flagrender;
786         matrix4x4_t flagmatrix;
787
788         // this code taken from QuakeWorld
789         f = 14;
790         if (frame >= 29 && frame <= 40)
791         {
792                 if (frame >= 29 && frame <= 34)
793                 { //axpain
794                         if      (frame == 29) f = f + 2;
795                         else if (frame == 30) f = f + 8;
796                         else if (frame == 31) f = f + 12;
797                         else if (frame == 32) f = f + 11;
798                         else if (frame == 33) f = f + 10;
799                         else if (frame == 34) f = f + 4;
800                 }
801                 else if (frame >= 35 && frame <= 40)
802                 { // pain
803                         if      (frame == 35) f = f + 2;
804                         else if (frame == 36) f = f + 10;
805                         else if (frame == 37) f = f + 10;
806                         else if (frame == 38) f = f + 8;
807                         else if (frame == 39) f = f + 4;
808                         else if (frame == 40) f = f + 2;
809                 }
810         }
811         else if (frame >= 103 && frame <= 118)
812         {
813                 if      (frame >= 103 && frame <= 104) f = f + 6;  //nailattack
814                 else if (frame >= 105 && frame <= 106) f = f + 6;  //light
815                 else if (frame >= 107 && frame <= 112) f = f + 7;  //rocketattack
816                 else if (frame >= 112 && frame <= 118) f = f + 7;  //shotattack
817         }
818         // end of code taken from QuakeWorld
819
820         flagrender = CL_NewTempEntity(player->render.shadertime);
821         if (!flagrender)
822                 return;
823
824         flagrender->model = cl.model_precache[cl.qw_modelindex_flag];
825         flagrender->skinnum = skin;
826         flagrender->alpha = 1;
827         VectorSet(flagrender->colormod, 1, 1, 1);
828         VectorSet(flagrender->glowmod, 1, 1, 1);
829         // attach the flag to the player matrix
830         Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
831         Matrix4x4_Concat(&flagrender->matrix, &player->render.matrix, &flagmatrix);
832         CL_UpdateRenderEntity(flagrender);
833 }
834
835 matrix4x4_t viewmodelmatrix;
836
837 static const vec3_t muzzleflashorigin = {18, 0, 0};
838
839 extern void V_DriftPitch(void);
840 extern void V_FadeViewFlashs(void);
841 extern void V_CalcViewBlend(void);
842 extern void V_CalcRefdef(void);
843
844 void CL_SetEntityColormapColors(entity_render_t *ent, int colormap)
845 {
846         const unsigned char *cbcolor;
847         if (colormap >= 0)
848         {
849                 cbcolor = palette_rgb_pantscolormap[colormap & 0xF];
850                 VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_pantscolor);
851                 cbcolor = palette_rgb_shirtcolormap[(colormap & 0xF0) >> 4];
852                 VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_shirtcolor);
853         }
854         else
855         {
856                 VectorClear(ent->colormap_pantscolor);
857                 VectorClear(ent->colormap_shirtcolor);
858         }
859 }
860
861 // note this is a recursive function, recursionlimit should be 32 or so on the initial call
862 void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolate)
863 {
864         const matrix4x4_t *matrix;
865         matrix4x4_t blendmatrix, tempmatrix, matrix2;
866         int j, k, l, frame;
867         float origin[3], angles[3], delta[3], lerp, d;
868         entity_t *t;
869         dp_model_t *model;
870         //entity_persistent_t *p = &e->persistent;
871         //entity_render_t *r = &e->render;
872         // skip inactive entities and world
873         if (!e->state_current.active || e == cl.entities)
874                 return;
875         if (recursionlimit < 1)
876                 return;
877         e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
878         e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
879         e->render.flags = e->state_current.flags;
880         e->render.effects = e->state_current.effects;
881         VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
882         VectorScale(e->state_current.glowmod, (1.0f / 32.0f), e->render.glowmod);
883         if(e >= cl.entities && e < cl.entities + cl.num_entities)
884                 e->render.entitynumber = e - cl.entities;
885         else
886                 e->render.entitynumber = 0;
887         if (e->state_current.flags & RENDER_COLORMAPPED)
888                 CL_SetEntityColormapColors(&e->render, e->state_current.colormap);
889         else if (e->state_current.colormap > 0 && e->state_current.colormap <= cl.maxclients && cl.scores != NULL)
890                 CL_SetEntityColormapColors(&e->render, cl.scores[e->state_current.colormap-1].colors);
891         else
892                 CL_SetEntityColormapColors(&e->render, -1);
893         e->render.skinnum = e->state_current.skin;
894         if (e->state_current.tagentity)
895         {
896                 // attached entity (gun held in player model's hand, etc)
897                 // if the tag entity is currently impossible, skip it
898                 if (e->state_current.tagentity >= cl.num_entities)
899                         return;
900                 t = cl.entities + e->state_current.tagentity;
901                 // if the tag entity is inactive, skip it
902                 if (!t->state_current.active)
903                         return;
904                 // update the parent first
905                 CL_UpdateNetworkEntity(t, recursionlimit - 1, interpolate);
906                 // make relative to the entity
907                 matrix = &t->render.matrix;
908                 // some properties of the tag entity carry over
909                 e->render.flags |= t->render.flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
910                 // if a valid tagindex is used, make it relative to that tag instead
911                 // FIXME: use a model function to get tag info (need to handle skeletal)
912                 if (e->state_current.tagentity && e->state_current.tagindex >= 1 && (model = t->render.model))
913                 {
914                         // blend the matrices
915                         memset(&blendmatrix, 0, sizeof(blendmatrix));
916                         for (j = 0;j < MAX_FRAMEBLENDS && t->render.frameblend[j].lerp > 0;j++)
917                         {
918                                 matrix4x4_t tagmatrix;
919                                 Mod_Alias_GetTagMatrix(model, t->render.frameblend[j].subframe, e->state_current.tagindex - 1, &tagmatrix);
920                                 d = t->render.frameblend[j].lerp;
921                                 for (l = 0;l < 4;l++)
922                                         for (k = 0;k < 4;k++)
923                                                 blendmatrix.m[l][k] += d * tagmatrix.m[l][k];
924                         }
925                         // concat the tag matrices onto the entity matrix
926                         Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix);
927                         // use the constructed tag matrix
928                         matrix = &tempmatrix;
929                 }
930         }
931         else if (e->render.flags & RENDER_VIEWMODEL)
932         {
933                 // view-relative entity (guns and such)
934                 if (e->render.effects & EF_NOGUNBOB)
935                         matrix = &r_refdef.view.matrix; // really attached to view
936                 else
937                         matrix = &viewmodelmatrix; // attached to gun bob matrix
938         }
939         else
940         {
941                 // world-relative entity (the normal kind)
942                 matrix = &identitymatrix;
943         }
944
945         // movement lerp
946         // if it's the predicted player entity, update according to client movement
947         // but don't lerp if going through a teleporter as it causes a bad lerp
948         // also don't use the predicted location if fixangle was set on both of
949         // the most recent server messages, as that cause means you are spectating
950         // someone or watching a cutscene of some sort
951         if (cl_nolerp.integer || cls.timedemo)
952                 interpolate = false;
953         if (e == cl.entities + cl.playerentity && cl.movement_predicted && (!cl.fixangle[1] || !cl.fixangle[0]))
954         {
955                 VectorCopy(cl.movement_origin, origin);
956                 VectorSet(angles, 0, cl.viewangles[1], 0);
957         }
958         else if (interpolate && e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
959         {
960                 // interpolate the origin and angles
961                 lerp = max(0, lerp);
962                 VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
963                 VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
964                 if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
965                 if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
966                 if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
967                 VectorMA(e->persistent.oldangles, lerp, delta, angles);
968         }
969         else
970         {
971                 // no interpolation
972                 VectorCopy(e->persistent.neworigin, origin);
973                 VectorCopy(e->persistent.newangles, angles);
974         }
975
976         // model setup and some modelflags
977         frame = e->state_current.frame;
978         if (e->state_current.modelindex < MAX_MODELS)
979                 e->render.model = cl.model_precache[e->state_current.modelindex];
980         else
981                 e->render.model = NULL;
982         if (e->render.model)
983         {
984                 if (e->render.skinnum >= e->render.model->numskins)
985                         e->render.skinnum = 0;
986                 if (frame >= e->render.model->numframes)
987                         frame = 0;
988                 // models can set flags such as EF_ROCKET
989                 // this 0xFF800000 mask is EF_NOMODELFLAGS plus all the higher EF_ flags such as EF_ROCKET
990                 if (!(e->render.effects & 0xFF800000))
991                         e->render.effects |= e->render.model->effects;
992                 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
993                 if (e->render.model->type == mod_alias)
994                         angles[0] = -angles[0];
995                 if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
996                 {
997                         VectorScale(e->render.colormod, 2, e->render.colormod);
998                         VectorScale(e->render.glowmod, 2, e->render.glowmod);
999                 }
1000         }
1001         // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
1002         else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
1003                 angles[0] = -angles[0];
1004
1005         if ((e->render.effects & EF_ROTATE) && !(e->render.flags & RENDER_VIEWMODEL))
1006         {
1007                 angles[1] = ANGLEMOD(100*cl.time);
1008                 if (cl_itembobheight.value)
1009                         origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
1010         }
1011
1012         // animation lerp
1013         if (e->render.framegroupblend[0].frame == frame)
1014         {
1015                 // update frame lerp fraction
1016                 e->render.framegroupblend[0].lerp = 1;
1017                 e->render.framegroupblend[1].lerp = 0;
1018                 if (e->render.framegroupblend[0].start > e->render.framegroupblend[1].start)
1019                 {
1020                         // make sure frame lerp won't last longer than 100ms
1021                         // (this mainly helps with models that use framegroups and
1022                         // switch between them infrequently)
1023                         e->render.framegroupblend[0].lerp = (cl.time - e->render.framegroupblend[0].start) / min(e->render.framegroupblend[0].start - e->render.framegroupblend[1].start, 0.1);
1024                         e->render.framegroupblend[0].lerp = bound(0, e->render.framegroupblend[0].lerp, 1);
1025                         e->render.framegroupblend[1].lerp = 1 - e->render.framegroupblend[0].lerp;
1026                 }
1027         }
1028         else
1029         {
1030                 // begin a new frame lerp
1031                 e->render.framegroupblend[1] = e->render.framegroupblend[0];
1032                 e->render.framegroupblend[1].lerp = 1;
1033                 e->render.framegroupblend[0].frame = frame;
1034                 e->render.framegroupblend[0].start = cl.time;
1035                 e->render.framegroupblend[0].lerp = 0;
1036         }
1037
1038         // set up the render matrix
1039         if (matrix)
1040         {
1041                 // attached entity, this requires a matrix multiply (concat)
1042                 // FIXME: e->render.scale should go away
1043                 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1044                 // concat the matrices to make the entity relative to its tag
1045                 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
1046                 // get the origin from the new matrix
1047                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1048         }
1049         else
1050         {
1051                 // unattached entities are faster to process
1052                 Matrix4x4_CreateFromQuakeEntity(&e->render.matrix, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1053         }
1054
1055         // tenebrae's sprites are all additive mode (weird)
1056         if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
1057                 e->render.effects |= EF_ADDITIVE;
1058         // player model is only shown with chase_active on
1059         if (e->state_current.number == cl.viewentity)
1060                 e->render.flags |= RENDER_EXTERIORMODEL;
1061         // either fullbright or lit
1062         if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1063                 e->render.flags |= RENDER_LIGHT;
1064         // hide player shadow during intermission or nehahra movie
1065         if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST))
1066          && (e->render.alpha >= 1)
1067          && !(e->render.flags & RENDER_VIEWMODEL)
1068          && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
1069                 e->render.flags |= RENDER_SHADOW;
1070         if (e->render.flags & RENDER_VIEWMODEL)
1071                 e->render.flags |= RENDER_NOSELFSHADOW;
1072         if (e->render.effects & EF_NOSELFSHADOW)
1073                 e->render.flags |= RENDER_NOSELFSHADOW;
1074
1075         // make the other useful stuff
1076         CL_UpdateRenderEntity(&e->render);
1077 }
1078
1079 // creates light and trails from an entity
1080 void CL_UpdateNetworkEntityTrail(entity_t *e)
1081 {
1082         effectnameindex_t trailtype;
1083         vec3_t origin;
1084
1085         // bmodels are treated specially since their origin is usually '0 0 0' and
1086         // their actual geometry is far from '0 0 0'
1087         if (e->render.model && e->render.model->soundfromcenter)
1088         {
1089                 vec3_t o;
1090                 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1091                 Matrix4x4_Transform(&e->render.matrix, o, origin);
1092         }
1093         else
1094                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1095
1096         // handle particle trails and such effects now that we know where this
1097         // entity is in the world...
1098         trailtype = EFFECT_NONE;
1099         // LordHavoc: if the entity has no effects, don't check each
1100         if (e->render.effects & (EF_BRIGHTFIELD | EF_FLAME | EF_STARDUST))
1101         {
1102                 if (e->render.effects & EF_BRIGHTFIELD)
1103                 {
1104                         if (gamemode == GAME_NEXUIZ)
1105                                 trailtype = EFFECT_TR_NEXUIZPLASMA;
1106                         else
1107                                 CL_EntityParticles(e);
1108                 }
1109                 if (e->render.effects & EF_FLAME)
1110                         CL_ParticleTrail(EFFECT_EF_FLAME, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true);
1111                 if (e->render.effects & EF_STARDUST)
1112                         CL_ParticleTrail(EFFECT_EF_STARDUST, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true);
1113         }
1114         if (e->render.internaleffects & (INTEF_FLAG1QW | INTEF_FLAG2QW))
1115         {
1116                 // these are only set on player entities
1117                 CL_AddQWCTFFlagModel(e, (e->render.internaleffects & INTEF_FLAG2QW) != 0);
1118         }
1119         // muzzleflash fades over time
1120         if (e->persistent.muzzleflash > 0)
1121                 e->persistent.muzzleflash -= bound(0, cl.time - cl.oldtime, 0.1) * 20;
1122         // LordHavoc: if the entity has no effects, don't check each
1123         if (e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1124         {
1125                 if (e->render.effects & EF_GIB)
1126                         trailtype = EFFECT_TR_BLOOD;
1127                 else if (e->render.effects & EF_ZOMGIB)
1128                         trailtype = EFFECT_TR_SLIGHTBLOOD;
1129                 else if (e->render.effects & EF_TRACER)
1130                         trailtype = EFFECT_TR_WIZSPIKE;
1131                 else if (e->render.effects & EF_TRACER2)
1132                         trailtype = EFFECT_TR_KNIGHTSPIKE;
1133                 else if (e->render.effects & EF_ROCKET)
1134                         trailtype = EFFECT_TR_ROCKET;
1135                 else if (e->render.effects & EF_GRENADE)
1136                 {
1137                         // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1138                         trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1139                 }
1140                 else if (e->render.effects & EF_TRACER3)
1141                         trailtype = EFFECT_TR_VORESPIKE;
1142         }
1143         // do trails
1144         if (e->render.flags & RENDER_GLOWTRAIL)
1145                 trailtype = EFFECT_TR_GLOWTRAIL;
1146         // check if a trail is allowed (it is not after a teleport for example)
1147         if (trailtype && e->persistent.trail_allowed)
1148         {
1149                 float len;
1150                 vec3_t vel;
1151                 VectorSubtract(e->state_current.origin, e->state_previous.origin, vel);
1152                 len = e->state_current.time - e->state_previous.time;
1153                 if (len > 0)
1154                         len = 1.0f / len;
1155                 VectorScale(vel, len, vel);
1156                 CL_ParticleTrail(trailtype, 1, e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor, false, true);
1157         }
1158         // now that the entity has survived one trail update it is allowed to
1159         // leave a real trail on later frames
1160         e->persistent.trail_allowed = true;
1161         VectorCopy(origin, e->persistent.trail_origin);
1162 }
1163
1164
1165 /*
1166 ===============
1167 CL_UpdateViewEntities
1168 ===============
1169 */
1170 void CL_UpdateViewEntities(void)
1171 {
1172         int i;
1173         // update any RENDER_VIEWMODEL entities to use the new view matrix
1174         for (i = 1;i < cl.num_entities;i++)
1175         {
1176                 if (cl.entities_active[i])
1177                 {
1178                         entity_t *ent = cl.entities + i;
1179                         if ((ent->render.flags & RENDER_VIEWMODEL) || ent->state_current.tagentity)
1180                                 CL_UpdateNetworkEntity(ent, 32, true);
1181                 }
1182         }
1183         // and of course the engine viewmodel needs updating as well
1184         CL_UpdateNetworkEntity(&cl.viewent, 32, true);
1185 }
1186
1187 /*
1188 ===============
1189 CL_UpdateNetworkCollisionEntities
1190 ===============
1191 */
1192 void CL_UpdateNetworkCollisionEntities(void)
1193 {
1194         entity_t *ent;
1195         int i;
1196
1197         // start on the entity after the world
1198         cl.num_brushmodel_entities = 0;
1199         for (i = cl.maxclients + 1;i < cl.num_entities;i++)
1200         {
1201                 if (cl.entities_active[i])
1202                 {
1203                         ent = cl.entities + i;
1204                         if (ent->state_current.active && ent->render.model && ent->render.model->name[0] == '*' && ent->render.model->TraceBox)
1205                         {
1206                                 // do not interpolate the bmodels for this
1207                                 CL_UpdateNetworkEntity(ent, 32, false);
1208                                 cl.brushmodel_entities[cl.num_brushmodel_entities++] = i;
1209                         }
1210                 }
1211         }
1212 }
1213
1214 /*
1215 ===============
1216 CL_UpdateNetworkEntities
1217 ===============
1218 */
1219 void CL_UpdateNetworkEntities(void)
1220 {
1221         entity_t *ent;
1222         int i;
1223
1224         // start on the entity after the world
1225         for (i = 1;i < cl.num_entities;i++)
1226         {
1227                 if (cl.entities_active[i])
1228                 {
1229                         ent = cl.entities + i;
1230                         if (ent->state_current.active)
1231                         {
1232                                 CL_UpdateNetworkEntity(ent, 32, true);
1233                                 // view models should never create light/trails
1234                                 if (!(ent->render.flags & RENDER_VIEWMODEL))
1235                                         CL_UpdateNetworkEntityTrail(ent);
1236                         }
1237                         else
1238                                 cl.entities_active[i] = false;
1239                 }
1240         }
1241 }
1242
1243 void CL_UpdateViewModel(void)
1244 {
1245         entity_t *ent;
1246         ent = &cl.viewent;
1247         ent->state_previous = ent->state_current;
1248         ent->state_current = defaultstate;
1249         ent->state_current.time = cl.time;
1250         ent->state_current.number = (unsigned short)-1;
1251         ent->state_current.active = true;
1252         ent->state_current.modelindex = cl.stats[STAT_WEAPON];
1253         ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
1254         ent->state_current.flags = RENDER_VIEWMODEL;
1255         if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
1256                 ent->state_current.modelindex = 0;
1257         else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1258         {
1259                 if (gamemode == GAME_TRANSFUSION)
1260                         ent->state_current.alpha = 128;
1261                 else
1262                         ent->state_current.modelindex = 0;
1263         }
1264         ent->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
1265         ent->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB));
1266
1267         // reset animation interpolation on weaponmodel if model changed
1268         if (ent->state_previous.modelindex != ent->state_current.modelindex)
1269         {
1270                 ent->render.framegroupblend[0].frame = ent->render.framegroupblend[1].frame = ent->state_current.frame;
1271                 ent->render.framegroupblend[0].start = ent->render.framegroupblend[1].start = cl.time;
1272                 ent->render.framegroupblend[0].lerp = 1;ent->render.framegroupblend[1].lerp = 0;
1273         }
1274         CL_UpdateNetworkEntity(ent, 32, true);
1275 }
1276
1277 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
1278 void CL_LinkNetworkEntity(entity_t *e)
1279 {
1280         effectnameindex_t trailtype;
1281         vec3_t origin;
1282         vec3_t dlightcolor;
1283         vec_t dlightradius;
1284
1285         // skip inactive entities and world
1286         if (!e->state_current.active || e == cl.entities)
1287                 return;
1288         if (e->state_current.tagentity)
1289         {
1290                 // if the tag entity is currently impossible, skip it
1291                 if (e->state_current.tagentity >= cl.num_entities)
1292                         return;
1293                 // if the tag entity is inactive, skip it
1294                 if (!cl.entities[e->state_current.tagentity].state_current.active)
1295                         return;
1296         }
1297
1298         // create entity dlights associated with this entity
1299         if (e->render.model && e->render.model->soundfromcenter)
1300         {
1301                 // bmodels are treated specially since their origin is usually '0 0 0'
1302                 vec3_t o;
1303                 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1304                 Matrix4x4_Transform(&e->render.matrix, o, origin);
1305         }
1306         else
1307                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1308         trailtype = EFFECT_NONE;
1309         dlightradius = 0;
1310         dlightcolor[0] = 0;
1311         dlightcolor[1] = 0;
1312         dlightcolor[2] = 0;
1313         // LordHavoc: if the entity has no effects, don't check each
1314         if (e->render.effects & (EF_BRIGHTFIELD | EF_DIMLIGHT | EF_BRIGHTLIGHT | EF_RED | EF_BLUE | EF_FLAME | EF_STARDUST))
1315         {
1316                 if (e->render.effects & EF_BRIGHTFIELD)
1317                 {
1318                         if (gamemode == GAME_NEXUIZ)
1319                                 trailtype = EFFECT_TR_NEXUIZPLASMA;
1320                 }
1321                 if (e->render.effects & EF_DIMLIGHT)
1322                 {
1323                         dlightradius = max(dlightradius, 200);
1324                         dlightcolor[0] += 1.50f;
1325                         dlightcolor[1] += 1.50f;
1326                         dlightcolor[2] += 1.50f;
1327                 }
1328                 if (e->render.effects & EF_BRIGHTLIGHT)
1329                 {
1330                         dlightradius = max(dlightradius, 400);
1331                         dlightcolor[0] += 3.00f;
1332                         dlightcolor[1] += 3.00f;
1333                         dlightcolor[2] += 3.00f;
1334                 }
1335                 // LordHavoc: more effects
1336                 if (e->render.effects & EF_RED) // red
1337                 {
1338                         dlightradius = max(dlightradius, 200);
1339                         dlightcolor[0] += 1.50f;
1340                         dlightcolor[1] += 0.15f;
1341                         dlightcolor[2] += 0.15f;
1342                 }
1343                 if (e->render.effects & EF_BLUE) // blue
1344                 {
1345                         dlightradius = max(dlightradius, 200);
1346                         dlightcolor[0] += 0.15f;
1347                         dlightcolor[1] += 0.15f;
1348                         dlightcolor[2] += 1.50f;
1349                 }
1350                 if (e->render.effects & EF_FLAME)
1351                         CL_ParticleTrail(EFFECT_EF_FLAME, 0, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false);
1352                 if (e->render.effects & EF_STARDUST)
1353                         CL_ParticleTrail(EFFECT_EF_STARDUST, 0, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false);
1354         }
1355         // muzzleflash fades over time, and is offset a bit
1356         if (e->persistent.muzzleflash > 0 && r_refdef.scene.numlights < MAX_DLIGHTS)
1357         {
1358                 vec3_t v2;
1359                 vec3_t color;
1360                 trace_t trace;
1361                 matrix4x4_t tempmatrix;
1362                 Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
1363                 trace = CL_TraceLine(origin, v2, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, true, false, NULL, false);
1364                 Matrix4x4_Normalize(&tempmatrix, &e->render.matrix);
1365                 Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], trace.endpos[2]);
1366                 Matrix4x4_Scale(&tempmatrix, 150, 1);
1367                 VectorSet(color, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f);
1368                 R_RTLight_Update(&r_refdef.scene.templights[r_refdef.scene.numlights], false, &tempmatrix, color, -1, NULL, true, 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1369                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights++];
1370         }
1371         // LordHavoc: if the model has no flags, don't check each
1372         if (e->render.model && e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1373         {
1374                 if (e->render.effects & EF_GIB)
1375                         trailtype = EFFECT_TR_BLOOD;
1376                 else if (e->render.effects & EF_ZOMGIB)
1377                         trailtype = EFFECT_TR_SLIGHTBLOOD;
1378                 else if (e->render.effects & EF_TRACER)
1379                         trailtype = EFFECT_TR_WIZSPIKE;
1380                 else if (e->render.effects & EF_TRACER2)
1381                         trailtype = EFFECT_TR_KNIGHTSPIKE;
1382                 else if (e->render.effects & EF_ROCKET)
1383                         trailtype = EFFECT_TR_ROCKET;
1384                 else if (e->render.effects & EF_GRENADE)
1385                 {
1386                         // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1387                         trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1388                 }
1389                 else if (e->render.effects & EF_TRACER3)
1390                         trailtype = EFFECT_TR_VORESPIKE;
1391         }
1392         // LordHavoc: customizable glow
1393         if (e->state_current.glowsize)
1394         {
1395                 // * 4 for the expansion from 0-255 to 0-1023 range,
1396                 // / 255 to scale down byte colors
1397                 dlightradius = max(dlightradius, e->state_current.glowsize * 4);
1398                 VectorMA(dlightcolor, (1.0f / 255.0f), palette_rgb[e->state_current.glowcolor], dlightcolor);
1399         }
1400         // custom rtlight
1401         if ((e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) && r_refdef.scene.numlights < MAX_DLIGHTS)
1402         {
1403                 matrix4x4_t dlightmatrix;
1404                 float light[4];
1405                 VectorScale(e->state_current.light, (1.0f / 256.0f), light);
1406                 light[3] = e->state_current.light[3];
1407                 if (light[0] == 0 && light[1] == 0 && light[2] == 0)
1408                         VectorSet(light, 1, 1, 1);
1409                 if (light[3] == 0)
1410                         light[3] = 350;
1411                 // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
1412                 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1413                 Matrix4x4_Scale(&dlightmatrix, light[3], 1);
1414                 R_RTLight_Update(&r_refdef.scene.templights[r_refdef.scene.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);
1415                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights++];
1416         }
1417         // make the glow dlight
1418         else if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL) && r_refdef.scene.numlights < MAX_DLIGHTS)
1419         {
1420                 matrix4x4_t dlightmatrix;
1421                 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1422                 // hack to make glowing player light shine on their gun
1423                 //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
1424                 //      Matrix4x4_AdjustOrigin(&dlightmatrix, 0, 0, 30);
1425                 Matrix4x4_Scale(&dlightmatrix, dlightradius, 1);
1426                 R_RTLight_Update(&r_refdef.scene.templights[r_refdef.scene.numlights], false, &dlightmatrix, dlightcolor, -1, NULL, true, 1, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1427                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights++];
1428         }
1429         // do trail light
1430         if (e->render.flags & RENDER_GLOWTRAIL)
1431                 trailtype = EFFECT_TR_GLOWTRAIL;
1432         if (trailtype)
1433                 CL_ParticleTrail(trailtype, 0, origin, origin, vec3_origin, vec3_origin, NULL, e->state_current.glowcolor, true, false);
1434
1435         // don't show viewmodels in certain situations
1436         if (e->render.flags & RENDER_VIEWMODEL)
1437                 if (!r_drawviewmodel.integer || chase_active.integer || r_refdef.envmap)
1438                         return;
1439         // don't show entities with no modelindex (note: this still shows
1440         // entities which have a modelindex that resolved to a NULL model)
1441         if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.scene.numentities < r_refdef.scene.maxentities)
1442                 r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
1443         //if (cl.viewentity && e->state_current.number == cl.viewentity)
1444         //      Matrix4x4_Print(&e->render.matrix);
1445 }
1446
1447 void CL_RelinkWorld(void)
1448 {
1449         entity_t *ent = &cl.entities[0];
1450         // FIXME: this should be done at load
1451         ent->render.matrix = identitymatrix;
1452         ent->render.flags = RENDER_SHADOW;
1453         if (!r_fullbright.integer)
1454                 ent->render.flags |= RENDER_LIGHT;
1455         VectorSet(ent->render.colormod, 1, 1, 1);
1456         VectorSet(ent->render.glowmod, 1, 1, 1);
1457         CL_UpdateRenderEntity(&ent->render);
1458         r_refdef.scene.worldentity = &ent->render;
1459         r_refdef.scene.worldmodel = cl.worldmodel;
1460 }
1461
1462 static void CL_RelinkStaticEntities(void)
1463 {
1464         int i;
1465         entity_t *e;
1466         for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.scene.numentities < r_refdef.scene.maxentities;i++, e++)
1467         {
1468                 e->render.flags = 0;
1469                 // if the model was not loaded when the static entity was created we
1470                 // need to re-fetch the model pointer
1471                 e->render.model = cl.model_precache[e->state_baseline.modelindex];
1472                 // either fullbright or lit
1473                 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1474                         e->render.flags |= RENDER_LIGHT;
1475                 // hide player shadow during intermission or nehahra movie
1476                 if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST)) && (e->render.alpha >= 1))
1477                         e->render.flags |= RENDER_SHADOW;
1478                 VectorSet(e->render.colormod, 1, 1, 1);
1479                 VectorSet(e->render.glowmod, 1, 1, 1);
1480                 R_LerpAnimation(&e->render);
1481                 CL_UpdateRenderEntity(&e->render);
1482                 r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
1483         }
1484 }
1485
1486 /*
1487 ===============
1488 CL_RelinkEntities
1489 ===============
1490 */
1491 static void CL_RelinkNetworkEntities(void)
1492 {
1493         entity_t *ent;
1494         int i;
1495
1496         // start on the entity after the world
1497         for (i = 1;i < cl.num_entities;i++)
1498         {
1499                 if (cl.entities_active[i])
1500                 {
1501                         ent = cl.entities + i;
1502                         if (ent->state_current.active)
1503                                 CL_LinkNetworkEntity(ent);
1504                         else
1505                                 cl.entities_active[i] = false;
1506                 }
1507         }
1508 }
1509
1510 static void CL_RelinkEffects(void)
1511 {
1512         int i, intframe;
1513         cl_effect_t *e;
1514         entity_render_t *entrender;
1515         float frame;
1516
1517         for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++)
1518         {
1519                 if (e->active)
1520                 {
1521                         frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1522                         intframe = (int)frame;
1523                         if (intframe < 0 || intframe >= e->endframe)
1524                         {
1525                                 memset(e, 0, sizeof(*e));
1526                                 while (cl.num_effects > 0 && !cl.effects[cl.num_effects - 1].active)
1527                                         cl.num_effects--;
1528                                 continue;
1529                         }
1530
1531                         if (intframe != e->frame)
1532                         {
1533                                 e->frame = intframe;
1534                                 e->frame1time = e->frame2time;
1535                                 e->frame2time = cl.time;
1536                         }
1537
1538                         // if we're drawing effects, get a new temp entity
1539                         // (NewTempEntity adds it to the render entities list for us)
1540                         if (r_draweffects.integer && (entrender = CL_NewTempEntity(e->starttime)))
1541                         {
1542                                 // interpolation stuff
1543                                 entrender->framegroupblend[0].frame = intframe;
1544                                 entrender->framegroupblend[0].lerp = 1 - frame - intframe;
1545                                 entrender->framegroupblend[0].start = e->frame1time;
1546                                 if (intframe + 1 >= e->endframe)
1547                                 {
1548                                         entrender->framegroupblend[1].frame = 0; // disappear
1549                                         entrender->framegroupblend[1].lerp = 0;
1550                                         entrender->framegroupblend[1].start = 0;
1551                                 }
1552                                 else
1553                                 {
1554                                         entrender->framegroupblend[1].frame = intframe + 1;
1555                                         entrender->framegroupblend[1].lerp = frame - intframe;
1556                                         entrender->framegroupblend[1].start = e->frame2time;
1557                                 }
1558
1559                                 // normal stuff
1560                                 if(e->modelindex < MAX_MODELS)
1561                                         entrender->model = cl.model_precache[e->modelindex];
1562                                 else
1563                                         entrender->model = cl.csqc_model_precache[-(e->modelindex+1)];
1564                                 entrender->alpha = 1;
1565                                 VectorSet(entrender->colormod, 1, 1, 1);
1566                                 VectorSet(entrender->glowmod, 1, 1, 1);
1567
1568                                 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1569                                 CL_UpdateRenderEntity(entrender);
1570                         }
1571                 }
1572         }
1573 }
1574
1575 void CL_Beam_CalculatePositions(const beam_t *b, vec3_t start, vec3_t end)
1576 {
1577         VectorCopy(b->start, start);
1578         VectorCopy(b->end, end);
1579
1580         // if coming from the player, update the start position
1581         if (b->entity == cl.viewentity)
1582         {
1583                 if (cl_beams_quakepositionhack.integer && !chase_active.integer)
1584                 {
1585                         // LordHavoc: this is a stupid hack from Quake that makes your
1586                         // lightning appear to come from your waist and cover less of your
1587                         // view
1588                         // in Quake this hack was applied to all players (causing the
1589                         // infamous crotch-lightning), but in darkplaces and QuakeWorld it
1590                         // only applies to your own lightning, and only in first person
1591                         Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, start);
1592                 }
1593                 if (cl_beams_instantaimhack.integer)
1594                 {
1595                         vec3_t dir, localend;
1596                         vec_t len;
1597                         // LordHavoc: this updates the beam direction to match your
1598                         // viewangles
1599                         VectorSubtract(end, start, dir);
1600                         len = VectorLength(dir);
1601                         VectorNormalize(dir);
1602                         VectorSet(localend, len, 0, 0);
1603                         Matrix4x4_Transform(&r_refdef.view.matrix, localend, end);
1604                 }
1605         }
1606 }
1607
1608 void CL_RelinkBeams(void)
1609 {
1610         int i;
1611         beam_t *b;
1612         vec3_t dist, org, start, end;
1613         float d;
1614         entity_render_t *entrender;
1615         double yaw, pitch;
1616         float forward;
1617         matrix4x4_t tempmatrix;
1618
1619         for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++)
1620         {
1621                 if (!b->model)
1622                         continue;
1623                 if (b->endtime < cl.time)
1624                 {
1625                         b->model = NULL;
1626                         continue;
1627                 }
1628
1629                 CL_Beam_CalculatePositions(b, start, end);
1630
1631                 if (b->lightning)
1632                 {
1633                         if (cl_beams_lightatend.integer && r_refdef.scene.numlights < MAX_DLIGHTS)
1634                         {
1635                                 // FIXME: create a matrix from the beam start/end orientation
1636                                 vec3_t dlightcolor;
1637                                 VectorSet(dlightcolor, 0.3, 0.7, 1);
1638                                 Matrix4x4_CreateFromQuakeEntity(&tempmatrix, end[0], end[1], end[2], 0, 0, 0, 200);
1639                                 R_RTLight_Update(&r_refdef.scene.templights[r_refdef.scene.numlights], false, &tempmatrix, dlightcolor, -1, NULL, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1640                                 r_refdef.scene.lights[r_refdef.scene.numlights] = &r_refdef.scene.templights[r_refdef.scene.numlights++];
1641                         }
1642                         if (cl_beams_polygons.integer)
1643                                 continue;
1644                 }
1645
1646                 // calculate pitch and yaw
1647                 // (this is similar to the QuakeC builtin function vectoangles)
1648                 VectorSubtract(end, start, dist);
1649                 if (dist[1] == 0 && dist[0] == 0)
1650                 {
1651                         yaw = 0;
1652                         if (dist[2] > 0)
1653                                 pitch = 90;
1654                         else
1655                                 pitch = 270;
1656                 }
1657                 else
1658                 {
1659                         yaw = atan2(dist[1], dist[0]) * 180 / M_PI;
1660                         if (yaw < 0)
1661                                 yaw += 360;
1662
1663                         forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1664                         pitch = atan2(dist[2], forward) * 180 / M_PI;
1665                         if (pitch < 0)
1666                                 pitch += 360;
1667                 }
1668
1669                 // add new entities for the lightning
1670                 VectorCopy (start, org);
1671                 d = VectorNormalizeLength(dist);
1672                 while (d > 0)
1673                 {
1674                         entrender = CL_NewTempEntity (0);
1675                         if (!entrender)
1676                                 return;
1677                         //VectorCopy (org, ent->render.origin);
1678                         entrender->model = b->model;
1679                         //ent->render.effects = EF_FULLBRIGHT;
1680                         //ent->render.angles[0] = pitch;
1681                         //ent->render.angles[1] = yaw;
1682                         //ent->render.angles[2] = rand()%360;
1683                         Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1684                         CL_UpdateRenderEntity(entrender);
1685                         VectorMA(org, 30, dist, org);
1686                         d -= 30;
1687                 }
1688         }
1689
1690         while (cl.num_beams > 0 && !cl.beams[cl.num_beams - 1].model)
1691                 cl.num_beams--;
1692 }
1693
1694 static void CL_RelinkQWNails(void)
1695 {
1696         int i;
1697         vec_t *v;
1698         entity_render_t *entrender;
1699
1700         for (i = 0;i < cl.qw_num_nails;i++)
1701         {
1702                 v = cl.qw_nails[i];
1703
1704                 // if we're drawing effects, get a new temp entity
1705                 // (NewTempEntity adds it to the render entities list for us)
1706                 if (!(entrender = CL_NewTempEntity(0)))
1707                         continue;
1708
1709                 // normal stuff
1710                 entrender->model = cl.model_precache[cl.qw_modelindex_spike];
1711                 entrender->alpha = 1;
1712                 VectorSet(entrender->colormod, 1, 1, 1);
1713                 VectorSet(entrender->glowmod, 1, 1, 1);
1714
1715                 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
1716                 CL_UpdateRenderEntity(entrender);
1717         }
1718 }
1719
1720 void CL_LerpPlayer(float frac)
1721 {
1722         int i;
1723
1724         cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
1725         for (i = 0;i < 3;i++)
1726         {
1727                 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
1728                 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
1729                 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1730         }
1731
1732         // interpolate the angles if playing a demo or spectating someone
1733         if (cls.demoplayback || cl.fixangle[0])
1734         {
1735                 for (i = 0;i < 3;i++)
1736                 {
1737                         float d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
1738                         if (d > 180)
1739                                 d -= 360;
1740                         else if (d < -180)
1741                                 d += 360;
1742                         cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
1743                 }
1744         }
1745 }
1746
1747 void CSQC_RelinkAllEntities (int drawmask)
1748 {
1749         // link stuff
1750         CL_RelinkWorld();
1751         CL_RelinkStaticEntities();
1752         CL_RelinkBeams();
1753         CL_RelinkEffects();
1754
1755         // link stuff
1756         if (drawmask & ENTMASK_ENGINE)
1757         {
1758                 CL_RelinkNetworkEntities();
1759                 if (drawmask & ENTMASK_ENGINEVIEWMODELS)
1760                         CL_LinkNetworkEntity(&cl.viewent); // link gun model
1761                 CL_RelinkQWNails();
1762         }
1763
1764         // update view blend
1765         V_CalcViewBlend();
1766 }
1767
1768 /*
1769 ===============
1770 CL_UpdateWorld
1771
1772 Update client game world for a new frame
1773 ===============
1774 */
1775 void CL_UpdateWorld(void)
1776 {
1777         r_refdef.scene.extraupdate = !r_speeds.integer;
1778         r_refdef.scene.numentities = 0;
1779         r_refdef.scene.numlights = 0;
1780         r_refdef.view.matrix = identitymatrix;
1781         r_refdef.view.quality = 1;
1782
1783         cl.num_brushmodel_entities = 0;
1784
1785         if (cls.state == ca_connected && cls.signon == SIGNONS)
1786         {
1787                 // prepare for a new frame
1788                 CL_LerpPlayer(CL_LerpPoint());
1789                 CL_DecayLightFlashes();
1790                 CL_ClearTempEntities();
1791                 V_DriftPitch();
1792                 V_FadeViewFlashs();
1793
1794                 // if prediction is enabled we have to update all the collidable
1795                 // network entities before the prediction code can be run
1796                 CL_UpdateNetworkCollisionEntities();
1797
1798                 // now update the player prediction
1799                 CL_ClientMovement_Replay();
1800
1801                 // update the player entity (which may be predicted)
1802                 CL_UpdateNetworkEntity(cl.entities + cl.viewentity, 32, true);
1803
1804                 // now update the view (which depends on that player entity)
1805                 V_CalcRefdef();
1806
1807                 // now update all the network entities and create particle trails
1808                 // (some entities may depend on the view)
1809                 CL_UpdateNetworkEntities();
1810
1811                 // update the engine-based viewmodel
1812                 CL_UpdateViewModel();
1813
1814                 CL_RelinkLightFlashes();
1815                 CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS);
1816
1817                 // decals, particles, and explosions will be updated during rneder
1818         }
1819
1820         r_refdef.scene.time = cl.time;
1821 }
1822
1823 // LordHavoc: pausedemo command
1824 static void CL_PauseDemo_f (void)
1825 {
1826         cls.demopaused = !cls.demopaused;
1827         if (cls.demopaused)
1828                 Con_Print("Demo paused\n");
1829         else
1830                 Con_Print("Demo unpaused\n");
1831 }
1832
1833 /*
1834 ======================
1835 CL_Fog_f
1836 ======================
1837 */
1838 static void CL_Fog_f (void)
1839 {
1840         if (Cmd_Argc () == 1)
1841         {
1842                 Con_Printf("\"fog\" is \"%f %f %f %f %f %f %f\"\n", r_refdef.fog_density, r_refdef.fog_red, r_refdef.fog_green, r_refdef.fog_blue, r_refdef.fog_alpha, r_refdef.fog_start, r_refdef.fog_end);
1843                 return;
1844         }
1845         r_refdef.fog_start = 0;
1846         r_refdef.fog_end = 16384;
1847         r_refdef.fog_alpha = 1;
1848         if(Cmd_Argc() > 1)
1849                 r_refdef.fog_density = atof(Cmd_Argv(1));
1850         if(Cmd_Argc() > 2)
1851                 r_refdef.fog_red = atof(Cmd_Argv(2));
1852         if(Cmd_Argc() > 3)
1853                 r_refdef.fog_green = atof(Cmd_Argv(3));
1854         if(Cmd_Argc() > 4)
1855                 r_refdef.fog_blue = atof(Cmd_Argv(4));
1856         if(Cmd_Argc() > 5)
1857                 r_refdef.fog_alpha = atof(Cmd_Argv(5));
1858         if(Cmd_Argc() > 6)
1859                 r_refdef.fog_start = atof(Cmd_Argv(6));
1860         if(Cmd_Argc() > 7)
1861                 r_refdef.fog_end = atof(Cmd_Argv(7));
1862 }
1863
1864 /*
1865 ====================
1866 CL_TimeRefresh_f
1867
1868 For program optimization
1869 ====================
1870 */
1871 static void CL_TimeRefresh_f (void)
1872 {
1873         int i;
1874         float timestart, timedelta;
1875
1876         r_refdef.scene.extraupdate = false;
1877
1878         timestart = Sys_DoubleTime();
1879         for (i = 0;i < 128;i++)
1880         {
1881                 Matrix4x4_CreateFromQuakeEntity(&r_refdef.view.matrix, r_refdef.view.origin[0], r_refdef.view.origin[1], r_refdef.view.origin[2], 0, i / 128.0 * 360.0, 0, 1);
1882                 r_refdef.view.quality = 1;
1883                 CL_UpdateScreen();
1884         }
1885         timedelta = Sys_DoubleTime() - timestart;
1886
1887         Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
1888 }
1889
1890 void CL_AreaStats_f(void)
1891 {
1892         World_PrintAreaStats(&cl.world, "client");
1893 }
1894
1895 cl_locnode_t *CL_Locs_FindNearest(const vec3_t point)
1896 {
1897         int i;
1898         cl_locnode_t *loc;
1899         cl_locnode_t *best;
1900         vec3_t nearestpoint;
1901         vec_t dist, bestdist;
1902         best = NULL;
1903         bestdist = 0;
1904         for (loc = cl.locnodes;loc;loc = loc->next)
1905         {
1906                 for (i = 0;i < 3;i++)
1907                         nearestpoint[i] = bound(loc->mins[i], point[i], loc->maxs[i]);
1908                 dist = VectorDistance2(nearestpoint, point);
1909                 if (bestdist > dist || !best)
1910                 {
1911                         bestdist = dist;
1912                         best = loc;
1913                         if (bestdist < 1)
1914                                 break;
1915                 }
1916         }
1917         return best;
1918 }
1919
1920 void CL_Locs_FindLocationName(char *buffer, size_t buffersize, vec3_t point)
1921 {
1922         cl_locnode_t *loc;
1923         loc = CL_Locs_FindNearest(point);
1924         if (loc)
1925                 strlcpy(buffer, loc->name, buffersize);
1926         else
1927                 dpsnprintf(buffer, buffersize, "LOC=%.0f:%.0f:%.0f", point[0], point[1], point[2]);
1928 }
1929
1930 void CL_Locs_FreeNode(cl_locnode_t *node)
1931 {
1932         cl_locnode_t **pointer, **next;
1933         for (pointer = &cl.locnodes;*pointer;pointer = next)
1934         {
1935                 next = &(*pointer)->next;
1936                 if (*pointer == node)
1937                 {
1938                         *pointer = node->next;
1939                         Mem_Free(node);
1940                         return;
1941                 }
1942         }
1943         Con_Printf("CL_Locs_FreeNode: no such node! (%p)\n", (void *)node);
1944 }
1945
1946 void CL_Locs_AddNode(vec3_t mins, vec3_t maxs, const char *name)
1947 {
1948         cl_locnode_t *node, **pointer;
1949         int namelen;
1950         if (!name)
1951                 name = "";
1952         namelen = strlen(name);
1953         node = (cl_locnode_t *) Mem_Alloc(cls.levelmempool, sizeof(cl_locnode_t) + namelen + 1);
1954         VectorSet(node->mins, min(mins[0], maxs[0]), min(mins[1], maxs[1]), min(mins[2], maxs[2]));
1955         VectorSet(node->maxs, max(mins[0], maxs[0]), max(mins[1], maxs[1]), max(mins[2], maxs[2]));
1956         node->name = (char *)(node + 1);
1957         memcpy(node->name, name, namelen);
1958         node->name[namelen] = 0;
1959         // link it into the tail of the list to preserve the order
1960         for (pointer = &cl.locnodes;*pointer;pointer = &(*pointer)->next)
1961                 ;
1962         *pointer = node;
1963 }
1964
1965 void CL_Locs_Add_f(void)
1966 {
1967         vec3_t mins, maxs;
1968         if (Cmd_Argc() != 5 && Cmd_Argc() != 8)
1969         {
1970                 Con_Printf("usage: %s x y z[ x y z] name\n", Cmd_Argv(0));
1971                 return;
1972         }
1973         mins[0] = atof(Cmd_Argv(1));
1974         mins[1] = atof(Cmd_Argv(2));
1975         mins[2] = atof(Cmd_Argv(3));
1976         if (Cmd_Argc() == 8)
1977         {
1978                 maxs[0] = atof(Cmd_Argv(4));
1979                 maxs[1] = atof(Cmd_Argv(5));
1980                 maxs[2] = atof(Cmd_Argv(6));
1981                 CL_Locs_AddNode(mins, maxs, Cmd_Argv(7));
1982         }
1983         else
1984                 CL_Locs_AddNode(mins, mins, Cmd_Argv(4));
1985 }
1986
1987 void CL_Locs_RemoveNearest_f(void)
1988 {
1989         cl_locnode_t *loc;
1990         loc = CL_Locs_FindNearest(r_refdef.view.origin);
1991         if (loc)
1992                 CL_Locs_FreeNode(loc);
1993         else
1994                 Con_Printf("no loc point or box found for your location\n");
1995 }
1996
1997 void CL_Locs_Clear_f(void)
1998 {
1999         while (cl.locnodes)
2000                 CL_Locs_FreeNode(cl.locnodes);
2001 }
2002
2003 void CL_Locs_Save_f(void)
2004 {
2005         cl_locnode_t *loc;
2006         qfile_t *outfile;
2007         char locfilename[MAX_QPATH];
2008         if (!cl.locnodes)
2009         {
2010                 Con_Printf("No loc points/boxes exist!\n");
2011                 return;
2012         }
2013         if (cls.state != ca_connected || !cl.worldmodel)
2014         {
2015                 Con_Printf("No level loaded!\n");
2016                 return;
2017         }
2018         FS_StripExtension(cl.worldmodel->name, locfilename, sizeof(locfilename));
2019         strlcat(locfilename, ".loc", sizeof(locfilename));
2020
2021         outfile = FS_OpenRealFile(locfilename, "w", false);
2022         if (!outfile)
2023                 return;
2024         // if any boxes are used then this is a proquake-format loc file, which
2025         // allows comments, so add some relevant information at the start
2026         for (loc = cl.locnodes;loc;loc = loc->next)
2027                 if (!VectorCompare(loc->mins, loc->maxs))
2028                         break;
2029         if (loc)
2030         {
2031                 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);
2032                 for (loc = cl.locnodes;loc;loc = loc->next)
2033                         if (VectorCompare(loc->mins, loc->maxs))
2034                                 break;
2035                 if (loc)
2036                         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");
2037         }
2038         for (loc = cl.locnodes;loc;loc = loc->next)
2039         {
2040                 if (VectorCompare(loc->mins, loc->maxs))
2041                 {
2042                         int len;
2043                         const char *s;
2044                         const char *in = loc->name;
2045                         char name[MAX_INPUTLINE];
2046                         for (len = 0;len < (int)sizeof(name) - 1 && *in;)
2047                         {
2048                                 if (*in == ' ') {s = "$loc_name_separator";in++;}
2049                                 else if (!strncmp(in, "SSG", 3)) {s = "$loc_name_ssg";in += 3;}
2050                                 else if (!strncmp(in, "NG", 2)) {s = "$loc_name_ng";in += 2;}
2051                                 else if (!strncmp(in, "SNG", 3)) {s = "$loc_name_sng";in += 3;}
2052                                 else if (!strncmp(in, "GL", 2)) {s = "$loc_name_gl";in += 2;}
2053                                 else if (!strncmp(in, "RL", 2)) {s = "$loc_name_rl";in += 2;}
2054                                 else if (!strncmp(in, "LG", 2)) {s = "$loc_name_lg";in += 2;}
2055                                 else if (!strncmp(in, "GA", 2)) {s = "$loc_name_ga";in += 2;}
2056                                 else if (!strncmp(in, "YA", 2)) {s = "$loc_name_ya";in += 2;}
2057                                 else if (!strncmp(in, "RA", 2)) {s = "$loc_name_ra";in += 2;}
2058                                 else if (!strncmp(in, "MEGA", 4)) {s = "$loc_name_mh";in += 4;}
2059                                 else s = NULL;
2060                                 if (s)
2061                                 {
2062                                         while (len < (int)sizeof(name) - 1 && *s)
2063                                                 name[len++] = *s++;
2064                                         continue;
2065                                 }
2066                                 name[len++] = *in++;
2067                         }
2068                         name[len] = 0;
2069                         FS_Printf(outfile, "%.0f %.0f %.0f %s\n", loc->mins[0]*8, loc->mins[1]*8, loc->mins[2]*8, name);
2070                 }
2071                 else
2072                         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);
2073         }
2074         FS_Close(outfile);
2075 }
2076
2077 void CL_Locs_Reload_f(void)
2078 {
2079         int i, linenumber, limit, len;
2080         const char *s;
2081         char *filedata, *text, *textend, *linestart, *linetext, *lineend;
2082         fs_offset_t filesize;
2083         vec3_t mins, maxs;
2084         char locfilename[MAX_QPATH];
2085         char name[MAX_INPUTLINE];
2086
2087         if (cls.state != ca_connected || !cl.worldmodel)
2088         {
2089                 Con_Printf("No level loaded!\n");
2090                 return;
2091         }
2092
2093         CL_Locs_Clear_f();
2094
2095         // try maps/something.loc first (LordHavoc: where I think they should be)
2096         FS_StripExtension(cl.worldmodel->name, locfilename, sizeof(locfilename));
2097         strlcat(locfilename, ".loc", sizeof(locfilename));
2098         filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2099         if (!filedata)
2100         {
2101                 // try proquake name as well (LordHavoc: I hate path mangling)
2102                 FS_StripExtension(va("locs/%s", FS_FileWithoutPath(cl.worldmodel->name)), locfilename, sizeof(locfilename));
2103                 strlcat(locfilename, ".loc", sizeof(locfilename));
2104                 filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2105                 if (!filedata)
2106                         return;
2107         }
2108         text = filedata;
2109         textend = filedata + filesize;
2110         for (linenumber = 1;text < textend;linenumber++)
2111         {
2112                 linestart = text;
2113                 for (;text < textend && *text != '\r' && *text != '\n';text++)
2114                         ;
2115                 lineend = text;
2116                 if (text + 1 < textend && *text == '\r' && text[1] == '\n')
2117                         text++;
2118                 if (text < textend)
2119                         text++;
2120                 // trim trailing whitespace
2121                 while (lineend > linestart && ISWHITESPACE(lineend[-1]))
2122                         lineend--;
2123                 // trim leading whitespace
2124                 while (linestart < lineend && ISWHITESPACE(*linestart))
2125                         linestart++;
2126                 // check if this is a comment
2127                 if (linestart + 2 <= lineend && !strncmp(linestart, "//", 2))
2128                         continue;
2129                 linetext = linestart;
2130                 limit = 3;
2131                 for (i = 0;i < limit;i++)
2132                 {
2133                         if (linetext >= lineend)
2134                                 break;
2135                         // note: a missing number is interpreted as 0
2136                         if (i < 3)
2137                                 mins[i] = atof(linetext);
2138                         else
2139                                 maxs[i - 3] = atof(linetext);
2140                         // now advance past the number
2141                         while (linetext < lineend && !ISWHITESPACE(*linetext) && *linetext != ',')
2142                                 linetext++;
2143                         // advance through whitespace
2144                         if (linetext < lineend)
2145                         {
2146                                 if (*linetext == ',')
2147                                 {
2148                                         linetext++;
2149                                         limit = 6;
2150                                         // note: comma can be followed by whitespace
2151                                 }
2152                                 if (ISWHITESPACE(*linetext))
2153                                 {
2154                                         // skip whitespace
2155                                         while (linetext < lineend && ISWHITESPACE(*linetext))
2156                                                 linetext++;
2157                                 }
2158                         }
2159                 }
2160                 // if this is a quoted name, remove the quotes
2161                 if (i == 6)
2162                 {
2163                         if (linetext >= lineend || *linetext != '"')
2164                                 continue; // proquake location names are always quoted
2165                         lineend--;
2166                         linetext++;
2167                         len = min(lineend - linetext, (int)sizeof(name) - 1);
2168                         memcpy(name, linetext, len);
2169                         name[len] = 0;
2170                         // add the box to the list
2171                         CL_Locs_AddNode(mins, maxs, name);
2172                 }
2173                 // if a point was parsed, it needs to be scaled down by 8 (since
2174                 // point-based loc files were invented by a proxy which dealt
2175                 // directly with quake protocol coordinates, which are *8), turn
2176                 // it into a box
2177                 else if (i == 3)
2178                 {
2179                         // interpret silly fuhquake macros
2180                         for (len = 0;len < (int)sizeof(name) - 1 && linetext < lineend;)
2181                         {
2182                                 if (*linetext == '$')
2183                                 {
2184                                         if (linetext + 18 <= lineend && !strncmp(linetext, "$loc_name_separator", 19)) {s = " ";linetext += 19;}
2185                                         else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_ssg", 13)) {s = "SSG";linetext += 13;}
2186                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ng", 12)) {s = "NG";linetext += 12;}
2187                                         else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_sng", 13)) {s = "SNG";linetext += 13;}
2188                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_gl", 12)) {s = "GL";linetext += 12;}
2189                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_rl", 12)) {s = "RL";linetext += 12;}
2190                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_lg", 12)) {s = "LG";linetext += 12;}
2191                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ga", 12)) {s = "GA";linetext += 12;}
2192                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ya", 12)) {s = "YA";linetext += 12;}
2193                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ra", 12)) {s = "RA";linetext += 12;}
2194                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_mh", 12)) {s = "MEGA";linetext += 12;}
2195                                         else s = NULL;
2196                                         if (s)
2197                                         {
2198                                                 while (len < (int)sizeof(name) - 1 && *s)
2199                                                         name[len++] = *s++;
2200                                                 continue;
2201                                         }
2202                                 }
2203                                 name[len++] = *linetext++;
2204                         }
2205                         name[len] = 0;
2206                         // add the point to the list
2207                         VectorScale(mins, (1.0 / 8.0), mins);
2208                         CL_Locs_AddNode(mins, mins, name);
2209                 }
2210                 else
2211                         continue;
2212         }
2213 }
2214
2215 /*
2216 ===========
2217 CL_Shutdown
2218 ===========
2219 */
2220 void CL_Shutdown (void)
2221 {
2222         CL_Screen_Shutdown();
2223         CL_Particles_Shutdown();
2224         CL_Parse_Shutdown();
2225
2226         Mem_FreePool (&cls.permanentmempool);
2227         Mem_FreePool (&cls.levelmempool);
2228 }
2229
2230 /*
2231 =================
2232 CL_Init
2233 =================
2234 */
2235 void CL_Init (void)
2236 {
2237         cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL);
2238         cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL);
2239
2240         memset(&r_refdef, 0, sizeof(r_refdef));
2241         // max entities sent to renderer per frame
2242         r_refdef.scene.maxentities = MAX_EDICTS + 256 + 512;
2243         r_refdef.scene.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.scene.maxentities);
2244
2245         r_refdef.scene.maxtempentities = 4096; // FIXME: make this grow
2246         r_refdef.scene.tempentities = (entity_render_t *)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t) * r_refdef.scene.maxtempentities);
2247
2248         CL_InitInput ();
2249
2250 //
2251 // register our commands
2252 //
2253         Cvar_RegisterVariable (&cl_upspeed);
2254         Cvar_RegisterVariable (&cl_forwardspeed);
2255         Cvar_RegisterVariable (&cl_backspeed);
2256         Cvar_RegisterVariable (&cl_sidespeed);
2257         Cvar_RegisterVariable (&cl_movespeedkey);
2258         Cvar_RegisterVariable (&cl_yawspeed);
2259         Cvar_RegisterVariable (&cl_pitchspeed);
2260         Cvar_RegisterVariable (&cl_anglespeedkey);
2261         Cvar_RegisterVariable (&cl_shownet);
2262         Cvar_RegisterVariable (&cl_nolerp);
2263         Cvar_RegisterVariable (&cl_deathfade);
2264         Cvar_RegisterVariable (&lookspring);
2265         Cvar_RegisterVariable (&lookstrafe);
2266         Cvar_RegisterVariable (&sensitivity);
2267         Cvar_RegisterVariable (&freelook);
2268
2269         Cvar_RegisterVariable (&m_pitch);
2270         Cvar_RegisterVariable (&m_yaw);
2271         Cvar_RegisterVariable (&m_forward);
2272         Cvar_RegisterVariable (&m_side);
2273
2274         Cvar_RegisterVariable (&cl_itembobspeed);
2275         Cvar_RegisterVariable (&cl_itembobheight);
2276
2277         Cmd_AddCommand ("entities", CL_PrintEntities_f, "print information on network entities known to client");
2278         Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
2279         Cmd_AddCommand ("record", CL_Record_f, "record a demo");
2280         Cmd_AddCommand ("stop", CL_Stop_f, "stop recording or playing a demo");
2281         Cmd_AddCommand ("playdemo", CL_PlayDemo_f, "watch a demo file");
2282         Cmd_AddCommand ("timedemo", CL_TimeDemo_f, "play back a demo as fast as possible and save statistics to benchmark.log");
2283
2284         // Support Client-side Model Index List
2285         Cmd_AddCommand ("cl_modelindexlist", CL_ModelIndexList_f, "list information on all models in the client modelindex");
2286         // Support Client-side Sound Index List
2287         Cmd_AddCommand ("cl_soundindexlist", CL_SoundIndexList_f, "list all sounds in the client soundindex");
2288
2289         Cvar_RegisterVariable (&cl_autodemo);
2290         Cvar_RegisterVariable (&cl_autodemo_nameformat);
2291
2292         Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue [alpha [mindist maxdist]])");
2293
2294         // LordHavoc: added pausedemo
2295         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)");
2296
2297         Cmd_AddCommand ("cl_areastats", CL_AreaStats_f, "prints statistics on entity culling during collision traces");
2298
2299         Cvar_RegisterVariable(&r_draweffects);
2300         Cvar_RegisterVariable(&cl_explosions_alpha_start);
2301         Cvar_RegisterVariable(&cl_explosions_alpha_end);
2302         Cvar_RegisterVariable(&cl_explosions_size_start);
2303         Cvar_RegisterVariable(&cl_explosions_size_end);
2304         Cvar_RegisterVariable(&cl_explosions_lifetime);
2305         Cvar_RegisterVariable(&cl_stainmaps);
2306         Cvar_RegisterVariable(&cl_stainmaps_clearonload);
2307         Cvar_RegisterVariable(&cl_beams_polygons);
2308         Cvar_RegisterVariable(&cl_beams_quakepositionhack);
2309         Cvar_RegisterVariable(&cl_beams_instantaimhack);
2310         Cvar_RegisterVariable(&cl_beams_lightatend);
2311         Cvar_RegisterVariable(&cl_noplayershadow);
2312         Cvar_RegisterVariable(&cl_dlights_decayradius);
2313         Cvar_RegisterVariable(&cl_dlights_decaybrightness);
2314
2315         Cvar_RegisterVariable(&cl_prydoncursor);
2316
2317         Cvar_RegisterVariable(&cl_deathnoviewmodel);
2318
2319         // for QW connections
2320         Cvar_RegisterVariable(&qport);
2321         Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff);
2322
2323         Cmd_AddCommand("timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
2324
2325         Cvar_RegisterVariable(&cl_locs_enable);
2326         Cvar_RegisterVariable(&cl_locs_show);
2327         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)");
2328         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)");
2329         Cmd_AddCommand("locs_clear", CL_Locs_Clear_f, "remove all loc points/boxes");
2330         Cmd_AddCommand("locs_reload", CL_Locs_Reload_f, "reload .loc file for this map");
2331         Cmd_AddCommand("locs_save", CL_Locs_Save_f, "save .loc file for this map containing currently defined points and boxes");
2332
2333         CL_Parse_Init();
2334         CL_Particles_Init();
2335         CL_Screen_Init();
2336
2337         CL_Video_Init();
2338         CL_Gecko_Init();
2339 }
2340
2341
2342