]> icculus.org git repositories - divverent/darkplaces.git/blob - cl_main.c
remove an unused variable (and kill the one incorrect use of it)
[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
27 // we need to declare some mouse variables here, because the menu system
28 // references them even when on a unix system.
29
30 cvar_t cl_shownet = {0, "cl_shownet","0"};
31 cvar_t cl_nolerp = {0, "cl_nolerp", "0"};
32
33 cvar_t cl_itembobheight = {0, "cl_itembobheight", "8"};
34 cvar_t cl_itembobspeed = {0, "cl_itembobspeed", "0.5"};
35
36 cvar_t lookspring = {CVAR_SAVE, "lookspring","0"};
37 cvar_t lookstrafe = {CVAR_SAVE, "lookstrafe","0"};
38 cvar_t sensitivity = {CVAR_SAVE, "sensitivity","3", 1, 30};
39
40 cvar_t m_pitch = {CVAR_SAVE, "m_pitch","0.022"};
41 cvar_t m_yaw = {CVAR_SAVE, "m_yaw","0.022"};
42 cvar_t m_forward = {CVAR_SAVE, "m_forward","1"};
43 cvar_t m_side = {CVAR_SAVE, "m_side","0.8"};
44
45 cvar_t freelook = {CVAR_SAVE, "freelook", "1"};
46
47 cvar_t r_draweffects = {0, "r_draweffects", "1"};
48
49 cvar_t cl_explosions = {CVAR_SAVE, "cl_explosions", "1"};
50 cvar_t cl_stainmaps = {CVAR_SAVE, "cl_stainmaps", "1"};
51
52 cvar_t cl_beams_polygons = {CVAR_SAVE, "cl_beams_polygons", "1"};
53 cvar_t cl_beams_relative = {CVAR_SAVE, "cl_beams_relative", "1"};
54 cvar_t cl_beams_lightatend = {CVAR_SAVE, "cl_beams_lightatend", "0"};
55
56 cvar_t cl_noplayershadow = {CVAR_SAVE, "cl_noplayershadow", "0"};
57
58 mempool_t *cl_refdef_mempool;
59 mempool_t *cl_entities_mempool;
60
61 client_static_t cls;
62 client_state_t  cl;
63
64 int cl_max_entities;
65 int cl_max_static_entities;
66 int cl_max_temp_entities;
67 int cl_max_effects;
68 int cl_max_beams;
69 int cl_max_dlights;
70 int cl_max_lightstyle;
71 int cl_max_brushmodel_entities;
72
73 entity_t *cl_entities;
74 qbyte *cl_entities_active;
75 entity_t *cl_static_entities;
76 entity_t *cl_temp_entities;
77 cl_effect_t *cl_effects;
78 beam_t *cl_beams;
79 dlight_t *cl_dlights;
80 lightstyle_t *cl_lightstyle;
81 entity_render_t **cl_brushmodel_entities;
82
83 int cl_num_entities;
84 int cl_num_static_entities;
85 int cl_num_temp_entities;
86 int cl_num_brushmodel_entities;
87
88 /*
89 =====================
90 CL_ClearState
91
92 =====================
93 */
94 void CL_ClearState(void)
95 {
96         int i;
97
98         if (!sv.active)
99                 Host_ClearMemory ();
100
101         Mem_EmptyPool(cl_entities_mempool);
102
103 // wipe the entire cl structure
104         memset (&cl, 0, sizeof(cl));
105
106         SZ_Clear (&cls.message);
107
108         cl_num_entities = 0;
109         cl_num_static_entities = 0;
110         cl_num_temp_entities = 0;
111         cl_num_brushmodel_entities = 0;
112
113         // tweak these if the game runs out
114         cl_max_entities = MAX_EDICTS;
115         cl_max_static_entities = 256;
116         cl_max_temp_entities = 512;
117         cl_max_effects = 256;
118         cl_max_beams = 24;
119         cl_max_dlights = MAX_DLIGHTS;
120         cl_max_lightstyle = MAX_LIGHTSTYLES;
121         cl_max_brushmodel_entities = MAX_EDICTS;
122
123         cl_entities = Mem_Alloc(cl_entities_mempool, cl_max_entities * sizeof(entity_t));
124         cl_entities_active = Mem_Alloc(cl_entities_mempool, cl_max_entities * sizeof(qbyte));
125         cl_static_entities = Mem_Alloc(cl_entities_mempool, cl_max_static_entities * sizeof(entity_t));
126         cl_temp_entities = Mem_Alloc(cl_entities_mempool, cl_max_temp_entities * sizeof(entity_t));
127         cl_effects = Mem_Alloc(cl_entities_mempool, cl_max_effects * sizeof(cl_effect_t));
128         cl_beams = Mem_Alloc(cl_entities_mempool, cl_max_beams * sizeof(beam_t));
129         cl_dlights = Mem_Alloc(cl_entities_mempool, cl_max_dlights * sizeof(dlight_t));
130         cl_lightstyle = Mem_Alloc(cl_entities_mempool, cl_max_lightstyle * sizeof(lightstyle_t));
131         cl_brushmodel_entities = Mem_Alloc(cl_entities_mempool, cl_max_brushmodel_entities * sizeof(entity_render_t *));
132
133         CL_Screen_NewMap();
134
135         CL_Particles_Clear();
136
137         // LordHavoc: have to set up the baseline info for alpha and other stuff
138         for (i = 0;i < cl_max_entities;i++)
139         {
140                 ClearStateToDefault(&cl_entities[i].state_baseline);
141                 ClearStateToDefault(&cl_entities[i].state_previous);
142                 ClearStateToDefault(&cl_entities[i].state_current);
143         }
144
145         CL_CGVM_Clear();
146 }
147
148 /*
149 =====================
150 CL_Disconnect
151
152 Sends a disconnect message to the server
153 This is also called on Host_Error, so it shouldn't cause any errors
154 =====================
155 */
156 void CL_Disconnect(void)
157 {
158         if (cls.state == ca_dedicated)
159                 return;
160
161 // stop sounds (especially looping!)
162         S_StopAllSounds (true);
163
164         // clear contents blends
165         cl.cshifts[0].percent = 0;
166         cl.cshifts[1].percent = 0;
167         cl.cshifts[2].percent = 0;
168         cl.cshifts[3].percent = 0;
169
170         cl.worldmodel = NULL;
171
172         if (cls.demoplayback)
173                 CL_StopPlayback();
174         else if (cls.netcon)
175         {
176                 if (cls.demorecording)
177                         CL_Stop_f();
178
179                 Con_DPrintf("Sending clc_disconnect\n");
180                 SZ_Clear(&cls.message);
181                 MSG_WriteByte(&cls.message, clc_disconnect);
182                 NetConn_SendUnreliableMessage(cls.netcon, &cls.message);
183                 SZ_Clear(&cls.message);
184                 NetConn_Close(cls.netcon);
185                 cls.netcon = NULL;
186                 // if running a local server, shut it down
187                 if (sv.active)
188                 {
189                         // prevent this code from executing again during Host_ShutdownServer
190                         cls.state = ca_disconnected;
191                         Host_ShutdownServer(false);
192                 }
193         }
194         cls.state = ca_disconnected;
195
196         cls.demoplayback = cls.timedemo = false;
197         cls.signon = 0;
198 }
199
200 void CL_Disconnect_f(void)
201 {
202         CL_Disconnect ();
203         if (sv.active)
204                 Host_ShutdownServer (false);
205 }
206
207
208
209
210 /*
211 =====================
212 CL_EstablishConnection
213
214 Host should be either "local" or a net address
215 =====================
216 */
217 void CL_EstablishConnection(const char *host)
218 {
219         if (cls.state == ca_dedicated)
220                 return;
221
222         // clear menu's connect error message
223         m_return_reason[0] = 0;
224
225         // stop demo loop in case this fails
226         cls.demonum = -1;
227         CL_Disconnect();
228
229         if (LHNETADDRESS_FromString(&cls.connect_address, host, 26000) && (cls.connect_mysocket = NetConn_ChooseClientSocketForAddress(&cls.connect_address)))
230         {
231                 cls.connect_trying = true;
232                 cls.connect_remainingtries = 3;
233                 cls.connect_nextsendtime = 0;
234                 if (sv.active)
235                 {
236                         NetConn_ClientFrame();
237                         NetConn_ServerFrame();
238                         NetConn_ClientFrame();
239                         NetConn_ServerFrame();
240                         NetConn_ClientFrame();
241                         NetConn_ServerFrame();
242                         NetConn_ClientFrame();
243                         NetConn_ServerFrame();
244                 }
245         }
246 }
247
248 /*
249 ==============
250 CL_PrintEntities_f
251 ==============
252 */
253 static void CL_PrintEntities_f(void)
254 {
255         entity_t *ent;
256         int i, j;
257         char name[32];
258
259         for (i = 0, ent = cl_entities;i < cl_num_entities;i++, ent++)
260         {
261                 if (!ent->state_current.active)
262                         continue;
263
264                 if (ent->render.model)
265                         strncpy(name, ent->render.model->name, 25);
266                 else
267                         strcpy(name, "--no model--");
268                 name[25] = 0;
269                 for (j = strlen(name);j < 25;j++)
270                         name[j] = ' ';
271                 Con_Printf ("%3i: %s:%04i (%5i %5i %5i) [%3i %3i %3i] %4.2f %5.3f\n", i, name, ent->render.frame, (int) ent->render.origin[0], (int) ent->render.origin[1], (int) ent->render.origin[2], (int) ent->render.angles[0] % 360, (int) ent->render.angles[1] % 360, (int) ent->render.angles[2] % 360, ent->render.scale, ent->render.alpha);
272         }
273 }
274
275 //static const vec3_t nomodelmins = {-16, -16, -16};
276 //static const vec3_t nomodelmaxs = {16, 16, 16};
277 void CL_BoundingBoxForEntity(entity_render_t *ent)
278 {
279         if (ent->model)
280         {
281                 //if (ent->angles[0] || ent->angles[2])
282                 if (ent->matrix.m[2][0] != 0 || ent->matrix.m[2][1] != 0)
283                 {
284                         // pitch or roll
285                         ent->mins[0] = ent->matrix.m[0][3] + ent->model->rotatedmins[0];
286                         ent->mins[1] = ent->matrix.m[1][3] + ent->model->rotatedmins[1];
287                         ent->mins[2] = ent->matrix.m[2][3] + ent->model->rotatedmins[2];
288                         ent->maxs[0] = ent->matrix.m[0][3] + ent->model->rotatedmaxs[0];
289                         ent->maxs[1] = ent->matrix.m[1][3] + ent->model->rotatedmaxs[1];
290                         ent->maxs[2] = ent->matrix.m[2][3] + ent->model->rotatedmaxs[2];
291                         //VectorAdd(ent->origin, ent->model->rotatedmins, ent->mins);
292                         //VectorAdd(ent->origin, ent->model->rotatedmaxs, ent->maxs);
293                 }
294                 //else if (ent->angles[1])
295                 else if (ent->matrix.m[0][1] != 0 || ent->matrix.m[1][0] != 0)
296                 {
297                         // yaw
298                         ent->mins[0] = ent->matrix.m[0][3] + ent->model->yawmins[0];
299                         ent->mins[1] = ent->matrix.m[1][3] + ent->model->yawmins[1];
300                         ent->mins[2] = ent->matrix.m[2][3] + ent->model->yawmins[2];
301                         ent->maxs[0] = ent->matrix.m[0][3] + ent->model->yawmaxs[0];
302                         ent->maxs[1] = ent->matrix.m[1][3] + ent->model->yawmaxs[1];
303                         ent->maxs[2] = ent->matrix.m[2][3] + ent->model->yawmaxs[2];
304                         //VectorAdd(ent->origin, ent->model->yawmins, ent->mins);
305                         //VectorAdd(ent->origin, ent->model->yawmaxs, ent->maxs);
306                 }
307                 else
308                 {
309                         ent->mins[0] = ent->matrix.m[0][3] + ent->model->normalmins[0];
310                         ent->mins[1] = ent->matrix.m[1][3] + ent->model->normalmins[1];
311                         ent->mins[2] = ent->matrix.m[2][3] + ent->model->normalmins[2];
312                         ent->maxs[0] = ent->matrix.m[0][3] + ent->model->normalmaxs[0];
313                         ent->maxs[1] = ent->matrix.m[1][3] + ent->model->normalmaxs[1];
314                         ent->maxs[2] = ent->matrix.m[2][3] + ent->model->normalmaxs[2];
315                         //VectorAdd(ent->origin, ent->model->normalmins, ent->mins);
316                         //VectorAdd(ent->origin, ent->model->normalmaxs, ent->maxs);
317                 }
318         }
319         else
320         {
321                 ent->mins[0] = ent->matrix.m[0][3] - 16;
322                 ent->mins[1] = ent->matrix.m[1][3] - 16;
323                 ent->mins[2] = ent->matrix.m[2][3] - 16;
324                 ent->maxs[0] = ent->matrix.m[0][3] + 16;
325                 ent->maxs[1] = ent->matrix.m[1][3] + 16;
326                 ent->maxs[2] = ent->matrix.m[2][3] + 16;
327                 //VectorAdd(ent->origin, nomodelmins, ent->mins);
328                 //VectorAdd(ent->origin, nomodelmaxs, ent->maxs);
329         }
330 }
331
332 /*
333 ===============
334 CL_LerpPoint
335
336 Determines the fraction between the last two messages that the objects
337 should be put at.
338 ===============
339 */
340 static float CL_LerpPoint(void)
341 {
342         float f;
343
344         // dropped packet, or start of demo
345         if (cl.mtime[1] < cl.mtime[0] - 0.1)
346                 cl.mtime[1] = cl.mtime[0] - 0.1;
347
348         cl.time = bound(cl.mtime[1], cl.time, cl.mtime[0]);
349
350         // LordHavoc: lerp in listen games as the server is being capped below the client (usually)
351         f = cl.mtime[0] - cl.mtime[1];
352         if (!f || cl_nolerp.integer || cls.timedemo || (sv.active && svs.maxclients == 1))
353         {
354                 cl.time = cl.mtime[0];
355                 return 1;
356         }
357
358         f = (cl.time - cl.mtime[1]) / f;
359         return bound(0, f, 1);
360 }
361
362 void CL_ClearTempEntities (void)
363 {
364         cl_num_temp_entities = 0;
365 }
366
367 entity_t *CL_NewTempEntity(void)
368 {
369         entity_t *ent;
370
371         if (r_refdef.numentities >= r_refdef.maxentities)
372                 return NULL;
373         if (cl_num_temp_entities >= cl_max_temp_entities)
374                 return NULL;
375         ent = &cl_temp_entities[cl_num_temp_entities++];
376         memset (ent, 0, sizeof(*ent));
377         r_refdef.entities[r_refdef.numentities++] = &ent->render;
378
379         ent->render.colormap = -1; // no special coloring
380         ent->render.scale = 1;
381         ent->render.alpha = 1;
382         return ent;
383 }
384
385 void CL_Effect(vec3_t org, int modelindex, int startframe, int framecount, float framerate)
386 {
387         int i;
388         cl_effect_t *e;
389         if (!modelindex) // sanity check
390                 return;
391         for (i = 0, e = cl_effects;i < cl_max_effects;i++, e++)
392         {
393                 if (e->active)
394                         continue;
395                 e->active = true;
396                 VectorCopy(org, e->origin);
397                 e->modelindex = modelindex;
398                 e->starttime = cl.time;
399                 e->startframe = startframe;
400                 e->endframe = startframe + framecount;
401                 e->framerate = framerate;
402
403                 e->frame = 0;
404                 e->frame1time = cl.time;
405                 e->frame2time = cl.time;
406                 break;
407         }
408 }
409
410 void CL_AllocDlight(entity_render_t *ent, vec3_t org, float radius, float red, float green, float blue, float decay, float lifetime)
411 {
412         int i;
413         dlight_t *dl;
414
415         /*
416 // first look for an exact key match
417         if (ent)
418         {
419                 dl = cl_dlights;
420                 for (i = 0;i < MAX_DLIGHTS;i++, dl++)
421                         if (dl->ent == ent)
422                                 goto dlightsetup;
423         }
424         */
425
426 // then look for anything else
427         dl = cl_dlights;
428         for (i = 0;i < MAX_DLIGHTS;i++, dl++)
429                 if (!dl->radius)
430                         goto dlightsetup;
431
432         // unable to find one
433         return;
434
435 dlightsetup:
436         //Con_Printf("dlight %i : %f %f %f : %f %f %f\n", i, org[0], org[1], org[2], red * radius, green * radius, blue * radius);
437         memset (dl, 0, sizeof(*dl));
438         dl->ent = ent;
439         CL_FindNonSolidLocation(org, dl->origin, 6);
440         //VectorCopy(org, dl->origin);
441         dl->radius = radius;
442         dl->color[0] = red;
443         dl->color[1] = green;
444         dl->color[2] = blue;
445         dl->decay = decay;
446         if (lifetime)
447                 dl->die = cl.time + lifetime;
448         else
449                 dl->die = 0;
450 }
451
452 void CL_DecayLights(void)
453 {
454         int i;
455         dlight_t *dl;
456         float time;
457
458         time = cl.time - cl.oldtime;
459
460         dl = cl_dlights;
461         for (i=0 ; i<MAX_DLIGHTS ; i++, dl++)
462         {
463                 if (!dl->radius)
464                         continue;
465                 if (dl->die < cl.time)
466                 {
467                         dl->radius = 0;
468                         continue;
469                 }
470
471                 dl->radius -= time*dl->decay;
472                 if (dl->radius < 0)
473                         dl->radius = 0;
474         }
475 }
476
477 extern qboolean Nehahrademcompatibility;
478 #define MAXVIEWMODELS 32
479 entity_t *viewmodels[MAXVIEWMODELS];
480 int numviewmodels;
481
482 matrix4x4_t viewmodelmatrix;
483
484 static int entitylinkframenumber;
485
486 static const vec3_t muzzleflashorigin = {18, 0, 0};
487
488 extern void V_DriftPitch(void);
489 extern void V_FadeViewFlashs(void);
490 extern void V_CalcViewBlend(void);
491
492 extern void V_CalcRefdef(void);
493 // note this is a recursive function, but it can never get in a runaway loop (because of the delayedlink flags)
494 void CL_LinkNetworkEntity(entity_t *e)
495 {
496         matrix4x4_t *matrix, blendmatrix, tempmatrix, matrix2;
497         int j, k, l, trailtype, temp;
498         float origin[3], angles[3], delta[3], lerp, dlightcolor[3], mins[3], maxs[3], v[3], v2[3], d;
499         entity_t *t;
500         model_t *model;
501         //entity_persistent_t *p = &e->persistent;
502         //entity_render_t *r = &e->render;
503         if (e->persistent.linkframe != entitylinkframenumber)
504         {
505                 e->persistent.linkframe = entitylinkframenumber;
506                 // skip inactive entities and world
507                 if (!e->state_current.active || e == cl_entities)
508                         return;
509                 if (e->render.flags & RENDER_VIEWMODEL)
510                 {
511                         if (cl.stats[STAT_HEALTH] <= 0 || !r_drawviewmodel.integer || chase_active.integer || envmap || (cl.items & IT_INVISIBILITY))
512                                 return;
513                         if (cl.viewentity)
514                                 CL_LinkNetworkEntity(cl_entities + cl.viewentity);
515                         matrix = &viewmodelmatrix;
516                         if (e == &cl.viewent && cl.viewentity >= 0 && cl.viewentity < MAX_EDICTS && cl_entities[cl.viewentity].state_current.active)
517                         {
518                                 e->state_current.alpha = cl_entities[cl.viewentity].state_current.alpha;
519                                 e->state_current.effects = EF_NOSHADOW | (cl_entities[cl.viewentity].state_current.effects & (EF_ADDITIVE | EF_REFLECTIVE | EF_FULLBRIGHT));
520                         }
521                 }
522                 else
523                 {
524                         t = cl_entities + e->state_current.tagentity;
525                         if (!t->state_current.active)
526                                 return;
527                         // note: this can link to world
528                         CL_LinkNetworkEntity(t);
529                         // make relative to the entity
530                         matrix = &t->render.matrix;
531                         // if a valid tagindex is used, make it relative to that tag instead
532                         if (e->state_current.tagentity && e->state_current.tagindex >= 1 && (model = t->render.model) && e->state_current.tagindex <= t->render.model->alias.aliasnum_tags)
533                         {
534                                 // blend the matrices
535                                 memset(&blendmatrix, 0, sizeof(blendmatrix));
536                                 for (j = 0;j < 4 && t->render.frameblend[j].lerp > 0;j++)
537                                 {
538                                         matrix = &t->render.model->alias.aliasdata_tags[t->render.frameblend[j].frame * t->render.model->alias.aliasnum_tags + (e->state_current.tagindex - 1)].matrix;
539                                         d = t->render.frameblend[j].lerp;
540                                         for (l = 0;l < 4;l++)
541                                                 for (k = 0;k < 4;k++)
542                                                         blendmatrix.m[l][k] += d * matrix->m[l][k];
543                                 }
544                                 // concat the tag matrices onto the entity matrix
545                                 Matrix4x4_Concat(&tempmatrix, &t->render.matrix, &blendmatrix);
546                                 // use the constructed tag matrix
547                                 matrix = &tempmatrix;
548                         }
549                 }
550                 e->render.alpha = e->state_current.alpha * (1.0f / 255.0f); // FIXME: interpolate?
551                 e->render.scale = e->state_current.scale * (1.0f / 16.0f); // FIXME: interpolate?
552                 e->render.flags = e->state_current.flags;
553                 if (e - cl_entities == cl.viewentity)
554                         e->render.flags |= RENDER_EXTERIORMODEL;
555                 e->render.effects = e->state_current.effects;
556                 if (e->state_current.flags & RENDER_COLORMAPPED)
557                         e->render.colormap = e->state_current.colormap;
558                 else if (cl.scores != NULL && e->state_current.colormap)
559                         e->render.colormap = cl.scores[e->state_current.colormap - 1].colors; // color it
560                 else
561                         e->render.colormap = -1; // no special coloring
562                 e->render.skinnum = e->state_current.skin;
563                 // set up the render matrix
564                 if (e->state_previous.active && e->state_current.modelindex == e->state_previous.modelindex)
565                 {
566                         // movement lerp
567                         if (e->persistent.lerpdeltatime > 0 && (lerp = (cl.time - e->persistent.lerpstarttime) / e->persistent.lerpdeltatime) < 1)
568                         {
569                                 // interpolate the origin and angles
570                                 VectorLerp(e->persistent.oldorigin, lerp, e->persistent.neworigin, origin);
571                                 VectorSubtract(e->persistent.newangles, e->persistent.oldangles, delta);
572                                 if (delta[0] < -180) delta[0] += 360;else if (delta[0] >= 180) delta[0] -= 360;
573                                 if (delta[1] < -180) delta[1] += 360;else if (delta[1] >= 180) delta[1] -= 360;
574                                 if (delta[2] < -180) delta[2] += 360;else if (delta[2] >= 180) delta[2] -= 360;
575                                 VectorMA(e->persistent.oldangles, lerp, delta, angles);
576                         }
577                         else
578                         {
579                                 // no interpolation
580                                 VectorCopy(e->persistent.neworigin, origin);
581                                 VectorCopy(e->persistent.newangles, angles);
582                         }
583                         // animation lerp
584                         if (e->render.frame2 == e->state_current.frame)
585                         {
586                                 // update frame lerp fraction
587                                 e->render.framelerp = 1;
588                                 if (e->render.frame2time > e->render.frame1time)
589                                 {
590                                         e->render.framelerp = (cl.time - e->render.frame2time) / (e->render.frame2time - e->render.frame1time);
591                                         e->render.framelerp = bound(0, e->render.framelerp, 1);
592                                 }
593                         }
594                         else
595                         {
596                                 // begin a new frame lerp
597                                 e->render.frame1 = e->render.frame2;
598                                 e->render.frame1time = e->render.frame2time;
599                                 e->render.frame = e->render.frame2 = e->state_current.frame;
600                                 e->render.frame2time = cl.time;
601                                 e->render.framelerp = 0;
602                         }
603                 }
604                 else
605                 {
606                         // no interpolation
607                         VectorCopy(e->persistent.neworigin, origin);
608                         VectorCopy(e->persistent.newangles, angles);
609                         e->render.frame = e->render.frame1 = e->render.frame2 = e->state_current.frame;
610                         e->render.frame1time = e->render.frame2time = cl.time;
611                         e->render.framelerp = 1;
612                 }
613
614                 e->render.model = cl.model_precache[e->state_current.modelindex];
615                 if (e->render.model)
616                 {
617                         Mod_CheckLoaded(e->render.model);
618                         if (e->render.model->type != mod_brush)
619                                 angles[0] = -angles[0];
620                         if (e->render.model->flags & EF_ROTATE)
621                         {
622                                 angles[1] = ANGLEMOD(100*cl.time);
623                                 if (cl_itembobheight.value)
624                                         origin[2] += (cos(cl.time * cl_itembobspeed.value * (2.0 * M_PI)) + 1.0) * 0.5 * cl_itembobheight.value;
625                         }
626                 }
627
628                 R_LerpAnimation(&e->render);
629
630                 // FIXME: e->render.scale should go away
631                 Matrix4x4_CreateFromQuakeEntity(&matrix2, origin[0], origin[1], origin[2], angles[0], angles[1], angles[2], e->render.scale);
632                 // concat the matrices to make the entity relative to its tag
633                 Matrix4x4_Concat(&e->render.matrix, matrix, &matrix2);
634                 // make the other useful stuff
635                 Matrix4x4_Invert_Simple(&e->render.inversematrix, &e->render.matrix);
636                 CL_BoundingBoxForEntity(&e->render);
637
638                 // handle effects now that we know where this entity is in the world...
639                 origin[0] = e->render.matrix.m[0][3];
640                 origin[1] = e->render.matrix.m[1][3];
641                 origin[2] = e->render.matrix.m[2][3];
642                 trailtype = -1;
643                 dlightcolor[0] = 0;
644                 dlightcolor[1] = 0;
645                 dlightcolor[2] = 0;
646                 // LordHavoc: if the entity has no effects, don't check each
647                 if (e->render.effects)
648                 {
649                         if (e->render.effects & EF_BRIGHTFIELD)
650                         {
651                                 if (gamemode == GAME_NEXUIZ)
652                                 {
653                                         dlightcolor[0] += 100.0f;
654                                         dlightcolor[1] += 200.0f;
655                                         dlightcolor[2] += 400.0f;
656                                         trailtype = 8;
657                                 }
658                                 else
659                                         CL_EntityParticles(e);
660                         }
661                         if (e->render.effects & EF_MUZZLEFLASH)
662                                 e->persistent.muzzleflash = 100.0f;
663                         if (e->render.effects & EF_DIMLIGHT)
664                         {
665                                 dlightcolor[0] += 200.0f;
666                                 dlightcolor[1] += 200.0f;
667                                 dlightcolor[2] += 200.0f;
668                         }
669                         if (e->render.effects & EF_BRIGHTLIGHT)
670                         {
671                                 dlightcolor[0] += 400.0f;
672                                 dlightcolor[1] += 400.0f;
673                                 dlightcolor[2] += 400.0f;
674                         }
675                         // LordHavoc: more effects
676                         if (e->render.effects & EF_RED) // red
677                         {
678                                 dlightcolor[0] += 200.0f;
679                                 dlightcolor[1] +=  20.0f;
680                                 dlightcolor[2] +=  20.0f;
681                         }
682                         if (e->render.effects & EF_BLUE) // blue
683                         {
684                                 dlightcolor[0] +=  20.0f;
685                                 dlightcolor[1] +=  20.0f;
686                                 dlightcolor[2] += 200.0f;
687                         }
688                         if (e->render.effects & EF_FLAME)
689                         {
690                                 mins[0] = origin[0] - 16.0f;
691                                 mins[1] = origin[1] - 16.0f;
692                                 mins[2] = origin[2] - 16.0f;
693                                 maxs[0] = origin[0] + 16.0f;
694                                 maxs[1] = origin[1] + 16.0f;
695                                 maxs[2] = origin[2] + 16.0f;
696                                 // how many flames to make
697                                 temp = (int) (cl.time * 300) - (int) (cl.oldtime * 300);
698                                 CL_FlameCube(mins, maxs, temp);
699                                 d = lhrandom(200, 250);
700                                 dlightcolor[0] += d * 1.0f;
701                                 dlightcolor[1] += d * 0.7f;
702                                 dlightcolor[2] += d * 0.3f;
703                         }
704                         if (e->render.effects & EF_STARDUST)
705                         {
706                                 mins[0] = origin[0] - 16.0f;
707                                 mins[1] = origin[1] - 16.0f;
708                                 mins[2] = origin[2] - 16.0f;
709                                 maxs[0] = origin[0] + 16.0f;
710                                 maxs[1] = origin[1] + 16.0f;
711                                 maxs[2] = origin[2] + 16.0f;
712                                 // how many particles to make
713                                 temp = (int) (cl.time * 200) - (int) (cl.oldtime * 200);
714                                 CL_Stardust(mins, maxs, temp);
715                                 d = 100;
716                                 dlightcolor[0] += d * 1.0f;
717                                 dlightcolor[1] += d * 0.7f;
718                                 dlightcolor[2] += d * 0.3f;
719                         }
720                 }
721                 // muzzleflash fades over time, and is offset a bit
722                 if (e->persistent.muzzleflash > 0)
723                 {
724                         Matrix4x4_Transform(&e->render.matrix, muzzleflashorigin, v2);
725                         CL_TraceLine(origin, v2, v, NULL, 0, true, NULL);
726                         CL_AllocDlight(NULL, v, e->persistent.muzzleflash, 1, 1, 1, 0, 0);
727                         e->persistent.muzzleflash -= cl.frametime * 1000;
728                 }
729                 // LordHavoc: if the model has no flags, don't check each
730                 if (e->render.model && e->render.model->flags)
731                 {
732                         if (e->render.model->flags & EF_GIB)
733                                 trailtype = 2;
734                         else if (e->render.model->flags & EF_ZOMGIB)
735                                 trailtype = 4;
736                         else if (e->render.model->flags & EF_TRACER)
737                         {
738                                 trailtype = 3;
739                                 dlightcolor[0] += 0x10;
740                                 dlightcolor[1] += 0x40;
741                                 dlightcolor[2] += 0x10;
742                         }
743                         else if (e->render.model->flags & EF_TRACER2)
744                         {
745                                 trailtype = 5;
746                                 dlightcolor[0] += 0x50;
747                                 dlightcolor[1] += 0x30;
748                                 dlightcolor[2] += 0x10;
749                         }
750                         else if (e->render.model->flags & EF_ROCKET)
751                         {
752                                 trailtype = 0;
753                                 dlightcolor[0] += 200.0f;
754                                 dlightcolor[1] += 160.0f;
755                                 dlightcolor[2] +=  80.0f;
756                         }
757                         else if (e->render.model->flags & EF_GRENADE)
758                         {
759                                 // LordHavoc: e->render.alpha == -1 is for Nehahra dem compatibility (cigar smoke)
760                                 trailtype = e->render.alpha == -1 ? 7 : 1;
761                         }
762                         else if (e->render.model->flags & EF_TRACER3)
763                         {
764                                 trailtype = 6;
765                                 dlightcolor[0] += 0x50;
766                                 dlightcolor[1] += 0x20;
767                                 dlightcolor[2] += 0x40;
768                         }
769                 }
770                 // LordHavoc: customizable glow
771                 if (e->state_current.glowsize)
772                 {
773                         // * 4 for the expansion from 0-255 to 0-1023 range,
774                         // / 255 to scale down byte colors
775                         VectorMA(dlightcolor, e->state_current.glowsize * (4.0f / 255.0f), (qbyte *)&palette_complete[e->state_current.glowcolor], dlightcolor);
776                 }
777                 // make the dlight
778                 if ((dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL) && !e->state_current.tagentity)
779                 {
780                         VectorCopy(origin, v);
781                         // hack to make glowing player light shine on their gun
782                         if ((e - cl_entities) == cl.viewentity/* && !chase_active.integer*/)
783                                 v[2] += 30;
784                         CL_AllocDlight(&e->render, v, 1, dlightcolor[0], dlightcolor[1], dlightcolor[2], 0, 0);
785                 }
786                 // trails need the previous frame
787                 if (e->state_previous.active && e->state_previous.modelindex == e->state_current.modelindex)
788                 {
789                         if (e->render.flags & RENDER_GLOWTRAIL)
790                                 CL_RocketTrail2(e->persistent.trail_origin, origin, e->state_current.glowcolor, e);
791                         else if (trailtype >= 0)
792                                 CL_RocketTrail(e->persistent.trail_origin, origin, trailtype, e);
793                 }
794                 VectorCopy(origin, e->persistent.trail_origin);
795                 // note: the cl.viewentity and intermission check is to hide player
796                 // shadow during intermission and during the Nehahra movie and
797                 // Nehahra cinematics
798                 if (!(e->render.effects & (EF_NOSHADOW | EF_ADDITIVE))
799                  && (e->render.alpha == 1)
800                  && !(e->render.flags & RENDER_VIEWMODEL)
801                  && ((e - cl_entities) != cl.viewentity || (!cl.intermission && !Nehahrademcompatibility && !cl_noplayershadow.integer)))
802                         e->render.flags |= RENDER_SHADOW;
803                 // as soon as player is known we can call V_CalcRefDef
804                 if ((e - cl_entities) == cl.viewentity)
805                         V_CalcRefdef();
806                 if (e->render.model && e->render.model->name[0] == '*' && e->render.model->type == mod_brush)
807                         cl_brushmodel_entities[cl_num_brushmodel_entities++] = &e->render;
808                 // don't show entities with no modelindex (note: this still shows
809                 // entities which have a modelindex that resolved to a NULL model)
810                 if (e->render.model && !(e->render.effects & EF_NODRAW) && r_refdef.numentities < r_refdef.maxentities)
811                         r_refdef.entities[r_refdef.numentities++] = &e->render;
812                 if (cl_num_entities < e->state_current.number + 1)
813                         cl_num_entities = e->state_current.number + 1;
814         }
815 }
816
817 void CL_RelinkWorld(void)
818 {
819         entity_t *ent = &cl_entities[0];
820         if (cl_num_entities < 1)
821                 cl_num_entities = 1;
822         cl_brushmodel_entities[cl_num_brushmodel_entities++] = &ent->render;
823         // FIXME: this should be done at load
824         Matrix4x4_CreateIdentity(&ent->render.matrix);
825         Matrix4x4_CreateIdentity(&ent->render.inversematrix);
826         CL_BoundingBoxForEntity(&ent->render);
827 }
828
829 static void CL_RelinkStaticEntities(void)
830 {
831         int i;
832         for (i = 0;i < cl_num_static_entities && r_refdef.numentities < r_refdef.maxentities;i++)
833         {
834                 Mod_CheckLoaded(cl_static_entities[i].render.model);
835                 r_refdef.entities[r_refdef.numentities++] = &cl_static_entities[i].render;
836         }
837 }
838
839 /*
840 ===============
841 CL_RelinkEntities
842 ===============
843 */
844 static void CL_RelinkNetworkEntities(void)
845 {
846         entity_t *ent;
847         int i;
848
849         ent = &cl.viewent;
850         ent->state_previous = ent->state_current;
851         ClearStateToDefault(&ent->state_current);
852         ent->state_current.time = cl.time;
853         ent->state_current.number = -1;
854         ent->state_current.active = true;
855         ent->state_current.modelindex = cl.stats[STAT_WEAPON];
856         ent->state_current.frame = cl.stats[STAT_WEAPONFRAME];
857         ent->state_current.flags = RENDER_VIEWMODEL;
858
859         // start on the entity after the world
860         entitylinkframenumber++;
861         for (i = 1, ent = cl_entities + 1;i < MAX_EDICTS;i++, ent++)
862         {
863                 if (cl_entities_active[i])
864                 {
865                         if (ent->state_current.active)
866                                 CL_LinkNetworkEntity(ent);
867                         else
868                                 cl_entities_active[i] = false;
869                 }
870         }
871         CL_LinkNetworkEntity(&cl.viewent);
872 }
873
874 static void CL_RelinkEffects(void)
875 {
876         int i, intframe;
877         cl_effect_t *e;
878         entity_t *ent;
879         float frame;
880
881         for (i = 0, e = cl_effects;i < cl_max_effects;i++, e++)
882         {
883                 if (e->active)
884                 {
885                         frame = (cl.time - e->starttime) * e->framerate + e->startframe;
886                         intframe = frame;
887                         if (intframe < 0 || intframe >= e->endframe)
888                         {
889                                 memset(e, 0, sizeof(*e));
890                                 continue;
891                         }
892
893                         if (intframe != e->frame)
894                         {
895                                 e->frame = intframe;
896                                 e->frame1time = e->frame2time;
897                                 e->frame2time = cl.time;
898                         }
899
900                         // if we're drawing effects, get a new temp entity
901                         // (NewTempEntity adds it to the render entities list for us)
902                         if (r_draweffects.integer && (ent = CL_NewTempEntity()))
903                         {
904                                 // interpolation stuff
905                                 ent->render.frame1 = intframe;
906                                 ent->render.frame2 = intframe + 1;
907                                 if (ent->render.frame2 >= e->endframe)
908                                         ent->render.frame2 = -1; // disappear
909                                 ent->render.framelerp = frame - intframe;
910                                 ent->render.frame1time = e->frame1time;
911                                 ent->render.frame2time = e->frame2time;
912
913                                 // normal stuff
914                                 ent->render.model = cl.model_precache[e->modelindex];
915                                 ent->render.frame = ent->render.frame2;
916                                 ent->render.colormap = -1; // no special coloring
917                                 ent->render.alpha = 1;
918
919                                 Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, e->origin[0], e->origin[1], e->origin[2], 0, 0, 0, 1);
920                                 Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
921                                 CL_BoundingBoxForEntity(&ent->render);
922                         }
923                 }
924         }
925 }
926
927 void CL_RelinkBeams(void)
928 {
929         int i;
930         beam_t *b;
931         vec3_t dist, org;
932         float d;
933         entity_t *ent;
934         float yaw, pitch;
935         float forward;
936
937         for (i = 0, b = cl_beams;i < cl_max_beams;i++, b++)
938         {
939                 if (!b->model || b->endtime < cl.time)
940                         continue;
941
942                 // if coming from the player, update the start position
943                 //if (b->entity == cl.viewentity)
944                 //      VectorCopy (cl_entities[cl.viewentity].render.origin, b->start);
945                 if (cl_beams_relative.integer && b->entity && cl_entities[b->entity].state_current.active && b->relativestartvalid)
946                 {
947                         entity_state_t *p = &cl_entities[b->entity].state_previous;
948                         //entity_state_t *c = &cl_entities[b->entity].state_current;
949                         entity_render_t *r = &cl_entities[b->entity].render;
950                         matrix4x4_t matrix, imatrix;
951                         if (b->relativestartvalid == 2)
952                         {
953                                 // not really valid yet, we need to get the orientation now
954                                 // (ParseBeam flagged this because it is received before
955                                 //  entities are received, by now they have been received)
956                                 // note: because players create lightning in their think
957                                 // function (which occurs before movement), they actually
958                                 // have some lag in it's location, so compare to the
959                                 // previous player state, not the latest
960                                 if (b->entity == cl.viewentity)
961                                         Matrix4x4_CreateFromQuakeEntity(&matrix, p->origin[0], p->origin[1], p->origin[2] + 16, cl.viewangles[0], cl.viewangles[1], cl.viewangles[2], 1);
962                                 else
963                                         Matrix4x4_CreateFromQuakeEntity(&matrix, p->origin[0], p->origin[1], p->origin[2] + 16, p->angles[0], p->angles[1], p->angles[2], 1);
964                                 Matrix4x4_Invert_Simple(&imatrix, &matrix);
965                                 Matrix4x4_Transform(&imatrix, b->start, b->relativestart);
966                                 Matrix4x4_Transform(&imatrix, b->end, b->relativeend);
967                                 b->relativestartvalid = 1;
968                         }
969                         else
970                         {
971                                 if (b->entity == cl.viewentity)
972                                         Matrix4x4_CreateFromQuakeEntity(&matrix, r->origin[0], r->origin[1], r->origin[2] + 16, cl.viewangles[0], cl.viewangles[1], cl.viewangles[2], 1);
973                                 else
974                                         Matrix4x4_CreateFromQuakeEntity(&matrix, r->origin[0], r->origin[1], r->origin[2] + 16, r->angles[0], r->angles[1], r->angles[2], 1);
975                                 Matrix4x4_Transform(&matrix, b->relativestart, b->start);
976                                 Matrix4x4_Transform(&matrix, b->relativeend, b->end);
977                         }
978                 }
979
980                 if (b->lightning)
981                 {
982                         if (cl_beams_lightatend.integer)
983                                 CL_AllocDlight (NULL, b->end, 200, 0.3, 0.7, 1, 0, 0);
984                         if (cl_beams_polygons.integer)
985                                 continue;
986                 }
987
988                 // calculate pitch and yaw
989                 VectorSubtract (b->end, b->start, dist);
990
991                 if (dist[1] == 0 && dist[0] == 0)
992                 {
993                         yaw = 0;
994                         if (dist[2] > 0)
995                                 pitch = 90;
996                         else
997                                 pitch = 270;
998                 }
999                 else
1000                 {
1001                         yaw = (int) (atan2(dist[1], dist[0]) * 180 / M_PI);
1002                         if (yaw < 0)
1003                                 yaw += 360;
1004
1005                         forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1006                         pitch = (int) (atan2(dist[2], forward) * 180 / M_PI);
1007                         if (pitch < 0)
1008                                 pitch += 360;
1009                 }
1010
1011                 // add new entities for the lightning
1012                 VectorCopy (b->start, org);
1013                 d = VectorNormalizeLength(dist);
1014                 while (d > 0)
1015                 {
1016                         ent = CL_NewTempEntity ();
1017                         if (!ent)
1018                                 return;
1019                         //VectorCopy (org, ent->render.origin);
1020                         ent->render.model = b->model;
1021                         ent->render.effects = EF_FULLBRIGHT;
1022                         //ent->render.angles[0] = pitch;
1023                         //ent->render.angles[1] = yaw;
1024                         //ent->render.angles[2] = rand()%360;
1025                         Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, org[0], org[1], org[2], -pitch, yaw, lhrandom(0, 360), 1);
1026                         Matrix4x4_Invert_Simple(&ent->render.inversematrix, &ent->render.matrix);
1027                         CL_BoundingBoxForEntity(&ent->render);
1028                         VectorMA(org, 30, dist, org);
1029                         d -= 30;
1030                 }
1031         }
1032 }
1033
1034 void CL_LerpPlayer(float frac)
1035 {
1036         int i;
1037         float d;
1038
1039         cl.viewzoom = cl.viewzoomold + frac * (cl.viewzoomnew - cl.viewzoomold);
1040
1041         for (i = 0;i < 3;i++)
1042                 cl.velocity[i] = cl.mvelocity[1][i] + frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);
1043
1044         if (cls.demoplayback)
1045         {
1046                 // interpolate the angles
1047                 for (i = 0;i < 3;i++)
1048                 {
1049                         d = cl.mviewangles[0][i] - cl.mviewangles[1][i];
1050                         if (d > 180)
1051                                 d -= 360;
1052                         else if (d < -180)
1053                                 d += 360;
1054                         cl.viewangles[i] = cl.mviewangles[1][i] + frac * d;
1055                 }
1056         }
1057 }
1058
1059 /*
1060 ===============
1061 CL_ReadFromServer
1062
1063 Read all incoming data from the server
1064 ===============
1065 */
1066 int CL_ReadFromServer(void)
1067 {
1068         CL_ReadDemoMessage();
1069
1070         r_refdef.numentities = 0;
1071         cl_num_entities = 0;
1072         cl_num_brushmodel_entities = 0;
1073
1074         if (cls.state == ca_connected && cls.signon == SIGNONS)
1075         {
1076                 // prepare for a new frame
1077                 CL_LerpPlayer(CL_LerpPoint());
1078                 CL_DecayLights();
1079                 CL_ClearTempEntities();
1080                 V_DriftPitch();
1081                 V_FadeViewFlashs();
1082
1083                 // relink network entities (note: this sets up the view!)
1084                 CL_RelinkNetworkEntities();
1085
1086                 // move particles
1087                 CL_MoveParticles();
1088
1089                 // link stuff
1090                 CL_RelinkWorld();
1091                 CL_RelinkStaticEntities();
1092                 CL_RelinkBeams();
1093                 CL_RelinkEffects();
1094
1095                 // run cgame code (which can add more entities)
1096                 CL_CGVM_Frame();
1097
1098                 // update view blend
1099                 V_CalcViewBlend();
1100         }
1101
1102         return 0;
1103 }
1104
1105 /*
1106 =================
1107 CL_SendCmd
1108 =================
1109 */
1110 void CL_SendCmd(void)
1111 {
1112         usercmd_t cmd;
1113
1114         if (cls.signon == SIGNONS)
1115         {
1116                 // get basic movement from keyboard
1117                 CL_BaseMove(&cmd);
1118
1119                 // OS independent code
1120                 IN_PreMove();
1121
1122                 // allow mice or other external controllers to add to the move
1123                 IN_Move(&cmd);
1124
1125                 // OS independent code
1126                 IN_PostMove();
1127
1128                 // send the unreliable message
1129                 CL_SendMove(&cmd);
1130         }
1131
1132         if (cls.demoplayback)
1133         {
1134                 SZ_Clear(&cls.message);
1135                 return;
1136         }
1137
1138         // send the reliable message (forwarded commands) if there is one
1139         if (cls.message.cursize && NetConn_CanSendMessage(cls.netcon))
1140         {
1141                 if (developer.integer)
1142                 {
1143                         Con_Printf("CL_SendCmd: sending reliable message:\n");
1144                         SZ_HexDumpToConsole(&cls.message);
1145                 }
1146                 if (NetConn_SendReliableMessage(cls.netcon, &cls.message) == -1)
1147                         Host_Error("CL_WriteToServer: lost server connection");
1148                 SZ_Clear(&cls.message);
1149         }
1150 }
1151
1152 // LordHavoc: pausedemo command
1153 static void CL_PauseDemo_f (void)
1154 {
1155         cls.demopaused = !cls.demopaused;
1156         if (cls.demopaused)
1157                 Con_Printf("Demo paused\n");
1158         else
1159                 Con_Printf("Demo unpaused\n");
1160 }
1161
1162 /*
1163 ======================
1164 CL_Fog_f
1165 ======================
1166 */
1167 static void CL_Fog_f (void)
1168 {
1169         if (Cmd_Argc () == 1)
1170         {
1171                 Con_Printf ("\"fog\" is \"%f %f %f %f\"\n", fog_density, fog_red, fog_green, fog_blue);
1172                 return;
1173         }
1174         fog_density = atof(Cmd_Argv(1));
1175         fog_red = atof(Cmd_Argv(2));
1176         fog_green = atof(Cmd_Argv(3));
1177         fog_blue = atof(Cmd_Argv(4));
1178 }
1179
1180 /*
1181 =================
1182 CL_Init
1183 =================
1184 */
1185 void CL_Init (void)
1186 {
1187         cl_entities_mempool = Mem_AllocPool("client entities");
1188         cl_refdef_mempool = Mem_AllocPool("refdef");
1189
1190         memset(&r_refdef, 0, sizeof(r_refdef));
1191         // max entities sent to renderer per frame
1192         r_refdef.maxentities = MAX_EDICTS + 256 + 512;
1193         r_refdef.entities = Mem_Alloc(cl_refdef_mempool, sizeof(entity_render_t *) * r_refdef.maxentities);
1194         // 256k drawqueue buffer
1195         r_refdef.maxdrawqueuesize = 256 * 1024;
1196         r_refdef.drawqueue = Mem_Alloc(cl_refdef_mempool, r_refdef.maxdrawqueuesize);
1197
1198         SZ_Alloc (&cls.message, 1024, "cls.message");
1199
1200         CL_InitInput ();
1201         CL_InitTEnts ();
1202
1203 //
1204 // register our commands
1205 //
1206         Cvar_RegisterVariable (&cl_upspeed);
1207         Cvar_RegisterVariable (&cl_forwardspeed);
1208         Cvar_RegisterVariable (&cl_backspeed);
1209         Cvar_RegisterVariable (&cl_sidespeed);
1210         Cvar_RegisterVariable (&cl_movespeedkey);
1211         Cvar_RegisterVariable (&cl_yawspeed);
1212         Cvar_RegisterVariable (&cl_pitchspeed);
1213         Cvar_RegisterVariable (&cl_anglespeedkey);
1214         Cvar_RegisterVariable (&cl_shownet);
1215         Cvar_RegisterVariable (&cl_nolerp);
1216         Cvar_RegisterVariable (&lookspring);
1217         Cvar_RegisterVariable (&lookstrafe);
1218         Cvar_RegisterVariable (&sensitivity);
1219         Cvar_RegisterVariable (&freelook);
1220
1221         Cvar_RegisterVariable (&m_pitch);
1222         Cvar_RegisterVariable (&m_yaw);
1223         Cvar_RegisterVariable (&m_forward);
1224         Cvar_RegisterVariable (&m_side);
1225
1226         Cvar_RegisterVariable (&cl_itembobspeed);
1227         Cvar_RegisterVariable (&cl_itembobheight);
1228
1229         Cmd_AddCommand ("entities", CL_PrintEntities_f);
1230         Cmd_AddCommand ("disconnect", CL_Disconnect_f);
1231         Cmd_AddCommand ("record", CL_Record_f);
1232         Cmd_AddCommand ("stop", CL_Stop_f);
1233         Cmd_AddCommand ("playdemo", CL_PlayDemo_f);
1234         Cmd_AddCommand ("timedemo", CL_TimeDemo_f);
1235
1236         Cmd_AddCommand ("fog", CL_Fog_f);
1237
1238         // LordHavoc: added pausedemo
1239         Cmd_AddCommand ("pausedemo", CL_PauseDemo_f);
1240
1241         Cvar_RegisterVariable(&r_draweffects);
1242         Cvar_RegisterVariable(&cl_explosions);
1243         Cvar_RegisterVariable(&cl_stainmaps);
1244         Cvar_RegisterVariable(&cl_beams_polygons);
1245         Cvar_RegisterVariable(&cl_beams_relative);
1246         Cvar_RegisterVariable(&cl_beams_lightatend);
1247         Cvar_RegisterVariable(&cl_noplayershadow);
1248
1249         CL_Parse_Init();
1250         CL_Particles_Init();
1251         CL_Screen_Init();
1252         CL_CGVM_Init();
1253
1254         CL_Video_Init();
1255 }
1256