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