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1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // cl_main.c  -- client main loop
21
22 #include "quakedef.h"
23 #include "cl_collision.h"
24 #include "cl_video.h"
25 #include "image.h"
26 #include "csprogs.h"
27 #include "r_shadow.h"
28 #include "libcurl.h"
29
30 // we need to declare some mouse variables here, because the menu system
31 // references them even when on a unix system.
32
33 cvar_t csqc_progname = {0, "csqc_progname","csprogs.dat","name of csprogs.dat file to load"};
34 cvar_t csqc_progcrc = {CVAR_READONLY, "csqc_progcrc","-1","CRC of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"};
35 cvar_t csqc_progsize = {CVAR_READONLY, "csqc_progsize","-1","file size of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"};
36
37 cvar_t cl_shownet = {0, "cl_shownet","0","1 = print packet size, 2 = print packet message list"};
38 cvar_t cl_nolerp = {0, "cl_nolerp", "0","network update smoothing"};
39
40 cvar_t cl_itembobheight = {0, "cl_itembobheight", "0","how much items bob up and down (try 8)"};
41 cvar_t cl_itembobspeed = {0, "cl_itembobspeed", "0.5","how frequently items bob up and down"};
42
43 cvar_t lookspring = {CVAR_SAVE, "lookspring","0","returns pitch to level with the floor when no longer holding a pitch key"};
44 cvar_t lookstrafe = {CVAR_SAVE, "lookstrafe","0","move instead of turning"};
45 cvar_t sensitivity = {CVAR_SAVE, "sensitivity","3","mouse speed multiplier"};
46
47 cvar_t m_pitch = {CVAR_SAVE, "m_pitch","0.022","mouse pitch speed multiplier"};
48 cvar_t m_yaw = {CVAR_SAVE, "m_yaw","0.022","mouse yaw speed multiplier"};
49 cvar_t m_forward = {CVAR_SAVE, "m_forward","1","mouse forward speed multiplier"};
50 cvar_t m_side = {CVAR_SAVE, "m_side","0.8","mouse side speed multiplier"};
51
52 cvar_t freelook = {CVAR_SAVE, "freelook", "1","mouse controls pitch instead of forward/back"};
53
54 cvar_t cl_autodemo = {CVAR_SAVE, "cl_autodemo", "0", "records every game played, using the date/time and map name to name the demo file" };
55 cvar_t cl_autodemo_nameformat = {CVAR_SAVE, "cl_autodemo_nameformat", "%Y-%m-%d_%H-%M", "The format of the cl_autodemo filename, followed by the map name" };
56
57 cvar_t r_draweffects = {0, "r_draweffects", "1","renders temporary sprite effects"};
58
59 cvar_t cl_explosions_alpha_start = {CVAR_SAVE, "cl_explosions_alpha_start", "1.5","starting alpha of an explosion shell"};
60 cvar_t cl_explosions_alpha_end = {CVAR_SAVE, "cl_explosions_alpha_end", "0","end alpha of an explosion shell (just before it disappears)"};
61 cvar_t cl_explosions_size_start = {CVAR_SAVE, "cl_explosions_size_start", "16","starting size of an explosion shell"};
62 cvar_t cl_explosions_size_end = {CVAR_SAVE, "cl_explosions_size_end", "128","ending alpha of an explosion shell (just before it disappears)"};
63 cvar_t cl_explosions_lifetime = {CVAR_SAVE, "cl_explosions_lifetime", "0.5","how long an explosion shell lasts"};
64
65 cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "1","stains lightmaps, much faster than decals but blurred"};
66 cvar_t cl_stainmaps_clearonload = {CVAR_SAVE, "cl_stainmaps_clearonload", "1","clear stainmaps on map restart"};
67
68 cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1","use beam polygons instead of models"};
69 cvar_t cl_beams_quakepositionhack = {CVAR_SAVE, "cl_beams_quakepositionhack", "1", "makes your lightning gun appear to fire from your waist (as in Quake and QuakeWorld)"};
70 cvar_t cl_beams_instantaimhack = {CVAR_SAVE, "cl_beams_instantaimhack", "1", "makes your lightning gun aiming update instantly"};
71 cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0", "make a light at the end of the beam"};
72
73 cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0","hide player shadow"};
74
75 cvar_t cl_dlights_decayradius = {CVAR_SAVE, "cl_dlights_decayradius", "1", "reduces size of light flashes over time"};
76 cvar_t cl_dlights_decaybrightness = {CVAR_SAVE, "cl_dlights_decaybrightness", "1", "reduces brightness of light flashes over time"};
77
78 cvar_t qport = {0, "qport", "0", "identification key for playing on qw servers (allows you to maintain a connection to a quakeworld server even if your port changes)"};
79
80 cvar_t cl_prydoncursor = {0, "cl_prydoncursor", "0", "enables a mouse pointer which is able to click on entities in the world, useful for point and click mods, see PRYDON_CLIENTCURSOR extension in dpextensions.qc"};
81
82 cvar_t cl_deathnoviewmodel = {0, "cl_deathnoviewmodel", "1", "hides gun model when dead"};
83
84 cvar_t cl_locs_enable = {CVAR_SAVE, "locs_enable", "1", "enables replacement of certain % codes in chat messages: %l (location), %d (last death location), %h (health), %a (armor), %x (rockets), %c (cells), %r (rocket launcher status), %p (powerup status), %w (weapon status), %t (current time in level)"};
85 cvar_t cl_locs_show = {0, "locs_show", "0", "shows defined locations for editing purposes"};
86
87 client_static_t cls;
88 client_state_t  cl;
89
90 #define MAX_PARTICLES                   32768   // default max # of particles at one time
91 #define ABSOLUTE_MIN_PARTICLES  512             // no fewer than this no matter what's on the command line
92
93 /*
94 =====================
95 CL_ClearState
96
97 =====================
98 */
99 void CL_ClearState(void)
100 {
101         int i;
102         entity_t *ent;
103
104 // wipe the entire cl structure
105         Mem_EmptyPool(cls.levelmempool);
106         memset (&cl, 0, sizeof(cl));
107
108         S_StopAllSounds();
109
110         // reset the view zoom interpolation
111         cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
112
113         cl.num_entities = 0;
114         cl.num_static_entities = 0;
115         cl.num_temp_entities = 0;
116         cl.num_brushmodel_entities = 0;
117
118         // tweak these if the game runs out
119         cl.max_entities = 256;
120         cl.max_static_entities = 256;
121         cl.max_temp_entities = 512;
122         cl.max_effects = 256;
123         cl.max_beams = 256;
124         cl.max_dlights = MAX_DLIGHTS;
125         cl.max_lightstyle = MAX_LIGHTSTYLES;
126         cl.max_brushmodel_entities = MAX_EDICTS;
127         cl.max_particles = MAX_PARTICLES;
128
129 // COMMANDLINEOPTION: Client: -particles <number> changes maximum number of particles at once, default 32768
130         i = COM_CheckParm ("-particles");
131         if (i && i < com_argc - 1)
132         {
133                 cl.max_particles = (int)(atoi(com_argv[i+1]));
134                 if (cl.max_particles < ABSOLUTE_MIN_PARTICLES)
135                         cl.max_particles = ABSOLUTE_MIN_PARTICLES;
136         }
137
138         cl.num_dlights = 0;
139         cl.num_effects = 0;
140         cl.num_beams = 0;
141
142         cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
143         cl.entities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));
144         cl.static_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_static_entities * sizeof(entity_t));
145         cl.temp_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_temp_entities * sizeof(entity_t));
146         cl.effects = (cl_effect_t *)Mem_Alloc(cls.levelmempool, cl.max_effects * sizeof(cl_effect_t));
147         cl.beams = (beam_t *)Mem_Alloc(cls.levelmempool, cl.max_beams * sizeof(beam_t));
148         cl.dlights = (dlight_t *)Mem_Alloc(cls.levelmempool, cl.max_dlights * sizeof(dlight_t));
149         cl.lightstyle = (lightstyle_t *)Mem_Alloc(cls.levelmempool, cl.max_lightstyle * sizeof(lightstyle_t));
150         cl.brushmodel_entities = (int *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(int));
151         cl.particles = (particle_t *) Mem_Alloc(cls.levelmempool, cl.max_particles * sizeof(particle_t));
152
153         // LordHavoc: have to set up the baseline info for alpha and other stuff
154         for (i = 0;i < cl.max_entities;i++)
155         {
156                 cl.entities[i].state_baseline = defaultstate;
157                 cl.entities[i].state_previous = defaultstate;
158                 cl.entities[i].state_current = defaultstate;
159         }
160
161         if (gamemode == GAME_NEXUIZ)
162         {
163                 VectorSet(cl.playerstandmins, -16, -16, -24);
164                 VectorSet(cl.playerstandmaxs, 16, 16, 45);
165                 VectorSet(cl.playercrouchmins, -16, -16, -24);
166                 VectorSet(cl.playercrouchmaxs, 16, 16, 25);
167         }
168         else
169         {
170                 VectorSet(cl.playerstandmins, -16, -16, -24);
171                 VectorSet(cl.playerstandmaxs, 16, 16, 24);
172                 VectorSet(cl.playercrouchmins, -16, -16, -24);
173                 VectorSet(cl.playercrouchmaxs, 16, 16, 24);
174         }
175
176         // disable until we get textures for it
177         R_ResetSkyBox();
178
179         ent = &cl.entities[0];
180         // entire entity array was cleared, so just fill in a few fields
181         ent->state_current.active = true;
182         ent->render.model = cl.worldmodel = NULL; // no world model yet
183         ent->render.alpha = 1;
184         ent->render.colormap = -1; // no special coloring
185         ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
186         Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1);
187         CL_UpdateRenderEntity(&ent->render);
188
189         // noclip is turned off at start
190         noclip_anglehack = false;
191
192         // mark all frames invalid for delta
193         memset(cl.qw_deltasequence, -1, sizeof(cl.qw_deltasequence));
194
195         CL_Screen_NewMap();
196 }
197
198 void CL_SetInfo(const char *key, const char *value, qboolean send, qboolean allowstarkey, qboolean allowmodel, qboolean quiet)
199 {
200         int i;
201         qboolean fail = false;
202         if (!allowstarkey && key[0] == '*')
203                 fail = true;
204         if (!allowmodel && (!strcasecmp(key, "pmodel") || !strcasecmp(key, "emodel")))
205                 fail = true;
206         for (i = 0;key[i];i++)
207                 if (key[i] <= ' ' || key[i] == '\"')
208                         fail = true;
209         for (i = 0;value[i];i++)
210                 if (value[i] == '\r' || value[i] == '\n' || value[i] == '\"')
211                         fail = true;
212         if (fail)
213         {
214                 if (!quiet)
215                         Con_Printf("Can't setinfo \"%s\" \"%s\"\n", key, value);
216                 return;
217         }
218         InfoString_SetValue(cls.userinfo, sizeof(cls.userinfo), key, value);
219         if (cls.state == ca_connected && cls.netcon)
220         {
221                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
222                 {
223                         MSG_WriteByte(&cls.netcon->message, qw_clc_stringcmd);
224                         MSG_WriteString(&cls.netcon->message, va("setinfo \"%s\" \"%s\"", key, value));
225                 }
226                 else if (!strcasecmp(key, "name"))
227                 {
228                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
229                         MSG_WriteString(&cls.netcon->message, va("name \"%s\"", value));
230                 }
231                 else if (!strcasecmp(key, "playermodel"))
232                 {
233                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
234                         MSG_WriteString(&cls.netcon->message, va("playermodel \"%s\"", value));
235                 }
236                 else if (!strcasecmp(key, "playerskin"))
237                 {
238                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
239                         MSG_WriteString(&cls.netcon->message, va("playerskin \"%s\"", value));
240                 }
241                 else if (!strcasecmp(key, "topcolor"))
242                 {
243                         // don't send anything, the combined color code will be updated manually
244                 }
245                 else if (!strcasecmp(key, "bottomcolor"))
246                 {
247                         // don't send anything, the combined color code will be updated manually
248                 }
249                 else if (!strcasecmp(key, "rate"))
250                 {
251                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
252                         MSG_WriteString(&cls.netcon->message, va("rate \"%s\"", value));
253                 }
254         }
255 }
256
257 void CL_ExpandEntities(int num)
258 {
259         int i, oldmaxentities;
260         entity_t *oldentities;
261         if (num >= cl.max_entities)
262         {
263                 if (!cl.entities)
264                         Sys_Error("CL_ExpandEntities: cl.entities not initialized");
265                 if (num >= MAX_EDICTS)
266                         Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
267                 oldmaxentities = cl.max_entities;
268                 oldentities = cl.entities;
269                 cl.max_entities = (num & ~255) + 256;
270                 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
271                 memcpy(cl.entities, oldentities, oldmaxentities * sizeof(entity_t));
272                 Mem_Free(oldentities);
273                 for (i = oldmaxentities;i < cl.max_entities;i++)
274                 {
275                         cl.entities[i].state_baseline = defaultstate;
276                         cl.entities[i].state_previous = defaultstate;
277                         cl.entities[i].state_current = defaultstate;
278                 }
279         }
280 }
281
282 void CL_VM_ShutDown (void);
283 /*
284 =====================
285 CL_Disconnect
286
287 Sends a disconnect message to the server
288 This is also called on Host_Error, so it shouldn't cause any errors
289 =====================
290 */
291 void CL_Disconnect(void)
292 {
293         if (cls.state == ca_dedicated)
294                 return;
295
296         Curl_Clear_forthismap();
297
298         Con_DPrintf("CL_Disconnect\n");
299
300         CL_VM_ShutDown();
301 // stop sounds (especially looping!)
302         S_StopAllSounds ();
303
304         cl.parsingtextexpectingpingforscores = 0; // just in case no reply has come yet
305
306         // clear contents blends
307         cl.cshifts[0].percent = 0;
308         cl.cshifts[1].percent = 0;
309         cl.cshifts[2].percent = 0;
310         cl.cshifts[3].percent = 0;
311
312         cl.worldmodel = NULL;
313
314         CL_Parse_ErrorCleanUp();
315
316         if (cls.demoplayback)
317                 CL_StopPlayback();
318         else if (cls.netcon)
319         {
320                 sizebuf_t buf;
321                 unsigned char bufdata[8];
322                 if (cls.demorecording)
323                         CL_Stop_f();
324
325                 // send disconnect message 3 times to improve chances of server
326                 // receiving it (but it still fails sometimes)
327                 memset(&buf, 0, sizeof(buf));
328                 buf.data = bufdata;
329                 buf.maxsize = sizeof(bufdata);
330                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
331                 {
332                         Con_DPrint("Sending drop command\n");
333                         MSG_WriteByte(&buf, qw_clc_stringcmd);
334                         MSG_WriteString(&buf, "drop");
335                 }
336                 else
337                 {
338                         Con_DPrint("Sending clc_disconnect\n");
339                         MSG_WriteByte(&buf, clc_disconnect);
340                 }
341                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
342                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
343                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
344                 NetConn_Close(cls.netcon);
345                 cls.netcon = NULL;
346         }
347         cls.state = ca_disconnected;
348
349         cls.demoplayback = cls.timedemo = false;
350         cls.signon = 0;
351 }
352
353 void CL_Disconnect_f(void)
354 {
355         CL_Disconnect ();
356         if (sv.active)
357                 Host_ShutdownServer ();
358 }
359
360
361
362
363 /*
364 =====================
365 CL_EstablishConnection
366
367 Host should be either "local" or a net address
368 =====================
369 */
370 void CL_EstablishConnection(const char *host)
371 {
372         if (cls.state == ca_dedicated)
373                 return;
374
375         // clear menu's connect error message
376         M_Update_Return_Reason("");
377         cls.demonum = -1;
378
379         // stop demo loop in case this fails
380         CL_Disconnect();
381
382         // if downloads are running, cancel their finishing action
383         Curl_Clear_forthismap();
384
385         // make sure the client ports are open before attempting to connect
386         NetConn_UpdateSockets();
387
388         // run a network frame
389         //NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
390
391         if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
392         {
393                 cls.connect_trying = true;
394                 cls.connect_remainingtries = 3;
395                 cls.connect_nextsendtime = 0;
396                 M_Update_Return_Reason("Trying to connect...");
397                 // run several network frames to jump into the game quickly
398                 //if (sv.active)
399                 //{
400                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
401                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
402                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
403                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
404                 //}
405         }
406         else
407         {
408                 Con_Print("Unable to find a suitable network socket to connect to server.\n");
409                 M_Update_Return_Reason("No network");
410         }
411 }
412
413 /*
414 ==============
415 CL_PrintEntities_f
416 ==============
417 */
418 static void CL_PrintEntities_f(void)
419 {
420         entity_t *ent;
421         int i;
422
423         for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++)
424         {
425                 const char* modelname;
426
427                 if (!ent->state_current.active)
428                         continue;
429
430                 if (ent->render.model)
431                         modelname = ent->render.model->name;
432                 else
433                         modelname = "--no model--";
434                 Con_Printf("%3i: %-25s:%4i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", i, modelname, ent->render.frame, (int) ent->state_current.origin[0], (int) ent->state_current.origin[1], (int) ent->state_current.origin[2], (int) ent->state_current.angles[0] % 360, (int) ent->state_current.angles[1] % 360, (int) ent->state_current.angles[2] % 360, ent->render.scale, ent->render.alpha);
435         }
436 }
437
438 //static const vec3_t nomodelmins = {-16, -16, -16};
439 //static const vec3_t nomodelmaxs = {16, 16, 16};
440 void CL_UpdateRenderEntity(entity_render_t *ent)
441 {
442         vec3_t org;
443         vec_t scale;
444         model_t *model = ent->model;
445         // update the inverse matrix for the renderer
446         Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
447         // update the animation blend state
448         R_LerpAnimation(ent);
449         // we need the matrix origin to center the box
450         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
451         // update entity->render.scale because the renderer needs it
452         ent->scale = scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
453         if (model)
454         {
455                 // NOTE: this directly extracts vector components from the matrix, which relies on the matrix orientation!
456 #ifdef MATRIX4x4_OPENGLORIENTATION
457                 if (ent->matrix.m[0][2] != 0 || ent->matrix.m[1][2] != 0)
458 #else
459                 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
460 #endif
461                 {
462                         // pitch or roll
463                         VectorMA(org, scale, model->rotatedmins, ent->mins);
464                         VectorMA(org, scale, model->rotatedmaxs, ent->maxs);
465                 }
466 #ifdef MATRIX4x4_OPENGLORIENTATION
467                 else if (ent->matrix.m[1][0] != 0 || ent->matrix.m[0][1] != 0)
468 #else
469                 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
470 #endif
471                 {
472                         // yaw
473                         VectorMA(org, scale, model->yawmins, ent->mins);
474                         VectorMA(org, scale, model->yawmaxs, ent->maxs);
475                 }
476                 else
477                 {
478                         VectorMA(org, scale, model->normalmins, ent->mins);
479                         VectorMA(org, scale, model->normalmaxs, ent->maxs);
480                 }
481         }
482         else
483         {
484                 ent->mins[0] = org[0] - 16;
485                 ent->mins[1] = org[1] - 16;
486                 ent->mins[2] = org[2] - 16;
487                 ent->maxs[0] = org[0] + 16;
488                 ent->maxs[1] = org[1] + 16;
489                 ent->maxs[2] = org[2] + 16;
490         }
491 }
492
493 /*
494 ===============
495 CL_LerpPoint
496
497 Determines the fraction between the last two messages that the objects
498 should be put at.
499 ===============
500 */
501 static float CL_LerpPoint(void)
502 {
503         float f;
504
505         if (cl_nettimesyncmode.integer == 3)
506                 cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
507
508         // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
509         if (cl.mtime[0] <= cl.mtime[1])
510         {
511                 cl.time = cl.mtime[0];
512                 return 1;
513         }
514
515         f = (cl.time - cl.mtime[1]) / (cl.mtime[0] - cl.mtime[1]);
516         return bound(0, f, 1);
517 }
518
519 void CL_ClearTempEntities (void)
520 {
521         cl.num_temp_entities = 0;
522 }
523
524 entity_t *CL_NewTempEntity(void)
525 {
526         entity_t *ent;
527
528         if (r_refdef.numentities >= r_refdef.maxentities)
529                 return NULL;
530         if (cl.num_temp_entities >= cl.max_temp_entities)
531                 return NULL;
532         ent = &cl.temp_entities[cl.num_temp_entities++];
533         memset (ent, 0, sizeof(*ent));
534         r_refdef.entities[r_refdef.numentities++] = &ent->render;
535
536         ent->render.colormap = -1; // no special coloring
537         ent->render.alpha = 1;
538         VectorSet(ent->render.colormod, 1, 1, 1);
539         return ent;
540 }
541
542 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
543 {
544         int i;
545         cl_effect_t *e;
546         if (!modelindex) // sanity check
547                 return;
548         if (framerate < 1)
549         {
550                 Con_Printf("CL_Effect: framerate %f is < 1\n", framerate);
551                 return;
552         }
553         if (framecount < 1)
554         {
555                 Con_Printf("CL_Effect: framecount %i is < 1\n", framecount);
556                 return;
557         }
558         for (i = 0, e = cl.effects;i < cl.max_effects;i++, e++)
559         {
560                 if (e->active)
561                         continue;
562                 e->active = true;
563                 VectorCopy(org, e->origin);
564                 e->modelindex = modelindex;
565                 e->starttime = cl.time;
566                 e->startframe = startframe;
567                 e->endframe = startframe + framecount;
568                 e->framerate = framerate;
569
570                 e->frame = 0;
571                 e->frame1time = cl.time;
572                 e->frame2time = cl.time;
573                 cl.num_effects = max(cl.num_effects, i + 1);
574                 break;
575         }
576 }
577
578 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)
579 {
580         int i;
581         dlight_t *dl;
582
583         /*
584 // first look for an exact key match
585         if (ent)
586         {
587                 dl = cl.dlights;
588                 for (i = 0;i < cl.num_dlights;i++, dl++)
589                         if (dl->ent == ent)
590                                 goto dlightsetup;
591         }
592         */
593
594 // then look for anything else
595         dl = cl.dlights;
596         for (i = 0;i < cl.num_dlights;i++, dl++)
597                 if (!dl->radius)
598                         goto dlightsetup;
599         // if we hit the end of the active dlights and found no gaps, add a new one
600         if (i < MAX_DLIGHTS)
601         {
602                 cl.num_dlights = i + 1;
603                 goto dlightsetup;
604         }
605
606         // unable to find one
607         return;
608
609 dlightsetup:
610         //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
611         memset (dl, 0, sizeof(*dl));
612         Matrix4x4_Normalize(&dl->matrix, matrix);
613         dl->ent = ent;
614         Matrix4x4_OriginFromMatrix(&dl->matrix, dl->origin);
615         CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
616         Matrix4x4_SetOrigin(&dl->matrix, dl->origin[0], dl->origin[1], dl->origin[2]);
617         dl->radius = radius;
618         dl->color[0] = red;
619         dl->color[1] = green;
620         dl->color[2] = blue;
621         dl->initialradius = radius;
622         dl->initialcolor[0] = red;
623         dl->initialcolor[1] = green;
624         dl->initialcolor[2] = blue;
625         dl->decay = decay / radius; // changed decay to be a percentage decrease
626         dl->intensity = 1; // this is what gets decayed
627         if (lifetime)
628                 dl->die = cl.time + lifetime;
629         else
630                 dl->die = 0;
631         if (cubemapnum > 0)
632                 dpsnprintf(dl->cubemapname, sizeof(dl->cubemapname), "cubemaps/%i", cubemapnum);
633         else
634                 dl->cubemapname[0] = 0;
635         dl->style = style;
636         dl->shadow = shadowenable;
637         dl->corona = corona;
638         dl->flags = flags;
639         dl->coronasizescale = coronasizescale;
640         dl->ambientscale = ambientscale;
641         dl->diffusescale = diffusescale;
642         dl->specularscale = specularscale;
643 }
644
645 void CL_DecayLightFlashes(void)
646 {
647         int i, oldmax;
648         dlight_t *dl;
649         float time;
650
651         time = bound(0, cl.time - cl.oldtime, 0.1);
652         oldmax = cl.num_dlights;
653         cl.num_dlights = 0;
654         for (i = 0, dl = cl.dlights;i < oldmax;i++, dl++)
655         {
656                 if (dl->radius)
657                 {
658                         dl->intensity -= time * dl->decay;
659                         if (cl.time < dl->die && dl->intensity > 0)
660                         {
661                                 if (cl_dlights_decayradius.integer)
662                                         dl->radius = dl->initialradius * dl->intensity;
663                                 else
664                                         dl->radius = dl->initialradius;
665                                 if (cl_dlights_decaybrightness.integer)
666                                         VectorScale(dl->initialcolor, dl->intensity, dl->color);
667                                 else
668                                         VectorCopy(dl->initialcolor, dl->color);
669                                 cl.num_dlights = i + 1;
670                         }
671                         else
672                                 dl->radius = 0;
673                 }
674         }
675 }
676
677 // called before entity relinking
678 void CL_RelinkLightFlashes(void)
679 {
680         int i, j, k, l;
681         dlight_t *dl;
682         float frac, f;
683         matrix4x4_t tempmatrix;
684
685         if (r_dynamic.integer)
686         {
687                 for (i = 0, dl = cl.dlights;i < cl.num_dlights && r_refdef.numlights < MAX_DLIGHTS;i++, dl++)
688                 {
689                         if (dl->radius)
690                         {
691                                 tempmatrix = dl->matrix;
692                                 Matrix4x4_Scale(&tempmatrix, dl->radius, 1);
693                                 R_RTLight_Update(&r_refdef.lights[r_refdef.numlights++], false, &tempmatrix, dl->color, dl->style, dl->cubemapname, dl->shadow, dl->corona, dl->coronasizescale, dl->ambientscale, dl->diffusescale, dl->specularscale, dl->flags);
694                         }
695                 }
696         }
697
698 // light animations
699 // 'm' is normal light, 'a' is no light, 'z' is double bright
700         f = cl.time * 10;
701         i = (int)floor(f);
702         frac = f - i;
703         for (j = 0;j < cl.max_lightstyle;j++)
704         {
705                 if (!cl.lightstyle || !cl.lightstyle[j].length)
706                 {
707                         r_refdef.lightstylevalue[j] = 256;
708                         continue;
709                 }
710                 k = i % cl.lightstyle[j].length;
711                 l = (i-1) % cl.lightstyle[j].length;
712                 k = cl.lightstyle[j].map[k] - 'a';
713                 l = cl.lightstyle[j].map[l] - 'a';
714                 r_refdef.lightstylevalue[j] = (unsigned short)(((k*frac)+(l*(1-frac)))*22);
715         }
716 }
717
718 void CL_AddQWCTFFlagModel(entity_t *player, int skin)
719 {
720         float f;
721         entity_t *flag;
722         matrix4x4_t flagmatrix;
723
724         // this code taken from QuakeWorld
725         f = 14;
726         if (player->render.frame2 >= 29 && player->render.frame2 <= 40)
727         {
728                 if (player->render.frame2 >= 29 && player->render.frame2 <= 34)
729                 { //axpain
730                         if      (player->render.frame2 == 29) f = f + 2;
731                         else if (player->render.frame2 == 30) f = f + 8;
732                         else if (player->render.frame2 == 31) f = f + 12;
733                         else if (player->render.frame2 == 32) f = f + 11;
734                         else if (player->render.frame2 == 33) f = f + 10;
735                         else if (player->render.frame2 == 34) f = f + 4;
736                 }
737                 else if (player->render.frame2 >= 35 && player->render.frame2 <= 40)
738                 { // pain
739                         if      (player->render.frame2 == 35) f = f + 2;
740                         else if (player->render.frame2 == 36) f = f + 10;
741                         else if (player->render.frame2 == 37) f = f + 10;
742                         else if (player->render.frame2 == 38) f = f + 8;
743                         else if (player->render.frame2 == 39) f = f + 4;
744                         else if (player->render.frame2 == 40) f = f + 2;
745                 }
746         }
747         else if (player->render.frame2 >= 103 && player->render.frame2 <= 118)
748         {
749                 if      (player->render.frame2 >= 103 && player->render.frame2 <= 104) f = f + 6;  //nailattack
750                 else if (player->render.frame2 >= 105 && player->render.frame2 <= 106) f = f + 6;  //light
751                 else if (player->render.frame2 >= 107 && player->render.frame2 <= 112) f = f + 7;  //rocketattack
752                 else if (player->render.frame2 >= 112 && player->render.frame2 <= 118) f = f + 7;  //shotattack
753         }
754         // end of code taken from QuakeWorld
755
756         flag = CL_NewTempEntity();
757         if (!flag)
758                 return;
759
760         flag->render.model = cl.model_precache[cl.qw_modelindex_flag];
761         flag->render.skinnum = skin;
762         flag->render.colormap = -1; // no special coloring
763         flag->render.alpha = 1;
764         VectorSet(flag->render.colormod, 1, 1, 1);
765         // attach the flag to the player matrix
766         Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
767         Matrix4x4_Concat(&flag->render.matrix, &player->render.matrix, &flagmatrix);
768         CL_UpdateRenderEntity(&flag->render);
769 }
770
771 matrix4x4_t viewmodelmatrix;
772
773 static const vec3_t muzzleflashorigin = {18, 0, 0};
774
775 extern void V_DriftPitch(void);
776 extern void V_FadeViewFlashs(void);
777 extern void V_CalcViewBlend(void);
778 extern void V_CalcRefdef(void);
779
780 // note this is a recursive function, recursionlimit should be 32 or so on the initial call
781 void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolate)
782 {
783         const matrix4x4_t *matrix;
784         matrix4x4_t blendmatrix, tempmatrix, matrix2;
785         int j, k, l;
786         float origin[3], angles[3], delta[3], lerp, d;
787         entity_t *t;
788         model_t *model;
789         //entity_persistent_t *p = &e->persistent;
790         //entity_render_t *r = &e->render;
791         // skip inactive entities and world
792         if (!e->state_current.active || e == cl.entities)
793                 return;
794         if (recursionlimit < 1)
795                 return;
796         e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
797         e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
798         e->render.flags = e->state_current.flags;
799         e->render.effects = e->state_current.effects;
800         VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
801         if (e->state_current.flags & RENDER_COLORMAPPED)
802         {
803                 int cb;
804                 unsigned char *cbcolor;
805                 e->render.colormap = e->state_current.colormap;
806                 cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
807                 cbcolor = (unsigned char *) (&palette_complete[cb]);
808                 e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
809                 e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
810                 e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
811                 cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
812                 cbcolor = (unsigned char *) (&palette_complete[cb]);
813                 e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
814                 e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
815                 e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
816         }
817         else if (e->state_current.colormap && cl.scores != NULL)
818         {
819                 int cb;
820                 unsigned char *cbcolor;
821                 e->render.colormap = cl.scores[e->state_current.colormap - 1].colors; // color it
822                 cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
823                 cbcolor = (unsigned char *) (&palette_complete[cb]);
824                 e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
825                 e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
826                 e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
827                 cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
828                 cbcolor = (unsigned char *) (&palette_complete[cb]);
829                 e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
830                 e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
831                 e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
832         }
833         else
834         {
835                 e->render.colormap = -1; // no special coloring
836                 VectorClear(e->render.colormap_pantscolor);
837                 VectorClear(e->render.colormap_shirtcolor);
838         }
839         e->render.skinnum = e->state_current.skin;
840         if (e->state_current.tagentity)
841         {
842                 // attached entity (gun held in player model's hand, etc)
843                 // if the tag entity is currently impossible, skip it
844                 if (e->state_current.tagentity >= cl.num_entities)
845                         return;
846                 t = cl.entities + e->state_current.tagentity;
847                 // if the tag entity is inactive, skip it
848                 if (!t->state_current.active)
849                         return;
850                 // update the parent first
851                 CL_UpdateNetworkEntity(t, recursionlimit - 1, interpolate);
852                 // make relative to the entity
853                 matrix = &t->render.matrix;
854                 // some properties of the tag entity carry over
855                 e->render.flags |= t->render.flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
856                 // if a valid tagindex is used, make it relative to that tag instead
857                 // FIXME: use a model function to get tag info (need to handle skeletal)
858                 if (e->state_current.tagentity && e->state_current.tagindex >= 1 && (model = t->render.model))
859                 {
860                         // blend the matrices
861                         memset(&blendmatrix, 0, sizeof(blendmatrix));
862                         for (j = 0;j < 4 && t->render.frameblend[j].lerp > 0;j++)
863                         {
864                                 matrix4x4_t tagmatrix;
865                                 Mod_Alias_GetTagMatrix(model, t->render.frameblend[j].frame, e->state_current.tagindex - 1, &tagmatrix);
866                                 d = t->render.frameblend[j].lerp;
867                                 for (l = 0;l < 4;l++)
868                                         for (k = 0;k < 4;k++)
869                                                 blendmatrix.m[l][k] += d * tagmatrix.m[l][k];
870                         }
871                         // concat the tag matrices onto the entity matrix
872                         Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix);
873                         // use the constructed tag matrix
874                         matrix = &tempmatrix;
875                 }
876         }
877         else if (e->render.flags & RENDER_VIEWMODEL)
878         {
879                 // view-relative entity (guns and such)
880                 matrix = &viewmodelmatrix;
881         }
882         else
883         {
884                 // world-relative entity (the normal kind)
885                 matrix = &identitymatrix;
886         }
887
888         // movement lerp
889         // if it's the predicted player entity, update according to client movement
890         // but don't lerp if going through a teleporter as it causes a bad lerp
891         // also don't use the predicted location if fixangle was set on both of
892         // the most recent server messages, as that cause means you are spectating
893         // someone or watching a cutscene of some sort
894         if (e == cl.entities + cl.playerentity && cl.movement_predicted && (!cl.fixangle[1] || !cl.fixangle[0]))
895         {
896                 lerp = (cl.time - cl.movement_time[2]) / (cl.movement_time[0] - cl.movement_time[1]);
897                 lerp = bound(0, lerp, 1);
898                 if (!interpolate || cl_nolerp.integer || cl.fixangle[0])
899                         lerp = 1;
900                 VectorLerp(cl.movement_oldorigin, lerp, cl.movement_origin, origin);
901                 VectorSet(angles, 0, cl.viewangles[1], 0);
902         }
903         else if (interpolate && e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
904         {
905                 // interpolate the origin and angles
906                 lerp = max(0, lerp);
907                 VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
908                 VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
909                 if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
910                 if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
911                 if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
912                 VectorMA(e->persistent.oldangles, lerp, delta, angles);
913         }
914         else
915         {
916                 // no interpolation
917                 VectorCopy(e->persistent.neworigin, origin);
918                 VectorCopy(e->persistent.newangles, angles);
919         }
920
921         // model setup and some modelflags
922         if(e->state_current.modelindex < MAX_MODELS)
923                 e->render.model = cl.model_precache[e->state_current.modelindex];
924         if (e->render.model)
925         {
926                 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
927                 if (e->render.model->type == mod_alias)
928                         angles[0] = -angles[0];
929                 if ((e->render.model->flags & EF_ROTATE) && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
930                 {
931                         angles[1] = ANGLEMOD(100*cl.time);
932                         if (cl_itembobheight.value)
933                                 origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
934                 }
935                 // transfer certain model flags to effects
936                 e->render.effects |= e->render.model->flags2 & (EF_FULLBRIGHT | EF_ADDITIVE);
937                 if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
938                         VectorScale(e->render.colormod, 2, e->render.colormod);
939         }
940         // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
941         else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
942                 angles[0] = -angles[0];
943
944         // animation lerp
945         if (e->render.frame2 == e->state_current.frame)
946         {
947                 // update frame lerp fraction
948                 e->render.framelerp = 1;
949                 if (e->render.frame2time > e->render.frame1time)
950                 {
951                         // make sure frame lerp won't last longer than 100ms
952                         // (this mainly helps with models that use framegroups and
953                         // switch between them infrequently)
954                         e->render.framelerp = (cl.time - e->render.frame2time) / min(e->render.frame2time - e->render.frame1time, 0.1);
955                         e->render.framelerp = bound(0, e->render.framelerp, 1);
956                 }
957         }
958         else
959         {
960                 // begin a new frame lerp
961                 e->render.frame1 = e->render.frame2;
962                 e->render.frame1time = e->render.frame2time;
963                 e->render.frame = e->render.frame2 = e->state_current.frame;
964                 e->render.frame2time = cl.time;
965                 e->render.framelerp = 0;
966         }
967
968         // set up the render matrix
969         if (matrix)
970         {
971                 // attached entity, this requires a matrix multiply (concat)
972                 // FIXME: e->render.scale should go away
973                 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
974                 // concat the matrices to make the entity relative to its tag
975                 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
976                 // get the origin from the new matrix
977                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
978         }
979         else
980         {
981                 // unattached entities are faster to process
982                 Matrix4x4_CreateFromQuakeEntity(&e->render.matrix, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
983         }
984
985         // make the other useful stuff
986         CL_UpdateRenderEntity(&e->render);
987
988         // tenebrae's sprites are all additive mode (weird)
989         if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
990                 e->render.effects |= EF_ADDITIVE;
991         // player model is only shown with chase_active on
992         if (e->state_current.number == cl.viewentity)
993                 e->render.flags |= RENDER_EXTERIORMODEL;
994         // either fullbright or lit
995         if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
996                 e->render.flags |= RENDER_LIGHT;
997         // hide player shadow during intermission or nehahra movie
998         if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST))
999          && (e->render.alpha >= 1)
1000          && !(e->render.flags & RENDER_VIEWMODEL)
1001          && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
1002                 e->render.flags |= RENDER_SHADOW;
1003 }
1004
1005 // creates light and trails from an entity
1006 void CL_UpdateNetworkEntityTrail(entity_t *e)
1007 {
1008         effectnameindex_t trailtype;
1009         vec3_t origin;
1010
1011         // bmodels are treated specially since their origin is usually '0 0 0' and
1012         // their actual geometry is far from '0 0 0'
1013         if (e->render.model && e->render.model->soundfromcenter)
1014         {
1015                 vec3_t o;
1016                 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1017                 Matrix4x4_Transform(&e->render.matrix, o, origin);
1018         }
1019         else
1020                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1021
1022         // handle particle trails and such effects now that we know where this
1023         // entity is in the world...
1024         trailtype = EFFECT_NONE;
1025         // LordHavoc: if the entity has no effects, don't check each
1026         if (e->render.effects & (EF_BRIGHTFIELD | EF_FLAME | EF_STARDUST | EF_FLAG1QW | EF_FLAG2QW))
1027         {
1028                 if (e->render.effects & EF_BRIGHTFIELD)
1029                 {
1030                         if (gamemode == GAME_NEXUIZ)
1031                                 trailtype = EFFECT_TR_NEXUIZPLASMA;
1032                         else
1033                                 CL_EntityParticles(e);
1034                 }
1035                 if (e->render.effects & EF_FLAME)
1036                         CL_ParticleTrail(EFFECT_EF_FLAME, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true);
1037                 if (e->render.effects & EF_STARDUST)
1038                         CL_ParticleTrail(EFFECT_EF_STARDUST, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0, false, true);
1039                 if (e->render.effects & (EF_FLAG1QW | EF_FLAG2QW))
1040                 {
1041                         // these are only set on player entities
1042                         CL_AddQWCTFFlagModel(e, (e->render.effects & EF_FLAG2QW) != 0);
1043                 }
1044         }
1045         // muzzleflash fades over time
1046         if (e->persistent.muzzleflash > 0)
1047                 e->persistent.muzzleflash -= bound(0, cl.time - cl.oldtime, 0.1) * 20;
1048         // LordHavoc: if the model has no flags, don't check each
1049         if (e->render.model && e->render.model->flags && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
1050         {
1051                 if (e->render.model->flags & EF_GIB)
1052                         trailtype = EFFECT_TR_BLOOD;
1053                 else if (e->render.model->flags & EF_ZOMGIB)
1054                         trailtype = EFFECT_TR_SLIGHTBLOOD;
1055                 else if (e->render.model->flags & EF_TRACER)
1056                         trailtype = EFFECT_TR_WIZSPIKE;
1057                 else if (e->render.model->flags & EF_TRACER2)
1058                         trailtype = EFFECT_TR_KNIGHTSPIKE;
1059                 else if (e->render.model->flags & EF_ROCKET)
1060                         trailtype = EFFECT_TR_ROCKET;
1061                 else if (e->render.model->flags & EF_GRENADE)
1062                 {
1063                         // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1064                         trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1065                 }
1066                 else if (e->render.model->flags & EF_TRACER3)
1067                         trailtype = EFFECT_TR_VORESPIKE;
1068         }
1069         // do trails
1070         if (e->render.flags & RENDER_GLOWTRAIL)
1071                 trailtype = EFFECT_TR_GLOWTRAIL;
1072         if (trailtype)
1073         {
1074                 float len;
1075                 vec3_t vel;
1076                 VectorSubtract(e->state_current.origin, e->state_previous.origin, vel);
1077                 len = e->state_current.time - e->state_previous.time;
1078                 if (len > 0)
1079                         len = 1.0f / len;
1080                 VectorScale(vel, len, vel);
1081                 CL_ParticleTrail(trailtype, 1, e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor, false, true);
1082         }
1083         VectorCopy(origin, e->persistent.trail_origin);
1084 }
1085
1086
1087 /*
1088 ===============
1089 CL_UpdateViewEntities
1090 ===============
1091 */
1092 void CL_UpdateViewEntities(void)
1093 {
1094         int i;
1095         // update any RENDER_VIEWMODEL entities to use the new view matrix
1096         for (i = 1;i < cl.num_entities;i++)
1097         {
1098                 if (cl.entities_active[i])
1099                 {
1100                         entity_t *ent = cl.entities + i;
1101                         if ((ent->render.flags & RENDER_VIEWMODEL) || ent->state_current.tagentity)
1102                                 CL_UpdateNetworkEntity(ent, 32, true);
1103                 }
1104         }
1105         // and of course the engine viewmodel needs updating as well
1106         CL_UpdateNetworkEntity(&cl.viewent, 32, true);
1107 }
1108
1109 /*
1110 ===============
1111 CL_UpdateNetworkCollisionEntities
1112 ===============
1113 */
1114 void CL_UpdateNetworkCollisionEntities(void)
1115 {
1116         entity_t *ent;
1117         int i;
1118
1119         // start on the entity after the world
1120         cl.num_brushmodel_entities = 0;
1121         for (i = 1;i < cl.num_entities;i++)
1122         {
1123                 if (cl.entities_active[i])
1124                 {
1125                         ent = cl.entities + i;
1126                         if (ent->state_current.active && ent->render.model && ent->render.model->name[0] == '*' && ent->render.model->TraceBox)
1127                         {
1128                                 // do not interpolate the bmodels for this
1129                                 CL_UpdateNetworkEntity(ent, 32, false);
1130                                 cl.brushmodel_entities[cl.num_brushmodel_entities++] = ent->state_current.number;
1131                         }
1132                 }
1133         }
1134 }
1135
1136 /*
1137 ===============
1138 CL_UpdateNetworkEntities
1139 ===============
1140 */
1141 void CL_UpdateNetworkEntities(void)
1142 {
1143         entity_t *ent;
1144         int i;
1145
1146         // start on the entity after the world
1147         for (i = 1;i < cl.num_entities;i++)
1148         {
1149                 if (cl.entities_active[i])
1150                 {
1151                         ent = cl.entities + i;
1152                         if (ent->state_current.active)
1153                         {
1154                                 CL_UpdateNetworkEntity(ent, 32, true);
1155                                 // view models should never create light/trails
1156                                 if (!(ent->render.flags & RENDER_VIEWMODEL))
1157                                         CL_UpdateNetworkEntityTrail(ent);
1158                         }
1159                         else
1160                                 cl.entities_active[i] = false;
1161                 }
1162         }
1163 }
1164
1165 void CL_UpdateViewModel(void)
1166 {
1167         entity_t *ent;
1168         ent = &cl.viewent;
1169         ent->state_previous = ent->state_current;
1170         ent->state_current = defaultstate;
1171         ent->state_current.time = cl.time;
1172         ent->state_current.number = -1;
1173         ent->state_current.active = true;
1174         ent->state_current.modelindex = cl.stats[STAT_WEAPON];
1175         ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
1176         ent->state_current.flags = RENDER_VIEWMODEL;
1177         if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
1178                 ent->state_current.modelindex = 0;
1179         else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1180         {
1181                 if (gamemode == GAME_TRANSFUSION)
1182                         ent->state_current.alpha = 128;
1183                 else
1184                         ent->state_current.modelindex = 0;
1185         }
1186         ent->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
1187         ent->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_REFLECTIVE | EF_FULLBRIGHT | EF_NODEPTHTEST));
1188
1189         // reset animation interpolation on weaponmodel if model changed
1190         if (ent->state_previous.modelindex != ent->state_current.modelindex)
1191         {
1192                 ent->render.frame = ent->render.frame1 = ent->render.frame2 = ent->state_current.frame;
1193                 ent->render.frame1time = ent->render.frame2time = cl.time;
1194                 ent->render.framelerp = 1;
1195         }
1196         CL_UpdateNetworkEntity(ent, 32, true);
1197 }
1198
1199 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
1200 void CL_LinkNetworkEntity(entity_t *e)
1201 {
1202         effectnameindex_t trailtype;
1203         vec3_t origin;
1204         vec3_t dlightcolor;
1205         vec_t dlightradius;
1206
1207         // skip inactive entities and world
1208         if (!e->state_current.active || e == cl.entities)
1209                 return;
1210         if (e->render.flags & RENDER_VIEWMODEL && !e->state_current.tagentity)
1211         {
1212                 if (!r_drawviewmodel.integer || chase_active.integer || r_refdef.envmap)
1213                         return;
1214         }
1215         else
1216         {
1217                 // if the tag entity is currently impossible, skip it
1218                 if (e->state_current.tagentity >= cl.num_entities)
1219                         return;
1220                 // if the tag entity is inactive, skip it
1221                 if (!cl.entities[e->state_current.tagentity].state_current.active)
1222                         return;
1223         }
1224
1225         // create entity dlights associated with this entity
1226         if (e->render.model && e->render.model->soundfromcenter)
1227         {
1228                 // bmodels are treated specially since their origin is usually '0 0 0'
1229                 vec3_t o;
1230                 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
1231                 Matrix4x4_Transform(&e->render.matrix, o, origin);
1232         }
1233         else
1234                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
1235         trailtype = EFFECT_NONE;
1236         dlightradius = 0;
1237         dlightcolor[0] = 0;
1238         dlightcolor[1] = 0;
1239         dlightcolor[2] = 0;
1240         // LordHavoc: if the entity has no effects, don't check each
1241         if (e->render.effects & (EF_BRIGHTFIELD | EF_DIMLIGHT | EF_BRIGHTLIGHT | EF_RED | EF_BLUE | EF_FLAME | EF_STARDUST))
1242         {
1243                 if (e->render.effects & EF_BRIGHTFIELD)
1244                 {
1245                         if (gamemode == GAME_NEXUIZ)
1246                                 trailtype = EFFECT_TR_NEXUIZPLASMA;
1247                 }
1248                 if (e->render.effects & EF_DIMLIGHT)
1249                 {
1250                         dlightradius = max(dlightradius, 200);
1251                         dlightcolor[0] += 1.50f;
1252                         dlightcolor[1] += 1.50f;
1253                         dlightcolor[2] += 1.50f;
1254                 }
1255                 if (e->render.effects & EF_BRIGHTLIGHT)
1256                 {
1257                         dlightradius = max(dlightradius, 400);
1258                         dlightcolor[0] += 3.00f;
1259                         dlightcolor[1] += 3.00f;
1260                         dlightcolor[2] += 3.00f;
1261                 }
1262                 // LordHavoc: more effects
1263                 if (e->render.effects & EF_RED) // red
1264                 {
1265                         dlightradius = max(dlightradius, 200);
1266                         dlightcolor[0] += 1.50f;
1267                         dlightcolor[1] += 0.15f;
1268                         dlightcolor[2] += 0.15f;
1269                 }
1270                 if (e->render.effects & EF_BLUE) // blue
1271                 {
1272                         dlightradius = max(dlightradius, 200);
1273                         dlightcolor[0] += 0.15f;
1274                         dlightcolor[1] += 0.15f;
1275                         dlightcolor[2] += 1.50f;
1276                 }
1277                 if (e->render.effects & EF_FLAME)
1278                         CL_ParticleTrail(EFFECT_EF_FLAME, 0, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false);
1279                 if (e->render.effects & EF_STARDUST)
1280                         CL_ParticleTrail(EFFECT_EF_STARDUST, 0, origin, origin, vec3_origin, vec3_origin, NULL, 0, true, false);
1281         }
1282         // muzzleflash fades over time, and is offset a bit
1283         if (e->persistent.muzzleflash > 0 && r_refdef.numlights < MAX_DLIGHTS)
1284         {
1285                 vec3_t v2;
1286                 vec3_t color;
1287                 trace_t trace;
1288                 matrix4x4_t tempmatrix;
1289                 Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
1290                 trace = CL_Move(origin, vec3_origin, vec3_origin, v2, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, true, false, NULL, false);
1291                 Matrix4x4_Normalize(&tempmatrix, &e->render.matrix);
1292                 Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], trace.endpos[2]);
1293                 Matrix4x4_Scale(&tempmatrix, 150, 1);
1294                 VectorSet(color, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f);
1295                 R_RTLight_Update(&r_refdef.lights[r_refdef.numlights++], false, &tempmatrix, color, -1, NULL, true, 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1296         }
1297         // LordHavoc: if the model has no flags, don't check each
1298         if (e->render.model && e->render.model->flags && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
1299         {
1300                 if (e->render.model->flags & EF_GIB)
1301                         trailtype = EFFECT_TR_BLOOD;
1302                 else if (e->render.model->flags & EF_ZOMGIB)
1303                         trailtype = EFFECT_TR_SLIGHTBLOOD;
1304                 else if (e->render.model->flags & EF_TRACER)
1305                         trailtype = EFFECT_TR_WIZSPIKE;
1306                 else if (e->render.model->flags & EF_TRACER2)
1307                         trailtype = EFFECT_TR_KNIGHTSPIKE;
1308                 else if (e->render.model->flags & EF_ROCKET)
1309                         trailtype = EFFECT_TR_ROCKET;
1310                 else if (e->render.model->flags & EF_GRENADE)
1311                 {
1312                         // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1313                         trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1314                 }
1315                 else if (e->render.model->flags & EF_TRACER3)
1316                         trailtype = EFFECT_TR_VORESPIKE;
1317         }
1318         // LordHavoc: customizable glow
1319         if (e->state_current.glowsize)
1320         {
1321                 // * 4 for the expansion from 0-255 to 0-1023 range,
1322                 // / 255 to scale down byte colors
1323                 dlightradius = max(dlightradius, e->state_current.glowsize * 4);
1324                 VectorMA(dlightcolor, (1.0f / 255.0f), (unsigned char *)&palette_complete[e->state_current.glowcolor], dlightcolor);
1325         }
1326         // make the glow dlight
1327         if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL) && r_refdef.numlights < MAX_DLIGHTS)
1328         {
1329                 matrix4x4_t dlightmatrix;
1330                 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1331                 // hack to make glowing player light shine on their gun
1332                 //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
1333                 //      Matrix4x4_AdjustOrigin(&dlightmatrix, 0, 0, 30);
1334                 Matrix4x4_Scale(&dlightmatrix, dlightradius, 1);
1335                 R_RTLight_Update(&r_refdef.lights[r_refdef.numlights++], false, &dlightmatrix, dlightcolor, -1, NULL, true, 1, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1336         }
1337         // custom rtlight
1338         if ((e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) && r_refdef.numlights < MAX_DLIGHTS)
1339         {
1340                 matrix4x4_t dlightmatrix;
1341                 float light[4];
1342                 VectorScale(e->state_current.light, (1.0f / 256.0f), light);
1343                 light[3] = e->state_current.light[3];
1344                 if (light[0] == 0 && light[1] == 0 && light[2] == 0)
1345                         VectorSet(light, 1, 1, 1);
1346                 if (light[3] == 0)
1347                         light[3] = 350;
1348                 // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
1349                 Matrix4x4_Normalize(&dlightmatrix, &e->render.matrix);
1350                 Matrix4x4_Scale(&dlightmatrix, light[3], 1);
1351                 R_RTLight_Update(&r_refdef.lights[r_refdef.numlights++], false, &dlightmatrix, light, e->state_current.lightstyle, e->state_current.skin > 0 ? va("cubemaps/%i", e->state_current.skin) : NULL, !(e->state_current.lightpflags & PFLAGS_NOSHADOW), (e->state_current.lightpflags & PFLAGS_CORONA) != 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1352         }
1353         // do trail light
1354         if (e->render.flags & RENDER_GLOWTRAIL)
1355                 trailtype = EFFECT_TR_GLOWTRAIL;
1356         if (trailtype)
1357                 CL_ParticleTrail(trailtype, 0, origin, origin, vec3_origin, vec3_origin, NULL, e->state_current.glowcolor, true, false);
1358
1359         // don't show entities with no modelindex (note: this still shows
1360         // entities which have a modelindex that resolved to a NULL model)
1361         if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.numentities < r_refdef.maxentities)
1362                 r_refdef.entities[r_refdef.numentities++] = &e->render;
1363         //if (cl.viewentity && e->state_current.number == cl.viewentity)
1364         //      Matrix4x4_Print(&e->render.matrix);
1365 }
1366
1367 void CL_RelinkWorld(void)
1368 {
1369         entity_t *ent = &cl.entities[0];
1370         cl.brushmodel_entities[cl.num_brushmodel_entities++] = 0;
1371         // FIXME: this should be done at load
1372         ent->render.matrix = identitymatrix;
1373         CL_UpdateRenderEntity(&ent->render);
1374         ent->render.flags = RENDER_SHADOW;
1375         if (!r_fullbright.integer)
1376                 ent->render.flags |= RENDER_LIGHT;
1377         VectorSet(ent->render.colormod, 1, 1, 1);
1378         r_refdef.worldentity = &ent->render;
1379         r_refdef.worldmodel = cl.worldmodel;
1380 }
1381
1382 static void CL_RelinkStaticEntities(void)
1383 {
1384         int i;
1385         entity_t *e;
1386         for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++, e++)
1387         {
1388                 e->render.flags = 0;
1389                 // if the model was not loaded when the static entity was created we
1390                 // need to re-fetch the model pointer
1391                 e->render.model = cl.model_precache[e->state_baseline.modelindex];
1392                 CL_UpdateRenderEntity(&e->render);
1393                 // either fullbright or lit
1394                 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1395                         e->render.flags |= RENDER_LIGHT;
1396                 // hide player shadow during intermission or nehahra movie
1397                 if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST)) && (e->render.alpha >= 1))
1398                         e->render.flags |= RENDER_SHADOW;
1399                 VectorSet(e->render.colormod, 1, 1, 1);
1400                 R_LerpAnimation(&e->render);
1401                 r_refdef.entities[r_refdef.numentities++] = &e->render;
1402         }
1403 }
1404
1405 /*
1406 ===============
1407 CL_RelinkEntities
1408 ===============
1409 */
1410 static void CL_RelinkNetworkEntities(void)
1411 {
1412         entity_t *ent;
1413         int i;
1414
1415         // start on the entity after the world
1416         for (i = 1;i < cl.num_entities;i++)
1417         {
1418                 if (cl.entities_active[i])
1419                 {
1420                         ent = cl.entities + i;
1421                         if (ent->state_current.active)
1422                                 CL_LinkNetworkEntity(ent);
1423                         else
1424                                 cl.entities_active[i] = false;
1425                 }
1426         }
1427 }
1428
1429 static void CL_RelinkEffects(void)
1430 {
1431         int i, intframe;
1432         cl_effect_t *e;
1433         entity_t *ent;
1434         float frame;
1435
1436         for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++)
1437         {
1438                 if (e->active)
1439                 {
1440                         frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1441                         intframe = (int)frame;
1442                         if (intframe < 0 || intframe >= e->endframe)
1443                         {
1444                                 memset(e, 0, sizeof(*e));
1445                                 while (cl.num_effects > 0 && !cl.effects[cl.num_effects - 1].active)
1446                                         cl.num_effects--;
1447                                 continue;
1448                         }
1449
1450                         if (intframe != e->frame)
1451                         {
1452                                 e->frame = intframe;
1453                                 e->frame1time = e->frame2time;
1454                                 e->frame2time = cl.time;
1455                         }
1456
1457                         // if we're drawing effects, get a new temp entity
1458                         // (NewTempEntity adds it to the render entities list for us)
1459                         if (r_draweffects.integer && (ent = CL_NewTempEntity()))
1460                         {
1461                                 // interpolation stuff
1462                                 ent->render.frame1 = intframe;
1463                                 ent->render.frame2 = intframe + 1;
1464                                 if (ent->render.frame2 >= e->endframe)
1465                                         ent->render.frame2 = -1; // disappear
1466                                 ent->render.framelerp = frame - intframe;
1467                                 ent->render.frame1time = e->frame1time;
1468                                 ent->render.frame2time = e->frame2time;
1469
1470                                 // normal stuff
1471                                 if(e->modelindex < MAX_MODELS)
1472                                         ent->render.model = cl.model_precache[e->modelindex];
1473                                 else
1474                                         ent->render.model = cl.csqc_model_precache[-(e->modelindex+1)];
1475                                 ent->render.frame = ent->render.frame2;
1476                                 ent->render.colormap = -1; // no special coloring
1477                                 ent->render.alpha = 1;
1478                                 VectorSet(ent->render.colormod, 1, 1, 1);
1479
1480                                 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1481                                 CL_UpdateRenderEntity(&ent->render);
1482                         }
1483                 }
1484         }
1485 }
1486
1487 void CL_Beam_CalculatePositions(const beam_t *b, vec3_t start, vec3_t end)
1488 {
1489         VectorCopy(b->start, start);
1490         VectorCopy(b->end, end);
1491
1492         // if coming from the player, update the start position
1493         if (b->entity == cl.viewentity)
1494         {
1495                 if (cl_beams_quakepositionhack.integer && !chase_active.integer)
1496                 {
1497                         // LordHavoc: this is a stupid hack from Quake that makes your
1498                         // lightning appear to come from your waist and cover less of your
1499                         // view
1500                         // in Quake this hack was applied to all players (causing the
1501                         // infamous crotch-lightning), but in darkplaces and QuakeWorld it
1502                         // only applies to your own lightning, and only in first person
1503                         Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, start);
1504                 }
1505                 if (cl_beams_instantaimhack.integer)
1506                 {
1507                         vec3_t dir, localend;
1508                         vec_t len;
1509                         // LordHavoc: this updates the beam direction to match your
1510                         // viewangles
1511                         VectorSubtract(end, start, dir);
1512                         len = VectorLength(dir);
1513                         VectorNormalize(dir);
1514                         VectorSet(localend, len, 0, 0);
1515                         Matrix4x4_Transform(&r_view.matrix, localend, end);
1516                 }
1517         }
1518 }
1519
1520 void CL_RelinkBeams(void)
1521 {
1522         int i;
1523         beam_t *b;
1524         vec3_t dist, org, start, end;
1525         float d;
1526         entity_t *ent;
1527         float yaw, pitch;
1528         float forward;
1529         matrix4x4_t tempmatrix;
1530
1531         for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++)
1532         {
1533                 if (!b->model)
1534                         continue;
1535                 if (b->endtime < cl.time)
1536                 {
1537                         b->model = NULL;
1538                         continue;
1539                 }
1540
1541                 CL_Beam_CalculatePositions(b, start, end);
1542
1543                 if (b->lightning)
1544                 {
1545                         if (cl_beams_lightatend.integer && r_refdef.numlights < MAX_DLIGHTS)
1546                         {
1547                                 // FIXME: create a matrix from the beam start/end orientation
1548                                 vec3_t dlightcolor;
1549                                 VectorSet(dlightcolor, 0.3, 0.7, 1);
1550                                 Matrix4x4_CreateFromQuakeEntity(&tempmatrix, end[0], end[1], end[2], 0, 0, 0, 200);
1551                                 R_RTLight_Update(&r_refdef.lights[r_refdef.numlights++], false, &tempmatrix, dlightcolor, -1, NULL, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1552                         }
1553                         if (cl_beams_polygons.integer)
1554                                 continue;
1555                 }
1556
1557                 // calculate pitch and yaw
1558                 // (this is similar to the QuakeC builtin function vectoangles)
1559                 VectorSubtract(end, start, dist);
1560                 if (dist[1] == 0 && dist[0] == 0)
1561                 {
1562                         yaw = 0;
1563                         if (dist[2] > 0)
1564                                 pitch = 90;
1565                         else
1566                                 pitch = 270;
1567                 }
1568                 else
1569                 {
1570                         yaw = (int) (atan2(dist[1], dist[0]) * 180 / M_PI);
1571                         if (yaw < 0)
1572                                 yaw += 360;
1573
1574                         forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1575                         pitch = (int) (atan2(dist[2], forward) * 180 / M_PI);
1576                         if (pitch < 0)
1577                                 pitch += 360;
1578                 }
1579
1580                 // add new entities for the lightning
1581                 VectorCopy (start, org);
1582                 d = VectorNormalizeLength(dist);
1583                 while (d > 0)
1584                 {
1585                         ent = CL_NewTempEntity ();
1586                         if (!ent)
1587                                 return;
1588                         //VectorCopy (org, ent->render.origin);
1589                         ent->render.model = b->model;
1590                         //ent->render.effects = EF_FULLBRIGHT;
1591                         //ent->render.angles[0] = pitch;
1592                         //ent->render.angles[1] = yaw;
1593                         //ent->render.angles[2] = rand()%360;
1594                         Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1595                         CL_UpdateRenderEntity(&ent->render);
1596                         VectorMA(org, 30, dist, org);
1597                         d -= 30;
1598                 }
1599         }
1600
1601         while (cl.num_beams > 0 && !cl.beams[cl.num_beams - 1].model)
1602                 cl.num_beams--;
1603 }
1604
1605 static void CL_RelinkQWNails(void)
1606 {
1607         int i;
1608         vec_t *v;
1609         entity_t *ent;
1610
1611         for (i = 0;i < cl.qw_num_nails;i++)
1612         {
1613                 v = cl.qw_nails[i];
1614
1615                 // if we're drawing effects, get a new temp entity
1616                 // (NewTempEntity adds it to the render entities list for us)
1617                 if (!(ent = CL_NewTempEntity()))
1618                         continue;
1619
1620                 // normal stuff
1621                 ent->render.model = cl.model_precache[cl.qw_modelindex_spike];
1622                 ent->render.colormap = -1; // no special coloring
1623                 ent->render.alpha = 1;
1624                 VectorSet(ent->render.colormod, 1, 1, 1);
1625
1626                 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
1627                 CL_UpdateRenderEntity(&ent->render);
1628         }
1629 }
1630
1631 void CL_LerpPlayer(float frac)
1632 {
1633         int i;
1634
1635         cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
1636         for (i = 0;i < 3;i++)
1637         {
1638                 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
1639                 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
1640                 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1641         }
1642
1643         // interpolate the angles if playing a demo or spectating someone
1644         if (cls.demoplayback || cl.fixangle[0])
1645         {
1646                 for (i = 0;i < 3;i++)
1647                 {
1648                         float d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
1649                         if (d > 180)
1650                                 d -= 360;
1651                         else if (d < -180)
1652                                 d += 360;
1653                         cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
1654                 }
1655         }
1656 }
1657
1658 void CSQC_RelinkAllEntities (int drawmask)
1659 {
1660         // link stuff
1661         CL_RelinkWorld();
1662         CL_RelinkStaticEntities();
1663         CL_RelinkBeams();
1664         CL_RelinkEffects();
1665
1666         // link stuff
1667         if (drawmask & ENTMASK_ENGINE)
1668         {
1669                 CL_RelinkNetworkEntities();
1670                 if (drawmask & ENTMASK_ENGINEVIEWMODELS)
1671                         CL_LinkNetworkEntity(&cl.viewent); // link gun model
1672                 CL_RelinkQWNails();
1673         }
1674
1675         // update view blend
1676         V_CalcViewBlend();
1677 }
1678
1679 /*
1680 ===============
1681 CL_ReadFromServer
1682
1683 Read all incoming data from the server
1684 ===============
1685 */
1686 int CL_ReadFromServer(void)
1687 {
1688         CL_ReadDemoMessage();
1689         CL_SendMove();
1690
1691         r_refdef.time = cl.time;
1692         r_refdef.extraupdate = !r_speeds.integer;
1693         r_refdef.numentities = 0;
1694         r_refdef.numlights = 0;
1695         r_view.matrix = identitymatrix;
1696
1697         cl.num_brushmodel_entities = 0;
1698
1699         if (cls.state == ca_connected && cls.signon == SIGNONS)
1700         {
1701                 // prepare for a new frame
1702                 CL_LerpPlayer(CL_LerpPoint());
1703                 CL_DecayLightFlashes();
1704                 CL_ClearTempEntities();
1705                 V_DriftPitch();
1706                 V_FadeViewFlashs();
1707
1708                 if (cl.movement_predicted)
1709                 {
1710                         // if prediction is enabled we have to update all the collidable
1711                         // network entities before the prediction code can be run
1712                         CL_UpdateNetworkCollisionEntities();
1713                 }
1714
1715                 // now update the player prediction
1716                 CL_ClientMovement_Replay();
1717
1718                 // update the player entity (which may be predicted)
1719                 CL_UpdateNetworkEntity(cl.entities + cl.viewentity, 32, true);
1720
1721                 // now update the view (which depends on that player entity)
1722                 V_CalcRefdef();
1723
1724                 // now update all the network entities and create particle trails
1725                 // (some entities may depend on the view)
1726                 CL_UpdateNetworkEntities();
1727
1728                 // update the engine-based viewmodel
1729                 CL_UpdateViewModel();
1730
1731                 CL_RelinkLightFlashes();
1732                 CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS);
1733
1734                 // move particles
1735                 CL_MoveParticles();
1736                 R_MoveExplosions();
1737
1738                 // update the r_refdef time again because cl.time may have changed in
1739                 // CL_LerpPoint()
1740                 r_refdef.time = cl.time;
1741         }
1742
1743         return 0;
1744 }
1745
1746 // LordHavoc: pausedemo command
1747 static void CL_PauseDemo_f (void)
1748 {
1749         cls.demopaused = !cls.demopaused;
1750         if (cls.demopaused)
1751                 Con_Print("Demo paused\n");
1752         else
1753                 Con_Print("Demo unpaused\n");
1754 }
1755
1756 /*
1757 ======================
1758 CL_Fog_f
1759 ======================
1760 */
1761 static void CL_Fog_f (void)
1762 {
1763         if (Cmd_Argc () == 1)
1764         {
1765                 Con_Printf("\"fog\" is \"%f %f %f %f\"\n", r_refdef.fog_density, r_refdef.fog_red, r_refdef.fog_green, r_refdef.fog_blue);
1766                 return;
1767         }
1768         r_refdef.fog_density = atof(Cmd_Argv(1));
1769         r_refdef.fog_red = atof(Cmd_Argv(2));
1770         r_refdef.fog_green = atof(Cmd_Argv(3));
1771         r_refdef.fog_blue = atof(Cmd_Argv(4));
1772 }
1773
1774 /*
1775 ====================
1776 CL_TimeRefresh_f
1777
1778 For program optimization
1779 ====================
1780 */
1781 static void CL_TimeRefresh_f (void)
1782 {
1783         int i;
1784         float timestart, timedelta, oldangles[3];
1785
1786         r_refdef.extraupdate = false;
1787         VectorCopy(cl.viewangles, oldangles);
1788         VectorClear(cl.viewangles);
1789
1790         timestart = Sys_DoubleTime();
1791         for (i = 0;i < 128;i++)
1792         {
1793                 Matrix4x4_CreateFromQuakeEntity(&r_view.matrix, r_view.origin[0], r_view.origin[1], r_view.origin[2], 0, i / 128.0 * 360.0, 0, 1);
1794                 CL_UpdateScreen();
1795         }
1796         timedelta = Sys_DoubleTime() - timestart;
1797
1798         VectorCopy(oldangles, cl.viewangles);
1799         Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
1800 }
1801
1802 void CL_AreaStats_f(void)
1803 {
1804         World_PrintAreaStats(&cl.world, "client");
1805 }
1806
1807 cl_locnode_t *CL_Locs_FindNearest(const vec3_t point)
1808 {
1809         int i;
1810         cl_locnode_t *loc;
1811         cl_locnode_t *best;
1812         vec3_t nearestpoint;
1813         vec_t dist, bestdist;
1814         best = NULL;
1815         bestdist = 0;
1816         for (loc = cl.locnodes;loc;loc = loc->next)
1817         {
1818                 for (i = 0;i < 3;i++)
1819                         nearestpoint[i] = bound(loc->mins[i], point[i], loc->maxs[i]);
1820                 dist = VectorDistance2(nearestpoint, point);
1821                 if (bestdist > dist || !best)
1822                 {
1823                         bestdist = dist;
1824                         best = loc;
1825                         if (bestdist < 1)
1826                                 break;
1827                 }
1828         }
1829         return best;
1830 }
1831
1832 void CL_Locs_FindLocationName(char *buffer, size_t buffersize, vec3_t point)
1833 {
1834         cl_locnode_t *loc;
1835         loc = CL_Locs_FindNearest(point);
1836         if (loc)
1837                 strlcpy(buffer, loc->name, buffersize);
1838         else
1839                 dpsnprintf(buffer, buffersize, "LOC=%.0f:%.0f:%.0f", point[0], point[1], point[2]);
1840 }
1841
1842 void CL_Locs_FreeNode(cl_locnode_t *node)
1843 {
1844         cl_locnode_t **pointer, **next;
1845         for (pointer = &cl.locnodes;*pointer;pointer = next)
1846         {
1847                 next = &(*pointer)->next;
1848                 if (*pointer == node)
1849                 {
1850                         *pointer = node->next;
1851                         Mem_Free(node);
1852                 }
1853         }
1854         Con_Printf("CL_Locs_FreeNode: no such node! (%p)\n", node);
1855 }
1856
1857 void CL_Locs_AddNode(vec3_t mins, vec3_t maxs, const char *name)
1858 {
1859         cl_locnode_t *node, **pointer;
1860         int namelen;
1861         if (!name)
1862                 name = "";
1863         namelen = strlen(name);
1864         node = Mem_Alloc(cls.levelmempool, sizeof(cl_locnode_t) + namelen + 1);
1865         VectorSet(node->mins, min(mins[0], maxs[0]), min(mins[1], maxs[1]), min(mins[2], maxs[2]));
1866         VectorSet(node->maxs, max(mins[0], maxs[0]), max(mins[1], maxs[1]), max(mins[2], maxs[2]));
1867         node->name = (char *)(node + 1);
1868         memcpy(node->name, name, namelen);
1869         node->name[namelen] = 0;
1870         // link it into the tail of the list to preserve the order
1871         for (pointer = &cl.locnodes;*pointer;pointer = &(*pointer)->next)
1872                 ;
1873         *pointer = node;
1874 }
1875
1876 void CL_Locs_Add_f(void)
1877 {
1878         vec3_t mins, maxs;
1879         if (Cmd_Argc() != 5 && Cmd_Argc() != 8)
1880         {
1881                 Con_Printf("usage: %s x y z[ x y z] name\n", Cmd_Argv(0));
1882                 return;
1883         }
1884         mins[0] = atof(Cmd_Argv(1));
1885         mins[1] = atof(Cmd_Argv(2));
1886         mins[2] = atof(Cmd_Argv(3));
1887         if (Cmd_Argc() == 8)
1888         {
1889                 maxs[0] = atof(Cmd_Argv(4));
1890                 maxs[1] = atof(Cmd_Argv(5));
1891                 maxs[2] = atof(Cmd_Argv(6));
1892                 CL_Locs_AddNode(mins, maxs, Cmd_Argv(7));
1893         }
1894         else
1895                 CL_Locs_AddNode(mins, mins, Cmd_Argv(4));
1896 }
1897
1898 void CL_Locs_RemoveNearest_f(void)
1899 {
1900         cl_locnode_t *loc;
1901         loc = CL_Locs_FindNearest(r_view.origin);
1902         if (loc)
1903                 CL_Locs_FreeNode(loc);
1904         else
1905                 Con_Printf("no loc point or box found for your location\n");
1906 }
1907
1908 void CL_Locs_Clear_f(void)
1909 {
1910         while (cl.locnodes)
1911                 CL_Locs_FreeNode(cl.locnodes);
1912 }
1913
1914 void CL_Locs_Save_f(void)
1915 {
1916         cl_locnode_t *loc;
1917         qfile_t *outfile;
1918         char locfilename[MAX_QPATH];
1919         if (!cl.locnodes)
1920         {
1921                 Con_Printf("No loc points/boxes exist!\n");
1922                 return;
1923         }
1924         if (cls.state != ca_connected || !cl.worldmodel)
1925         {
1926                 Con_Printf("No level loaded!\n");
1927                 return;
1928         }
1929         FS_StripExtension(cl.worldmodel->name, locfilename, sizeof(locfilename));
1930         strlcat(locfilename, ".loc", sizeof(locfilename));
1931
1932         outfile = FS_Open(locfilename, "w", false, false);
1933         if (!outfile)
1934                 return;
1935         // if any boxes are used then this is a proquake-format loc file, which
1936         // allows comments, so add some relevant information at the start
1937         for (loc = cl.locnodes;loc;loc = loc->next)
1938                 if (!VectorCompare(loc->mins, loc->maxs))
1939                         break;
1940         if (loc)
1941         {
1942                 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);
1943                 for (loc = cl.locnodes;loc;loc = loc->next)
1944                         if (VectorCompare(loc->mins, loc->maxs))
1945                                 break;
1946                 if (loc)
1947                         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");
1948         }
1949         for (loc = cl.locnodes;loc;loc = loc->next)
1950         {
1951                 if (VectorCompare(loc->mins, loc->maxs))
1952                 {
1953                         int len;
1954                         const char *s;
1955                         const char *in = loc->name;
1956                         char name[MAX_INPUTLINE];
1957                         for (len = 0;len < (int)sizeof(name) - 1 && *in;)
1958                         {
1959                                 if (*in == ' ') {s = "$loc_name_separator";in++;}
1960                                 else if (!strncmp(in, "SSG", 3)) {s = "$loc_name_ssg";in += 3;}
1961                                 else if (!strncmp(in, "NG", 2)) {s = "$loc_name_ng";in += 2;}
1962                                 else if (!strncmp(in, "SNG", 3)) {s = "$loc_name_sng";in += 3;}
1963                                 else if (!strncmp(in, "GL", 2)) {s = "$loc_name_gl";in += 2;}
1964                                 else if (!strncmp(in, "RL", 2)) {s = "$loc_name_rl";in += 2;}
1965                                 else if (!strncmp(in, "LG", 2)) {s = "$loc_name_lg";in += 2;}
1966                                 else if (!strncmp(in, "GA", 2)) {s = "$loc_name_ga";in += 2;}
1967                                 else if (!strncmp(in, "YA", 2)) {s = "$loc_name_ya";in += 2;}
1968                                 else if (!strncmp(in, "RA", 2)) {s = "$loc_name_ra";in += 2;}
1969                                 else if (!strncmp(in, "MEGA", 4)) {s = "$loc_name_mh";in += 4;}
1970                                 else s = NULL;
1971                                 if (s)
1972                                 {
1973                                         while (len < (int)sizeof(name) - 1 && *s)
1974                                                 name[len++] = *s++;
1975                                         continue;
1976                                 }
1977                                 name[len++] = *in++;
1978                         }
1979                         name[len] = 0;
1980                         FS_Printf(outfile, "%.0f %.0f %.0f %s\n", loc->mins[0]*8, loc->mins[1]*8, loc->mins[2]*8, name);
1981                 }
1982                 else
1983                         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);
1984         }
1985         FS_Close(outfile);
1986 }
1987
1988 void CL_Locs_Reload_f(void)
1989 {
1990         int i, linenumber, limit, len;
1991         const char *s;
1992         char *filedata, *text, *textend, *linestart, *linetext, *lineend;
1993         fs_offset_t filesize;
1994         vec3_t mins, maxs;
1995         char locfilename[MAX_QPATH];
1996         char name[MAX_INPUTLINE];
1997
1998         if (cls.state != ca_connected || !cl.worldmodel)
1999         {
2000                 Con_Printf("No level loaded!\n");
2001                 return;
2002         }
2003
2004         CL_Locs_Clear_f();
2005
2006         // try maps/something.loc first (LordHavoc: where I think they should be)
2007         FS_StripExtension(cl.worldmodel->name, locfilename, sizeof(locfilename));
2008         strlcat(locfilename, ".loc", sizeof(locfilename));
2009         filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2010         if (!filedata)
2011         {
2012                 // try proquake name as well (LordHavoc: I hate path mangling)
2013                 FS_StripExtension(va("locs/%s", FS_FileWithoutPath(cl.worldmodel->name)), locfilename, sizeof(locfilename));
2014                 strlcat(locfilename, ".loc", sizeof(locfilename));
2015                 filedata = (char *)FS_LoadFile(locfilename, cls.levelmempool, false, &filesize);
2016                 if (!filedata)
2017                         return;
2018         }
2019         text = filedata;
2020         textend = filedata + filesize;
2021         for (linenumber = 1;text < textend;linenumber++)
2022         {
2023                 linestart = text;
2024                 for (;text < textend && *text != '\r' && *text != '\n';text++)
2025                         ;
2026                 lineend = text;
2027                 if (text + 1 < textend && *text == '\r' && text[1] == '\n')
2028                         text++;
2029                 if (text < textend)
2030                         text++;
2031                 // trim trailing whitespace
2032                 while (lineend > linestart && lineend[-1] <= ' ')
2033                         lineend--;
2034                 // trim leading whitespace
2035                 while (linestart < lineend && *linestart <= ' ')
2036                         linestart++;
2037                 // check if this is a comment
2038                 if (linestart + 2 <= lineend && !strncmp(linestart, "//", 2))
2039                         continue;
2040                 linetext = linestart;
2041                 limit = 3;
2042                 for (i = 0;i < limit;i++)
2043                 {
2044                         if (linetext >= lineend)
2045                                 break;
2046                         // note: a missing number is interpreted as 0
2047                         if (i < 3)
2048                                 mins[i] = atof(linetext);
2049                         else
2050                                 maxs[i - 3] = atof(linetext);
2051                         // now advance past the number
2052                         while (linetext < lineend && *linetext > ' ' && *linetext != ',')
2053                                 linetext++;
2054                         // advance through whitespace
2055                         if (linetext < lineend)
2056                         {
2057                                 if (*linetext == ',')
2058                                 {
2059                                         linetext++;
2060                                         limit = 6;
2061                                         // note: comma can be followed by whitespace
2062                                 }
2063                                 if (*linetext <= ' ')
2064                                 {
2065                                         // skip whitespace
2066                                         while (linetext < lineend && *linetext <= ' ')
2067                                                 linetext++;
2068                                 }
2069                         }
2070                 }
2071                 // if this is a quoted name, remove the quotes
2072                 if (i == 6)
2073                 {
2074                         if (linetext >= lineend || *linetext != '"')
2075                                 continue; // proquake location names are always quoted
2076                         lineend--;
2077                         linetext++;
2078                         len = min(lineend - linetext, (int)sizeof(name) - 1);
2079                         memcpy(name, linetext, len);
2080                         name[len] = 0;
2081                         // add the box to the list
2082                         CL_Locs_AddNode(mins, maxs, name);
2083                 }
2084                 // if a point was parsed, it needs to be scaled down by 8 (since
2085                 // point-based loc files were invented by a proxy which dealt
2086                 // directly with quake protocol coordinates, which are *8), turn
2087                 // it into a box
2088                 else if (i == 3)
2089                 {
2090                         // interpret silly fuhquake macros
2091                         for (len = 0;len < (int)sizeof(name) - 1 && linetext < lineend;)
2092                         {
2093                                 if (*linetext == '$')
2094                                 {
2095                                         if (linetext + 18 <= lineend && !strncmp(linetext, "$loc_name_separator", 19)) {s = " ";linetext += 19;}
2096                                         else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_ssg", 13)) {s = "SSG";linetext += 13;}
2097                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ng", 12)) {s = "NG";linetext += 12;}
2098                                         else if (linetext + 13 <= lineend && !strncmp(linetext, "$loc_name_sng", 13)) {s = "SNG";linetext += 13;}
2099                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_gl", 12)) {s = "GL";linetext += 12;}
2100                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_rl", 12)) {s = "RL";linetext += 12;}
2101                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_lg", 12)) {s = "LG";linetext += 12;}
2102                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ga", 12)) {s = "GA";linetext += 12;}
2103                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ya", 12)) {s = "YA";linetext += 12;}
2104                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_ra", 12)) {s = "RA";linetext += 12;}
2105                                         else if (linetext + 12 <= lineend && !strncmp(linetext, "$loc_name_mh", 12)) {s = "MEGA";linetext += 12;}
2106                                         else s = NULL;
2107                                         if (s)
2108                                         {
2109                                                 while (len < (int)sizeof(name) - 1 && *s)
2110                                                         name[len++] = *s++;
2111                                                 continue;
2112                                         }
2113                                 }
2114                                 name[len++] = *linetext++;
2115                         }
2116                         name[len] = 0;
2117                         // add the point to the list
2118                         VectorScale(mins, (1.0 / 8.0), mins);
2119                         CL_Locs_AddNode(mins, mins, name);
2120                 }
2121                 else
2122                         continue;
2123         }
2124 }
2125
2126 /*
2127 ===========
2128 CL_Shutdown
2129 ===========
2130 */
2131 void CL_Shutdown (void)
2132 {
2133         CL_Particles_Shutdown();
2134         CL_Parse_Shutdown();
2135
2136         Mem_FreePool (&cls.permanentmempool);
2137         Mem_FreePool (&cls.levelmempool);
2138 }
2139
2140 /*
2141 =================
2142 CL_Init
2143 =================
2144 */
2145 void CL_Init (void)
2146 {
2147         cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL);
2148         cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL);
2149
2150         memset(&r_refdef, 0, sizeof(r_refdef));
2151         // max entities sent to renderer per frame
2152         r_refdef.maxentities = MAX_EDICTS + 256 + 512;
2153         r_refdef.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.maxentities);
2154
2155         CL_InitInput ();
2156
2157 //
2158 // register our commands
2159 //
2160         Cvar_RegisterVariable (&cl_upspeed);
2161         Cvar_RegisterVariable (&cl_forwardspeed);
2162         Cvar_RegisterVariable (&cl_backspeed);
2163         Cvar_RegisterVariable (&cl_sidespeed);
2164         Cvar_RegisterVariable (&cl_movespeedkey);
2165         Cvar_RegisterVariable (&cl_yawspeed);
2166         Cvar_RegisterVariable (&cl_pitchspeed);
2167         Cvar_RegisterVariable (&cl_anglespeedkey);
2168         Cvar_RegisterVariable (&cl_shownet);
2169         Cvar_RegisterVariable (&cl_nolerp);
2170         Cvar_RegisterVariable (&lookspring);
2171         Cvar_RegisterVariable (&lookstrafe);
2172         Cvar_RegisterVariable (&sensitivity);
2173         Cvar_RegisterVariable (&freelook);
2174
2175         Cvar_RegisterVariable (&m_pitch);
2176         Cvar_RegisterVariable (&m_yaw);
2177         Cvar_RegisterVariable (&m_forward);
2178         Cvar_RegisterVariable (&m_side);
2179
2180         Cvar_RegisterVariable (&cl_itembobspeed);
2181         Cvar_RegisterVariable (&cl_itembobheight);
2182
2183         Cmd_AddCommand ("entities", CL_PrintEntities_f, "print information on network entities known to client");
2184         Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
2185         Cmd_AddCommand ("record", CL_Record_f, "record a demo");
2186         Cmd_AddCommand ("stop", CL_Stop_f, "stop recording or playing a demo");
2187         Cmd_AddCommand ("playdemo", CL_PlayDemo_f, "watch a demo file");
2188         Cmd_AddCommand ("timedemo", CL_TimeDemo_f, "play back a demo as fast as possible and save statistics to benchmark.log");
2189
2190         Cvar_RegisterVariable (&cl_autodemo);
2191         Cvar_RegisterVariable (&cl_autodemo_nameformat);
2192
2193         Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue)");
2194
2195         // LordHavoc: added pausedemo
2196         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)");
2197
2198         Cmd_AddCommand ("cl_areastats", CL_AreaStats_f, "prints statistics on entity culling during collision traces");
2199
2200         Cvar_RegisterVariable(&r_draweffects);
2201         Cvar_RegisterVariable(&cl_explosions_alpha_start);
2202         Cvar_RegisterVariable(&cl_explosions_alpha_end);
2203         Cvar_RegisterVariable(&cl_explosions_size_start);
2204         Cvar_RegisterVariable(&cl_explosions_size_end);
2205         Cvar_RegisterVariable(&cl_explosions_lifetime);
2206         Cvar_RegisterVariable(&cl_stainmaps);
2207         Cvar_RegisterVariable(&cl_stainmaps_clearonload);
2208         Cvar_RegisterVariable(&cl_beams_polygons);
2209         Cvar_RegisterVariable(&cl_beams_quakepositionhack);
2210         Cvar_RegisterVariable(&cl_beams_instantaimhack);
2211         Cvar_RegisterVariable(&cl_beams_lightatend);
2212         Cvar_RegisterVariable(&cl_noplayershadow);
2213         Cvar_RegisterVariable(&cl_dlights_decayradius);
2214         Cvar_RegisterVariable(&cl_dlights_decaybrightness);
2215
2216         Cvar_RegisterVariable(&cl_prydoncursor);
2217
2218         Cvar_RegisterVariable(&cl_deathnoviewmodel);
2219
2220         // for QW connections
2221         Cvar_RegisterVariable(&qport);
2222         Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff);
2223
2224         Cmd_AddCommand("timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
2225
2226         Cvar_RegisterVariable(&cl_locs_enable);
2227         Cvar_RegisterVariable(&cl_locs_show);
2228         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)");
2229         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)");
2230         Cmd_AddCommand("locs_clear", CL_Locs_Clear_f, "remove all loc points/boxes");
2231         Cmd_AddCommand("locs_reload", CL_Locs_Reload_f, "reload .loc file for this map");
2232         Cmd_AddCommand("locs_save", CL_Locs_Save_f, "save .loc file for this map containing currently defined points and boxes");
2233
2234         CL_Parse_Init();
2235         CL_Particles_Init();
2236         CL_Screen_Init();
2237
2238         CL_Video_Init();
2239 }
2240
2241
2242