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1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // cl_main.c  -- client main loop
21
22 #include "quakedef.h"
23 #include "cl_collision.h"
24 #include "cl_gecko.h"
25 #include "cl_video.h"
26 #include "image.h"
27 #include "csprogs.h"
28 #include "r_shadow.h"
29 #include "libcurl.h"
30 #include "snd_main.h"
31
32 // we need to declare some mouse variables here, because the menu system
33 // references them even when on a unix system.
34
35 cvar_t csqc_progname = {0, "csqc_progname","csprogs.dat","name of csprogs.dat file to load"};
36 cvar_t csqc_progcrc = {CVAR_READONLY, "csqc_progcrc","-1","CRC of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"};
37 cvar_t csqc_progsize = {CVAR_READONLY, "csqc_progsize","-1","file size of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"};
38
39 cvar_t cl_shownet = {0, "cl_shownet","0","1 = print packet size, 2 = print packet message list"};
40 cvar_t cl_nolerp = {0, "cl_nolerp", "0","network update smoothing"};
41
42 cvar_t cl_itembobheight = {0, "cl_itembobheight", "0","how much items bob up and down (try 8)"};
43 cvar_t cl_itembobspeed = {0, "cl_itembobspeed", "0.5","how frequently items bob up and down"};
44
45 cvar_t lookspring = {CVAR_SAVE, "lookspring","0","returns pitch to level with the floor when no longer holding a pitch key"};
46 cvar_t lookstrafe = {CVAR_SAVE, "lookstrafe","0","move instead of turning"};
47 cvar_t sensitivity = {CVAR_SAVE, "sensitivity","3","mouse speed multiplier"};
48
49 cvar_t m_pitch = {CVAR_SAVE, "m_pitch","0.022","mouse pitch speed multiplier"};
50 cvar_t m_yaw = {CVAR_SAVE, "m_yaw","0.022","mouse yaw speed multiplier"};
51 cvar_t m_forward = {CVAR_SAVE, "m_forward","1","mouse forward speed multiplier"};
52 cvar_t m_side = {CVAR_SAVE, "m_side","0.8","mouse side speed multiplier"};
53
54 cvar_t freelook = {CVAR_SAVE, "freelook", "1","mouse controls pitch instead of forward/back"};
55
56 cvar_t cl_autodemo = {CVAR_SAVE, "cl_autodemo", "0", "records every game played, using the date/time and map name to name the demo file" };
57 cvar_t cl_autodemo_nameformat = {CVAR_SAVE, "cl_autodemo_nameformat", "autodemos/%Y-%m-%d_%H-%M", "The format of the cl_autodemo filename, followed by the map name" };
58
59 cvar_t r_draweffects = {0, "r_draweffects", "1","renders temporary sprite effects"};
60
61 cvar_t cl_explosions_alpha_start = {CVAR_SAVE, "cl_explosions_alpha_start", "1.5","starting alpha of an explosion shell"};
62 cvar_t cl_explosions_alpha_end = {CVAR_SAVE, "cl_explosions_alpha_end", "0","end alpha of an explosion shell (just before it disappears)"};
63 cvar_t cl_explosions_size_start = {CVAR_SAVE, "cl_explosions_size_start", "16","starting size of an explosion shell"};
64 cvar_t cl_explosions_size_end = {CVAR_SAVE, "cl_explosions_size_end", "128","ending alpha of an explosion shell (just before it disappears)"};
65 cvar_t cl_explosions_lifetime = {CVAR_SAVE, "cl_explosions_lifetime", "0.5","how long an explosion shell lasts"};
66
67 cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "0","stains lightmaps, much faster than decals but blurred"};
68 cvar_t cl_stainmaps_clearonload = {CVAR_SAVE, "cl_stainmaps_clearonload", "1","clear stainmaps on map restart"};
69
70 cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1","use beam polygons instead of models"};
71 cvar_t cl_beams_quakepositionhack = {CVAR_SAVE, "cl_beams_quakepositionhack", "1", "makes your lightning gun appear to fire from your waist (as in Quake and QuakeWorld)"};
72 cvar_t cl_beams_instantaimhack = {CVAR_SAVE, "cl_beams_instantaimhack", "0", "makes your lightning gun aiming update instantly"};
73 cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0", "make a light at the end of the beam"};
74
75 cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0","hide player shadow"};
76
77 cvar_t cl_dlights_decayradius = {CVAR_SAVE, "cl_dlights_decayradius", "1", "reduces size of light flashes over time"};
78 cvar_t cl_dlights_decaybrightness = {CVAR_SAVE, "cl_dlights_decaybrightness", "1", "reduces brightness of light flashes over time"};
79
80 cvar_t qport = {0, "qport", "0", "identification key for playing on qw servers (allows you to maintain a connection to a quakeworld server even if your port changes)"};
81
82 cvar_t cl_prydoncursor = {0, "cl_prydoncursor", "0", "enables a mouse pointer which is able to click on entities in the world, useful for point and click mods, see PRYDON_CLIENTCURSOR extension in dpextensions.qc"};
83
84 cvar_t cl_deathnoviewmodel = {0, "cl_deathnoviewmodel", "1", "hides gun model when dead"};
85
86 cvar_t cl_locs_enable = {CVAR_SAVE, "locs_enable", "1", "enables replacement of certain % codes in chat messages: %l (location), %d (last death location), %h (health), %a (armor), %x (rockets), %c (cells), %r (rocket launcher status), %p (powerup status), %w (weapon status), %t (current time in level)"};
87 cvar_t cl_locs_show = {0, "locs_show", "0", "shows defined locations for editing purposes"};
88
89 client_static_t cls;
90 client_state_t  cl;
91
92 #define MAX_PARTICLES                   32768   // default max # of particles at one time
93 #define MAX_DECALS                              32768   // default max # of decals at one time
94 #define ABSOLUTE_MIN_PARTICLES  512             // no fewer than this no matter what's on the command line
95
96 /*
97 =====================
98 CL_ClearState
99
100 =====================
101 */
102 void CL_ClearState(void)
103 {
104         int i;
105         entity_t *ent;
106
107 // wipe the entire cl structure
108         Mem_EmptyPool(cls.levelmempool);
109         memset (&cl, 0, sizeof(cl));
110
111         S_StopAllSounds();
112
113         // reset the view zoom interpolation
114         cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
115         cl.sensitivityscale = 1.0f;
116
117         // enable rendering of the world and such
118         cl.csqc_vidvars.drawworld = true;
119         cl.csqc_vidvars.drawenginesbar = true;
120         cl.csqc_vidvars.drawcrosshair = true;
121
122         // set up the float version of the stats array for easier access to float stats
123         cl.statsf = (float *)cl.stats;
124
125         cl.num_entities = 0;
126         cl.num_static_entities = 0;
127         cl.num_brushmodel_entities = 0;
128
129         // tweak these if the game runs out
130         cl.max_entities = 256;
131         cl.max_static_entities = 256;
132         cl.max_effects = 256;
133         cl.max_beams = 256;
134         cl.max_dlights = MAX_DLIGHTS;
135         cl.max_lightstyle = MAX_LIGHTSTYLES;
136         cl.max_brushmodel_entities = MAX_EDICTS;
137         cl.max_particles = MAX_PARTICLES;
138         cl.max_decals = MAX_DECALS;
139         cl.max_showlmps = 0;
140
141 // COMMANDLINEOPTION: Client: -particles <number> changes maximum number of particles at once, default 32768
142         i = COM_CheckParm ("-particles");
143         if (i && i < com_argc - 1)
144         {
145                 cl.max_particles = (int)(atoi(com_argv[i+1]));
146                 if (cl.max_particles < ABSOLUTE_MIN_PARTICLES)
147                         cl.max_particles = ABSOLUTE_MIN_PARTICLES;
148         }
149
150         cl.num_dlights = 0;
151         cl.num_effects = 0;
152         cl.num_beams = 0;
153
154         cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
155         cl.entities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));
156         cl.static_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_static_entities * sizeof(entity_t));
157         cl.effects = (cl_effect_t *)Mem_Alloc(cls.levelmempool, cl.max_effects * sizeof(cl_effect_t));
158         cl.beams = (beam_t *)Mem_Alloc(cls.levelmempool, cl.max_beams * sizeof(beam_t));
159         cl.dlights = (dlight_t *)Mem_Alloc(cls.levelmempool, cl.max_dlights * sizeof(dlight_t));
160         cl.lightstyle = (lightstyle_t *)Mem_Alloc(cls.levelmempool, cl.max_lightstyle * sizeof(lightstyle_t));
161         cl.brushmodel_entities = (int *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(int));
162         cl.particles = (particle_t *) Mem_Alloc(cls.levelmempool, cl.max_particles * sizeof(particle_t));
163         cl.decals = (decal_t *) Mem_Alloc(cls.levelmempool, cl.max_decals * sizeof(decal_t));
164         cl.showlmps = NULL;
165
166         // LordHavoc: have to set up the baseline info for alpha and other stuff
167         for (i = 0;i < cl.max_entities;i++)
168         {
169                 cl.entities[i].state_baseline = defaultstate;
170                 cl.entities[i].state_previous = defaultstate;
171                 cl.entities[i].state_current = defaultstate;
172         }
173
174         if (gamemode == GAME_NEXUIZ)
175         {
176                 VectorSet(cl.playerstandmins, -16, -16, -24);
177                 VectorSet(cl.playerstandmaxs, 16, 16, 45);
178                 VectorSet(cl.playercrouchmins, -16, -16, -24);
179                 VectorSet(cl.playercrouchmaxs, 16, 16, 25);
180         }
181         else
182         {
183                 VectorSet(cl.playerstandmins, -16, -16, -24);
184                 VectorSet(cl.playerstandmaxs, 16, 16, 24);
185                 VectorSet(cl.playercrouchmins, -16, -16, -24);
186                 VectorSet(cl.playercrouchmaxs, 16, 16, 24);
187         }
188
189         // disable until we get textures for it
190         R_ResetSkyBox();
191
192         ent = &cl.entities[0];
193         // entire entity array was cleared, so just fill in a few fields
194         ent->state_current.active = true;
195         ent->render.model = cl.worldmodel = NULL; // no world model yet
196         ent->render.alpha = 1;
197         ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
198         Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1);
199         CL_UpdateRenderEntity(&ent->render);
200
201         // noclip is turned off at start
202         noclip_anglehack = false;
203
204         // mark all frames invalid for delta
205         memset(cl.qw_deltasequence, -1, sizeof(cl.qw_deltasequence));
206
207         // set bestweapon data back to Quake data
208         IN_BestWeapon_ResetData();
209
210         CL_Screen_NewMap();
211 }
212
213 void CL_SetInfo(const char *key, const char *value, qboolean send, qboolean allowstarkey, qboolean allowmodel, qboolean quiet)
214 {
215         int i;
216         qboolean fail = false;
217         if (!allowstarkey && key[0] == '*')
218                 fail = true;
219         if (!allowmodel && (!strcasecmp(key, "pmodel") || !strcasecmp(key, "emodel")))
220                 fail = true;
221         for (i = 0;key[i];i++)
222                 if (key[i] <= ' ' || key[i] == '\"')
223                         fail = true;
224         for (i = 0;value[i];i++)
225                 if (value[i] == '\r' || value[i] == '\n' || value[i] == '\"')
226                         fail = true;
227         if (fail)
228         {
229                 if (!quiet)
230                         Con_Printf("Can't setinfo \"%s\" \"%s\"\n", key, value);
231                 return;
232         }
233         InfoString_SetValue(cls.userinfo, sizeof(cls.userinfo), key, value);
234         if (cls.state == ca_connected && cls.netcon)
235         {
236                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
237                 {
238                         MSG_WriteByte(&cls.netcon->message, qw_clc_stringcmd);
239                         MSG_WriteString(&cls.netcon->message, va("setinfo \"%s\" \"%s\"", key, value));
240                 }
241                 else if (!strcasecmp(key, "name"))
242                 {
243                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
244                         MSG_WriteString(&cls.netcon->message, va("name \"%s\"", value));
245                 }
246                 else if (!strcasecmp(key, "playermodel"))
247                 {
248                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
249                         MSG_WriteString(&cls.netcon->message, va("playermodel \"%s\"", value));
250                 }
251                 else if (!strcasecmp(key, "playerskin"))
252                 {
253                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
254                         MSG_WriteString(&cls.netcon->message, va("playerskin \"%s\"", value));
255                 }
256                 else if (!strcasecmp(key, "topcolor"))
257                 {
258                         // don't send anything, the combined color code will be updated manually
259                 }
260                 else if (!strcasecmp(key, "bottomcolor"))
261                 {
262                         // don't send anything, the combined color code will be updated manually
263                 }
264                 else if (!strcasecmp(key, "rate"))
265                 {
266                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
267                         MSG_WriteString(&cls.netcon->message, va("rate \"%s\"", value));
268                 }
269         }
270 }
271
272 void CL_ExpandEntities(int num)
273 {
274         int i, oldmaxentities;
275         entity_t *oldentities;
276         if (num >= cl.max_entities)
277         {
278                 if (!cl.entities)
279                         Sys_Error("CL_ExpandEntities: cl.entities not initialized");
280                 if (num >= MAX_EDICTS)
281                         Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
282                 oldmaxentities = cl.max_entities;
283                 oldentities = cl.entities;
284                 cl.max_entities = (num & ~255) + 256;
285                 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
286                 memcpy(cl.entities, oldentities, oldmaxentities * sizeof(entity_t));
287                 Mem_Free(oldentities);
288                 for (i = oldmaxentities;i < cl.max_entities;i++)
289                 {
290                         cl.entities[i].state_baseline = defaultstate;
291                         cl.entities[i].state_previous = defaultstate;
292                         cl.entities[i].state_current = defaultstate;
293                 }
294         }
295 }
296
297 void CL_VM_ShutDown (void);
298 /*
299 =====================
300 CL_Disconnect
301
302 Sends a disconnect message to the server
303 This is also called on Host_Error, so it shouldn't cause any errors
304 =====================
305 */
306 void CL_Disconnect(void)
307 {
308         if (cls.state == ca_dedicated)
309                 return;
310
311         if (COM_CheckParm("-profilegameonly"))
312                 Sys_AllowProfiling(false);
313
314         Curl_Clear_forthismap();
315
316         Con_DPrintf("CL_Disconnect\n");
317
318         CL_VM_ShutDown();
319 // stop sounds (especially looping!)
320         S_StopAllSounds ();
321
322         cl.parsingtextexpectingpingforscores = 0; // just in case no reply has come yet
323
324         // clear contents blends
325         cl.cshifts[0].percent = 0;
326         cl.cshifts[1].percent = 0;
327         cl.cshifts[2].percent = 0;
328         cl.cshifts[3].percent = 0;
329
330         cl.worldmodel = NULL;
331
332         CL_Parse_ErrorCleanUp();
333
334         if (cls.demoplayback)
335                 CL_StopPlayback();
336         else if (cls.netcon)
337         {
338                 sizebuf_t buf;
339                 unsigned char bufdata[8];
340                 if (cls.demorecording)
341                         CL_Stop_f();
342
343                 // send disconnect message 3 times to improve chances of server
344                 // receiving it (but it still fails sometimes)
345                 memset(&buf, 0, sizeof(buf));
346                 buf.data = bufdata;
347                 buf.maxsize = sizeof(bufdata);
348                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
349                 {
350                         Con_DPrint("Sending drop command\n");
351                         MSG_WriteByte(&buf, qw_clc_stringcmd);
352                         MSG_WriteString(&buf, "drop");
353                 }
354                 else
355                 {
356                         Con_DPrint("Sending clc_disconnect\n");
357                         MSG_WriteByte(&buf, clc_disconnect);
358                 }
359                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
360                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
361                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol, 10000, false);
362                 NetConn_Close(cls.netcon);
363                 cls.netcon = NULL;
364         }
365         cls.state = ca_disconnected;
366
367         cls.demoplayback = cls.timedemo = false;
368         cls.signon = 0;
369 }
370
371 void CL_Disconnect_f(void)
372 {
373         CL_Disconnect ();
374         if (sv.active)
375                 Host_ShutdownServer ();
376 }
377
378
379
380
381 /*
382 =====================
383 CL_EstablishConnection
384
385 Host should be either "local" or a net address
386 =====================
387 */
388 void CL_EstablishConnection(const char *host)
389 {
390         if (cls.state == ca_dedicated)
391                 return;
392
393         // clear menu's connect error message
394         M_Update_Return_Reason("");
395         cls.demonum = -1;
396
397         // stop demo loop in case this fails
398         if (cls.demoplayback)
399                 CL_StopPlayback();
400
401         // if downloads are running, cancel their finishing action
402         Curl_Clear_forthismap();
403
404         // make sure the client ports are open before attempting to connect
405         NetConn_UpdateSockets();
406
407         // run a network frame
408         //NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
409
410         if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
411         {
412                 cls.connect_trying = true;
413                 cls.connect_remainingtries = 3;
414                 cls.connect_nextsendtime = 0;
415                 M_Update_Return_Reason("Trying to connect...");
416                 // run several network frames to jump into the game quickly
417                 //if (sv.active)
418                 //{
419                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
420                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
421                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
422                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
423                 //}
424         }
425         else
426         {
427                 Con_Print("Unable to find a suitable network socket to connect to server.\n");
428                 M_Update_Return_Reason("No network");
429         }
430 }
431
432 /*
433 ==============
434 CL_PrintEntities_f
435 ==============
436 */
437 static void CL_PrintEntities_f(void)
438 {
439         entity_t *ent;
440         int i;
441
442         for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++)
443         {
444                 const char* modelname;
445
446                 if (!ent->state_current.active)
447                         continue;
448
449                 if (ent->render.model)
450                         modelname = ent->render.model->name;
451                 else
452                         modelname = "--no model--";
453                 Con_Printf("%3i: %-25s:%4i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", i, modelname, ent->render.frame2, (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);
454         }
455 }
456
457 /*
458 ===============
459 CL_ModelIndexList_f
460
461 List information on all models in the client modelindex
462 ===============
463 */
464 static void CL_ModelIndexList_f(void)
465 {
466         int i = 1;
467
468         // Print Header
469         Con_Printf("%3s: %-30s %-8s %-8s\n", "ID", "Name", "Type", "Triangles");
470
471         while(cl.model_precache[i] && i != MAX_MODELS)
472         { // Valid Model
473                 if(cl.model_precache[i]->loaded || cl.model_precache[i]->isworldmodel)
474                         Con_Printf("%3i: %-30s %-8s %-10i\n", i, cl.model_precache[i]->name, cl.model_precache[i]->modeldatatypestring, cl.model_precache[i]->surfmesh.num_triangles);
475                 else
476                         Con_Printf("%3i: %-30s %-30s\n", i, cl.model_precache[i]->name, "--no local model found--");
477                 i++;
478         }
479 }
480
481 /*
482 ===============
483 CL_SoundIndexList_f
484
485 List all sounds in the client soundindex
486 ===============
487 */
488 static void CL_SoundIndexList_f(void)
489 {
490         int i = 1;
491
492         while(cl.sound_precache[i] && i != MAX_SOUNDS)
493         { // Valid Sound
494                 Con_Printf("%i : %s\n", i, cl.sound_precache[i]->name);
495                 i++;
496         }
497 }
498
499 static void CL_UpdateRenderEntity_Lighting(entity_render_t *ent)
500 {
501         vec3_t tempdiffusenormal;
502
503         // fetch the lighting from the worldmodel data
504         VectorSet(ent->modellight_ambient, r_ambient.value * (2.0f / 128.0f), r_ambient.value * (2.0f / 128.0f), r_ambient.value * (2.0f / 128.0f));
505         VectorClear(ent->modellight_diffuse);
506         VectorClear(tempdiffusenormal);
507         if ((ent->flags & RENDER_LIGHT) && cl.worldmodel && cl.worldmodel->brush.LightPoint)
508         {
509                 vec3_t org;
510                 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
511                 cl.worldmodel->brush.LightPoint(cl.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
512         }
513         else // highly rare
514                 VectorSet(ent->modellight_ambient, 1, 1, 1);
515
516         // move the light direction into modelspace coordinates for lighting code
517         Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
518         if(VectorLength2(ent->modellight_lightdir) <= 0)
519                 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
520         VectorNormalize(ent->modellight_lightdir);
521 }
522
523 //static const vec3_t nomodelmins = {-16, -16, -16};
524 //static const vec3_t nomodelmaxs = {16, 16, 16};
525 void CL_UpdateRenderEntity(entity_render_t *ent)
526 {
527         vec3_t org;
528         vec_t scale;
529         model_t *model = ent->model;
530         // update the inverse matrix for the renderer
531         Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
532         // update the animation blend state
533         R_LerpAnimation(ent);
534         // we need the matrix origin to center the box
535         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
536         // update entity->render.scale because the renderer needs it
537         ent->scale = scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
538         if (model)
539         {
540                 // NOTE: this directly extracts vector components from the matrix, which relies on the matrix orientation!
541 #ifdef MATRIX4x4_OPENGLORIENTATION
542                 if (ent->matrix.m[0][2] != 0 || ent->matrix.m[1][2] != 0)
543 #else
544                 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
545 #endif
546                 {
547                         // pitch or roll
548                         VectorMA(org, scale, model->rotatedmins, ent->mins);
549                         VectorMA(org, scale, model->rotatedmaxs, ent->maxs);
550                 }
551 #ifdef MATRIX4x4_OPENGLORIENTATION
552                 else if (ent->matrix.m[1][0] != 0 || ent->matrix.m[0][1] != 0)
553 #else
554                 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
555 #endif
556                 {
557                         // yaw
558                         VectorMA(org, scale, model->yawmins, ent->mins);
559                         VectorMA(org, scale, model->yawmaxs, ent->maxs);
560                 }
561                 else
562                 {
563                         VectorMA(org, scale, model->normalmins, ent->mins);
564                         VectorMA(org, scale, model->normalmaxs, ent->maxs);
565                 }
566         }
567         else
568         {
569                 ent->mins[0] = org[0] - 16;
570                 ent->mins[1] = org[1] - 16;
571                 ent->mins[2] = org[2] - 16;
572                 ent->maxs[0] = org[0] + 16;
573                 ent->maxs[1] = org[1] + 16;
574                 ent->maxs[2] = org[2] + 16;
575         }
576         CL_UpdateRenderEntity_Lighting(ent);
577 }
578
579 /*
580 ===============
581 CL_LerpPoint
582
583 Determines the fraction between the last two messages that the objects
584 should be put at.
585 ===============
586 */
587 static float CL_LerpPoint(void)
588 {
589         float f;
590
591         if (cl_nettimesyncboundmode.integer == 1)
592                 cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
593
594         // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
595         if (cl.mtime[0] <= cl.mtime[1])
596         {
597                 cl.time = cl.mtime[0];
598                 return 1;
599         }
600
601         f = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
602         return bound(0, f, 1);
603 }
604
605 void CL_ClearTempEntities (void)
606 {
607         r_refdef.scene.numtempentities = 0;
608 }
609
610 entity_render_t *CL_NewTempEntity(void)
611 {
612         entity_render_t *render;
613
614         if (r_refdef.scene.numentities >= r_refdef.scene.maxentities)
615                 return NULL;
616         if (r_refdef.scene.numtempentities >= r_refdef.scene.maxtempentities)
617                 return NULL;
618         render = &r_refdef.scene.tempentities[r_refdef.scene.numtempentities++];
619         memset (render, 0, sizeof(*render));
620         r_refdef.scene.entities[r_refdef.scene.numentities++] = render;
621
622         render->alpha = 1;
623         VectorSet(render->colormod, 1, 1, 1);
624         return render;
625 }
626
627 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
628 {
629         int i;
630         cl_effect_t *e;
631         if (!modelindex) // sanity check
632                 return;
633         if (framerate < 1)
634         {
635                 Con_Printf("CL_Effect: framerate %f is < 1\n", framerate);
636                 return;
637         }
638         if (framecount < 1)
639         {
640                 Con_Printf("CL_Effect: framecount %i is < 1\n", framecount);
641                 return;
642         }
643         for (i = 0, e = cl.effects;i < cl.max_effects;i++, e++)
644         {
645                 if (e->active)
646                         continue;
647                 e->active = true;
648                 VectorCopy(org, e->origin);
649                 e->modelindex = modelindex;
650                 e->starttime = cl.time;
651                 e->startframe = startframe;
652                 e->endframe = startframe + framecount;
653                 e->framerate = framerate;
654
655                 e->frame = 0;
656                 e->frame1time = cl.time;
657                 e->frame2time = cl.time;
658                 cl.num_effects = max(cl.num_effects, i + 1);
659                 break;
660         }
661 }
662
663 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)
664 {
665         int i;
666         dlight_t *dl;
667
668 // then look for anything else
669         dl = cl.dlights;
670         for (i = 0;i < cl.max_dlights;i++, dl++)
671                 if (!dl->radius)
672                         break;
673
674         // unable to find one
675         if (i == cl.max_dlights)
676                 return;
677
678         //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
679         memset (dl, 0, sizeof(*dl));
680         cl.num_dlights = max(cl.num_dlights, i + 1);
681         Matrix4x4_Normalize(&dl->matrix, matrix);
682         dl->ent = ent;
683         Matrix4x4_OriginFromMatrix(&dl->matrix, dl->origin);
684         CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
685         Matrix4x4_SetOrigin(&dl->matrix, dl->origin[0], dl->origin[1], dl->origin[2]);
686         dl->radius = radius;
687         dl->color[0] = red;
688         dl->color[1] = green;
689         dl->color[2] = blue;
690         dl->initialradius = radius;
691         dl->initialcolor[0] = red;
692         dl->initialcolor[1] = green;
693         dl->initialcolor[2] = blue;
694         dl->decay = decay / radius; // changed decay to be a percentage decrease
695         dl->intensity = 1; // this is what gets decayed
696         if (lifetime)
697                 dl->die = cl.time + lifetime;
698         else
699                 dl->die = 0;
700         if (cubemapnum > 0)
701                 dpsnprintf(dl->cubemapname, sizeof(dl->cubemapname), "cubemaps/%i", cubemapnum);
702         else
703                 dl->cubemapname[0] = 0;
704         dl->style = style;
705         dl->shadow = shadowenable;
706         dl->corona = corona;
707         dl->flags = flags;
708         dl->coronasizescale = coronasizescale;
709         dl->ambientscale = ambientscale;
710         dl->diffusescale = diffusescale;
711         dl->specularscale = specularscale;
712 }
713
714 void CL_DecayLightFlashes(void)
715 {
716         int i, oldmax;
717         dlight_t *dl;
718         float time;
719
720         time = bound(0, cl.time - cl.oldtime, 0.1);
721         oldmax = cl.num_dlights;
722         cl.num_dlights = 0;
723         for (i = 0, dl = cl.dlights;i < oldmax;i++, dl++)
724         {
725                 if (dl->radius)
726                 {
727                         dl->intensity -= time * dl->decay;
728                         if (cl.time < dl->die && dl->intensity > 0)
729                         {
730                                 if (cl_dlights_decayradius.integer)
731                                         dl->radius = dl->initialradius * dl->intensity;
732                                 else
733                                         dl->radius = dl->initialradius;
734                                 if (cl_dlights_decaybrightness.integer)
735                                         VectorScale(dl->initialcolor, dl->intensity, dl->color);
736                                 else
737                                         VectorCopy(dl->initialcolor, dl->color);
738                                 cl.num_dlights = i + 1;
739                         }
740                         else
741                                 dl->radius = 0;
742                 }
743         }
744 }
745
746 // called before entity relinking
747 void CL_RelinkLightFlashes(void)
748 {
749         int i, j, k, l;
750         dlight_t *dl;
751         float frac, f;
752         matrix4x4_t tempmatrix;
753
754         if (r_dynamic.integer)
755         {
756                 for (i = 0, dl = cl.dlights;i < cl.num_dlights && r_refdef.scene.numlights < MAX_DLIGHTS;i++, dl++)
757                 {
758                         if (dl->radius)
759                         {
760                                 tempmatrix = dl->matrix;
761                                 Matrix4x4_Scale(&tempmatrix, dl->radius, 1);
762                                 R_RTLight_Update(&r_refdef.scene.lights[r_refdef.scene.numlights++], false, &tempmatrix, dl->color, dl->style, dl->cubemapname, dl->shadow, dl->corona, dl->coronasizescale, dl->ambientscale, dl->diffusescale, dl->specularscale, dl->flags);
763                         }
764                 }
765         }
766
767 // light animations
768 // 'm' is normal light, 'a' is no light, 'z' is double bright
769         f = cl.time * 10;
770         i = (int)floor(f);
771         frac = f - i;
772         for (j = 0;j < cl.max_lightstyle;j++)
773         {
774                 if (!cl.lightstyle || !cl.lightstyle[j].length)
775                 {
776                         r_refdef.scene.rtlightstylevalue[j] = 1;
777                         r_refdef.scene.lightstylevalue[j] = 256;
778                         continue;
779                 }
780                 k = i % cl.lightstyle[j].length;
781                 l = (i-1) % cl.lightstyle[j].length;
782                 k = cl.lightstyle[j].map[k] - 'a';
783                 l = cl.lightstyle[j].map[l] - 'a';
784                 // rtlightstylevalue is always interpolated because it has no bad
785                 // consequences for performance
786                 // lightstylevalue is subject to a cvar for performance reasons;
787                 // skipping lightmap updates on most rendered frames substantially
788                 // improves framerates (but makes light fades look bad)
789                 r_refdef.scene.rtlightstylevalue[j] = ((k*frac)+(l*(1-frac)))*(22/256.0f);
790                 r_refdef.scene.lightstylevalue[j] = r_lerplightstyles.integer ? (unsigned short)(((k*frac)+(l*(1-frac)))*22) : k*22;
791         }
792 }
793
794 void CL_AddQWCTFFlagModel(entity_t *player, int skin)
795 {
796         float f;
797         entity_render_t *flagrender;
798         matrix4x4_t flagmatrix;
799
800         // this code taken from QuakeWorld
801         f = 14;
802         if (player->render.frame2 >= 29 && player->render.frame2 <= 40)
803         {
804                 if (player->render.frame2 >= 29 && player->render.frame2 <= 34)
805                 { //axpain
806                         if      (player->render.frame2 == 29) f = f + 2;
807                         else if (player->render.frame2 == 30) f = f + 8;
808                         else if (player->render.frame2 == 31) f = f + 12;
809                         else if (player->render.frame2 == 32) f = f + 11;
810                         else if (player->render.frame2 == 33) f = f + 10;
811                         else if (player->render.frame2 == 34) f = f + 4;
812                 }
813                 else if (player->render.frame2 >= 35 && player->render.frame2 <= 40)
814                 { // pain
815                         if      (player->render.frame2 == 35) f = f + 2;
816                         else if (player->render.frame2 == 36) f = f + 10;
817                         else if (player->render.frame2 == 37) f = f + 10;
818                         else if (player->render.frame2 == 38) f = f + 8;
819                         else if (player->render.frame2 == 39) f = f + 4;
820                         else if (player->render.frame2 == 40) f = f + 2;
821                 }
822         }
823         else if (player->render.frame2 >= 103 && player->render.frame2 <= 118)
824         {
825                 if      (player->render.frame2 >= 103 && player->render.frame2 <= 104) f = f + 6;  //nailattack
826                 else if (player->render.frame2 >= 105 && player->render.frame2 <= 106) f = f + 6;  //light
827                 else if (player->render.frame2 >= 107 && player->render.frame2 <= 112) f = f + 7;  //rocketattack
828                 else if (player->render.frame2 >= 112 && player->render.frame2 <= 118) f = f + 7;  //shotattack
829         }
830         // end of code taken from QuakeWorld
831
832         flagrender = CL_NewTempEntity();
833         if (!flagrender)
834                 return;
835
836         flagrender->model = cl.model_precache[cl.qw_modelindex_flag];
837         flagrender->skinnum = skin;
838         flagrender->alpha = 1;
839         VectorSet(flagrender->colormod, 1, 1, 1);
840         // attach the flag to the player matrix
841         Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
842         Matrix4x4_Concat(&flagrender->matrix, &player->render.matrix, &flagmatrix);
843         CL_UpdateRenderEntity(flagrender);
844 }
845
846 matrix4x4_t viewmodelmatrix;
847
848 static const vec3_t muzzleflashorigin = {18, 0, 0};
849
850 extern void V_DriftPitch(void);
851 extern void V_FadeViewFlashs(void);
852 extern void V_CalcViewBlend(void);
853 extern void V_CalcRefdef(void);
854
855 void CL_SetEntityColormapColors(entity_render_t *ent, int colormap)
856 {
857         const unsigned char *cbcolor;
858         if (colormap >= 0)
859         {
860                 cbcolor = palette_rgb_pantscolormap[colormap & 0xF];
861                 VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_pantscolor);
862                 cbcolor = palette_rgb_shirtcolormap[(colormap & 0xF0) >> 4];
863                 VectorScale(cbcolor, (1.0f / 255.0f), ent->colormap_shirtcolor);
864         }
865         else
866         {
867                 VectorClear(ent->colormap_pantscolor);
868                 VectorClear(ent->colormap_shirtcolor);
869         }
870 }
871
872 // note this is a recursive function, recursionlimit should be 32 or so on the initial call
873 void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolate)
874 {
875         const matrix4x4_t *matrix;
876         matrix4x4_t blendmatrix, tempmatrix, matrix2;
877         int j, k, l, frame;
878         float origin[3], angles[3], delta[3], lerp, d;
879         entity_t *t;
880         model_t *model;
881         //entity_persistent_t *p = &e->persistent;
882         //entity_render_t *r = &e->render;
883         // skip inactive entities and world
884         if (!e->state_current.active || e == cl.entities)
885                 return;
886         if (recursionlimit < 1)
887                 return;
888         e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
889         e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
890         e->render.flags = e->state_current.flags;
891         e->render.effects = e->state_current.effects;
892         VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
893         e->render.entitynumber = e - cl.entities;
894         if (e->state_current.flags & RENDER_COLORMAPPED)
895                 CL_SetEntityColormapColors(&e->render, e->state_current.colormap);
896         else if (e->state_current.colormap > 0 && e->state_current.colormap <= cl.maxclients && cl.scores != NULL)
897                 CL_SetEntityColormapColors(&e->render, cl.scores[e->state_current.colormap-1].colors);
898         else
899                 CL_SetEntityColormapColors(&e->render, -1);
900         e->render.skinnum = e->state_current.skin;
901         if (e->state_current.tagentity)
902         {
903                 // attached entity (gun held in player model's hand, etc)
904                 // if the tag entity is currently impossible, skip it
905                 if (e->state_current.tagentity >= cl.num_entities)
906                         return;
907                 t = cl.entities + e->state_current.tagentity;
908                 // if the tag entity is inactive, skip it
909                 if (!t->state_current.active)
910                         return;
911                 // update the parent first
912                 CL_UpdateNetworkEntity(t, recursionlimit - 1, interpolate);
913                 // make relative to the entity
914                 matrix = &t->render.matrix;
915                 // some properties of the tag entity carry over
916                 e->render.flags |= t->render.flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
917                 // if a valid tagindex is used, make it relative to that tag instead
918                 // FIXME: use a model function to get tag info (need to handle skeletal)
919                 if (e->state_current.tagentity && e->state_current.tagindex >= 1 && (model = t->render.model))
920                 {
921                         // blend the matrices
922                         memset(&blendmatrix, 0, sizeof(blendmatrix));
923                         for (j = 0;j < 4 && t->render.frameblend[j].lerp > 0;j++)
924                         {
925                                 matrix4x4_t tagmatrix;
926                                 Mod_Alias_GetTagMatrix(model, t->render.frameblend[j].frame, e->state_current.tagindex - 1, &tagmatrix);
927                                 d = t->render.frameblend[j].lerp;
928                                 for (l = 0;l < 4;l++)
929                                         for (k = 0;k < 4;k++)
930                                                 blendmatrix.m[l][k] += d * tagmatrix.m[l][k];
931                         }
932                         // concat the tag matrices onto the entity matrix
933                         Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix);
934                         // use the constructed tag matrix
935                         matrix = &tempmatrix;
936                 }
937         }
938         else if (e->render.flags & RENDER_VIEWMODEL)
939         {
940                 // view-relative entity (guns and such)
941                 if (e->render.effects & EF_NOGUNBOB)
942                         matrix = &r_refdef.view.matrix; // really attached to view
943                 else
944                         matrix = &viewmodelmatrix; // attached to gun bob matrix
945         }
946         else
947         {
948                 // world-relative entity (the normal kind)
949                 matrix = &identitymatrix;
950         }
951
952         // movement lerp
953         // if it's the predicted player entity, update according to client movement
954         // but don't lerp if going through a teleporter as it causes a bad lerp
955         // also don't use the predicted location if fixangle was set on both of
956         // the most recent server messages, as that cause means you are spectating
957         // someone or watching a cutscene of some sort
958         if (cl_nolerp.integer || cls.timedemo)
959                 interpolate = false;
960         if (e == cl.entities + cl.playerentity && cl.movement_predicted && (!cl.fixangle[1] || !cl.fixangle[0]))
961         {
962                 lerp = (cl.time - cl.movement_time[2]) / (cl.movement_time[0] - cl.movement_time[1]);
963                 lerp = bound(0, lerp, 1);
964                 if (!interpolate)
965                         lerp = 1;
966                 VectorLerp(cl.movement_oldorigin, lerp, cl.movement_origin, origin);
967                 VectorSet(angles, 0, cl.viewangles[1], 0);
968         }
969         else if (interpolate && e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
970         {
971                 // interpolate the origin and angles
972                 lerp = max(0, lerp);
973                 VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
974                 VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
975                 if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
976                 if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
977                 if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
978                 VectorMA(e->persistent.oldangles, lerp, delta, angles);
979         }
980         else
981         {
982                 // no interpolation
983                 VectorCopy(e->persistent.neworigin, origin);
984                 VectorCopy(e->persistent.newangles, angles);
985         }
986
987         // model setup and some modelflags
988         frame = e->state_current.frame;
989         if (e->state_current.modelindex < MAX_MODELS)
990                 e->render.model = cl.model_precache[e->state_current.modelindex];
991         else
992                 e->render.model = NULL;
993         if (e->render.model)
994         {
995                 if (e->render.skinnum >= e->render.model->numskins)
996                         e->render.skinnum = 0;
997                 if (frame >= e->render.model->numframes)
998                         frame = 0;
999                 // models can set flags such as EF_ROCKET
1000                 // this 0xFF800000 mask is EF_NOMODELFLAGS plus all the higher EF_ flags such as EF_ROCKET
1001                 if (!(e->render.effects & 0xFF800000))
1002                         e->render.effects |= e->render.model->effects;
1003                 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
1004                 if (e->render.model->type == mod_alias)
1005                         angles[0] = -angles[0];
1006                 if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
1007                         VectorScale(e->render.colormod, 2, e->render.colormod);
1008         }
1009         // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
1010         else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
1011                 angles[0] = -angles[0];
1012
1013         if ((e->render.effects & EF_ROTATE) && !(e->render.flags & RENDER_VIEWMODEL))
1014         {
1015                 angles[1] = ANGLEMOD(100*cl.time);
1016                 if (cl_itembobheight.value)
1017                         origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
1018         }
1019
1020         // animation lerp
1021         if (e->render.frame2 == frame)
1022         {
1023                 // update frame lerp fraction
1024                 e->render.framelerp = 1;
1025                 if (e->render.frame2time > e->render.frame1time)
1026                 {
1027                         // make sure frame lerp won't last longer than 100ms
1028                         // (this mainly helps with models that use framegroups and
1029                         // switch between them infrequently)
1030                         e->render.framelerp = (cl.time - e->render.frame2time) / min(e->render.frame2time - e->render.frame1time, 0.1);
1031                         e->render.framelerp = bound(0, e->render.framelerp, 1);
1032                 }
1033         }
1034         else
1035         {
1036                 // begin a new frame lerp
1037                 e->render.frame1 = e->render.frame2;
1038                 e->render.frame1time = e->render.frame2time;
1039                 e->render.frame2 = frame;
1040                 e->render.frame2time = cl.time;
1041                 e->render.framelerp = 0;
1042         }
1043
1044         // set up the render matrix
1045         if (matrix)
1046         {
1047                 // attached entity, this requires a matrix multiply (concat)
1048                 // FIXME: e->render.scale should go away
1049                 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1050                 // concat the matrices to make the entity relative to its tag
1051                 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
1052                 // get the origin from the new matrix
1053                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1054         }
1055         else
1056         {
1057                 // unattached entities are faster to process
1058                 Matrix4x4_CreateFromQuakeEntity(&e->render.matrix, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
1059         }
1060
1061         // tenebrae's sprites are all additive mode (weird)
1062         if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
1063                 e->render.effects |= EF_ADDITIVE;
1064         // player model is only shown with chase_active on
1065         if (e->state_current.number == cl.viewentity)
1066                 e->render.flags |= RENDER_EXTERIORMODEL;
1067         // either fullbright or lit
1068         if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1069                 e->render.flags |= RENDER_LIGHT;
1070         // hide player shadow during intermission or nehahra movie
1071         if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST))
1072          && (e->render.alpha >= 1)
1073          && !(e->render.flags & RENDER_VIEWMODEL)
1074          && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
1075                 e->render.flags |= RENDER_SHADOW;
1076         if (e->render.flags & RENDER_VIEWMODEL)
1077                 e->render.flags |= RENDER_NOSELFSHADOW;
1078
1079         // make the other useful stuff
1080         CL_UpdateRenderEntity(&e->render);
1081 }
1082
1083 // creates light and trails from an entity
1084 void CL_UpdateNetworkEntityTrail(entity_t *e)
1085 {
1086         effectnameindex_t trailtype;
1087         vec3_t origin;
1088
1089         // bmodels are treated specially since their origin is usually '0 0 0' and
1090         // their actual geometry is far from '0 0 0'
1091         if (e->render.model && e->render.model->soundfromcenter)
1092         {
1093                 vec3_t o;
1094                 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1095                 Matrix4x4_Transform(&e->render.matrix, o, origin);
1096         }
1097         else
1098                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1099
1100         // handle particle trails and such effects now that we know where this
1101         // entity is in the world...
1102         trailtype = EFFECT_NONE;
1103         // LordHavoc: if the entity has no effects, don't check each
1104         if (e->render.effects & (EF_BRIGHTFIELD | EF_FLAME | EF_STARDUST))
1105         {
1106                 if (e->render.effects & EF_BRIGHTFIELD)
1107                 {
1108                         if (gamemode == GAME_NEXUIZ)
1109                                 trailtype = EFFECT_TR_NEXUIZPLASMA;
1110                         else
1111                                 CL_EntityParticles(e);
1112                 }
1113                 if (e->render.effects & EF_FLAME)
1114                         CL_ParticleTrail(EFFECT_EF_FLAME, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true);
1115                 if (e->render.effects & EF_STARDUST)
1116                         CL_ParticleTrail(EFFECT_EF_STARDUST, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true);
1117         }
1118         if (e->render.internaleffects & (INTEF_FLAG1QW | INTEF_FLAG2QW))
1119         {
1120                 // these are only set on player entities
1121                 CL_AddQWCTFFlagModel(e, (e->render.internaleffects & INTEF_FLAG2QW) != 0);
1122         }
1123         // muzzleflash fades over time
1124         if (e->persistent.muzzleflash > 0)
1125                 e->persistent.muzzleflash -= bound(0, cl.time - cl.oldtime, 0.1) * 20;
1126         // LordHavoc: if the entity has no effects, don't check each
1127         if (e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1128         {
1129                 if (e->render.effects & EF_GIB)
1130                         trailtype = EFFECT_TR_BLOOD;
1131                 else if (e->render.effects & EF_ZOMGIB)
1132                         trailtype = EFFECT_TR_SLIGHTBLOOD;
1133                 else if (e->render.effects & EF_TRACER)
1134                         trailtype = EFFECT_TR_WIZSPIKE;
1135                 else if (e->render.effects & EF_TRACER2)
1136                         trailtype = EFFECT_TR_KNIGHTSPIKE;
1137                 else if (e->render.effects & EF_ROCKET)
1138                         trailtype = EFFECT_TR_ROCKET;
1139                 else if (e->render.effects & EF_GRENADE)
1140                 {
1141                         // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1142                         trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1143                 }
1144                 else if (e->render.effects & EF_TRACER3)
1145                         trailtype = EFFECT_TR_VORESPIKE;
1146         }
1147         // do trails
1148         if (e->render.flags & RENDER_GLOWTRAIL)
1149                 trailtype = EFFECT_TR_GLOWTRAIL;
1150         // check if a trail is allowed (it is not after a teleport for example)
1151         if (trailtype && e->persistent.trail_allowed)
1152         {
1153                 float len;
1154                 vec3_t vel;
1155                 VectorSubtract(e->state_current.origin, e->state_previous.origin, vel);
1156                 len = e->state_current.time - e->state_previous.time;
1157                 if (len > 0)
1158                         len = 1.0f / len;
1159                 VectorScale(vel, len, vel);
1160                 CL_ParticleTrail(trailtype, 1, e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor, false, true);
1161         }
1162         // now that the entity has survived one trail update it is allowed to
1163         // leave a real trail on later frames
1164         e->persistent.trail_allowed = true;
1165         VectorCopy(origin, e->persistent.trail_origin);
1166 }
1167
1168
1169 /*
1170 ===============
1171 CL_UpdateViewEntities
1172 ===============
1173 */
1174 void CL_UpdateViewEntities(void)
1175 {
1176         int i;
1177         // update any RENDER_VIEWMODEL entities to use the new view matrix
1178         for (i = 1;i < cl.num_entities;i++)
1179         {
1180                 if (cl.entities_active[i])
1181                 {
1182                         entity_t *ent = cl.entities + i;
1183                         if ((ent->render.flags & RENDER_VIEWMODEL) || ent->state_current.tagentity)
1184                                 CL_UpdateNetworkEntity(ent, 32, true);
1185                 }
1186         }
1187         // and of course the engine viewmodel needs updating as well
1188         CL_UpdateNetworkEntity(&cl.viewent, 32, true);
1189 }
1190
1191 /*
1192 ===============
1193 CL_UpdateNetworkCollisionEntities
1194 ===============
1195 */
1196 void CL_UpdateNetworkCollisionEntities(void)
1197 {
1198         entity_t *ent;
1199         int i;
1200
1201         // start on the entity after the world
1202         cl.num_brushmodel_entities = 0;
1203         for (i = cl.maxclients + 1;i < cl.num_entities;i++)
1204         {
1205                 if (cl.entities_active[i])
1206                 {
1207                         ent = cl.entities + i;
1208                         if (ent->state_current.active && ent->render.model && ent->render.model->name[0] == '*' && ent->render.model->TraceBox)
1209                         {
1210                                 // do not interpolate the bmodels for this
1211                                 CL_UpdateNetworkEntity(ent, 32, false);
1212                                 cl.brushmodel_entities[cl.num_brushmodel_entities++] = i;
1213                         }
1214                 }
1215         }
1216 }
1217
1218 /*
1219 ===============
1220 CL_UpdateNetworkEntities
1221 ===============
1222 */
1223 void CL_UpdateNetworkEntities(void)
1224 {
1225         entity_t *ent;
1226         int i;
1227
1228         // start on the entity after the world
1229         for (i = 1;i < cl.num_entities;i++)
1230         {
1231                 if (cl.entities_active[i])
1232                 {
1233                         ent = cl.entities + i;
1234                         if (ent->state_current.active)
1235                         {
1236                                 CL_UpdateNetworkEntity(ent, 32, true);
1237                                 // view models should never create light/trails
1238                                 if (!(ent->render.flags & RENDER_VIEWMODEL))
1239                                         CL_UpdateNetworkEntityTrail(ent);
1240                         }
1241                         else
1242                                 cl.entities_active[i] = false;
1243                 }
1244         }
1245 }
1246
1247 void CL_UpdateViewModel(void)
1248 {
1249         entity_t *ent;
1250         ent = &cl.viewent;
1251         ent->state_previous = ent->state_current;
1252         ent->state_current = defaultstate;
1253         ent->state_current.time = cl.time;
1254         ent->state_current.number = -1;
1255         ent->state_current.active = true;
1256         ent->state_current.modelindex = cl.stats[STAT_WEAPON];
1257         ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
1258         ent->state_current.flags = RENDER_VIEWMODEL;
1259         if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
1260                 ent->state_current.modelindex = 0;
1261         else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1262         {
1263                 if (gamemode == GAME_TRANSFUSION)
1264                         ent->state_current.alpha = 128;
1265                 else
1266                         ent->state_current.modelindex = 0;
1267         }
1268         ent->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
1269         ent->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_FULLBRIGHT | EF_NODEPTHTEST | EF_NOGUNBOB));
1270
1271         // reset animation interpolation on weaponmodel if model changed
1272         if (ent->state_previous.modelindex != ent->state_current.modelindex)
1273         {
1274                 ent->render.frame1 = ent->render.frame2 = ent->state_current.frame;
1275                 ent->render.frame1time = ent->render.frame2time = cl.time;
1276                 ent->render.framelerp = 1;
1277         }
1278         CL_UpdateNetworkEntity(ent, 32, true);
1279 }
1280
1281 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
1282 void CL_LinkNetworkEntity(entity_t *e)
1283 {
1284         effectnameindex_t trailtype;
1285         vec3_t origin;
1286         vec3_t dlightcolor;
1287         vec_t dlightradius;
1288
1289         // skip inactive entities and world
1290         if (!e->state_current.active || e == cl.entities)
1291                 return;
1292         if (e->state_current.tagentity)
1293         {
1294                 // if the tag entity is currently impossible, skip it
1295                 if (e->state_current.tagentity >= cl.num_entities)
1296                         return;
1297                 // if the tag entity is inactive, skip it
1298                 if (!cl.entities[e->state_current.tagentity].state_current.active)
1299                         return;
1300         }
1301
1302         // create entity dlights associated with this entity
1303         if (e->render.model && e->render.model->soundfromcenter)
1304         {
1305                 // bmodels are treated specially since their origin is usually '0 0 0'
1306                 vec3_t o;
1307                 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1308                 Matrix4x4_Transform(&e->render.matrix, o, origin);
1309         }
1310         else
1311                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1312         trailtype = EFFECT_NONE;
1313         dlightradius = 0;
1314         dlightcolor[0] = 0;
1315         dlightcolor[1] = 0;
1316         dlightcolor[2] = 0;
1317         // LordHavoc: if the entity has no effects, don't check each
1318         if (e->render.effects & (EF_BRIGHTFIELD | EF_DIMLIGHT | EF_BRIGHTLIGHT | EF_RED | EF_BLUE | EF_FLAME | EF_STARDUST))
1319         {
1320                 if (e->render.effects & EF_BRIGHTFIELD)
1321                 {
1322                         if (gamemode == GAME_NEXUIZ)
1323                                 trailtype = EFFECT_TR_NEXUIZPLASMA;
1324                 }
1325                 if (e->render.effects & EF_DIMLIGHT)
1326                 {
1327                         dlightradius = max(dlightradius, 200);
1328                         dlightcolor[0] += 1.50f;
1329                         dlightcolor[1] += 1.50f;
1330                         dlightcolor[2] += 1.50f;
1331                 }
1332                 if (e->render.effects & EF_BRIGHTLIGHT)
1333                 {
1334                         dlightradius = max(dlightradius, 400);
1335                         dlightcolor[0] += 3.00f;
1336                         dlightcolor[1] += 3.00f;
1337                         dlightcolor[2] += 3.00f;
1338                 }
1339                 // LordHavoc: more effects
1340                 if (e->render.effects & EF_RED) // red
1341                 {
1342                         dlightradius = max(dlightradius, 200);
1343                         dlightcolor[0] += 1.50f;
1344                         dlightcolor[1] += 0.15f;
1345                         dlightcolor[2] += 0.15f;
1346                 }
1347                 if (e->render.effects & EF_BLUE) // blue
1348                 {
1349                         dlightradius = max(dlightradius, 200);
1350                         dlightcolor[0] += 0.15f;
1351                         dlightcolor[1] += 0.15f;
1352                         dlightcolor[2] += 1.50f;
1353                 }
1354                 if (e->render.effects & EF_FLAME)
1355                         CL_ParticleTrail(EFFECT_EF_FLAME, 0, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false);
1356                 if (e->render.effects & EF_STARDUST)
1357                         CL_ParticleTrail(EFFECT_EF_STARDUST, 0, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false);
1358         }
1359         // muzzleflash fades over time, and is offset a bit
1360         if (e->persistent.muzzleflash > 0 && r_refdef.scene.numlights < MAX_DLIGHTS)
1361         {
1362                 vec3_t v2;
1363                 vec3_t color;
1364                 trace_t trace;
1365                 matrix4x4_t tempmatrix;
1366                 Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
1367                 trace = CL_Move(origin, vec3_origin, vec3_origin, v2, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, true, false, NULL, false);
1368                 Matrix4x4_Normalize(&tempmatrix, &e->render.matrix);
1369                 Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], trace.endpos[2]);
1370                 Matrix4x4_Scale(&tempmatrix, 150, 1);
1371                 VectorSet(color, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f);
1372                 R_RTLight_Update(&r_refdef.scene.lights[r_refdef.scene.numlights++], false, &tempmatrix, color, -1, NULL, true, 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1373         }
1374         // LordHavoc: if the model has no flags, don't check each
1375         if (e->render.model && e->render.effects && !(e->render.flags & RENDER_VIEWMODEL))
1376         {
1377                 if (e->render.effects & EF_GIB)
1378                         trailtype = EFFECT_TR_BLOOD;
1379                 else if (e->render.effects & EF_ZOMGIB)
1380                         trailtype = EFFECT_TR_SLIGHTBLOOD;
1381                 else if (e->render.effects & EF_TRACER)
1382                         trailtype = EFFECT_TR_WIZSPIKE;
1383                 else if (e->render.effects & EF_TRACER2)
1384                         trailtype = EFFECT_TR_KNIGHTSPIKE;
1385                 else if (e->render.effects & EF_ROCKET)
1386                         trailtype = EFFECT_TR_ROCKET;
1387                 else if (e->render.effects & EF_GRENADE)
1388                 {
1389                         // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1390                         trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1391                 }
1392                 else if (e->render.effects & EF_TRACER3)
1393                         trailtype = EFFECT_TR_VORESPIKE;
1394         }
1395         // LordHavoc: customizable glow
1396         if (e->state_current.glowsize)
1397         {
1398                 // * 4 for the expansion from 0-255 to 0-1023 range,
1399                 // / 255 to scale down byte colors
1400                 dlightradius = max(dlightradius, e->state_current.glowsize * 4);
1401                 VectorMA(dlightcolor, (1.0f / 255.0f), palette_rgb[e->state_current.glowcolor], dlightcolor);
1402         }
1403         // make the glow dlight
1404         if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL) && r_refdef.scene.numlights < MAX_DLIGHTS)
1405         {
1406                 matrix4x4_t dlightmatrix;
1407                 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1408                 // hack to make glowing player light shine on their gun
1409                 //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
1410                 //      Matrix4x4_AdjustOrigin(&dlightmatrix, 0, 0, 30);
1411                 Matrix4x4_Scale(&dlightmatrix, dlightradius, 1);
1412                 R_RTLight_Update(&r_refdef.scene.lights[r_refdef.scene.numlights++], false, &dlightmatrix, dlightcolor, -1, NULL, true, 1, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1413         }
1414         // custom rtlight
1415         if ((e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) && r_refdef.scene.numlights < MAX_DLIGHTS)
1416         {
1417                 matrix4x4_t dlightmatrix;
1418                 float light[4];
1419                 VectorScale(e->state_current.light, (1.0f / 256.0f), light);
1420                 light[3] = e->state_current.light[3];
1421                 if (light[0] == 0 && light[1] == 0 && light[2] == 0)
1422                         VectorSet(light, 1, 1, 1);
1423                 if (light[3] == 0)
1424                         light[3] = 350;
1425                 // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
1426                 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1427                 Matrix4x4_Scale(&dlightmatrix, light[3], 1);
1428                 R_RTLight_Update(&r_refdef.scene.lights[r_refdef.scene.numlights++], false, &dlightmatrix, light, e->state_current.lightstyle, e->state_current.skin > 0 ? va("cubemaps/%i", e->state_current.skin) : NULL, !(e->state_current.lightpflags & PFLAGS_NOSHADOW), (e->state_current.lightpflags & PFLAGS_CORONA) != 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1429         }
1430         // do trail light
1431         if (e->render.flags & RENDER_GLOWTRAIL)
1432                 trailtype = EFFECT_TR_GLOWTRAIL;
1433         if (trailtype)
1434                 CL_ParticleTrail(trailtype, 0, origin, origin, vec3_origin, vec3_origin, NULL, e->state_current.glowcolor, true, false);
1435
1436         // don't show viewmodels in certain situations
1437         if (e->render.flags & RENDER_VIEWMODEL)
1438                 if (!r_drawviewmodel.integer || chase_active.integer || r_refdef.envmap)
1439                         return;
1440         // don't show entities with no modelindex (note: this still shows
1441         // entities which have a modelindex that resolved to a NULL model)
1442         if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.scene.numentities < r_refdef.scene.maxentities)
1443                 r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
1444         //if (cl.viewentity && e->state_current.number == cl.viewentity)
1445         //      Matrix4x4_Print(&e->render.matrix);
1446 }
1447
1448 void CL_RelinkWorld(void)
1449 {
1450         entity_t *ent = &cl.entities[0];
1451         // FIXME: this should be done at load
1452         ent->render.matrix = identitymatrix;
1453         ent->render.flags = RENDER_SHADOW;
1454         if (!r_fullbright.integer)
1455                 ent->render.flags |= RENDER_LIGHT;
1456         VectorSet(ent->render.colormod, 1, 1, 1);
1457         CL_UpdateRenderEntity(&ent->render);
1458         r_refdef.scene.worldentity = &ent->render;
1459         r_refdef.scene.worldmodel = cl.worldmodel;
1460 }
1461
1462 static void CL_RelinkStaticEntities(void)
1463 {
1464         int i;
1465         entity_t *e;
1466         for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.scene.numentities < r_refdef.scene.maxentities;i++, e++)
1467         {
1468                 e->render.flags = 0;
1469                 // if the model was not loaded when the static entity was created we
1470                 // need to re-fetch the model pointer
1471                 e->render.model = cl.model_precache[e->state_baseline.modelindex];
1472                 // either fullbright or lit
1473                 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1474                         e->render.flags |= RENDER_LIGHT;
1475                 // hide player shadow during intermission or nehahra movie
1476                 if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST)) && (e->render.alpha >= 1))
1477                         e->render.flags |= RENDER_SHADOW;
1478                 VectorSet(e->render.colormod, 1, 1, 1);
1479                 R_LerpAnimation(&e->render);
1480                 CL_UpdateRenderEntity(&e->render);
1481                 r_refdef.scene.entities[r_refdef.scene.numentities++] = &e->render;
1482         }
1483 }
1484
1485 /*
1486 ===============
1487 CL_RelinkEntities
1488 ===============
1489 */
1490 static void CL_RelinkNetworkEntities(void)
1491 {
1492         entity_t *ent;
1493         int i;
1494
1495         // start on the entity after the world
1496         for (i = 1;i < cl.num_entities;i++)
1497         {
1498                 if (cl.entities_active[i])
1499                 {
1500                         ent = cl.entities + i;
1501                         if (ent->state_current.active)
1502                                 CL_LinkNetworkEntity(ent);
1503                         else
1504                                 cl.entities_active[i] = false;
1505                 }
1506         }
1507 }
1508
1509 static void CL_RelinkEffects(void)
1510 {
1511         int i, intframe;
1512         cl_effect_t *e;
1513         entity_render_t *entrender;
1514         float frame;
1515
1516         for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++)
1517         {
1518                 if (e->active)
1519                 {
1520                         frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1521                         intframe = (int)frame;
1522                         if (intframe < 0 || intframe >= e->endframe)
1523                         {
1524                                 memset(e, 0, sizeof(*e));
1525                                 while (cl.num_effects > 0 && !cl.effects[cl.num_effects - 1].active)
1526                                         cl.num_effects--;
1527                                 continue;
1528                         }
1529
1530                         if (intframe != e->frame)
1531                         {
1532                                 e->frame = intframe;
1533                                 e->frame1time = e->frame2time;
1534                                 e->frame2time = cl.time;
1535                         }
1536
1537                         // if we're drawing effects, get a new temp entity
1538                         // (NewTempEntity adds it to the render entities list for us)
1539                         if (r_draweffects.integer && (entrender = CL_NewTempEntity()))
1540                         {
1541                                 // interpolation stuff
1542                                 entrender->frame1 = intframe;
1543                                 entrender->frame2 = intframe + 1;
1544                                 if (entrender->frame2 >= e->endframe)
1545                                         entrender->frame2 = -1; // disappear
1546                                 entrender->framelerp = frame - intframe;
1547                                 entrender->frame1time = e->frame1time;
1548                                 entrender->frame2time = e->frame2time;
1549
1550                                 // normal stuff
1551                                 if(e->modelindex < MAX_MODELS)
1552                                         entrender->model = cl.model_precache[e->modelindex];
1553                                 else
1554                                         entrender->model = cl.csqc_model_precache[-(e->modelindex+1)];
1555                                 entrender->alpha = 1;
1556                                 VectorSet(entrender->colormod, 1, 1, 1);
1557
1558                                 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1559                                 CL_UpdateRenderEntity(entrender);
1560                         }
1561                 }
1562         }
1563 }
1564
1565 void CL_Beam_CalculatePositions(const beam_t *b, vec3_t start, vec3_t end)
1566 {
1567         VectorCopy(b->start, start);
1568         VectorCopy(b->end, end);
1569
1570         // if coming from the player, update the start position
1571         if (b->entity == cl.viewentity)
1572         {
1573                 if (cl_beams_quakepositionhack.integer && !chase_active.integer)
1574                 {
1575                         // LordHavoc: this is a stupid hack from Quake that makes your
1576                         // lightning appear to come from your waist and cover less of your
1577                         // view
1578                         // in Quake this hack was applied to all players (causing the
1579                         // infamous crotch-lightning), but in darkplaces and QuakeWorld it
1580                         // only applies to your own lightning, and only in first person
1581                         Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, start);
1582                 }
1583                 if (cl_beams_instantaimhack.integer)
1584                 {
1585                         vec3_t dir, localend;
1586                         vec_t len;
1587                         // LordHavoc: this updates the beam direction to match your
1588                         // viewangles
1589                         VectorSubtract(end, start, dir);
1590                         len = VectorLength(dir);
1591                         VectorNormalize(dir);
1592                         VectorSet(localend, len, 0, 0);
1593                         Matrix4x4_Transform(&r_refdef.view.matrix, localend, end);
1594                 }
1595         }
1596 }
1597
1598 void CL_RelinkBeams(void)
1599 {
1600         int i;
1601         beam_t *b;
1602         vec3_t dist, org, start, end;
1603         float d;
1604         entity_render_t *entrender;
1605         double yaw, pitch;
1606         float forward;
1607         matrix4x4_t tempmatrix;
1608
1609         for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++)
1610         {
1611                 if (!b->model)
1612                         continue;
1613                 if (b->endtime < cl.time)
1614                 {
1615                         b->model = NULL;
1616                         continue;
1617                 }
1618
1619                 CL_Beam_CalculatePositions(b, start, end);
1620
1621                 if (b->lightning)
1622                 {
1623                         if (cl_beams_lightatend.integer && r_refdef.scene.numlights < MAX_DLIGHTS)
1624                         {
1625                                 // FIXME: create a matrix from the beam start/end orientation
1626                                 vec3_t dlightcolor;
1627                                 VectorSet(dlightcolor, 0.3, 0.7, 1);
1628                                 Matrix4x4_CreateFromQuakeEntity(&tempmatrix, end[0], end[1], end[2], 0, 0, 0, 200);
1629                                 R_RTLight_Update(&r_refdef.scene.lights[r_refdef.scene.numlights++], false, &tempmatrix, dlightcolor, -1, NULL, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1630                         }
1631                         if (cl_beams_polygons.integer)
1632                                 continue;
1633                 }
1634
1635                 // calculate pitch and yaw
1636                 // (this is similar to the QuakeC builtin function vectoangles)
1637                 VectorSubtract(end, start, dist);
1638                 if (dist[1] == 0 && dist[0] == 0)
1639                 {
1640                         yaw = 0;
1641                         if (dist[2] > 0)
1642                                 pitch = 90;
1643                         else
1644                                 pitch = 270;
1645                 }
1646                 else
1647                 {
1648                         yaw = atan2(dist[1], dist[0]) * 180 / M_PI;
1649                         if (yaw < 0)
1650                                 yaw += 360;
1651
1652                         forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1653                         pitch = atan2(dist[2], forward) * 180 / M_PI;
1654                         if (pitch < 0)
1655                                 pitch += 360;
1656                 }
1657
1658                 // add new entities for the lightning
1659                 VectorCopy (start, org);
1660                 d = VectorNormalizeLength(dist);
1661                 while (d > 0)
1662                 {
1663                         entrender = CL_NewTempEntity ();
1664                         if (!entrender)
1665                                 return;
1666                         //VectorCopy (org, ent->render.origin);
1667                         entrender->model = b->model;
1668                         //ent->render.effects = EF_FULLBRIGHT;
1669                         //ent->render.angles[0] = pitch;
1670                         //ent->render.angles[1] = yaw;
1671                         //ent->render.angles[2] = rand()%360;
1672                         Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1673                         CL_UpdateRenderEntity(entrender);
1674                         VectorMA(org, 30, dist, org);
1675                         d -= 30;
1676                 }
1677         }
1678
1679         while (cl.num_beams > 0 && !cl.beams[cl.num_beams - 1].model)
1680                 cl.num_beams--;
1681 }
1682
1683 static void CL_RelinkQWNails(void)
1684 {
1685         int i;
1686         vec_t *v;
1687         entity_render_t *entrender;
1688
1689         for (i = 0;i < cl.qw_num_nails;i++)
1690         {
1691                 v = cl.qw_nails[i];
1692
1693                 // if we're drawing effects, get a new temp entity
1694                 // (NewTempEntity adds it to the render entities list for us)
1695                 if (!(entrender = CL_NewTempEntity()))
1696                         continue;
1697
1698                 // normal stuff
1699                 entrender->model = cl.model_precache[cl.qw_modelindex_spike];
1700                 entrender->alpha = 1;
1701                 VectorSet(entrender->colormod, 1, 1, 1);
1702
1703                 Matrix4x4_CreateFromQuakeEntity(&entrender->matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
1704                 CL_UpdateRenderEntity(entrender);
1705         }
1706 }
1707
1708 void CL_LerpPlayer(float frac)
1709 {
1710         int i;
1711
1712         cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
1713         for (i = 0;i < 3;i++)
1714         {
1715                 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
1716                 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
1717                 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1718         }
1719
1720         // interpolate the angles if playing a demo or spectating someone
1721         if (cls.demoplayback || cl.fixangle[0])
1722         {
1723                 for (i = 0;i < 3;i++)
1724                 {
1725                         float d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
1726                         if (d > 180)
1727                                 d -= 360;
1728                         else if (d < -180)
1729                                 d += 360;
1730                         cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
1731                 }
1732         }
1733 }
1734
1735 void CSQC_RelinkAllEntities (int drawmask)
1736 {
1737         // link stuff
1738         CL_RelinkWorld();
1739         CL_RelinkStaticEntities();
1740         CL_RelinkBeams();
1741         CL_RelinkEffects();
1742
1743         // link stuff
1744         if (drawmask & ENTMASK_ENGINE)
1745         {
1746                 CL_RelinkNetworkEntities();
1747                 if (drawmask & ENTMASK_ENGINEVIEWMODELS)
1748                         CL_LinkNetworkEntity(&cl.viewent); // link gun model
1749                 CL_RelinkQWNails();
1750         }
1751
1752         // update view blend
1753         V_CalcViewBlend();
1754 }
1755
1756 /*
1757 ===============
1758 CL_UpdateWorld
1759
1760 Update client game world for a new frame
1761 ===============
1762 */
1763 void CL_UpdateWorld(void)
1764 {
1765         r_refdef.scene.extraupdate = !r_speeds.integer;
1766         r_refdef.scene.numentities = 0;
1767         r_refdef.scene.numlights = 0;
1768         r_refdef.view.matrix = identitymatrix;
1769
1770         cl.num_brushmodel_entities = 0;
1771
1772         if (cls.state == ca_connected && cls.signon == SIGNONS)
1773         {
1774                 // prepare for a new frame
1775                 CL_LerpPlayer(CL_LerpPoint());
1776                 CL_DecayLightFlashes();
1777                 CL_ClearTempEntities();
1778                 V_DriftPitch();
1779                 V_FadeViewFlashs();
1780
1781                 // if prediction is enabled we have to update all the collidable
1782                 // network entities before the prediction code can be run
1783                 CL_UpdateNetworkCollisionEntities();
1784
1785                 // now update the player prediction
1786                 CL_ClientMovement_Replay();
1787
1788                 // update the player entity (which may be predicted)
1789                 CL_UpdateNetworkEntity(cl.entities + cl.viewentity, 32, true);
1790
1791                 // now update the view (which depends on that player entity)
1792                 V_CalcRefdef();
1793
1794                 // now update all the network entities and create particle trails
1795                 // (some entities may depend on the view)
1796                 CL_UpdateNetworkEntities();
1797
1798                 // update the engine-based viewmodel
1799                 CL_UpdateViewModel();
1800
1801                 CL_RelinkLightFlashes();
1802                 CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS);
1803
1804                 // move decals, particles, and any other effects
1805                 CL_MoveDecals();
1806                 CL_MoveParticles();
1807                 R_MoveExplosions();
1808         }
1809
1810         r_refdef.scene.time = cl.time;
1811 }
1812
1813 // LordHavoc: pausedemo command
1814 static void CL_PauseDemo_f (void)
1815 {
1816         cls.demopaused = !cls.demopaused;
1817         if (cls.demopaused)
1818                 Con_Print("Demo paused\n");
1819         else
1820                 Con_Print("Demo unpaused\n");
1821 }
1822
1823 /*
1824 ======================
1825 CL_Fog_f
1826 ======================
1827 */
1828 static void CL_Fog_f (void)
1829 {
1830         if (Cmd_Argc () == 1)
1831         {
1832                 Con_Printf("\"fog\" is \"%f %f %f %f %f %f %f\"\n", r_refdef.fog_density, r_refdef.fog_red, r_refdef.fog_green, r_refdef.fog_blue, r_refdef.fog_alpha, r_refdef.fog_start, r_refdef.fog_end);
1833                 return;
1834         }
1835         r_refdef.fog_start = 0;
1836         r_refdef.fog_end = 16384;
1837         r_refdef.fog_alpha = 1;
1838         if(Cmd_Argc() > 1)
1839                 r_refdef.fog_density = atof(Cmd_Argv(1));
1840         if(Cmd_Argc() > 2)
1841                 r_refdef.fog_red = atof(Cmd_Argv(2));
1842         if(Cmd_Argc() > 3)
1843                 r_refdef.fog_green = atof(Cmd_Argv(3));
1844         if(Cmd_Argc() > 4)
1845                 r_refdef.fog_blue = atof(Cmd_Argv(4));
1846         if(Cmd_Argc() > 5)
1847                 r_refdef.fog_alpha = atof(Cmd_Argv(5));
1848         if(Cmd_Argc() > 6)
1849                 r_refdef.fog_start = atof(Cmd_Argv(6));
1850         if(Cmd_Argc() > 7)
1851                 r_refdef.fog_end = atof(Cmd_Argv(7));
1852 }
1853
1854 /*
1855 ====================
1856 CL_TimeRefresh_f
1857
1858 For program optimization
1859 ====================
1860 */
1861 static void CL_TimeRefresh_f (void)
1862 {
1863         int i;
1864         float timestart, timedelta;
1865
1866         r_refdef.scene.extraupdate = false;
1867
1868         timestart = Sys_DoubleTime();
1869         for (i = 0;i < 128;i++)
1870         {
1871                 Matrix4x4_CreateFromQuakeEntity(&r_refdef.view.matrix, r_refdef.view.origin[0], r_refdef.view.origin[1], r_refdef.view.origin[2], 0, i / 128.0 * 360.0, 0, 1);
1872                 CL_UpdateScreen();
1873         }
1874         timedelta = Sys_DoubleTime() - timestart;
1875
1876         Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
1877 }
1878
1879 void CL_AreaStats_f(void)
1880 {
1881         World_PrintAreaStats(&cl.world, "client");
1882 }
1883
1884 cl_locnode_t *CL_Locs_FindNearest(const vec3_t point)
1885 {
1886         int i;
1887         cl_locnode_t *loc;
1888         cl_locnode_t *best;
1889         vec3_t nearestpoint;
1890         vec_t dist, bestdist;
1891         best = NULL;
1892         bestdist = 0;
1893         for (loc = cl.locnodes;loc;loc = loc->next)
1894         {
1895                 for (i = 0;i < 3;i++)
1896                         nearestpoint[i] = bound(loc->mins[i], point[i], loc->maxs[i]);
1897                 dist = VectorDistance2(nearestpoint, point);
1898                 if (bestdist > dist || !best)
1899                 {
1900                         bestdist = dist;
1901                         best = loc;
1902                         if (bestdist < 1)
1903                                 break;
1904                 }
1905         }
1906         return best;
1907 }
1908
1909 void CL_Locs_FindLocationName(char *buffer, size_t buffersize, vec3_t point)
1910 {
1911         cl_locnode_t *loc;
1912         loc = CL_Locs_FindNearest(point);
1913         if (loc)
1914                 strlcpy(buffer, loc->name, buffersize);
1915         else
1916                 dpsnprintf(buffer, buffersize, "LOC=%.0f:%.0f:%.0f", point[0], point[1], point[2]);
1917 }
1918
1919 void CL_Locs_FreeNode(cl_locnode_t *node)
1920 {
1921         cl_locnode_t **pointer, **next;
1922         for (pointer = &cl.locnodes;*pointer;pointer = next)
1923         {
1924                 next = &(*pointer)->next;
1925                 if (*pointer == node)
1926                 {
1927                         *pointer = node->next;
1928                         Mem_Free(node);
1929                 }
1930         }
1931         Con_Printf("CL_Locs_FreeNode: no such node! (%p)\n", node);
1932 }
1933
1934 void CL_Locs_AddNode(vec3_t mins, vec3_t maxs, const char *name)
1935 {
1936         cl_locnode_t *node, **pointer;
1937         int namelen;
1938         if (!name)
1939                 name = "";
1940         namelen = strlen(name);
1941         node = Mem_Alloc(cls.levelmempool, sizeof(cl_locnode_t) + namelen + 1);
1942         VectorSet(node->mins, min(mins[0], maxs[0]), min(mins[1], maxs[1]), min(mins[2], maxs[2]));
1943         VectorSet(node->maxs, max(mins[0], maxs[0]), max(mins[1], maxs[1]), max(mins[2], maxs[2]));
1944         node->name = (char *)(node + 1);
1945         memcpy(node->name, name, namelen);
1946         node->name[namelen] = 0;
1947         // link it into the tail of the list to preserve the order
1948         for (pointer = &cl.locnodes;*pointer;pointer = &(*pointer)->next)
1949                 ;
1950         *pointer = node;
1951 }
1952
1953 void CL_Locs_Add_f(void)
1954 {
1955         vec3_t mins, maxs;
1956         if (Cmd_Argc() != 5 && Cmd_Argc() != 8)
1957         {
1958                 Con_Printf("usage: %s x y z[ x y z] name\n", Cmd_Argv(0));
1959                 return;
1960         }
1961         mins[0] = atof(Cmd_Argv(1));
1962         mins[1] = atof(Cmd_Argv(2));
1963         mins[2] = atof(Cmd_Argv(3));
1964         if (Cmd_Argc() == 8)
1965         {
1966                 maxs[0] = atof(Cmd_Argv(4));
1967                 maxs[1] = atof(Cmd_Argv(5));
1968                 maxs[2] = atof(Cmd_Argv(6));
1969                 CL_Locs_AddNode(mins, maxs, Cmd_Argv(7));
1970         }
1971         else
1972                 CL_Locs_AddNode(mins, mins, Cmd_Argv(4));
1973 }
1974
1975 void CL_Locs_RemoveNearest_f(void)
1976 {
1977         cl_locnode_t *loc;
1978         loc = CL_Locs_FindNearest(r_refdef.view.origin);
1979         if (loc)
1980                 CL_Locs_FreeNode(loc);
1981         else
1982                 Con_Printf("no loc point or box found for your location\n");
1983 }
1984
1985 void CL_Locs_Clear_f(void)
1986 {
1987         while (cl.locnodes)
1988                 CL_Locs_FreeNode(cl.locnodes);
1989 }
1990
1991 void CL_Locs_Save_f(void)
1992 {
1993         cl_locnode_t *loc;
1994         qfile_t *outfile;
1995         char locfilename[MAX_QPATH];
1996         if (!cl.locnodes)
1997         {
1998                 Con_Printf("No loc points/boxes exist!\n");
1999                 return;
2000         }
2001         if (cls.state != ca_connected || !cl.worldmodel)
2002         {
2003                 Con_Printf("No level loaded!\n");
2004                 return;
2005         }
2006         FS_StripExtension(cl.worldmodel->name, locfilename, sizeof(locfilename));
2007         strlcat(locfilename, ".loc", sizeof(locfilename));
2008
2009         outfile = FS_Open(locfilename, "w", false, false);
2010         if (!outfile)
2011                 return;
2012         // if any boxes are used then this is a proquake-format loc file, which
2013         // allows comments, so add some relevant information at the start
2014         for (loc = cl.locnodes;loc;loc = loc->next)
2015                 if (!VectorCompare(loc->mins, loc->maxs))
2016                         break;
2017         if (loc)
2018         {
2019                 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);
2020                 for (loc = cl.locnodes;loc;loc = loc->next)
2021                         if (VectorCompare(loc->mins, loc->maxs))
2022                                 break;
2023                 if (loc)
2024                         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");
2025         }
2026         for (loc = cl.locnodes;loc;loc = loc->next)
2027         {
2028                 if (VectorCompare(loc->mins, loc->maxs))
2029                 {
2030                         int len;
2031                         const char *s;
2032                         const char *in = loc->name;
2033                         char name[MAX_INPUTLINE];
2034                         for (len = 0;len < (int)sizeof(name) - 1 && *in;)
2035                         {
2036                                 if (*in == ' ') {s = "$loc_name_separator";in++;}
2037                                 else if (!strncmp(in, "SSG", 3)) {s = "$loc_name_ssg";in += 3;}
2038                                 else if (!strncmp(in, "NG", 2)) {s = "$loc_name_ng";in += 2;}
2039                                 else if (!strncmp(in, "SNG", 3)) {s = "$loc_name_sng";in += 3;}
2040                                 else if (!strncmp(in, "GL", 2)) {s = "$loc_name_gl";in += 2;}
2041                                 else if (!strncmp(in, "RL", 2)) {s = "$loc_name_rl";in += 2;}
2042                                 else if (!strncmp(in, "LG", 2)) {s = "$loc_name_lg";in += 2;}
2043                                 else if (!strncmp(in, "GA", 2)) {s = "$loc_name_ga";in += 2;}
2044                                 else if (!strncmp(in, "YA", 2)) {s = "$loc_name_ya";in += 2;}
2045                                 else if (!strncmp(in, "RA", 2)) {s = "$loc_name_ra";in += 2;}
2046                                 else if (!strncmp(in, "MEGA", 4)) {s = "$loc_name_mh";in += 4;}
2047                                 else s = NULL;
2048                                 if (s)
2049                                 {
2050                                         while (len < (int)sizeof(name) - 1 && *s)
2051                                                 name[len++] = *s++;
2052                                         continue;
2053                                 }
2054                                 name[len++] = *in++;
2055                         }
2056                         name[len] = 0;
2057                         FS_Printf(outfile, "%.0f %.0f %.0f %s\n", loc->mins[0]*8, loc->mins[1]*8, loc->mins[2]*8, name);
2058                 }
2059                 else
2060                         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);
2061         }
2062         FS_Close(outfile);
2063 }
2064
2065 void CL_Locs_Reload_f(void)
2066 {
2067         int i, linenumber, limit, len;
2068         const char *s;
2069         char *filedata, *text, *textend, *linestart, *linetext, *lineend;
2070         fs_offset_t filesize;
2071         vec3_t mins, maxs;
2072         char locfilename[MAX_QPATH];
2073         char name[MAX_INPUTLINE];
2074
2075         if (cls.state != ca_connected || !cl.worldmodel)
2076         {
2077                 Con_Printf("No level loaded!\n");
2078                 return;
2079         }
2080
2081         CL_Locs_Clear_f();
2082
2083         // try maps/something.loc first (LordHavoc: where I think they should be)
2084         FS_StripExtension(cl.worldmodel->name, locfilename, sizeof(locfilename));
2085         strlcat(locfilename, ".loc", sizeof(locfilename));
2086         filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2087         if (!filedata)
2088         {
2089                 // try proquake name as well (LordHavoc: I hate path mangling)
2090                 FS_StripExtension(va("locs/%s", FS_FileWithoutPath(cl.worldmodel->name)), locfilename, sizeof(locfilename));
2091                 strlcat(locfilename, ".loc", sizeof(locfilename));
2092                 filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2093                 if (!filedata)
2094                         return;
2095         }
2096         text = filedata;
2097         textend = filedata + filesize;
2098         for (linenumber = 1;text < textend;linenumber++)
2099         {
2100                 linestart = text;
2101                 for (;text < textend && *text != '\r' && *text != '\n';text++)
2102                         ;
2103                 lineend = text;
2104                 if (text + 1 < textend && *text == '\r' && text[1] == '\n')
2105                         text++;
2106                 if (text < textend)
2107                         text++;
2108                 // trim trailing whitespace
2109                 while (lineend > linestart && lineend[-1] <= ' ')
2110                         lineend--;
2111                 // trim leading whitespace
2112                 while (linestart < lineend && *linestart <= ' ')
2113                         linestart++;
2114                 // check if this is a comment
2115                 if (linestart + 2 <= lineend && !strncmp(linestart, "//", 2))
2116                         continue;
2117                 linetext = linestart;
2118                 limit = 3;
2119                 for (i = 0;i < limit;i++)
2120                 {
2121                         if (linetext >= lineend)
2122                                 break;
2123                         // note: a missing number is interpreted as 0
2124                         if (i < 3)
2125                                 mins[i] = atof(linetext);
2126                         else
2127                                 maxs[i - 3] = atof(linetext);
2128                         // now advance past the number
2129                         while (linetext < lineend && *linetext > ' ' && *linetext != ',')
2130                                 linetext++;
2131                         // advance through whitespace
2132                         if (linetext < lineend)
2133                         {
2134                                 if (*linetext == ',')
2135                                 {
2136                                         linetext++;
2137                                         limit = 6;
2138                                         // note: comma can be followed by whitespace
2139                                 }
2140                                 if (*linetext <= ' ')
2141                                 {
2142                                         // skip whitespace
2143                                         while (linetext < lineend && *linetext <= ' ')
2144                                                 linetext++;
2145                                 }
2146                         }
2147                 }
2148                 // if this is a quoted name, remove the quotes
2149                 if (i == 6)
2150                 {
2151                         if (linetext >= lineend || *linetext != '"')
2152                                 continue; // proquake location names are always quoted
2153                         lineend--;
2154                         linetext++;
2155                         len = min(lineend - linetext, (int)sizeof(name) - 1);
2156                         memcpy(name, linetext, len);
2157                         name[len] = 0;
2158                         // add the box to the list
2159                         CL_Locs_AddNode(mins, maxs, name);
2160                 }
2161                 // if a point was parsed, it needs to be scaled down by 8 (since
2162                 // point-based loc files were invented by a proxy which dealt
2163                 // directly with quake protocol coordinates, which are *8), turn
2164                 // it into a box
2165                 else if (i == 3)
2166                 {
2167                         // interpret silly fuhquake macros
2168                         for (len = 0;len < (int)sizeof(name) - 1 && linetext < lineend;)
2169                         {
2170                                 if (*linetext == '$')
2171                                 {
2172                                         if (linetext + 18 <= lineend && !strncmp(linetext, "$loc_name_separator", 19)) {s = " ";linetext += 19;}
2173                                         else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_ssg", 13)) {s = "SSG";linetext += 13;}
2174                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ng", 12)) {s = "NG";linetext += 12;}
2175                                         else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_sng", 13)) {s = "SNG";linetext += 13;}
2176                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_gl", 12)) {s = "GL";linetext += 12;}
2177                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_rl", 12)) {s = "RL";linetext += 12;}
2178                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_lg", 12)) {s = "LG";linetext += 12;}
2179                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ga", 12)) {s = "GA";linetext += 12;}
2180                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ya", 12)) {s = "YA";linetext += 12;}
2181                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ra", 12)) {s = "RA";linetext += 12;}
2182                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_mh", 12)) {s = "MEGA";linetext += 12;}
2183                                         else s = NULL;
2184                                         if (s)
2185                                         {
2186                                                 while (len < (int)sizeof(name) - 1 && *s)
2187                                                         name[len++] = *s++;
2188                                                 continue;
2189                                         }
2190                                 }
2191                                 name[len++] = *linetext++;
2192                         }
2193                         name[len] = 0;
2194                         // add the point to the list
2195                         VectorScale(mins, (1.0 / 8.0), mins);
2196                         CL_Locs_AddNode(mins, mins, name);
2197                 }
2198                 else
2199                         continue;
2200         }
2201 }
2202
2203 /*
2204 ===========
2205 CL_Shutdown
2206 ===========
2207 */
2208 void CL_Shutdown (void)
2209 {
2210         CL_Screen_Shutdown();
2211         CL_Particles_Shutdown();
2212         CL_Parse_Shutdown();
2213
2214         Mem_FreePool (&cls.permanentmempool);
2215         Mem_FreePool (&cls.levelmempool);
2216 }
2217
2218 /*
2219 =================
2220 CL_Init
2221 =================
2222 */
2223 void CL_Init (void)
2224 {
2225         cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL);
2226         cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL);
2227
2228         memset(&r_refdef, 0, sizeof(r_refdef));
2229         // max entities sent to renderer per frame
2230         r_refdef.scene.maxentities = MAX_EDICTS + 256 + 512;
2231         r_refdef.scene.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.scene.maxentities);
2232
2233         r_refdef.scene.maxtempentities = 512;
2234         r_refdef.scene.tempentities = (entity_render_t *)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t) * r_refdef.scene.maxtempentities);
2235
2236         CL_InitInput ();
2237
2238 //
2239 // register our commands
2240 //
2241         Cvar_RegisterVariable (&cl_upspeed);
2242         Cvar_RegisterVariable (&cl_forwardspeed);
2243         Cvar_RegisterVariable (&cl_backspeed);
2244         Cvar_RegisterVariable (&cl_sidespeed);
2245         Cvar_RegisterVariable (&cl_movespeedkey);
2246         Cvar_RegisterVariable (&cl_yawspeed);
2247         Cvar_RegisterVariable (&cl_pitchspeed);
2248         Cvar_RegisterVariable (&cl_anglespeedkey);
2249         Cvar_RegisterVariable (&cl_shownet);
2250         Cvar_RegisterVariable (&cl_nolerp);
2251         Cvar_RegisterVariable (&lookspring);
2252         Cvar_RegisterVariable (&lookstrafe);
2253         Cvar_RegisterVariable (&sensitivity);
2254         Cvar_RegisterVariable (&freelook);
2255
2256         Cvar_RegisterVariable (&m_pitch);
2257         Cvar_RegisterVariable (&m_yaw);
2258         Cvar_RegisterVariable (&m_forward);
2259         Cvar_RegisterVariable (&m_side);
2260
2261         Cvar_RegisterVariable (&cl_itembobspeed);
2262         Cvar_RegisterVariable (&cl_itembobheight);
2263
2264         Cmd_AddCommand ("entities", CL_PrintEntities_f, "print information on network entities known to client");
2265         Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
2266         Cmd_AddCommand ("record", CL_Record_f, "record a demo");
2267         Cmd_AddCommand ("stop", CL_Stop_f, "stop recording or playing a demo");
2268         Cmd_AddCommand ("playdemo", CL_PlayDemo_f, "watch a demo file");
2269         Cmd_AddCommand ("timedemo", CL_TimeDemo_f, "play back a demo as fast as possible and save statistics to benchmark.log");
2270
2271         // Support Client-side Model Index List
2272         Cmd_AddCommand ("cl_modelindexlist", CL_ModelIndexList_f, "list information on all models in the client modelindex");
2273         // Support Client-side Sound Index List
2274         Cmd_AddCommand ("cl_soundindexlist", CL_SoundIndexList_f, "list all sounds in the client soundindex");
2275
2276         Cvar_RegisterVariable (&cl_autodemo);
2277         Cvar_RegisterVariable (&cl_autodemo_nameformat);
2278
2279         Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue [alpha [mindist maxdist]])");
2280
2281         // LordHavoc: added pausedemo
2282         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)");
2283
2284         Cmd_AddCommand ("cl_areastats", CL_AreaStats_f, "prints statistics on entity culling during collision traces");
2285
2286         Cvar_RegisterVariable(&r_draweffects);
2287         Cvar_RegisterVariable(&cl_explosions_alpha_start);
2288         Cvar_RegisterVariable(&cl_explosions_alpha_end);
2289         Cvar_RegisterVariable(&cl_explosions_size_start);
2290         Cvar_RegisterVariable(&cl_explosions_size_end);
2291         Cvar_RegisterVariable(&cl_explosions_lifetime);
2292         Cvar_RegisterVariable(&cl_stainmaps);
2293         Cvar_RegisterVariable(&cl_stainmaps_clearonload);
2294         Cvar_RegisterVariable(&cl_beams_polygons);
2295         Cvar_RegisterVariable(&cl_beams_quakepositionhack);
2296         Cvar_RegisterVariable(&cl_beams_instantaimhack);
2297         Cvar_RegisterVariable(&cl_beams_lightatend);
2298         Cvar_RegisterVariable(&cl_noplayershadow);
2299         Cvar_RegisterVariable(&cl_dlights_decayradius);
2300         Cvar_RegisterVariable(&cl_dlights_decaybrightness);
2301
2302         Cvar_RegisterVariable(&cl_prydoncursor);
2303
2304         Cvar_RegisterVariable(&cl_deathnoviewmodel);
2305
2306         // for QW connections
2307         Cvar_RegisterVariable(&qport);
2308         Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff);
2309
2310         Cmd_AddCommand("timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
2311
2312         Cvar_RegisterVariable(&cl_locs_enable);
2313         Cvar_RegisterVariable(&cl_locs_show);
2314         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)");
2315         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)");
2316         Cmd_AddCommand("locs_clear", CL_Locs_Clear_f, "remove all loc points/boxes");
2317         Cmd_AddCommand("locs_reload", CL_Locs_Reload_f, "reload .loc file for this map");
2318         Cmd_AddCommand("locs_save", CL_Locs_Save_f, "save .loc file for this map containing currently defined points and boxes");
2319
2320         CL_Parse_Init();
2321         CL_Particles_Init();
2322         CL_Screen_Init();
2323
2324         CL_Video_Init();
2325         CL_Gecko_Init();
2326 }
2327
2328
2329