]> icculus.org git repositories - divverent/darkplaces.git/blob - cl_main.c
removed an unneeded extern prototype
[divverent/darkplaces.git] / cl_main.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // cl_main.c  -- client main loop
21
22 #include "quakedef.h"
23 #include "cl_collision.h"
24 #include "cl_video.h"
25 #include "image.h"
26 #include "csprogs.h"
27 #include "r_shadow.h"
28 #include "libcurl.h"
29
30 // we need to declare some mouse variables here, because the menu system
31 // references them even when on a unix system.
32
33 cvar_t csqc_progname = {0, "csqc_progname","csprogs.dat","name of csprogs.dat file to load"};   //[515]: csqc crc check and right csprogs name according to progs.dat
34 cvar_t csqc_progcrc = {CVAR_READONLY, "csqc_progcrc","-1","CRC of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"};
35 cvar_t csqc_progsize = {CVAR_READONLY, "csqc_progsize","-1","file size of csprogs.dat file to load (-1 is none), only used during level changes and then reset to -1"};
36
37 cvar_t cl_shownet = {0, "cl_shownet","0","1 = print packet size, 2 = print packet message list"};
38 cvar_t cl_nolerp = {0, "cl_nolerp", "0","network update smoothing"};
39
40 cvar_t cl_itembobheight = {0, "cl_itembobheight", "0","how much items bob up and down (try 8)"};
41 cvar_t cl_itembobspeed = {0, "cl_itembobspeed", "0.5","how frequently items bob up and down"};
42
43 cvar_t lookspring = {CVAR_SAVE, "lookspring","0","returns pitch to level with the floor when no longer holding a pitch key"};
44 cvar_t lookstrafe = {CVAR_SAVE, "lookstrafe","0","move instead of turning"};
45 cvar_t sensitivity = {CVAR_SAVE, "sensitivity","3","mouse speed multiplier"};
46
47 cvar_t m_pitch = {CVAR_SAVE, "m_pitch","0.022","mouse pitch speed multiplier"};
48 cvar_t m_yaw = {CVAR_SAVE, "m_yaw","0.022","mouse yaw speed multiplier"};
49 cvar_t m_forward = {CVAR_SAVE, "m_forward","1","mouse forward speed multiplier"};
50 cvar_t m_side = {CVAR_SAVE, "m_side","0.8","mouse side speed multiplier"};
51
52 cvar_t freelook = {CVAR_SAVE, "freelook", "1","mouse controls pitch instead of forward/back"};
53
54 #ifdef AUTODEMO_BROKEN
55 cvar_t cl_autodemo = {0, "cl_autodemo", "0", "records every game played, using the date/time and map name to name the demo file" };
56 cvar_t cl_autodemo_nameformat = {0, "cl_autodemo_nameformat", "%Y-%m-%d_%H-%M", "The format of the cl_autodemo filename, followed by the map name" };
57 #endif
58
59 cvar_t r_draweffects = {0, "r_draweffects", "1","renders temporary sprite effects"};
60
61 cvar_t cl_explosions_alpha_start = {CVAR_SAVE, "cl_explosions_alpha_start", "1.5","starting alpha of an explosion shell"};
62 cvar_t cl_explosions_alpha_end = {CVAR_SAVE, "cl_explosions_alpha_end", "0","end alpha of an explosion shell (just before it disappears)"};
63 cvar_t cl_explosions_size_start = {CVAR_SAVE, "cl_explosions_size_start", "16","starting size of an explosion shell"};
64 cvar_t cl_explosions_size_end = {CVAR_SAVE, "cl_explosions_size_end", "128","ending alpha of an explosion shell (just before it disappears)"};
65 cvar_t cl_explosions_lifetime = {CVAR_SAVE, "cl_explosions_lifetime", "0.5","how long an explosion shell lasts"};
66
67 cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "1","stains lightmaps, much faster than decals but blurred"};
68 cvar_t cl_stainmaps_clearonload = {CVAR_SAVE, "cl_stainmaps_clearonload", "1","clear stainmaps on map restart"};
69
70 cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1","use beam polygons instead of models"};
71 cvar_t cl_beams_quakepositionhack = {CVAR_SAVE, "cl_beams_quakepositionhack", "1", "makes your lightning gun appear to fire from your waist (as in Quake and QuakeWorld)"};
72 cvar_t cl_beams_instantaimhack = {CVAR_SAVE, "cl_beams_instantaimhack", "1", "makes your lightning gun aiming update instantly"};
73 cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0", "make a light at the end of the beam"};
74
75 cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0","hide player shadow"};
76
77 cvar_t 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)"};
78
79 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"};
80
81 cvar_t cl_deathnoviewmodel = {0, "cl_deathnoviewmodel", "1", "hides gun model when dead"};
82
83 client_static_t cls;
84 client_state_t  cl;
85
86 #define MAX_PARTICLES                   32768   // default max # of particles at one time
87 #define ABSOLUTE_MIN_PARTICLES  512             // no fewer than this no matter what's on the command line
88
89 /*
90 =====================
91 CL_ClearState
92
93 =====================
94 */
95 void CL_ClearState(void)
96 {
97         int i;
98         entity_t *ent;
99
100 // wipe the entire cl structure
101         Mem_EmptyPool(cls.levelmempool);
102         memset (&cl, 0, sizeof(cl));
103
104         S_StopAllSounds();
105
106         // reset the view zoom interpolation
107         cl.mviewzoom[0] = cl.mviewzoom[1] = 1;
108
109         cl.num_entities = 0;
110         cl.num_static_entities = 0;
111         cl.num_temp_entities = 0;
112         cl.num_brushmodel_entities = 0;
113
114         // tweak these if the game runs out
115         cl.max_entities = 256;
116         cl.max_static_entities = 256;
117         cl.max_temp_entities = 512;
118         cl.max_effects = 256;
119         cl.max_beams = 256;
120         cl.max_dlights = MAX_DLIGHTS;
121         cl.max_lightstyle = MAX_LIGHTSTYLES;
122         cl.max_brushmodel_entities = MAX_EDICTS;
123         cl.max_particles = MAX_PARTICLES;
124
125 // COMMANDLINEOPTION: Client: -particles <number> changes maximum number of particles at once, default 32768
126         i = COM_CheckParm ("-particles");
127         if (i && i < com_argc - 1)
128         {
129                 cl.max_particles = (int)(atoi(com_argv[i+1]));
130                 if (cl.max_particles < ABSOLUTE_MIN_PARTICLES)
131                         cl.max_particles = ABSOLUTE_MIN_PARTICLES;
132         }
133
134         cl.num_dlights = 0;
135         cl.num_effects = 0;
136         cl.num_beams = 0;
137
138         cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
139         cl.entities_active = (unsigned char *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(unsigned char));
140         cl.static_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_static_entities * sizeof(entity_t));
141         cl.temp_entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_temp_entities * sizeof(entity_t));
142         cl.effects = (cl_effect_t *)Mem_Alloc(cls.levelmempool, cl.max_effects * sizeof(cl_effect_t));
143         cl.beams = (beam_t *)Mem_Alloc(cls.levelmempool, cl.max_beams * sizeof(beam_t));
144         cl.dlights = (dlight_t *)Mem_Alloc(cls.levelmempool, cl.max_dlights * sizeof(dlight_t));
145         cl.lightstyle = (lightstyle_t *)Mem_Alloc(cls.levelmempool, cl.max_lightstyle * sizeof(lightstyle_t));
146         cl.brushmodel_entities = (int *)Mem_Alloc(cls.levelmempool, cl.max_brushmodel_entities * sizeof(int));
147         cl.particles = (particle_t *) Mem_Alloc(cls.levelmempool, cl.max_particles * sizeof(particle_t));
148
149         // LordHavoc: have to set up the baseline info for alpha and other stuff
150         for (i = 0;i < cl.max_entities;i++)
151         {
152                 cl.entities[i].state_baseline = defaultstate;
153                 cl.entities[i].state_previous = defaultstate;
154                 cl.entities[i].state_current = defaultstate;
155         }
156
157         if (gamemode == GAME_NEXUIZ)
158         {
159                 VectorSet(cl.playerstandmins, -16, -16, -24);
160                 VectorSet(cl.playerstandmaxs, 16, 16, 45);
161                 VectorSet(cl.playercrouchmins, -16, -16, -24);
162                 VectorSet(cl.playercrouchmaxs, 16, 16, 25);
163         }
164         else
165         {
166                 VectorSet(cl.playerstandmins, -16, -16, -24);
167                 VectorSet(cl.playerstandmaxs, 16, 16, 24);
168                 VectorSet(cl.playercrouchmins, -16, -16, -24);
169                 VectorSet(cl.playercrouchmaxs, 16, 16, 24);
170         }
171
172         // disable until we get textures for it
173         R_ResetSkyBox();
174
175         ent = &cl.entities[0];
176         // entire entity array was cleared, so just fill in a few fields
177         ent->state_current.active = true;
178         ent->render.model = cl.worldmodel = NULL; // no world model yet
179         ent->render.alpha = 1;
180         ent->render.colormap = -1; // no special coloring
181         ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
182         Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, 0, 0, 0, 0, 0, 0, 1);
183         CL_UpdateRenderEntity(&ent->render);
184
185         // noclip is turned off at start
186         noclip_anglehack = false;
187
188         // mark all frames invalid for delta
189         memset(cl.qw_deltasequence, -1, sizeof(cl.qw_deltasequence));
190
191         CL_Screen_NewMap();
192 }
193
194 void CL_SetInfo(const char *key, const char *value, qboolean send, qboolean allowstarkey, qboolean allowmodel, qboolean quiet)
195 {
196         int i;
197         qboolean fail = false;
198         if (!allowstarkey && key[0] == '*')
199                 fail = true;
200         if (!allowmodel && (!strcasecmp(key, "pmodel") || !strcasecmp(key, "emodel")))
201                 fail = true;
202         for (i = 0;key[i];i++)
203                 if (key[i] <= ' ' || key[i] == '\"')
204                         fail = true;
205         for (i = 0;value[i];i++)
206                 if (value[i] == '\r' || value[i] == '\n' || value[i] == '\"')
207                         fail = true;
208         if (fail)
209         {
210                 if (!quiet)
211                         Con_Printf("Can't setinfo \"%s\" \"%s\"\n", key, value);
212                 return;
213         }
214         InfoString_SetValue(cls.userinfo, sizeof(cls.userinfo), key, value);
215         if (cls.state == ca_connected && cls.netcon)
216         {
217                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
218                 {
219                         MSG_WriteByte(&cls.netcon->message, qw_clc_stringcmd);
220                         MSG_WriteString(&cls.netcon->message, va("setinfo \"%s\" \"%s\"", key, value));
221                 }
222                 else if (!strcasecmp(key, "name"))
223                 {
224                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
225                         MSG_WriteString(&cls.netcon->message, va("name \"%s\"", value));
226                 }
227                 else if (!strcasecmp(key, "playermodel"))
228                 {
229                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
230                         MSG_WriteString(&cls.netcon->message, va("playermodel \"%s\"", value));
231                 }
232                 else if (!strcasecmp(key, "playerskin"))
233                 {
234                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
235                         MSG_WriteString(&cls.netcon->message, va("playerskin \"%s\"", value));
236                 }
237                 else if (!strcasecmp(key, "topcolor"))
238                 {
239                         // don't send anything, the combined color code will be updated manually
240                 }
241                 else if (!strcasecmp(key, "bottomcolor"))
242                 {
243                         // don't send anything, the combined color code will be updated manually
244                 }
245                 else if (!strcasecmp(key, "rate"))
246                 {
247                         MSG_WriteByte(&cls.netcon->message, clc_stringcmd);
248                         MSG_WriteString(&cls.netcon->message, va("rate \"%s\"", value));
249                 }
250         }
251 }
252
253 void CL_ExpandEntities(int num)
254 {
255         int i, oldmaxentities;
256         entity_t *oldentities;
257         if (num >= cl.max_entities)
258         {
259                 if (!cl.entities)
260                         Sys_Error("CL_ExpandEntities: cl.entities not initialized");
261                 if (num >= MAX_EDICTS)
262                         Host_Error("CL_ExpandEntities: num %i >= %i", num, MAX_EDICTS);
263                 oldmaxentities = cl.max_entities;
264                 oldentities = cl.entities;
265                 cl.max_entities = (num & ~255) + 256;
266                 cl.entities = (entity_t *)Mem_Alloc(cls.levelmempool, cl.max_entities * sizeof(entity_t));
267                 memcpy(cl.entities, oldentities, oldmaxentities * sizeof(entity_t));
268                 Mem_Free(oldentities);
269                 for (i = oldmaxentities;i < cl.max_entities;i++)
270                 {
271                         cl.entities[i].state_baseline = defaultstate;
272                         cl.entities[i].state_previous = defaultstate;
273                         cl.entities[i].state_current = defaultstate;
274                 }
275         }
276 }
277
278 void CL_VM_ShutDown (void);
279 /*
280 =====================
281 CL_Disconnect
282
283 Sends a disconnect message to the server
284 This is also called on Host_Error, so it shouldn't cause any errors
285 =====================
286 */
287 void CL_Disconnect(void)
288 {
289         if (cls.state == ca_dedicated)
290                 return;
291
292         Con_DPrintf("CL_Disconnect\n");
293
294         CL_VM_ShutDown();
295 // stop sounds (especially looping!)
296         S_StopAllSounds ();
297
298         cl.parsingtextexpectingpingforscores = 0; // just in case no reply has come yet
299
300         // clear contents blends
301         cl.cshifts[0].percent = 0;
302         cl.cshifts[1].percent = 0;
303         cl.cshifts[2].percent = 0;
304         cl.cshifts[3].percent = 0;
305
306         cl.worldmodel = NULL;
307
308         CL_Parse_ErrorCleanUp();
309
310         if (cls.demoplayback)
311                 CL_StopPlayback();
312         else if (cls.netcon)
313         {
314                 sizebuf_t buf;
315                 unsigned char bufdata[8];
316                 if (cls.demorecording)
317                         CL_Stop_f();
318
319                 // send disconnect message 3 times to improve chances of server
320                 // receiving it (but it still fails sometimes)
321                 memset(&buf, 0, sizeof(buf));
322                 buf.data = bufdata;
323                 buf.maxsize = sizeof(bufdata);
324                 if (cls.protocol == PROTOCOL_QUAKEWORLD)
325                 {
326                         Con_DPrint("Sending drop command\n");
327                         MSG_WriteByte(&buf, qw_clc_stringcmd);
328                         MSG_WriteString(&buf, "drop");
329                 }
330                 else
331                 {
332                         Con_DPrint("Sending clc_disconnect\n");
333                         MSG_WriteByte(&buf, clc_disconnect);
334                 }
335                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
336                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
337                 NetConn_SendUnreliableMessage(cls.netcon, &buf, cls.protocol);
338                 NetConn_Close(cls.netcon);
339                 cls.netcon = NULL;
340         }
341         cls.state = ca_disconnected;
342
343         cls.demoplayback = cls.timedemo = false;
344         cls.signon = 0;
345 }
346
347 void CL_Disconnect_f(void)
348 {
349         CL_Disconnect ();
350         if (sv.active)
351                 Host_ShutdownServer ();
352 }
353
354
355
356
357 /*
358 =====================
359 CL_EstablishConnection
360
361 Host should be either "local" or a net address
362 =====================
363 */
364 void CL_EstablishConnection(const char *host)
365 {
366         if (cls.state == ca_dedicated)
367                 return;
368
369         // clear menu's connect error message
370         M_Update_Return_Reason("");
371         cls.demonum = -1;
372
373         // stop demo loop in case this fails
374         CL_Disconnect();
375
376         // if downloads are running, cancel their finishing action
377         Curl_Clear_forthismap();
378
379         // make sure the client ports are open before attempting to connect
380         NetConn_UpdateSockets();
381
382         // run a network frame
383         //NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
384
385         if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
386         {
387                 cls.connect_trying = true;
388                 cls.connect_remainingtries = 3;
389                 cls.connect_nextsendtime = 0;
390                 M_Update_Return_Reason("Trying to connect...");
391                 // run several network frames to jump into the game quickly
392                 //if (sv.active)
393                 //{
394                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
395                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
396                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
397                 //      NetConn_ClientFrame();SV_VM_Begin();NetConn_ServerFrame();SV_VM_End();
398                 //}
399         }
400         else
401         {
402                 Con_Print("Unable to find a suitable network socket to connect to server.\n");
403                 M_Update_Return_Reason("No network");
404         }
405 }
406
407 /*
408 ==============
409 CL_PrintEntities_f
410 ==============
411 */
412 static void CL_PrintEntities_f(void)
413 {
414         entity_t *ent;
415         int i, j;
416         char name[32];
417
418         for (i = 0, ent = cl.entities;i < cl.num_entities;i++, ent++)
419         {
420                 const char* modelname;
421
422                 if (!ent->state_current.active)
423                         continue;
424
425                 if (ent->render.model)
426                         modelname = ent->render.model->name;
427                 else
428                         modelname = "--no model--";
429                 strlcpy(name, modelname, 25);
430                 for (j = (int)strlen(name);j < 25;j++)
431                         name[j] = ' ';
432                 Con_Printf("%3i: %s:%4i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", i, name, 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);
433         }
434 }
435
436 //static const vec3_t nomodelmins = {-16, -16, -16};
437 //static const vec3_t nomodelmaxs = {16, 16, 16};
438 void CL_UpdateRenderEntity(entity_render_t *ent)
439 {
440         vec3_t org;
441         vec_t scale;
442         model_t *model = ent->model;
443         // update the inverse matrix for the renderer
444         Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
445         // update the animation blend state
446         R_LerpAnimation(ent);
447         // we need the matrix origin to center the box
448         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
449         // update entity->render.scale because the renderer needs it
450         ent->scale = scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
451         if (model)
452         {
453                 // NOTE: this directly extracts vector components from the matrix, which relies on the matrix orientation!
454 #ifdef MATRIX4x4_OPENGLORIENTATION
455                 if (ent->matrix.m[0][2] != 0 || ent->matrix.m[1][2] != 0)
456 #else
457                 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
458 #endif
459                 {
460                         // pitch or roll
461                         VectorMA(org, scale, model->rotatedmins, ent->mins);
462                         VectorMA(org, scale, model->rotatedmaxs, ent->maxs);
463                 }
464 #ifdef MATRIX4x4_OPENGLORIENTATION
465                 else if (ent->matrix.m[1][0] != 0 || ent->matrix.m[0][1] != 0)
466 #else
467                 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
468 #endif
469                 {
470                         // yaw
471                         VectorMA(org, scale, model->yawmins, ent->mins);
472                         VectorMA(org, scale, model->yawmaxs, ent->maxs);
473                 }
474                 else
475                 {
476                         VectorMA(org, scale, model->normalmins, ent->mins);
477                         VectorMA(org, scale, model->normalmaxs, ent->maxs);
478                 }
479         }
480         else
481         {
482                 ent->mins[0] = org[0] - 16;
483                 ent->mins[1] = org[1] - 16;
484                 ent->mins[2] = org[2] - 16;
485                 ent->maxs[0] = org[0] + 16;
486                 ent->maxs[1] = org[1] + 16;
487                 ent->maxs[2] = org[2] + 16;
488         }
489 }
490
491 /*
492 ===============
493 CL_LerpPoint
494
495 Determines the fraction between the last two messages that the objects
496 should be put at.
497 ===============
498 */
499 static float CL_LerpPoint(void)
500 {
501         float f;
502
503         // dropped packet, or start of demo
504         if (cl.mtime[1] < cl.mtime[0] - 0.1)
505                 cl.mtime[1] = cl.mtime[0] - 0.1;
506
507         cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
508
509         // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
510         f = cl.mtime[0] - cl.mtime[1];
511         if (!f || cl_nolerp.integer || cls.timedemo || (cl.islocalgame && !sv_fixedframeratesingleplayer.integer))
512         {
513                 cl.time = cl.mtime[0];
514                 return 1;
515         }
516
517         f = (cl.time - cl.mtime[1]) / f;
518         return bound(0, f, 1);
519 }
520
521 void CL_ClearTempEntities (void)
522 {
523         cl.num_temp_entities = 0;
524 }
525
526 entity_t *CL_NewTempEntity(void)
527 {
528         entity_t *ent;
529
530         if (r_refdef.numentities >= r_refdef.maxentities)
531                 return NULL;
532         if (cl.num_temp_entities >= cl.max_temp_entities)
533                 return NULL;
534         ent = &cl.temp_entities[cl.num_temp_entities++];
535         memset (ent, 0, sizeof(*ent));
536         r_refdef.entities[r_refdef.numentities++] = &ent->render;
537
538         ent->render.colormap = -1; // no special coloring
539         ent->render.alpha = 1;
540         VectorSet(ent->render.colormod, 1, 1, 1);
541         return ent;
542 }
543
544 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
545 {
546         int i;
547         cl_effect_t *e;
548         if (!modelindex) // sanity check
549                 return;
550         if (framerate < 1)
551         {
552                 Con_Printf("CL_Effect: framerate %f is < 1\n", framerate);
553                 return;
554         }
555         if (framecount < 1)
556         {
557                 Con_Printf("CL_Effect: framecount %i is < 1\n", framecount);
558                 return;
559         }
560         for (i = 0, e = cl.effects;i < cl.max_effects;i++, e++)
561         {
562                 if (e->active)
563                         continue;
564                 e->active = true;
565                 VectorCopy(org, e->origin);
566                 e->modelindex = modelindex;
567                 e->starttime = cl.time;
568                 e->startframe = startframe;
569                 e->endframe = startframe + framecount;
570                 e->framerate = framerate;
571
572                 e->frame = 0;
573                 e->frame1time = cl.time;
574                 e->frame2time = cl.time;
575                 cl.num_effects = max(cl.num_effects, i + 1);
576                 break;
577         }
578 }
579
580 void CL_AllocDlight(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)
581 {
582         int i;
583         dlight_t *dl;
584
585         /*
586 // first look for an exact key match
587         if (ent)
588         {
589                 dl = cl.dlights;
590                 for (i = 0;i < cl.num_dlights;i++, dl++)
591                         if (dl->ent == ent)
592                                 goto dlightsetup;
593         }
594         */
595
596 // then look for anything else
597         dl = cl.dlights;
598         for (i = 0;i < cl.num_dlights;i++, dl++)
599                 if (!dl->radius)
600                         goto dlightsetup;
601         // if we hit the end of the active dlights and found no gaps, add a new one
602         if (i < MAX_DLIGHTS)
603         {
604                 cl.num_dlights = i + 1;
605                 goto dlightsetup;
606         }
607
608         // unable to find one
609         return;
610
611 dlightsetup:
612         //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
613         memset (dl, 0, sizeof(*dl));
614         Matrix4x4_Normalize(&dl->matrix, matrix);
615         dl->ent = ent;
616         Matrix4x4_OriginFromMatrix(&dl->matrix, dl->origin);
617         CL_FindNonSolidLocation(dl->origin, dl->origin, 6);
618         Matrix4x4_SetOrigin(&dl->matrix, dl->origin[0], dl->origin[1], dl->origin[2]);
619         dl->radius = radius;
620         dl->color[0] = red;
621         dl->color[1] = green;
622         dl->color[2] = blue;
623         dl->initialradius = radius;
624         dl->initialcolor[0] = red;
625         dl->initialcolor[1] = green;
626         dl->initialcolor[2] = blue;
627         dl->decay = decay / radius; // changed decay to be a percentage decrease
628         dl->intensity = 1; // this is what gets decayed
629         if (lifetime)
630                 dl->die = cl.time + lifetime;
631         else
632                 dl->die = 0;
633         dl->cubemapnum = cubemapnum;
634         dl->style = style;
635         dl->shadow = shadowenable;
636         dl->corona = corona;
637         dl->flags = flags;
638         dl->coronasizescale = coronasizescale;
639         dl->ambientscale = ambientscale;
640         dl->diffusescale = diffusescale;
641         dl->specularscale = specularscale;
642 }
643
644 // called before entity relinking
645 void CL_DecayLights(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                                 //dl->radius = dl->initialradius * dl->intensity;
662                                 VectorScale(dl->initialcolor, dl->intensity, dl->color);
663                                 cl.num_dlights = i + 1;
664                         }
665                         else
666                                 dl->radius = 0;
667                 }
668         }
669 }
670
671 // called after entity relinking
672 void CL_UpdateLights(void)
673 {
674         int i, j, k, l;
675         dlight_t *dl;
676         float frac, f;
677
678         r_refdef.numlights = 0;
679         if (r_dynamic.integer)
680         {
681                 for (i = 0, dl = cl.dlights;i < cl.num_dlights;i++, dl++)
682                 {
683                         if (dl->radius)
684                         {
685                                 R_RTLight_Update(dl, false);
686                                 r_refdef.lights[r_refdef.numlights++] = dl;
687                         }
688                 }
689         }
690
691 // light animations
692 // 'm' is normal light, 'a' is no light, 'z' is double bright
693         f = cl.time * 10;
694         i = (int)floor(f);
695         frac = f - i;
696         for (j = 0;j < cl.max_lightstyle;j++)
697         {
698                 if (!cl.lightstyle || !cl.lightstyle[j].length)
699                 {
700                         r_refdef.lightstylevalue[j] = 256;
701                         continue;
702                 }
703                 k = i % cl.lightstyle[j].length;
704                 l = (i-1) % cl.lightstyle[j].length;
705                 k = cl.lightstyle[j].map[k] - 'a';
706                 l = cl.lightstyle[j].map[l] - 'a';
707                 r_refdef.lightstylevalue[j] = (unsigned short)(((k*frac)+(l*(1-frac)))*22);
708         }
709 }
710
711 void CL_AddQWCTFFlagModel(entity_t *player, int skin)
712 {
713         float f;
714         entity_t *flag;
715         matrix4x4_t flagmatrix;
716
717         // this code taken from QuakeWorld
718         f = 14;
719         if (player->render.frame2 >= 29 && player->render.frame2 <= 40)
720         {
721                 if (player->render.frame2 >= 29 && player->render.frame2 <= 34)
722                 { //axpain
723                         if      (player->render.frame2 == 29) f = f + 2;
724                         else if (player->render.frame2 == 30) f = f + 8;
725                         else if (player->render.frame2 == 31) f = f + 12;
726                         else if (player->render.frame2 == 32) f = f + 11;
727                         else if (player->render.frame2 == 33) f = f + 10;
728                         else if (player->render.frame2 == 34) f = f + 4;
729                 }
730                 else if (player->render.frame2 >= 35 && player->render.frame2 <= 40)
731                 { // pain
732                         if      (player->render.frame2 == 35) f = f + 2;
733                         else if (player->render.frame2 == 36) f = f + 10;
734                         else if (player->render.frame2 == 37) f = f + 10;
735                         else if (player->render.frame2 == 38) f = f + 8;
736                         else if (player->render.frame2 == 39) f = f + 4;
737                         else if (player->render.frame2 == 40) f = f + 2;
738                 }
739         }
740         else if (player->render.frame2 >= 103 && player->render.frame2 <= 118)
741         {
742                 if      (player->render.frame2 >= 103 && player->render.frame2 <= 104) f = f + 6;  //nailattack
743                 else if (player->render.frame2 >= 105 && player->render.frame2 <= 106) f = f + 6;  //light
744                 else if (player->render.frame2 >= 107 && player->render.frame2 <= 112) f = f + 7;  //rocketattack
745                 else if (player->render.frame2 >= 112 && player->render.frame2 <= 118) f = f + 7;  //shotattack
746         }
747         // end of code taken from QuakeWorld
748
749         flag = CL_NewTempEntity();
750         if (!flag)
751                 return;
752
753         flag->render.model = cl.model_precache[cl.qw_modelindex_flag];
754         flag->render.skinnum = skin;
755         flag->render.colormap = -1; // no special coloring
756         flag->render.alpha = 1;
757         VectorSet(flag->render.colormod, 1, 1, 1);
758         // attach the flag to the player matrix
759         Matrix4x4_CreateFromQuakeEntity(&flagmatrix, -f, -22, 0, 0, 0, -45, 1);
760         Matrix4x4_Concat(&flag->render.matrix, &player->render.matrix, &flagmatrix);
761         CL_UpdateRenderEntity(&flag->render);
762 }
763
764 #define MAXVIEWMODELS 32
765 entity_t *viewmodels[MAXVIEWMODELS];
766 int numviewmodels;
767
768 matrix4x4_t viewmodelmatrix;
769
770 static const vec3_t muzzleflashorigin = {18, 0, 0};
771
772 extern void V_DriftPitch(void);
773 extern void V_FadeViewFlashs(void);
774 extern void V_CalcViewBlend(void);
775
776 extern void V_CalcRefdef(void);
777 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
778 void CL_UpdateNetworkEntity(entity_t *e)
779 {
780         matrix4x4_t *matrix, blendmatrix, tempmatrix, matrix2;
781         //matrix4x4_t dlightmatrix;
782         int j, k, l;
783         effectnameindex_t trailtype;
784         float origin[3], angles[3], delta[3], lerp, dlightcolor[3], dlightradius, v2[3], d;
785         entity_t *t;
786         model_t *model;
787         trace_t trace;
788         //entity_persistent_t *p = &e->persistent;
789         //entity_render_t *r = &e->render;
790         // skip inactive entities and world
791         if (!e->state_current.active || e == cl.entities)
792                 return;
793         e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
794         e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
795         e->render.flags = e->state_current.flags;
796         e->render.effects = e->state_current.effects;
797         VectorScale(e->state_current.colormod, (1.0f / 32.0f), e->render.colormod);
798         if (e->state_current.flags & RENDER_COLORMAPPED)
799         {
800                 int cb;
801                 unsigned char *cbcolor;
802                 e->render.colormap = e->state_current.colormap;
803                 cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
804                 cbcolor = (unsigned char *) (&palette_complete[cb]);
805                 e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
806                 e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
807                 e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
808                 cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
809                 cbcolor = (unsigned char *) (&palette_complete[cb]);
810                 e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
811                 e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
812                 e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
813         }
814         else if (e->state_current.colormap && cl.scores != NULL)
815         {
816                 int cb;
817                 unsigned char *cbcolor;
818                 e->render.colormap = cl.scores[e->state_current.colormap - 1].colors; // color it
819                 cb = (e->render.colormap & 0xF) << 4;cb += (cb >= 128 && cb < 224) ? 4 : 12;
820                 cbcolor = (unsigned char *) (&palette_complete[cb]);
821                 e->render.colormap_pantscolor[0] = cbcolor[0] * (1.0f / 255.0f);
822                 e->render.colormap_pantscolor[1] = cbcolor[1] * (1.0f / 255.0f);
823                 e->render.colormap_pantscolor[2] = cbcolor[2] * (1.0f / 255.0f);
824                 cb = (e->render.colormap & 0xF0);cb += (cb >= 128 && cb < 224) ? 4 : 12;
825                 cbcolor = (unsigned char *) (&palette_complete[cb]);
826                 e->render.colormap_shirtcolor[0] = cbcolor[0] * (1.0f / 255.0f);
827                 e->render.colormap_shirtcolor[1] = cbcolor[1] * (1.0f / 255.0f);
828                 e->render.colormap_shirtcolor[2] = cbcolor[2] * (1.0f / 255.0f);
829         }
830         else
831         {
832                 e->render.colormap = -1; // no special coloring
833                 VectorClear(e->render.colormap_pantscolor);
834                 VectorClear(e->render.colormap_shirtcolor);
835         }
836         e->render.skinnum = e->state_current.skin;
837         if (e->render.flags & RENDER_VIEWMODEL && !e->state_current.tagentity)
838         {
839                 if (e == &cl.viewent && cl.entities[cl.viewentity].state_current.active)
840                 {
841                         e->state_current.alpha = cl.entities[cl.viewentity].state_current.alpha;
842                         e->state_current.effects = EF_NOSHADOW | (cl.entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_REFLECTIVE | EF_FULLBRIGHT | EF_NODEPTHTEST));
843                 }
844                 matrix = &viewmodelmatrix;
845         }
846         else
847         {
848                 // if the tag entity is currently impossible, skip it
849                 if (e->state_current.tagentity >= cl.num_entities)
850                         return;
851                 t = cl.entities + e->state_current.tagentity;
852                 // if the tag entity is inactive, skip it
853                 if (!t->state_current.active)
854                         return;
855                 // note: this can link to world
856                 CL_UpdateNetworkEntity(t);
857                 // make relative to the entity
858                 matrix = &t->render.matrix;
859                 // some properties of the tag entity carry over
860                 e->render.flags |= t->render.flags & (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL);
861                 // if a valid tagindex is used, make it relative to that tag instead
862                 // FIXME: use a model function to get tag info (need to handle skeletal)
863                 if (e->state_current.tagentity && e->state_current.tagindex >= 1 && (model = t->render.model))
864                 {
865                         // blend the matrices
866                         memset(&blendmatrix, 0, sizeof(blendmatrix));
867                         for (j = 0;j < 4 && t->render.frameblend[j].lerp > 0;j++)
868                         {
869                                 matrix4x4_t tagmatrix;
870                                 Mod_Alias_GetTagMatrix(model, t->render.frameblend[j].frame, e->state_current.tagindex - 1, &tagmatrix);
871                                 d = t->render.frameblend[j].lerp;
872                                 for (l = 0;l < 4;l++)
873                                         for (k = 0;k < 4;k++)
874                                                 blendmatrix.m[l][k] += d * tagmatrix.m[l][k];
875                         }
876                         // concat the tag matrices onto the entity matrix
877                         Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix);
878                         // use the constructed tag matrix
879                         matrix = &tempmatrix;
880                 }
881         }
882
883         // movement lerp
884         // if it's the player entity, update according to client movement
885         if (e == cl.entities + cl.playerentity && cl.movement_predicted)
886         {
887                 lerp = (cl.time - cl.movement_time[1]) / (cl.movement_time[0] - cl.movement_time[1]);
888                 lerp = bound(0, lerp, 1);
889                 VectorLerp(cl.movement_oldorigin, lerp, cl.movement_origin, origin);
890                 VectorSet(angles, 0, cl.viewangles[1], 0);
891         }
892         else if (e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
893         {
894                 // interpolate the origin and angles
895                 lerp = max(0, lerp);
896                 VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
897                 VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
898                 if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
899                 if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
900                 if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
901                 VectorMA(e->persistent.oldangles, lerp, delta, angles);
902         }
903         else
904         {
905                 // no interpolation
906                 VectorCopy(e->persistent.neworigin, origin);
907                 VectorCopy(e->persistent.newangles, angles);
908         }
909
910         // model setup and some modelflags
911         if(e->state_current.modelindex < MAX_MODELS)
912                 e->render.model = cl.model_precache[e->state_current.modelindex];
913         if (e->render.model)
914         {
915                 // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
916                 if (e->render.model->type == mod_alias)
917                         angles[0] = -angles[0];
918                 if ((e->render.model->flags & EF_ROTATE) && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
919                 {
920                         angles[1] = ANGLEMOD(100*cl.time);
921                         if (cl_itembobheight.value)
922                                 origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
923                 }
924                 // transfer certain model flags to effects
925                 e->render.effects |= e->render.model->flags2 & (EF_FULLBRIGHT | EF_ADDITIVE);
926                 if ((e->render.effects & EF_SELECTABLE) && cl.cmd.cursor_entitynumber == e->state_current.number)
927                         VectorScale(e->render.colormod, 2, e->render.colormod);
928         }
929         // if model is alias or this is a tenebrae-like dlight, reverse pitch direction
930         else if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
931                 angles[0] = -angles[0];
932
933         // animation lerp
934         if (e->render.frame2 == e->state_current.frame)
935         {
936                 // update frame lerp fraction
937                 e->render.framelerp = 1;
938                 if (e->render.frame2time > e->render.frame1time)
939                 {
940                         // make sure frame lerp won't last longer than 100ms
941                         // (this mainly helps with models that use framegroups and
942                         // switch between them infrequently)
943                         e->render.framelerp = (cl.time - e->render.frame2time) / min(e->render.frame2time - e->render.frame1time, 0.1);
944                         e->render.framelerp = bound(0, e->render.framelerp, 1);
945                 }
946         }
947         else
948         {
949                 // begin a new frame lerp
950                 e->render.frame1 = e->render.frame2;
951                 e->render.frame1time = e->render.frame2time;
952                 e->render.frame = e->render.frame2 = e->state_current.frame;
953                 e->render.frame2time = cl.time;
954                 e->render.framelerp = 0;
955         }
956
957         // set up the render matrix
958         // FIXME: e->render.scale should go away
959         Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
960         // concat the matrices to make the entity relative to its tag
961         Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
962         // make the other useful stuff
963         CL_UpdateRenderEntity(&e->render);
964
965         // handle effects now that we know where this entity is in the world...
966         if (e->render.model && e->render.model->soundfromcenter)
967         {
968                 // bmodels are treated specially since their origin is usually '0 0 0'
969                 vec3_t o;
970                 VectorMAM(0.5f, e->render.model->normalmins, 0.5f, e->render.model->normalmaxs, o);
971                 Matrix4x4_Transform(&e->render.matrix, o, origin);
972         }
973         else
974                 Matrix4x4_OriginFromMatrix(&e->render.matrix, origin);
975         trailtype = EFFECT_NONE;
976         dlightradius = 0;
977         dlightcolor[0] = 0;
978         dlightcolor[1] = 0;
979         dlightcolor[2] = 0;
980         // LordHavoc: if the entity has no effects, don't check each
981         if (e->render.effects)
982         {
983                 if (e->render.effects & EF_BRIGHTFIELD)
984                 {
985                         if (gamemode == GAME_NEXUIZ)
986                                 trailtype = EFFECT_TR_NEXUIZPLASMA;
987                         else
988                                 CL_EntityParticles(e);
989                 }
990                 if (e->render.effects & EF_DIMLIGHT)
991                 {
992                         dlightradius = max(dlightradius, 200);
993                         dlightcolor[0] += 1.50f;
994                         dlightcolor[1] += 1.50f;
995                         dlightcolor[2] += 1.50f;
996                 }
997                 if (e->render.effects & EF_BRIGHTLIGHT)
998                 {
999                         dlightradius = max(dlightradius, 400);
1000                         dlightcolor[0] += 3.00f;
1001                         dlightcolor[1] += 3.00f;
1002                         dlightcolor[2] += 3.00f;
1003                 }
1004                 // LordHavoc: more effects
1005                 if (e->render.effects & EF_RED) // red
1006                 {
1007                         dlightradius = max(dlightradius, 200);
1008                         dlightcolor[0] += 1.50f;
1009                         dlightcolor[1] += 0.15f;
1010                         dlightcolor[2] += 0.15f;
1011                 }
1012                 if (e->render.effects & EF_BLUE) // blue
1013                 {
1014                         dlightradius = max(dlightradius, 200);
1015                         dlightcolor[0] += 0.15f;
1016                         dlightcolor[1] += 0.15f;
1017                         dlightcolor[2] += 1.50f;
1018                 }
1019                 if (e->render.effects & EF_FLAME)
1020                         CL_ParticleEffect(EFFECT_EF_FLAME, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0);
1021                 if (e->render.effects & EF_STARDUST)
1022                         CL_ParticleEffect(EFFECT_EF_STARDUST, bound(0, cl.time - cl.oldtime, 0.1), origin, origin, vec3_origin, vec3_origin, NULL, 0);
1023                 if (e->render.effects & (EF_FLAG1QW | EF_FLAG2QW))
1024                 {
1025                         // these are only set on player entities
1026                         CL_AddQWCTFFlagModel(e, (e->render.effects & EF_FLAG2QW) != 0);
1027                 }
1028         }
1029         // muzzleflash fades over time, and is offset a bit
1030         if (e->persistent.muzzleflash > 0)
1031         {
1032                 Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
1033                 trace = CL_TraceBox(origin, vec3_origin, vec3_origin, v2, true, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, false);
1034                 tempmatrix = e->render.matrix;
1035                 Matrix4x4_SetOrigin(&tempmatrix, trace.endpos[0], trace.endpos[1], trace.endpos[2]);
1036                 CL_AllocDlight(NULL, &tempmatrix, 150, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, e->persistent.muzzleflash * 4.0f, 0, 0, 0, -1, true, 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1037                 e->persistent.muzzleflash -= bound(0, cl.time - cl.oldtime, 0.1) * 20;
1038         }
1039         // LordHavoc: if the model has no flags, don't check each
1040         if (e->render.model && e->render.model->flags && (!e->state_current.tagentity && !(e->render.flags & RENDER_VIEWMODEL)))
1041         {
1042                 if (e->render.model->flags & EF_GIB)
1043                         trailtype = EFFECT_TR_BLOOD;
1044                 else if (e->render.model->flags & EF_ZOMGIB)
1045                         trailtype = EFFECT_TR_SLIGHTBLOOD;
1046                 else if (e->render.model->flags & EF_TRACER)
1047                         trailtype = EFFECT_TR_WIZSPIKE;
1048                 else if (e->render.model->flags & EF_TRACER2)
1049                         trailtype = EFFECT_TR_KNIGHTSPIKE;
1050                 else if (e->render.model->flags & EF_ROCKET)
1051                         trailtype = EFFECT_TR_ROCKET;
1052                 else if (e->render.model->flags & EF_GRENADE)
1053                 {
1054                         // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
1055                         trailtype = e->render.alpha == -1 ? EFFECT_TR_NEHAHRASMOKE : EFFECT_TR_GRENADE;
1056                 }
1057                 else if (e->render.model->flags & EF_TRACER3)
1058                         trailtype = EFFECT_TR_VORESPIKE;
1059         }
1060         // LordHavoc: customizable glow
1061         if (e->state_current.glowsize)
1062         {
1063                 // * 4 for the expansion from 0-255 to 0-1023 range,
1064                 // / 255 to scale down byte colors
1065                 dlightradius = max(dlightradius, e->state_current.glowsize * 4);
1066                 VectorMA(dlightcolor, (1.0f / 255.0f), (unsigned char *)&palette_complete[e->state_current.glowcolor], dlightcolor);
1067         }
1068         // make the glow dlight
1069         if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL))
1070         {
1071                 //dlightmatrix = e->render.matrix;
1072                 // hack to make glowing player light shine on their gun
1073                 //if (e->state_current.number == cl.viewentity/* && !chase_active.integer*/)
1074                 //      Matrix4x4_AdjustOrigin(&dlightmatrix, 0, 0, 30);
1075                 CL_AllocDlight(&e->render, &e->render.matrix, dlightradius, dlightcolor[0], dlightcolor[1], dlightcolor[2], 0, 0, 0, -1, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1076         }
1077         // custom rtlight
1078         if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
1079         {
1080                 float light[4];
1081                 VectorScale(e->state_current.light, (1.0f / 256.0f), light);
1082                 light[3] = e->state_current.light[3];
1083                 if (light[0] == 0 && light[1] == 0 && light[2] == 0)
1084                         VectorSet(light, 1, 1, 1);
1085                 if (light[3] == 0)
1086                         light[3] = 350;
1087                 // FIXME: add ambient/diffuse/specular scales as an extension ontop of TENEBRAE_GFX_DLIGHTS?
1088                 CL_AllocDlight(&e->render, &e->render.matrix, light[3], light[0], light[1], light[2], 0, 0, e->state_current.skin, e->state_current.lightstyle, !(e->state_current.lightpflags & PFLAGS_NOSHADOW), (e->state_current.lightpflags & PFLAGS_CORONA) != 0, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1089         }
1090         // do trails
1091         if (e->render.flags & RENDER_GLOWTRAIL)
1092                 trailtype = EFFECT_TR_GLOWTRAIL;
1093         if (trailtype)
1094         {
1095                 float len;
1096                 vec3_t vel;
1097                 VectorSubtract(e->state_current.origin, e->state_previous.origin, vel);
1098                 len = e->state_current.time - e->state_previous.time;
1099                 if (len > 0)
1100                         len = 1.0f / len;
1101                 VectorScale(vel, len, vel);
1102                 CL_ParticleEffect(trailtype, 1, e->persistent.trail_origin, origin, vel, vel, e, e->state_current.glowcolor);
1103         }
1104         VectorCopy(origin, e->persistent.trail_origin);
1105         // tenebrae's sprites are all additive mode (weird)
1106         if (gamemode == GAME_TENEBRAE && e->render.model && e->render.model->type == mod_sprite)
1107                 e->render.effects |= EF_ADDITIVE;
1108         // player model is only shown with chase_active on
1109         if (e->state_current.number == cl.viewentity)
1110                 e->render.flags |= RENDER_EXTERIORMODEL;
1111         // transparent stuff can't be lit during the opaque stage
1112         if (e->render.effects & (EF_ADDITIVE | EF_NODEPTHTEST) || e->render.alpha < 1)
1113                 e->render.flags |= RENDER_TRANSPARENT;
1114         // double sided rendering mode causes backfaces to be visible
1115         // (mostly useful on transparent stuff)
1116         if (e->render.effects & EF_DOUBLESIDED)
1117                 e->render.flags |= RENDER_NOCULLFACE;
1118         // either fullbright or lit
1119         if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1120                 e->render.flags |= RENDER_LIGHT;
1121         // hide player shadow during intermission or nehahra movie
1122         if (!(e->render.effects & EF_NOSHADOW)
1123          && !(e->render.flags & (RENDER_VIEWMODEL | RENDER_TRANSPARENT))
1124          && (!(e->render.flags & RENDER_EXTERIORMODEL) || (!cl.intermission && cls.protocol != PROTOCOL_NEHAHRAMOVIE && !cl_noplayershadow.integer)))
1125                 e->render.flags |= RENDER_SHADOW;
1126         if (e->render.model && e->render.model->name[0] == '*' && e->render.model->TraceBox)
1127                 cl.brushmodel_entities[cl.num_brushmodel_entities++] = e->state_current.number;
1128 }
1129
1130
1131 /*
1132 ===============
1133 CL_UpdateEntities
1134 ===============
1135 */
1136 void CL_UpdateEntities(void)
1137 {
1138         entity_t *ent;
1139         int i;
1140
1141 // start on the entity after the world
1142         for (i = 1;i < cl.num_entities;i++)
1143         {
1144                 if (cl.entities_active[i])
1145                 {
1146                         ent = cl.entities + i;
1147                         if (ent->state_current.active)
1148                                 CL_UpdateNetworkEntity(ent);
1149                         else
1150                                 cl.entities_active[i] = false;
1151                 }
1152         }
1153
1154         ent = &cl.viewent;
1155         ent->state_previous = ent->state_current;
1156         ent->state_current = defaultstate;
1157         ent->state_current.time = cl.time;
1158         ent->state_current.number = -1;
1159         ent->state_current.active = true;
1160         ent->state_current.modelindex = cl.stats[STAT_WEAPON];
1161         ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
1162         ent->state_current.flags = RENDER_VIEWMODEL;
1163         if ((cl.stats[STAT_HEALTH] <= 0 && cl_deathnoviewmodel.integer) || cl.intermission)
1164                 ent->state_current.modelindex = 0;
1165         else if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
1166         {
1167                 if (gamemode == GAME_TRANSFUSION)
1168                         ent->state_current.alpha = 128;
1169                 else
1170                         ent->state_current.modelindex = 0;
1171         }
1172
1173         // reset animation interpolation on weaponmodel if model changed
1174         if (ent->state_previous.modelindex != ent->state_current.modelindex)
1175         {
1176                 ent->render.frame = ent->render.frame1 = ent->render.frame2 = ent->state_current.frame;
1177                 ent->render.frame1time = ent->render.frame2time = cl.time;
1178                 ent->render.framelerp = 1;
1179         }
1180         CL_UpdateNetworkEntity(ent);
1181 }
1182
1183 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
1184 void CL_LinkNetworkEntity(entity_t *e)
1185 {
1186         // skip inactive entities and world
1187         if (!e->state_current.active || e == cl.entities)
1188                 return;
1189         if (e->render.flags & RENDER_VIEWMODEL && !e->state_current.tagentity)
1190         {
1191                 if (!r_drawviewmodel.integer || chase_active.integer || r_refdef.envmap)
1192                         return;
1193         }
1194         else
1195         {
1196                 // if the tag entity is currently impossible, skip it
1197                 if (e->state_current.tagentity >= cl.num_entities)
1198                         return;
1199                 // if the tag entity is inactive, skip it
1200                 if (!cl.entities[e->state_current.tagentity].state_current.active)
1201                         return;
1202         }
1203
1204         // don't show entities with no modelindex (note: this still shows
1205         // entities which have a modelindex that resolved to a NULL model)
1206         if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.numentities < r_refdef.maxentities)
1207                 r_refdef.entities[r_refdef.numentities++] = &e->render;
1208         //if (cl.viewentity && e->state_current.number == cl.viewentity)
1209         //      Matrix4x4_Print(&e->render.matrix);
1210 }
1211
1212 void CL_RelinkWorld(void)
1213 {
1214         entity_t *ent = &cl.entities[0];
1215         cl.brushmodel_entities[cl.num_brushmodel_entities++] = 0;
1216         // FIXME: this should be done at load
1217         ent->render.matrix = identitymatrix;
1218         CL_UpdateRenderEntity(&ent->render);
1219         ent->render.flags = RENDER_SHADOW;
1220         if (!r_fullbright.integer)
1221                 ent->render.flags |= RENDER_LIGHT;
1222         VectorSet(ent->render.colormod, 1, 1, 1);
1223         r_refdef.worldentity = &ent->render;
1224         r_refdef.worldmodel = cl.worldmodel;
1225 }
1226
1227 static void CL_RelinkStaticEntities(void)
1228 {
1229         int i;
1230         entity_t *e;
1231         for (i = 0, e = cl.static_entities;i < cl.num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++, e++)
1232         {
1233                 e->render.flags = 0;
1234                 // if the model was not loaded when the static entity was created we
1235                 // need to re-fetch the model pointer
1236                 e->render.model = cl.model_precache[e->state_baseline.modelindex];
1237                 CL_UpdateRenderEntity(&e->render);
1238                 // transparent stuff can't be lit during the opaque stage
1239                 if (e->render.effects & (EF_ADDITIVE | EF_NODEPTHTEST) || e->render.alpha < 1)
1240                         e->render.flags |= RENDER_TRANSPARENT;
1241                 // either fullbright or lit
1242                 if (!(e->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
1243                         e->render.flags |= RENDER_LIGHT;
1244                 // hide player shadow during intermission or nehahra movie
1245                 if (!(e->render.effects & EF_NOSHADOW) && !(e->render.flags & RENDER_TRANSPARENT))
1246                         e->render.flags |= RENDER_SHADOW;
1247                 VectorSet(e->render.colormod, 1, 1, 1);
1248                 R_LerpAnimation(&e->render);
1249                 r_refdef.entities[r_refdef.numentities++] = &e->render;
1250         }
1251 }
1252
1253 /*
1254 ===============
1255 CL_RelinkEntities
1256 ===============
1257 */
1258 static void CL_RelinkNetworkEntities(void)
1259 {
1260         entity_t *ent;
1261         int i;
1262
1263         // start on the entity after the world
1264         for (i = 1;i < cl.num_entities;i++)
1265         {
1266                 if (cl.entities_active[i])
1267                 {
1268                         ent = cl.entities + i;
1269                         if (ent->state_current.active)
1270                                 CL_LinkNetworkEntity(ent);
1271                         else
1272                                 cl.entities_active[i] = false;
1273                 }
1274         }
1275 }
1276
1277 static void CL_RelinkEffects(void)
1278 {
1279         int i, intframe;
1280         cl_effect_t *e;
1281         entity_t *ent;
1282         float frame;
1283
1284         for (i = 0, e = cl.effects;i < cl.num_effects;i++, e++)
1285         {
1286                 if (e->active)
1287                 {
1288                         frame = (cl.time - e->starttime) * e->framerate + e->startframe;
1289                         intframe = (int)frame;
1290                         if (intframe < 0 || intframe >= e->endframe)
1291                         {
1292                                 memset(e, 0, sizeof(*e));
1293                                 while (cl.num_effects > 0 && !cl.effects[cl.num_effects - 1].active)
1294                                         cl.num_effects--;
1295                                 continue;
1296                         }
1297
1298                         if (intframe != e->frame)
1299                         {
1300                                 e->frame = intframe;
1301                                 e->frame1time = e->frame2time;
1302                                 e->frame2time = cl.time;
1303                         }
1304
1305                         // if we're drawing effects, get a new temp entity
1306                         // (NewTempEntity adds it to the render entities list for us)
1307                         if (r_draweffects.integer && (ent = CL_NewTempEntity()))
1308                         {
1309                                 // interpolation stuff
1310                                 ent->render.frame1 = intframe;
1311                                 ent->render.frame2 = intframe + 1;
1312                                 if (ent->render.frame2 >= e->endframe)
1313                                         ent->render.frame2 = -1; // disappear
1314                                 ent->render.framelerp = frame - intframe;
1315                                 ent->render.frame1time = e->frame1time;
1316                                 ent->render.frame2time = e->frame2time;
1317
1318                                 // normal stuff
1319                                 if(e->modelindex < MAX_MODELS)
1320                                         ent->render.model = cl.model_precache[e->modelindex];
1321                                 else
1322                                         ent->render.model = cl.csqc_model_precache[-(e->modelindex+1)];
1323                                 ent->render.frame = ent->render.frame2;
1324                                 ent->render.colormap = -1; // no special coloring
1325                                 ent->render.alpha = 1;
1326                                 VectorSet(ent->render.colormod, 1, 1, 1);
1327
1328                                 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
1329                                 CL_UpdateRenderEntity(&ent->render);
1330                         }
1331                 }
1332         }
1333 }
1334
1335 void CL_Beam_CalculatePositions(const beam_t *b, vec3_t start, vec3_t end)
1336 {
1337         VectorCopy(b->start, start);
1338         VectorCopy(b->end, end);
1339
1340         // if coming from the player, update the start position
1341         if (b->entity == cl.viewentity)
1342         {
1343                 if (cl_beams_quakepositionhack.integer && !chase_active.integer)
1344                 {
1345                         // LordHavoc: this is a stupid hack from Quake that makes your
1346                         // lightning appear to come from your waist and cover less of your
1347                         // view
1348                         // in Quake this hack was applied to all players (causing the
1349                         // infamous crotch-lightning), but in darkplaces and QuakeWorld it
1350                         // only applies to your own lightning, and only in first person
1351                         Matrix4x4_OriginFromMatrix(&cl.entities[cl.viewentity].render.matrix, start);
1352                 }
1353                 if (cl_beams_instantaimhack.integer)
1354                 {
1355                         vec3_t dir, localend;
1356                         vec_t len;
1357                         // LordHavoc: this updates the beam direction to match your
1358                         // viewangles
1359                         VectorSubtract(end, start, dir);
1360                         len = VectorLength(dir);
1361                         VectorNormalize(dir);
1362                         VectorSet(localend, len, 0, 0);
1363                         Matrix4x4_Transform(&r_view.matrix, localend, end);
1364                 }
1365         }
1366 }
1367
1368 void CL_RelinkBeams(void)
1369 {
1370         int i;
1371         beam_t *b;
1372         vec3_t dist, org, start, end;
1373         float d;
1374         entity_t *ent;
1375         float yaw, pitch;
1376         float forward;
1377         matrix4x4_t tempmatrix;
1378
1379         for (i = 0, b = cl.beams;i < cl.num_beams;i++, b++)
1380         {
1381                 if (!b->model)
1382                         continue;
1383                 if (b->endtime < cl.time)
1384                 {
1385                         b->model = NULL;
1386                         continue;
1387                 }
1388
1389                 CL_Beam_CalculatePositions(b, start, end);
1390
1391                 if (b->lightning)
1392                 {
1393                         if (cl_beams_lightatend.integer)
1394                         {
1395                                 // FIXME: create a matrix from the beam start/end orientation
1396                                 Matrix4x4_CreateTranslate(&tempmatrix, end[0], end[1], end[2]);
1397                                 CL_AllocDlight (NULL, &tempmatrix, 200, 0.3, 0.7, 1, 0, 0, 0, -1, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
1398                         }
1399                         if (cl_beams_polygons.integer)
1400                                 continue;
1401                 }
1402
1403                 // calculate pitch and yaw
1404                 // (this is similar to the QuakeC builtin function vectoangles)
1405                 VectorSubtract(end, start, dist);
1406                 if (dist[1] == 0 && dist[0] == 0)
1407                 {
1408                         yaw = 0;
1409                         if (dist[2] > 0)
1410                                 pitch = 90;
1411                         else
1412                                 pitch = 270;
1413                 }
1414                 else
1415                 {
1416                         yaw = (int) (atan2(dist[1], dist[0]) * 180 / M_PI);
1417                         if (yaw < 0)
1418                                 yaw += 360;
1419
1420                         forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1421                         pitch = (int) (atan2(dist[2], forward) * 180 / M_PI);
1422                         if (pitch < 0)
1423                                 pitch += 360;
1424                 }
1425
1426                 // add new entities for the lightning
1427                 VectorCopy (start, org);
1428                 d = VectorNormalizeLength(dist);
1429                 while (d > 0)
1430                 {
1431                         ent = CL_NewTempEntity ();
1432                         if (!ent)
1433                                 return;
1434                         //VectorCopy (org, ent->render.origin);
1435                         ent->render.model = b->model;
1436                         //ent->render.effects = EF_FULLBRIGHT;
1437                         //ent->render.angles[0] = pitch;
1438                         //ent->render.angles[1] = yaw;
1439                         //ent->render.angles[2] = rand()%360;
1440                         Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1441                         CL_UpdateRenderEntity(&ent->render);
1442                         VectorMA(org, 30, dist, org);
1443                         d -= 30;
1444                 }
1445         }
1446
1447         while (cl.num_beams > 0 && !cl.beams[cl.num_beams - 1].model)
1448                 cl.num_beams--;
1449 }
1450
1451 static void CL_RelinkQWNails(void)
1452 {
1453         int i;
1454         vec_t *v;
1455         entity_t *ent;
1456
1457         for (i = 0;i < cl.qw_num_nails;i++)
1458         {
1459                 v = cl.qw_nails[i];
1460
1461                 // if we're drawing effects, get a new temp entity
1462                 // (NewTempEntity adds it to the render entities list for us)
1463                 if (!(ent = CL_NewTempEntity()))
1464                         continue;
1465
1466                 // normal stuff
1467                 ent->render.model = cl.model_precache[cl.qw_modelindex_spike];
1468                 ent->render.colormap = -1; // no special coloring
1469                 ent->render.alpha = 1;
1470                 VectorSet(ent->render.colormod, 1, 1, 1);
1471
1472                 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, v[0], v[1], v[2], v[3], v[4], v[5], 1);
1473                 CL_UpdateRenderEntity(&ent->render);
1474         }
1475 }
1476
1477 void CL_LerpPlayer(float frac)
1478 {
1479         int i;
1480
1481         cl.viewzoom = cl.mviewzoom[1] + frac * (cl.mviewzoom[0] - cl.mviewzoom[1]);
1482         for (i = 0;i < 3;i++)
1483         {
1484                 cl.punchangle[i] = cl.mpunchangle[1][i] + frac * (cl.mpunchangle[0][i] - cl.mpunchangle[1][i]);
1485                 cl.punchvector[i] = cl.mpunchvector[1][i] + frac * (cl.mpunchvector[0][i] - cl.mpunchvector[1][i]);
1486                 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1487         }
1488
1489         // interpolate the angles if playing a demo or spectating someone
1490         if (cls.demoplayback || cl.fixangle[0])
1491         {
1492                 for (i = 0;i < 3;i++)
1493                 {
1494                         float d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
1495                         if (d > 180)
1496                                 d -= 360;
1497                         else if (d < -180)
1498                                 d += 360;
1499                         cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
1500                 }
1501         }
1502 }
1503
1504 void CSQC_RelinkAllEntities (int drawmask)
1505 {
1506         // link stuff
1507         CL_RelinkWorld();
1508         CL_RelinkStaticEntities();
1509         CL_RelinkBeams();
1510         CL_RelinkEffects();
1511
1512         // link stuff
1513         if (drawmask & ENTMASK_ENGINE)
1514         {
1515                 CL_RelinkNetworkEntities();
1516                 if (drawmask & ENTMASK_ENGINEVIEWMODELS)
1517                         CL_LinkNetworkEntity(&cl.viewent); // link gun model
1518                 CL_RelinkQWNails();
1519         }
1520
1521         // update view blend
1522         V_CalcViewBlend();
1523 }
1524
1525 /*
1526 ===============
1527 CL_ReadFromServer
1528
1529 Read all incoming data from the server
1530 ===============
1531 */
1532 extern void CL_ClientMovement_Replay(void);
1533 extern void CL_StairSmoothing(void);//view.c
1534
1535 int CL_ReadFromServer(void)
1536 {
1537         CL_ReadDemoMessage();
1538         CL_SendMove();
1539
1540         r_refdef.time = cl.time;
1541         r_refdef.extraupdate = !r_speeds.integer;
1542         r_refdef.numentities = 0;
1543         r_view.matrix = identitymatrix;
1544
1545         if (cls.state == ca_connected && cls.signon == SIGNONS)
1546         {
1547                 // prepare for a new frame
1548                 CL_LerpPlayer(CL_LerpPoint());
1549                 CL_DecayLights();
1550                 CL_ClearTempEntities();
1551                 V_DriftPitch();
1552                 V_FadeViewFlashs();
1553
1554                 // move particles
1555                 CL_MoveParticles();
1556                 R_MoveExplosions();
1557
1558                 // predict current player location
1559                 CL_ClientMovement_Replay();
1560
1561                 cl.num_brushmodel_entities = 0;
1562                 // process network entities
1563                 // first link the player
1564                 CL_UpdateNetworkEntity(cl.entities + cl.viewentity);
1565                 // set up the view
1566                 V_CalcRefdef();
1567                 if (!csqc_loaded)
1568                 {
1569                         // now link the rest of the network entities
1570                         // (this is instead done in VM_R_RenderScene if csqc is loaded)
1571                         CL_UpdateEntities();
1572                 }
1573
1574                 CSQC_RelinkAllEntities(ENTMASK_ENGINE | ENTMASK_ENGINEVIEWMODELS);
1575
1576                 CL_UpdateLights();
1577                 CL_StairSmoothing();
1578
1579                 // update the r_refdef time again because cl.time may have changed
1580                 r_refdef.time = cl.time;
1581         }
1582
1583         return 0;
1584 }
1585
1586 // LordHavoc: pausedemo command
1587 static void CL_PauseDemo_f (void)
1588 {
1589         cls.demopaused = !cls.demopaused;
1590         if (cls.demopaused)
1591                 Con_Print("Demo paused\n");
1592         else
1593                 Con_Print("Demo unpaused\n");
1594 }
1595
1596 /*
1597 ======================
1598 CL_Fog_f
1599 ======================
1600 */
1601 static void CL_Fog_f (void)
1602 {
1603         if (Cmd_Argc () == 1)
1604         {
1605                 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);
1606                 return;
1607         }
1608         r_refdef.fog_density = atof(Cmd_Argv(1));
1609         r_refdef.fog_red = atof(Cmd_Argv(2));
1610         r_refdef.fog_green = atof(Cmd_Argv(3));
1611         r_refdef.fog_blue = atof(Cmd_Argv(4));
1612 }
1613
1614 /*
1615 ====================
1616 CL_TimeRefresh_f
1617
1618 For program optimization
1619 ====================
1620 */
1621 static void CL_TimeRefresh_f (void)
1622 {
1623         int i;
1624         float timestart, timedelta, oldangles[3];
1625
1626         r_refdef.extraupdate = false;
1627         VectorCopy(cl.viewangles, oldangles);
1628         VectorClear(cl.viewangles);
1629
1630         timestart = Sys_DoubleTime();
1631         for (i = 0;i < 128;i++)
1632         {
1633                 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);
1634                 CL_UpdateScreen();
1635         }
1636         timedelta = Sys_DoubleTime() - timestart;
1637
1638         VectorCopy(oldangles, cl.viewangles);
1639         Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
1640 }
1641
1642 /*
1643 ===========
1644 CL_Shutdown
1645 ===========
1646 */
1647 void CL_Shutdown (void)
1648 {
1649         CL_Particles_Shutdown();
1650         CL_Parse_Shutdown();
1651
1652         Mem_FreePool (&cls.permanentmempool);
1653         Mem_FreePool (&cls.levelmempool);
1654 }
1655
1656 /*
1657 =================
1658 CL_Init
1659 =================
1660 */
1661 void CL_Init (void)
1662 {
1663         cls.levelmempool = Mem_AllocPool("client (per-level memory)", 0, NULL);
1664         cls.permanentmempool = Mem_AllocPool("client (long term memory)", 0, NULL);
1665
1666         memset(&r_refdef, 0, sizeof(r_refdef));
1667         // max entities sent to renderer per frame
1668         r_refdef.maxentities = MAX_EDICTS + 256 + 512;
1669         r_refdef.entities = (entity_render_t **)Mem_Alloc(cls.permanentmempool, sizeof(entity_render_t *) * r_refdef.maxentities);
1670
1671         CL_InitInput ();
1672
1673 //
1674 // register our commands
1675 //
1676         Cvar_RegisterVariable (&cl_upspeed);
1677         Cvar_RegisterVariable (&cl_forwardspeed);
1678         Cvar_RegisterVariable (&cl_backspeed);
1679         Cvar_RegisterVariable (&cl_sidespeed);
1680         Cvar_RegisterVariable (&cl_movespeedkey);
1681         Cvar_RegisterVariable (&cl_yawspeed);
1682         Cvar_RegisterVariable (&cl_pitchspeed);
1683         Cvar_RegisterVariable (&cl_anglespeedkey);
1684         Cvar_RegisterVariable (&cl_shownet);
1685         Cvar_RegisterVariable (&cl_nolerp);
1686         Cvar_RegisterVariable (&lookspring);
1687         Cvar_RegisterVariable (&lookstrafe);
1688         Cvar_RegisterVariable (&sensitivity);
1689         Cvar_RegisterVariable (&freelook);
1690
1691         Cvar_RegisterVariable (&m_pitch);
1692         Cvar_RegisterVariable (&m_yaw);
1693         Cvar_RegisterVariable (&m_forward);
1694         Cvar_RegisterVariable (&m_side);
1695
1696         Cvar_RegisterVariable (&cl_itembobspeed);
1697         Cvar_RegisterVariable (&cl_itembobheight);
1698
1699         Cmd_AddCommand ("entities", CL_PrintEntities_f, "print information on network entities known to client");
1700         Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)");
1701         Cmd_AddCommand ("record", CL_Record_f, "record a demo");
1702         Cmd_AddCommand ("stop", CL_Stop_f, "stop recording or playing a demo");
1703         Cmd_AddCommand ("playdemo", CL_PlayDemo_f, "watch a demo file");
1704         Cmd_AddCommand ("timedemo", CL_TimeDemo_f, "play back a demo as fast as possible and save statistics to benchmark.log");
1705
1706 #ifdef AUTODEMO_BROKEN
1707         Cvar_RegisterVariable (&cl_autodemo);
1708         Cvar_RegisterVariable (&cl_autodemo_nameformat);
1709 #endif
1710
1711         Cmd_AddCommand ("fog", CL_Fog_f, "set global fog parameters (density red green blue)");
1712
1713         // LordHavoc: added pausedemo
1714         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)");
1715
1716         Cvar_RegisterVariable(&r_draweffects);
1717         Cvar_RegisterVariable(&cl_explosions_alpha_start);
1718         Cvar_RegisterVariable(&cl_explosions_alpha_end);
1719         Cvar_RegisterVariable(&cl_explosions_size_start);
1720         Cvar_RegisterVariable(&cl_explosions_size_end);
1721         Cvar_RegisterVariable(&cl_explosions_lifetime);
1722         Cvar_RegisterVariable(&cl_stainmaps);
1723         Cvar_RegisterVariable(&cl_stainmaps_clearonload);
1724         Cvar_RegisterVariable(&cl_beams_polygons);
1725         Cvar_RegisterVariable(&cl_beams_quakepositionhack);
1726         Cvar_RegisterVariable(&cl_beams_instantaimhack);
1727         Cvar_RegisterVariable(&cl_beams_lightatend);
1728         Cvar_RegisterVariable(&cl_noplayershadow);
1729
1730         Cvar_RegisterVariable(&cl_prydoncursor);
1731
1732         Cvar_RegisterVariable(&cl_deathnoviewmodel);
1733
1734         // for QW connections
1735         Cvar_RegisterVariable(&qport);
1736         Cvar_SetValueQuick(&qport, (rand() * RAND_MAX + rand()) & 0xffff);
1737
1738         Cmd_AddCommand("timerefresh", CL_TimeRefresh_f, "turn quickly and print rendering statistcs");
1739
1740         CL_Parse_Init();
1741         CL_Particles_Init();
1742         CL_Screen_Init();
1743
1744         CL_Video_Init();
1745 }
1746
1747
1748