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1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // cl_main.c  -- client main loop
21
22 #include "quakedef.h"
23 #include "cl_collision.h"
24 #include "cl_video.h"
25 #include "image.h"
26 #include "csprogs.h"
27 #include "r_shadow.h"
28 #include "libcurl.h"
29
30 // we need to declare some mouse variables here, because the menu system
31 // references them even when on a unix system.
32
33 cvar_t csqc_progname = {0, "csqc_progname","csprogs.dat","name of csprogs.dat file to load"};
34 cvar_t csqc_progcrc = {CVAR_READONLY, "csqc_progcrc","-1","CRC of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"};
35 cvar_t csqc_progsize = {CVAR_READONLY, "csqc_progsize","-1","file size of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"};
36
37 cvar_t cl_shownet = {0, "cl_shownet","0","1 = print packet size, 2 = print packet message list"};
38 cvar_t cl_nolerp = {0, "cl_nolerp", "0","network update smoothing"};
39
40 cvar_t cl_itembobheight = {0, "cl_itembobheight", "0","how much items bob up and down (try 8)"};
41 cvar_t cl_itembobspeed = {0, "cl_itembobspeed", "0.5","how frequently items bob up and down"};
42
43 cvar_t lookspring = {CVAR_SAVE, "lookspring","0","returns pitch to level with the floor when no longer holding a pitch key"};
44 cvar_t lookstrafe = {CVAR_SAVE, "lookstrafe","0","move instead of turning"};
45 cvar_t sensitivity = {CVAR_SAVE, "sensitivity","3","mouse speed multiplier"};
46
47 cvar_t m_pitch = {CVAR_SAVE, "m_pitch","0.022","mouse pitch speed multiplier"};
48 cvar_t m_yaw = {CVAR_SAVE, "m_yaw","0.022","mouse yaw speed multiplier"};
49 cvar_t m_forward = {CVAR_SAVE, "m_forward","1","mouse forward speed multiplier"};
50 cvar_t m_side = {CVAR_SAVE, "m_side","0.8","mouse side speed multiplier"};
51
52 cvar_t freelook = {CVAR_SAVE, "freelook", "1","mouse controls pitch instead of forward/back"};
53
54 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" };
55 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" };
56
57 cvar_t r_draweffects = {0, "r_draweffects", "1","renders temporary sprite effects"};
58
59 cvar_t cl_explosions_alpha_start = {CVAR_SAVE, "cl_explosions_alpha_start", "1.5","starting alpha of an explosion shell"};
60 cvar_t cl_explosions_alpha_end = {CVAR_SAVE, "cl_explosions_alpha_end", "0","end alpha of an explosion shell (just before it disappears)"};
61 cvar_t cl_explosions_size_start = {CVAR_SAVE, "cl_explosions_size_start", "16","starting size of an explosion shell"};
62 cvar_t cl_explosions_size_end = {CVAR_SAVE, "cl_explosions_size_end", "128","ending alpha of an explosion shell (just before it disappears)"};
63 cvar_t cl_explosions_lifetime = {CVAR_SAVE, "cl_explosions_lifetime", "0.5","how long an explosion shell lasts"};
64
65 cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "1","stains lightmaps, much faster than decals but blurred"};
66 cvar_t cl_stainmaps_clearonload = {CVAR_SAVE, "cl_stainmaps_clearonload", "1","clear stainmaps on map restart"};
67
68 cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1","use beam polygons instead of models"};
69 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)"};
70 cvar_t cl_beams_instantaimhack = {CVAR_SAVE, "cl_beams_instantaimhack", "0", "makes your lightning gun aiming update instantly"};
71 cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0", "make a light at the end of the beam"};
72
73 cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0","hide player shadow"};
74
75 cvar_t cl_dlights_decayradius = {CVAR_SAVE, "cl_dlights_decayradius", "1", "reduces size of light flashes over time"};
76 cvar_t cl_dlights_decaybrightness = {CVAR_SAVE, "cl_dlights_decaybrightness", "1", "reduces brightness of light flashes over time"};
77
78 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)"};
79
80 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"};
81
82 cvar_t cl_deathnoviewmodel = {0, "cl_deathnoviewmodel", "1", "hides gun model when dead"};
83
84 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)"};
85 cvar_t cl_locs_show = {0, "locs_show", "0", "shows defined locations for editing purposes"};
86
87 client_static_t cls;
88 client_state_t  cl;
89
90 #define MAX_PARTICLES                   32768   // default max # of particles at one time
91 #define ABSOLUTE_MIN_PARTICLES  512             // no fewer than this no matter what's on the command line
92
93 /*
94 =====================
95 CL_ClearState
96
97 =====================
98 */
99 void CL_ClearState(void)
100 {
101         int i;
102         entity_t *ent;
103
104 // wipe the entire cl structure
105         Mem_EmptyPool(cls.levelmempool);
106         memset (&cl, 0, sizeof(cl));
107
108         S_StopAllSounds();
109
110         // reset the view zoom interpolation
111         cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
112
113         cl.num_entities = 0;
114         cl.num_static_entities = 0;
115         cl.num_temp_entities = 0;
116         cl.num_brushmodel_entities = 0;
117
118         // tweak these if the game runs out
119         cl.max_entities = 256;
120         cl.max_static_entities = 256;
121         cl.max_temp_entities = 512;
122         cl.max_effects = 256;
123         cl.max_beams = 256;
124         cl.max_dlights = MAX_DLIGHTS;
125         cl.max_lightstyle = MAX_LIGHTSTYLES;
126         cl.max_brushmodel_entities = MAX_EDICTS;
127         cl.max_particles = MAX_PARTICLES;
128
129 // COMMANDLINEOPTION: Client: -particles <number> changes maximum number of particles at once, default 32768
130         i = COM_CheckParm ("-particles");
131         if (i && i < com_argc - 1)
132         {
133                 cl.max_particles = (int)(atoi(com_argv[i+1]));
134                 if (cl.max_particles < ABSOLUTE_MIN_PARTICLES)
135                         cl.max_particles = ABSOLUTE_MIN_PARTICLES;
136         }
137
138         cl.num_dlights = 0;
139         cl.num_effects = 0;
140         cl.num_beams = 0;
141
142         cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
143         cl.entities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));
144         cl.static_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_static_entities * sizeof(entity_t));
145         cl.temp_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_temp_entities * sizeof(entity_t));
146         cl.effects = (cl_effect_t *)Mem_Alloc(cls.levelmempool, cl.max_effects * sizeof(cl_effect_t));
147         cl.beams = (beam_t *)Mem_Alloc(cls.levelmempool, cl.max_beams * sizeof(beam_t));
148         cl.dlights = (dlight_t *)Mem_Alloc(cls.levelmempool, cl.max_dlights * sizeof(dlight_t));
149         cl.lightstyle = (lightstyle_t *)Mem_Alloc(cls.levelmempool, cl.max_lightstyle * sizeof(lightstyle_t));
150         cl.brushmodel_entities = (int *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(int));
151         cl.particles = (particle_t *) Mem_Alloc(cls.levelmempool, cl.max_particles * sizeof(particle_t));
152
153         // LordHavoc: have to set up the baseline info for alpha and other stuff
154         for (i = 0;i < cl.max_entities;i++)
155         {
156                 cl.entities[i].state_baseline = defaultstate;
157                 cl.entities[i].state_previous = defaultstate;
158                 cl.entities[i].state_current = defaultstate;
159         }
160
161         if (gamemode == GAME_NEXUIZ)
162         {
163                 VectorSet(cl.playerstandmins, -16, -16, -24);
164                 VectorSet(cl.playerstandmaxs, 16, 16, 45);
165                 VectorSet(cl.playercrouchmins, -16, -16, -24);
166                 VectorSet(cl.playercrouchmaxs, 16, 16, 25);
167         }
168         else
169         {
170                 VectorSet(cl.playerstandmins, -16, -16, -24);
171                 VectorSet(cl.playerstandmaxs, 16, 16, 24);
172                 VectorSet(cl.playercrouchmins, -16, -16, -24);
173                 VectorSet(cl.playercrouchmaxs, 16, 16, 24);
174         }
175
176         // disable until we get textures for it
177         R_ResetSkyBox();
178
179         ent = &cl.entities[0];
180         // entire entity array was cleared, so just fill in a few fields
181         ent->state_current.active = true;
182         ent->render.model = cl.worldmodel = NULL; // no world model yet
183         ent->render.alpha = 1;
184         ent->render.colormap = -1; // no special coloring
185         ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
186         Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1);
187         CL_UpdateRenderEntity(&ent->render);
188
189         // noclip is turned off at start
190         noclip_anglehack = false;
191
192         // mark all frames invalid for delta
193         memset(cl.qw_deltasequence, -1, sizeof(cl.qw_deltasequence));
194
195         CL_Screen_NewMap();
196 }
197
198 void CL_SetInfo(const char *key, const char *value, qboolean send, qboolean allowstarkey, qboolean allowmodel, qboolean quiet)
199 {
200         int i;
201         qboolean fail = false;
202         if (!allowstarkey && key[0] == '*')
203                 fail = true;
204         if (!allowmodel && (!strcasecmp(key, "pmodel") || !strcasecmp(key, "emodel")))
205                 fail = true;
206         for (i = 0;key[i];i++)
207                 if (key[i] <= ' ' || key[i] == '\"')
208                         fail = true;
209         for (i = 0;value[i];i++)
210                 if (value[i] == '\r' || value[i] == '\n' || value[i] == '\"')
211                         fail = true;
212         if (fail)
213         {
214                 if (!quiet)
215                         Con_Printf("Can't setinfo \"%s\" \"%s\"\n", key, value);
216                 return;
217         }
218         InfoString_SetValue(cls.userinfo, sizeof(cls.userinfo), key, value);
219         if (cls.state == ca_connected && cls.netcon)
220         {
221                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
222                 {
223                         MSG_WriteByte(&cls.netcon->message, qw_clc_stringcmd);
224                         MSG_WriteString(&cls.netcon->message, va("setinfo \"%s\" \"%s\"", key, value));
225                 }
226                 else if (!strcasecmp(key, "name"))
227                 {
228                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
229                         MSG_WriteString(&cls.netcon->message, va("name \"%s\"", value));
230                 }
231                 else if (!strcasecmp(key, "playermodel"))
232                 {
233                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
234                         MSG_WriteString(&cls.netcon->message, va("playermodel \"%s\"", value));
235                 }
236                 else if (!strcasecmp(key, "playerskin"))
237                 {
238                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
239                         MSG_WriteString(&cls.netcon->message, va("playerskin \"%s\"", value));
240                 }
241                 else if (!strcasecmp(key, "topcolor"))
242                 {
243                         // don't send anything, the combined color code will be updated manually
244                 }
245                 else if (!strcasecmp(key, "bottomcolor"))
246                 {
247                         // don't send anything, the combined color code will be updated manually
248                 }
249                 else if (!strcasecmp(key, "rate"))
250                 {
251                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
252                         MSG_WriteString(&cls.netcon->message, va("rate \"%s\"", value));
253                 }
254         }
255 }
256
257 void CL_ExpandEntities(int num)
258 {
259         int i, oldmaxentities;
260         entity_t *oldentities;
261         if (num >= cl.max_entities)
262         {
263                 if (!cl.entities)
264                         Sys_Error("CL_ExpandEntities: cl.entities not initialized");
265                 if (num >= MAX_EDICTS)
266                         Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
267                 oldmaxentities = cl.max_entities;
268                 oldentities = cl.entities;
269                 cl.max_entities = (num & ~255) + 256;
270                 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
271                 memcpy(cl.entities, oldentities, oldmaxentities * sizeof(entity_t));
272                 Mem_Free(oldentities);
273                 for (i = oldmaxentities;i < cl.max_entities;i++)
274                 {
275                         cl.entities[i].state_baseline = defaultstate;
276                         cl.entities[i].state_previous = defaultstate;
277                         cl.entities[i].state_current = defaultstate;
278                 }
279         }
280 }
281
282 void CL_VM_ShutDown (void);
283 /*
284 =====================
285 CL_Disconnect
286
287 Sends a disconnect message to the server
288 This is also called on Host_Error, so it shouldn't cause any errors
289 =====================
290 */
291 void CL_Disconnect(void)
292 {
293         if (cls.state == ca_dedicated)
294                 return;
295
296         Curl_Clear_forthismap();
297
298         Con_DPrintf("CL_Disconnect\n");
299
300         CL_VM_ShutDown();
301 // stop sounds (especially looping!)
302         S_StopAllSounds ();
303
304         cl.parsingtextexpectingpingforscores = 0; // just in case no reply has come yet
305
306         // clear contents blends
307         cl.cshifts[0].percent = 0;
308         cl.cshifts[1].percent = 0;
309         cl.cshifts[2].percent = 0;
310         cl.cshifts[3].percent = 0;
311
312         cl.worldmodel = NULL;
313
314         CL_Parse_ErrorCleanUp();
315
316         if (cls.demoplayback)
317                 CL_StopPlayback();
318         else if (cls.netcon)
319         {
320                 sizebuf_t buf;
321                 unsigned char bufdata[8];
322                 if (cls.demorecording)
323                         CL_Stop_f();
324
325                 // send disconnect message 3 times to improve chances of server
326                 // receiving it (but it still fails sometimes)
327                 memset(&buf, 0, sizeof(buf));
328                 buf.data = bufdata;
329                 buf.maxsize = sizeof(bufdata);
330                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
331                 {
332                         Con_DPrint("Sending drop command\n");
333                         MSG_WriteByte(&buf, qw_clc_stringcmd);
334                         MSG_WriteString(&buf, "drop");
335                 }
336                 else
337                 {
338                         Con_DPrint("Sending clc_disconnect\n");
339                         MSG_WriteByte(&buf, clc_disconnect);
340                 }
341                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000);
342                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000);
343                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000);
344                 NetConn_Close(cls.netcon);
345                 cls.netcon = NULL;
346         }
347         cls.state = ca_disconnected;
348
349         cls.demoplayback = cls.timedemo = false;
350         cls.signon = 0;
351 }
352
353 void CL_Disconnect_f(void)
354 {
355         CL_Disconnect ();
356         if (sv.active)
357                 Host_ShutdownServer ();
358 }
359
360
361
362
363 /*
364 =====================
365 CL_EstablishConnection
366
367 Host should be either "local" or a net address
368 =====================
369 */
370 void CL_EstablishConnection(const char *host)
371 {
372         if (cls.state == ca_dedicated)
373                 return;
374
375         // clear menu's connect error message
376         M_Update_Return_Reason("");
377         cls.demonum = -1;
378
379         // stop demo loop in case this fails
380         if (cls.demoplayback)
381                 CL_StopPlayback();
382
383         // if downloads are running, cancel their finishing action
384         Curl_Clear_forthismap();
385
386         // make sure the client ports are open before attempting to connect
387         NetConn_UpdateSockets();
388
389         // run a network frame
390         //NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
391
392         if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
393         {
394                 cls.connect_trying = true;
395                 cls.connect_remainingtries = 3;
396                 cls.connect_nextsendtime = 0;
397                 M_Update_Return_Reason("Trying to connect...");
398                 // run several network frames to jump into the game quickly
399                 //if (sv.active)
400                 //{
401                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
402                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
403                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
404                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
405                 //}
406         }
407         else
408         {
409                 Con_Print("Unable to find a suitable network socket to connect to server.\n");
410                 M_Update_Return_Reason("No network");
411         }
412 }
413
414 /*
415 ==============
416 CL_PrintEntities_f
417 ==============
418 */
419 static void CL_PrintEntities_f(void)
420 {
421         entity_t *ent;
422         int i;
423
424         for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++)
425         {
426                 const char* modelname;
427
428                 if (!ent->state_current.active)
429                         continue;
430
431                 if (ent->render.model)
432                         modelname = ent->render.model->name;
433                 else
434                         modelname = "--no model--";
435                 Con_Printf("%3i: %-25s:%4i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", i, modelname, ent->render.frame, (int) ent->state_current.origin[0], (int) ent->state_current.origin[1], (int) ent->state_current.origin[2], (int) ent->state_current.angles[0] % 360, (int) ent->state_current.angles[1] % 360, (int) ent->state_current.angles[2] % 360, ent->render.scale, ent->render.alpha);
436         }
437 }
438
439 /*
440 ===============
441 CL_ModelIndexList_f
442
443 List all models in the client modelindex
444 ===============
445 */
446 static void CL_ModelIndexList_f(void)
447 {
448         int nModelIndexCnt = 1;
449
450         while(cl.model_precache[nModelIndexCnt] && nModelIndexCnt != MAX_MODELS)
451         { // Valid Model
452                 Con_Printf("%i : %s\n", nModelIndexCnt, cl.model_precache[nModelIndexCnt]->name);
453                 nModelIndexCnt++;
454         }
455 }
456
457 //static const vec3_t nomodelmins = {-16, -16, -16};
458 //static const vec3_t nomodelmaxs = {16, 16, 16};
459 void CL_UpdateRenderEntity(entity_render_t *ent)
460 {
461         vec3_t org;
462         vec_t scale;
463         model_t *model = ent->model;
464         // update the inverse matrix for the renderer
465         Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
466         // update the animation blend state
467         R_LerpAnimation(ent);
468         // we need the matrix origin to center the box
469         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
470         // update entity->render.scale because the renderer needs it
471         ent->scale = scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
472         if (model)
473         {
474                 // NOTE: this directly extracts vector components from the matrix, which relies on the matrix orientation!
475 #ifdef MATRIX4x4_OPENGLORIENTATION
476                 if (ent->matrix.m[0][2] != 0 || ent->matrix.m[1][2] != 0)
477 #else
478                 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
479 #endif
480                 {
481                         // pitch or roll
482                         VectorMA(org, scale, model->rotatedmins, ent->mins);
483                         VectorMA(org, scale, model->rotatedmaxs, ent->maxs);
484                 }
485 #ifdef MATRIX4x4_OPENGLORIENTATION
486                 else if (ent->matrix.m[1][0] != 0 || ent->matrix.m[0][1] != 0)
487 #else
488                 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
489 #endif
490                 {
491                         // yaw
492                         VectorMA(org, scale, model->yawmins, ent->mins);
493                         VectorMA(org, scale, model->yawmaxs, ent->maxs);
494                 }
495                 else
496                 {
497                         VectorMA(org, scale, model->normalmins, ent->mins);
498                         VectorMA(org, scale, model->normalmaxs, ent->maxs);
499                 }
500         }
501         else
502         {
503                 ent->mins[0] = org[0] - 16;
504                 ent->mins[1] = org[1] - 16;
505                 ent->mins[2] = org[2] - 16;
506                 ent->maxs[0] = org[0] + 16;
507                 ent->maxs[1] = org[1] + 16;
508                 ent->maxs[2] = org[2] + 16;
509         }
510 }
511
512 /*
513 ===============
514 CL_LerpPoint
515
516 Determines the fraction between the last two messages that the objects
517 should be put at.
518 ===============
519 */
520 static float CL_LerpPoint(void)
521 {
522         float f;
523
524         if (cl_nettimesyncboundmode.integer == 1)
525                 cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
526
527         // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
528         if (cl.mtime[0] <= cl.mtime[1])
529         {
530                 cl.time = cl.mtime[0];
531                 return 1;
532         }
533
534         f = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
535         return bound(0, f, 1);
536 }
537
538 void CL_ClearTempEntities (void)
539 {
540         cl.num_temp_entities = 0;
541 }
542
543 entity_t *CL_NewTempEntity(void)
544 {
545         entity_t *ent;
546
547         if (r_refdef.numentities >= r_refdef.maxentities)
548                 return NULL;
549         if (cl.num_temp_entities >= cl.max_temp_entities)
550                 return NULL;
551         ent = &cl.temp_entities[cl.num_temp_entities++];
552         memset (ent, 0, sizeof(*ent));
553         r_refdef.entities[r_refdef.numentities++] = &ent->render;
554
555         ent->render.colormap = -1; // no special coloring
556         ent->render.alpha = 1;
557         VectorSet(ent->render.colormod, 1, 1, 1);
558         return ent;
559 }
560
561 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
562 {
563         int i;
564         cl_effect_t *e;
565         if (!modelindex) // sanity check
566                 return;
567         if (framerate < 1)
568         {
569                 Con_Printf("CL_Effect: framerate %f is < 1\n", framerate);
570                 return;
571         }
572         if (framecount < 1)
573         {
574                 Con_Printf("CL_Effect: framecount %i is < 1\n", framecount);
575                 return;
576         }
577         for (i = 0, e = cl.effects;i < cl.max_effects;i++, e++)
578         {
579                 if (e->active)
580                         continue;
581                 e->active = true;
582                 VectorCopy(org, e->origin);
583                 e->modelindex = modelindex;
584                 e->starttime = cl.time;
585                 e->startframe = startframe;
586                 e->endframe = startframe + framecount;
587                 e->framerate = framerate;
588
589                 e->frame = 0;
590                 e->frame1time = cl.time;
591                 e->frame2time = cl.time;
592                 cl.num_effects = max(cl.num_effects, i + 1);
593                 break;
594         }
595 }
596
597 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)
598 {
599         int i;
600         dlight_t *dl;
601
602         /*
603 // first look for an exact key match
604         if (ent)
605         {
606                 dl = cl.dlights;
607                 for (i = 0;i < cl.num_dlights;i++, dl++)
608                         if (dl->ent == ent)
609                                 goto dlightsetup;
610         }
611         */
612
613 // then look for anything else
614         dl = cl.dlights;
615         for (i = 0;i < cl.num_dlights;i++, dl++)
616                 if (!dl->radius)
617                         goto dlightsetup;
618         // if we hit the end of the active dlights and found no gaps, add a new one
619         if (i < MAX_DLIGHTS)
620         {
621                 cl.num_dlights = i + 1;
622                 goto dlightsetup;
623         }
624
625         // unable to find one
626         return;
627
628 dlightsetup:
629         //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
630         memset (dl, 0, sizeof(*dl));
631         Matrix4x4_Normalize(&dl->matrix, matrix);
632         dl->ent = ent;
633         Matrix4x4_OriginFromMatrix(&dl->matrix, dl->origin);
634         CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
635         Matrix4x4_SetOrigin(&dl->matrix, dl->origin[0], dl->origin[1], dl->origin[2]);
636         dl->radius = radius;
637         dl->color[0] = red;
638         dl->color[1] = green;
639         dl->color[2] = blue;
640         dl->initialradius = radius;
641         dl->initialcolor[0] = red;
642         dl->initialcolor[1] = green;
643         dl->initialcolor[2] = blue;
644         dl->decay = decay / radius; // changed decay to be a percentage decrease
645         dl->intensity = 1; // this is what gets decayed
646         if (lifetime)
647                 dl->die = cl.time + lifetime;
648         else
649                 dl->die = 0;
650         if (cubemapnum > 0)
651                 dpsnprintf(dl->cubemapname, sizeof(dl->cubemapname), "cubemaps/%i", cubemapnum);
652         else
653                 dl->cubemapname[0] = 0;
654         dl->style = style;
655         dl->shadow = shadowenable;
656         dl->corona = corona;
657         dl->flags = flags;
658         dl->coronasizescale = coronasizescale;
659         dl->ambientscale = ambientscale;
660         dl->diffusescale = diffusescale;
661         dl->specularscale = specularscale;
662 }
663
664 void CL_DecayLightFlashes(void)
665 {
666         int i, oldmax;
667         dlight_t *dl;
668         float time;
669
670         time = bound(0, cl.time - cl.oldtime, 0.1);
671         oldmax = cl.num_dlights;
672         cl.num_dlights = 0;
673         for (i = 0, dl = cl.dlights;i < oldmax;i++, dl++)
674         {
675                 if (dl->radius)
676                 {
677                         dl->intensity -= time * dl->decay;
678                         if (cl.time < dl->die && dl->intensity > 0)
679                         {
680                                 if (cl_dlights_decayradius.integer)
681                                         dl->radius = dl->initialradius * dl->intensity;
682                                 else
683                                         dl->radius = dl->initialradius;
684                                 if (cl_dlights_decaybrightness.integer)
685                                         VectorScale(dl->initialcolor, dl->intensity, dl->color);
686                                 else
687                                         VectorCopy(dl->initialcolor, dl->color);
688                                 cl.num_dlights = i + 1;
689                         }
690                         else
691                                 dl->radius = 0;
692                 }
693         }
694 }
695
696 // called before entity relinking
697 void CL_RelinkLightFlashes(void)
698 {
699         int i, j, k, l;
700         dlight_t *dl;
701         float frac, f;
702         matrix4x4_t tempmatrix;
703
704         if (r_dynamic.integer)
705         {
706                 for (i = 0, dl = cl.dlights;i < cl.num_dlights && r_refdef.numlights < MAX_DLIGHTS;i++, dl++)
707                 {
708                         if (dl->radius)
709                         {
710                                 tempmatrix = dl->matrix;
711                                 Matrix4x4_Scale(&tempmatrix, dl->radius, 1);
712                                 R_RTLight_Update(&r_refdef.lights[r_refdef.numlights++], false, &tempmatrix, dl->color, dl->style, dl->cubemapname, dl->shadow, dl->corona, dl->coronasizescale, dl->ambientscale, dl->diffusescale, dl->specularscale, dl->flags);
713                         }
714                 }
715         }
716
717 // light animations
718 // 'm' is normal light, 'a' is no light, 'z' is double bright
719         f = cl.time * 10;
720         i = (int)floor(f);
721         frac = f - i;
722         for (j = 0;j < cl.max_lightstyle;j++)
723         {
724                 if (!cl.lightstyle || !cl.lightstyle[j].length)
725                 {
726                         r_refdef.lightstylevalue[j] = 256;
727                         continue;
728                 }
729                 k = i % cl.lightstyle[j].length;
730                 l = (i-1) % cl.lightstyle[j].length;
731                 k = cl.lightstyle[j].map[k] - 'a';
732                 l = cl.lightstyle[j].map[l] - 'a';
733                 r_refdef.lightstylevalue[j] = (unsigned short)(((k*frac)+(l*(1-frac)))*22);
734         }
735 }
736
737 void CL_AddQWCTFFlagModel(entity_t *player, int skin)
738 {
739         float f;
740         entity_t *flag;
741         matrix4x4_t flagmatrix;
742
743         // this code taken from QuakeWorld
744         f = 14;
745         if (player->render.frame2 >= 29 && player->render.frame2 <= 40)
746         {
747                 if (player->render.frame2 >= 29 && player->render.frame2 <= 34)
748                 { //axpain
749                         if      (player->render.frame2 == 29) f = f + 2;
750                         else if (player->render.frame2 == 30) f = f + 8;
751                         else if (player->render.frame2 == 31) f = f + 12;
752                         else if (player->render.frame2 == 32) f = f + 11;
753                         else if (player->render.frame2 == 33) f = f + 10;
754                         else if (player->render.frame2 == 34) f = f + 4;
755                 }
756                 else if (player->render.frame2 >= 35 && player->render.frame2 <= 40)
757                 { // pain
758                         if      (player->render.frame2 == 35) f = f + 2;
759                         else if (player->render.frame2 == 36) f = f + 10;
760                         else if (player->render.frame2 == 37) f = f + 10;
761                         else if (player->render.frame2 == 38) f = f + 8;
762                         else if (player->render.frame2 == 39) f = f + 4;
763                         else if (player->render.frame2 == 40) f = f + 2;
764                 }
765         }
766         else if (player->render.frame2 >= 103 && player->render.frame2 <= 118)
767         {
768                 if      (player->render.frame2 >= 103 && player->render.frame2 <= 104) f = f + 6;  //nailattack
769                 else if (player->render.frame2 >= 105 && player->render.frame2 <= 106) f = f + 6;  //light
770                 else if (player->render.frame2 >= 107 && player->render.frame2 <= 112) f = f + 7;  //rocketattack
771                 else if (player->render.frame2 >= 112 && player->render.frame2 <= 118) f = f + 7;  //shotattack
772         }
773         // end of code taken from QuakeWorld
774
775         flag = CL_NewTempEntity();
776         if (!flag)
777                 return;
778
779         flag->render.model = cl.model_precache[cl.qw_modelindex_flag];
780         flag->render.skinnum = skin;
781         flag->render.colormap = -1; // no special coloring
782         flag->render.alpha = 1;
783         VectorSet(flag->render.colormod, 1, 1, 1);
784         // attach the flag to the player matrix
785         Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
786         Matrix4x4_Concat(&flag->render.matrix, &player->render.matrix, &flagmatrix);
787         CL_UpdateRenderEntity(&flag->render);
788 }
789
790 matrix4x4_t viewmodelmatrix;
791
792 static const vec3_t muzzleflashorigin = {18, 0, 0};
793
794 extern void V_DriftPitch(void);
795 extern void V_FadeViewFlashs(void);
796 extern void V_CalcViewBlend(void);
797 extern void V_CalcRefdef(void);
798
799 // note this is a recursive function, recursionlimit should be 32 or so on the initial call
800 void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolate)
801 {
802         const matrix4x4_t *matrix;
803         matrix4x4_t blendmatrix, tempmatrix, matrix2;
804         int j, k, l;
805         float origin[3], angles[3], delta[3], lerp, d;
806         entity_t *t;
807         model_t *model;
808         //entity_persistent_t *p = &e->persistent;
809         //entity_render_t *r = &e->render;
810         // skip inactive entities and world
811         if (!e->state_current.active || e == cl.entities)
812                 return;
813         if (recursionlimit < 1)
814                 return;
815         e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
816         e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
817         e->render.flags = e->state_current.flags;
818         e->render.effects = e->state_current.effects;
819         VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
820         if (e->state_current.flags & RENDER_COLORMAPPED)
821         {
822                 int cb;
823                 unsigned char *cbcolor;
824                 e->render.colormap = e->state_current.colormap;
825                 cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
826                 cbcolor = (unsigned char *) (&palette_complete[cb]);
827                 e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
828                 e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
829                 e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
830                 cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
831                 cbcolor = (unsigned char *) (&palette_complete[cb]);
832                 e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
833                 e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
834                 e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
835         }
836         else if (e->state_current.colormap && cl.scores != NULL)
837         {
838                 int cb;
839                 unsigned char *cbcolor;
840                 e->render.colormap = cl.scores[e->state_current.colormap - 1].colors; // color it
841                 cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
842                 cbcolor = (unsigned char *) (&palette_complete[cb]);
843                 e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
844                 e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
845                 e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
846                 cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
847                 cbcolor = (unsigned char *) (&palette_complete[cb]);
848                 e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
849                 e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
850                 e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
851         }
852         else
853         {
854                 e->render.colormap = -1; // no special coloring
855                 VectorClear(e->render.colormap_pantscolor);
856                 VectorClear(e->render.colormap_shirtcolor);
857         }
858         e->render.skinnum = e->state_current.skin;
859         if (e->state_current.tagentity)
860         {
861                 // attached entity (gun held in player model's hand, etc)
862                 // if the tag entity is currently impossible, skip it
863                 if (e->state_current.tagentity >= cl.num_entities)
864                         return;
865                 t = cl.entities + e->state_current.tagentity;
866                 // if the tag entity is inactive, skip it
867                 if (!t->state_current.active)
868                         return;
869                 // update the parent first
870                 CL_UpdateNetworkEntity(t, recursionlimit - 1, interpolate);
871                 // make relative to the entity
872                 matrix = &t->render.matrix;
873                 // some properties of the tag entity carry over
874                 e->render.flags |= t->render.flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
875                 // if a valid tagindex is used, make it relative to that tag instead
876                 // FIXME: use a model function to get tag info (need to handle skeletal)
877                 if (e->state_current.tagentity && e->state_current.tagindex >= 1 && (model = t->render.model))
878                 {
879                         // blend the matrices
880                         memset(&blendmatrix, 0, sizeof(blendmatrix));
881                         for (j = 0;j < 4 && t->render.frameblend[j].lerp > 0;j++)
882                         {
883                                 matrix4x4_t tagmatrix;
884                                 Mod_Alias_GetTagMatrix(model, t->render.frameblend[j].frame, e->state_current.tagindex - 1, &tagmatrix);
885                                 d = t->render.frameblend[j].lerp;
886                                 for (l = 0;l < 4;l++)
887                                         for (k = 0;k < 4;k++)
888                                                 blendmatrix.m[l][k] += d * tagmatrix.m[l][k];
889                         }
890                         // concat the tag matrices onto the entity matrix
891                         Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix);
892                         // use the constructed tag matrix
893                         matrix = &tempmatrix;
894                 }
895         }
896         else if (e->render.flags & RENDER_VIEWMODEL)
897         {
898                 // view-relative entity (guns and such)
899                 matrix = &viewmodelmatrix;
900         }
901         else
902         {
903                 // world-relative entity (the normal kind)
904                 matrix = &identitymatrix;
905         }
906
907         // movement lerp
908         // if it's the predicted player entity, update according to client movement
909         // but don't lerp if going through a teleporter as it causes a bad lerp
910         // also don't use the predicted location if fixangle was set on both of
911         // the most recent server messages, as that cause means you are spectating
912         // someone or watching a cutscene of some sort
913         if (cl_nolerp.integer || cls.timedemo)
914                 interpolate = false;
915         if (e == cl.entities + cl.playerentity && cl.movement_predicted && (!cl.fixangle[1] || !cl.fixangle[0]))
916         {
917                 lerp = (cl.time - cl.movement_time[2]) / (cl.movement_time[0] - cl.movement_time[1]);
918                 lerp = bound(0, lerp, 1);
919                 if (!interpolate)
920                         lerp = 1;
921                 VectorLerp(cl.movement_oldorigin, lerp, cl.movement_origin, origin);
922                 VectorSet(angles, 0, cl.viewangles[1], 0);
923         }
924         else if (interpolate && e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
925         {
926                 // interpolate the origin and angles
927                 lerp = max(0, lerp);
928                 VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
929                 VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
930                 if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
931                 if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
932                 if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
933                 VectorMA(e->persistent.oldangles, lerp, delta, angles);
934         }
935         else
936         {
937                 // no interpolation
938                 VectorCopy(e->persistent.neworigin, origin);
939                 VectorCopy(e->persistent.newangles, angles);
940         }
941
942         // model setup and some modelflags
943         if(e->state_current.modelindex < MAX_MODELS)
944                 e->render.model = cl.model_precache[e->state_current.modelindex];
945         if (e->render.model)
946         {
947                 // models can set flags such as EF_ROCKET
948                 e->render.effects |= e->render.model->effects;
949                 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
950                 if (e->render.model->type == mod_alias)
951                         angles[0] = -angles[0];
952                 if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
953                         VectorScale(e->render.colormod, 2, e->render.colormod);
954         }
955         // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
956         else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
957                 angles[0] = -angles[0];
958
959         if ((e->render.effects & EF_ROTATE) && !(e->render.flags & RENDER_VIEWMODEL))
960         {
961                 angles[1] = ANGLEMOD(100*cl.time);
962                 if (cl_itembobheight.value)
963                         origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
964         }
965
966         // animation lerp
967         if (e->render.frame2 == e->state_current.frame)
968         {
969                 // update frame lerp fraction
970                 e->render.framelerp = 1;
971                 if (e->render.frame2time > e->render.frame1time)
972                 {
973                         // make sure frame lerp won't last longer than 100ms
974                         // (this mainly helps with models that use framegroups and
975                         // switch between them infrequently)
976                         e->render.framelerp = (cl.time - e->render.frame2time) / min(e->render.frame2time - e->render.frame1time, 0.1);
977                         e->render.framelerp = bound(0, e->render.framelerp, 1);
978                 }
979         }
980         else
981         {
982                 // begin a new frame lerp
983                 e->render.frame1 = e->render.frame2;
984                 e->render.frame1time = e->render.frame2time;
985                 e->render.frame = e->render.frame2 = e->state_current.frame;
986                 e->render.frame2time = cl.time;
987                 e->render.framelerp = 0;
988         }
989
990         // set up the render matrix
991         if (matrix)
992         {
993                 // attached entity, this requires a matrix multiply (concat)
994                 // FIXME: e->render.scale should go away
995                 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
996                 // concat the matrices to make the entity relative to its tag
997                 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
998                 // get the origin from the new matrix
999                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1000         }
1001         else
1002         {
1003                 // unattached entities are faster to process
1004                 Matrix4x4_CreateFromQuakeEntity(&e->render.matrix, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1005         }
1006
1007         // make the other useful stuff
1008         CL_UpdateRenderEntity(&e->render);
1009
1010         // tenebrae's sprites are all additive mode (weird)
1011         if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
1012                 e->render.effects |= EF_ADDITIVE;
1013         // player model is only shown with chase_active on
1014         if (e->state_current.number == cl.viewentity)
1015                 e->render.flags |= RENDER_EXTERIORMODEL;
1016         // either fullbright or lit
1017         if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1018                 e->render.flags |= RENDER_LIGHT;
1019         // hide player shadow during intermission or nehahra movie
1020         if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST))
1021          && (e->render.alpha >= 1)
1022          && !(e->render.flags & RENDER_VIEWMODEL)
1023          && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
1024                 e->render.flags |= RENDER_SHADOW;
1025         if (e->render.flags & RENDER_VIEWMODEL)
1026                 e->render.flags |= RENDER_NOSELFSHADOW;
1027 }
1028
1029 // creates light and trails from an entity
1030 void CL_UpdateNetworkEntityTrail(entity_t *e)
1031 {
1032         effectnameindex_t trailtype;
1033         vec3_t origin;
1034
1035         // bmodels are treated specially since their origin is usually '0 0 0' and
1036         // their actual geometry is far from '0 0 0'
1037         if (e->render.model && e->render.model->soundfromcenter)
1038         {
1039                 vec3_t o;
1040                 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1041                 Matrix4x4_Transform(&e->render.matrix, o, origin);
1042         }
1043         else
1044                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1045
1046         // handle particle trails and such effects now that we know where this
1047         // entity is in the world...
1048         trailtype = EFFECT_NONE;
1049         // LordHavoc: if the entity has no effects, don't check each
1050         if (e->render.effects & (EF_BRIGHTFIELD | EF_FLAME | EF_STARDUST))
1051         {
1052                 if (e->render.effects & EF_BRIGHTFIELD)
1053                 {
1054                         if (gamemode == GAME_NEXUIZ)
1055                                 trailtype = EFFECT_TR_NEXUIZPLASMA;
1056                         else
1057                                 CL_EntityParticles(e);
1058                 }
1059                 if (e->render.effects & EF_FLAME)
1060                         CL_ParticleTrail(EFFECT_EF_FLAME, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true);
1061                 if (e->render.effects & EF_STARDUST)
1062                         CL_ParticleTrail(EFFECT_EF_STARDUST, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true);
1063         }
1064         if (e->render.internaleffects & (INTEF_FLAG1QW | INTEF_FLAG2QW))
1065         {
1066                 // these are only set on player entities
1067                 CL_AddQWCTFFlagModel(e, (e->render.internaleffects & INTEF_FLAG2QW) != 0);
1068         }
1069         // muzzleflash fades over time
1070         if (e->persistent.muzzleflash > 0)
1071                 e->persistent.muzzleflash -= bound(0, cl.time - cl.oldtime, 0.1) * 20;
1072         // LordHavoc: if the entity has no effects, don't check each
1073         if (e->render.model && e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1074         {
1075                 if (e->render.effects & EF_GIB)
1076                         trailtype = EFFECT_TR_BLOOD;
1077                 else if (e->render.effects & EF_ZOMGIB)
1078                         trailtype = EFFECT_TR_SLIGHTBLOOD;
1079                 else if (e->render.effects & EF_TRACER)
1080                         trailtype = EFFECT_TR_WIZSPIKE;
1081                 else if (e->render.effects & EF_TRACER2)
1082                         trailtype = EFFECT_TR_KNIGHTSPIKE;
1083                 else if (e->render.effects & EF_ROCKET)
1084                         trailtype = EFFECT_TR_ROCKET;
1085                 else if (e->render.effects & EF_GRENADE)
1086                 {
1087                         // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1088                         trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1089                 }
1090                 else if (e->render.effects & EF_TRACER3)
1091                         trailtype = EFFECT_TR_VORESPIKE;
1092         }
1093         // do trails
1094         if (e->render.flags & RENDER_GLOWTRAIL)
1095                 trailtype = EFFECT_TR_GLOWTRAIL;
1096         if (trailtype)
1097         {
1098                 float len;
1099                 vec3_t vel;
1100                 VectorSubtract(e->state_current.origin, e->state_previous.origin, vel);
1101                 len = e->state_current.time - e->state_previous.time;
1102                 if (len > 0)
1103                         len = 1.0f / len;
1104                 VectorScale(vel, len, vel);
1105                 CL_ParticleTrail(trailtype, 1, e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor, false, true);
1106         }
1107         VectorCopy(origin, e->persistent.trail_origin);
1108 }
1109
1110
1111 /*
1112 ===============
1113 CL_UpdateViewEntities
1114 ===============
1115 */
1116 void CL_UpdateViewEntities(void)
1117 {
1118         int i;
1119         // update any RENDER_VIEWMODEL entities to use the new view matrix
1120         for (i = 1;i < cl.num_entities;i++)
1121         {
1122                 if (cl.entities_active[i])
1123                 {
1124                         entity_t *ent = cl.entities + i;
1125                         if ((ent->render.flags & RENDER_VIEWMODEL) || ent->state_current.tagentity)
1126                                 CL_UpdateNetworkEntity(ent, 32, true);
1127                 }
1128         }
1129         // and of course the engine viewmodel needs updating as well
1130         CL_UpdateNetworkEntity(&cl.viewent, 32, true);
1131 }
1132
1133 /*
1134 ===============
1135 CL_UpdateNetworkCollisionEntities
1136 ===============
1137 */
1138 void CL_UpdateNetworkCollisionEntities(void)
1139 {
1140         entity_t *ent;
1141         int i;
1142
1143         // start on the entity after the world
1144         cl.num_brushmodel_entities = 0;
1145         for (i = cl.maxclients + 1;i < cl.num_entities;i++)
1146         {
1147                 if (cl.entities_active[i])
1148                 {
1149                         ent = cl.entities + i;
1150                         if (ent->state_current.active && ent->render.model && ent->render.model->name[0] == '*' && ent->render.model->TraceBox)
1151                         {
1152                                 // do not interpolate the bmodels for this
1153                                 CL_UpdateNetworkEntity(ent, 32, false);
1154                                 cl.brushmodel_entities[cl.num_brushmodel_entities++] = i;
1155                         }
1156                 }
1157         }
1158 }
1159
1160 /*
1161 ===============
1162 CL_UpdateNetworkEntities
1163 ===============
1164 */
1165 void CL_UpdateNetworkEntities(void)
1166 {
1167         entity_t *ent;
1168         int i;
1169
1170         // start on the entity after the world
1171         for (i = 1;i < cl.num_entities;i++)
1172         {
1173                 if (cl.entities_active[i])
1174                 {
1175                         ent = cl.entities + i;
1176                         if (ent->state_current.active)
1177                         {
1178                                 CL_UpdateNetworkEntity(ent, 32, true);
1179                                 // view models should never create light/trails
1180                                 if (!(ent->render.flags & RENDER_VIEWMODEL))
1181                                         CL_UpdateNetworkEntityTrail(ent);
1182                         }
1183                         else
1184                                 cl.entities_active[i] = false;
1185                 }
1186         }
1187 }
1188
1189 void CL_UpdateViewModel(void)
1190 {
1191         entity_t *ent;
1192         ent = &cl.viewent;
1193         ent->state_previous = ent->state_current;
1194         ent->state_current = defaultstate;
1195         ent->state_current.time = cl.time;
1196         ent->state_current.number = -1;
1197         ent->state_current.active = true;
1198         ent->state_current.modelindex = cl.stats[STAT_WEAPON];
1199         ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
1200         ent->state_current.flags = RENDER_VIEWMODEL;
1201         if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
1202                 ent->state_current.modelindex = 0;
1203         else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1204         {
1205                 if (gamemode == GAME_TRANSFUSION)
1206                         ent->state_current.alpha = 128;
1207                 else
1208                         ent->state_current.modelindex = 0;
1209         }
1210         ent->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
1211         ent->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_FULLBRIGHT | EF_NODEPTHTEST));
1212
1213         // reset animation interpolation on weaponmodel if model changed
1214         if (ent->state_previous.modelindex != ent->state_current.modelindex)
1215         {
1216                 ent->render.frame = ent->render.frame1 = ent->render.frame2 = ent->state_current.frame;
1217                 ent->render.frame1time = ent->render.frame2time = cl.time;
1218                 ent->render.framelerp = 1;
1219         }
1220         CL_UpdateNetworkEntity(ent, 32, true);
1221 }
1222
1223 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
1224 void CL_LinkNetworkEntity(entity_t *e)
1225 {
1226         effectnameindex_t trailtype;
1227         vec3_t origin;
1228         vec3_t dlightcolor;
1229         vec_t dlightradius;
1230
1231         // skip inactive entities and world
1232         if (!e->state_current.active || e == cl.entities)
1233                 return;
1234         if (e->render.flags & RENDER_VIEWMODEL && !e->state_current.tagentity)
1235         {
1236                 if (!r_drawviewmodel.integer || chase_active.integer || r_refdef.envmap)
1237                         return;
1238         }
1239         else
1240         {
1241                 // if the tag entity is currently impossible, skip it
1242                 if (e->state_current.tagentity >= cl.num_entities)
1243                         return;
1244                 // if the tag entity is inactive, skip it
1245                 if (!cl.entities[e->state_current.tagentity].state_current.active)
1246                         return;
1247         }
1248
1249         // create entity dlights associated with this entity
1250         if (e->render.model && e->render.model->soundfromcenter)
1251         {
1252                 // bmodels are treated specially since their origin is usually '0 0 0'
1253                 vec3_t o;
1254                 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1255                 Matrix4x4_Transform(&e->render.matrix, o, origin);
1256         }
1257         else
1258                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1259         trailtype = EFFECT_NONE;
1260         dlightradius = 0;
1261         dlightcolor[0] = 0;
1262         dlightcolor[1] = 0;
1263         dlightcolor[2] = 0;
1264         // LordHavoc: if the entity has no effects, don't check each
1265         if (e->render.effects & (EF_BRIGHTFIELD | EF_DIMLIGHT | EF_BRIGHTLIGHT | EF_RED | EF_BLUE | EF_FLAME | EF_STARDUST))
1266         {
1267                 if (e->render.effects & EF_BRIGHTFIELD)
1268                 {
1269                         if (gamemode == GAME_NEXUIZ)
1270                                 trailtype = EFFECT_TR_NEXUIZPLASMA;
1271                 }
1272                 if (e->render.effects & EF_DIMLIGHT)
1273                 {
1274                         dlightradius = max(dlightradius, 200);
1275                         dlightcolor[0] += 1.50f;
1276                         dlightcolor[1] += 1.50f;
1277                         dlightcolor[2] += 1.50f;
1278                 }
1279                 if (e->render.effects & EF_BRIGHTLIGHT)
1280                 {
1281                         dlightradius = max(dlightradius, 400);
1282                         dlightcolor[0] += 3.00f;
1283                         dlightcolor[1] += 3.00f;
1284                         dlightcolor[2] += 3.00f;
1285                 }
1286                 // LordHavoc: more effects
1287                 if (e->render.effects & EF_RED) // red
1288                 {
1289                         dlightradius = max(dlightradius, 200);
1290                         dlightcolor[0] += 1.50f;
1291                         dlightcolor[1] += 0.15f;
1292                         dlightcolor[2] += 0.15f;
1293                 }
1294                 if (e->render.effects & EF_BLUE) // blue
1295                 {
1296                         dlightradius = max(dlightradius, 200);
1297                         dlightcolor[0] += 0.15f;
1298                         dlightcolor[1] += 0.15f;
1299                         dlightcolor[2] += 1.50f;
1300                 }
1301                 if (e->render.effects & EF_FLAME)
1302                         CL_ParticleTrail(EFFECT_EF_FLAME, 0, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false);
1303                 if (e->render.effects & EF_STARDUST)
1304                         CL_ParticleTrail(EFFECT_EF_STARDUST, 0, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false);
1305         }
1306         // muzzleflash fades over time, and is offset a bit
1307         if (e->persistent.muzzleflash > 0 && r_refdef.numlights < MAX_DLIGHTS)
1308         {
1309                 vec3_t v2;
1310                 vec3_t color;
1311                 trace_t trace;
1312                 matrix4x4_t tempmatrix;
1313                 Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
1314                 trace = CL_Move(origin, vec3_origin, vec3_origin, v2, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, true, false, NULL, false);
1315                 Matrix4x4_Normalize(&tempmatrix, &e->render.matrix);
1316                 Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], trace.endpos[2]);
1317                 Matrix4x4_Scale(&tempmatrix, 150, 1);
1318                 VectorSet(color, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f);
1319                 R_RTLight_Update(&r_refdef.lights[r_refdef.numlights++], false, &tempmatrix, color, -1, NULL, true, 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1320         }
1321         // LordHavoc: if the model has no flags, don't check each
1322         if (e->render.model && e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1323         {
1324                 if (e->render.effects & EF_GIB)
1325                         trailtype = EFFECT_TR_BLOOD;
1326                 else if (e->render.effects & EF_ZOMGIB)
1327                         trailtype = EFFECT_TR_SLIGHTBLOOD;
1328                 else if (e->render.effects & EF_TRACER)
1329                         trailtype = EFFECT_TR_WIZSPIKE;
1330                 else if (e->render.effects & EF_TRACER2)
1331                         trailtype = EFFECT_TR_KNIGHTSPIKE;
1332                 else if (e->render.effects & EF_ROCKET)
1333                         trailtype = EFFECT_TR_ROCKET;
1334                 else if (e->render.effects & EF_GRENADE)
1335                 {
1336                         // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1337                         trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1338                 }
1339                 else if (e->render.effects & EF_TRACER3)
1340                         trailtype = EFFECT_TR_VORESPIKE;
1341         }
1342         // LordHavoc: customizable glow
1343         if (e->state_current.glowsize)
1344         {
1345                 // * 4 for the expansion from 0-255 to 0-1023 range,
1346                 // / 255 to scale down byte colors
1347                 dlightradius = max(dlightradius, e->state_current.glowsize * 4);
1348                 VectorMA(dlightcolor, (1.0f / 255.0f), (unsigned char *)&palette_complete[e->state_current.glowcolor], dlightcolor);
1349         }
1350         // make the glow dlight
1351         if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL) && r_refdef.numlights < MAX_DLIGHTS)
1352         {
1353                 matrix4x4_t dlightmatrix;
1354                 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1355                 // hack to make glowing player light shine on their gun
1356                 //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
1357                 //      Matrix4x4_AdjustOrigin(&dlightmatrix, 0, 0, 30);
1358                 Matrix4x4_Scale(&dlightmatrix, dlightradius, 1);
1359                 R_RTLight_Update(&r_refdef.lights[r_refdef.numlights++], false, &dlightmatrix, dlightcolor, -1, NULL, true, 1, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1360         }
1361         // custom rtlight
1362         if ((e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) && r_refdef.numlights < MAX_DLIGHTS)
1363         {
1364                 matrix4x4_t dlightmatrix;
1365                 float light[4];
1366                 VectorScale(e->state_current.light, (1.0f / 256.0f), light);
1367                 light[3] = e->state_current.light[3];
1368                 if (light[0] == 0 && light[1] == 0 && light[2] == 0)
1369                         VectorSet(light, 1, 1, 1);
1370                 if (light[3] == 0)
1371                         light[3] = 350;
1372                 // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
1373                 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1374                 Matrix4x4_Scale(&dlightmatrix, light[3], 1);
1375                 R_RTLight_Update(&r_refdef.lights[r_refdef.numlights++], false, &dlightmatrix, light, e->state_current.lightstyle, e->state_current.skin > 0 ? va("cubemaps/%i", e->state_current.skin) : NULL, !(e->state_current.lightpflags & PFLAGS_NOSHADOW), (e->state_current.lightpflags & PFLAGS_CORONA) != 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1376         }
1377         // do trail light
1378         if (e->render.flags & RENDER_GLOWTRAIL)
1379                 trailtype = EFFECT_TR_GLOWTRAIL;
1380         if (trailtype)
1381                 CL_ParticleTrail(trailtype, 0, origin, origin, vec3_origin, vec3_origin, NULL, e->state_current.glowcolor, true, false);
1382
1383         // don't show entities with no modelindex (note: this still shows
1384         // entities which have a modelindex that resolved to a NULL model)
1385         if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.numentities < r_refdef.maxentities)
1386                 r_refdef.entities[r_refdef.numentities++] = &e->render;
1387         //if (cl.viewentity && e->state_current.number == cl.viewentity)
1388         //      Matrix4x4_Print(&e->render.matrix);
1389 }
1390
1391 void CL_RelinkWorld(void)
1392 {
1393         entity_t *ent = &cl.entities[0];
1394         // FIXME: this should be done at load
1395         ent->render.matrix = identitymatrix;
1396         CL_UpdateRenderEntity(&ent->render);
1397         ent->render.flags = RENDER_SHADOW;
1398         if (!r_fullbright.integer)
1399                 ent->render.flags |= RENDER_LIGHT;
1400         VectorSet(ent->render.colormod, 1, 1, 1);
1401         r_refdef.worldentity = &ent->render;
1402         r_refdef.worldmodel = cl.worldmodel;
1403 }
1404
1405 static void CL_RelinkStaticEntities(void)
1406 {
1407         int i;
1408         entity_t *e;
1409         for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++, e++)
1410         {
1411                 e->render.flags = 0;
1412                 // if the model was not loaded when the static entity was created we
1413                 // need to re-fetch the model pointer
1414                 e->render.model = cl.model_precache[e->state_baseline.modelindex];
1415                 CL_UpdateRenderEntity(&e->render);
1416                 // either fullbright or lit
1417                 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1418                         e->render.flags |= RENDER_LIGHT;
1419                 // hide player shadow during intermission or nehahra movie
1420                 if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST)) && (e->render.alpha >= 1))
1421                         e->render.flags |= RENDER_SHADOW;
1422                 VectorSet(e->render.colormod, 1, 1, 1);
1423                 R_LerpAnimation(&e->render);
1424                 r_refdef.entities[r_refdef.numentities++] = &e->render;
1425         }
1426 }
1427
1428 /*
1429 ===============
1430 CL_RelinkEntities
1431 ===============
1432 */
1433 static void CL_RelinkNetworkEntities(void)
1434 {
1435         entity_t *ent;
1436         int i;
1437
1438         // start on the entity after the world
1439         for (i = 1;i < cl.num_entities;i++)
1440         {
1441                 if (cl.entities_active[i])
1442                 {
1443                         ent = cl.entities + i;
1444                         if (ent->state_current.active)
1445                                 CL_LinkNetworkEntity(ent);
1446                         else
1447                                 cl.entities_active[i] = false;
1448                 }
1449         }
1450 }
1451
1452 static void CL_RelinkEffects(void)
1453 {
1454         int i, intframe;
1455         cl_effect_t *e;
1456         entity_t *ent;
1457         float frame;
1458
1459         for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++)
1460         {
1461                 if (e->active)
1462                 {
1463                         frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1464                         intframe = (int)frame;
1465                         if (intframe < 0 || intframe >= e->endframe)
1466                         {
1467                                 memset(e, 0, sizeof(*e));
1468                                 while (cl.num_effects > 0 && !cl.effects[cl.num_effects - 1].active)
1469                                         cl.num_effects--;
1470                                 continue;
1471                         }
1472
1473                         if (intframe != e->frame)
1474                         {
1475                                 e->frame = intframe;
1476                                 e->frame1time = e->frame2time;
1477                                 e->frame2time = cl.time;
1478                         }
1479
1480                         // if we're drawing effects, get a new temp entity
1481                         // (NewTempEntity adds it to the render entities list for us)
1482                         if (r_draweffects.integer && (ent = CL_NewTempEntity()))
1483                         {
1484                                 // interpolation stuff
1485                                 ent->render.frame1 = intframe;
1486                                 ent->render.frame2 = intframe + 1;
1487                                 if (ent->render.frame2 >= e->endframe)
1488                                         ent->render.frame2 = -1; // disappear
1489                                 ent->render.framelerp = frame - intframe;
1490                                 ent->render.frame1time = e->frame1time;
1491                                 ent->render.frame2time = e->frame2time;
1492
1493                                 // normal stuff
1494                                 if(e->modelindex < MAX_MODELS)
1495                                         ent->render.model = cl.model_precache[e->modelindex];
1496                                 else
1497                                         ent->render.model = cl.csqc_model_precache[-(e->modelindex+1)];
1498                                 ent->render.frame = ent->render.frame2;
1499                                 ent->render.colormap = -1; // no special coloring
1500                                 ent->render.alpha = 1;
1501                                 VectorSet(ent->render.colormod, 1, 1, 1);
1502
1503                                 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1504                                 CL_UpdateRenderEntity(&ent->render);
1505                         }
1506                 }
1507         }
1508 }
1509
1510 void CL_Beam_CalculatePositions(const beam_t *b, vec3_t start, vec3_t end)
1511 {
1512         VectorCopy(b->start, start);
1513         VectorCopy(b->end, end);
1514
1515         // if coming from the player, update the start position
1516         if (b->entity == cl.viewentity)
1517         {
1518                 if (cl_beams_quakepositionhack.integer && !chase_active.integer)
1519                 {
1520                         // LordHavoc: this is a stupid hack from Quake that makes your
1521                         // lightning appear to come from your waist and cover less of your
1522                         // view
1523                         // in Quake this hack was applied to all players (causing the
1524                         // infamous crotch-lightning), but in darkplaces and QuakeWorld it
1525                         // only applies to your own lightning, and only in first person
1526                         Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, start);
1527                 }
1528                 if (cl_beams_instantaimhack.integer)
1529                 {
1530                         vec3_t dir, localend;
1531                         vec_t len;
1532                         // LordHavoc: this updates the beam direction to match your
1533                         // viewangles
1534                         VectorSubtract(end, start, dir);
1535                         len = VectorLength(dir);
1536                         VectorNormalize(dir);
1537                         VectorSet(localend, len, 0, 0);
1538                         Matrix4x4_Transform(&r_view.matrix, localend, end);
1539                 }
1540         }
1541 }
1542
1543 void CL_RelinkBeams(void)
1544 {
1545         int i;
1546         beam_t *b;
1547         vec3_t dist, org, start, end;
1548         float d;
1549         entity_t *ent;
1550         float yaw, pitch;
1551         float forward;
1552         matrix4x4_t tempmatrix;
1553
1554         for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++)
1555         {
1556                 if (!b->model)
1557                         continue;
1558                 if (b->endtime < cl.time)
1559                 {
1560                         b->model = NULL;
1561                         continue;
1562                 }
1563
1564                 CL_Beam_CalculatePositions(b, start, end);
1565
1566                 if (b->lightning)
1567                 {
1568                         if (cl_beams_lightatend.integer && r_refdef.numlights < MAX_DLIGHTS)
1569                         {
1570                                 // FIXME: create a matrix from the beam start/end orientation
1571                                 vec3_t dlightcolor;
1572                                 VectorSet(dlightcolor, 0.3, 0.7, 1);
1573                                 Matrix4x4_CreateFromQuakeEntity(&tempmatrix, end[0], end[1], end[2], 0, 0, 0, 200);
1574                                 R_RTLight_Update(&r_refdef.lights[r_refdef.numlights++], false, &tempmatrix, dlightcolor, -1, NULL, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1575                         }
1576                         if (cl_beams_polygons.integer)
1577                                 continue;
1578                 }
1579
1580                 // calculate pitch and yaw
1581                 // (this is similar to the QuakeC builtin function vectoangles)
1582                 VectorSubtract(end, start, dist);
1583                 if (dist[1] == 0 && dist[0] == 0)
1584                 {
1585                         yaw = 0;
1586                         if (dist[2] > 0)
1587                                 pitch = 90;
1588                         else
1589                                 pitch = 270;
1590                 }
1591                 else
1592                 {
1593                         yaw = (int) (atan2(dist[1], dist[0]) * 180 / M_PI);
1594                         if (yaw < 0)
1595                                 yaw += 360;
1596
1597                         forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1598                         pitch = (int) (atan2(dist[2], forward) * 180 / M_PI);
1599                         if (pitch < 0)
1600                                 pitch += 360;
1601                 }
1602
1603                 // add new entities for the lightning
1604                 VectorCopy (start, org);
1605                 d = VectorNormalizeLength(dist);
1606                 while (d > 0)
1607                 {
1608                         ent = CL_NewTempEntity ();
1609                         if (!ent)
1610                                 return;
1611                         //VectorCopy (org, ent->render.origin);
1612                         ent->render.model = b->model;
1613                         //ent->render.effects = EF_FULLBRIGHT;
1614                         //ent->render.angles[0] = pitch;
1615                         //ent->render.angles[1] = yaw;
1616                         //ent->render.angles[2] = rand()%360;
1617                         Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1618                         CL_UpdateRenderEntity(&ent->render);
1619                         VectorMA(org, 30, dist, org);
1620                         d -= 30;
1621                 }
1622         }
1623
1624         while (cl.num_beams > 0 && !cl.beams[cl.num_beams - 1].model)
1625                 cl.num_beams--;
1626 }
1627
1628 static void CL_RelinkQWNails(void)
1629 {
1630         int i;
1631         vec_t *v;
1632         entity_t *ent;
1633
1634         for (i = 0;i < cl.qw_num_nails;i++)
1635         {
1636                 v = cl.qw_nails[i];
1637
1638                 // if we're drawing effects, get a new temp entity
1639                 // (NewTempEntity adds it to the render entities list for us)
1640                 if (!(ent = CL_NewTempEntity()))
1641                         continue;
1642
1643                 // normal stuff
1644                 ent->render.model = cl.model_precache[cl.qw_modelindex_spike];
1645                 ent->render.colormap = -1; // no special coloring
1646                 ent->render.alpha = 1;
1647                 VectorSet(ent->render.colormod, 1, 1, 1);
1648
1649                 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
1650                 CL_UpdateRenderEntity(&ent->render);
1651         }
1652 }
1653
1654 void CL_LerpPlayer(float frac)
1655 {
1656         int i;
1657
1658         cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
1659         for (i = 0;i < 3;i++)
1660         {
1661                 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
1662                 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
1663                 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1664         }
1665
1666         // interpolate the angles if playing a demo or spectating someone
1667         if (cls.demoplayback || cl.fixangle[0])
1668         {
1669                 for (i = 0;i < 3;i++)
1670                 {
1671                         float d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
1672                         if (d > 180)
1673                                 d -= 360;
1674                         else if (d < -180)
1675                                 d += 360;
1676                         cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
1677                 }
1678         }
1679 }
1680
1681 void CSQC_RelinkAllEntities (int drawmask)
1682 {
1683         // link stuff
1684         CL_RelinkWorld();
1685         CL_RelinkStaticEntities();
1686         CL_RelinkBeams();
1687         CL_RelinkEffects();
1688
1689         // link stuff
1690         if (drawmask & ENTMASK_ENGINE)
1691         {
1692                 CL_RelinkNetworkEntities();
1693                 if (drawmask & ENTMASK_ENGINEVIEWMODELS)
1694                         CL_LinkNetworkEntity(&cl.viewent); // link gun model
1695                 CL_RelinkQWNails();
1696         }
1697
1698         // update view blend
1699         V_CalcViewBlend();
1700 }
1701
1702 /*
1703 ===============
1704 CL_UpdateWorld
1705
1706 Update client game world for a new frame
1707 ===============
1708 */
1709 void CL_UpdateWorld(void)
1710 {
1711         r_refdef.extraupdate = !r_speeds.integer;
1712         r_refdef.numentities = 0;
1713         r_refdef.numlights = 0;
1714         r_view.matrix = identitymatrix;
1715
1716         cl.num_brushmodel_entities = 0;
1717
1718         if (cls.state == ca_connected && cls.signon == SIGNONS)
1719         {
1720                 // prepare for a new frame
1721                 CL_LerpPlayer(CL_LerpPoint());
1722                 CL_DecayLightFlashes();
1723                 CL_ClearTempEntities();
1724                 V_DriftPitch();
1725                 V_FadeViewFlashs();
1726
1727                 // if prediction is enabled we have to update all the collidable
1728                 // network entities before the prediction code can be run
1729                 CL_UpdateNetworkCollisionEntities();
1730
1731                 // now update the player prediction
1732                 CL_ClientMovement_Replay();
1733
1734                 // update the player entity (which may be predicted)
1735                 CL_UpdateNetworkEntity(cl.entities + cl.viewentity, 32, true);
1736
1737                 // now update the view (which depends on that player entity)
1738                 V_CalcRefdef();
1739
1740                 // now update all the network entities and create particle trails
1741                 // (some entities may depend on the view)
1742                 CL_UpdateNetworkEntities();
1743
1744                 // update the engine-based viewmodel
1745                 CL_UpdateViewModel();
1746
1747                 CL_RelinkLightFlashes();
1748                 CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS);
1749
1750                 // move particles
1751                 CL_MoveParticles();
1752                 R_MoveExplosions();
1753         }
1754
1755         r_refdef.time = cl.time;
1756 }
1757
1758 // LordHavoc: pausedemo command
1759 static void CL_PauseDemo_f (void)
1760 {
1761         cls.demopaused = !cls.demopaused;
1762         if (cls.demopaused)
1763                 Con_Print("Demo paused\n");
1764         else
1765                 Con_Print("Demo unpaused\n");
1766 }
1767
1768 /*
1769 ======================
1770 CL_Fog_f
1771 ======================
1772 */
1773 static void CL_Fog_f (void)
1774 {
1775         if (Cmd_Argc () == 1)
1776         {
1777                 Con_Printf("\"fog\" is \"%f %f %f %f\"\n", r_refdef.fog_density, r_refdef.fog_red, r_refdef.fog_green, r_refdef.fog_blue);
1778                 return;
1779         }
1780         r_refdef.fog_density = atof(Cmd_Argv(1));
1781         r_refdef.fog_red = atof(Cmd_Argv(2));
1782         r_refdef.fog_green = atof(Cmd_Argv(3));
1783         r_refdef.fog_blue = atof(Cmd_Argv(4));
1784 }
1785
1786 /*
1787 ====================
1788 CL_TimeRefresh_f
1789
1790 For program optimization
1791 ====================
1792 */
1793 static void CL_TimeRefresh_f (void)
1794 {
1795         int i;
1796         float timestart, timedelta;
1797
1798         r_refdef.extraupdate = false;
1799
1800         timestart = Sys_DoubleTime();
1801         for (i = 0;i < 128;i++)
1802         {
1803                 Matrix4x4_CreateFromQuakeEntity(&r_view.matrix, r_view.origin[0], r_view.origin[1], r_view.origin[2], 0, i / 128.0 * 360.0, 0, 1);
1804                 CL_UpdateScreen();
1805         }
1806         timedelta = Sys_DoubleTime() - timestart;
1807
1808         Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
1809 }
1810
1811 void CL_AreaStats_f(void)
1812 {
1813         World_PrintAreaStats(&cl.world, "client");
1814 }
1815
1816 cl_locnode_t *CL_Locs_FindNearest(const vec3_t point)
1817 {
1818         int i;
1819         cl_locnode_t *loc;
1820         cl_locnode_t *best;
1821         vec3_t nearestpoint;
1822         vec_t dist, bestdist;
1823         best = NULL;
1824         bestdist = 0;
1825         for (loc = cl.locnodes;loc;loc = loc->next)
1826         {
1827                 for (i = 0;i < 3;i++)
1828                         nearestpoint[i] = bound(loc->mins[i], point[i], loc->maxs[i]);
1829                 dist = VectorDistance2(nearestpoint, point);
1830                 if (bestdist > dist || !best)
1831                 {
1832                         bestdist = dist;
1833                         best = loc;
1834                         if (bestdist < 1)
1835                                 break;
1836                 }
1837         }
1838         return best;
1839 }
1840
1841 void CL_Locs_FindLocationName(char *buffer, size_t buffersize, vec3_t point)
1842 {
1843         cl_locnode_t *loc;
1844         loc = CL_Locs_FindNearest(point);
1845         if (loc)
1846                 strlcpy(buffer, loc->name, buffersize);
1847         else
1848                 dpsnprintf(buffer, buffersize, "LOC=%.0f:%.0f:%.0f", point[0], point[1], point[2]);
1849 }
1850
1851 void CL_Locs_FreeNode(cl_locnode_t *node)
1852 {
1853         cl_locnode_t **pointer, **next;
1854         for (pointer = &cl.locnodes;*pointer;pointer = next)
1855         {
1856                 next = &(*pointer)->next;
1857                 if (*pointer == node)
1858                 {
1859                         *pointer = node->next;
1860                         Mem_Free(node);
1861                 }
1862         }
1863         Con_Printf("CL_Locs_FreeNode: no such node! (%p)\n", node);
1864 }
1865
1866 void CL_Locs_AddNode(vec3_t mins, vec3_t maxs, const char *name)
1867 {
1868         cl_locnode_t *node, **pointer;
1869         int namelen;
1870         if (!name)
1871                 name = "";
1872         namelen = strlen(name);
1873         node = Mem_Alloc(cls.levelmempool, sizeof(cl_locnode_t) + namelen + 1);
1874         VectorSet(node->mins, min(mins[0], maxs[0]), min(mins[1], maxs[1]), min(mins[2], maxs[2]));
1875         VectorSet(node->maxs, max(mins[0], maxs[0]), max(mins[1], maxs[1]), max(mins[2], maxs[2]));
1876         node->name = (char *)(node + 1);
1877         memcpy(node->name, name, namelen);
1878         node->name[namelen] = 0;
1879         // link it into the tail of the list to preserve the order
1880         for (pointer = &cl.locnodes;*pointer;pointer = &(*pointer)->next)
1881                 ;
1882         *pointer = node;
1883 }
1884
1885 void CL_Locs_Add_f(void)
1886 {
1887         vec3_t mins, maxs;
1888         if (Cmd_Argc() != 5 && Cmd_Argc() != 8)
1889         {
1890                 Con_Printf("usage: %s x y z[ x y z] name\n", Cmd_Argv(0));
1891                 return;
1892         }
1893         mins[0] = atof(Cmd_Argv(1));
1894         mins[1] = atof(Cmd_Argv(2));
1895         mins[2] = atof(Cmd_Argv(3));
1896         if (Cmd_Argc() == 8)
1897         {
1898                 maxs[0] = atof(Cmd_Argv(4));
1899                 maxs[1] = atof(Cmd_Argv(5));
1900                 maxs[2] = atof(Cmd_Argv(6));
1901                 CL_Locs_AddNode(mins, maxs, Cmd_Argv(7));
1902         }
1903         else
1904                 CL_Locs_AddNode(mins, mins, Cmd_Argv(4));
1905 }
1906
1907 void CL_Locs_RemoveNearest_f(void)
1908 {
1909         cl_locnode_t *loc;
1910         loc = CL_Locs_FindNearest(r_view.origin);
1911         if (loc)
1912                 CL_Locs_FreeNode(loc);
1913         else
1914                 Con_Printf("no loc point or box found for your location\n");
1915 }
1916
1917 void CL_Locs_Clear_f(void)
1918 {
1919         while (cl.locnodes)
1920                 CL_Locs_FreeNode(cl.locnodes);
1921 }
1922
1923 void CL_Locs_Save_f(void)
1924 {
1925         cl_locnode_t *loc;
1926         qfile_t *outfile;
1927         char locfilename[MAX_QPATH];
1928         if (!cl.locnodes)
1929         {
1930                 Con_Printf("No loc points/boxes exist!\n");
1931                 return;
1932         }
1933         if (cls.state != ca_connected || !cl.worldmodel)
1934         {
1935                 Con_Printf("No level loaded!\n");
1936                 return;
1937         }
1938         FS_StripExtension(cl.worldmodel->name, locfilename, sizeof(locfilename));
1939         strlcat(locfilename, ".loc", sizeof(locfilename));
1940
1941         outfile = FS_Open(locfilename, "w", false, false);
1942         if (!outfile)
1943                 return;
1944         // if any boxes are used then this is a proquake-format loc file, which
1945         // allows comments, so add some relevant information at the start
1946         for (loc = cl.locnodes;loc;loc = loc->next)
1947                 if (!VectorCompare(loc->mins, loc->maxs))
1948                         break;
1949         if (loc)
1950         {
1951                 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);
1952                 for (loc = cl.locnodes;loc;loc = loc->next)
1953                         if (VectorCompare(loc->mins, loc->maxs))
1954                                 break;
1955                 if (loc)
1956                         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");
1957         }
1958         for (loc = cl.locnodes;loc;loc = loc->next)
1959         {
1960                 if (VectorCompare(loc->mins, loc->maxs))
1961                 {
1962                         int len;
1963                         const char *s;
1964                         const char *in = loc->name;
1965                         char name[MAX_INPUTLINE];
1966                         for (len = 0;len < (int)sizeof(name) - 1 && *in;)
1967                         {
1968                                 if (*in == ' ') {s = "$loc_name_separator";in++;}
1969                                 else if (!strncmp(in, "SSG", 3)) {s = "$loc_name_ssg";in += 3;}
1970                                 else if (!strncmp(in, "NG", 2)) {s = "$loc_name_ng";in += 2;}
1971                                 else if (!strncmp(in, "SNG", 3)) {s = "$loc_name_sng";in += 3;}
1972                                 else if (!strncmp(in, "GL", 2)) {s = "$loc_name_gl";in += 2;}
1973                                 else if (!strncmp(in, "RL", 2)) {s = "$loc_name_rl";in += 2;}
1974                                 else if (!strncmp(in, "LG", 2)) {s = "$loc_name_lg";in += 2;}
1975                                 else if (!strncmp(in, "GA", 2)) {s = "$loc_name_ga";in += 2;}
1976                                 else if (!strncmp(in, "YA", 2)) {s = "$loc_name_ya";in += 2;}
1977                                 else if (!strncmp(in, "RA", 2)) {s = "$loc_name_ra";in += 2;}
1978                                 else if (!strncmp(in, "MEGA", 4)) {s = "$loc_name_mh";in += 4;}
1979                                 else s = NULL;
1980                                 if (s)
1981                                 {
1982                                         while (len < (int)sizeof(name) - 1 && *s)
1983                                                 name[len++] = *s++;
1984                                         continue;
1985                                 }
1986                                 name[len++] = *in++;
1987                         }
1988                         name[len] = 0;
1989                         FS_Printf(outfile, "%.0f %.0f %.0f %s\n", loc->mins[0]*8, loc->mins[1]*8, loc->mins[2]*8, name);
1990                 }
1991                 else
1992                         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);
1993         }
1994         FS_Close(outfile);
1995 }
1996
1997 void CL_Locs_Reload_f(void)
1998 {
1999         int i, linenumber, limit, len;
2000         const char *s;
2001         char *filedata, *text, *textend, *linestart, *linetext, *lineend;
2002         fs_offset_t filesize;
2003         vec3_t mins, maxs;
2004         char locfilename[MAX_QPATH];
2005         char name[MAX_INPUTLINE];
2006
2007         if (cls.state != ca_connected || !cl.worldmodel)
2008         {
2009                 Con_Printf("No level loaded!\n");
2010                 return;
2011         }
2012
2013         CL_Locs_Clear_f();
2014
2015         // try maps/something.loc first (LordHavoc: where I think they should be)
2016         FS_StripExtension(cl.worldmodel->name, locfilename, sizeof(locfilename));
2017         strlcat(locfilename, ".loc", sizeof(locfilename));
2018         filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2019         if (!filedata)
2020         {
2021                 // try proquake name as well (LordHavoc: I hate path mangling)
2022                 FS_StripExtension(va("locs/%s", FS_FileWithoutPath(cl.worldmodel->name)), locfilename, sizeof(locfilename));
2023                 strlcat(locfilename, ".loc", sizeof(locfilename));
2024                 filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2025                 if (!filedata)
2026                         return;
2027         }
2028         text = filedata;
2029         textend = filedata + filesize;
2030         for (linenumber = 1;text < textend;linenumber++)
2031         {
2032                 linestart = text;
2033                 for (;text < textend && *text != '\r' && *text != '\n';text++)
2034                         ;
2035                 lineend = text;
2036                 if (text + 1 < textend && *text == '\r' && text[1] == '\n')
2037                         text++;
2038                 if (text < textend)
2039                         text++;
2040                 // trim trailing whitespace
2041                 while (lineend > linestart && lineend[-1] <= ' ')
2042                         lineend--;
2043                 // trim leading whitespace
2044                 while (linestart < lineend && *linestart <= ' ')
2045                         linestart++;
2046                 // check if this is a comment
2047                 if (linestart + 2 <= lineend && !strncmp(linestart, "//", 2))
2048                         continue;
2049                 linetext = linestart;
2050                 limit = 3;
2051                 for (i = 0;i < limit;i++)
2052                 {
2053                         if (linetext >= lineend)
2054                                 break;
2055                         // note: a missing number is interpreted as 0
2056                         if (i < 3)
2057                                 mins[i] = atof(linetext);
2058                         else
2059                                 maxs[i - 3] = atof(linetext);
2060                         // now advance past the number
2061                         while (linetext < lineend && *linetext > ' ' && *linetext != ',')
2062                                 linetext++;
2063                         // advance through whitespace
2064                         if (linetext < lineend)
2065                         {
2066                                 if (*linetext == ',')
2067                                 {
2068                                         linetext++;
2069                                         limit = 6;
2070                                         // note: comma can be followed by whitespace
2071                                 }
2072                                 if (*linetext <= ' ')
2073                                 {
2074                                         // skip whitespace
2075                                         while (linetext < lineend && *linetext <= ' ')
2076                                                 linetext++;
2077                                 }
2078                         }
2079                 }
2080                 // if this is a quoted name, remove the quotes
2081                 if (i == 6)
2082                 {
2083                         if (linetext >= lineend || *linetext != '"')
2084                                 continue; // proquake location names are always quoted
2085                         lineend--;
2086                         linetext++;
2087                         len = min(lineend - linetext, (int)sizeof(name) - 1);
2088                         memcpy(name, linetext, len);
2089                         name[len] = 0;
2090                         // add the box to the list
2091                         CL_Locs_AddNode(mins, maxs, name);
2092                 }
2093                 // if a point was parsed, it needs to be scaled down by 8 (since
2094                 // point-based loc files were invented by a proxy which dealt
2095                 // directly with quake protocol coordinates, which are *8), turn
2096                 // it into a box
2097                 else if (i == 3)
2098                 {
2099                         // interpret silly fuhquake macros
2100                         for (len = 0;len < (int)sizeof(name) - 1 && linetext < lineend;)
2101                         {
2102                                 if (*linetext == '$')
2103                                 {
2104                                         if (linetext + 18 <= lineend && !strncmp(linetext, "$loc_name_separator", 19)) {s = " ";linetext += 19;}
2105                                         else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_ssg", 13)) {s = "SSG";linetext += 13;}
2106                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ng", 12)) {s = "NG";linetext += 12;}
2107                                         else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_sng", 13)) {s = "SNG";linetext += 13;}
2108                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_gl", 12)) {s = "GL";linetext += 12;}
2109                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_rl", 12)) {s = "RL";linetext += 12;}
2110                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_lg", 12)) {s = "LG";linetext += 12;}
2111                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ga", 12)) {s = "GA";linetext += 12;}
2112                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ya", 12)) {s = "YA";linetext += 12;}
2113                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ra", 12)) {s = "RA";linetext += 12;}
2114                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_mh", 12)) {s = "MEGA";linetext += 12;}
2115                                         else s = NULL;
2116                                         if (s)
2117                                         {
2118                                                 while (len < (int)sizeof(name) - 1 && *s)
2119                                                         name[len++] = *s++;
2120                                                 continue;
2121                                         }
2122                                 }
2123                                 name[len++] = *linetext++;
2124                         }
2125                         name[len] = 0;
2126                         // add the point to the list
2127                         VectorScale(mins, (1.0 / 8.0), mins);
2128                         CL_Locs_AddNode(mins, mins, name);
2129                 }
2130                 else
2131                         continue;
2132         }
2133 }
2134
2135 /*
2136 ===========
2137 CL_Shutdown
2138 ===========
2139 */
2140 void CL_Shutdown (void)
2141 {
2142         CL_Particles_Shutdown();
2143         CL_Parse_Shutdown();
2144
2145         Mem_FreePool (&cls.permanentmempool);
2146         Mem_FreePool (&cls.levelmempool);
2147 }
2148
2149 /*
2150 =================
2151 CL_Init
2152 =================
2153 */
2154 void CL_Init (void)
2155 {
2156         cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL);
2157         cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL);
2158
2159         memset(&r_refdef, 0, sizeof(r_refdef));
2160         // max entities sent to renderer per frame
2161         r_refdef.maxentities = MAX_EDICTS + 256 + 512;
2162         r_refdef.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.maxentities);
2163
2164         CL_InitInput ();
2165
2166 //
2167 // register our commands
2168 //
2169         Cvar_RegisterVariable (&cl_upspeed);
2170         Cvar_RegisterVariable (&cl_forwardspeed);
2171         Cvar_RegisterVariable (&cl_backspeed);
2172         Cvar_RegisterVariable (&cl_sidespeed);
2173         Cvar_RegisterVariable (&cl_movespeedkey);
2174         Cvar_RegisterVariable (&cl_yawspeed);
2175         Cvar_RegisterVariable (&cl_pitchspeed);
2176         Cvar_RegisterVariable (&cl_anglespeedkey);
2177         Cvar_RegisterVariable (&cl_shownet);
2178         Cvar_RegisterVariable (&cl_nolerp);
2179         Cvar_RegisterVariable (&lookspring);
2180         Cvar_RegisterVariable (&lookstrafe);
2181         Cvar_RegisterVariable (&sensitivity);
2182         Cvar_RegisterVariable (&freelook);
2183
2184         Cvar_RegisterVariable (&m_pitch);
2185         Cvar_RegisterVariable (&m_yaw);
2186         Cvar_RegisterVariable (&m_forward);
2187         Cvar_RegisterVariable (&m_side);
2188
2189         Cvar_RegisterVariable (&cl_itembobspeed);
2190         Cvar_RegisterVariable (&cl_itembobheight);
2191
2192         Cmd_AddCommand ("entities", CL_PrintEntities_f, "print information on network entities known to client");
2193         Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
2194         Cmd_AddCommand ("record", CL_Record_f, "record a demo");
2195         Cmd_AddCommand ("stop", CL_Stop_f, "stop recording or playing a demo");
2196         Cmd_AddCommand ("playdemo", CL_PlayDemo_f, "watch a demo file");
2197         Cmd_AddCommand ("timedemo", CL_TimeDemo_f, "play back a demo as fast as possible and save statistics to benchmark.log");
2198
2199         // Support Client-side Model Index List
2200         Cmd_AddCommand ("cl_modelindexlist", CL_ModelIndexList_f, "list all models in the client modelindex");
2201
2202         Cvar_RegisterVariable (&cl_autodemo);
2203         Cvar_RegisterVariable (&cl_autodemo_nameformat);
2204
2205         Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue)");
2206
2207         // LordHavoc: added pausedemo
2208         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)");
2209
2210         Cmd_AddCommand ("cl_areastats", CL_AreaStats_f, "prints statistics on entity culling during collision traces");
2211
2212         Cvar_RegisterVariable(&r_draweffects);
2213         Cvar_RegisterVariable(&cl_explosions_alpha_start);
2214         Cvar_RegisterVariable(&cl_explosions_alpha_end);
2215         Cvar_RegisterVariable(&cl_explosions_size_start);
2216         Cvar_RegisterVariable(&cl_explosions_size_end);
2217         Cvar_RegisterVariable(&cl_explosions_lifetime);
2218         Cvar_RegisterVariable(&cl_stainmaps);
2219         Cvar_RegisterVariable(&cl_stainmaps_clearonload);
2220         Cvar_RegisterVariable(&cl_beams_polygons);
2221         Cvar_RegisterVariable(&cl_beams_quakepositionhack);
2222         Cvar_RegisterVariable(&cl_beams_instantaimhack);
2223         Cvar_RegisterVariable(&cl_beams_lightatend);
2224         Cvar_RegisterVariable(&cl_noplayershadow);
2225         Cvar_RegisterVariable(&cl_dlights_decayradius);
2226         Cvar_RegisterVariable(&cl_dlights_decaybrightness);
2227
2228         Cvar_RegisterVariable(&cl_prydoncursor);
2229
2230         Cvar_RegisterVariable(&cl_deathnoviewmodel);
2231
2232         // for QW connections
2233         Cvar_RegisterVariable(&qport);
2234         Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff);
2235
2236         Cmd_AddCommand("timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
2237
2238         Cvar_RegisterVariable(&cl_locs_enable);
2239         Cvar_RegisterVariable(&cl_locs_show);
2240         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)");
2241         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)");
2242         Cmd_AddCommand("locs_clear", CL_Locs_Clear_f, "remove all loc points/boxes");
2243         Cmd_AddCommand("locs_reload", CL_Locs_Reload_f, "reload .loc file for this map");
2244         Cmd_AddCommand("locs_save", CL_Locs_Save_f, "save .loc file for this map containing currently defined points and boxes");
2245
2246         CL_Parse_Init();
2247         CL_Particles_Init();
2248         CL_Screen_Init();
2249
2250         CL_Video_Init();
2251 }
2252
2253
2254