]> icculus.org git repositories - divverent/darkplaces.git/blob - cl_main.c
added cl_dlights_decayradius and cl_dlights_decaybrightness cvars, both default on...
[divverent/darkplaces.git] / cl_main.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // cl_main.c  -- client main loop
21
22 #include "quakedef.h"
23 #include "cl_collision.h"
24 #include "cl_video.h"
25 #include "image.h"
26 #include "csprogs.h"
27 #include "r_shadow.h"
28 #include "libcurl.h"
29
30 // we need to declare some mouse variables here, because the menu system
31 // references them even when on a unix system.
32
33 cvar_t csqc_progname = {0, "csqc_progname","csprogs.dat","name of csprogs.dat file to load"};   //[515]: csqc crc check and right csprogs name according to progs.dat
34 cvar_t csqc_progcrc = {CVAR_READONLY, "csqc_progcrc","-1","CRC of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"};
35 cvar_t csqc_progsize = {CVAR_READONLY, "csqc_progsize","-1","file size of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"};
36
37 cvar_t cl_shownet = {0, "cl_shownet","0","1 = print packet size, 2 = print packet message list"};
38 cvar_t cl_nolerp = {0, "cl_nolerp", "0","network update smoothing"};
39
40 cvar_t cl_itembobheight = {0, "cl_itembobheight", "0","how much items bob up and down (try 8)"};
41 cvar_t cl_itembobspeed = {0, "cl_itembobspeed", "0.5","how frequently items bob up and down"};
42
43 cvar_t lookspring = {CVAR_SAVE, "lookspring","0","returns pitch to level with the floor when no longer holding a pitch key"};
44 cvar_t lookstrafe = {CVAR_SAVE, "lookstrafe","0","move instead of turning"};
45 cvar_t sensitivity = {CVAR_SAVE, "sensitivity","3","mouse speed multiplier"};
46
47 cvar_t m_pitch = {CVAR_SAVE, "m_pitch","0.022","mouse pitch speed multiplier"};
48 cvar_t m_yaw = {CVAR_SAVE, "m_yaw","0.022","mouse yaw speed multiplier"};
49 cvar_t m_forward = {CVAR_SAVE, "m_forward","1","mouse forward speed multiplier"};
50 cvar_t m_side = {CVAR_SAVE, "m_side","0.8","mouse side speed multiplier"};
51
52 cvar_t freelook = {CVAR_SAVE, "freelook", "1","mouse controls pitch instead of forward/back"};
53
54 #ifdef AUTODEMO_BROKEN
55 cvar_t cl_autodemo = {0, "cl_autodemo", "0", "records every game played, using the date/time and map name to name the demo file" };
56 cvar_t cl_autodemo_nameformat = {0, "cl_autodemo_nameformat", "%Y-%m-%d_%H-%M", "The format of the cl_autodemo filename, followed by the map name" };
57 #endif
58
59 cvar_t r_draweffects = {0, "r_draweffects", "1","renders temporary sprite effects"};
60
61 cvar_t cl_explosions_alpha_start = {CVAR_SAVE, "cl_explosions_alpha_start", "1.5","starting alpha of an explosion shell"};
62 cvar_t cl_explosions_alpha_end = {CVAR_SAVE, "cl_explosions_alpha_end", "0","end alpha of an explosion shell (just before it disappears)"};
63 cvar_t cl_explosions_size_start = {CVAR_SAVE, "cl_explosions_size_start", "16","starting size of an explosion shell"};
64 cvar_t cl_explosions_size_end = {CVAR_SAVE, "cl_explosions_size_end", "128","ending alpha of an explosion shell (just before it disappears)"};
65 cvar_t cl_explosions_lifetime = {CVAR_SAVE, "cl_explosions_lifetime", "0.5","how long an explosion shell lasts"};
66
67 cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "1","stains lightmaps, much faster than decals but blurred"};
68 cvar_t cl_stainmaps_clearonload = {CVAR_SAVE, "cl_stainmaps_clearonload", "1","clear stainmaps on map restart"};
69
70 cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1","use beam polygons instead of models"};
71 cvar_t cl_beams_quakepositionhack = {CVAR_SAVE, "cl_beams_quakepositionhack", "1", "makes your lightning gun appear to fire from your waist (as in Quake and QuakeWorld)"};
72 cvar_t cl_beams_instantaimhack = {CVAR_SAVE, "cl_beams_instantaimhack", "1", "makes your lightning gun aiming update instantly"};
73 cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0", "make a light at the end of the beam"};
74
75 cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0","hide player shadow"};
76
77 cvar_t cl_dlights_decayradius = {CVAR_SAVE, "cl_dlights_decayradius", "1", "reduces size of light flashes over time"};
78 cvar_t cl_dlights_decaybrightness = {CVAR_SAVE, "cl_dlights_decaybrightness", "1", "reduces brightness of light flashes over time"};
79
80 cvar_t qport = {0, "qport", "0", "identification key for playing on qw servers (allows you to maintain a connection to a quakeworld server even if your port changes)"};
81
82 cvar_t cl_prydoncursor = {0, "cl_prydoncursor", "0", "enables a mouse pointer which is able to click on entities in the world, useful for point and click mods, see PRYDON_CLIENTCURSOR extension in dpextensions.qc"};
83
84 cvar_t cl_deathnoviewmodel = {0, "cl_deathnoviewmodel", "1", "hides gun model when dead"};
85
86 client_static_t cls;
87 client_state_t  cl;
88
89 #define MAX_PARTICLES                   32768   // default max # of particles at one time
90 #define ABSOLUTE_MIN_PARTICLES  512             // no fewer than this no matter what's on the command line
91
92 /*
93 =====================
94 CL_ClearState
95
96 =====================
97 */
98 void CL_ClearState(void)
99 {
100         int i;
101         entity_t *ent;
102
103 // wipe the entire cl structure
104         Mem_EmptyPool(cls.levelmempool);
105         memset (&cl, 0, sizeof(cl));
106
107         S_StopAllSounds();
108
109         // reset the view zoom interpolation
110         cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
111
112         cl.num_entities = 0;
113         cl.num_static_entities = 0;
114         cl.num_temp_entities = 0;
115         cl.num_brushmodel_entities = 0;
116
117         // tweak these if the game runs out
118         cl.max_entities = 256;
119         cl.max_static_entities = 256;
120         cl.max_temp_entities = 512;
121         cl.max_effects = 256;
122         cl.max_beams = 256;
123         cl.max_dlights = MAX_DLIGHTS;
124         cl.max_lightstyle = MAX_LIGHTSTYLES;
125         cl.max_brushmodel_entities = MAX_EDICTS;
126         cl.max_particles = MAX_PARTICLES;
127
128 // COMMANDLINEOPTION: Client: -particles <number> changes maximum number of particles at once, default 32768
129         i = COM_CheckParm ("-particles");
130         if (i && i < com_argc - 1)
131         {
132                 cl.max_particles = (int)(atoi(com_argv[i+1]));
133                 if (cl.max_particles < ABSOLUTE_MIN_PARTICLES)
134                         cl.max_particles = ABSOLUTE_MIN_PARTICLES;
135         }
136
137         cl.num_dlights = 0;
138         cl.num_effects = 0;
139         cl.num_beams = 0;
140
141         cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
142         cl.entities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));
143         cl.static_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_static_entities * sizeof(entity_t));
144         cl.temp_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_temp_entities * sizeof(entity_t));
145         cl.effects = (cl_effect_t *)Mem_Alloc(cls.levelmempool, cl.max_effects * sizeof(cl_effect_t));
146         cl.beams = (beam_t *)Mem_Alloc(cls.levelmempool, cl.max_beams * sizeof(beam_t));
147         cl.dlights = (dlight_t *)Mem_Alloc(cls.levelmempool, cl.max_dlights * sizeof(dlight_t));
148         cl.lightstyle = (lightstyle_t *)Mem_Alloc(cls.levelmempool, cl.max_lightstyle * sizeof(lightstyle_t));
149         cl.brushmodel_entities = (int *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(int));
150         cl.particles = (particle_t *) Mem_Alloc(cls.levelmempool, cl.max_particles * sizeof(particle_t));
151
152         // LordHavoc: have to set up the baseline info for alpha and other stuff
153         for (i = 0;i < cl.max_entities;i++)
154         {
155                 cl.entities[i].state_baseline = defaultstate;
156                 cl.entities[i].state_previous = defaultstate;
157                 cl.entities[i].state_current = defaultstate;
158         }
159
160         if (gamemode == GAME_NEXUIZ)
161         {
162                 VectorSet(cl.playerstandmins, -16, -16, -24);
163                 VectorSet(cl.playerstandmaxs, 16, 16, 45);
164                 VectorSet(cl.playercrouchmins, -16, -16, -24);
165                 VectorSet(cl.playercrouchmaxs, 16, 16, 25);
166         }
167         else
168         {
169                 VectorSet(cl.playerstandmins, -16, -16, -24);
170                 VectorSet(cl.playerstandmaxs, 16, 16, 24);
171                 VectorSet(cl.playercrouchmins, -16, -16, -24);
172                 VectorSet(cl.playercrouchmaxs, 16, 16, 24);
173         }
174
175         // disable until we get textures for it
176         R_ResetSkyBox();
177
178         ent = &cl.entities[0];
179         // entire entity array was cleared, so just fill in a few fields
180         ent->state_current.active = true;
181         ent->render.model = cl.worldmodel = NULL; // no world model yet
182         ent->render.alpha = 1;
183         ent->render.colormap = -1; // no special coloring
184         ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
185         Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1);
186         CL_UpdateRenderEntity(&ent->render);
187
188         // noclip is turned off at start
189         noclip_anglehack = false;
190
191         // mark all frames invalid for delta
192         memset(cl.qw_deltasequence, -1, sizeof(cl.qw_deltasequence));
193
194         CL_Screen_NewMap();
195 }
196
197 void CL_SetInfo(const char *key, const char *value, qboolean send, qboolean allowstarkey, qboolean allowmodel, qboolean quiet)
198 {
199         int i;
200         qboolean fail = false;
201         if (!allowstarkey && key[0] == '*')
202                 fail = true;
203         if (!allowmodel && (!strcasecmp(key, "pmodel") || !strcasecmp(key, "emodel")))
204                 fail = true;
205         for (i = 0;key[i];i++)
206                 if (key[i] <= ' ' || key[i] == '\"')
207                         fail = true;
208         for (i = 0;value[i];i++)
209                 if (value[i] == '\r' || value[i] == '\n' || value[i] == '\"')
210                         fail = true;
211         if (fail)
212         {
213                 if (!quiet)
214                         Con_Printf("Can't setinfo \"%s\" \"%s\"\n", key, value);
215                 return;
216         }
217         InfoString_SetValue(cls.userinfo, sizeof(cls.userinfo), key, value);
218         if (cls.state == ca_connected && cls.netcon)
219         {
220                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
221                 {
222                         MSG_WriteByte(&cls.netcon->message, qw_clc_stringcmd);
223                         MSG_WriteString(&cls.netcon->message, va("setinfo \"%s\" \"%s\"", key, value));
224                 }
225                 else if (!strcasecmp(key, "name"))
226                 {
227                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
228                         MSG_WriteString(&cls.netcon->message, va("name \"%s\"", value));
229                 }
230                 else if (!strcasecmp(key, "playermodel"))
231                 {
232                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
233                         MSG_WriteString(&cls.netcon->message, va("playermodel \"%s\"", value));
234                 }
235                 else if (!strcasecmp(key, "playerskin"))
236                 {
237                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
238                         MSG_WriteString(&cls.netcon->message, va("playerskin \"%s\"", value));
239                 }
240                 else if (!strcasecmp(key, "topcolor"))
241                 {
242                         // don't send anything, the combined color code will be updated manually
243                 }
244                 else if (!strcasecmp(key, "bottomcolor"))
245                 {
246                         // don't send anything, the combined color code will be updated manually
247                 }
248                 else if (!strcasecmp(key, "rate"))
249                 {
250                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
251                         MSG_WriteString(&cls.netcon->message, va("rate \"%s\"", value));
252                 }
253         }
254 }
255
256 void CL_ExpandEntities(int num)
257 {
258         int i, oldmaxentities;
259         entity_t *oldentities;
260         if (num >= cl.max_entities)
261         {
262                 if (!cl.entities)
263                         Sys_Error("CL_ExpandEntities: cl.entities not initialized");
264                 if (num >= MAX_EDICTS)
265                         Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
266                 oldmaxentities = cl.max_entities;
267                 oldentities = cl.entities;
268                 cl.max_entities = (num & ~255) + 256;
269                 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
270                 memcpy(cl.entities, oldentities, oldmaxentities * sizeof(entity_t));
271                 Mem_Free(oldentities);
272                 for (i = oldmaxentities;i < cl.max_entities;i++)
273                 {
274                         cl.entities[i].state_baseline = defaultstate;
275                         cl.entities[i].state_previous = defaultstate;
276                         cl.entities[i].state_current = defaultstate;
277                 }
278         }
279 }
280
281 void CL_VM_ShutDown (void);
282 /*
283 =====================
284 CL_Disconnect
285
286 Sends a disconnect message to the server
287 This is also called on Host_Error, so it shouldn't cause any errors
288 =====================
289 */
290 void CL_Disconnect(void)
291 {
292         if (cls.state == ca_dedicated)
293                 return;
294
295         Curl_Clear_forthismap();
296
297         Con_DPrintf("CL_Disconnect\n");
298
299         CL_VM_ShutDown();
300 // stop sounds (especially looping!)
301         S_StopAllSounds ();
302
303         cl.parsingtextexpectingpingforscores = 0; // just in case no reply has come yet
304
305         // clear contents blends
306         cl.cshifts[0].percent = 0;
307         cl.cshifts[1].percent = 0;
308         cl.cshifts[2].percent = 0;
309         cl.cshifts[3].percent = 0;
310
311         cl.worldmodel = NULL;
312
313         CL_Parse_ErrorCleanUp();
314
315         if (cls.demoplayback)
316                 CL_StopPlayback();
317         else if (cls.netcon)
318         {
319                 sizebuf_t buf;
320                 unsigned char bufdata[8];
321                 if (cls.demorecording)
322                         CL_Stop_f();
323
324                 // send disconnect message 3 times to improve chances of server
325                 // receiving it (but it still fails sometimes)
326                 memset(&buf, 0, sizeof(buf));
327                 buf.data = bufdata;
328                 buf.maxsize = sizeof(bufdata);
329                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
330                 {
331                         Con_DPrint("Sending drop command\n");
332                         MSG_WriteByte(&buf, qw_clc_stringcmd);
333                         MSG_WriteString(&buf, "drop");
334                 }
335                 else
336                 {
337                         Con_DPrint("Sending clc_disconnect\n");
338                         MSG_WriteByte(&buf, clc_disconnect);
339                 }
340                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
341                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
342                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
343                 NetConn_Close(cls.netcon);
344                 cls.netcon = NULL;
345         }
346         cls.state = ca_disconnected;
347
348         cls.demoplayback = cls.timedemo = false;
349         cls.signon = 0;
350 }
351
352 void CL_Disconnect_f(void)
353 {
354         CL_Disconnect ();
355         if (sv.active)
356                 Host_ShutdownServer ();
357 }
358
359
360
361
362 /*
363 =====================
364 CL_EstablishConnection
365
366 Host should be either "local" or a net address
367 =====================
368 */
369 void CL_EstablishConnection(const char *host)
370 {
371         if (cls.state == ca_dedicated)
372                 return;
373
374         // clear menu's connect error message
375         M_Update_Return_Reason("");
376         cls.demonum = -1;
377
378         // stop demo loop in case this fails
379         CL_Disconnect();
380
381         // if downloads are running, cancel their finishing action
382         Curl_Clear_forthismap();
383
384         // make sure the client ports are open before attempting to connect
385         NetConn_UpdateSockets();
386
387         // run a network frame
388         //NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
389
390         if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
391         {
392                 cls.connect_trying = true;
393                 cls.connect_remainingtries = 3;
394                 cls.connect_nextsendtime = 0;
395                 M_Update_Return_Reason("Trying to connect...");
396                 // run several network frames to jump into the game quickly
397                 //if (sv.active)
398                 //{
399                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
400                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
401                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
402                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
403                 //}
404         }
405         else
406         {
407                 Con_Print("Unable to find a suitable network socket to connect to server.\n");
408                 M_Update_Return_Reason("No network");
409         }
410 }
411
412 /*
413 ==============
414 CL_PrintEntities_f
415 ==============
416 */
417 static void CL_PrintEntities_f(void)
418 {
419         entity_t *ent;
420         int i;
421
422         for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++)
423         {
424                 const char* modelname;
425
426                 if (!ent->state_current.active)
427                         continue;
428
429                 if (ent->render.model)
430                         modelname = ent->render.model->name;
431                 else
432                         modelname = "--no model--";
433                 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);
434         }
435 }
436
437 //static const vec3_t nomodelmins = {-16, -16, -16};
438 //static const vec3_t nomodelmaxs = {16, 16, 16};
439 void CL_UpdateRenderEntity(entity_render_t *ent)
440 {
441         vec3_t org;
442         vec_t scale;
443         model_t *model = ent->model;
444         // update the inverse matrix for the renderer
445         Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
446         // update the animation blend state
447         R_LerpAnimation(ent);
448         // we need the matrix origin to center the box
449         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
450         // update entity->render.scale because the renderer needs it
451         ent->scale = scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
452         if (model)
453         {
454                 // NOTE: this directly extracts vector components from the matrix, which relies on the matrix orientation!
455 #ifdef MATRIX4x4_OPENGLORIENTATION
456                 if (ent->matrix.m[0][2] != 0 || ent->matrix.m[1][2] != 0)
457 #else
458                 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
459 #endif
460                 {
461                         // pitch or roll
462                         VectorMA(org, scale, model->rotatedmins, ent->mins);
463                         VectorMA(org, scale, model->rotatedmaxs, ent->maxs);
464                 }
465 #ifdef MATRIX4x4_OPENGLORIENTATION
466                 else if (ent->matrix.m[1][0] != 0 || ent->matrix.m[0][1] != 0)
467 #else
468                 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
469 #endif
470                 {
471                         // yaw
472                         VectorMA(org, scale, model->yawmins, ent->mins);
473                         VectorMA(org, scale, model->yawmaxs, ent->maxs);
474                 }
475                 else
476                 {
477                         VectorMA(org, scale, model->normalmins, ent->mins);
478                         VectorMA(org, scale, model->normalmaxs, ent->maxs);
479                 }
480         }
481         else
482         {
483                 ent->mins[0] = org[0] - 16;
484                 ent->mins[1] = org[1] - 16;
485                 ent->mins[2] = org[2] - 16;
486                 ent->maxs[0] = org[0] + 16;
487                 ent->maxs[1] = org[1] + 16;
488                 ent->maxs[2] = org[2] + 16;
489         }
490 }
491
492 /*
493 ===============
494 CL_LerpPoint
495
496 Determines the fraction between the last two messages that the objects
497 should be put at.
498 ===============
499 */
500 static float CL_LerpPoint(void)
501 {
502         float f;
503
504         if (cl_nettimesyncmode.integer == 3)
505                 cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
506
507         // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
508         if (cl.mtime[0] <= cl.mtime[1])
509         {
510                 cl.time = cl.mtime[0];
511                 return 1;
512         }
513
514         f = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
515         return bound(0, f, 1);
516 }
517
518 void CL_ClearTempEntities (void)
519 {
520         cl.num_temp_entities = 0;
521 }
522
523 entity_t *CL_NewTempEntity(void)
524 {
525         entity_t *ent;
526
527         if (r_refdef.numentities >= r_refdef.maxentities)
528                 return NULL;
529         if (cl.num_temp_entities >= cl.max_temp_entities)
530                 return NULL;
531         ent = &cl.temp_entities[cl.num_temp_entities++];
532         memset (ent, 0, sizeof(*ent));
533         r_refdef.entities[r_refdef.numentities++] = &ent->render;
534
535         ent->render.colormap = -1; // no special coloring
536         ent->render.alpha = 1;
537         VectorSet(ent->render.colormod, 1, 1, 1);
538         return ent;
539 }
540
541 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
542 {
543         int i;
544         cl_effect_t *e;
545         if (!modelindex) // sanity check
546                 return;
547         if (framerate < 1)
548         {
549                 Con_Printf("CL_Effect: framerate %f is < 1\n", framerate);
550                 return;
551         }
552         if (framecount < 1)
553         {
554                 Con_Printf("CL_Effect: framecount %i is < 1\n", framecount);
555                 return;
556         }
557         for (i = 0, e = cl.effects;i < cl.max_effects;i++, e++)
558         {
559                 if (e->active)
560                         continue;
561                 e->active = true;
562                 VectorCopy(org, e->origin);
563                 e->modelindex = modelindex;
564                 e->starttime = cl.time;
565                 e->startframe = startframe;
566                 e->endframe = startframe + framecount;
567                 e->framerate = framerate;
568
569                 e->frame = 0;
570                 e->frame1time = cl.time;
571                 e->frame2time = cl.time;
572                 cl.num_effects = max(cl.num_effects, i + 1);
573                 break;
574         }
575 }
576
577 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)
578 {
579         int i;
580         dlight_t *dl;
581
582         /*
583 // first look for an exact key match
584         if (ent)
585         {
586                 dl = cl.dlights;
587                 for (i = 0;i < cl.num_dlights;i++, dl++)
588                         if (dl->ent == ent)
589                                 goto dlightsetup;
590         }
591         */
592
593 // then look for anything else
594         dl = cl.dlights;
595         for (i = 0;i < cl.num_dlights;i++, dl++)
596                 if (!dl->radius)
597                         goto dlightsetup;
598         // if we hit the end of the active dlights and found no gaps, add a new one
599         if (i < MAX_DLIGHTS)
600         {
601                 cl.num_dlights = i + 1;
602                 goto dlightsetup;
603         }
604
605         // unable to find one
606         return;
607
608 dlightsetup:
609         //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
610         memset (dl, 0, sizeof(*dl));
611         Matrix4x4_Normalize(&dl->matrix, matrix);
612         dl->ent = ent;
613         Matrix4x4_OriginFromMatrix(&dl->matrix, dl->origin);
614         CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
615         Matrix4x4_SetOrigin(&dl->matrix, dl->origin[0], dl->origin[1], dl->origin[2]);
616         dl->radius = radius;
617         dl->color[0] = red;
618         dl->color[1] = green;
619         dl->color[2] = blue;
620         dl->initialradius = radius;
621         dl->initialcolor[0] = red;
622         dl->initialcolor[1] = green;
623         dl->initialcolor[2] = blue;
624         dl->decay = decay / radius; // changed decay to be a percentage decrease
625         dl->intensity = 1; // this is what gets decayed
626         if (lifetime)
627                 dl->die = cl.time + lifetime;
628         else
629                 dl->die = 0;
630         if (cubemapnum > 0)
631                 dpsnprintf(dl->cubemapname, sizeof(dl->cubemapname), "cubemaps/%i", cubemapnum);
632         else
633                 dl->cubemapname[0] = 0;
634         dl->style = style;
635         dl->shadow = shadowenable;
636         dl->corona = corona;
637         dl->flags = flags;
638         dl->coronasizescale = coronasizescale;
639         dl->ambientscale = ambientscale;
640         dl->diffusescale = diffusescale;
641         dl->specularscale = specularscale;
642 }
643
644 void CL_DecayLightFlashes(void)
645 {
646         int i, oldmax;
647         dlight_t *dl;
648         float time;
649
650         time = bound(0, cl.time - cl.oldtime, 0.1);
651         oldmax = cl.num_dlights;
652         cl.num_dlights = 0;
653         for (i = 0, dl = cl.dlights;i < oldmax;i++, dl++)
654         {
655                 if (dl->radius)
656                 {
657                         dl->intensity -= time * dl->decay;
658                         if (cl.time < dl->die && dl->intensity > 0)
659                         {
660                                 if (cl_dlights_decayradius.integer)
661                                         dl->radius = dl->initialradius * dl->intensity;
662                                 else
663                                         dl->radius = dl->initialradius;
664                                 if (cl_dlights_decaybrightness.integer)
665                                         VectorScale(dl->initialcolor, dl->intensity, dl->color);
666                                 else
667                                         VectorCopy(dl->initialcolor, dl->color);
668                                 cl.num_dlights = i + 1;
669                         }
670                         else
671                                 dl->radius = 0;
672                 }
673         }
674 }
675
676 // called before entity relinking
677 void CL_RelinkLightFlashes(void)
678 {
679         int i, j, k, l;
680         dlight_t *dl;
681         float frac, f;
682         matrix4x4_t tempmatrix;
683
684         if (r_dynamic.integer)
685         {
686                 for (i = 0, dl = cl.dlights;i < cl.num_dlights && r_refdef.numlights < MAX_DLIGHTS;i++, dl++)
687                 {
688                         if (dl->radius)
689                         {
690                                 tempmatrix = dl->matrix;
691                                 Matrix4x4_Scale(&tempmatrix, dl->radius, 1);
692                                 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);
693                         }
694                 }
695         }
696
697 // light animations
698 // 'm' is normal light, 'a' is no light, 'z' is double bright
699         f = cl.time * 10;
700         i = (int)floor(f);
701         frac = f - i;
702         for (j = 0;j < cl.max_lightstyle;j++)
703         {
704                 if (!cl.lightstyle || !cl.lightstyle[j].length)
705                 {
706                         r_refdef.lightstylevalue[j] = 256;
707                         continue;
708                 }
709                 k = i % cl.lightstyle[j].length;
710                 l = (i-1) % cl.lightstyle[j].length;
711                 k = cl.lightstyle[j].map[k] - 'a';
712                 l = cl.lightstyle[j].map[l] - 'a';
713                 r_refdef.lightstylevalue[j] = (unsigned short)(((k*frac)+(l*(1-frac)))*22);
714         }
715 }
716
717 void CL_AddQWCTFFlagModel(entity_t *player, int skin)
718 {
719         float f;
720         entity_t *flag;
721         matrix4x4_t flagmatrix;
722
723         // this code taken from QuakeWorld
724         f = 14;
725         if (player->render.frame2 >= 29 && player->render.frame2 <= 40)
726         {
727                 if (player->render.frame2 >= 29 && player->render.frame2 <= 34)
728                 { //axpain
729                         if      (player->render.frame2 == 29) f = f + 2;
730                         else if (player->render.frame2 == 30) f = f + 8;
731                         else if (player->render.frame2 == 31) f = f + 12;
732                         else if (player->render.frame2 == 32) f = f + 11;
733                         else if (player->render.frame2 == 33) f = f + 10;
734                         else if (player->render.frame2 == 34) f = f + 4;
735                 }
736                 else if (player->render.frame2 >= 35 && player->render.frame2 <= 40)
737                 { // pain
738                         if      (player->render.frame2 == 35) f = f + 2;
739                         else if (player->render.frame2 == 36) f = f + 10;
740                         else if (player->render.frame2 == 37) f = f + 10;
741                         else if (player->render.frame2 == 38) f = f + 8;
742                         else if (player->render.frame2 == 39) f = f + 4;
743                         else if (player->render.frame2 == 40) f = f + 2;
744                 }
745         }
746         else if (player->render.frame2 >= 103 && player->render.frame2 <= 118)
747         {
748                 if      (player->render.frame2 >= 103 && player->render.frame2 <= 104) f = f + 6;  //nailattack
749                 else if (player->render.frame2 >= 105 && player->render.frame2 <= 106) f = f + 6;  //light
750                 else if (player->render.frame2 >= 107 && player->render.frame2 <= 112) f = f + 7;  //rocketattack
751                 else if (player->render.frame2 >= 112 && player->render.frame2 <= 118) f = f + 7;  //shotattack
752         }
753         // end of code taken from QuakeWorld
754
755         flag = CL_NewTempEntity();
756         if (!flag)
757                 return;
758
759         flag->render.model = cl.model_precache[cl.qw_modelindex_flag];
760         flag->render.skinnum = skin;
761         flag->render.colormap = -1; // no special coloring
762         flag->render.alpha = 1;
763         VectorSet(flag->render.colormod, 1, 1, 1);
764         // attach the flag to the player matrix
765         Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
766         Matrix4x4_Concat(&flag->render.matrix, &player->render.matrix, &flagmatrix);
767         CL_UpdateRenderEntity(&flag->render);
768 }
769
770 matrix4x4_t viewmodelmatrix;
771
772 static const vec3_t muzzleflashorigin = {18, 0, 0};
773
774 extern void V_DriftPitch(void);
775 extern void V_FadeViewFlashs(void);
776 extern void V_CalcViewBlend(void);
777 extern void V_CalcRefdef(void);
778
779 // note this is a recursive function, recursionlimit should be 32 or so on the initial call
780 void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolate)
781 {
782         const matrix4x4_t *matrix;
783         matrix4x4_t blendmatrix, tempmatrix, matrix2;
784         int j, k, l;
785         float origin[3], angles[3], delta[3], lerp, d;
786         entity_t *t;
787         model_t *model;
788         //entity_persistent_t *p = &e->persistent;
789         //entity_render_t *r = &e->render;
790         // skip inactive entities and world
791         if (!e->state_current.active || e == cl.entities)
792                 return;
793         if (recursionlimit < 1)
794                 return;
795         e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
796         e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
797         e->render.flags = e->state_current.flags;
798         e->render.effects = e->state_current.effects;
799         VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
800         if (e->state_current.flags & RENDER_COLORMAPPED)
801         {
802                 int cb;
803                 unsigned char *cbcolor;
804                 e->render.colormap = e->state_current.colormap;
805                 cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
806                 cbcolor = (unsigned char *) (&palette_complete[cb]);
807                 e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
808                 e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
809                 e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
810                 cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
811                 cbcolor = (unsigned char *) (&palette_complete[cb]);
812                 e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
813                 e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
814                 e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
815         }
816         else if (e->state_current.colormap && cl.scores != NULL)
817         {
818                 int cb;
819                 unsigned char *cbcolor;
820                 e->render.colormap = cl.scores[e->state_current.colormap - 1].colors; // color it
821                 cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
822                 cbcolor = (unsigned char *) (&palette_complete[cb]);
823                 e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
824                 e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
825                 e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
826                 cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
827                 cbcolor = (unsigned char *) (&palette_complete[cb]);
828                 e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
829                 e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
830                 e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
831         }
832         else
833         {
834                 e->render.colormap = -1; // no special coloring
835                 VectorClear(e->render.colormap_pantscolor);
836                 VectorClear(e->render.colormap_shirtcolor);
837         }
838         e->render.skinnum = e->state_current.skin;
839         if (e->state_current.tagentity)
840         {
841                 // attached entity (gun held in player model's hand, etc)
842                 // if the tag entity is currently impossible, skip it
843                 if (e->state_current.tagentity >= cl.num_entities)
844                         return;
845                 t = cl.entities + e->state_current.tagentity;
846                 // if the tag entity is inactive, skip it
847                 if (!t->state_current.active)
848                         return;
849                 // update the parent first
850                 CL_UpdateNetworkEntity(t, recursionlimit - 1, interpolate);
851                 // make relative to the entity
852                 matrix = &t->render.matrix;
853                 // some properties of the tag entity carry over
854                 e->render.flags |= t->render.flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
855                 // if a valid tagindex is used, make it relative to that tag instead
856                 // FIXME: use a model function to get tag info (need to handle skeletal)
857                 if (e->state_current.tagentity && e->state_current.tagindex >= 1 && (model = t->render.model))
858                 {
859                         // blend the matrices
860                         memset(&blendmatrix, 0, sizeof(blendmatrix));
861                         for (j = 0;j < 4 && t->render.frameblend[j].lerp > 0;j++)
862                         {
863                                 matrix4x4_t tagmatrix;
864                                 Mod_Alias_GetTagMatrix(model, t->render.frameblend[j].frame, e->state_current.tagindex - 1, &tagmatrix);
865                                 d = t->render.frameblend[j].lerp;
866                                 for (l = 0;l < 4;l++)
867                                         for (k = 0;k < 4;k++)
868                                                 blendmatrix.m[l][k] += d * tagmatrix.m[l][k];
869                         }
870                         // concat the tag matrices onto the entity matrix
871                         Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix);
872                         // use the constructed tag matrix
873                         matrix = &tempmatrix;
874                 }
875         }
876         else if (e->render.flags & RENDER_VIEWMODEL)
877         {
878                 // view-relative entity (guns and such)
879                 matrix = &viewmodelmatrix;
880         }
881         else
882         {
883                 // world-relative entity (the normal kind)
884                 matrix = &identitymatrix;
885         }
886
887         // movement lerp
888         // if it's the predicted player entity, update according to client movement
889         if (e == cl.entities + cl.playerentity && cl.movement_predicted)
890         {
891                 lerp = (cl.time - cl.movement_time[2]) / (cl.movement_time[0] - cl.movement_time[1]);
892                 lerp = bound(0, lerp, 1);
893                 if (cl_nolerp.integer)
894                         lerp = 1;
895                 VectorLerp(cl.movement_oldorigin, lerp, cl.movement_origin, origin);
896                 VectorSet(angles, 0, cl.viewangles[1], 0);
897         }
898         else if (interpolate && e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
899         {
900                 // interpolate the origin and angles
901                 lerp = max(0, lerp);
902                 VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
903                 VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
904                 if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
905                 if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
906                 if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
907                 VectorMA(e->persistent.oldangles, lerp, delta, angles);
908         }
909         else
910         {
911                 // no interpolation
912                 VectorCopy(e->persistent.neworigin, origin);
913                 VectorCopy(e->persistent.newangles, angles);
914         }
915
916         // model setup and some modelflags
917         if(e->state_current.modelindex < MAX_MODELS)
918                 e->render.model = cl.model_precache[e->state_current.modelindex];
919         if (e->render.model)
920         {
921                 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
922                 if (e->render.model->type == mod_alias)
923                         angles[0] = -angles[0];
924                 if ((e->render.model->flags & EF_ROTATE) && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
925                 {
926                         angles[1] = ANGLEMOD(100*cl.time);
927                         if (cl_itembobheight.value)
928                                 origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
929                 }
930                 // transfer certain model flags to effects
931                 e->render.effects |= e->render.model->flags2 & (EF_FULLBRIGHT | EF_ADDITIVE);
932                 if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
933                         VectorScale(e->render.colormod, 2, e->render.colormod);
934         }
935         // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
936         else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
937                 angles[0] = -angles[0];
938
939         // animation lerp
940         if (e->render.frame2 == e->state_current.frame)
941         {
942                 // update frame lerp fraction
943                 e->render.framelerp = 1;
944                 if (e->render.frame2time > e->render.frame1time)
945                 {
946                         // make sure frame lerp won't last longer than 100ms
947                         // (this mainly helps with models that use framegroups and
948                         // switch between them infrequently)
949                         e->render.framelerp = (cl.time - e->render.frame2time) / min(e->render.frame2time - e->render.frame1time, 0.1);
950                         e->render.framelerp = bound(0, e->render.framelerp, 1);
951                 }
952         }
953         else
954         {
955                 // begin a new frame lerp
956                 e->render.frame1 = e->render.frame2;
957                 e->render.frame1time = e->render.frame2time;
958                 e->render.frame = e->render.frame2 = e->state_current.frame;
959                 e->render.frame2time = cl.time;
960                 e->render.framelerp = 0;
961         }
962
963         // set up the render matrix
964         if (matrix)
965         {
966                 // attached entity, this requires a matrix multiply (concat)
967                 // FIXME: e->render.scale should go away
968                 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
969                 // concat the matrices to make the entity relative to its tag
970                 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
971                 // get the origin from the new matrix
972                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
973         }
974         else
975         {
976                 // unattached entities are faster to process
977                 Matrix4x4_CreateFromQuakeEntity(&e->render.matrix, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
978         }
979
980         // make the other useful stuff
981         CL_UpdateRenderEntity(&e->render);
982
983         // tenebrae's sprites are all additive mode (weird)
984         if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
985                 e->render.effects |= EF_ADDITIVE;
986         // player model is only shown with chase_active on
987         if (e->state_current.number == cl.viewentity)
988                 e->render.flags |= RENDER_EXTERIORMODEL;
989         // either fullbright or lit
990         if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
991                 e->render.flags |= RENDER_LIGHT;
992         // hide player shadow during intermission or nehahra movie
993         if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST))
994          && (e->render.alpha >= 1)
995          && !(e->render.flags & RENDER_VIEWMODEL)
996          && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
997                 e->render.flags |= RENDER_SHADOW;
998 }
999
1000 // creates light and trails from an entity
1001 void CL_UpdateNetworkEntityTrail(entity_t *e)
1002 {
1003         effectnameindex_t trailtype;
1004         vec3_t origin;
1005
1006         // bmodels are treated specially since their origin is usually '0 0 0' and
1007         // their actual geometry is far from '0 0 0'
1008         if (e->render.model && e->render.model->soundfromcenter)
1009         {
1010                 vec3_t o;
1011                 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1012                 Matrix4x4_Transform(&e->render.matrix, o, origin);
1013         }
1014         else
1015                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1016
1017         // handle particle trails and such effects now that we know where this
1018         // entity is in the world...
1019         trailtype = EFFECT_NONE;
1020         // LordHavoc: if the entity has no effects, don't check each
1021         if (e->render.effects & (EF_BRIGHTFIELD | EF_FLAME | EF_STARDUST | EF_FLAG1QW | EF_FLAG2QW))
1022         {
1023                 if (e->render.effects & EF_BRIGHTFIELD)
1024                 {
1025                         if (gamemode == GAME_NEXUIZ)
1026                                 trailtype = EFFECT_TR_NEXUIZPLASMA;
1027                         else
1028                                 CL_EntityParticles(e);
1029                 }
1030                 if (e->render.effects & EF_FLAME)
1031                         CL_ParticleTrail(EFFECT_EF_FLAME, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true);
1032                 if (e->render.effects & EF_STARDUST)
1033                         CL_ParticleTrail(EFFECT_EF_STARDUST, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true);
1034                 if (e->render.effects & (EF_FLAG1QW | EF_FLAG2QW))
1035                 {
1036                         // these are only set on player entities
1037                         CL_AddQWCTFFlagModel(e, (e->render.effects & EF_FLAG2QW) != 0);
1038                 }
1039         }
1040         // muzzleflash fades over time
1041         if (e->persistent.muzzleflash > 0)
1042                 e->persistent.muzzleflash -= bound(0, cl.time - cl.oldtime, 0.1) * 20;
1043         // LordHavoc: if the model has no flags, don't check each
1044         if (e->render.model && e->render.model->flags && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
1045         {
1046                 if (e->render.model->flags & EF_GIB)
1047                         trailtype = EFFECT_TR_BLOOD;
1048                 else if (e->render.model->flags & EF_ZOMGIB)
1049                         trailtype = EFFECT_TR_SLIGHTBLOOD;
1050                 else if (e->render.model->flags & EF_TRACER)
1051                         trailtype = EFFECT_TR_WIZSPIKE;
1052                 else if (e->render.model->flags & EF_TRACER2)
1053                         trailtype = EFFECT_TR_KNIGHTSPIKE;
1054                 else if (e->render.model->flags & EF_ROCKET)
1055                         trailtype = EFFECT_TR_ROCKET;
1056                 else if (e->render.model->flags & EF_GRENADE)
1057                 {
1058                         // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1059                         trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1060                 }
1061                 else if (e->render.model->flags & EF_TRACER3)
1062                         trailtype = EFFECT_TR_VORESPIKE;
1063         }
1064         // do trails
1065         if (e->render.flags & RENDER_GLOWTRAIL)
1066                 trailtype = EFFECT_TR_GLOWTRAIL;
1067         if (trailtype)
1068         {
1069                 float len;
1070                 vec3_t vel;
1071                 VectorSubtract(e->state_current.origin, e->state_previous.origin, vel);
1072                 len = e->state_current.time - e->state_previous.time;
1073                 if (len > 0)
1074                         len = 1.0f / len;
1075                 VectorScale(vel, len, vel);
1076                 CL_ParticleTrail(trailtype, 1, e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor, false, true);
1077         }
1078         VectorCopy(origin, e->persistent.trail_origin);
1079 }
1080
1081
1082 /*
1083 ===============
1084 CL_UpdateViewEntities
1085 ===============
1086 */
1087 void CL_UpdateViewEntities(void)
1088 {
1089         int i;
1090         // update any RENDER_VIEWMODEL entities to use the new view matrix
1091         for (i = 1;i < cl.num_entities;i++)
1092         {
1093                 if (cl.entities_active[i])
1094                 {
1095                         entity_t *ent = cl.entities + i;
1096                         if ((ent->render.flags & RENDER_VIEWMODEL) || ent->state_current.tagentity)
1097                                 CL_UpdateNetworkEntity(ent, 32, true);
1098                 }
1099         }
1100         // and of course the engine viewmodel needs updating as well
1101         CL_UpdateNetworkEntity(&cl.viewent, 32, true);
1102 }
1103
1104 /*
1105 ===============
1106 CL_UpdateNetworkCollisionEntities
1107 ===============
1108 */
1109 void CL_UpdateNetworkCollisionEntities(void)
1110 {
1111         entity_t *ent;
1112         int i;
1113
1114         // start on the entity after the world
1115         cl.num_brushmodel_entities = 0;
1116         for (i = 1;i < cl.num_entities;i++)
1117         {
1118                 if (cl.entities_active[i])
1119                 {
1120                         ent = cl.entities + i;
1121                         if (ent->state_current.active && ent->render.model && ent->render.model->name[0] == '*' && ent->render.model->TraceBox)
1122                         {
1123                                 // do not interpolate the bmodels for this
1124                                 CL_UpdateNetworkEntity(ent, 32, false);
1125                                 cl.brushmodel_entities[cl.num_brushmodel_entities++] = ent->state_current.number;
1126                         }
1127                 }
1128         }
1129 }
1130
1131 /*
1132 ===============
1133 CL_UpdateNetworkEntities
1134 ===============
1135 */
1136 void CL_UpdateNetworkEntities(void)
1137 {
1138         entity_t *ent;
1139         int i;
1140
1141         // start on the entity after the world
1142         for (i = 1;i < cl.num_entities;i++)
1143         {
1144                 if (cl.entities_active[i])
1145                 {
1146                         ent = cl.entities + i;
1147                         if (ent->state_current.active)
1148                         {
1149                                 CL_UpdateNetworkEntity(ent, 32, true);
1150                                 // view models should never create light/trails
1151                                 if (!(ent->render.flags & RENDER_VIEWMODEL))
1152                                         CL_UpdateNetworkEntityTrail(ent);
1153                         }
1154                         else
1155                                 cl.entities_active[i] = false;
1156                 }
1157         }
1158 }
1159
1160 void CL_UpdateViewModel(void)
1161 {
1162         entity_t *ent;
1163         ent = &cl.viewent;
1164         ent->state_previous = ent->state_current;
1165         ent->state_current = defaultstate;
1166         ent->state_current.time = cl.time;
1167         ent->state_current.number = -1;
1168         ent->state_current.active = true;
1169         ent->state_current.modelindex = cl.stats[STAT_WEAPON];
1170         ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
1171         ent->state_current.flags = RENDER_VIEWMODEL;
1172         if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
1173                 ent->state_current.modelindex = 0;
1174         else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1175         {
1176                 if (gamemode == GAME_TRANSFUSION)
1177                         ent->state_current.alpha = 128;
1178                 else
1179                         ent->state_current.modelindex = 0;
1180         }
1181         ent->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
1182         ent->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_REFLECTIVE | EF_FULLBRIGHT | EF_NODEPTHTEST));
1183
1184         // reset animation interpolation on weaponmodel if model changed
1185         if (ent->state_previous.modelindex != ent->state_current.modelindex)
1186         {
1187                 ent->render.frame = ent->render.frame1 = ent->render.frame2 = ent->state_current.frame;
1188                 ent->render.frame1time = ent->render.frame2time = cl.time;
1189                 ent->render.framelerp = 1;
1190         }
1191         CL_UpdateNetworkEntity(ent, 32, true);
1192 }
1193
1194 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
1195 void CL_LinkNetworkEntity(entity_t *e)
1196 {
1197         effectnameindex_t trailtype;
1198         vec3_t origin;
1199         vec3_t dlightcolor;
1200         vec_t dlightradius;
1201
1202         // skip inactive entities and world
1203         if (!e->state_current.active || e == cl.entities)
1204                 return;
1205         if (e->render.flags & RENDER_VIEWMODEL && !e->state_current.tagentity)
1206         {
1207                 if (!r_drawviewmodel.integer || chase_active.integer || r_refdef.envmap)
1208                         return;
1209         }
1210         else
1211         {
1212                 // if the tag entity is currently impossible, skip it
1213                 if (e->state_current.tagentity >= cl.num_entities)
1214                         return;
1215                 // if the tag entity is inactive, skip it
1216                 if (!cl.entities[e->state_current.tagentity].state_current.active)
1217                         return;
1218         }
1219
1220         // create entity dlights associated with this entity
1221         if (e->render.model && e->render.model->soundfromcenter)
1222         {
1223                 // bmodels are treated specially since their origin is usually '0 0 0'
1224                 vec3_t o;
1225                 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1226                 Matrix4x4_Transform(&e->render.matrix, o, origin);
1227         }
1228         else
1229                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1230         trailtype = EFFECT_NONE;
1231         dlightradius = 0;
1232         dlightcolor[0] = 0;
1233         dlightcolor[1] = 0;
1234         dlightcolor[2] = 0;
1235         // LordHavoc: if the entity has no effects, don't check each
1236         if (e->render.effects & (EF_BRIGHTFIELD | EF_DIMLIGHT | EF_BRIGHTLIGHT | EF_RED | EF_BLUE | EF_FLAME | EF_STARDUST))
1237         {
1238                 if (e->render.effects & EF_BRIGHTFIELD)
1239                 {
1240                         if (gamemode == GAME_NEXUIZ)
1241                                 trailtype = EFFECT_TR_NEXUIZPLASMA;
1242                 }
1243                 if (e->render.effects & EF_DIMLIGHT)
1244                 {
1245                         dlightradius = max(dlightradius, 200);
1246                         dlightcolor[0] += 1.50f;
1247                         dlightcolor[1] += 1.50f;
1248                         dlightcolor[2] += 1.50f;
1249                 }
1250                 if (e->render.effects & EF_BRIGHTLIGHT)
1251                 {
1252                         dlightradius = max(dlightradius, 400);
1253                         dlightcolor[0] += 3.00f;
1254                         dlightcolor[1] += 3.00f;
1255                         dlightcolor[2] += 3.00f;
1256                 }
1257                 // LordHavoc: more effects
1258                 if (e->render.effects & EF_RED) // red
1259                 {
1260                         dlightradius = max(dlightradius, 200);
1261                         dlightcolor[0] += 1.50f;
1262                         dlightcolor[1] += 0.15f;
1263                         dlightcolor[2] += 0.15f;
1264                 }
1265                 if (e->render.effects & EF_BLUE) // blue
1266                 {
1267                         dlightradius = max(dlightradius, 200);
1268                         dlightcolor[0] += 0.15f;
1269                         dlightcolor[1] += 0.15f;
1270                         dlightcolor[2] += 1.50f;
1271                 }
1272                 if (e->render.effects & EF_FLAME)
1273                         CL_ParticleTrail(EFFECT_EF_FLAME, 0, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false);
1274                 if (e->render.effects & EF_STARDUST)
1275                         CL_ParticleTrail(EFFECT_EF_STARDUST, 0, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false);
1276         }
1277         // muzzleflash fades over time, and is offset a bit
1278         if (e->persistent.muzzleflash > 0 && r_refdef.numlights < MAX_DLIGHTS)
1279         {
1280                 vec3_t v2;
1281                 vec3_t color;
1282                 trace_t trace;
1283                 matrix4x4_t tempmatrix;
1284                 Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
1285                 trace = CL_Move(origin, vec3_origin, vec3_origin, v2, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, true, false, NULL, false);
1286                 Matrix4x4_Normalize(&tempmatrix, &e->render.matrix);
1287                 Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], trace.endpos[2]);
1288                 Matrix4x4_Scale(&tempmatrix, 150, 1);
1289                 VectorSet(color, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f);
1290                 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);
1291         }
1292         // LordHavoc: if the model has no flags, don't check each
1293         if (e->render.model && e->render.model->flags && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
1294         {
1295                 if (e->render.model->flags & EF_GIB)
1296                         trailtype = EFFECT_TR_BLOOD;
1297                 else if (e->render.model->flags & EF_ZOMGIB)
1298                         trailtype = EFFECT_TR_SLIGHTBLOOD;
1299                 else if (e->render.model->flags & EF_TRACER)
1300                         trailtype = EFFECT_TR_WIZSPIKE;
1301                 else if (e->render.model->flags & EF_TRACER2)
1302                         trailtype = EFFECT_TR_KNIGHTSPIKE;
1303                 else if (e->render.model->flags & EF_ROCKET)
1304                         trailtype = EFFECT_TR_ROCKET;
1305                 else if (e->render.model->flags & EF_GRENADE)
1306                 {
1307                         // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1308                         trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1309                 }
1310                 else if (e->render.model->flags & EF_TRACER3)
1311                         trailtype = EFFECT_TR_VORESPIKE;
1312         }
1313         // LordHavoc: customizable glow
1314         if (e->state_current.glowsize)
1315         {
1316                 // * 4 for the expansion from 0-255 to 0-1023 range,
1317                 // / 255 to scale down byte colors
1318                 dlightradius = max(dlightradius, e->state_current.glowsize * 4);
1319                 VectorMA(dlightcolor, (1.0f / 255.0f), (unsigned char *)&palette_complete[e->state_current.glowcolor], dlightcolor);
1320         }
1321         // make the glow dlight
1322         if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL) && r_refdef.numlights < MAX_DLIGHTS)
1323         {
1324                 matrix4x4_t dlightmatrix;
1325                 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1326                 // hack to make glowing player light shine on their gun
1327                 //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
1328                 //      Matrix4x4_AdjustOrigin(&dlightmatrix, 0, 0, 30);
1329                 Matrix4x4_Scale(&dlightmatrix, dlightradius, 1);
1330                 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);
1331         }
1332         // custom rtlight
1333         if ((e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) && r_refdef.numlights < MAX_DLIGHTS)
1334         {
1335                 matrix4x4_t dlightmatrix;
1336                 float light[4];
1337                 VectorScale(e->state_current.light, (1.0f / 256.0f), light);
1338                 light[3] = e->state_current.light[3];
1339                 if (light[0] == 0 && light[1] == 0 && light[2] == 0)
1340                         VectorSet(light, 1, 1, 1);
1341                 if (light[3] == 0)
1342                         light[3] = 350;
1343                 // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
1344                 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1345                 Matrix4x4_Scale(&dlightmatrix, light[3], 1);
1346                 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);
1347         }
1348         // do trail light
1349         if (e->render.flags & RENDER_GLOWTRAIL)
1350                 trailtype = EFFECT_TR_GLOWTRAIL;
1351         if (trailtype)
1352                 CL_ParticleTrail(trailtype, 0, origin, origin, vec3_origin, vec3_origin, NULL, e->state_current.glowcolor, true, false);
1353
1354         // don't show entities with no modelindex (note: this still shows
1355         // entities which have a modelindex that resolved to a NULL model)
1356         if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.numentities < r_refdef.maxentities)
1357                 r_refdef.entities[r_refdef.numentities++] = &e->render;
1358         //if (cl.viewentity && e->state_current.number == cl.viewentity)
1359         //      Matrix4x4_Print(&e->render.matrix);
1360 }
1361
1362 void CL_RelinkWorld(void)
1363 {
1364         entity_t *ent = &cl.entities[0];
1365         cl.brushmodel_entities[cl.num_brushmodel_entities++] = 0;
1366         // FIXME: this should be done at load
1367         ent->render.matrix = identitymatrix;
1368         CL_UpdateRenderEntity(&ent->render);
1369         ent->render.flags = RENDER_SHADOW;
1370         if (!r_fullbright.integer)
1371                 ent->render.flags |= RENDER_LIGHT;
1372         VectorSet(ent->render.colormod, 1, 1, 1);
1373         r_refdef.worldentity = &ent->render;
1374         r_refdef.worldmodel = cl.worldmodel;
1375 }
1376
1377 static void CL_RelinkStaticEntities(void)
1378 {
1379         int i;
1380         entity_t *e;
1381         for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++, e++)
1382         {
1383                 e->render.flags = 0;
1384                 // if the model was not loaded when the static entity was created we
1385                 // need to re-fetch the model pointer
1386                 e->render.model = cl.model_precache[e->state_baseline.modelindex];
1387                 CL_UpdateRenderEntity(&e->render);
1388                 // either fullbright or lit
1389                 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1390                         e->render.flags |= RENDER_LIGHT;
1391                 // hide player shadow during intermission or nehahra movie
1392                 if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST)) && (e->render.alpha >= 1))
1393                         e->render.flags |= RENDER_SHADOW;
1394                 VectorSet(e->render.colormod, 1, 1, 1);
1395                 R_LerpAnimation(&e->render);
1396                 r_refdef.entities[r_refdef.numentities++] = &e->render;
1397         }
1398 }
1399
1400 /*
1401 ===============
1402 CL_RelinkEntities
1403 ===============
1404 */
1405 static void CL_RelinkNetworkEntities(void)
1406 {
1407         entity_t *ent;
1408         int i;
1409
1410         // start on the entity after the world
1411         for (i = 1;i < cl.num_entities;i++)
1412         {
1413                 if (cl.entities_active[i])
1414                 {
1415                         ent = cl.entities + i;
1416                         if (ent->state_current.active)
1417                                 CL_LinkNetworkEntity(ent);
1418                         else
1419                                 cl.entities_active[i] = false;
1420                 }
1421         }
1422 }
1423
1424 static void CL_RelinkEffects(void)
1425 {
1426         int i, intframe;
1427         cl_effect_t *e;
1428         entity_t *ent;
1429         float frame;
1430
1431         for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++)
1432         {
1433                 if (e->active)
1434                 {
1435                         frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1436                         intframe = (int)frame;
1437                         if (intframe < 0 || intframe >= e->endframe)
1438                         {
1439                                 memset(e, 0, sizeof(*e));
1440                                 while (cl.num_effects > 0 && !cl.effects[cl.num_effects - 1].active)
1441                                         cl.num_effects--;
1442                                 continue;
1443                         }
1444
1445                         if (intframe != e->frame)
1446                         {
1447                                 e->frame = intframe;
1448                                 e->frame1time = e->frame2time;
1449                                 e->frame2time = cl.time;
1450                         }
1451
1452                         // if we're drawing effects, get a new temp entity
1453                         // (NewTempEntity adds it to the render entities list for us)
1454                         if (r_draweffects.integer && (ent = CL_NewTempEntity()))
1455                         {
1456                                 // interpolation stuff
1457                                 ent->render.frame1 = intframe;
1458                                 ent->render.frame2 = intframe + 1;
1459                                 if (ent->render.frame2 >= e->endframe)
1460                                         ent->render.frame2 = -1; // disappear
1461                                 ent->render.framelerp = frame - intframe;
1462                                 ent->render.frame1time = e->frame1time;
1463                                 ent->render.frame2time = e->frame2time;
1464
1465                                 // normal stuff
1466                                 if(e->modelindex < MAX_MODELS)
1467                                         ent->render.model = cl.model_precache[e->modelindex];
1468                                 else
1469                                         ent->render.model = cl.csqc_model_precache[-(e->modelindex+1)];
1470                                 ent->render.frame = ent->render.frame2;
1471                                 ent->render.colormap = -1; // no special coloring
1472                                 ent->render.alpha = 1;
1473                                 VectorSet(ent->render.colormod, 1, 1, 1);
1474
1475                                 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1476                                 CL_UpdateRenderEntity(&ent->render);
1477                         }
1478                 }
1479         }
1480 }
1481
1482 void CL_Beam_CalculatePositions(const beam_t *b, vec3_t start, vec3_t end)
1483 {
1484         VectorCopy(b->start, start);
1485         VectorCopy(b->end, end);
1486
1487         // if coming from the player, update the start position
1488         if (b->entity == cl.viewentity)
1489         {
1490                 if (cl_beams_quakepositionhack.integer && !chase_active.integer)
1491                 {
1492                         // LordHavoc: this is a stupid hack from Quake that makes your
1493                         // lightning appear to come from your waist and cover less of your
1494                         // view
1495                         // in Quake this hack was applied to all players (causing the
1496                         // infamous crotch-lightning), but in darkplaces and QuakeWorld it
1497                         // only applies to your own lightning, and only in first person
1498                         Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, start);
1499                 }
1500                 if (cl_beams_instantaimhack.integer)
1501                 {
1502                         vec3_t dir, localend;
1503                         vec_t len;
1504                         // LordHavoc: this updates the beam direction to match your
1505                         // viewangles
1506                         VectorSubtract(end, start, dir);
1507                         len = VectorLength(dir);
1508                         VectorNormalize(dir);
1509                         VectorSet(localend, len, 0, 0);
1510                         Matrix4x4_Transform(&r_view.matrix, localend, end);
1511                 }
1512         }
1513 }
1514
1515 void CL_RelinkBeams(void)
1516 {
1517         int i;
1518         beam_t *b;
1519         vec3_t dist, org, start, end;
1520         float d;
1521         entity_t *ent;
1522         float yaw, pitch;
1523         float forward;
1524         matrix4x4_t tempmatrix;
1525
1526         for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++)
1527         {
1528                 if (!b->model)
1529                         continue;
1530                 if (b->endtime < cl.time)
1531                 {
1532                         b->model = NULL;
1533                         continue;
1534                 }
1535
1536                 CL_Beam_CalculatePositions(b, start, end);
1537
1538                 if (b->lightning)
1539                 {
1540                         if (cl_beams_lightatend.integer && r_refdef.numlights < MAX_DLIGHTS)
1541                         {
1542                                 // FIXME: create a matrix from the beam start/end orientation
1543                                 vec3_t dlightcolor;
1544                                 VectorSet(dlightcolor, 0.3, 0.7, 1);
1545                                 Matrix4x4_CreateFromQuakeEntity(&tempmatrix, end[0], end[1], end[2], 0, 0, 0, 200);
1546                                 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);
1547                         }
1548                         if (cl_beams_polygons.integer)
1549                                 continue;
1550                 }
1551
1552                 // calculate pitch and yaw
1553                 // (this is similar to the QuakeC builtin function vectoangles)
1554                 VectorSubtract(end, start, dist);
1555                 if (dist[1] == 0 && dist[0] == 0)
1556                 {
1557                         yaw = 0;
1558                         if (dist[2] > 0)
1559                                 pitch = 90;
1560                         else
1561                                 pitch = 270;
1562                 }
1563                 else
1564                 {
1565                         yaw = (int) (atan2(dist[1], dist[0]) * 180 / M_PI);
1566                         if (yaw < 0)
1567                                 yaw += 360;
1568
1569                         forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1570                         pitch = (int) (atan2(dist[2], forward) * 180 / M_PI);
1571                         if (pitch < 0)
1572                                 pitch += 360;
1573                 }
1574
1575                 // add new entities for the lightning
1576                 VectorCopy (start, org);
1577                 d = VectorNormalizeLength(dist);
1578                 while (d > 0)
1579                 {
1580                         ent = CL_NewTempEntity ();
1581                         if (!ent)
1582                                 return;
1583                         //VectorCopy (org, ent->render.origin);
1584                         ent->render.model = b->model;
1585                         //ent->render.effects = EF_FULLBRIGHT;
1586                         //ent->render.angles[0] = pitch;
1587                         //ent->render.angles[1] = yaw;
1588                         //ent->render.angles[2] = rand()%360;
1589                         Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1590                         CL_UpdateRenderEntity(&ent->render);
1591                         VectorMA(org, 30, dist, org);
1592                         d -= 30;
1593                 }
1594         }
1595
1596         while (cl.num_beams > 0 && !cl.beams[cl.num_beams - 1].model)
1597                 cl.num_beams--;
1598 }
1599
1600 static void CL_RelinkQWNails(void)
1601 {
1602         int i;
1603         vec_t *v;
1604         entity_t *ent;
1605
1606         for (i = 0;i < cl.qw_num_nails;i++)
1607         {
1608                 v = cl.qw_nails[i];
1609
1610                 // if we're drawing effects, get a new temp entity
1611                 // (NewTempEntity adds it to the render entities list for us)
1612                 if (!(ent = CL_NewTempEntity()))
1613                         continue;
1614
1615                 // normal stuff
1616                 ent->render.model = cl.model_precache[cl.qw_modelindex_spike];
1617                 ent->render.colormap = -1; // no special coloring
1618                 ent->render.alpha = 1;
1619                 VectorSet(ent->render.colormod, 1, 1, 1);
1620
1621                 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
1622                 CL_UpdateRenderEntity(&ent->render);
1623         }
1624 }
1625
1626 void CL_LerpPlayer(float frac)
1627 {
1628         int i;
1629
1630         cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
1631         for (i = 0;i < 3;i++)
1632         {
1633                 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
1634                 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
1635                 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1636         }
1637
1638         // interpolate the angles if playing a demo or spectating someone
1639         if (cls.demoplayback || cl.fixangle[0])
1640         {
1641                 for (i = 0;i < 3;i++)
1642                 {
1643                         float d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
1644                         if (d > 180)
1645                                 d -= 360;
1646                         else if (d < -180)
1647                                 d += 360;
1648                         cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
1649                 }
1650         }
1651 }
1652
1653 void CSQC_RelinkAllEntities (int drawmask)
1654 {
1655         // link stuff
1656         CL_RelinkWorld();
1657         CL_RelinkStaticEntities();
1658         CL_RelinkBeams();
1659         CL_RelinkEffects();
1660
1661         // link stuff
1662         if (drawmask & ENTMASK_ENGINE)
1663         {
1664                 CL_RelinkNetworkEntities();
1665                 if (drawmask & ENTMASK_ENGINEVIEWMODELS)
1666                         CL_LinkNetworkEntity(&cl.viewent); // link gun model
1667                 CL_RelinkQWNails();
1668         }
1669
1670         // update view blend
1671         V_CalcViewBlend();
1672 }
1673
1674 /*
1675 ===============
1676 CL_ReadFromServer
1677
1678 Read all incoming data from the server
1679 ===============
1680 */
1681 int CL_ReadFromServer(void)
1682 {
1683         CL_ReadDemoMessage();
1684         CL_SendMove();
1685
1686         r_refdef.time = cl.time;
1687         r_refdef.extraupdate = !r_speeds.integer;
1688         r_refdef.numentities = 0;
1689         r_refdef.numlights = 0;
1690         r_view.matrix = identitymatrix;
1691
1692         cl.num_brushmodel_entities = 0;
1693
1694         if (cls.state == ca_connected && cls.signon == SIGNONS)
1695         {
1696                 // prepare for a new frame
1697                 CL_LerpPlayer(CL_LerpPoint());
1698                 CL_DecayLightFlashes();
1699                 CL_ClearTempEntities();
1700                 V_DriftPitch();
1701                 V_FadeViewFlashs();
1702
1703                 if (cl.movement_predicted)
1704                 {
1705                         // if prediction is enabled we have to update all the collidable
1706                         // network entities before the prediction code can be run
1707                         CL_UpdateNetworkCollisionEntities();
1708                 }
1709
1710                 // now update the player prediction
1711                 CL_ClientMovement_Replay();
1712
1713                 // update the player entity (which may be predicted)
1714                 CL_UpdateNetworkEntity(cl.entities + cl.viewentity, 32, true);
1715
1716                 // now update the view (which depends on that player entity)
1717                 V_CalcRefdef();
1718
1719                 // now update all the network entities and create particle trails
1720                 // (some entities may depend on the view)
1721                 CL_UpdateNetworkEntities();
1722
1723                 // update the engine-based viewmodel
1724                 CL_UpdateViewModel();
1725
1726                 CL_RelinkLightFlashes();
1727                 CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS);
1728
1729                 // move particles
1730                 CL_MoveParticles();
1731                 R_MoveExplosions();
1732
1733                 // update the r_refdef time again because cl.time may have changed in
1734                 // CL_LerpPoint()
1735                 r_refdef.time = cl.time;
1736         }
1737
1738         return 0;
1739 }
1740
1741 // LordHavoc: pausedemo command
1742 static void CL_PauseDemo_f (void)
1743 {
1744         cls.demopaused = !cls.demopaused;
1745         if (cls.demopaused)
1746                 Con_Print("Demo paused\n");
1747         else
1748                 Con_Print("Demo unpaused\n");
1749 }
1750
1751 /*
1752 ======================
1753 CL_Fog_f
1754 ======================
1755 */
1756 static void CL_Fog_f (void)
1757 {
1758         if (Cmd_Argc () == 1)
1759         {
1760                 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);
1761                 return;
1762         }
1763         r_refdef.fog_density = atof(Cmd_Argv(1));
1764         r_refdef.fog_red = atof(Cmd_Argv(2));
1765         r_refdef.fog_green = atof(Cmd_Argv(3));
1766         r_refdef.fog_blue = atof(Cmd_Argv(4));
1767 }
1768
1769 /*
1770 ====================
1771 CL_TimeRefresh_f
1772
1773 For program optimization
1774 ====================
1775 */
1776 static void CL_TimeRefresh_f (void)
1777 {
1778         int i;
1779         float timestart, timedelta, oldangles[3];
1780
1781         r_refdef.extraupdate = false;
1782         VectorCopy(cl.viewangles, oldangles);
1783         VectorClear(cl.viewangles);
1784
1785         timestart = Sys_DoubleTime();
1786         for (i = 0;i < 128;i++)
1787         {
1788                 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);
1789                 CL_UpdateScreen();
1790         }
1791         timedelta = Sys_DoubleTime() - timestart;
1792
1793         VectorCopy(oldangles, cl.viewangles);
1794         Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
1795 }
1796
1797 void CL_AreaStats_f(void)
1798 {
1799         World_PrintAreaStats(&cl.world, "client");
1800 }
1801
1802 /*
1803 ===========
1804 CL_Shutdown
1805 ===========
1806 */
1807 void CL_Shutdown (void)
1808 {
1809         CL_Particles_Shutdown();
1810         CL_Parse_Shutdown();
1811
1812         Mem_FreePool (&cls.permanentmempool);
1813         Mem_FreePool (&cls.levelmempool);
1814 }
1815
1816 /*
1817 =================
1818 CL_Init
1819 =================
1820 */
1821 void CL_Init (void)
1822 {
1823         cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL);
1824         cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL);
1825
1826         memset(&r_refdef, 0, sizeof(r_refdef));
1827         // max entities sent to renderer per frame
1828         r_refdef.maxentities = MAX_EDICTS + 256 + 512;
1829         r_refdef.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.maxentities);
1830
1831         CL_InitInput ();
1832
1833 //
1834 // register our commands
1835 //
1836         Cvar_RegisterVariable (&cl_upspeed);
1837         Cvar_RegisterVariable (&cl_forwardspeed);
1838         Cvar_RegisterVariable (&cl_backspeed);
1839         Cvar_RegisterVariable (&cl_sidespeed);
1840         Cvar_RegisterVariable (&cl_movespeedkey);
1841         Cvar_RegisterVariable (&cl_yawspeed);
1842         Cvar_RegisterVariable (&cl_pitchspeed);
1843         Cvar_RegisterVariable (&cl_anglespeedkey);
1844         Cvar_RegisterVariable (&cl_shownet);
1845         Cvar_RegisterVariable (&cl_nolerp);
1846         Cvar_RegisterVariable (&lookspring);
1847         Cvar_RegisterVariable (&lookstrafe);
1848         Cvar_RegisterVariable (&sensitivity);
1849         Cvar_RegisterVariable (&freelook);
1850
1851         Cvar_RegisterVariable (&m_pitch);
1852         Cvar_RegisterVariable (&m_yaw);
1853         Cvar_RegisterVariable (&m_forward);
1854         Cvar_RegisterVariable (&m_side);
1855
1856         Cvar_RegisterVariable (&cl_itembobspeed);
1857         Cvar_RegisterVariable (&cl_itembobheight);
1858
1859         Cmd_AddCommand ("entities", CL_PrintEntities_f, "print information on network entities known to client");
1860         Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
1861         Cmd_AddCommand ("record", CL_Record_f, "record a demo");
1862         Cmd_AddCommand ("stop", CL_Stop_f, "stop recording or playing a demo");
1863         Cmd_AddCommand ("playdemo", CL_PlayDemo_f, "watch a demo file");
1864         Cmd_AddCommand ("timedemo", CL_TimeDemo_f, "play back a demo as fast as possible and save statistics to benchmark.log");
1865
1866 #ifdef AUTODEMO_BROKEN
1867         Cvar_RegisterVariable (&cl_autodemo);
1868         Cvar_RegisterVariable (&cl_autodemo_nameformat);
1869 #endif
1870
1871         Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue)");
1872
1873         // LordHavoc: added pausedemo
1874         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)");
1875
1876         Cmd_AddCommand ("cl_areastats", CL_AreaStats_f, "prints statistics on entity culling during collision traces");
1877
1878         Cvar_RegisterVariable(&r_draweffects);
1879         Cvar_RegisterVariable(&cl_explosions_alpha_start);
1880         Cvar_RegisterVariable(&cl_explosions_alpha_end);
1881         Cvar_RegisterVariable(&cl_explosions_size_start);
1882         Cvar_RegisterVariable(&cl_explosions_size_end);
1883         Cvar_RegisterVariable(&cl_explosions_lifetime);
1884         Cvar_RegisterVariable(&cl_stainmaps);
1885         Cvar_RegisterVariable(&cl_stainmaps_clearonload);
1886         Cvar_RegisterVariable(&cl_beams_polygons);
1887         Cvar_RegisterVariable(&cl_beams_quakepositionhack);
1888         Cvar_RegisterVariable(&cl_beams_instantaimhack);
1889         Cvar_RegisterVariable(&cl_beams_lightatend);
1890         Cvar_RegisterVariable(&cl_noplayershadow);
1891         Cvar_RegisterVariable(&cl_dlights_decayradius);
1892         Cvar_RegisterVariable(&cl_dlights_decaybrightness);
1893
1894         Cvar_RegisterVariable(&cl_prydoncursor);
1895
1896         Cvar_RegisterVariable(&cl_deathnoviewmodel);
1897
1898         // for QW connections
1899         Cvar_RegisterVariable(&qport);
1900         Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff);
1901
1902         Cmd_AddCommand("timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
1903
1904         CL_Parse_Init();
1905         CL_Particles_Init();
1906         CL_Screen_Init();
1907
1908         CL_Video_Init();
1909 }
1910
1911
1912