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